RemoteEvent not firing properly/reliably?

I’ve recently been trying to fix the old ROBLOX slingshots, but because of FE, I’m having to use remote events to send information from the client to the server.
The problem is, that for some reason the RemoteEvent only fires sometimes and sometimes doesn’t fire at all. The way that the slingshot makes projectiles is by cloning a “Bullet” from ReplicatedStorage from the client and then shooting it toward the mouse. I haven’t made any remotes to send that information to the server because I’m not really sure how to.
I’ve tried different ways to fire the RemoteEvent and I’ve tried cloning the “Bullet” from the server but nothing seems to be working when I play test and check the server side.

	missile.Touched:Connect(function(hit)
		if hit.Parent.Name == vPlayer then
			hit.Parent.Humanoid:TakeDamage(0)
		elseif hit.Parent then
			game.ReplicatedStorage.Hit:FireServer(function(hit)
				hit.Parent.Humanoid:TakeDamage(120)
			end)
			hit.Parent.Humanoid:TakeDamage(120)
			missile.BillboardGui.Hit.Visible = true
			wait(1.5)
			missile:Destroy()
		end
	end)

this is the code that’s supposed to deal damage when the Bulelt hits another player from the client side, and I tried referencing the Hit RemoteEvent.

Tool.Enabled = true
function OnActivated(targetOverride)
	wait(0)
	if not Tool.Enabled then
		return
	end
	local character = Tool.Parent;
	local humanoid = character:FindFirstChild('Humanoid')
	if humanoid == nil or humanoid.Health <= 0 then
		print("Humanoid not found, or not alive")
		return
	end
	Tool.Enabled = false
	local targetPos = targetOverride or MyMouse.Hit.p

	Fire(targetPos)
	if PelletCopy then PelletCopy.Transparency = 1 end

	Tool.Enabled = true
end

this is the code that checks if the tool is activated, I haven’t done anything to this part.

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Nevermind, I found a solution.

Could you perhaps say the solution? People can run into same issues and they won’t know what to do.

Also, what is the point of this?

That is like saying Walk 0 studs.

1 Like