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Server event

For Server-sided

.Server yield

Create new Warp event.

lua
(
	Identifier: string,
	rateLimit: {
		maxEntrance: number?,
		interval: number?,
	}?
)
lua
local Remote = Warp.Server("Remote")

.fromServerArray yield

Create new Warp events with array.

lua
(
	{ any }
)
lua
local Events = Warp.fromServerArray({
	["Remote1"] = {
		rateLimit = {
			maxEntrance: 50,
			interval: 1,
		}
	}, -- with rateLimit configuration
	"Remote2", -- without rateLimit configuration
	["Remote3"] = {
		rateLimit = {
			maxEntrance: 10,
		}
	}, -- with rateLimit configuration
})

-- Usage
Events.Remote1:Connect(function(player, ...) end)
Events.Remote2:Connect(function(player, ...) end)
Events.Remote3:Connect(function(player, ...) end)

:Connect

Connect event to receive incoming from client way.

lua
(
	player: Player,
	callback: (...any) -> ()
): string
lua
Remote:Connect(function(player, ...)
	print(player, ...)
end)

:Once

This function likely :Connect but it disconnect the event once it fired.

lua
(
	player: Player,
	callback: (...any) -> ()
)
lua
Remote:Once(function(player, ...)
	print(player, ...)
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 a client.

lua
(
	reliable: boolean,
    player: Player,
	...: any
)
lua
Remote:Fire(true, player, "Hello World!")

:Fires Server Only

Fire the event to all clients.

lua
(
	reliable: boolean,
	...: any
)
lua
Remote:Fires(true, "Hello World!")

:FireExcept Server Only

Fire the event to all clients but except a players.

lua
(
	reliable: boolean,
	except: { Player },
	...: any
)
lua
Remote:FireExcept(true, { Players.Eternity_Devs, Players.Player2 }, "Hello World!") -- this will sent to all players except { Players.Eternity_Devs, Players.Player2 }.

:Invoke yield

Semiliar to :InvokeClient, but it have timeout system that not exists on RemoteFunction.InvokeClient.

lua
(
	timeout: number,
    player: Player,
	...: any
) -> (...any)
lua
local Request = Remote:Invoke(2, player, "Hello World!")

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.

lua
Remote:Destroy()