its possible to multiple connections (:Connect) but i suggest to dont for Invoke usage.
-- Script1
Remote1:Connect(function(player, ...)
end)
-- Script2
Remote1:Connect(function(player, ...)
end)
-- LocalScript1
Remote1:Fire("hello") -- this will sent to Remote1 connections (:Connect)
Remote1:Invoke(...) -- i suggest to dont do this on multiple identifier connections (:Connect) due its invoke where it receiving.
Well yeah I know, but lets say if you use two different callback, it will return the latest callback. So what I want is when :Invoke it only triggered the invoke callback. Is it possible?
hi i found a bug where if someone leaves the game the modules script gets stopped so that means like every event wont work until another player joins and then the script will run again
it happens to both my games
heres a post i found on the forums since its a roblox issue Player leaving stops code - #7 by This100Times
also sorry if i sounded like a idiot like 30 days ago
Hi. Sorry for not responding. The cause of this error was caused by me. Also could you make it warn which script which requires warp is yielding? im currently having a hard time debugging
I might be wrong, but I don’t think you can detect that.
The only way you’d be able to do that is warning in every script you’re requiring it, before the line it requires.
I couldn’t initially identify the root cause, so I decided to redo the transition from RemoteEvents to Warp. The issue has been resolved, and everything is functioning smoothly now. Appreciate your module!