I am attempting to create a system that uses client interactions to complete functions on Server. The problem I’ve run into involves RemoteEvents and their workings.
Any event that I fire from the Client will only support one argument. Any other arguments just direct me straight back to the first (Localplayer).
Here’s the code samples of the system:
uis.InputBegan:Connect(function(input, processed) if processed ~= true then if uis:IsKeyDown(Enum.KeyCode.V) then sv_chant_warcry:FireServer(lp) end if uis:IsKeyDown(Enum.KeyCode.B) then sv_chant_morale:FireServer(lp) end if uis:IsKeyDown(Enum.KeyCode.G) then print("key g pressed") local pos = inputdevice.Hit.p sv_fire_ping:FireServer(lp,pos) print("fired") end end end)
local function CreatePing(plr,pos) print("createping") local nm = plr.Name local Ping = obj.PingPart:Clone() print("cloned") Ping.BillboardGui.PlayerName.Text = nm Ping.Position = plr.Character.Torso.Position Ping.Parent = game.Workspace print("added to workspace") db:AddItem(Ping,10) print("debris") end sv_fire_ping.OnServerEvent:Connect(CreatePing)
This system completely ignores the second argument (pos) to get the mouse’s CFrame position. The “Ping.Position” was changed to what it is now simply to check if my code was working at all (which it was).
I would be very appreciative if someone were to help me, even if the solution to this problem is just an issue of lack of common knowledge.