Hey all! (I know I start every question with that.) I'm a bit puzzled here. My game isn't FilteringEnabled, but it would be using the same methods, since I'd be editing another Player's Gui. I've checked the Wiki on the topic with RemoteFunctions and events, but I'm still a bit clueless. I've made attempts using the examples they provided, yet they never turned out right. I'm not trying to ask for a script, but maybe explain what to do? Possibly provide a line or 2 to get me started? Thanks for any help!
How to communicate between the server, like if the game is FilteringEnabled?
1 answer
I'm assuming you want a reference of how each objects work.
Remote Event
This fires directly to the intended entity.
CLIENT TO SERVER
:FireServer().OnServerEvent
-- LOCAL
RE = game.ReplicatedStorage:WaitForChild("RemoteEvent")
RE:FireServer("hello")
-- SERVER
RE = Instance.new("RemoteEvent", game.ReplicatedStorage)
RE.OnServerEvent:connect(function(Player, Message) -- *
print(Message)
end)
hello
SERVER TO CLIENT
:FireClient().OnClientEvent
-- SERVER
RE = Instance.new("RemoteEvent", game.ReplicatedStorage)
RE:FireClient("hello")
-- LOCAL
RE = game.ReplicatedStorage:WaitForChild("RemoteEvent")
RE.OnClientEvent:connect(function(Message)
print(Message)
end)
hello
Remote Function
This fires to the entity and is capable of returning back to its origin.
CLIENT TO SERVER
:InvokeServer.OnServerInvoke()
-- LOCAL
RF = game.ReplicatedStorage:WaitForChild("RemoteFunction")
local Arg = RF:InvokeServer()
if Arg then
print(Arg .. " returned!")
end
-- SERVER
RF = Instance.new("RemoteFunction", game.ReplicatedStorage)
function RF.OnServerInvoke(Player) -- *
return 10
end
10 returned!
SERVER TO CLIENT
:InvokeClient.OnClientInvoke
-- SERVER
RF = Instance.new("RemoteFunction", game.ReplicatedStorage)
local Arg = RF:InvokeClient()
if Arg then
print(Arg .. " returned!")
end
-- LOCAL
RF = game.ReplicatedStorage:WaitForChild("RemoteFunction")
function RF.OnClientInvoke()
return 42
end
42 returned!
In short, it's like any other functions and events. These objects just cross the server/client border.
I hope this answers your question!
*NOTE: Client to server communication means that an additional "player" argument will be included (first argument).
2 comments
Thank you very much!
You're welcome
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2 comments
what exactly are you trying to do?
@ImageLabel, For now, just put a GUI into another player's PlayerGui. Setting it up with a remote function