Why is this effecting every client also..?

So there two teams and a line which players arent able to cross and if they get to close then they get knocked back… this works but for some odd reason when a player does it other clients also apply the same effect… but this is completely client sided though…

Really not sure what’s going on

local lastFlungTime = 0

local function fling(team)
   local bv = Instance.new("BodyVelocity")
   bv.P = math.huge
   bv.MaxForce = Vector3.new(100000,0,100000)
   bv.Parent = root
   
   if team == RedTeam then
      bv.Velocity = (root.Position - Vector3.new(root.Position.X, root.Position.Y,root.Position.Z + RedLine.PivotOffset.Position.Z)).Unit * -60
   else
      bv.Velocity = (root.Position - Vector3.new(root.Position.X, root.Position.Y, root.Position.Z + BlueLine.PivotOffset.Position.Z)).Unit * -60  
   end


   task.spawn(function()
      local knockBacksound = Instance.new("Sound")
      knockBacksound.Parent = character.PrimaryPart
      knockBacksound.Volume = .55
      knockBacksound.SoundId = "rbxassetid://122712887476025"


      repeat task.wait() until knockBacksound.IsLoaded
      knockBacksound:Play()

      knockBacksound.Ended:Connect(function()
         knockBacksound:Destroy()
      end)
   end)

   CameraShakerUtility.camShake:Shake(CameraShaker.Presets.Explosion)


   Debris:AddItem(bv, .1)
end

RedLine.Detector.Touched:Connect(function()
   if workspace:GetServerTimeNow() - lastFlungTime > .7 then
      fling(RedTeam)
   end
   lastFlungTime = workspace:GetServerTimeNow()
end)

BlueLine.Detector.Touched:Connect(function()
   if workspace:GetServerTimeNow() - lastFlungTime > .7 then
      fling(BlueTeam)
   end
   lastFlungTime = workspace:GetServerTimeNow()
end)

Wait I fixed it, I didn’t realize that if each client is handling their own touched event then anything that touches it would make the local player effected, I just needed to check if hit.Parent was equal to the local players character

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