So, I have two scripts, one in each item, and both are modified versions of the Pistol model from the Toolbox, designed to look more like a laser weapon, and it tells you how much ammo is left using a Gui element. I have the scripts functional, but for some reason, equipping just one of them causes both Labels to appear. I have them separate so the reloading text doesnt display when another weapon is equipped. So the Admin Version of the weapon makes both the Admin weapon's ui and the Normal weapon's ui appear/disappear, but it should only be making the Admin ui appear. Similar story for the normal version, it makes the admin ui appear.
Normal Version:
equipEvent.OnServerEvent:connect(function(player) player.Character.Humanoid.AutoRotate = false player.PlayerGui.WeaponsUI.AmmoPistol.Visible = true player.PlayerGui.WeaponsUI.AmmoPistol.Text = currentAmmo.."/"..clipSize plr = player end) unequipEvent.OnServerEvent:connect(function(player) player.Character.Humanoid.AutoRotate = true player.PlayerGui.WeaponsUI.AmmoPistol.Visible = false end)
Admin Version:
equipEvent.OnServerEvent:connect(function(player) player.Character.Humanoid.AutoRotate = false player.PlayerGui.WeaponsUI.AmmoAdminPistol.Visible = true player.PlayerGui.WeaponsUI.AmmoAdminPistol.Text = currentAmmo.."/"..clipSize plr = player end) unequipEvent.OnServerEvent:connect(function(player) player.Character.Humanoid.AutoRotate = true player.PlayerGui.WeaponsUI.AmmoAdminPistol.Visible = false end)
local equipEvent = ?? and local unqeuipEvent ==??
If they're both listening to the same remote and there is nothing being passed which differentiates between which gun is being equiped then the script will run whenever any tool is equiped.
To fix this, maybe pass the name of the gun ...:Connect(function(player, weapon_name)...end)
...
and check if the weapon_name == the name of the gun you are listening for if weapon_name == "the name of the weapon here, inside the speach marks" then ...... end
Now that I've checked the naming for the events created by the script, they do all have the same names for the same triggers. I'll have to change all that, but thanks for mentioning that. (Sometimes I overlook the simple stuff like names of objects.)