This is typically done using remote events (although functions could be used if desired). First, the sending client would call FireServer. On the server, the function connected to OnServerEvent would hear this firing, and itself would then call FireClient. The Player that the remote event is being fired to.
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roPresence/Wrapper.lua. This wrapper gives the ability to game devs to set their own players' Discord rich presence. To start using this wrapper, require this ModuleScript and initialize it with your token. You will only be able to run methods from the var that initialized roActivity. Sets players' rich presences.
The server can send messages to the client through remote events in two ways: it can send a message to an individual client or it can send a message to every client at the same time....-- Script.local Players = game:GetService("Players")local newPlayerEvent = Instance.new("RemoteEvent")newPlayerEvent. ... newPlayerEvent.More items...
To disconnect it, use the Disconnect() method of the connection object returned by Connect() . Always call Disconnect() when a connection is no longer needed. Forgetting to do so can cause your game to use more resources than necessary.
Description: The FireServer event fires the RemoteEvent. OnServerEvent event on the server using the arguments specified with an additional player argument at the beginning. Since this function is used to communicate from the client to the server, it will only work when used in a LocalScript .
To fire a message to all clients, the server needs to call RemoteEvent:FireAllClients . Note that in this case a player does not have to be passed into the arguments (as the function fires the remote event on all of the connected clients).
Firing a lot of remote events/functions will cause connection lag, along with the lag that you produce when the remote event/function signal reaches the server.
wait() also returns a second value which describes the time that it finished yielding (basically os. time()). An example of this can be found in the Roblox default animate script. Note that it's not worth using wait() over task.
This is used to retrieve remote events fired by the client and intended for the server. This event is in place to provide a method for communicating between the client and server, which is well documented in this article. This event retrieves remote events fired by the client to the server.
The OnClientEvent event fires listening functions in LocalScript when either RemoteEvent:FireClient or RemoteEvent:FireAllClients is fired by the server from a Script . This is used to retrieve remote events fired by the server and intended for the client.
An object that allows events defined in one server-side Script to be subscribed to by another script for one-way communication.
Stay calm, rational and polite. Give reasons for terminating the relationship, but keep emotion and name-calling out of the conversation. Follow-up with a phone call. You can start the process with an email, but you should follow-up with a phone call to talk your client through the process and answer any questions.
Staff given choice between coming to the office, remote working, or three days a week in the office. Roblox has introduced a flexible working model for all its staff, giving employees a range of choices between remote working and coming to the office.
A RemoteFunction is used to create in-game APIs that both the client and the server can use to communicate with each other. Like BindableFunction , a RemoteFunction can be invoked (called) to do a certain action and return the results.
In order for a client to send a message to the server, it needs to fire the RemoteEvent with the function RemoteEvent/FireServer in a LocalScript.
In order for a client to send a message to the server, it needs to fire the RemoteEvent with the function RemoteEvent/FireServer in a LocalScript.
RemoteEvent/FireAllClients|FireAllClients, which works similarly but for all Player
The server can send messages to the client through remote events in two ways: it can send a message to an individual client or it can send a message to every client at the same time.
Determines if an Instance can be cloned using /Instance/Clone or saved to file.
Fires listening functions in LocalScript when either RemoteEvent/FireClient or RemoteEvent/FireAllClients is called from a Script.
In order for a client to send a message to the server, it needs to fire the RemoteEvent with the function RemoteEvent/FireServer in a LocalScript.