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()