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:
Link Address: https://drive.google.com/file/d/1SBX9ac24MRz8njstJ45fdHURuqwL7AFp/view?usp=sharing
Any ideas?
Looks like it is / was a bug or something, but I'm kinda new so idk if that is 100%