I am trying to fire a simple remote event to be caught by the Server from the client.
Currently, the print statement on the client will print, but the print on the server side will not. I have verified intensively that yes, they are the same remote event and it isn’t something simple like that.
Client Side:
if num == 0 then
local event = game:GetService("ReplicatedStorage").ClientToServer.NoSpecs
event:FireServer()
print("game ending, checking for specs") --does print
Server Side:
checkEvent.OnServerEvent:Connect(function()
print("yes") --does not print
if not debounce then
debounce = true
module.VotingSystem()
task.wait(5)
debounce = false
end
end)
the debounce exists because multiple clients are firing this event as it is part of a GUI timer.
haha, can’t believe didn’t I see this. There was a loop above it. Classic.
This was the full script:
local module = require(script.Parent.ModuleScript)
local breakcount = game:GetService("ReplicatedStorage").ServerToClient.BreakCountdown
local checkEvent = game:GetService("ReplicatedStorage").ClientToServer.NoSpecs
local debounce = false
module.RequiredPlayersSystem()
while task.wait(3) do
if #game:GetService("Players"):GetPlayers() <= 3 then
print("breaking loop")
breakcount:FireAllClients()
module.RequiredPlayersSystem()
end
end
checkEvent.OnServerEvent:Connect(function()
print("yes")
if not debounce then
debounce = true
module.VotingSystem()
task.wait(5)
debounce = false
end
end)