When i attack a dummy another player doesnt see how many damage i did on that dummy, but i can see it. On my screen, the dummy's health is going low when i hit it, but on another players screen, its not going low. Its staying still. And i cant see what another player done too.
local Attack = true script.Parent.Activated:Connect(function() wait(0.1) if Attack == true then Attack = false local character = script.Parent.Parent local Humanoid = character:WaitForChild('Humanoid') repeat wait() until character:FindFirstChild("HumanoidRootPart") local part = Instance.new("Part", game.Workspace) part.CanCollide = false part.CFrame = character.HumanoidRootPart.CFrame part.Size = Vector3.new(7.3, 4 ,3) part.Transparency = 0.5 local Weld = Instance.new("Weld", part) Weld.Part0 = character.HumanoidRootPart Weld.Part1 = part Weld.C1 = CFrame.new(0, 1, 2.5) Weld.C0 = CFrame.new() part.Touched:Connect(function(p) local hum = p.Parent:FindFirstChildOfClass("Humanoid") if p.Parent.Name == ("Mob") then if script.Parent.CanDamage.Value == true then script.Parent.CanDamage.Value = false hum:TakeDamage(math.random(9,23)) wait(0.15) script.Parent.CanDamage.Value = true end end end) wait(0.15) part:Destroy() wait(0.5) Attack = true end end)
Is it a problem of a LocalScript? When i do this on normal script, i can damage on studio but not in normal game. If i do it on LocalScript, then this problem happening.
It's called FilteringEnabled and it prevents most of the client's changes from replicating on to the server, meaning if something changes on the client only, the server will not listen to the client and will not change anything on his side, to go around this as a developer, use remote functions and events as well as server-side handlers to go along with them.