So im trying to make a nuke and when you press the button I sent a remoteEvent from client to client to display (Playername) has enabled nuke! It will drop down in (AmmountOfSeconds) seconds
RemoteEvent.OnClientEvent:Connect(function(player, ...)
--if player == localPlayer then this player is the player that called the event in the first place
end)
RemoteEvent:FireServer(args)
... in lua will basically just remaining arguments as a tuple
Client:
Communication between local scripts (client to client) can be achieved through the use of BindableInstances (functions and remotes), I’d avoid having a local script fire the server to then have the server fire the client through a different local script (you should just keep everything contained inside the same local script if possible as to negate any potential latency issues).
They want Client->Client, not between scripts. If you want client->client communication, it must go through the server in one way or another. Bindable events and functions only work within the same client or across the server to communicate between scripts. Roblox is not p2p.
When I mentioned between local scripts I was inferring between two local scripts pertaining to a single client, I wasn’t sure whether or not the original poster was trying to achieve this or was trying to achieve communication between two local scripts pertaining to two unique clients.
No as Steven stated P2P communication in Roblox isn’t possible (one individual client to another), I thought you were asking about how 2 local scripts which pertained to the same script communicated (which is done through the use of BindableEvents).