Is this possible with roblox studio?

I’ve spent a while making a roblox game using events and I have forgotten which scripts some of them come from and the names of the script, does anyone know how i can see all the events that are being fired in the game?

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Do you think you could use FindAll (ctrl+shift+f) and look for :Connect() to find all event connections or .Event:Connect() to find a specific event connection.

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1. Use LogService.MessageOut to Track Events

You can listen for all outputs (such as print, warn, and error) to see when an event is fired.

Steps:

  1. Insert a LocalScript or ServerScript in StarterPlayerScripts or ServerScriptService.
  2. Add the following code:

lua

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local LogService = game:GetService("LogService")

LogService.MessageOut:Connect(function(message, messageType)
    print("Log Message:", message, " | Type:", messageType)
end)

Now, whenever an event fires and logs something (via print()), it will be captured in the output window.


2. Use debug.traceback() to Find the Source of an Event

If you suspect a certain event is being fired but don’t know where, you can modify the event’s callback like this:

lua

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SomeEvent.OnServerEvent:Connect(function(player, ...)
    print("Event Fired from:", debug.traceback())
end)

This will show the call stack in the Output window, helping you trace back the source.


3. Use script:GetFullName() in Events

To find out which script is firing an event, modify your event connections:

lua

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local scriptName = script:GetFullName()

SomeEvent.OnServerEvent:Connect(function(player, ...)
    print("Fired from script:", scriptName)
end)

4. Check Script Activity in Roblox Studio

Roblox Studio has a built-in debugging tool to track running scripts:

  1. Open View > Script Activity.
  2. This shows which scripts are running and can help you track events.

5. Search for .Fire() or .FireServer() in Studio

  • Open Explorer & Properties (View > Explorer, View > Properties).
  • Use Ctrl + Shift + F and search for :Fire( or :FireServer( to find all event calls in scripts.
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You’re printing stuff that gets printed, this is completely redundant and printing on MessageOut will just cause the script to infinitely print and probably crash.

traceback doesn’t traceback to what fired the event.

This isn’t the script that fired the even but rather what script got fired.

4 and 5 are useful.

Before posting something an AI wrote, make sure the information is correct.

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