These twitter GUIs work in studio but not in servers. Here's the first script (A script in Workspace, with a "Wait" (remote event))
game.Players.PlayerAdded:connect(function() shared.TwitterStatus = false game.Workspace:WaitForChild("Wait"):FireServer() end)-- this goes into the script inside of workspace
Second script in "Submit" inside of a ScreenGui inside of a frame. (local script)
--put this script into a local script in the place of the old one that didnt work local gear = game.ReplicatedStorage:WaitForChild("GravityCoil") game.Workspace.Wait.OnServerEvent:connect(function() shared.TwitterStatus = false -- now that we are using it, it is no longer nil and has a value. --It is also setting the variable once when the player is added to prevent it from being added again when player respawns script.Parent.MouseButton1Click:connect(function() if script.Parent.Parent.Input.Text == 'Alpha!' and shared.TwitterStatus == false then print("fire") shared.TwitterStatus = true -- now that it is true, it cannot be ran in this condition again. But as i said before, it can be edited from any script, so u can change it later gear:Clone().Parent = game.Players.LocalPlayer.Backpack script.Parent.Parent.Input.Text = '' script.Parent.Text = 'Success!' wait(1) script.Parent.Text = 'Submit' else script.Parent.Parent.Input.Text = 'Submit' script.Parent.Text = 'Invalid Code' wait(1) script.Parent.Text = 'Submit' end end) end)--this script will go into a local script in the place of the old one that didnt work
This may or may not be the answer you're looking for, but by looking at it I can tell you what's wrong.
1: You cannot fire remote events from a server script. That should only be done locally. If you wish to fire an event from a server script, use a BindableEvent instead.
2: The global "shared" table (just like _G), is separate from server and clients. For example:
-- Server script shared.Test = "Testing"
-- Client-sided print(shared.Test) -- > nil
3: You cannot create an event from a local script using "OnServerEvent". The correct procedure for making the client listen for server instruction is the "OnClientEvent", which is the event that will fire when "FireClient" or "FireAllClients" is called.
4: I'd also recommend using a Remote Function object to exchange data between clients and server, in place of the "shared" table, which is separate for clients and servers.
5: Also, you probably shouldn't put another event inside an event (unless you have some kind of managing system that properly controls connections / disconnections). So you should take the "MouseButton1Click" event out of the remote event fuction.
Other than that, everything else seems to be fine, but I haven't tested any of this. Anything else that errors will depend on the condition in which the environment of your script is running is in (i.e, FilteringEnabled being on, something missing in the workspace, etc).
You should also probably note that everything in studio runs locally. So you will most likely always have different results in studio than online mode.
For more information on how this works, check out this roblox wiki tutorial: http://wiki.roblox.com/index.php?title=RemoteFunction_and_RemoteEvent_Tutorial
Okay so here's an example:
--\\ Services local Players = game:GetService'Players' --\\ Remote local Remote = workspace:WaitForChild'Wait' --\\ Connection Players.PlayerAdded:connect(function(Player) Remote:FireClient(Player,'Test') -- Remember, 'test' was our "Request" argument. This will toggle the "Status" variable in the local script end)
--\\ Services local RepStorage = game:GetService'ReplicatedStorage' -- Get the ReplicatedStorage service. local Players = game:GetService'Players' -- Get players service. --\\ Objects local Remote = workspace:WaitForChild'Wait' -- Reference to the remote object. local Gear = RepStorage:WaitForChild'GravityCoil' -- Reference to the gravity coil object. --\\ GUIs local Button = script.Parent local InputGui = Button.Parent:WaitForChild'Input' --\\ Client local Client = Players.LocalPlayer local Backpack = Client:WaitForChild'Backpack' --\\ Conditions local Status = false --\\ Client event set-up --\\ As a side note, you probably won't need to use a second argument for this event in this scenario. Remote.OnClientEvent:connect(function(Request, ...) -- I always have 'Request' as a first argument, to make my code conditional. --\\ Request variable (not required, but it makes things easier) Request = tostring(Request):lower() -- Make it so the 'request' string isn't case sensitive. --\\ Make code run upon Request condition if(Request == 'test')then -- If I make the 'Request' argument 'test', then... Status = not Status -- Toggle the status bool end end) --\\ Using this event outside of the remote event. script.Parent.MouseButton1Click:connect(function() if (InputGui.Text == 'Alpha!') and (Status == false) then print'Fired' Gear:Clone().Parent = Backpack InputGui.Text = '' Button.Text = 'Success!' wait(1) Button.Text = 'Submit' else InputGui.Text = 'Submit' Button.Text = 'Invalid Code' wait(1) Button.Text = 'Submit' end end)
This is assuming everything in your game environment is as presented by the program. Meaning objects are in the right place, nothing is missing, and all the names are the same.