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complexo
#228255893Thursday, November 30, 2017 7:46 AM GMT

This is a warning, but what does it mean? My code functions exactly as expected, nothing is going wrong. I get this warning clientside when I fire a rocket like so: 1) Client creates rocket 2) Client puts rocket in workspace and fires it, while telling server to make a rocket and fire it too 3) Server creates identical rocket, puts it in replicatedstorage so client can see it 4) Server tells client to delete rocket then puts it into workspace and fires it 5) Client deletes rocket
128Gigabytes
#228256344Thursday, November 30, 2017 8:21 AM GMT

I have no idea what you are trying to do here but step 3 'replicatedstorage so the client can see it' if you mean physically, as in being rendered, thats not how that works.
complexo
#228256394Thursday, November 30, 2017 8:27 AM GMT

I mean "see it" as in be able to have a pointer to it. What else could I mean? It's replicated storage, you use it as a storage that replicates.
Baseness
#228256421Thursday, November 30, 2017 8:30 AM GMT

Why do you need to create two rockets, client and server?
amanda
#228256449Thursday, November 30, 2017 8:32 AM GMT

instead of using destroy, add it to the debris. with a 0 second wait
complexo
#228256625Thursday, November 30, 2017 8:53 AM GMT

That's a creative solution, and it works perfectly. I've heard of this problem being solved with Part:remove() but I'm not sure that it's as good as Destroy().
amanda
#228256670Thursday, November 30, 2017 8:59 AM GMT

i started to encounter this problem about a year ago and that was my solution i discovered as i just happened to be destroying one object with Destroy, and another by the AddItem method of the Debris service. one worked, the other didn't, so i switched to just using debris and so far i have had no visible repercussions
128Gigabytes
#228257134Thursday, November 30, 2017 9:56 AM GMT

Why do you need to create two rockets, client and server? x2

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