What solutions have you tried so far? Tried looking for bugs, couldn’t find any.
player.Chatted:Connect(function(msg)
if transmitting == true then
script.Parent.Send:Play()
game.ReplicatedStorage.Remotes.TransmitChat:FireServer(msg,"transmit")
end
end)
-- server code
game.ReplicatedStorage.Remotes.TransmitChat.OnServerEvent:Connect(function(plr,msg,method)
if method == "transmit" then
for i,v2 in pairs(callsigns) do
for i,v3 in pairs(v2) do
if v3["Username"] == plr.Name then
local message = v3["Callsign"].." - "..msg
game.ReplicatedStorage.Remotes.TransmitChat:FireAllClients(message)
end
end
end
elseif method == "panic" then
for i,v2 in pairs(callsigns) do
for i,v3 in pairs(v2) do
if v3["Username"] == plr.Name then
game.ReplicatedStorage.Remotes.Panic:FireAllClients(v3["Callsign"])
end
end
end
elseif method == "dispatch" then
for i,v2 in pairs(callsigns) do
for i,v3 in pairs(v2) do
if v3["Username"] == plr.Name then
local message = "DISPATCH - "..msg
game.ReplicatedStorage.Remotes.DispatchEvent:FireAllClients(message)
end
end
end
end
end)
-- server code
game.ReplicatedStorage.Remotes.TransmitChat.OnServerEvent:Connect(function(plr,msg,method)
if method == "transmit" then
for i, v2 in callsigns do
for i, v3 in v2 do
if v3.Username == plr.Name then
local message = v3.Callsign.." - "..msg
game.ReplicatedStorage.Remotes.TransmitChat:FireAllClients(message)
return
end
end
end
elseif method == "panic" then
for i, v2 in callsigns do
for i,v3 in v2 do
if v3.Username == plr.Name then
game.ReplicatedStorage.Remotes.Panic:FireAllClients(v3["Callsign"])
return
end
end
end
elseif method == "dispatch" then
for i, v2 in callsigns do
for i, v3 in v2 do
if v3.Username == plr.Name then
local message = "DISPATCH - "..msg
game.ReplicatedStorage.Remotes.DispatchEvent:FireAllClients(message)
return
end
end
end
end
end)
Actually I think I found the issue, turns out if they submitted their callsign two times it would duplicate two times… Thought I fixed this 3 months ago but turns out it showed up again for some reason