RemoteEvent
RemoteEvent : Instance
Properties
Methods
FireServer
The FireServer method executes server-side functionality within the context of Lua or initiates communication with a server for data transfer.
Parameters
Tuple
Arguments
Return
void
Code Samples
-- LocalScript
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local C2S_EnterPlayer = ReplicatedStorage:WaitForChild("C2S_EnterPlayer")
local SomeNumber = 10
C2S_EnterPlayer:FireServer(SomeNumber) -- Passing arguments
-----------------------------------------------------------------------------------
-- Script
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local C2S_EnterPlayer = ReplicatedStorage:WaitForChild("C2S_EnterPlayer")
local function OnEnterPlayer(player, number)
print("[OnEnterPlayer]", player.Name, " / Parameter : ", number)
end
C2S_EnterPlayer.OnServerEvent:Connect(OnEnterPlayer)
FireClient
Fire an event to the specified player client.
Parameters
Player
Player
Tuple
Arguments
Return
void
Code Samples
-- Script
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local S2C_DeadEvent = ReplicatedStorage:WaitForChild("S2C_DeadEvent")
local SomeText = "FireClient"
local function EnterPlayer(player)
S2C_DeadEvent:FireClient(player, SomeText) -- Passing arguments
end
Players.PlayerAdded:Connect(EnterPlayer)
-----------------------------------------------------------------------------------
-- LocalScript
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local S2C_DeadEvent = ReplicatedStorage:WaitForChild("S2C_DeadEvent")
local function OnDeadEvent(text)
print("[OnDeadEvent]", "Parameter : ", text)
end
S2C_DeadEvent.OnClientEvent:Connect(OnDeadEvent)
FireAllClients
Fire an event to the All players client.
Parameters
Tuple
Arguments
Return
void
Code Samples
-- Script
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local S2C_DeadEvent = ReplicatedStorage:WaitForChild("S2C_DeadEvent")
local function EnterPlayer(player)
local SomeText = "FireAllClients"
S2C_DeadEvent:FireAllClients(SomeText) -- Passing arguments
end
Players.PlayerAdded:Connect(EnterPlayer)
-----------------------------------------------------------------------------------
-- LocalScript
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local S2C_DeadEvent = ReplicatedStorage:WaitForChild("S2C_DeadEvent")
local function OnDeadEvent(text)
print("[OnDeadEvent]", "Parameter : ", text)
end
S2C_DeadEvent.OnClientEvent:Connect(OnDeadEvent)
Events
OnClientEvent
The OnClientEvent is an event that is fired when the server communicates with the client via RemoteEvent. It is commonly used to notify clients about specific server actions or send data from the server to the client. This event is useful for handling client-side logic based on server-triggered interactions or updates.
Parameters
Code Samples
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local S2C_DeadEvent = ReplicatedStorage:WaitForChild("S2C_DeadEvent")
local function OnDeadEvent(text)
print("[OnDeadEvent]", "Parameter : ", text)
end
S2C_DeadEvent.OnClientEvent:Connect(OnDeadEvent)
OnServerEvent
OnServerEvent is an event that is triggered when the client communicates with the server using RemoteEvent. It is used for handling and processing data or actions sent by the client to the server. This event is particularly useful for managing server-side logic based on client-triggered interactions or requests.
Parameters
Code Samples
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local C2S_EnterPlayer = ReplicatedStorage:WaitForChild("C2S_EnterPlayer")
local function OnEnterPlayer(player, number)
print("[OnEnterPlayer]", player.Name, " / Parameter : ", number)
end
C2S_EnterPlayer.OnServerEvent:Connect(OnEnterPlayer)
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