Hello! I am in the middle of working on a game and wanted to re-organize my scripts. I don’t know how to use the Client-Server
connection between ModuleScripts
and Local/Server scripts.
Does anyone care to explain, give a sample of code? Or just send a youtube tutorial that has ModuleScripts being used with FilteringEnabled.
Any help is appreciated and I’d be very thankful.
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Autterfly
(Autterfly)
April 8, 2019, 10:48am
#2
Modules and RemoteEvents/Functions are not inherently tied or related in any way. Could you be more specific on what you mean?
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Like, how would I do
RemoteEvent.OnServerEvent:Connect(function(player,otherarguments)
in a ModuleScript? Because you need to run the function from somewhere, and I need the modules to pick up Remote requests.
Autterfly
(Autterfly)
April 8, 2019, 11:01am
#4
Once you require the module the code should run normally.
1 Like
If a client uses a module script on their machine, it can turn out in two ways:
The module returns data for the local script to send to the server
Local Script
local Module = require(script.Module)
RemoteEvent:FireServer(Module:GetData())
Module Script
local module = {}
function module:GetData()
return true
end
return module
Server Script
RemoteEvent.Invoked:Connect(function(Data)
print(Data) --Prints true
end)
The local script tells the module script to send the data to the server
Local Script
local Module = require(script.Module)
Module:SendServerData(true)
Module Script
local module = {}
function module:SendServerData(Data)
RemoteEvent:FireServer(Data)
end
return module
Server Script
RemoteEvent.Invoked:Connect(function(Data)
print(Data) --Prints true
end)
These are all just examples and may not work, but at least you have an idea on how Remote Events and modules could communicate.
7 Likes
I personally just store functions in my modules and, on the core server script, connect those functions to events like:
--ModuleScript
local module = {};
module.test = function(plrInput)
print(plrInput);
end
return module;
--ServerCoreScript
local module = require(script.TestModule);
someRemoteEvent.OnServerEvent:Connect(module.test);
The good side to this is, with a bit of logic code, I can use one RemoteEvent for my entire game.
I hope you find your solution!
26 Likes