A helpful tip I learned: you are actually able to control gui using server scripts in this format:
One Player:
game.Players["somerandomguy123"].PlayerGui...
Multiple Players (not all):
local tableofplayers = {"someguy1", "anotherguy165", "imfreeeeee"}
for _, v in pairs(tableofplayers) do
game.Players[v].PlayerGui...
end
All Players:
for _, v in pairs(game.Players:GetPlayers()) do
v.PlayerGui...
end
Yep it stopped right when I hit play
ok, now uses a debbugs right on the function
Yep, It stopped when I clicked the button for the character.
Screenshot maybe? (Blah blah blah)
Please don’t mind the tower, my cousin made it.
Interesting, also the UI is not bad just needs some improvements! Althought, try debbuging the " if texttospawn "
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Which one. There are many being used:
Lol sorry
"If processed then
return
end
if towertospawn then
if input.UserInputType…"
It sent me straight to the if towerToSpawn then
What do you mean? He is actually doing a local script do just show that for him I guess.
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idk why I am doing it for the client side only.
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yea i mistook that as a placed tower not placeholder lol
3 Likes
Lol it is okey! (30 blah blah blah!)
I just want to ask, why do you call this twice?
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You want it appearing just for the client-side not for the entire server.
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I want it to appear for the entire server.
Uhh, then make it a serverScript?! Or make a remoteEvent to fire when player has been clicked on the thing to show the tower
Let’s separate the client/local scripts and split them into server scripts
only client side things remain in the client side scripts
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If I do then the gold to display the gold will give an error because it is not local anymore.