Shared
The shared section is comprised of methods that both the server and client can do. There is currently only one of these.
Network
The network is essentially a remote wrapper to make code more readable.
createRemoteEvent
This method is only available on the server.
bindRemoteEvent
This method is available on the server and client.
Binding an event on the server will use ".OnServerEvent", and binding an event on the client will use ".OnClientEvent". The "OnClientEvent" is called when ":fireClient" is used, and "OnServerEvent" is called when ":fireServer:" is used.
fireClients
This method is only available on the server.
This method allows you to fire multiple clients at once. This can also be used with ":fireClient."
fireClient
This method is only available on the server.
This method allows you to fire the specified client, you can also send a table of clients (which is what ":fireClients" does.)
fireAllClients
This method is only available on the server.
This method allows you to instantly fire all clients in the game with your specified arguments.
fireServer
This method is only available on the client.
This method will fire the specified remote event with the arguments you provide.
createRemoteFunction
This method is only available on the server.
This method creates a remote function with the specified name and callback. Values you return will be sent back to the client when they use ":invokeServer."
invokeServer
This method is only available on the client.
This method will invoke the server for a response that is set with ":createRemoteFunction."
createBindableEvent
This method is available on the server and client.
Bindable events do not replicate, meaning the client cannot fire the server and vice-versa.
This method will create a bindable event that can be fired with ":fire." Bindable events are essentially remotes but for the client / server to communicate between different scripts.
fire
This method is available on the server and client.
Bindable events do not replicate, meaning the client cannot fire the server and vice-versa.
This method will send arguments to the callback you set up with the ":createBindableEvent"
createBindableFunction
This method is available on the server and the client.
Bindable functions do not replicate, meaning the client cannot invoke the server and vice-versa.
This method will set up a bindable function and whatever the callback returns can be retrieved by using ":invoke."
invoke
This method is available on the server and the client.
Bindable functions do not replicate, meaning the client cannot invoke the server and vice-versa.
This method will invoke the bindable you set up. If you made it return anything, it will print that out.
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