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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
): boolean
lua
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 response

WARNING

This function is yielded, once it timeout it will return nil.

:Wait yield

Wait the event being triggered.

lua
Remote:Wait() -- :Wait return number value

WARNING

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()