Hello @Water_KKnight here.
I’m trying to send a remote event from a module script to a client via a heartbeat connection (region3) on the server. There is a debounce for the dmg and event.
if EHum then
if not object:IsDescendantOf(Character) then
if not EHum:FindFirstChild(player.Name.." Bomb") then
local debounce = Instance.new("BoolValue",EHum)
debounce.Name = player.Name.." Bomb"
Debris:AddItem(debounce,4)
coroutine.wrap(function()
ERP.Anchored = true
wait(5)
ERP.Anchored = false
end)()
EHum:TakeDamage(10)
BombCam:FireClient(player,EHum)
warn(EHum.Parent)
end
end
end
The module is working as intended except:
I’m firing the enemy humanoid’s parent.Name to the client. However, the client is receiving nil, whereas printing it on the server seems perfectly fine.
I’m not sure where the problem’s origin is, and I would appreciate any help . Thanks.
The only issue it could be is if the client cannot see the dummy that the server sees because it is server sided, maybe that could be your issue since it works fine for the server but not for the client?
What exactly is EHum belong to?
A Dummy’s humanoid detected in a region3
for _, object in pairs(partsInRegion) do
if (object.Parent:FindFirstChild("Humanoid")) then
-- code executed
I think I see your issue as to what you wanted to do
You’re passing in EHum, not the name of the parent of the ehum, I think
BombCam:FireClient(player,EHum)
Should be
BombCam:FireClient(player,EHum.Parent.Name)
To achieve what you wanted
I should be able to get EHum.Parent.Name on the client (as well as other properties of EHum) since it’s passing through EHum on the server.
BombCam:FireClient(player,EHum.Parent.Name)
still returns nil.
That’s odd, maybe something is wrong with the OnClientEvent, may I see the full code related to it, including the parameters?
BombCam.OnClientEvent:Connect(function(player,EHum)
warn(EHum)
end)
client script
Get rid of player
, it’s the cause of the nil
, you don’t put it as the first parameter for OnClientEvent, only for OnServerEvent
BombCam.OnClientEvent:Connect(function(EHum)
warn(EHum)
end)
You still need to pass the player in FireClient as the server doesn’t know who to fire it to
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