I want to make a door with codes if you get the right buttons clicked it should tween open for that particular client only but it replicates to server and i dont know what the problem is
There is a serverscript with collection service that gets all the doors and the attributes as they have code values and then fires a remote event to a local script with all the necessary arguments
local doors = CollectionService:GetTagged("CodeDoor")
for i,v in pairs(doors) do
local buttons = v.Buttons
local leftDoor = v.LeftDoor
local rightDoor = v.RightDoor
local stayOpenTime = v:GetAttribute("stayOpenTime")
local code = {}
for name,attribute in pairs(v:GetAttributes()) do
if attribute == true then
table.insert(code,name)
end
end
local function initiatePlayer(player)
remote:FireClient(player,buttons,code,leftDoor,rightDoor,stayOpenTime,player)
end
Players.PlayerAdded:Connect(initiatePlayer)
end
Then from the local script it just calls the function in a module for the code doors
The local script is in StarterPlayer>StarterPlayerScripts i cant understand why this isnt tweening on the client only
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local module = require(ReplicatedStorage.ObbyModule)
local remote = ReplicatedStorage.AssetRemotes.CodeDoorRemote
remote.OnClientEvent:Connect(function(buttons,code,left,right,stayOpenTime,player)
if player == game.Players.LocalPlayer then
module.CodeDoor(buttons,code,left,right,stayOpenTime)
end
end)