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`onDamage` event does not run in multiplayer
The lua function onDamage
can currently be created to run whenever a model wearer takes damage, with arguments corresponding to the amount of damage sent to the player, and the damage source. This works perfectly fine in singleplayer; however, using an identical model in multiplayer shows that the function does not run at all. It also wouldn't be a bad idea to document it.
On damage most likely only runs for the model owner, unless you mean it also doesn’t work for the owner in multiplayer at all, which is strange. I’d try pinging when damage is taken if it’s something that needs to be run on everyone’s screen.
Bonus answer: the wiki is being rewritten at the moment, and some things are missing and work in progress, but this will probably b documented soon. I’d also recommend joining the discord as you’re more likely to get help there that doesn’t suck (because chances are I’m wrong)
This is a well known issue. Ping doesn't help because it doesn't run at all in multiplayer, not even for the host player themselves.