Remote event repeating randomly based on amount of players

Hi! I’m MAC, and I’m experiencing a few issues:

When the remote event is fired from the client to the server, it repeats for each in-game player.

No solutions found.

Please reply if you can help me!! : - )

Can we see the code please so we can help you?

1 Like

Nevermind, LOL. Deepest apologies though.

You were connecting the client.Chatted event each time the client types a character. You end up with many connections triggering all at once when client hits enter

local client = game.Players.LocalPlayer
local Chatted = false
local chat_box = client.PlayerGui.Chat:FindFirstChild("ChatBar", true)
local old_text = chat_box.Text

chat_box:GetPropertyChangedSignal("Text"):Connect(function()
	local new_text = chat_box.Text

	if #new_text > #old_text then
		print("true")
		Chatted = true
	end
	old_text = new_text
end)

--[[ This should be outside the ChangedSignal event, Connect it only ONCE
not everytime that client types a character ]]
client.Chatted:Connect(function(Message)
	print("do")
	if Chatted == true then
		Chatted = false
		game:GetService("ReplicatedStorage").Handle:FireServer(Message)
	end
end)