I’ve never actually used Userinputservice for mouse, am I doing this correctly?
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if input == Enum.UserInputType.MouseButton1 and not gameProcessed then
do charging attack thing here
end
end)
UserInputService.InputEnded:Connect(function(input, gameProcessed)
if input == Enum.UserInputType.MouseButton1 and not gameProcessed then
do attack and fire server event here
end
end
you forgot to put .UserInputType in input
Alright, it is working now, but uh, the double damage problem still perstists

So you’re trying to say the double damage only appears server-sided but client there is only one?
Exactly, I tried printing stuff on client, and it is only firing the event once, but on the server it do the whole process twice, I’ve tried adding debounce, but that doesn’t work.
I just realized something while taking a bathroom break.
All the players are using the same event, when I was play testing with my friend the damage was multiplied by 4 when there was 4 player, and doing this play test it does the damage 2x because its two player, I think I might try to figure something out.
When you test this, how many players are in the server?
When doing the play test with my friend of 4 player, the damage was multiplied by 4x, and doing play test on roblox studio with 2 player the damage is multiplied by 2x
Can you send us the whole script?
We can’t really see how the bug happens
In which script do you damage the player,local or server
the server did the damage after the client :FireServer
Yeah cool, but can you show us the whole code in the server-side script(s)?
I dont think its server sided i think its client sided since the problem that comes with it is the number of times it was fired
and yes send us the script we can hardly debug
I fixed it, god this realization hit me hard, because all player are using the same event, the damage was multiplied by how much player was in the server. Thanks to everyone who tried to help me.
That doesn’t matter, if you fired one remote 4 times it won’t effect the damage of the tool.
It isnt the damage of the tool but rather the number of times that the humanoid took the damage
It is working as intended now.

Then there is an issue on how the script gives the damage ,not the remote itself.
EDIT: And @himynamemate can you mark any reply as the solution?
I marked my reply as the solution for the post.
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When firing the server with client specific values like damage/multipliers etc. send them from the client to the server as additional arguments to “FireServer()” otherwise damage/multipliers will just be shared by all players within the server script.
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