This was the best Roblox tutorial I have ever watched! It turned me from somebody clueless about remote events to now being able to use them in many cases of times where you need these while scripting on Roblox! Thank you so much :)
I know im asking randomly but does any of you know a way to get back into an Instagram account? I stupidly forgot my account password. I would love any help you can give me.
while remoteevents are useful iirc they can add vulnerabilities to your game IF you don't take precautions. people who use synapse can fire the remoteevents with a command
I'm sure you will be come successful in your channel cuz of you teaching is so good it's hard to understand but when you explain it it will be so easy.ty
how do i do something like this? I have a train GUI that fires events, i want to fire multiple events in a single event script.Parent.Seat.Value.Control:FireServer("Engine", true)
Hey wouldn't you be able to make it so a dummy loads each person's weapon and player character from the same area. (Like if theres a menu with a camera facing a wall with a blank dummy). Or would it break and load other people's when it should be you?
trying to do this for a keyboard input. when you press a button, a little shield spawns in front of you (to protect you ofc) but whenever I delete everything out of the local scripts function, the server script has no clue what any of the variablesa are the problem gets worse bc the variables in the LOCALSCRIPT find the player, so I fixed that by getting the player service etc. etc. I did everything you said to do, and I dont even get any errors, but also, literally nothing happens, not even for the client. if you'd like to help me send all this information to the server, I would be most grateful. ----- Here is what I am trying to send to ther server, this is a local script ----- local player = game.Players.LocalPlayer print(player) local character = player.Character or player.CharacterAdded:Wait(2) print(character) local torso = character:WaitForChild('UpperTorso') or character:WaitForChild('Torso') print(torso) local parryBlock = game.ReplicatedStorage.parryblock local key = game:GetService("UserInputService") local humanoid = character:WaitForChild('Humanoid') print('found humanoid') local DB = false key.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.F and not character:FindFirstChild(parryBlock.Name) and DB == false then DB = true humanoid.WalkSpeed = 0
local newparryBlock = parryBlock:Clone() newparryBlock.Parent = character newparryBlock.PrimaryPart.CFrame = torso.CFrame
end end) ----- Here's the local script after I follow your tutorial ----- local player = game.Players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait(2) local torso = character:WaitForChild('UpperTorso') or character:WaitForChild('Torso') local parryBlock = game.ReplicatedStorage.parryblock local key = game:GetService("UserInputService") local humanoid = character:WaitForChild('Humanoid') local parryEvent = game.ReplicatedStorage:WaitForChild('parryEvent') local DB = false key.InputBegan:Connect(function(input) if input.KeyCode == Enum.KeyCode.F and not character:FindFirstChild(parryBlock.Name) then print('shield spawned') parryEvent:FireServer()
end
end) -----and here is the server script ----- local parryEvent = Instance.new('RemoteEvent') parryEvent.Name = "parryEvent" parryEvent.Parent = game.ReplicatedStorage local function parry()
local player = game:GetService("Players").PlayerAdded:Wait() print(player) local character = player.Character or player.CharacterAdded:Wait(2) print(character) local torso = character:WaitForChild('UpperTorso') or character:WaitForChild('Torso') print(torso) local parryBlock = game.ReplicatedStorage.parryblock local key = game:GetService("UserInputService") local humanoid = character:WaitForChild('Humanoid') print('found humanoid') local DB = false
my issue with comprehending the point of remote events is that if I want to make it so that the whole server can see, I can use a regular server script and if I wanted something like where a admin door opens only to an certain player, couldn't I do that in a localscript? I havnt been able to understand a practical use for these. I know theyre good to know and have a point im js I dont get it yet. It feels like what they do is the same thing a regular script or local script does..
localscripts don't work in workspace, they only work in starter services. If you want to make an admin door that only opens for one player, then you'll need to have a regular script either in workspace or serverscriptservice and make that send a remoteevent to the client that will open the door.
