Scripts break in FilteringEnabled with too many players

I’m using RemoteEvents to change data storages inside Player object, and change weld properties. This is done to allow people to equip/unequip their weapons using E and Q. However when too many players are connected, these scripts seem to break and no longer properly communicate with the server. I can’t post code right now, but I will as soon as I’m home. Are there any possible causes you can think of?

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latency

It’s not latency, it’s full on malfunctioning. It’s not like it’s late or anything, it generally does not communicate with the server anymore.

Try use some debug techniques to see where the code stops.

Does the server not pickup the messages from the client? Or is it the client that isn’t sending properly.
Is it restricted to that single event?

Try and see exactly what happens, what is there and isn’t there, etc.

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Does this mean you are using DataStores? If so you are probably running out of requests.

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Ah, no. I’m using a folder “Configurations” inside the Player object. This holds a bunch of really crucial values.

I’ll do this when I get on my computer. Can I tag you when I have the results?

Sure

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