https://gyazo.com/e89e0b93d342f4a4d1dc77d99457799f
Code:
local event = script.Parent.CtS
local Teams = game:GetService("Teams")
event.OnServerEvent:connect(function(plr)
plr:LoadCharacter()
end)
https://gyazo.com/e89e0b93d342f4a4d1dc77d99457799f
Code:
local event = script.Parent.CtS
local Teams = game:GetService("Teams")
event.OnServerEvent:connect(function(plr)
plr:LoadCharacter()
end)
use :Connect()
instead of :connect()
(since :connect()
is deprecated)
can you show your script that fires the RemoteEvent from the client?
local camera = game.Workspace.Camera
local event = script.Parent.CtS
script.Parent.Activated:Connect(function()
event:FireServer()
game.Workspace.Camera.CameraType = Enum.CameraType.Custom
player.PlayerGui.ScreenGui:Destroy()
end)
Just put the Event in ReplicatedStorage
, there’s been some weird Instances with RemoteEvents
not receiving connections from the client to the server depending on where they’re parented in which is oddly strange
you should probably use game.Workspace.CurrentCamera
instead of game.Workspace.Camera
yeah tried replicated storage no difference
tried that no difference
but the thing is the character doesn’t even spawn in
the camera is still suspended in air
Are you getting errors on the Output at all?
absolutely none man im so confused
Your code should look something like this, right…?
--Local
local camera = workspace.CurrentCamera
local event = script.Parent.CtS
script.Parent.Activated:Connect(function()
event:FireServer()
canera.CameraType = Enum.CameraType.Custom
player.PlayerGui.ScreenGui:Destroy()
end)
--Server inside ServerScriptService
local event = script.Parent.CtS
local Teams = game:GetService("Teams")
event.OnServerEvent:connect(function(plr)
plr:LoadCharacter()
end)
yep thats spot on! random wordsgdfgdf
Solved it!
the problem was the serverside script was located in the screengui and not serverscriptstorage