Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
0

Why are my interfaces cloning correctly in Play Solo, but not online?

Asked by
Thetacah 712 Moderation Voter
5 years ago

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?

0
is your nameExample located somewhere the client can access? Le_Teapots 913 — 5y
0
nameExample is located in the ReplicatedStorage--From my understanding, both the client and the server could access it?? Thetacah 712 — 5y
0
use accurate play solo if your not using it already User#23365 30 — 5y
0
Unless you are using an outdated version of studio, play solo should function exactly the same as an ordinary server. User#25115 0 — 5y
0
The "Disable Acurate Play Solo" setting is set to false. Thetacah 712 — 5y

Answer this question