๐ถSignal
These are all of the functions revolving around signals that Wave supports.
Can Signal Replicate
<bool> cansignalreplicate(<RBXScriptSignal signal>)Checks if
RBXScriptSignalis capable of being replicated (i.e., fired to the server or across the client-server boundary).
Disable Connection
<void> disableconnection(<RBXScriptConnection> Connection)Disables
Connection.
Enable Connection
<void> enableconnection(<RBXScriptConnection> Connection)Enables
Connection.
Fire Signal
<void> firesignal(<RBXScriptSignal> Signal, <variant?> Args...)Fires all signals connected to the
signal. If given, the arguments will be used to call the function.
Get All Replicate Signals
Returns a table containing all
RBXScriptSignalobjects in the game that are capable of replication.
Get Connections
Returns a
tablewith all connections to the givensignal.
Connections:
.Function
The function connected to the connection.
:Enable
Enables the connection.
:Disable
Disables the connection.
:Fire
Fires the connection.
Get Signal Arguments
Retrieves the arguments passed to a specific
RBXScriptConnectionwhen it was last fired.
Hook Signal
Intercepts signal invocations. When the
Signalis fired, thecallbackis called for each Lua connection with an info table and arguments. Returningtruefrom the callback triggers the original connection.
Note:
hooksignalcannot intercept C connections or CoreScript Lua connections.
Is Connection Enabled
Returns
trueif a connection is enabled.
Is Signal Hooked
Returns
trueifSignalis hooked.
Replicate Signal
Fires a
RBXScriptSignallocally, simulating its activation with the provided arguments.
Unhook Signal
Unhooks a signal hooked with
hooksignal.
Last updated