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✓ ANSWER ACCEPTED

Particle is not show to another player but only to show can anybody help pls?

I really annoy about this my particle is shown the only player but another player doesn't show

player = game.Players.LocalPlayer
repeat wait(0.001) until player.Character
character = player.Character
CanSwing = true

animation = character.Humanoid:LoadAnimation(script.Parent.Animation)
Parent = script.Parent	
local Confirm = script.Parent:WaitForChild("XD")
local tool = script.Parent.Parent.Tool
local handle = script.Parent.Handle
local meshpart = script.Parent.MeshPart
local meshpart1 = script.Parent.MeshPart1
local meshpart2 = script.Parent.MeshPart2
local XD = script.Parent.XD
local punch = game.StarterPlayer.StarterCharacterScripts.Punch
local punchin = game.StarterPlayer.StarterCharacterScripts.Punch.Script
local remote = game.StarterPlayer.StarterCharacterScripts.Punch.RemoteEvent
local anima = game.StarterPlayer.StarterCharacterScripts.Punch.L
local anime = game.StarterPlayer.StarterCharacterScripts.Punch.R

script.Parent.Equipped:Connect(function()
	punch.Disabled = true
	punchin.Disabled = true
	remote.Archivable = false
	anima = false
	anime = false
end)

script.Parent.Activated:Connect(function()

	if CanSwing == true then
		CanSwing = false 
		wait(1)
		animation:Play()
		local plr = game.Players.LocalPlayer
	    local char = plr.Character
	    local hum = char.Humanoid
	    hum.WalkSpeed = 0
        hum.JumpPower = 0
        wait(0.5)
        Parent.Part.RequiemParticles.Enabled = true
        wait(0.3)
        Parent.Handle.ParticleEmitter.Enabled = true
        wait(0.6)
        wait(0.8)
        Parent.Part.RequiemParticles.Enabled = false
        wait(0.6)
        Parent.Handle.ParticleEmitter.Enabled = false
        Parent.Parent.Tool:Destroy()
		wait(0.00000000000001)
		CanSwing = true
		hum.WalkSpeed = 16
        hum.JumpPower = 50
	end
end)

2 comments

0

If you activate it on the client(local script) then only that client will see it

0

Create the particles on the server so they can replicate.

1 answer

✓ Accepted answer

You need to understand how FilteringEnabled works.

FilteringEnabled (also referred to as FE) basically works like this: Any changes made on the server affects every client, but any change made on one client will only be on that client; the server will not see the change.

Create your ParticleEmitter on the server, not on the client. If you must, you can use RemoteEvents or RemoteFunctions to accomplish this.

1 comment

0

Oh ok thanks dude

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