I have an intvalue saved in serverStorage, how can I do it so that it is constantly sending its value to a local intalue with remote events, if it is not possible with remote events, what other form is there? I can not save it in replicated storage
Server Send Values to client with RemoteEvent or other way?
2 answers
Using RemoteEvents:
Create RemoteEvent in ReplicatedStorage
Server(ServerScript/Script)
-- ServerScriptService
local event = game.ReplicatedStorage.Event -- Event location
local value = 100
event:FireAllClients(value) -- Send the value to all clients
--[[
Also for send for one client use this:
event:FireClient(player,value)
You need to specified player in the FireClient
]]
Client(LocalScript)
-- StarterGui
local event = game.ReplicatedStorage.Event -- Event location
event.OnClientEvent:Connect(function(value) -- Detect event and get argument / you dont need to put player argument here. only arguments send by server.
print("I got value: " .. tostring(value))
end)
Also if you dont like RemoteEvents you can use a IntValue,StrintValue in ReplicatedStorage
Create a Value in ReplicatedStorage
Server(ServerScript/Script)
-- ServerScriptService
-- Change value
local value = game.ReplicatedStorage.MyValue -- In this example i used a StringValue / location of your value
value.Value = "Hello!" -- Change the value of your Value
Client(LocalScript)
-- StarterGui
-- Detect change
local value = game.ReplicatedStorage.MyValue -- location of your value
value.Changed:Connect(function() -- Detect if anything in value changed(name,value...).
print("I got value: " .. tostring(value.Value))
end)
What Changed make?
- Detect if anything in object changed
What Event.OnClientEvent make?
- This is used to retrieve remote events fired by the server and intended for the client.
What Event:FireClient make?
- Fire event for the specified player.
What Event:FireAllClients make?
- Fire the event for all players in game
This is in wiki page
Hope it helped :)
Wiki pages
3 comments
:GetPropertyChangedSignal in your case is pointless. Use the Changed event
Edited
I say that because for ValueBase instances (IntValue, RayValue, etc) Changed is modified to fire only for the Value property
What I would do is have a remote event in ReplicatedStorage and use a script to retrieve the value, and then fire the remote event to the client with the value as a parameter, and then use a local script to listen to this value and change the local IntValue
-- Script in ServerScriptStorage
local Event = game:GetService("ReplicatedStorage").RemoteEvent -- The event in ReplicatedStorage
game:GetService("Players").PlayerAdded:Connect(function(player) -- This code starts running when a player joins the game
while true do
local value = game:GetService("ServerStorage").Value.Value -- The value of your IntValue in ServerStorage
Event:FireClient(player, value) -- The value is sent to the client as a parameter when the event is fired
wait(60) -- Makes the code run every 60 seconds (1 minute)
end
end)
-- Local Script
local Event = game:GetService("ReplicatedStorage").RemoteEvent -- The event in ReplicatedStorage (The client can also access this)
Event.OnClientEvent:Connect(function(value) -- This runs when the event is fired, value is the parameter from above, the IntValue's value in ServerStorage
script.Parent:WaitForChild("Value").Value = value -- The script.Parent:WaitForChild("Value").Value can be changed to wherever your local value is
end)
If you need any more help or I made a mistake, feel free to let me know
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2 comments
You could have the int value in ReplicatedStorage.
I can not save it in replicated storage