Hi @GnomeCode. Nice tutorial. What about possible security issues? I read that remote events can be fired by hackers. Is it true? Is it possible to prevent this to happen? Thanks
if i want to buy something for coins lets say i need to put onremoteevent function in same script where data store is, bcuz if i try to reach coins from other non local script i cant find it, is there a way to put it in other script?
I want to make whenever player equips a sword that the sword disappear (transparency 1) from Torso of the character and appear (transparency 0) again when player equips the sword can someone help me with this Same model copy pasted one welded on UpperTorso and other is a Tool in StarterPack
You should do on client event if you aret trying to fire a client event to the client. for example, Server Script -- > game.ReplicatedStorage.YourRemoteEventName:FireClient() or game.ReplicatedStorage.YourRemoteEventName:FireAllClients() You need a player to fire the client event for if you are only doing it for 1 client. But for the firing all clients you don't need to specify a player since it will fire the event for all the players. Local Script --> game.ReplicatedStorage.YourRemoteEventName.OnClientEvent(function() print("Event Started") - - do whatever code you want to run on this client event here, I hope it helped! end)
Dank Dino Gaming I figured it out.... When I was copying the variables over I somehow mixed up the scripts and was lying the script stuff in the local and the local stuff in the script
Let me explain short way. Let's say I'm a hacker and I'm going to delete the map. But Fe is enabled so when I deleted the map it only deleted for me not everyone else
I’m having an issue. When I try to index the remote event in my local script it just won’t work for no reason. When I try to test the game with multiplayer the line of code where I index the remote event is shown as information text and there is no error. Does anyone know how to fix this?
Words cannot describe how useful this tutorial was.
This was the best Roblox tutorial I have ever watched! It turned me from somebody clueless about remote events to now being able to use them in many cases of times where you need these while scripting on Roblox! Thank you so much :)
I know im asking randomly but does any of you know a way to get back into an Instagram account?
I stupidly forgot my account password. I would love any help you can give me.
@@andychance9995 this is a roblox tutorial
@@Max-qq6rz LOL
@@andychance9995 reset password, duh
@@EzRobloxHacks69bro waited 1 and a half years to get an answer
Nice Tutorial! Other RUclipsrs weren't able to explain it to people that don't got any experience in RemoteEvents but you did that very well, tyvm!
Even though I already know, it's nice to have a recap.
Thanks Gnomecode. I can now fix my failed projects :) and also thanks for solving my problem
Hahaha you're welcome
Lol
This is really good, nice presentation, very clear language!
Came from reddit. Nice video, mate. Keep it up
Cheers!
Gnomecode once again coming in clutch!
while remoteevents are useful iirc they can add vulnerabilities to your game IF you don't take precautions. people who use synapse can fire the remoteevents with a command
thank you i've been trying to understand remote events for a couple weeks and struggling hahahh
You did teaching well congrats 👍
Dang Thx i watched some what alot of vids but most of them just makes it hard to understand
Update: it did not work ☹
Great tutorial! Keep up doing👍👍
Your videos rly help me!
Thanks for the good vibes!
This was very useful for me. Thank you very much!
For the past couple of weeks I had been trying to make a build system but I didnt know how to make it so other players can see too so Thanks :D
Super cool tutorial! Love it!
GnomeCode explain this very well Thank you
Nice content, good explanation. Helped a lot, thanks.
Great teacher I like this so much 😍😍😍
Thank you! 😃
I'm sure you will be come successful in your channel cuz of you teaching is so good it's hard to understand but when you explain it it will be so easy.ty
YESSIR TYSM NOW I CAN ACTUALLY MAKE MY B10 GAME WORK
Nice vid !
Nice comment!
this help me so much!
how do i do something like this? I have a train GUI that fires events, i want to fire multiple events in a single event
script.Parent.Seat.Value.Control:FireServer("Engine", true)
I really enjoyed this tutorial, however, i do not know why my fireclient events are not working
I like how you doing the explanation and how did you make a model to explain
Me finally know how this works!
