My script is a remote event bound script with one local and another server. I can send information of where the mouse is but after that it just relays the same information over and over again which isn't very helpful. I was wondering if there was any fixes for this? Here's my scripts:
Local script
local Players = game:GetService("Players") local localPlayer = Players.LocalPlayer -- from a LocalScript local mouse = localPlayer:GetMouse() local ReplicatedStorage = game:GetService("ReplicatedStorage") local UIS = game:GetService("UserInputService") local MouseEvent = ReplicatedStorage:FindFirstChild("Mouse") local Mouseposition = mouse.Hit local mouseX = mouse.X local mouseY = mouse.Y UIS.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.Keyboard then if input.KeyCode == Enum.KeyCode.Q then if Players.LocalPlayer.Character then MouseEvent:FireServer(mouseY) end end end end)
Server script:
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local createPartEvent = ReplicatedStorage:FindFirstChild("Spells") local cooldown = "on" local mouse = ReplicatedStorage:FindFirstChild("Mouse") local function Recieved(player, mouse) if cooldown ~= "off" then local torso = player.Character:WaitForChild("HumanoidRootPart") local Part = Instance.new("Part") Part.Parent = torso Part.Position = Vector3.new(0,mouse,0) Part.CFrame = torso.CFrame + torso.CFrame.LookVector * 10 cooldown = "off" wait(10) cooldown = "on" wait(10) Part:Destroy() end end mouse.OnServerEvent:Connect(Recieved)