Thank you SO much for all the help!
It works completely now, again, thank you!!
Thank you SO much for all the help!
It works completely now, again, thank you!!
Actually, it seems that there are still some problems. When I spectate Player2 on Player1, it doesn’t do anything, I believe. But when I “spectate” Player1 on Player1, it makes Player2 spectate Player1. Not sure why is this happening.
LocalScript:
SpectateEvent.OnClientEvent:Connect(function(value, targetPlayer)
if value == false then
Camera.CameraSubject = targetPlayer.Character:WaitForChild("Head")
elseif value == true then
Camera.CameraSubject = player.Character:WaitForChild("Head")
end
end)
ServerScript
if DEBOUNCE == false then
DEBOUNCE = true
Spectating.Text = "SPECTATING: "..targetPlayer.Name
SpectateEvent:FireClient(player, false, targetPlayer)
elseif DEBOUNCE == true then
Spectating.Text = "SPECTATING: N/A"
SpectateEvent:FireClient(player, true, targetPlayer)
DEBOUNCE = false
end
I think it might be an issue in the ServerScript, maybe somewhere in the :FireClient() values. Not sure what to fix tho.
Alright, I have managed to fix this issue.
Alongside other, kinda heavy rework, the SpectateEvent fire has to be SpectateEvent:FireClient(v, targetPlayer), and not how it was before.
Thanks for all of the other help tho!
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