Did you move the model:Destroy()? If so, then maybe.
I moved the Destroy() line, yes.
Iâm ashamed to say I have zero clue why your script is broken
Actually, from what I can tell, it appears to just be making clones of Lowenherz but the Lowenherzs in the workspace are just empty models.
You realize you can simply do this in a car regeneration script
The original position of the car is where it will spawn everytime, for the sake of this post lets put it at 0,0,0.
local originalcar = game.Workspace-- whatever car you are using.
local beginning = Vector3.new(0, 0, 0)
local magnitude = vector3.new(15, 15, 15)
while wait(10) do
if originalcar.Position ~= beginning and (originalcar.Position - beginning).Magnitude > magnitude
then
local newcar = originalcar:Clone()
newcar.Position = beginning; newcar.Parent = game.Workspace
end
end
Also, why would you make it so that if the playe
I donât want to rewrite the script, I want it fixed.
Oh, ok. though, I suggest you take out the âenabledâ var and put it in the remotevent parameter. But, also, can you show us the client script that you are adding it on to, I think the event is okay, not the client script.
edit: remote event looks okay, but it is most likely a client side issue.
I donât know scripting terms so maybe you can try to simplify that for me?
Here is the client-script
script.Parent.MouseButton1Click:connect(function()
game.ReplicatedStorage.LowenherzRemotes.RegenLowenherz:FireServer()
end)
No wonder, thatâs why. when you do a client script, you forgot to add âplayerâ in the event, hence it will not start up.
game.ReplicatedStorage.LowenherzRemotes.RegenLowenherz.OnServerEvent:Connect(function()
the parameter supposed to be here is âplayerâ
so, here is the right one for this line.
game.ReplicatedStorage.LowenherzRemotes.RegenLowenherz.OnServerEvent:Connect(function(player)
you do not have to add anything to the FireServer event, it is merely because you forgot the âplayerâ parameter.
Nope, still duplicates by players.
Oh okay. The last thing I probably think is happening is that you do a click event on the screengui itself. you see, every single time a player joins a game, all of screengui is replicated inside of Players.LocalPlayer.PlayerGuiâŚ
That being said, this might be the solution.
client script
local players = game:GetService("Players")
local player = players.LocalPlayer
local replicatedstorage = game:GetService("ReplicatedStorage")
local remotesfolder = replicatedstorage:WaitForChild("LowenherzRemotes")
local remoteevent = remotesfolder:WaitForChild("RegenLowenHerz")
repeat wait() until player.Character or player.CharacterAdded
player.PlayerGui["example"].MouseButton1Down:Connect(function()
remoteevent:FireServer()
end
I just get this generic error.
CharacterAdded is not a valid member of Player
Oops. Sorry. I made the mistake of adding a colion instead of a period. Changed it now
Now I just get this.
example is not a valid member of PlayerGui
youâre supposed to add the name of the gui that you mentioned here:
You never mentioned what is the name of script.Paret (which is a gui)
Thatâs a regenerate button. Take a look at the example rbxl in the main post.
I donât really understand what youâre trying to say here. Iâll just tell you the issue at hand, because you did the localscript and mentioned the gui that was in the screengui, it duplicates for the screen of the whole server. This is how it works. If you do a touched event in screengui, it duplicates for the whole server. If you try to change the pos of the gui, it doesnât work. Also, if you do game.Players.LocalPlayer.PlayerGui.regeneratebutton, it will work, duplicate for the client only, and because it is firing a remote event it works. Thatâs why. I donât really know exactly what you need, because the issue is not with the event, and is with the fact that you did it on screengui.
What? The GUI is in the carâs remote control tool.
Hmm, okay then. I think Iâm just really bad at understanding things. Iâll get it to work and then reply with the file. Though it will take some time because I still have geometry homework to do.