This is the connection that fires once a player joins.
players.PlayerAdded:Connect(onPlayerAdded)
This is the connection that fires once a player joins.
players.PlayerAdded:Connect(onPlayerAdded)
Move the remote function event outside of the player-added event and remove the if statement when you do
You mean by moving the remote function event out of the onPlayerAdded function? If so, that’s what I’m doing.
Unfortunately my father disconnected the wifi, so I can’t do anything in terms of fixing the issue in real time.
Yes. Try it when you get online
Alright, I’m back online.
I really have to thank you, I have other events that are also in the function itself. I’m almost done fixing stuff.
Alright, so I modified the server script.
--Variables
local plrInits = {}
--Functions
local function checkPlrInit(plr)
for playerKey, playerData in pairs(plrInits) do
if playerKey == plr then
return true, playerKey, playerData
end
end
end
local function onPlayerAdded(plr: Player)
for _, playerSet in pairs(plrInits) do
if plr == playerSet then return end
end
table.insert(plrInits, plr)
plrInits[plr] =
{
handler = playerHandler.new(plr)
}
end
--Connections
players.PlayerAdded:Connect(onPlayerAdded)
players.PlayerRemoving:Connect(function(plr)
local found, playerKey, playerData = checkPlrInit(plr)
if not found then return end
playerData.handler:DisconnectionProtocol()
plrInits[plr] = nil
end)
[REDACTED].InitPlayer.OnServerInvoke = function(plr)
local found, playerKey, playerData = checkPlrInit(plr)
if not found then return end
warn(plr.Name .. " checking fetching")
[REDACTED].UpdateClearence:Fire([REDACTED])
return securityPermissions:Init(plr)
end
After analyzing the console, and multiple testing, I can assume the bug is fixed!
Thank you very much for your help, I am really grateful. God bless you.
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