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) -> ()
): stringlua
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
): 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 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 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.
lua
Remote:Destroy()