Event
A server-sided event.
Properties
Reliable
Whether or not the network event uses a reliable remote event.
- boolean
Methods
Fire
Fires an event which sends data to the client, equivalent to RemoteEvent:FireClient.
Parameters
-
recipient:
Player
The player who should recieve the data and/or call -
data:
...any
The data that should be sent to the client
Returns
- void
FireNow
Same as Fire
but does not batch the call / wait until the next frame.
Parameters
-
recipient:
Player
The player who should recieve the data and/or call -
data:
...any
The data that should be sent to the client
Returns
- void
FireAll
Fires an event which sends data to every client connected to the server, equivalent RemoteEvent:FireAllClients.
Parameters
- data:
...any
The data that should be sent to each player
Returns
- void
FireAllExcept
Fires an event which sends data to every client connected to the server, except for players defined in the except
parameter.
Parameters
-
except:
{ Player } | Player
The players which the call should not be sent to -
data:
...any
The data that should be sent to each player exceptexcept
Returns
- void
FireFilter
Fires an event with a filter function, and runs the provided filter on every player in the server.
Parameters
-
filter:
(Player) -> boolean
The filter to run on each player, return a boolean to indicate that the player meets the threshold -
data:
...any
The data that should be sent to each player that meets the threshold forfilter
Returns
- void
Listen
Listens for the event to be fired by the client, then runs the provided function.
Parameters
- listener:
(sender: Player, ...: any) -> ()
The function to call when data is recieved
Returns
- void
SetMiddleware
Allows you to set middleware that runs at specific points in time.
Parameters
- middleware
{ [MiddlewareType]: (...any) -> () }
A table of middleware for the event.
Returns
- void