Hey, I’m looking to fire this executable cutscene from the ‘‘Cutscenify’’ plugin, once a Remote Event has been fired. However, it never seems to ‘‘Detect’’ the Remote event once I have fired it. The firing itself works, as it prints out to me that it in fact did fire. Below I have listed my code and pictures. I appreciate any help I can get
Code the fires my Remote Event:
-- let everthing load
wait(5)
-- vars
local WS = game:GetService('Workspace')
-- door essentials
local code = math.random(1000, 99999)
local KeycodeDoor = WS:WaitForChild('KeyCodeSystem').Essentials.Door
local Display = WS:WaitForChild('KeyCodeSystem').Essentials.Display.ShowText
-- cutscene
local CutsceneRE = game:GetService('ReplicatedStorage').CutsceneFolder.KeyCodeCutscene
-- for testing
print(code)
-- buttons
local buttons = WS:WaitForChild('KeyCodeSystem').Keys
-- playerinput
local input = '' -- players input on keycode
for _, button in pairs(buttons:GetChildren()) do
button.ClickDetector.MouseClick:Connect(function()
local B_Input = button.SurfaceGui.TextLabel.Text
if string.lower(B_Input) == 'enter' then
if input == tostring(code) then
Display.KeyCodeText.Text = 'Correct!'
input = ''
KeycodeDoor:Destroy() -- remove door upon code recieved
-- fire cutscene RE
CutsceneRE:FireServer()
print('Fired RemoteEvent')
wait(1)
for _, button in pairs(buttons:GetChildren()) do
button:Destroy()
Display:Destroy()
end
elseif input ~= tostring(code) then
Display.KeyCodeText.TextColor3 = Color3.fromRGB(255, 0, 0) -- change color to red if incorrect
Display.KeyCodeText.Text = 'Incorrect!'
task.wait(2) -- how long until they can try again
input = ''
Display.KeyCodeText.TextColor3 = Color3.fromRGB(26, 255, 0)
Display.KeyCodeText.Text = 'Input Code..'
end
elseif string.lower(B_Input) == 'clear' then
input = ''
Display.KeyCodeText.Text = 'Input code..'
else
input = input..B_Input
Display.KeyCodeText.Text = input
end
end)
end
The specific place:
if input == tostring(code) then
Display.KeyCodeText.Text = 'Correct!'
input = ''
KeycodeDoor:Destroy() -- remove door upon code recieved
-- fire cutscene RE
CutsceneRE:FireServer()
print('Fired RemoteEvent')
I always get the ‘‘Fired RemoteEvent’’ print, so that isn’t the issue. This is the code I use to pickup the RemoteEvent, and then using the module from Cutscenify, play the actual cutscene
-- CutsceneModule
local module = require(game:GetService('ReplicatedStorage').CutsceneFolder.CutsceneExecutionModule)
-- RemoteEvent
local CutsceneRE = game:GetService('ReplicatedStorage').CutsceneFolder.KeyCodeCutscene
-- find the cutscene
repeat
wait(0.01)
until module:IsModuleLoaded() == true
CutsceneRE.OnServerEvent:Connect(function()
print('Picked up KeyCode CutsceneRE')
module:PlayFullCutscene()
print('Played Keycode Cutscene')
end)
I don’t receive any of the prints inside of this function. Here is a picture of my hierarchy:
Thanks for the help!