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Clone Spawning for everybody in the game?

Asked by
Lagfss 36
17 days ago

So I wrote a boat shop script where if you have enough money and dont already own it you can buy and spawn the ship or spawn it if you already own it. The one problem is when one person tries to spawn their boat instead of their only being one multiple spawn depending on how many are in the server. Example if there is 5 people 5 boats will spawn and I have 0 clue why

local rem = game.ReplicatedStorage:WaitForChild("BoatRemote")

script.Parent.Triggered:Connect(function(player)
    rem:FireClient(player, "yes")
end)

^to activate the boat GUI

local rem = game.ReplicatedStorage:WaitForChild("BoatRemote")

rem.OnClientEvent:Connect(function(val, whatever)
    if val == "yes" then
        script.Parent.Visible = true
    end
end)

^getting the event and setting the GUI to visible

local rem = game.ReplicatedStorage:WaitForChild("BoatRemote")

local boat_desc = script.Parent.Parent.Parent["Boat Description"]
local spawn_button = boat_desc.SpawnButton
local player = game.Players.LocalPlayer
local exit_button = script.Parent.Parent.Parent.TextButton

local already_spawned

script.Parent.MouseButton1Click:Connect(function()
    boat_desc["Boat Name"].Text = "Schooner"

    if player.Boats_bought.schooner_ship.Value == 0 then
        boat_desc.SpawnButton.Text = "Buy"
    elseif player.Boats_bought.schooner_ship.Value == 1 and already_spawned == nil then
        boat_desc.SpawnButton.Text = "Spawn"
    else
        boat_desc.SpawnButton.Text = "Despawn"
    end

    boat_desc["Stats Window"].SpeedText.Text = "- Speed = 35"
    boat_desc["Stats Window"].HealthText.Text = "- Health = 600"
    boat_desc["Stats Window"].CannonText.Text = "- # Of Cannons = 4"

    boat_desc.BoatImage.Image = "rbxassetid://10811310900"

    boat_desc.BoatImage.ImageTransparency = 0

    boat_desc.Visible = true
end)

spawn_button.MouseButton1Click:Connect(function()
    if spawn_button.Text == "Buy" then
        if player.stats.Gold.Value >= 500 then
            player.stats.Gold.Value -= 500
            player.Boats_bought.schooner_ship.Value = 1
            spawn_button.Text = "Spawn"
        end
    else
        if already_spawned == nil then
            rem:FireServer("schooner")
            boat_desc.Visible = false
            script.Parent.Parent.Parent["Boat Description"].Visible = false
            script.Parent.Parent.Parent.Visible = false
            already_spawned = "yes"
        else
            rem:FireServer("despawn")
            already_spawned = nil
            script.Parent.Parent.Parent["Boat Description"].Visible = false
            script.Parent.Parent.Parent.Visible = false
        end
    end
end)

exit_button.MouseButton1Click:Connect(function()
    boat_desc.Visible = false
script.Parent.Parent.Parent.Parent.Background.Visible = false
end)

^boat buying system/GUI once bought or spawned will communicate with the spawn script and make it so no player can spawn more than one at a time

local rem = game.ReplicatedStorage:WaitForChild("BoatRemote")

local schooner

rem.OnServerEvent:Connect(function(player, val)
    if val == "schooner" then
        schooner = game.ReplicatedStorage.Boats.SchoonerShip:Clone()
        schooner.Parent = workspace
    elseif val == "despawn" then
        schooner:Destroy()
    end
end)

^boat spawn

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Is my datastore script from the previous question working fine? I fixed it. T3_MasterGamer 845 — 17d

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