Remote Event acting really strange

I have a point system in my game and at the end of a round, it is supposed to fireallclients, but it is failing to do so, i’ve never had this bug before and it randomly popped up out of no where

Here are some things I have tried:

Rewriting the entire point system
Using other scripts to fire the event

Here are my scripts:

Server:

local SharedPointsTable = require(ServerStorage.Modules.RoundModules.Tables.UniversalPointsTable) -- // Although it's only used in this script; I have had ideas in the past that I might incorporate in future updates that requires other scripts, So i'm just planning ahead of time.

AddPointEvent.Event:Connect(function(Player : Player, AmountOfPoints : number)
	if Player then
		SharedPointsTable[Player.Name] = (SharedPointsTable[Player.Name] or 0) + AmountOfPoints
		UpdatePlayerGUI:FireClient(Player, SharedPointsTable)
		print(SharedPointsTable)
	end
end)

EndRoundGUI.OnServerEvent:Connect(function()
	if SharedPointsTable ~= {} then
		print(SharedPointsTable)
		EndRoundGUI:FireAllClients(SharedPointsTable)
		table.clear(SharedPointsTable); SharedPointsTable = {}
		print("Successfully Ended!")
	end
end)

Client:

local UIEvents = EventsFolder:WaitForChild("UI_Events")

UIEvents.LeaderboardRoundEnd.OnClientEvent:Connect(function(SharedPointsTable)
	if SharedPointsTable then
		print("Continue!")
	end
end)

Thank you :doh:

You are firing EndRoundGUI but you are listening for LeaderboardRoundEnd.OnClientEvent.
It is firing all clients, you are just listening for the wrong event

1 Like