Note: My problem is a bit long and complicated!
So I made a remote event from the client to the server and what the script does is that it clones a model from the Replicated storage to the workspace but it's being cloned to the server and what I want is to clone it only for the client.
-- Local Script local ReplicatedStorage = game:GetService("ReplicatedStorage") local StageRemotes = ReplicatedStorage:WaitForChild("StageRemotes") local Player = game.Players.LocalPlayer game:GetService("ReplicatedStorage"):FindFirstChild("DestroyArrow").OnClientEvent:Connect(function() game.Workspace.Spawn.Arrow:Destroy() game.Workspace.Spawn.StartPart:Destroy() game.Players.LocalPlayer.PlayerGui.ObbyStart.Enabled = true game.Players.LocalPlayer.leaderstats.Levels.Value = game.Players.LocalPlayer.leaderstats.Levels.Value + 1 -- ==================================The code where the remote event is game.ReplicatedStorage.StageRemotes.ObbyRemote:FireServer(Player) -- ================================================================= wait(3) game.Players.LocalPlayer.PlayerGui.ObbyStart.Enabled = false end)
Note about the Local Script: I can't make a new remote event because I put the remote event(ObbyRemote) inside the first remote event(DestroyArrow) since I want the remote event(ObbyRemote) to run when the remote event(DestroyArrow) runs the code inside it.
-- Server Script game.ReplicatedStorage.StageRemotes.ObbyRemote.OnServerEvent:Connect(function() game.ReplicatedStorage.ObbyMap:Clone().Parent = game.Workspace end)
I hope you got the message.