Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -
- Download Here --> https://tinyurl.com/ytwvd2es (Copy and Paste Link)
- RemoteEvent
- A RemoteEvent is designed to provide a one-way message between the server and clients, allowing Scripts to call code in LocalScripts and vice-versa. This message can be directed from one client to the server, from the server to a particular client, or from the server to all clients.
- In order for both the server and clients to utilize a remote event, the RemoteEvent object itself must be in a place where both sides can see it. As such, we recommend that you store the RemoteEvent inside of ReplicatedStorage , although in some cases it's appropriate to store it in the workspace or inside a Tool .
- If you need the result of the call, you should use a RemoteFunction instead. Otherwise a remote event is recommended since it will minimize network traffic/latency and won't yield the script to wait for a response. For more information, see Remote Events and Functions .
- Code Samples
- local ReplicatedStorage = game:GetService("ReplicatedStorage") local createPartEvent = Instance.new("RemoteEvent") createPartEvent.Name = "CreatePartEvent" createPartEvent.Parent = ReplicatedStorage local function onCreatePartFired(player, color, position) print(player.Name, "wants to create a part") local newPart = Instance.new("Part") newPart.BrickColor = color newPart.Position = position newPart.Parent = workspace end createPartEvent.OnServerEvent:Connect(onCreatePartFired)
- local ReplicatedStorage = game:GetService("ReplicatedStorage") local createPartEvent = ReplicatedStorage:WaitForChild("CreatePartEvent") createPartEvent:FireServer(BrickColor.Green(), Vector3.new(10, 20, 0))
- local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local welcomePlayerEvent = Instance.new("RemoteEvent") welcomePlayerEvent.Parent = ReplicatedStorage welcomePlayerEvent.Name = "WelcomePlayerEvent" local function onPlayerAdded(player) welcomePlayerEvent:FireClient(player) end Players.PlayerAdded:Connect(onPlayerAdded)
- local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local player = Players.LocalPlayer local welcomePlayerEvent = ReplicatedStorage:WaitForChild("WelcomePlayerEvent") local playerGui = player:WaitForChild("PlayerGui") local welcomeScreen = Instance.new("ScreenGui") welcomeScreen.Parent = playerGui local welcomeMessage = Instance.new("TextLabel") welcomeMessage.Size = UDim2.new(0, 200, 0, 50) welcomeMessage.Parent = welcomeScreen welcomeMessage.Visible = false welcomeMessage.Text = "Welcome to the game!" local function onWelcomePlayerFired() welcomeMessage.Visible = true task.wait(3) welcomeMessage.Visible = false end welcomePlayerEvent.OnClientEvent:Connect(onWelcomePlayerFired)
- local Players = game:GetService("Players") local newPlayerEvent = Instance.new("RemoteEvent") newPlayerEvent.Parent = game.ReplicatedStorage newPlayerEvent.Name = "NewPlayer" local function onPlayerAdded(_player) newPlayerEvent:FireAllClients() end Players.PlayerAdded:Connect(onPlayerAdded)
- local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local player = Players.LocalPlayer local newPlayerEvent = ReplicatedStorage:WaitForChild("NewPlayerEvent") local playerGui = player:WaitForChild("PlayerGui") local welcomeScreen = Instance.new("ScreenGui") welcomeScreen.Parent = playerGui local newPlayerMessage = Instance.new("TextLabel") newPlayerMessage.Size = UDim2.new(0, 200, 0, 50) newPlayerMessage.Parent = welcomeScreen newPlayerMessage.Visible = false newPlayerMessage.Text = "A new player has joined the game!" local function onNewPlayerFired() newPlayerMessage.Visible = true task.wait(3) newPlayerMessage.Visible = false end newPlayerEvent.OnClientEvent:Connect(onNewPlayerFired)
- Summary
- Properties
- Methods
- Fires the RemoteEvent.OnClientEvent event for each client.
- Fires RemoteEvent.OnClientEvent for the specified player.
- Fires the RemoteEvent.OnServerEvent event on the server using the arguments specified with an additional player argument at the beginning.
- Events
- Fires listening functions in Script when RemoteEvent:FireServer() is called from a LocalScript .
- Properties
- Methods
- FireAllClients
- The FireAllClients function fires the RemoteEvent.OnClientEvent event for each client.
- Unlike RemoteEvent:FireClient() , this event does not take a target player as an argument. Instead it will fire to all clients who have the same remote event connected to an OnClientEvent event.
