EventTable
a batch of events the server and its clients send each other
Fields
2 members
- count:
number number of pending events in the frame buffer
- sender:
EventColumn column containing the user ID of the sender for each event
Methods
2 members
Declaring a Table and Pushing Rows
Lifecycle: Server
The field layout is fixed when the table is declared, so every row contains exactly those fields in that order.
Luau
local ET = game.EventTablelocal Damage = ET("Damage", ET.ToClients, { { "amount", ET.F32 }, { "origin", ET.Vec3 }})Damage:Push(25.5, Vector3.new(10, 2, -4))Damage:PushTo(1001, 50, Vector3.new(0, 5, 0))