It’s maybe because you try to call your module script at the same time in your local script and in your server script. Something you could do instead of placing the info on the status “LoadingComplete” in a module script, is placing it directly in the player like a BoolValue. So what you could instead with this way of doing it is:
repeat wait() until player.LoadingComplete.Value == true
Isn’t a module script in replicated storage supposed to be client sided?
Error:
I tried doing what you said.
@hapygamer2@MrKlocek2@Leppux Just so you know, all this started because I tested my UI animations in the actual game it was lagging too bad and some didn’t even work. That’s when I thought that I should’ve put every module in replicated storage just so it is client based (as I thought). At the start everything was in serverstorage.
Just so you know guys, I found out that module scripts run in the way they are called so I fixed the problem. Thanks to everyone helping me, it means a lot to me!
Thanks! I am making it alone so I don’t have any help but I don’t really have the full concept on mind. I have made almost the base of the concept so I can get relatable ideas.