both are client sided scripts. One script is inside a text button in the player’s gui and the other is another local script in the same gui but managing the whole thing
It looks as if it should work, I don’t see any issues with the code. Maybe it’s something else with the setup? Is your code actually reaching the point where that event connection is made, in the event receiver code?
it’s one event in replicated storage. Both scripts are correctly referencing the same event. I’ll keep testing for any life out of that receiver code and let you know
the event that works correctly is initially inside replicated storage and is disabled. It’s cloned by the main gui script and enabled after being parented to a text button in the player’s gui:
game.StarterGui.PetInventory.List.Holder.ScrollingFrame.TextButton.Displayer
the gui that’s not recieving is the main gui:
game.StarterGui.PetInventory.List.InventoryHandler
oh yeah I added that. It prints correctly when inside one of the functions I created. But when I take it outside the function it doesn’t print. For that I double checked that it’s not referenced inside the function and it is referenced outside the function at the start of inventory handler
These are both scripts (inside the player GUI while play testing)
I added a debugging print at the very start of the final part of my script where all the events are received. Somehow it printed there correctly so I just moved the receiving part to the start of the events and now it receives the event. Anyone know a reason for that?
There’s probably an infinite loop preventing further code from running, or something that is indefinitely yielding. You could add a load of prints to work out where