So i was making a system where you can trigger a proximity prompt thats on another player, then when its triggered it sends both the player who triggered the prox and who owns the prox.
but it doesnt work for some reason, i put a print after
prox.triggered:connect(Function(Pask)) [on client] and it never works!
Code fragment:
local sig = game.ReplicatedStorage:WaitForChild("Signals").Core_Events
local req = sig:WaitForChild("requested")
local mes = sig:WaitForChild("message")
local ask = sig:WaitForChild("ask")
local Pgot = game.Players.LocalPlayer
repeat wait()
until Pgot.CharacterAppearanceLoaded
task.wait(0.3)
local selfprox:ProximityPrompt = Pgot.Character:FindFirstChildOfClass("ProximityPrompt")
selfprox.Triggered:Connect(function(Pask)
print("happened")
req:FireServer(Pgot, Pask)
end)
selfprox.Enabled = false
and yes ik its a bit messy but its only a fragment.
edit: yes im using remote events in replicated storage.