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| 01 Dec 2015 02:14 PM |
I don't get what the wiki says
I eat waffles |
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| 01 Dec 2015 02:16 PM |
| What to explain...? other than the name being pretty much self-explantory |
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robocu3
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| Joined: 13 Mar 2009 |
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| 01 Dec 2015 02:17 PM |
client fires to server, server reacts how it's programmed to remoteevent just sends information to the server, remotefunction can return a value back to the client, albeit's a little more strenuous as far as latency's concerned, so try to avoid it if it's not absolutely necessary. not that it's bad, just not something you want to fire once a frame lol
-=Robo=- |
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robocu3
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| Joined: 13 Mar 2009 |
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| 01 Dec 2015 02:17 PM |
^&vice-versa client can receive data sent from the server and can return values back
-=Robo=- |
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| 01 Dec 2015 02:19 PM |
so this part in wiki
"-- Inside Server Script local event = Instance.new("RemoteEvent") -- creates the event object event.Parent = game.Workspace -- puts the event into the Workspace event.Name = "MyServerEvent" -- giving a name to the event so we can fire it specifically elsewhere event.OnServerEvent:connect(function() -- define the function that will be called when the event is fired -- this is where you put all the code you want to run when the event is fired game.Workspace.Baseplate.BrickColor = BrickColor.Random() end) The corresponding Local Script for this event is very simple: it simply sets up the click detector to fire the event on click (note it assumes a Part in the game called ColorBrick):
-- Inside Local Script local clickDetector = Instance.new("ClickDetector") clickDetector.Parent = game.Workspace.ColorBrick clickDetector.MouseClick:connect(function(hit) game.Workspace.MyServerEvent:FireServer() end)
Putting this code in a game will have the baseplate change to a random color every time a player clicks on a part using a RemoteEvent called MyServerEvent. Note that the name that you give the event can be anything you like, but it is important that it is unique. If you give two remote events the same name only one event will be handled when the event is fired."
I get how the local script works but I don't get how to remote event works.
I eat waffles |
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robocu3
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| Joined: 13 Mar 2009 |
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| 01 Dec 2015 02:20 PM |
.OnServerEvent fires when the client sends data to the server. It's no different than any standard event.
-=Robo=- |
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| 01 Dec 2015 02:20 PM |
nvm.... I didn't see the text "Fire"
I eat waffles |
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| 01 Dec 2015 02:21 PM |
robocu3 explained it well but for a really good example to make it better to understand.
RemoteEvent: Telling someone something and then ending the conversation RemoteFunction: Asking someone for something and getting an answer in return, conversation ends |
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| 01 Dec 2015 02:22 PM |
in the arguments it says tuple arguments and player. What r tuple arugments
I eat waffles |
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robocu3
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| Joined: 13 Mar 2009 |
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| 01 Dec 2015 02:25 PM |
i don't know the definition word for word, it pretty much means you can pass almost any value to it and it'll be sent to the server/client, and the parameters passed can be abundant, for example
:FireServer(1, 2, 3, 4, 5,6,7,8,90,2,2422,23424,64574748487, "testies ") --+1000 other numbers, don't do this though lol
-=Robo=- |
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| 01 Dec 2015 02:27 PM |
@robocu3, your last argument ;-;
Can't help myself to point it out |
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robocu3
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| Joined: 13 Mar 2009 |
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