So can the server see things in PlayerGui? I feel like it should be able to. Anyways this works in studio but in online it gets an error
QuestCount is not a valid member of PlayerGui
Pretty much QuestCount IS a folder in the PlayerGui. It is there 100% no spelling errors or anything. Here is the script with the error:
RemoteFolder.QuestEvent.OnServerEvent:connect(function (plr, gp, xp, item, que, qk) plr.PlayerGui.QuestCount.Quest.Value = que plr.PlayerGui.QuestCount.KGoal.Value = qk plr.PlayerGui.QuestCount.Kills.Value = 0 plr.PlayerGui.Notif.Ques.Text = "Quest Accepted: " .. que for i = 0, 1, 0.01 do wait() plr.PlayerGui.Notif.Ques.TextTransparency = i plr.PlayerGui.Notif.Ques.TextStrokeTransparency = i end end)
Idk looks like it would be a spelling error which I have even copied and pasted its name at this point. Or that the server can't even see it but im pretty positive it can.
Maybe im just a fool
Line 91(02 on the site) is the error, any help is appreciated!
The client clones the contents of StarterGui into its PlayerGui whenever the character spawns. There is no point in replicating those objects to the server as the storage should only be used for GUIs and the server has no reason to know anything about the client's UI. The client should rather be listening to event updates and configure the GUIs accordingly. You shouldn't be storing player data in the PlayerGui.
On an another note, your current setup puts complete trust on the client. It is a huge security issue to let the client tell the server "I'm starting this quest that awards this much XP and this much gold". How it should go is: "Hey server, can I start this quest, please? Here's an identifier so you know what quest I'm talking about". The server is meant to handle that input, start the quest if all conditions are met and then tell the client "yes, yes you can".