Okay, I apologize if this is too much to digest, but I really need some help for this problem. (at times I believe there is no solution to this problem.);

game.ReplicatedStorage.clipEvent.OnServerEvent:Connect(function(player,gun)
	local checkV = gun.Debounces.alreadyOpen
	if x then
		x = false
				local cloneClip = game.ReplicatedStorage.Clip:Clone()
				cloneClip.Name = "9mm Ammo"
				cloneClip.Parent = workspace
				cloneClip.CFrame = player.Character.LeftHand.CFrame
				cloneClip.Anchored = false
				local guiclone = game.ReplicatedStorage.GUI:Clone()
				guiclone.Parent = cloneClip
				local magnitude = (player.Character.HumanoidRootPart.Position - cloneClip.Position).Magnitude
				coroutine.wrap(function()
					while wait() do
						magnitude = (player.Character.HumanoidRootPart.Position - cloneClip.Position).Magnitude
					end
				end)()
		coroutine.wrap(function()
				while wait() do
					if checkV.Value== 0 then
							checkV.Value = 1
								if magnitude <=10 then
									guiclone.Enabled = true
								else
									guiclone.Enabled = false
								end
							end
						end
					end)()
				wait(3)
				x = true
		end
end)

^^ This is the event, It's supposed to clone a clip copy, and move it to the players left hand. (this works fine), now the GUI clone is cloning a billboardGUI, that says "Press F to pick up ammo". It is supposed to show whenever the magnitude between the player and the clonedclip is smaller than or equal to 10. (this also works fine.),

The checkV debounce is to stop 2 GUI's showing up if there is 2 ammo on the floor. (so that the player picks up 1 piece of ammo), the value changes back to 0 when the clonedclip on the floor is deleted, and the ammo is added to the gun.

^ This works, but now I don't know how to transfer the clonedClip into another remote event. since it produces a lot of clonedclips with the same name.

Please, any suggestions leave them. Anything helps!

1 comment

0

Pass the cloneClip as a parameter, or use a RemoteFunction to return that clonedClip.