So, a while ago someone told me to teleport a player from the client, I thought that only the client would see where its position is... But then I realized the whole GAME can see the position, I am currently tweening parts, deleting this and that, but I wanna make sure that its only for a single client, I am about to make the game 200 players and having 200 players see doors closing randomly cause of other players would end up in my game getting dislikes.
So this is what I mean..
local tweenService = game:GetService("TweenService")
local info = TweenInfo.new()
local debounce = false
local function TweenOrientation(model, CF)
debounce = true
local ppart = model.PrimaryPart.CFrame
local goal = CF
local inc = 1/40
for i=0,1,inc do
model:SetPrimaryPartCFrame(ppart:lerp(goal,i))
wait()
end
debounce = false
end
local function weldBetween(a, b)
local weld = Instance.new("ManualWeld", a)
weld.C0 = a.CFrame:inverse() * b.CFrame
weld.Part0 = a
weld.Part1 = b
a.Anchored = false
return weld
end
local last = false
local DlastP = script.Parent.Frame.Main_Hinge.CFrame
weldBetween(script.Parent.Frame.Handle1,script.Parent.Frame.Door1)
script.Parent.Frame.Handle1.ClickDetector.MouseClick:Connect(function()
if debounce == false then
if last == false then
last = true
TweenOrientation(script.Parent.Frame,script.Parent.Ghost_Hinge.CFrame)
else
last = false
TweenOrientation(script.Parent.Frame,DlastP)
end
end
end)
What it does is tweens a door, Is there a way it can tween the door for one player only?

5 comments
DUDE read my bio it will explain things.
Turn FE on and make it a local script. It should open the door to one client only. Use remote events to send the signal to a specific client and have the client change the door position.
thats what it is rn
Have you tried doing Part:SetNetworkOwner(nil)? It seemed to fix the problem for me.
ayy that works, thanks man ^