When this client side of the system fires, The server never recieves it?

So I’ve been trying to get this script to work and no matter what, when the event fires I see the printed checks and everything, but I’ve added some on the server for when it receives it, but it NEVER DOES, the event exists, the folders exist, I just don’t get it!

My goal is to successfully get a value into its designated folder.

Client:

Server:

1 Like

numtype == 0 was meant for emotes i guess i made a typo there, but the event isnt recieved by the server so that part doesnt matter yet

1 Like

Are you sure it is the same remote event instance?

Ive seen this problem in tools where there are many remote event instances that are being cloned and stuff.

Personally I just use the Network module resource which handles this for me easily.

1 Like

Yes, the Remote event is in the right location, also what do you mean by Network module?

1 Like

This module makes it easy and removes the hassle of creating instances. Worth a try.

However its not for optimization with compression data just for instance creation work.

Also is the server event script running and not being deleted?

1 Like

The server script itself is running and not being deleted, the remote event when fired isnt recieved by the server, I’ve even tried moving the server script to workspace and that didnt work either

1 Like

Itd help if you bothered to show us the way you’re firing the server and also how the server is listening. It would also help your self if you just used print debugging which is the art of putting a print/warn anywhere and looking at the logs to see if it reaching and executing that print.

2 Likes

I clearly displayed how the client fires the event, and how the server listens for it, so i dont get what you mean by that…

Also if you look at my rant, and my images, you’d see I’ve already put print messages/warns and said that they dont display when the remote event is fired, because the server event doesnt recieve it.

2 Likes

if you need to see the console this is what I get from it, it only does the client action and the server fails to recieve it.

If you look at the images in the original post message you can see how they work

3 Likes

Here is an example of what I mean.

Remote:Fire(data)

MyRemote.OnServerInvoke()

Does not mean you cannot be leaving out some potentially important information out.

1 Like

Are you sure they’re both using the same exact remote? Are you sure you’re firing the server?

To me sounds like a weird issue. I recommend using ByteNet Max it makes networking faster, smaller packet sizes and also can be easier (depending on the person) when making new ways for the server and client to communicate.

1 Like

Positive, they both identify the service ReplicatedStorage, which then identifies Events folder, then BuyCharacter event

1 Like

Weird. I would just learn bytenet max anyway. It does help if you understand what the difference in bytes for each types like int32, int16 etc. To sum it up they’re the max amount of bytes that number can hold so it can only hold up to an 16 byte integer which is smaller than int32.

The higher the number, the larger the data and therefore the bigger the packet. Where possible it helps trying to reduce this but if not do not worry as they will still be as good as before.

1 Like

Okay, I’ll try to get the gist of it, but while im at it do you think you could provide an example on how i’d use it? (such as setting up the module, it doesnt seem clear on the original post.)

1 Like

Out of curiosity is it an remote event or a remote function.

I agree with @thatguybarny1324 there is not enough information, I could get this to work on an empty baseplate, so you should probably send a repo file and try it out yourself just the code not the UI stuff.

I can only suspect you have some sort of script interfering with this perhaps cloning or destroying.

1 Like

If you click on the page, there is a tutorial on his GitHub published :wink: You could have just clicked the link in the first place to find this. I am pretty sure its just in your face once you click it anyway lol

UPDATE: I’ve figured out why and it had nothing to do with any of this

The reason why it wasnt working was a typo on SelectedCharacterType, as on client it says Killer,Survivor,Emotes meanwhile on SERVER it says Killers,Survivors,Emotes :sweat_smile:

This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.