It seemed to work a few months ago. It's done by putting a localscript within a tool, and on the press of a key it replicates the corresponding part. But it doesn't work on the server. So how else can I write the script? Here is an example of what I'm using.
uis.InputBegan:connect(function(input,process) -- Skill Five if not process and active == true and input.KeyCode == Enum.KeyCode.V and player.PlayerGui.PlayerUI.Skills.Skill5.Visible == true and stunned == false then player.PlayerGui.PlayerUI.Skills.Skill5.Visible = false wait(0.3) local bullet = game.ReplicatedStorage.Necro.Raise:Clone() bullet.Parent = game.Players.LocalPlayer.Character.Holder bullet.CFrame = game.Players.LocalPlayer.Character.LeftHand.CFrame y = Instance.new("BodyVelocity") y.maxForce = Vector3.new(math.huge, math.huge, math.huge) y.velocity = player.Character.HumanoidRootPart.CFrame.lookVector*50 y.Parent = bullet wait (15) player.PlayerGui.PlayerUI.Skills.Skill5.Visible = true end end)
A LocalScript is on the client and any changes made to the game from the client will not replicate to the server. That means that any thing put into the game via a LocalScript will not be changed on the server and will only affect the client. You will have to look into remote events and functions to allow communication between the client and server. Here is a link, Hope this helps and have a great day scripting!