Local script(only this one, for some reason) affecting other players?

clip:

not completely needed to fix but an error pops up everytime which is a little irritating. just want to know why the other players are taken account of in the local script. The other local scripts in my game which are relatively similar do not have the same issues.

code:

local UIS = game:GetService("UserInputService")
local Players = game:GetService("Players")
local Player = game.Players.LocalPlayer
local Character = Player.Character or Player.CharacterAdded:Wait()
local Humanoid = Character:WaitForChild("Humanoid")
local IsBlocking = Character:WaitForChild("IsBlocking")
local IsAttacking = Character:WaitForChild("IsAttacking")
local IsRunning = Character:WaitForChild("IsRunning")
local IsStun = Character:WaitForChild("IsStun")

local Animations = {
	["anim1"] = 'rbxassetid://16083866545';
	["anim2"] = 'rbxassetid://16083845444';
	["spoonanim1"] = 'rbxassetid://16599449516';
	["spoonanim2"] = 'rbxassetid://16599443369';
	["axeanim1"] = 'rbxassetid://16821575332';
	["axeanim2"] = 'rbxassetid://16821572773';
	["rifleanim1"] = 'rbxassetid://97809881954323';
	["rifleanim2"] = 'rbxassetid://108838492293709';
	["knifeanim1"] = 'rbxassetid://114552893498450';
	["knifeanim2"] = 'rbxassetid://131951576912120';
	["spearanim1"] = 'rbxassetid://16821606775';
	["spearanim2"] = 'rbxassetid://16821616888';
	["swordanim1"] = 'rbxassetid://127615950687557';
	["swordanim2"] = 'rbxassetid://111994683861193';
	["timeanim1"] = 'rbxassetid://96964693020339';
	["timeanim2"] = 'rbxassetid://127233903951731';
}

for i,v in pairs(Animations) do
	local Anim = Instance.new("Animation")
	Anim.AnimationId = v
	Anim = Humanoid:LoadAnimation(Anim)
	Animations[i] = Anim
end

local remote = script.blockact
local db = false
local db2 = false


local function stopallanims()
	remote:FireServer('false',Player)	
	for i,v in pairs(Animations) do
		if v.IsPlaying == true then
			v:Stop()
		end
	end
end

UIS.InputBegan:Connect(function(input, Chat)
	if Chat then return end

	if input.KeyCode == Enum.KeyCode.F and IsBlocking.Value == false and IsAttacking.Value == false and db == false and IsStun.Value == false and Character.IsRagdoll.Value == false and Character.Humanoid.Health > 0 then
		remote:FireServer('true',Player)
		task.spawn(function()
			db = true
			task.wait(0.6)
			db = false
		end)
		Character.IsRunning.Value = false

		if Character:FindFirstChild("Avocet") then
			Animations["spoonanim1"]:Play()
			Animations["spoonanim2"]:Play()
		elseif Character:FindFirstChild("Thorn") then
			Animations["spearanim1"]:Play()
			Animations["spearanim2"]:Play()
		elseif Character:FindFirstChild("Felling Axe") then
			Animations["axeanim1"]:Play()
			Animations["axeanim2"]:Play()
		elseif Character:FindFirstChild("Rifle") then
			Animations["rifleanim1"]:Play()
			Animations["rifleanim2"]:Play()
		elseif Character:FindFirstChild("Dagger") then
			Animations["knifeanim1"]:Play()
			Animations["knifeanim2"]:Play()
		elseif Character:FindFirstChild("Steel Sabre") then
			Animations["swordanim1"]:Play()
			Animations["swordanim2"]:Play()
		elseif Character:FindFirstChild("Lancettes") then
			Animations["timeanim1"]:Play()
			Animations["timeanim2"]:Play()
		else
			Animations["anim1"]:Play()
			Animations["anim2"]:Play()
		end
	
		
	end
end)

UIS.InputEnded:Connect(function(input, Chat)
	if Chat then return end

	if input.KeyCode == Enum.KeyCode.F  then
		local remote2 = script.RemoteEvent
		remote2:FireServer('true',Player)
	end
end)

IsBlocking:GetPropertyChangedSignal("Value"):Connect(function()
	if IsBlocking.Value == false then
		stopallanims()
	else return 
	end
end)


IsAttacking:GetPropertyChangedSignal("Value"):Connect(function()
	if IsAttacking.Value == true then
		stopallanims()
	else return 
	end
end)


A few things you could do here… one is not to add player to the fire call.

remote2:FireServer('true')
remote2.OnServerEvent:Connect(function(player, value)
    -- script knows who fired this as that is always passed 1st, no matter what.
end)

Animations are replicated automatically to all clients, there is no need for a remotevent in your code.

Also, here in your code, it’s not related to your problem, but it’s recommended you LoadAnimations with the humanoids Animator, not the humanoid itself.

remote event is for changing a value on the server