Client event
For Client-sided
.Client yield
Create new Warp event.
lua
(
Identifier: string
)lua
local Remote = Warp.Client("Remote").fromClientArray yield
Create new Warp events with array.
lua
(
{ any }
)lua
local Events = Warp.fromClientArray({
"Remote1",
"Remote2",
"Remote3",
})
-- Usage
Events.Remote1:Connect(function(...) end)
Events.Remote2:Connect(function(...) end)
Events.Remote3:Connect(function(...) end):Connect
Connect event to receive incoming from server way.
lua
(
callback: (...any) -> ()
)lua
Remote:Connect(function(...)
print(...)
end):Once
This function likely :Connect but it disconnect the event once it fired.
lua
(
callback: (...any) -> ()
)lua
Remote:Once(function(...)
print(...)
end):Disconnect
Disconnect the event connection.
lua
(
key: string
): booleanlua
local connection = Remote:Connect(function(player, ...) end) -- store the key
Remote:Disconnect(connection):DisconnectAll
Disconnect All the event connection.
lua
Remote:DisconnectAll():Fire
Fire the event to the spesific server with data.
lua
(
reliable: boolean,
...: any
)lua
Remote:Fire(true, "Hello World!")WARNING
This function have rate limiting it self and configured from server.
:Invoke yield
Semiliar to :InvokeServer, but it have timeout system that not exists on RemoteFunction.InvokeServer.
lua
(
timeout: number,
...: any
) -> (...any)lua
local Request = Remote:Invoke(2, "Hello World!") -- this yield until it responseWARNING
This function is yielded, once it timeout it will return nil.
:Wait yield
Wait the event being triggered.
lua
Remote:Wait() -- :Wait return number valueWARNING
This function is yielded, Invoke might also ping this one and also causing error.
:Destroy
Disconnect all connection of event and remove the event from Warp list
lua
Remote:Destroy()