How do i use :Emit() on a remote event?

I’m still looking through your code, in the meantime can you make sure that mark is in the correct position and make sure that the particles aren’t transparent? I’m trying to reproduce this bug myself but haven’t yet

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tysm for the help, the mark is really on the correct position and also not transparent

robloxapp-20240510-0022451.wmv (880.0 KB)

on the video u can see that it only do the dash, the particle dont show, but when i use the plugin manually it goes

Who told you that :Emit() is a client-sided function? Please do proper research, you’re spreading misinformation here.

@DestruidorDNC
As for OP, does manually enabling it i.e setting v.Enabled = true work or not?

Also, OP, there is no need to use a function if you will call it only once, remove the onStep function.

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still not working, even when i remove the function

Does it emit if you use .Enabled? Only other thing I can think of would be the particles being parented wrong or something about the particles getting stuck at like 0,0,0, but I don’t think that’s the case as whatever plugin you’re using seems to work fine

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Removing the function wasn’t my attempt for the solution, it was a suggestion for code cleanliness. My attempted solution was by trying particleEmitter.Enabled = true.

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i also did this, but still not working

Okay, so you use particleEmitter.Enabled and it didn’t work, first of all, may I know your graphics level? Also can I know how long did you have the emitter on for? This can be a bug with your graphics level as if you are using a graphics level of 1 then (almost) no particle emitter would work.

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i think the problem isnt like its stuck on 0,0,0 because when i do the dash in the air it also shows nothing, and the .enable is already on but still not working :cry:

On the video my graphic lvl is 5, when i change to max it shows no changes.
The emitter is on the world for 10 seconds, the lifetime of the particles are like 0.5, but i still can see normaly, if i do the particles live longer it changes nothing

I see, this is quite an odd case? Try doing this with a default roblox particle emitter with your set lifetime of 0.5 to see if its an issue with all particle emitters or not. It could be that the particle emitters image takes time to load?

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Emitting right after the mark clone is Parented doesn’t provide clients enough time to receive those parts before the instruction to emit particles arrives. This is affected by client ping and the server would have to considerably delay the :Emit() in hope that clients have received the mark in time. You should probably handle the emission on clients in this case. You can still parent it and keep the other stuff, just make clients simulate the emissions for themselves once they notice a relevant model of ParticleEmitters (like mark) appearing under the Workspace.Ignore Instance you’ve set up.

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oh, i tested and adding a delay (just used “wait” but its terryble for the skill) rlly makes it works, but how could i make the emissions on clients? im a beginner programer and couldnt understand that part

If you’re fine with the delay that you’ve set up that allows you to emits particles properly, you don’t have to switch to doing it on the client.

If you want to do it on the client anyway, you do not need to recreate the part. In a LocalScript, you can check new descendants under Workspace.Ignore for ParticleEmitters and :Emit() them.

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To make emissions on the client you would have to make the part on the client.

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I would suggest that you mark @wiremass post as the solution if they have solved this problem to not allow further replies from coming. Thanks.

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this really worked, thank you very much, my head was almost exploding trying to solve it lol

and also @awry_y @Claym1x, thankyou for helping me, i love you all so much

I hope everyone has a great night

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Oops, sorry about that. It was a forum post, along with some server side troubles of my own.
Sorry for the trouble this caused

Ah it’s okay. Atleast the topic is solved.

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