Signal and Event Management
This section covers all functions related to signal and event handling.
Signal and Event Functions
firesignal
Fires a signal, including engine connections.
Description:
firesignal
triggers a specific signal, calling all connected listeners, including those tied to game engine events.
Arguments:
- signal
(RBXScriptSignal): The signal to be fired.
Returns: - (bool): Returns true if the signal was successfully fired.
fireproximityprompt
Emulates triggering a ProximityPrompt
.
Description:
fireproximityprompt
allows you to simulate interacting with a ProximityPrompt
, which is typically activated by a player in-game.
Arguments:
- prompt
(ProximityPrompt): The proximity prompt to be triggered.
- distance
(number, optional): The distance from which the prompt is fired (defaults to maximum).
Returns: - (bool): Returns true if the prompt was successfully fired.
firetouchinterest
Emulates a Touched
event on to_touch
with part
.
Description:
firetouchinterest
is used to programmatically fire a Touched
event, emulating physical contact between two parts.
Arguments:
- part
(BasePart): The part initiating the touch.
- to_touch
(BasePart): The part to be touched.
- toggle
(number): Indicates whether the touch is beginning (0) or ending (1).
Returns: - (bool): Returns true if the touch event was successfully fired.
fireclickdetector
Emulates clicking a ClickDetector
.
Description:
fireclickdetector
simulates a player clicking a ClickDetector
, which is used to interact with parts in the game.
Arguments:
- clickdetector
(ClickDetector): The click detector to be activated.
- distance
(number, optional): The distance from which the click is fired (defaults to maximum).
Returns: - (bool): Returns true if the click event was successfully simulated.