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How do I make damage show on the server and other client?

I have a simple raycasting gun, and on my screen it shows that I have damaged / killed an enemy, but on the other players screen nothing has happened. Here is the gun script:

--Variables
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local tool = script.Parent
local equipped = false
local UserInputService = game:GetService("UserInputService")
local mouseDown = false
local canPlay = true
local mouse = game.Players.LocalPlayer:GetMouse()

local shootSound = tool.shoot
local reloadSound = tool.Reload
local equipSound = tool.Equip

local ammo = tool.Ammo.Value
local gui = tool.ak47Gui
local ammoLabel = gui.Frame.ammo
local reloading = false
--Gui invisible
gui.Parent = nil

--Setting up full auto
mouse.Button1Down:Connect(function() 
	mouseDown = true
end)
mouse.Button1Up:Connect(function()
	mouseDown = false
end)

--Setting up equipped / unequipped variables
tool.Equipped:Connect(function(mouse)
	equipSound:Play()
	equipped = true
	gui.Parent = player.PlayerGui
	
end)
tool.Unequipped:Connect(function(mouse)
	equipped = false
	gui.Parent = nil
end)

--Key Press Functions
UserInputService.InputBegan:Connect(function(input, gameProcessed)
	if input.UserInputType == Enum.UserInputType.Keyboard and equipped == true then --Reload Function
		local keyPressed = input.KeyCode
		if keyPressed == Enum.KeyCode.R and reloading == false then
			reloading = true
			canPlay = false
			print("reloading!")
			reloadSound:Play()
			wait(2.5)
			ammo = 30
			canPlay = true
			reloading = false
		end
	end
	if input.UserInputType == Enum.UserInputType.MouseButton2 and equipped == true then --Aim Function
		
	end
end)

--Equipped Functions
tool.Equipped:Connect(function()
	while true do
		if reloading == false then
			ammoLabel.Text = ammo --Updating Gui Text
		else
			ammoLabel.Text = "Reloading" --Updating Gui Text
		end
		wait()
		if mouseDown then --Shooting
			if equipped then
				if canPlay then
					if ammo >= 1 then
						canPlay = false
						
						local randomnum = math.random(1.5)-1
						local randomvector = Vector3.new(randomnum,randomnum,randomnum) --Spread
						
						local ray = Ray.new(tool.shootPart.CFrame.p, (mouse.Hit.p + randomvector - tool.shootPart.CFrame.p).unit * 300)
						local part, position = workspace:FindPartOnRay(ray, player.Character, false, true)
						
						local beam = Instance.new("Part", workspace) --Creating Ray
						beam.BrickColor = BrickColor.new("Brick yellow")
						beam.FormFactor = "Custom"
						beam.Material = "Neon"
						beam.Transparency = 0.5
						beam.Anchored = true
						beam.Locked = true
						beam.CanCollide = false
						
						local distance = (tool.shootPart.CFrame.p - position).magnitude
						beam.Size = Vector3.new(0.1, 0.1, distance)
						beam.CFrame = CFrame.new(tool.shootPart.CFrame.p, position) * CFrame.new(0, 0, -distance / 2)
						
						game:GetService("Debris"):AddItem(beam, 0.1)
						
						if part then
							local humanoid = part.Parent:FindFirstChild("Humanoid") --Checks for person
							
							if not humanoid then
								humanoid = part.Parent.Parent:FindFirstChild("Humanoid") --Checks for person
							end
							
							if humanoid then
								humanoid:TakeDamage(24) --Damages
							end
						end
						
						
						shootSound:Play() --Play sound
						
						ammo = ammo - 1 --Subtract ammo
						
						
						wait(0.1) --Firerate
						canPlay = true
					elseif reloading == false then --Reload Function
						reloadSound:Play()
						reloading = true
						wait(2.5)
						ammo = 30
						canPlay = true
						reloading = false
					end
				end
			end
		end
	end
end)


This is inside of a local script in side of the gun. Any help is appreciated :)

1 answer

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