Remote Events sending nil values when given values to send

hey there, so I’m trying to make a dialogue system which has been going well so far but an issue has occurred with my remote events, for some reason, anything I send after my 2nd variable goes arrives as nil on the other side, below are code examples, anyone ever have this happen to you?

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Result:
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the first two values, like when it says “words words words” and the 2 worked fine, bu the third one where I am begging it to work will always return nil no matter if its a string, number, color etc, I have never seen this happen.

thanks in advance.

2 Likes

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don’t add the player variable to localscript.

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(i triggered it 3 times)

get player with game.Players.LocalPlayer in localscript

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i havent used the player in the local script, its just the values

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the image that I presented in my original post was of a server script

But you dont need to send the player

no, it must be in :FireClient(), If you are using :FireAllClients() player is not necessary.

how would i :fireClient then? it would not work without a player

Yeah mb I am on vacation and I dont use studio a long time ago

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And can you show the local script where it prints the values?

the entire thing? i sent a image of the part that matters in my last reply

Could you show how you connected to the RemoteEvent on the client? The server sided code seems fine.

i just did a

RemoteEvent:OnClientEvent:Connect(Talk)

you have to add Talk2, Talk3, etc. or just consider putting these words in a table.
example:
server script:

RemoteEventTalk:FireClient(plr,{"words words words",2,"please work i beg"})

local script:

RemoteEvent.OnClientEvent:Connect(Talk)
-- or
RemoteEvent.OnClientEvent:Connect(function(talktable)
	print(talktable)
end)

i have already done that, the talk function has the word slots it needs, so it does have talk1 and talk 2