Thank you so much you help a lot!
my Client to Server event is not running for some reason.
OHHHHH! I get it now!
Please keep being awesome.
You too!
Hey wouldn't you be able to make it so a dummy loads each person's weapon and player character from the same area. (Like if theres a menu with a camera facing a wall with a blank dummy). Or would it break and load other people's when it should be you?
Thanks this is pretty helpful :)
Thank you so much!!
trying to do this for a keyboard input.
when you press a button, a little shield spawns in front of you (to protect you ofc)
but whenever I delete everything out of the local scripts function, the server script has no clue what any of the variablesa are
the problem gets worse bc the variables in the LOCALSCRIPT find the player, so I fixed that by getting the player service etc. etc.
I did everything you said to do, and I dont even get any errors, but also, literally nothing happens, not even for the client.
if you'd like to help me send all this information to the server, I would be most grateful.
----- Here is what I am trying to send to ther server, this is a local script -----
local player = game.Players.LocalPlayer
print(player)
local character = player.Character or player.CharacterAdded:Wait(2)
print(character)
local torso = character:WaitForChild('UpperTorso') or character:WaitForChild('Torso')
print(torso)
local parryBlock = game.ReplicatedStorage.parryblock
local key = game:GetService("UserInputService")
local humanoid = character:WaitForChild('Humanoid')
print('found humanoid')
local DB = false
key.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.F and not character:FindFirstChild(parryBlock.Name) and DB == false then
DB = true
humanoid.WalkSpeed = 0
local newparryBlock = parryBlock:Clone()
newparryBlock.Parent = character
newparryBlock.PrimaryPart.CFrame = torso.CFrame
local newWeld = Instance.new("WeldConstraint")
newWeld.Part0 = torso
newWeld.Part1 = newparryBlock.PrimaryPart
newWeld.Parent = newparryBlock
wait(2)
newparryBlock:Destroy()
humanoid.WalkSpeed = 16
wait(3)
DB = false
end
end)
----- Here's the local script after I follow your tutorial -----
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait(2)
local torso = character:WaitForChild('UpperTorso') or character:WaitForChild('Torso')
local parryBlock = game.ReplicatedStorage.parryblock
local key = game:GetService("UserInputService")
local humanoid = character:WaitForChild('Humanoid')
local parryEvent = game.ReplicatedStorage:WaitForChild('parryEvent')
local DB = false
key.InputBegan:Connect(function(input)
if input.KeyCode == Enum.KeyCode.F and not character:FindFirstChild(parryBlock.Name) then
print('shield spawned')
parryEvent:FireServer()
end
end)
-----and here is the server script -----
local parryEvent = Instance.new('RemoteEvent')
parryEvent.Name = "parryEvent"
parryEvent.Parent = game.ReplicatedStorage
local function parry()
local player = game:GetService("Players").PlayerAdded:Wait()
print(player)
local character = player.Character or player.CharacterAdded:Wait(2)
print(character)
local torso = character:WaitForChild('UpperTorso') or character:WaitForChild('Torso')
print(torso)
local parryBlock = game.ReplicatedStorage.parryblock
local key = game:GetService("UserInputService")
local humanoid = character:WaitForChild('Humanoid')
print('found humanoid')
local DB = false
if DB == false then
DB = true
humanoid.WalkSpeed = 0
local newparryBlock = parryBlock:Clone()
newparryBlock.Parent = character
newparryBlock.PrimaryPart.CFrame = torso.CFrame
local newWeld = Instance.new("WeldConstraint")
newWeld.Part0 = torso
newWeld.Part1 = newparryBlock.PrimaryPart
newWeld.Parent = newparryBlock
wait(2)
newparryBlock:Destroy()
humanoid.WalkSpeed = 16
wait(3)
DB = false
end
end
parryEvent.OnServerEvent:Connect(parry)
👍👍
my issue with comprehending the point of remote events is that if I want to make it so that the whole server can see, I can use a regular server script and if I wanted something like where a admin door opens only to an certain player, couldn't I do that in a localscript? I havnt been able to understand a practical use for these. I know theyre good to know and have a point im js I dont get it yet. It feels like what they do is the same thing a regular script or local script does..
localscripts don't work in workspace, they only work in starter services. If you want to make an admin door that only opens for one player, then you'll need to have a regular script either in workspace or serverscriptservice and make that send a remoteevent to the client that will open the door.
