I assume FDW is some sort of script, however it’s not a client script meaning that it’s not being duplicated individually to each player separately, meaning that one player will override the last one and whenever a new player joins it’ll just happen over again.
You’ll have to use some other form of data storage to store it then. You can use a table of values, a folder of IntValues or whatever type you’re using here, etc.
The problem hasn’t changed. All clients will be replicated a script which connects to that 1 remote. As you only have one data set for FDW, everyone shares that data as the info get’s sent to everybody.
local Player = game:GetService("Players") --yields the script until the service is loaded
same goes to this
again, yield the script until ReplicatedStorage is found AND the instance “FDW” is found local RemoteEventFDW = game:GetService("ReplicatedStorage"):WaitForChild("FDW")
are you doing this in a ServerScript or LocalScript?
Let me see before so that again that’s script That’s a problem we know this maybe you have the problem issues we have a fix but other day but But I’m just testing them if that is working game
game:GetService() yields the script until a certain service is found yes, you did that once but they were only done on certain functions not found in explorer
your way??? get the services blindly without making sure it can be found