Sorry if this is in the wrong topic but I thought this would be the best place to put it.
I have a problem with my Remote Event which is in ReplicatedStorage called “g1”, the local script named “SearchPartyScreen” is a child of a local script in started player scripts. The receiving script is named “AddPlrTableScript” and is in the ServerScriptService.
All of my previous code works in the local script but whenever I try to fire “g1” I get nothing.
Local Script:
UserInputService.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.Return then
if string.upper( RoomCode.TextBox.Text ) == Code4 then
ReplicatedStorage.AddedParty.UpdateCloneOwner:Fire(Clone)
ReplicatedStorage.AddedParty.UpdateCloneMember:FireServer()
ReplicatedStorage.g1:FireServer() -- This doesn't work
SearchPartyGui.RoomCode.Visible = false -- This works
Clone.Join.Visible = false -- This also works
Clone.Leave.Visible = true -- This also works
else
SoundService.Incorrect:Play() -- This also works
end
end
end)
Server script:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
ReplicatedStorage.g1.OnServerEvent:Connect(function()
print("Processing...")
end)
(The funny this is that whenever I try to edit other working remote events by adding a print function it doesn’t print, but the code that existed before i edited it still works).
It doesn’t matter if the server script is running or not, as long as the event is sent, it should execute the script on receiving it. Do you have any errors in your output? Do the UpdateCloneMember and UpdateCloneOwner events fire? Try adding a print statement in the local script after the string.upper if and see if it prints
There aren’t any errors in the output.
“UpdateCloneMember” and “UpdateCloneOwner” are firing properly.
I added a print function after string.upper and it does print.
Like Googly said, there aren’t any loops that would justify g1 being limited to firing only after the other remote events are fired. This is also true because the code succeding like “SearchPartyGui.RoomCode.Visible = false” works immediately after the remote events are fired.
As for the first event, it is a bindable event that is firing for unrelated purposes.
I’m sorry for wasting your time, but I just found the reason why it appeared not to work.
Explanation:
I was testing the game using the play button with the pc icon next to it in the “Test” tab under “Clients and Servers”. When I used this feature a separate window for the server was opened and another for the client. When the “g1” remote event was firing, the onserverEvent function was only printing on the server window (which I didn’t realize until now). Thank you for your time everyone!