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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

Push(...any) -> ()

append a new event entry to be broadcast

Parameters
NameTypeDescription
...anyany—
returns()—
PushTo(userId: number, ...any) -> ()

append a new event entry targeted to a specific user

Parameters
NameTypeDescription
userIdnumber—
...anyany—
returns()—

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))