#remote event help
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remote event help
basically, i have a serverscript which im trying to use
event:FireAllClients("« Phase X »", "Subtitle Text")
to fire
this is the script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local TweenService = game:GetService("TweenService")
repeat task.wait() until game.Loaded
local event = ReplicatedStorage:WaitForChild("PhaseSystem"):WaitForChild("PhaseCutscene")
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local gui = player:WaitForChild("PlayerGui"):WaitForChild("PhaseCutsceneGui")
local mainFrame = gui:WaitForChild("MainFrame")
local title = mainFrame:WaitForChild("PhaseTitle")
local subtitle = mainFrame:WaitForChild("PhaseSubtitle")
local circle = mainFrame:WaitForChild("CircleBurst")
local typingSpeed = 0.05 -- seconds per letter
print("[int] variables set")
-- Function to play typing animation
local function typeText(fullText)
print("function called")
subtitle.Text = ""
print("text cleared")
for i = 1, #fullText do
subtitle.Text = string.sub(fullText, 1, i)
print("i think this types")
task.wait(typingSpeed)
end
end
-- Function to play circle animation
local function playCircle()
circle.Visible = true
circle.ImageTransparency = 0
circle.Size = UDim2.fromScale(0, 0)
print("circle image set")
-- expand
circle:TweenSize(UDim2.fromScale(2, 2), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 1, true)
print("expanding")
-- fade
TweenService:Create(circle, TweenInfo.new(1.5), {ImageTransparency = 1}):Play()
print("fading")
end
-- Listen for phase cutscene event
event.OnClientEvent:Connect(function(phaseTitle, phaseSubtitle)
print("signal recieved [cutscene handler]")
gui.Enabled = true
print("gui enabled")
-- set title text immediately
title.Text = phaseTitle
print("title text set")
-- play burst
playCircle()
print("burst ran")
-- play typing subtitle
typeText(phaseSubtitle)
print("subtitling")
task.wait(3) -- keep on screen a bit
gui.Enabled = false
print("gui disabled")
end)
ai..
make sure this stuff actually exists local event = ReplicatedStorage:WaitForChild("PhaseSystem"):WaitForChild("PhaseCutscene") i.e check output window for infinite yield warnings
i used ai to actually fix this after i finished it
even ai co uldnt help
so i went here-