Remote Events (One-Way Communication) - Roblox Advanced Scripting #5
BrawlDev · 5,703 words · 29 min read · EN-ORIG

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hey thanks for stopping by we're going to be creating a bunch of stuff that correlates to server and client communication so that we can create systems that allows us to have more security with our Roblox games and also more robust systems with the things that we decide to create inside of our Roblox
games and in this episode I'm going to be introducing two of them which are called remote events and remote functions and with them we're able to create things like this so I made a text label that says would you like to buy this button and I have a button down here that we can press called buy button
and this costs 50 coins and up here you can see in my leader stats we have 50 coins to be able to buy this so let's see what happens when I actually press it so essentially when I press this button it communicated to the server to check whether I had 50 coins or not and
if it did then it will then it would subtract 50 coins from my leader stats and it would tell us the message that the purchase has been been successful by updating this text label if we press it again now that we can't afford it uh it will check again but this time we can't
afford it so the server will tell the client that the purchase has failed I want you to understand what goes on behind the scenes when we're communicating with the server and client and why this matters a lot when we're dealing with security and exploitation and all those other sorts of things but before we start implementing let me show
you something else all right let's think about this for a minute so if you saw one of my previous episodes you might find this diagram to be familiar and yes this is the server and client model uh found on the Roblox developer Hub that's because in this episode I feel like this really ties back into what we're going
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