local ReplicatedStorage = game:GetService("ReplicatedStorage")
local SpawnCarEvent = ReplicatedStorage:WaitForChild("SpawnCar")
local DeleteCarEvent = ReplicatedStorage:WaitForChild("DeleteCar")
SpawnCarEvent.OnServerEvent:Connect(function(player, carName)
local Car = ServerStorage:FindFirstChild("Cars"):FindFirstChild(carName)
local CurCar = game.Workspace:FindFirstChild(player.Name .. 'sCar')
if CurCar then
CurCar:Remove()
end
if Car then
local clonedCar = Car:Clone()
clonedCar.Name = player.Name .. 'sCar'
clonedCar.Parent = game.Workspace
clonedCar:MoveTo(player.Character.HumanoidRootPart.Position + player.Character.HumanoidRootPart.CFrame.LookVector * 15)
end
end)
DeleteCarEvent.OnServerEvent:Connect(function(player, Car)
local Car = game.Workspace:FindFirstChild(player.Name .. 'sCar')
if Car then
Car:Remove()
end
end)
game.Players.PlayerRemoving:Connect(function(player)
local Car = game.Workspace:FindFirstChild(player.Name .. 'sCar')
if Car then
Car:Remove()
end
end)
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
local Car = game.Workspace:FindFirstChild(player.Name .. 'sCar')
if Car then
Car:Remove()
end
end)
end)
COMMUNITY QUESTION
my car spawner spawn mutiple cars help ?
1 answer
I think the answer is simple, try putting a delay in the localscript after you fire the remoteEvent.
4 comments
0
i dont know where to put it
0
You have a localscript that is firing the SpawnCarEvent remoteEvent, am I right? So, just after you fire it, use a debounce. Here is an example https://dpaste.org/pz8C
0
didnt work
0
can you show me your localscript?
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2 comments
try adding a debounce in the local script side of the remote event
i dont know where to put it