If you've ever tried to make a button that actually does something permanent in your game, you've probably realized you need a roblox remote event script to get the job done. It's one of those "aha!" moments in game development where things finally start to click. You realize that your game is split into two different worlds: the client (what the player sees) and the server (what the game actually "is"). Remote events are the bridge that connects them.
If you don't use remote events, you'll find yourself in a situation where a player clicks a button to buy a sword, they see the sword in their hand, but nobody else can see it, and it doesn't actually do any damage. That's because the change only happened on their computer, not on the server. To fix that, we have to talk about how these scripts actually function.
Why you can't just script everything in one place
Back in the day, Roblox was a bit of a "wild west" where the client could tell the server what to do without much pushback. These days, thanks to something called FilteringEnabled, the server is the boss. If a player's local script says "I have a million coins," the server just says "No, you don't," and ignores it.
This is great for stopping exploiters, but it means as a developer, you have to be intentional. You need a roblox remote event script to send a request. It's like a waiter at a restaurant. You (the client) can't just walk into the kitchen and cook a steak. You have to tell the waiter (the RemoteEvent) what you want, and the waiter takes that message to the chef (the server). If the chef thinks your request is valid, he makes the food.
Setting up the RemoteEvent
Before you even touch a script, you need the actual object. Most people put their RemoteEvents in ReplicatedStorage. Why? Because both the client and the server can see everything inside that folder. If you put it in ServerStorage, the client won't be able to find it to trigger it.
- Open Roblox Studio.
- Go to the Explorer window.
- Right-click ReplicatedStorage.
- Insert a RemoteEvent and name it something like "GivePointsEvent".
Naming is important here. Don't just leave it as "RemoteEvent" if you plan on having fifty of them. You'll lose your mind trying to remember which one does what.
Writing the client-side script
Now, let's say you have a button on the screen. When a player clicks it, you want them to get a point. You'll need a LocalScript inside that button. This script's only job is to detect the click and "fire" the remote event.
```lua local ReplicatedStorage = game:GetService("ReplicatedStorage") local remoteEvent = ReplicatedStorage:WaitForChild("GivePointsEvent") local button = script.Parent
button.MouseButton1Click:Connect(function() print("Button clicked! Telling the server") remoteEvent:FireServer() end) ```
Notice the use of :WaitForChild(). This is a small but huge tip: sometimes the script loads faster than the RemoteEvent object, and if you just use ReplicatedStorage.GivePointsEvent, the script might crash because it thinks the event doesn't exist yet. Always wait for it!
Handling the request on the server
Once the client uses :FireServer(), the message is sent into the void unless there's a script on the server listening for it. For this, you'll create a regular Script (not a LocalScript) and put it in ServerScriptService.
This is where the magic happens. A roblox remote event script on the server always receives the player who fired it as the first argument, even if you didn't send any data.
```lua local ReplicatedStorage = game:GetService("ReplicatedStorage") local remoteEvent = ReplicatedStorage:WaitForChild("GivePointsEvent")
remoteEvent.OnServerEvent:Connect(function(player) print(player.Name .. " wants some points!")
-- This is where you'd actually change their stats local leaderstats = player:FindFirstChild("leaderstats") if leaderstats then local points = leaderstats:FindFirstChild("Points") if points then points.Value = points.Value + 10 end end end) ```
The cool thing here is that because this logic is happening on the server, every other player in the game will now see that player's score go up. It's official. It's "real."
Sending data along with the event
Sometimes you need to send more than just a "hello." Maybe you're making a shop and you need to tell the server which item the player wants to buy. You can pass arguments through the :FireServer() function.
On the client: remoteEvent:FireServer("FireSword", 500)
On the server: remoteEvent.OnServerEvent:Connect(function(player, itemName, cost)
The server automatically puts the player first, and then whatever else you sent comes after. But here's the catch—and it's a big one—don't trust the client.
The golden rule of remote event security
If you take one thing away from this, let it be this: clients are liars. If you write a roblox remote event script that says "Server, please give me this item and here is the price I want to pay," an exploiter will just change that 500 gold to -999,999 gold. Suddenly, your game's economy is trashed.
Instead of the client telling the server how much something costs, the client should only tell the server what it wants. The server should then look up the price in its own internal list.
Always double-check everything. If the player wants to buy a "FireSword," the server script should check: 1. Does the player actually have enough money? 2. Is the player close enough to the shop to actually talk to the NPC? 3. Is the "FireSword" actually a real item?
If any of those are false, the server should just stop the script and maybe even flag the player.
Going the other way: FireClient
Most of the time, we go from Client to Server. But what if the server needs to tell a specific player something? Maybe a "You don't have enough money" message needs to pop up on their screen.
In that case, you use :FireClient(player). You have to specify which player you're talking to, otherwise the server won't know where to send the message.
lua -- Server Script remoteEvent:FireClient(player, "Not enough gold!")
Then, on the client, you'd use: lua -- LocalScript remoteEvent.OnClientEvent:Connect(function(message) print("The server says: " .. message) end)
There's also :FireAllClients(), which is awesome for things like round countdowns or big global announcements. If a boss spawns, you tell everyone at once.
Common mistakes that will drive you crazy
We've all been there. You write what you think is a perfect roblox remote event script, and nothing happens. No errors, no results. Here are the usual suspects:
- Wrong script type: You put a LocalScript in ServerScriptService (it won't run) or a regular Script in a UI button (it won't detect clicks properly).
- Pathing issues: You forgot that the RemoteEvent is in ReplicatedStorage and tried to call it from the Workspace.
- Parameter confusion: You forgot that the server always receives
playerfirst. If you send(50)from the client and your server script isfunction(amount), the "amount" will actually be the player object, not the number 50. - Spelling: Luau is case-sensitive.
FireServeris not the same asfireserver.
Wrapping it up
Learning how to handle a roblox remote event script is basically the "level up" point for any Roblox dev. It moves you away from making static, single-player-feeling experiences and into the world of actual multiplayer games.
It feels a bit tedious at first—having to make two scripts and an object just to change a number—but it's the foundation of everything. Whether you're building a massive RPG or a simple hobby, mastering the communication between the player and the server is what makes your game feel professional and, more importantly, keeps it safe from people trying to break it.
Just remember: keep your logic on the server, use ReplicatedStorage as your meeting ground, and never, ever trust a value sent directly from a LocalScript without checking it first! Happy scripting!