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COMMUNITY QUESTION

How do I make the numbers add only locally?

the normal script that sends a remoteevent

this script will not work if its a local script, but i want the remoteevent sent as local so the numbers that the player activates, only happens to THAT PLAYER

local ts = game:GetService("TweenService")
local noise = workspace.dicenoise
local p1 = script.Parent.Parent.rollmove.RI
local p2 = script.Parent.Parent.rollmove.RII
local box = script.Parent.Parent.rollmove.Box
local click = script.Parent.ClickDetector
local dicee = script.Parent.Parent.rollmove.dice:GetChildren()
local dice = script.Parent.Parent.rollmove.dice
local dicenum = #dicee

for i = 1,dicenum do
	local diceget = dicee[i]
	diceget.Anchored = true
end
local default_dist = script.Parent.ClickDetector.MaxActivationDistance
script.Parent.ClickDetector.MouseClick:Connect(function(player)
	game.ReplicatedStorage.Roll:FireAllClients()
	script.Parent.ClickDetector.MaxActivationDistance = 0
	script.Parent.SurfaceGui.Rolling.Visible = true
	script.Parent.SurfaceGui.Roll.Visible = false
	wait()
	local function moveItem(item, wp)
		local ti = TweenInfo.new(2, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0)
		local tween = ts:Create(item, ti, { Position = wp.Position})
		tween:Play()
		wait(2)
	end
	local function moveItems(item, wp)
		local ti = TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0)
		local tween = ts:Create(item, ti, { Position = wp.Position})
		tween:Play()
		wait(0.1)
	end
	for i = 1,dicenum do
		local diceget = dicee[i]
		moveItems(diceget, p1)
	end
	moveItem(box, p1)
	for i = 1,dicenum do
		local diceget = dicee[i]
		diceget.Transparency = 1
		moveItems(diceget, p2)
	end
	moveItem(box, p2)
	box.Orientation = Vector3.new(0,180,180)
	for i = 1,dicenum do
		local diceget = dicee[i]
		diceget.Transparency = 0
		diceget.Anchored = false
	end
	noise.Playing = true
	wait(0.6)
	for i = 1,dicenum do
		local diceget = dicee[i]
		local display = diceget.numdisplay
		display.Enabled = true
	end
	wait(1.3)
	noise.Playing = true
	noise.TimePosition = 0
	wait(5)
	for i = 1,dicenum do
		local diceget = dicee[i]
		local display = diceget.numdisplay
		diceget.Anchored = true
		diceget.Transparency = 1
		moveItems(diceget, p1)
		display.Enabled = false
	end
	moveItem(box,p1)
	box.Orientation = Vector3.new(0,0,0)
	script.Parent.SurfaceGui.Rolling.Visible = false
	script.Parent.SurfaceGui.Roll.Visible = true
	script.Parent.ClickDetector.MaxActivationDistance = default_dist	
end)

this is the localscript that recieves the remoteevent, the script is in a folder with the number guis

local remote = game.ReplicatedStorage.Roll
local ls = game.Players.LocalPlayer.leaderstats:WaitForChild("Rolls")

game.ReplicatedStorage.Roll.OnClientEvent:Connect(function()
	for _, v in pairs(script.Parent:GetDescendants()) do
		if v:IsA("IntValue") then
			v.Value += 1
		end
	end
	ls.Value = ls.Value + 1
end)

6 comments

0

use FireClient not FireAllClient so it only fires one cleient

0

Argument 1, missing or nil???

0

I saw ur script and u literally put in FireClient....

0

its meant to be FireClient(), but I fixed it

0

i edited the script in the game and here look

0

it works now

1 answer

Hi, here you have used FireAllClient, meaning that all the clients in the game will be able to see what is happening, much like a serverscript. The only purpose I would see for a FireAllClients event is that to reach out every local player's player gui or whatever and inserting something in it using a localscript. However, that is definitely not what you are trying to acheive, so I recommend using the FireClient() event.

Here's the altered script with the FireClient event:

-- server script local ts = game:GetService("TweenService") local noise = workspace.dicenoise local p1 = script.Parent.Parent.rollmove.RI local p2 = script.Parent.Parent.rollmove.RII local box = script.Parent.Parent.rollmove.Box local click = script.Parent.ClickDetector local dicee = script.Parent.Parent.rollmove.dice:GetChildren() local dice = script.Parent.Parent.rollmove.dice local dicenum = #dicee

for i = 1,dicenum do local diceget = dicee[i] diceget.Anchored = true end local default_dist = script.Parent.ClickDetector.MaxActivationDistance script.Parent.ClickDetector.MouseClick:Connect(function(add) script.Parent.ClickDetector.MaxActivationDistance = 0 script.Parent.SurfaceGui.Rolling.Visible = true script.Parent.SurfaceGui.Roll.Visible = false game.ReplicatedStorage.Roll:FireClient(add) wait() local function moveItem(item, wp) local ti = TweenInfo.new(2, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0) local tween = ts:Create(item, ti, { Position = wp.Position}) tween:Play() wait(2) end local function moveItems(item, wp) local ti = TweenInfo.new(0.1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 0) local tween = ts:Create(item, ti, { Position = wp.Position}) tween:Play() wait(0.1) end for i = 1,dicenum do local diceget = dicee[i] moveItems(diceget, p1) end moveItem(box, p1) for i = 1,dicenum do local diceget = dicee[i] diceget.Transparency = 1 moveItems(diceget, p2) end moveItem(box, p2) box.Orientation = Vector3.new(0,180,180) for i = 1,dicenum do local diceget = dicee[i] diceget.Transparency = 0 diceget.Anchored = false end noise.Playing = true wait(0.6) for i = 1,dicenum do local diceget = dicee[i] local display = diceget.numdisplay display.Enabled = true end wait(1.3) noise.Playing = true noise.TimePosition = 0 wait(5) for i = 1,dicenum do local diceget = dicee[i] local display = diceget.numdisplay diceget.Anchored = true diceget.Transparency = 1 moveItems(diceget, p1) display.Enabled = false end moveItem(box,p1) box.Orientation = Vector3.new(0,0,0) script.Parent.SurfaceGui.Rolling.Visible = false script.Parent.SurfaceGui.Roll.Visible = true script.Parent.ClickDetector.MaxActivationDistance = default_dist
end)


3 comments

0

error: Argument 1 missing or nil line 17???

0

error on the add roll script that adds numbers to scorecard, line 5: invalid argument #1 to 'pairs' (table expected, got Instance)???

0

.

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