Persistent DialogChoiceSelected Event Failure in ServerScript

Hello Roblox Support / Developers,

I am experiencing a very unusual and persistent issue with the DialogChoiceSelected event on a Dialog object in my game, even after extensive debugging. The core problem is that the DialogChoiceSelected event does not appear to fire or register on the server-side script when a player makes a choice, despite the dialogue UI updating visually on the client.

Problem Description:

  1. I have a Dialog object set up on an NPC’s Head (e.g., Workspace.NoobNPC.Head.Dialog).
  2. The Dialog.InitialPrompt and initial DialogChoice (e.g., “Am I dreaming?”) are correctly displayed to the player.
  3. When a player clicks the initial DialogChoice (“Am I dreaming?”), the following happens:
  • Visually (Client-Side): The NPC’s dialogue prompt correctly changes to the ResponseText of the clicked DialogChoice (e.g., ... if ResponseText is set to ... on the DialogChoice).
  • Script-wise (Server-Side): No prints from the DialogChoiceSelected event connection are displayed in the Output window. The script’s DialogChoiceSelected:Connect() function does not appear to execute at all.

What I’m trying to achieve: I want the server script to detect which DialogChoice the player selected so it can update the dialogue options and NPC’s prompt dynamically, and eventually trigger game logic (like a teleport).

Environment Details:

  • Game Type: Roblox experience (testing in Play Solo).
  • Roblox Studio Version: [Specify your current Roblox Studio version, e.g., latest public version as of June 30, 2025]
  • Operating System: [e.g., Windows 10, macOS Sonoma]

Steps to Reproduce:

  1. Create a Baseplate project.
  2. Set up the following hierarchy and properties:
  • Workspace:
    • Part named HouseSpawnPoint (Anchored=true, CanCollide=false, Transparency=1)
    • Model named NoobNPC (Anchored=true)
      • Humanoid (child of NoobNPC)
      • Part named Head (child of NoobNPC, Anchored=true)
        • Dialog (child of Head)
          • InitialPrompt: “Hello there…”
          • InUse: true (checked)
          • ActionDistance: 100000 (for easy testing)
          • DialogChoice (child of Dialog)
            • Name: AmIDreaming
            • Title: Am I dreaming?
            • ResponseText: ... (optional, but shows the client-side change)
  • ReplicatedStorage:
    • RemoteEvent named WakeTeleport
  1. Place the following script in ServerScriptService (named DetectWakeUpChoice):`
-- Script: DetectWakeUpChoice
-- Location: ServerScriptService
-- Purpose: Manages the NoobNPC's dialogue flow, teleports the player, and triggers client effects.

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")

-- RemoteEvent for client-side effects (ensure it exists in ReplicatedStorage)
local remote = ReplicatedStorage:WaitForChild("WakeTeleport")
print("[DEBUG SERVER] RemoteEvent 'WakeTeleport' found.")

-- Get the NoobNPC and its Dialog object
local noob = workspace:WaitForChild("NoobNPC")
print("[DEBUG SERVER] NoobNPC found in workspace.")

-- Recursive search for Dialog (e.g., in Workspace.NoobNPC.Head.Dialog)
local dialog = noob:FindFirstChild("Dialog", true)

if not dialog then
	warn("[SERVER ERROR] Could not find Dialog in NoobNPC or its children! Please ensure it's Workspace.NoobNPC.Head.Dialog")
	return
end
print("[DEBUG SERVER] Dialog object found:", dialog:GetFullName())

-- Get the CFrame of your designated teleport spot (ensure HouseSpawnPoint Part exists in Workspace)
local HOUSE_SPAWN_CFRAME = nil
local success, errorMessage = pcall(function()
	HOUSE_SPAWN_CFRAME = workspace:WaitForChild("HouseSpawnPoint").CFrame
end)

if not success then
	warn("[SERVER ERROR] Could not find 'HouseSpawnPoint' in Workspace! Teleportation will fail. Error: " .. errorMessage)
	return
else
	print("[DEBUG SERVER] HouseSpawnPoint CFrame acquired.")
end

