Roblox remote event client to server. Only use a remotefunction to invoke the server from the client when a value is needed before resuming code execution on the client. Instead it will fire to all clients who have the same remote event connected to an onclientevent event. An example of how you can prevent remote event queue exhaustion.
Using remote events you can send information in the following ways. Data can be passed from server to client through remote events in the same way data is passed from client to server. Sometimes a game will need to send information from one client to another.
To fire from the server to the client you should use remoteeventfireclient and remoteeventonclientevent. Client to server in order for a client to send a message to the server it needs to fire the remoteevent with the function remoteeventfireserver in a localscript. This event retrieves remote events fired by the client to the server.
It can send a message to an individual client or it can send a message to every client at the same time. Example a player client presses the p key to drink an invisibility potion then a remoteevent tells the server to make that player invisible to all other players. When the client receives the finished event from the server.
If the counter was still running stop it. In order to send a message to a single client the fireclient function should be called from the server via a script. In the rare case of invoking a client from the server it should be done in a thread or an event.
The server can send messages to the client through remote events in two ways. This event is in place to provide a method for communicating between the client and server which is well documented in this article. If youre scripting guns you can fire the server when you press down and fire it when you stop pressing down instead of firing the remote at every shot fired by doing that instead of firing it at every shot fired you.
In order to send a message to a single client the fireclient function should be called from the server via a script. Its better if youre not expecting a response from the server or the client. When the countdown is done server side the server sends another signal to all clients that the countdown completed.
No thatll cause remote queue exhaustion and depending on what the event does on the server server lag. Clients countdown locally until 0 from that point but dont do anything special on their own when it reaches 0. A remoteevent is designed for one way communication.
This is typically done using remote events although functions could be used if desired. First the sending client would call fireserver. Client server.
Roblox does not support direct client to client contact so any communication must first go through the server. The server meanwhile needs to connect a function to the onserverevent of the remoteevent.