Server
For Server-sided
.Server
Create new Warp event.
lua
(
Identifier: string,
rateLimit: {
maxEntrance: number,
interval: number,
}?
)lua
local Remote = Warp.new("Remote"):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
)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!"):Invoke
Semiliar to :InvokeClient, its for Invoke to a client.
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
Wait the event being triggered.
lua
Remote:Wait()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()