Scripting Helpers is winding down operations and is now read-only. More info→
Ad
Log in to vote
2

Why does my script only work when I am the only person in the server?

Asked by
appxritixn 2235 Moderation Voter Community Moderator
4 years ago
Edited 4 years ago

Alright, so here is the problem. When I have more than just me any server, the projectile does not appear. I have tested this, and AS SOON as they join, it stops firing. Here is the script I am having problems with:

game.ReplicatedStorage.RemoteEvents2.Spells.ignis_cast.OnServerEvent:Connect(function(player, position)
        if script.CanFire.Value == true then -- 2 second delay between casting spell
            game.ReplicatedStorage.Debug.Recieve:FireAllClients()
            script.CanFire.Value = false
            game.ReplicatedStorage.RemoteEvents2.Spells.ignis_cast:FireClient(player)
            timer = os.time()
            local spell = game.ReplicatedStorage.Spells.Ignis["Spell-Fire"]:Clone()
            spell.Parent = game.Workspace.Spells.Ignis
            spell.Name = "Ignis"
            spell.CFrame = player.Character.RightHand.CFrame
            spell.Transparency = 1
            spell.Velocity = setMagnitude(player.Character.RightHand.Position, position)
            spell.CanCollide = false -- Collision will be done a different way (effect added, part removed)
            local bf = Instance.new("BodyForce")
            bf.Force = Vector3.new(0,game.Workspace.Gravity * spell:GetMass(),0)
            bf.Parent = spell
            local sh = game.ServerScriptService.Spells.ignisCollision:Clone()
            sh.Parent = spell
            sh.Disabled = false
            spell.Player.Value = player.Name -- Set the value for who fired the spell
            sh.PlayerFired.Value = player.Name
            wait(2)
            script.CanFire.Value = true
        else
            game.ReplicatedStorage.Debug.Fire:FireAllClients()
        end
    end)

I am using ScreenGuis to test that the remote event is firing, and it returns that the event is being fired when it is supposed to be, but nothing is appearing in terms of the projectile.

This is a SERVER script, and "CanFire.Value" is set to true when the player is supposed to fire. It is also changed to false when the player clicks at the appropriate time.

This makes it frustration as in my view, my script should work.

Here is video proof:

Google Drive MP4

Link Address: https://drive.google.com/file/d/1SBX9ac24MRz8njstJ45fdHURuqwL7AFp/view?usp=sharing

Any ideas?

1
It does work when I am the only one in the server. appxritixn 2235 — 4y
0
Do you know at exactly what line it breaks? Are you sure the ignis_cast is being fired correctly? Greenhands1 4 — 4y
0
Sorry didn't read the bottom part. Greenhands1 4 — 4y

1 answer

Log in to vote
1
Answered by 3 years ago

Looks like it is / was a bug or something, but I'm kinda new so idk if that is 100%

Ad

Answer this question