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Why can't the client destroy my model?

Asked by 4 years ago
Edited 4 years ago

Ok so I have a humanoid model in workspace called "Noob" and have a script that plays an animation then destroys it when they die, Problem is that the client can't seem to get rid of the model and manually deleting it seems to just deselect it. The script is here:


local walk = script.Parent.Humanoid:LoadAnimation(script.Walk) local idle = script.Parent.Humanoid:LoadAnimation(script.Idle) local attack = script.Parent.Humanoid:LoadAnimation(script.Attack) local ded = script.Parent.Humanoid:LoadAnimation(script.Death) local running = script.Running script.Parent.Humanoid.Running:Connect(function(speed) if speed <= 0 then running.Value = true -- I have no clue why but this is reversed :/ else running.Value = false end end) running.Changed:Connect(function() if running.Value == true and script.Parent.Humanoid.Health > 0 then idle:Play() walk:Stop() elseif script.Parent.Humanoid.Health > 0 then walk:Play() idle:Stop() end end) script.Parent.Attack.Event:Connect(function(target) if script.Parent.Humanoid.Health > 0 then attack:Play() script.Parent.HumanoidRootPart.CFrame = CFrame.new(script.Parent.HumanoidRootPart.Position,target.Position*Vector3.new(1,0,1) + script.Parent.HumanoidRootPart.Position*Vector3.new(0,1,0)) end end) script.Parent.Humanoid.Died:Connect(function() walk:Stop() idle:Stop() attack:Stop() script.Parent.Humanoid.WalkSpeed = 0 script.Parent.HumanoidRootPart.Anchored = true ded:Play() spawn(function() wait(0.8) script.Parent:Destroy() end) end)
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You should really use a RemoteEvent and let the server handle destroying the part. Destroying a part via the client will not save to the server. DeceptiveCaster 3761 — 4y
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The problem is that it destroys on the server but not the client Testure6 0 — 4y

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