I have an NPC and I tested Humanoid:TakeDamage in the command bar. For some strange reason when the NPC dies on the clients side it replicates to the server. I don’t even know what could be causing this as I don’t have any remote events that do damage through the server.
I have even tested it on an empty server with no scripts and still shows the same results.
No like i said the data for your player is managed on the client, health is one of them, there isnt a very easy way of doing this apart from having a numbervalue called health in the character and a script to set the health to the number on the server then changing that value instead
Health does not replicate from the client to the server, as doing so would create issues, such as exploiters being able to set their health insanely high.
Why not just have the server take care of the health entirely?
The client cannot tamper with their own health through exploits, it would just look like healthbar gucci.
I can confirm this behaviour.
My NPCs have :TakeDamage() dealt by the server not the client.
If the client changes the NPC Health to 0, it will not die.
However, if the NPC is then damaged on the server, it dies on the client and server.
This happens even if the NPC still has >0 health on the server.