-- Optional: If you want to use a ClickDetector to activate the dialogue
-- This section is temporary debug to help activate the dialogue if default isn't working.
local clickDetectorParent = noob:FindFirstChild("HumanoidRootPart", true) 
if not clickDetectorParent then
	clickDetectorParent = noob:FindFirstChild("Head", true) 
end

if clickDetectorParent then
	local foundClickDetector = clickDetectorParent:FindFirstChildOfClass("ClickDetector")
	if not foundClickDetector then -- Only add if one doesn't exist
		foundClickDetector = Instance.new("ClickDetector")
		foundClickDetector.MaxActivationDistance = 50 -- Set a range
		foundClickDetector.Parent = clickDetectorParent
		print("[DEBUG SERVER] Added temporary ClickDetector to NoobNPC.")
	end

	-- Connect to the found/created ClickDetector
	foundClickDetector.MouseClick:Connect(function(playerClicked)
		print("[DEBUG SERVER] ClickDetector detected click by " .. playerClicked.Name)
		if not dialog.InUse then
			dialog.InUse = true
			print("[DEBUG SERVER] Force-set Dialog.InUse to true via ClickDetector.")
		end
	end)
else
	warn("[DEBUG SERVER] HumanoidRootPart or Head not found for NoobNPC. ClickDetector setup skipped.")
end
-- END OPTIONAL CLICKDETECTOR SETUP


-- Function to update the Dialog's prompt and its choices
-- This function is crucial for changing the dialogue options.
local function updateDialogChoices(newInitialPrompt, newChoicesTable)
	print("[DEBUG SERVER] Entering updateDialogChoices function.")
	print("  New InitialPrompt (desired):", newInitialPrompt)

	-- Attempt to update the main prompt
	local success, err = pcall(function()
		dialog.InitialPrompt = newInitialPrompt
	end)
	if success then
		print("  Dialog InitialPrompt updated successfully.")
	else
		warn("[ERROR SERVER] Failed to update Dialog InitialPrompt: " .. err)
		return -- Exit if this critical step fails
	end

	-- Clear existing choices
	print("  Attempting to clear existing DialogChoices...")
	local childrenToDestroy = {}
	for _, child in ipairs(dialog:GetChildren()) do
		if child:IsA("DialogChoice") then
			table.insert(childrenToDestroy, child)
		end
	end

	if #childrenToDestroy > 0 then
		for _, oldChoice in ipairs(childrenToDestroy) do
			local destroySuccess, destroyErr = pcall(function()
				oldChoice:Destroy()
			end)
			if destroySuccess then
				print("    Successfully destroyed old choice:", oldChoice.Name)
			else
				warn("[ERROR SERVER] Failed to destroy old choice " .. oldChoice.Name .. ": " .. destroyErr)
			end
		end
		print("  Finished attempting to clear old DialogChoices.")
	else
		print("  No DialogChoices found to clear, or none were DialogChoices.")
	end

	-- Add new choices based on the table provided
	print("  Attempting to add new DialogChoices...")
	if #newChoicesTable > 0 then
		for i, choiceData in ipairs(newChoicesTable) do
			local addSuccess, addErr = pcall(function()
				local newChoice = Instance.new("DialogChoice")
				newChoice.Name = choiceData.Name
				newChoice.Title = choiceData.Title
				newChoice.ResponseText = choiceData.ResponseText
				newChoice.UserDialog = choiceData.UserDialog
				newChoice.Parent = dialog
				print("    Successfully added new choice:", newChoice.Name, "with title:", newChoice.Title)
			end)
			if not addSuccess then
				warn("[ERROR SERVER] Failed to add new choice #" .. i .. " (Name: " .. (choiceData.Name or "N/A") .. "): " .. addErr)
			end
		end
		print("  Finished attempting to add new DialogChoices.")
	else
		print("  No new choices provided in newChoicesTable. (Table was empty)")
	end
	print("[DEBUG SERVER] Exiting updateDialogChoices function.")
end


