My goal is to try to fire the client to make the bomb explode when it touches something, for some odd reason the bomb is nil on the client
I have tried looking through the dev forum for some help, but i couldnt find anything.
Server
local char = plr.Character
local hrp = char.HumanoidRootPart
local bomb = game.ReplicatedStorage.Bomb:Clone()
local force = Instance.new("BodyVelocity")
force.MaxForce = Vector3.new(99999,99999,99999)
force.Velocity = mousepos.LookVector * 50 + Vector3.new(0,25,0)
force.Parent = bomb
bomb.Parent = game.Workspace
bomb.CFrame = hrp.CFrame * CFrame.new(0,0,-1)
game.ReplicatedStorage.PlayerEvents.BombClient:FireClient(plr,bomb)
client
client.OnClientEvent:Connect(function(bomb)
print(bomb)
if bomb ~= nil then
bomb.Touched:Connect(function(hit)
if hit.Parent ~= char and not hit.Parent:IsA("Accessory") then
server:FireServer(bomb)
end
end)
end
end)
Not too experienced with forces, but that looks pretty heavy. Are you sure bomb isn’t somehow being destroyed by falling into the void or something similar?
You are probably firing it right after the server starts, try waiting a bit (like 5-10 seconds)
I tested it and after waiting for a while it works normally again, the game was probably not loaded for the client when it was fired
This doesn’t work on a server script, it makes the code yield
game.Loaded is only intended for clients, and if you do that there, it will error “Remote event invocation queue exhausted” while the game hasn’t loaded yet
Yeah i just treid this and replicated same issue, if i add a task.wait(1) before sending the fireclient then it works but thats obviously not a good way to do it,
so what im thinking is that if you could send to the client the bomb cframe and velocity and let the client create the bomb themself (since its only firing to 1 client then that shouldnt be an issue) that could work and give the same effect