It says "Attempt to call a NIL value" Please... Help
4:57 saving my place
Finlay i know whats remote events thanks you so much
Are you sure you're a Roblox programmer?
You're not good at English grammar to be able to use Remote Events lmao
blud really roasted my comment from 2 years ago, chill lil nigga people exist outside of le US@@صاحب-العقل-والمنطق
Hi @GnomeCode. Nice tutorial. What about possible security issues? I read that remote events can be fired by hackers. Is it true? Is it possible to prevent this to happen? Thanks
yea its true im an exploiter and remote events can be fired by exploiters
if i want to buy something for coins lets say i need to put onremoteevent function in same script where data store is, bcuz if i try to reach coins from other non local script i cant find it, is there a way to put it in other script?
paint the town red XD
What's the parameters that I can give it to the remote event?
Parameters is like variables, give it such as the patent for your code!
its saying "Attempt to connect failed: Passed value is not a function - Studio" and " 18:42:13.792 attempt to call a nil value - Server"
can you also explain remote functions for 2020?
Remote functions are quite similar if you can understand this concept. Checkout the latest video where I use them to make a weapon shop GUI
When will you make teddy 9
I spent months coding in roblox and then I find out that not all of the localscripts were connected to the server
I want to make whenever player equips a sword that the sword disappear (transparency 1) from Torso of the character and appear (transparency 0) again when player equips the sword
can someone help me with this
Same model copy pasted one welded on UpperTorso and other is a Tool in StarterPack
your discord verifcation doesnt work for me, though I do the things I gotta do! please help me.
For me it says, “OnServerEvent can only be used on the server” What do I need to change it to?
You should do on client event if you aret trying to fire a client event to the client. for example,
Server Script -- > game.ReplicatedStorage.YourRemoteEventName:FireClient() or game.ReplicatedStorage.YourRemoteEventName:FireAllClients()
You need a player to fire the client event for if you are only doing it for 1 client. But for the firing all clients you don't need to specify a player since it will fire the event for all the players.
Local Script --> game.ReplicatedStorage.YourRemoteEventName.OnClientEvent(function()
print("Event Started")
- - do whatever code you want to run on this client event here, I hope it helped!
end)
Dank Dino Gaming I figured it out.... When I was copying the variables over I somehow mixed up the scripts and was lying the script stuff in the local and the local stuff in the script
@@brenbeans oh ok lol
Let me explain short way. Let's say I'm a hacker and I'm going to delete the map. But Fe is enabled so when I deleted the map it only deleted for me not everyone else
🤓🤓
@@decablade9790 yes i am what you said. you are indeed correct
I’m having an issue. When I try to index the remote event in my local script it just won’t work for no reason. When I try to test the game with multiplayer the line of code where I index the remote event is shown as information text and there is no error. Does anyone know how to fix this?
And I have tried to manually add the remote event into replicatedstorage but it just doesn’t seem to work
Alr I’ve somewhat fixed the problem but when I fire the server event it is not doing what I want it to ( I want it to just change a value)
Nevermind I’ve fixed the problem
Thank you for your awesome tutorials! They really help me a lot with my coding skills. Keep it up!
There is a game called paint the town red lol
Hi
Good evening
@@GnomeCode same
This is confusing 😵
That's normal man.
person who disliked: yes i am dumb
person who disliked: no i am australian
Thanks!