- Since this function is used to communicate from the server to the client, it will only work when used in a Script .
- The behavior of this function, as well as other RemoteEvent and RemoteFunction events and functions, is well documented in this article.
- There are limitations on the kinds of data that can be passed between the client and server. For more information, see Argument Limitations .
- Data can be passed from server to client through remote events in the same way data is passed from client to server. Any extra information can be passed in as arguments to the RemoteEvent:FireClient() and FireAllClients functions. Note that the FireClient function still needs to pass the player to send the message to as the first argument.
- Parameters
- The arguments that will be passed to all RemoteEvent.OnClientEvent methods.
- Returns
- Code Samples
- local Players = game:GetService("Players") local newPlayerEvent = Instance.new("RemoteEvent") newPlayerEvent.Parent = game.ReplicatedStorage newPlayerEvent.Name = "NewPlayer" local function onPlayerAdded(_player) newPlayerEvent:FireAllClients() end Players.PlayerAdded:Connect(onPlayerAdded)
- local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local player = Players.LocalPlayer local newPlayerEvent = ReplicatedStorage:WaitForChild("NewPlayerEvent") local playerGui = player:WaitForChild("PlayerGui") local welcomeScreen = Instance.new("ScreenGui") welcomeScreen.Parent = playerGui local newPlayerMessage = Instance.new("TextLabel") newPlayerMessage.Size = UDim2.new(0, 200, 0, 50) newPlayerMessage.Parent = welcomeScreen newPlayerMessage.Visible = false newPlayerMessage.Text = "A new player has joined the game!" local function onNewPlayerFired() newPlayerMessage.Visible = true task.wait(3) newPlayerMessage.Visible = false end newPlayerEvent.OnClientEvent:Connect(onNewPlayerFired)
- FireClient
- FireClient causes OnClientEvent to be fired in LocalScript s running for the given Player . Additional data passed to this function is then provided to OnClientEvent; beware of limitations on this data.
- Since this function is used for communication from server to client, so it will only work when used by a server-side Script . For client-to-server communication (the other direction), use FireServer . Direct client-to-client communication not possible on Roblox; however, it can be simulated using a Script that relays information received through some other means, such as FireServer .
- There are limitations on the kinds of data that can be passed between the client and server. For more information, see Argument Limitations
- Remote Functions and Events , which describes related classes, functions and events and also important limitations on the data that can be sent
- Sometimes a game will need to send information from one client to another. Roblox does not support direct client to client contact, so any communication must first go through the server. 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.
- Parameters
- The Player that the remote event is being fired to.
- How do I get serverside access on any ROBLOX game?
- can anybody issue me a step by step guide if this is possible?
- You will already have serversided access when you play the game. Press F9 and you'll see the Dev console and then on the top there should be a server option. You then can see a command bar at the bottom where you can run serversided scripts.
- for instance, if I try to run grab knife v4, will it work?
- so basically the dev would have to insert a backdoor into it so you would need to befriend them and get access or make a plugin that they adf
- you need to have access to the backdoor to access the backdoor you can make a free model and insert scripts to it
- About Community
- Reddit's #1 ROBLOX Exploiting community. Whether it's scripts, tutorials, memes or anything else - we've got it!
- Reddit and its partners use cookies and similar technologies to provide you with a better experience. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. For more information, please see our Cookie Notice and our Privacy Policy .
- What is a server side?
- I've heard people talk about server sides but what is the difference between a normal executor and a server side?
- This is all because of FE (Filtering Enabled), and what that does is make it so that the following happens:
- Let's assume there are two clients (players) in a game, Client A and Client B.
- Client A has an executor, and changes the color of a brick. Filtering Enabled checks if Client A has "network ownership" of that brick.-If they do, then the changes are "replicated" to the server, and Client B will see the brick change color.-If they don't, then nothing happens. Only Client A will see the brick change color.
- By default, every client has network ownership of their own character, and only the server can change an object's network ownership. This is useful because if the player's internet slows down, then the objects they have network ownership of will still continue to function normally and won't look laggy.
- So, what's a server-side? Because, in a game, the server can do anything, and any changes it makes are replicated to all clients in the game, if you manage to get a backdoor in a serverscript, you could do a ton more stuff, like unanchor the whole map.
- But, backdoors can be hard to get into any game with a decent player count, so, it's not really worth your time.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement