What do you want to achieve? Keep it simple and clear!
I am trying to create a particle death effect. When someone dies in-game, red particles will explode out of their head.
What is the issue? Include screenshots / videos if possible!
My issue is after looking around in the internet I have managed to be able to make a death script that’s inside StarterCharacterScripts that waits until the player dies, calls a remote event, and in a server script does something.
I am confused on how the server script knows which player the RemoteEvent received the FireEvent from? How is it possible it’s getting the player?
Knowing this would allow me to then spawn particles on the HumandoidRootPart.Position, but before I do any of that, I am seriously confused on what these two scripts are doing/giving eachother and how/why.
The first parameter passed through in FireServer() is ALWAYS the player object. If you want to send over something something else, it will be the second parameter.
And btw, you cannot print a player, because a player is an Instance (object) not a string which the print function use, you could do that by saying print(player.Name).
That seems like extra work for less, well, everything. There can be up to a .1 second delay, and some things are better handled by Roblox. Also, connections don’t use a significant amount of performance to the point where you need to do this.
Yea its unnecessary. But .1 can’t really be problematic ye? Ima stick to a loop for memory and less listeners. I’d go complicated for a small tip in memory.