Callout Script - Ped Spawning by players

Hello, sorry for my bad english.

I’m not a good developer but I’m trying to learn.

I’m making a callout script for the police on my server. For example the fact of creating a fight of NPC and that they receive a notification. The problem is that the peds spawn by the number of players.

client.lua

RegisterNetEvent('fight:spawn')
AddEventHandler('fight:spawn', function()

	positionfight = vector3(-382.4282, 110.4835, 65.7580),

	SetEntityAsMissionEntity(fighter1)
	DeleteEntity(fighter1)
	SetEntityAsMissionEntity(fighter2)
	DeleteEntity(fighter2)

	fighter1Model = "a_m_m_salton_04"
    fighter1ModelHash = GetHashKey(fighter1Model)
    RequestModel(fighter1ModelHash)
	
	fighter2Model = "a_m_m_hillbilly_01",
    fighter2ModelHash = GetHashKey(fighter2Model)
    RequestModel(fighter2ModelHash)

    while not HasModelLoaded(fighter2ModelHash) and not HasModelLoaded(fighter1ModelHash) do
        Wait(1)
    end
	
	Wait(1000)
	
    fighter1 = CreatePed(26, fighter1Model, -382.4282, 110.4835, 65.7580, 45.0, true, true)
    fighter2 = CreatePed(26, fighter2Model, -382.4282-1, 110.4835-1, 65.7580, 45.0, true, true)
end)


RegisterNetEvent('fight')
AddEventHandler('fight', function()

	hashStreet = GetStreetNameAtCoord(-382.4282, 110.4835, 65.7580)
	location = GetStreetNameFromHashKey(hashStreet)
	callout = "~r~Bagarre~w~"
	gps = vector2(-382.4282, 110.4835)
	
	AddRelationshipGroup("fighter1")
	AddRelationshipGroup("fighter2")
	
	SetPedCombatAttributes(fighter1, 5, true)
	SetPedCombatAttributes(fighter2, 5, true)
	
	SetPedCombatAbility(fighter1, 100)
	SetPedCombatAbility(fighter2, 100)
	
	SetRelationshipBetweenGroups(5, GetHashKey("fighter1"), GetHashKey("fighter2"))
	SetRelationshipBetweenGroups(5, GetHashKey("fighter1"), GetHashKey("PLAYER"))
	SetRelationshipBetweenGroups(5, GetHashKey("fighter2"), GetHashKey("PLAYER"))
	SetRelationshipBetweenGroups(5, GetHashKey("fighter2"), GetHashKey("fighter1"))
	
	SetPedRelationshipGroupHash(fighter1, GetHashKey("fighter1"))
	SetPedRelationshipGroupHash(fighter2, GetHashKey("fighter2"))
	
	SetEntityCanBeDamagedByRelationshipGroup(fighter1, false, GetHashKey("fighter2"))
	SetEntityCanBeDamagedByRelationshipGroup(fighter2, false, GetHashKey("fighter1"))
	
	TaskCombatHatedTargetsAroundPed(fighter1, 10.0, 0)
	TaskCombatHatedTargetsAroundPed(fighter2, 10.0, 0)

	SetGPS()
end)

function SetGPS()
	while true do 
	Citizen.Wait(1)
	    if IsControlJustPressed(0,246) then
		 	SetNewWaypoint(gps)
		end	
	end	
end	

server.lua who launches my callouts

Citizen.CreateThread(function()

local randomEventMinTime = 1500
local randomEventMaxTime = 1800

	while true do
	  	--calloutEvent = math.random(1,6)
	  	calloutEvent = 1

	    randomEventWaitTime = math.random(randomEventMinTime,randomEventMaxTime) * 1000
	    Citizen.Wait(randomEventWaitTime)
	    
	    CancelEvent()

	    if calloutEvent == 1 then
			TriggerClientEvent('fight:spawn', -1)
			Wait(2000)
			TriggerClientEvent('fight', -1)
		elseif calloutEvent == 2 then

		end	
		TriggerClientEvent('pis:notification', -1)
  	end
end)

I think I know it’s throwing the event on all clients, but I don’t know how to fix it. Help me :frowning: