its meant to pay to a person when their timer hits a certain time. everyones time is different than each other and everyones stop until remoteevent is fired
Are you trying to achieve this?
Client → Server → Same Client
If so, this could probably help you:
Remote Fucntions
no, someone already said that, im trying to achieve Server to Client.
So How do you know it’s that persons timer. Do you have their name, UserID, Player Instance, anything to identify the player that is unique to them?
dw about that part, it will be unique as it will start when they join a server and hit back to 0 once they leave
No so like. for remote events, I need a Player instance. Is there any part in your pre-existing script that can do this so I can get their player instance, as I need it to fire the event, something about the Player needs to given so It can fire.
An example is like this:
Instead of this, I need something that Exists within the Player argument (Player
is nil in the line RemoteEvent:FireClient(Player)
, unless there is more to the script you didn’t provided). I can do a test run, by doing something like this in the server script:
local RemoteEvent = game.ReplicatedStorage.GetCheck
game.Players.PlayerAdded:Connect(function(plr) -- "plr" is the player instance
task.wait(10) --Give some time for things to load for this test run..
RemoteEvent:FireClient(plr) -- I need this Player instance here, so I can send it to the client.
--This is a test firing for when they join the remote will fire
end)
welp this worked, thanks alot dude
No worries. Hopefully that can help you and wish ya luck in your current payment system!
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