Fe Bring Player Direct

Always verify the target exists to prevent server crashes.

The OnServerEvent listener validates the sender's permissions. FE Bring Player

Tell me your so I can adjust the formatting and length. Always verify the target exists to prevent server crashes

Never trust the client—verify admin status on the server side! you have to bridge the gap!

Add + Vector3.new(0, 0, -5) so they don't spawn inside you.

remoteEvent.OnServerEvent:Connect(function(player, targetName) if isAdmin(player) then local target = game.Players:FindFirstChild(targetName) if target and target.Character then target.Character.HumanoidRootPart.CFrame = player.Character.HumanoidRootPart.CFrame end end end) Use code with caution. Copied to clipboard

Ever struggled to get a "Bring" command working in a FilteringEnabled environment? Since the client can't move other players directly, you have to bridge the gap!

Always verify the target exists to prevent server crashes.

The OnServerEvent listener validates the sender's permissions.

Tell me your so I can adjust the formatting and length.

Never trust the client—verify admin status on the server side!

Add + Vector3.new(0, 0, -5) so they don't spawn inside you.

remoteEvent.OnServerEvent:Connect(function(player, targetName) if isAdmin(player) then local target = game.Players:FindFirstChild(targetName) if target and target.Character then target.Character.HumanoidRootPart.CFrame = player.Character.HumanoidRootPart.CFrame end end end) Use code with caution. Copied to clipboard

Ever struggled to get a "Bring" command working in a FilteringEnabled environment? Since the client can't move other players directly, you have to bridge the gap!