#Event immediately fires after joining
1 messages · Page 1 of 1 (latest)
u can try debug.traceback?
I checked every script that might be firing it and attached a print() to it, nothing did anything
see what isfiring it
howd it go?
is that your answer?
wait mb
this is the weirdest part
i checked everything and nothing is supposed to fire that event
what does cutScene returns
nothing
then connect it to a func and call there cutScene, if not you're just calling cutScene
its a function that gives a cutscene, it's not supposed to fire when the player joins tho
it runs one time when you join cuz you're calling it
i had it collapsed so people could see the full script
yeah but I can't figure out why
the debug traceback works kind of, i see what line would cause it but they're all conditional, mostly requiring a text button to be activated
commonly you want to do
.OnClientEvent:Connect(func)
or
.OnClientEvent:Connect(function(...: any)
func(...)
end)
yeah, i had it set to a text button being activated
problem is it wasn't activated and it still sent
just noticed
omg i need to go to sleep
still confused man
i have lines like that but none of them call the function
u do not
recheck it