Hello, I'm working my way slowly through converting my game in order to Enable Filtering.
I'm having a problem with a RemoteEvent, There is a list of Textboxes in PlayerGui that each have a client-side script in them. They communicate with a Server Side script which sets the TextStrokeTransparency of the selected TextBox's text to 0 when it's selected and is supposed to set it back to 1 when the 'Target' changes (Target is a string value set and removed based on what is selected) The problem I've found is when transferring data I cannot figure out how to get the server side script to recognise 'TextInput' (The selected texbox/parent of the client-side script) on the other end. Is there any way I could go about this that would allow 'TextInput' to be recognised as the correct TextBox in the Server Side script?
This is the Client-Side script
local event = game.ReplicatedStorage.SelectorEvent local TextInput = script.Parent script.Parent.MouseButton1Down:Connect(function() event:FireServer(TextInput) end)
and this is the server side script that does not recognise 'TextInput'
local event = game.ReplicatedStorage.SelectorEvent event.OnServerEvent:Connect(function(player, TextInput) local Target = game.ReplicatedStorage.Target print("Target") if TextInput.TextStrokeTransparency == 1 then print('Help?') TextInput.TextStrokeTransparency = 0 Target.Value = TextInput elseif TextInput.TextStrokeTransparency == 0 then TextInput.TextStrokeTransparency = 1 Target.Value = "" end Target.Changed:Connect(function() if Target.Value ~= TextInput then TextInput.TextStrokeTransparency = 1 end end) end)
as a sidenote, the Target.Changed function is also not doing anything. (The script works in solo mode but this one function refuses to set the TextStrokeTransparency back when 'Target' is changed) If anyone knows what I am doing wrong that would be helpful.
Many thanks!