Client:
uiS.InputBegan:connect(function(input, processed) if input.KeyCode == Enum.KeyCode.LeftShift and Alive then -- (Hold) Shift: Sprinting, 20% increase in move speed workspace.Comm.InGamePlayerAction:FireServer(player, 'BeganSprinting') print'w0w' -- Prints successfully end end)
Server:
workspace.Comm.InGamePlayerAction.OnServerEvent:connect(function(player, action) print'accepted' -- Does not print if action == 'BeganSprinting' then print'started sprinting' -- Does not sprint end end)
Pretty self explanatory, the OnServerEvent isn't being triggered. halp
You shouldn't define the player argument as it's default.
Client:
uiS.InputBegan:connect(function(input, processed) if input.KeyCode == Enum.KeyCode.LeftShift and Alive then -- (Hold) Shift: Sprinting, 20% increase in move speed workspace.Comm.InGamePlayerAction:FireServer('BeganSprinting') print'w0w' -- Prints successfully end end)
The code above is not tested, but should work.