ClientScript

workspace.RemoteEvent:FireServer(player)
print'PLAYER SPAWNED'

workspace.PlayerSpawn.OnClientEvent:connect(function(rplayer, character, faction)
	print'OTHER PLAYER SPAWNED'
end)

ServerScript

workspace.RemoteEvent.OnServerEvent:connect(function(player)
	workspace.PlayerSpawn:FireClient(player)
end)

If another player joins the game and thus fires the RemoteEvent, 'OTHER PLAYER SPAWNED' doesn't print on the first player's client.

FilteringEnabled is on.

ADDITIONALLY, i've tried to do this, but with bindablefunctions, too -- my dev friends said it wouldn't work with me using RemoteEvents. If this isn't true, please let me know as I prefer BFs to REs.

3 comments

0

So what's not working?

0

All is working well with your script on my end. Any chance you have a script in the wrong place or have one of the scripts disabled?

0

None of the scripts are disabled, and i've double checked to make sure nothing's preventing either scripts sending or recieving the signal.