Hey everyone reading this!
I am having problems with a RemoteEvent not being able to fire server --> client.
Server Script:
local debounce = false
script.Parent.Touched:Connect(function(hit)
local humanoid = hit.Parent:FindFirstChild("Humanoid")
print("No Humanoid")
if debounce == false then
debounce = true
if humanoid then
print("Humanoid")
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
script.Parent:WaitForChild("Triggered"):FireClient(player)
end
end
end)
Local Script:
local uIS = game:GetService("UserInputService")
local looping = true
while looping do
wait()
script.Parent:WaitForChild("Triggered").OnClientEvent:Connect(function(player)
looping = false
script.Parent.CanCollide = false
print("Vault Tutorial Triggered")
local player = game.Players.LocalPlayer
local tutorialGui = player.PlayerGui:WaitForChild("TutorialGui")
local autoMove = player.PlayerScripts:WaitForChild("AutoMove").Disabled
local vault = tutorialGui:WaitForChild("Vault")
vault.Visible = true
autoMove = true
uIS.InputBegan:Connect(function(input, gameProcessed)
if input.KeyCode == Enum.KeyCode.KeypadEnter then
autoMove = false
vault.Visible = false
end
end)
end)
end
I'm not getting any errors, but the script inside of the OnClientEvent doesn't play.
Thank you for reading! Any help is appreciated!

6 comments
You aren't setting the debounce variable back to false, so it won't pass more than once. That is unless you intend to do so.
My intention with the debounce is to keep a player from using the trigger more then once. Thanks for replying anyways.
I would also not recommend looping event listeners. Every time the loop iterates it creates a new event listener, so you are going to have an incredibly unnecessary number of event listeners.
What are the prints after you run once?
I ran it, here are the prints:
17:27:04.417 No Humanoid - Server - VaultScriptServer:5 17:27:04.417 Humanoid - Server - VaultScriptServer:10 17:27:04.517 ? No Humanoid (x8) - Server - VaultScriptServer:5