Remote Functions (Two-Way Communication) - Roblox Advanced Scripting #6
BrawlDev · 5,512 words · 28 min read · EN

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hey thanks for stopping by we're going to be adding more security to our Roblox scripts using a feature that further expands what we learned upon in the last episode about remote events this one is going to be about remote functions which have its own use cases that make it different from remote events and in this episode I'm going to be showing you what these
are and how to use them and this example that I have here uses remote functions so I have a leader set with 50 coins and I have a prompt here that says would you like to buy this button for 50 coins coins if I click on it then it then the server should have deducted 50 coins from
my leader stats and that and that message should have been sent back to the client to then update this GUI to say purchase has been successful so this had a two-way communication system that was happening rather than one-way communication and that is essentially the difference between the two and that's what we're going to be discussing about inside of this episode but before we start
implementing let me go back to our diagram that I've showed you in previous episodes all right let's think about this for a minute so we're back on this diagram that shows us the server and client model yet again I think you've seen this before that's located in the Roblox developer Hub link is in the description for that in the last episode we covered remote events which act
as one-way communication between the server and the client and like I mentioned remote events act as one-way communication and there's three ways of communicating with remote events so so the first one is from one client to the server the other way is from the server to one of the clients and then there was the server to all of the clients but what if we wanted to do a
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