You could do all the other steps after checking if the player is blocking on the server then.
I plan to do that with variables, like IsBlocking == true. Unless you mean in a different way. Never mind, I figured out what you meant, but then past that server check what else am I meant to do?
Block.OnServerEvent:Connect(function(Player, enemyPlayer)
local Character = Player.Character
for _, ePlayer in pairs(LT:GetChildren()) do
if LT ~= Player.Character and ePlayer.Character.Humanoid.Health > 0 then
print("Continuing ")
if (Player.Character.HumanoidRootPart - ePlayer.Character.HumanoidRootPart.Position).Magnitude > 2 then
print(Player, ePlayer)
local eCharacter = ePlayer.Character
print(Player, ePlayer)
print(Character, eCharacter)
local eHuman = eCharacter.Humanoid
BM.Blocking(Player, Character, ePlayer, Count)
end
end
end
end)
I decided to bump up the check to get the ePlayer to the serverscript to carry over the value, but at this point now, I cannot seem to get any prints back that I decided to do.