Quick Reference¶
Client Modules¶
Structure¶
return function(Modules, ClientModules, Services)
local module = {}
return module
end
Remotes¶
Since functions exposed in client modules are meant to be called from the server, the communication can be trusted. That is why there is no variant on security levels.
suffix | description |
---|---|
_event | Callable from server modules |
_func | Callable from server modules with a return value |
Server Modules¶
Structure¶
return function(Modules, ClientModules, Services)
local module = {}
return module
end
Remotes¶
To expose a function as callable from the client (using a RemoteEvent):
suffix | security |
---|---|
_event | Exchanging new security key each call |
_risky_event | Exchanging the same security key everytime |
_danger_event | No security keys exchanged |
To expose a function as callable from the client but with a return value (using a RemoteFunction):
suffix | security |
---|---|
_func | Exchanging new security key each call |
_risky_func | Exchanging the same security key everytime |
_danger_func | No security keys exchanged |
Remember
Since the exposed function is meant to be called from a client module, the function needs to return a boolean that validate the execution. See the server modules guide for more info.
Shared Modules¶
Structure¶
return function(isServer, SharedModules, Services)
local module = {}
return module
end
Functions¶
name | parameters | description |
---|---|---|
Init | First function called | |
Start | Called after all Init functions | |
OnPlayerReady | Player | Called after Init and Start with the local player |
OnPlayerLeaving | Player | Called when a player leaves the game (only in server modules) |
OnUnapprovedExecution | Player, info table | Called when a player calls a server module function that does not validate |