-- Connect to the DialogChoiceSelected event to handle player responses
dialog.DialogChoiceSelected:Connect(function(player, chosenDialogChoice)
	print("\n[DEBUG SERVER] DialogChoiceSelected event fired!")
	print("  Player:", player.Name)
	print("  Chosen DialogChoice Name:", chosenDialogChoice.Name)

	if chosenDialogChoice.Name == "AmIDreaming" then
		-- Player selected "Am I dreaming?"
		print("[DEBUG SERVER] Processing 'AmIDreaming' choice.")
		-- Noob responds "I am your dream..." and offers "Huh?" as the next choice
		updateDialogChoices(
			"I am your dream...", -- Noob's response
			{
				{
					Name = "Huh", -- Crucial name for the next choice
					Title = "Huh?", -- What the player sees as a clickable option
					ResponseText = "Precisely. The moment of truth has arrived.", -- Noob's response to "Huh?" (though the prompt changes immediately after)
					UserDialog = "Huh?" -- What the player says
				}
			}
		)
	elseif chosenDialogChoice.Name == "Huh" then
		-- Player selected "Huh?"
		print("[DEBUG SERVER] Processing 'Huh' choice. Preparing for WAKE UP!")
		-- Noob responds "WAKE UP!" and no more choices are offered
		updateDialogChoices(
			"WAKE UP!", -- The final, triggering prompt from Noob
			{} -- No more choices after "WAKE UP!", as the sequence begins
		)

		-- Give a tiny moment for the dialogue to visually update on the client
		task.wait(0.2) 
		print("[DEBUG SERVER] Short wait after 'WAKE UP!' prompt update.")

		-- --- Trigger the Teleport and Client Effects ---
		local character = player.Character
		if not character then
			warn("[SERVER ERROR] Character not found for player " .. player.Name .. ". Cannot teleport.")
			return
		end
		local humanoidRootPart = character:FindFirstChild("HumanoidRootPart")
		if not humanoidRootPart then
			warn("[SERVER ERROR] HumanoidRootPart not found for character " .. character.Name .. ". Cannot teleport.")
			return
		end

		if HOUSE_SPAWN_CFRAME then
			humanoidRootPart.CFrame = HOUSE_SPAWN_CFRAME
			print("[DEBUG SERVER] Teleported " .. player.Name .. " to new house location.")
		else
			warn("[SERVER ERROR] HOUSE_SPAWN_CFRAME was nil. Teleportation skipped.")
		end

		remote:FireClient(player) -- Tell the client to start screen effects and new dialogue
		print("[DEBUG SERVER] Fired 'WakeTeleport' RemoteEvent to client.")

		-- Optionally, hide the Noob's dialogue after the sequence starts
		dialog.InUse = false
		print("[DEBUG SERVER] Noob's dialogue set to InUse = false.")
		-- Or even destroy the NoobNPC if they are no longer needed
		-- noob:Destroy()
	else
		print("[DEBUG SERVER] Unrecognized DialogChoice selected: ", chosenDialogChoice.Name)
	end
end)

print("[DEBUG SERVER] DetectWakeUpChoice script running and DialogChoiceSelected event connected. Waiting for interaction.")

– (The one with all the DEBUG SERVER prints)5. Run the game using "Play" or "Play Solo." 6. Open the Output window. 7. Click on theNoobNPC`.
8. Click the “Am I dreaming?” dialogue option.

Expected Behavior: Upon clicking “Am I dreaming?”, the Output window should display debug messages from the server script, specifically:

  • [DEBUG SERVER] DialogChoiceSelected event fired!
  • [DEBUG SERVER] Player: [YourPlayerName]
  • [DEBUG SERVER] Chosen DialogChoice Name: AmIDreaming
  • Followed by prints from updateDialogChoices.

Actual Behavior: The NPC’s visual prompt changes to “…” (from DialogChoice.ResponseText), but no new lines are printed in the Output window after the initial script load messages. This indicates the DialogChoiceSelected event is not being processed by the server script.

Troubleshooting Steps Already Taken:

  • Confirmed DialogChoiceSelected is connected to the Dialog object, not DialogChoice.
  • Verified Dialog.InUse is true and ActionDistance is sufficient.
  • Verified NPC Humanoid presence.
  • Added extensive debug prints throughout the server script, especially within the DialogChoiceSelected connection and updateDialogChoices function; these prints do not fire.
  • Checked Dialog.InstanceId on both client (via F9 console) and server (via script prints); IDs match, confirming the script is listening to the correct object.
  • Performed a complete restart/reinstall of Studio and re-creation of all objects/scripts from a fresh baseplate.
  • Tested on multiple fresh baseplates.

This bug is preventing the implementation of basic dialogue branching. Any insights or assistance would be greatly appreciated.

Thank you.