Signals
Connections and firing events. Entries: 8.
- cansignalreplicateReturns true when replicatesignal can send the signal to the server, and false when it cannot.
boolean - firesignalFires every listener connected to a signal on the client, passing the arguments straight through.
() - getconnectionsReturns a Connection object for every listener attached to a signal, each exposing Function, Thread, Enabled, Fire, Defer, Disconnect, Disable and Enable.
{ Connection } - getsignalargumentsReturns an array of strings describing the arguments the signal passes to its handlers, one for each argument.
{ string } - getsignalargumentsinfoReturns what each argument of a signal is: an array with a table for every argument, holding its Name and its Type.
{ { Name, Type } } - getsignalwhitelistReturns the signals the engine accepts for replication, one entry for each, with the name of the event and the class that owns it.
{ { Event, Parent } } - replicatesignalReplicates a signal to the server the way the engine itself would, rather than only firing local listeners.
() - Signal.newCreates a signal of your own, one you can connect to, wait on and fire from Luau.
Signal