Hi, I just want to start off by saying I'm pretty new to programming, so apologies if any of this code is inefficient/pointless, I just want to take care of this one-event problem and that's it.
So my problem is that when a level generates in my game, I want it to fire a BindableEvent (client to client right?) event in the level, and the script in that level waits for the event to be fired to do its functions.
The event fires like normal, and no errors are in the output, here's the code for the function that fires the event.
local function LoadLevel()
if IsLevelLoaded.Value == false then
local Levels = ReplicatedStorage.Levels:GetChildren()
local AmountOfLevels = #Levels
local RandomPositionInArray = math.random(1, AmountOfLevels)
local RandomLevel = Levels[RandomPositionInArray]
local Clone = RandomLevel:Clone()
Clone.Parent = game.Workspace
local NameOfCurrentLevel = RandomLevel.Name
print(NameOfCurrentLevel)
IsLevelLoaded.Value = true
RandomLevel.LevelStart:Fire() --for clarification, each level will have the event inside.
else
print("Level is already loaded")
end
end
LoadLevel()
and here's the code for inside the level
local LevelStart = script.Parent.LevelStart
LevelStart.Event:Connect(function()
print("test")
end)
Again, there are no errors in the output, but the "test" isn't being printed into the output. Why? Hope it's something simple.
Thank you for your help and happy holidays!

2 comments
Both scripts are regular scripts and not Local.
You put the "code thats inside the level" into every level right? Not just one?