##What is the problem?
I have a server. There is one player. Then, then, another player joins. The problem is that when I use the remote event, it only fires for the player that was already there, but, for the other player that joined, it doesn't work.
Server
--\\ Services
local repStorage = game:GetService("ReplicatedStorage")
--\\ Network Data
local remoteEvent = repStorage:WaitForChild("RemoteEvent")
remoteEvent:FireAllClients()
Client
--\\ Services
local repStorage = game:GetService("ReplicatedStorage")
--\\ Network Data
local remoteEvent = repStorage:WaitForChild("RemoteEvent")
remoteEvent.OnClientEvent:Connect(function()
local gui = Instance.new("ScreenGui")
gui.Parent = script.Parent -- assuming the parent of this client script is PlayerGui
local txt = Instance.new("TextLabel")
txt.Text = "Remote Fired"
txt.Parent = gui
end)
You see, I am working with the Client(see the GUI's).

6 comments
yup, thats what i was gonna put.
I'll test it out
Well, when the player joins, it is supposed to have the same thing. For example, if a player joined and it was counting down from 100 to 0. Let's say it is at 73, when another player joins. It should be 73, not from the beggining
This is definately not my problem. You didn’t include the countdown script or anything. This script of yours is just for creating a gui I assume
But it looks like you have a lot of syncing problem, try storing the time on the server then fire it to the clients
I did do some delay, here is the question with the full script: https://scriptinghelpers.org/questions/60344/why-do-the-guis-show-for-only-one-player-even-though-the-fireallclients-method-is-called