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✓ ANSWER ACCEPTED

Changing health is broken in all situations?

I was in studio and I was low health so I tried to change it back to full. I took more damage and ended up dying. So I decided to research this, and what I found was that I can damage players, but when I heal them from ANY amount, it will pretend to be that amount until they take more damage, then it will go back to their previous HP. I've tried..


in both studio and public

unpublished and published games

low and high amounts of health increase


Why is this happening? How can I fix?

1 comment

0

script please

1 answer

✓ Accepted answer

It is not "broken", unless you do it locally as it doesn't replicate to other clients. Changing this property server-sided shouldn't be an issue though.

Hope I helped.

3 comments

0

yes, also I'd like to that that the use of remote events is encouraged in this scenario

0

Thanks! This must be a new feature because I haven't had to do this before. I also found that you can use :TakeDamage() with a negative number and it will work, so I will use that instead. But thank you in advance for the help!

0

It's not really a new feature, but FilteringEnabled. It prevents most of the client changes to replicate to the server etc etc.

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