Edit: I made this post without thinking now I can’t delete this help
I have a script thats supposed to bring a player inside once the proximityprompt is triggered, if the player wants to leave, the proximityprompt is disabled and a different proximityprompt (named leave), is enabled, the proximityprompt works for the most part, but the remoteevent isnt fired as “Entry RE has been fired” isnt appearing in the output.
Script –
local BadgeService = game:GetService("BadgeService")
script.Parent.ProximityPrompt.Triggered:Connect(function(player)
print("Triggered")
local char = player.Character or player.CharacterAdded:Wait()
if BadgeService:UserHasBadgeAsync(player.UserId, 2994667153786397) then
char:MoveTo(workspace.BMLocation.Position)
game:GetService("ReplicatedStorage").Misc.BMEntryGateway:FireClient(player)
else
game:GetService("ReplicatedStorage").Misc.CantEnter:FireClient(player)
end
end)
script.Parent.Leave.Triggered:Connect(function(player)
print("Triggered")
local char = player.Character or player.CharacterAdded:Wait()
char:MoveTo(workspace.BMExit.Position)
game:GetService("ReplicatedStorage").Misc.BMExitGateway:FireClient(player)
end)
Localscript -
game:GetService("ReplicatedStorage").Misc.BMEntryGateway.OnClientEvent:Connect(function()
print("Entry RE has been fired")
script.Parent.Leave.Enabled = true
script.Parent.ProximityPrompt.Enabled = false
end)
game:GetService("ReplicatedStorage").Misc.BMExitGateway.OnClientEvent:Connect(function()
print("Exit RE has been fired")
script.Parent.ProximityPrompt.Enabled = true
script.Parent.Leave.Enabled = false
end)