From the Server, I'm firing a remote event:
if winners then --Winners is a table containing the names of all the players(In the form of IntValues) who won the game. If no-one won, the table will be nil. displayWinnersEvent:FireAllClients(winners, false) --displayWinnersEvent is defined correctly.
From the client,
displayWinners.OnClientEvent:Connect(function(...) local args = {...} local winners = args[1] local remove = args[2] if remove then --Not important else frame.Visible = true for i, v in pairs(winners) do local cloneGUI = nameExample:Clone() --nameExample is defined correctly cloneGUI.Name = v.Value --v.Value is an Integer cloneGUI.numberSpot.Text = v.Value --v.Value is an Integer cloneGUI.nameExample.Text = v.Name--Name of the IntValue(the players name) cloneGUI.Parent = Scrollingframe--This is defined correctly end end end end)
For some reason, this works perfectly fine when playing in Studio under "Play Solo", but when playing online, no cloneGUIS seem to have been cloned, as they do not appear. Am I missing something?