Hello, I am trying to send the player's mouse position to the client's side through Remote Events, but there is a problem. I want to update the mouse's position on both the Client-side and Server-side but I am only capable of doing this in the Client-side, is there any possible way to update the position in both sides every second with the same remote event? Position = pos
Client Side
local UIS = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local tool = script.Parent.Parent
local mouse = player:GetMouse()
local enabled1 = true
local pending = false
local requirement = game.ReplicatedStorage.LevelRequirements.ReqNA.Value
local upgrade1 = game.ReplicatedStorage.LevelRequirements.ReqUM1.Value
local upgrade2 = game.ReplicatedStorage.LevelRequirements.ReqUM2.Value
local upgrade3 = game.ReplicatedStorage.LevelRequirements.ReqUM3.Value
function onKeyDown(key)
if enabled1 == true then
local button = key:lower()
if key == "e" then
if tool.Active == true then
if player == nil then return end
if enabled1 == false then return end
if player.Stats.move.Value == 1 then return end
enabled1 = false
pending = true
player.Stats.move.Value = 1
local pos = mouse.Hit.p
local level = player.Stats.level.Value
local subject = script:findFirstChild("Move1")
subject:FireServer(pos, level, upgrade1, upgrade2, upgrade3)
Server Side
local subject = script.Parent:findFirstChild("Move1")
local subjectR = script.Parent:findFirstChild("Move1R")
local tablesAnim = {}
local function subjectFired(player, pos, level, upgrade1, upgrade2, upgrade3)

7 comments
Or... You can leave the subject:FireServer out of the Changed function, and add a new line thats INSIDE the server and that is:
subject:FireServer(pos)as a seperate one in the changed function so nothing happens to level, upgrades, etc.Your answer is still wrong.
Both wrong.
Fixed it myself anyways, so I'll end this question.
If this didn't work, then you shouldn't have accepted this answer lol.
its benefiting you don't complain.
lol ok