So I tried using a serverscript for the remotes so the localscript can go client to server and server to client.
I just hope someone can explain me how it actually works because I only understand a part of it.
My goal is getting the localscript to work and become filtering enabled If this is not allowed here then please tell me.
--LocalScript
local ContextActionService = game:GetService("ContextActionService")
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local debounce = false
local function pressedXHandler()
game.Push.ReplicatedStorage:FireServer()
if debounce then return end
debounce = true
local hitCharacter = mouse.Target.Parent
local hitHumanoid = hitCharacter:FindFirstChildWhichIsA("Humanoid")
if hitHumanoid then
hitHumanoid:TakeDamage(25)
hitCharacter.Humanoid.Sit = true
local Push = Instance.new("BodyVelocity", hitCharacter.Torso)
Push.Velocity = hitCharacter.Torso.CFrame.lookVector * -63
Push.MaxForce = Vector3.new(math.huge, math.huge, math.huge)
local Distance = Instance.new("BodyPosition", hitCharacter.Torso)
Distance.MaxForce = Vector3.new(0, 0, 2)
Distance.Position = Vector3.new(0, hitCharacter.CFrame.p.Y + 15, 0)
Push:Destroy()
Distance:Destroy()
wait(5)
hitCharacter.Humanoid.Sit = false
end
wait(20)
debounce = false
end
ContextActionService:BindAction("Push", pressedXHandler, false, Enum.KeyCode.X)
-ServerScript
game.ReplicatedStorage.Push.OnServerEvent:Connect(function()
print("This was to check if it would appear in the output")
script.Parent.Push:FireServer()
script.Parent.Push.OnServerEvent:Connect(function()
end)
There is a remoteEvent in replicatedstorage

1 comment
you completely misunderstood how remotes works