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Remote Functions
Client-side methods available through the PartyRemoteFunction.
Setup
The system automatically creates a RemoteFunction named PartyRemoteFunction in ReplicatedStorage. Access it from the client:
lua
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local remoteFunction = ReplicatedStorage:WaitForChild("PartyRemoteFunction")Available Methods
Party Creation
lua
local success = remoteFunction:InvokeServer("CreateParty"): boolExample:
lua
local success = remoteFunction:InvokeServer("CreateParty")
if success then
print("Party created successfully")
else
print("Failed to create party")
endMember Management
Invite Player
lua
local success = remoteFunction:InvokeServer("InvitePlayer", targetPlayer: Player): boolExample:
lua
local success = remoteFunction:InvokeServer("InvitePlayer", game.Players.Player2)
if success then
print("Invite sent to Player2")
else
print("Failed to send invite to Player2")
endAccept Invite
lua
local success = remoteFunction:InvokeServer("AcceptInvite", partyId: string): boolExample:
lua
local success = remoteFunction:InvokeServer("AcceptInvite", "12345")
if success then
print("Invite accepted")
else
print("Failed to accept invite")
endLeave Party
lua
local success = remoteFunction:InvokeServer("LeaveParty"): boolExample:
lua
local success = remoteFunction:InvokeServer("LeaveParty")
if success then
print("Left the party successfully")
else
print("Failed to leave the party")
endKick Member
lua
local success = remoteFunction:InvokeServer("KickMember", memberToKick: Player): boolExample:
lua
local success = remoteFunction:InvokeServer("KickMember", game.Players.Player2)
if success then
print("Player2 was kicked from the party")
else
print("Failed to kick Player2 from the party")
endParty Settings
Transfer Ownership
lua
local success = remoteFunction:InvokeServer("TransferOwnership", newLeader: Player): boolExample:
lua
local success = remoteFunction:InvokeServer("TransferOwnership", game.Players.Player2)
if success then
print("Leadership transferred to Player2")
else
print("Failed to transfer leadership to Player2")
endToggle Invite Only
lua
local success = remoteFunction:InvokeServer("ToggleInviteOnly", toggle: bool): boolExample:
lua
local success = remoteFunction:InvokeServer("ToggleInviteOnly", true)
if success then
print("Party is now invite-only")
else
print("Failed to set party to invite-only")
endSet Max Members
lua
local success = remoteFunction:InvokeServer("SetMaxMembers", maxMembers: number): boolExample:
lua
local success = remoteFunction:InvokeServer("SetMaxMembers", 6)
if success then
print("Maximum members set to 6")
else
print("Failed to set maximum members")
endSet Party Name
lua
local success = remoteFunction:InvokeServer("SetPartyName", name: string): boolExample:
lua
local success = remoteFunction:InvokeServer("SetPartyName", "My Cool Party")
if success then
print("Party name changed to 'My Cool Party'")
else
print("Failed to change party name")
endPermissions
Set Permission
lua
local success = remoteFunction:InvokeServer("SetPermission", member: Player, perm: string, toggle: bool): boolExample:
lua
local success = remoteFunction:InvokeServer("SetPermission", game.Players.Player2, "CanKick", true)
if success then
print("Player2 can now kick members")
else
print("Failed to grant kick permission to Player2")
endInvite Management
Revoke Invite
lua
local success = remoteFunction:InvokeServer("RevokeInvite", player: Player): boolExample:
lua
local success = remoteFunction:InvokeServer("RevokeInvite", game.Players.Player2)
if success then
print("Invite revoked for Player2")
else
print("Failed to revoke invite for Player2")
endParty Information
Get Party
lua
local success, party = remoteFunction:InvokeServer("GetParty", targetPlayer: Player): (bool, Party | nil)Example:
lua
local success, party = remoteFunction:InvokeServer("GetParty", game.Players.Player2)
if success then
print("Party information retrieved")
print("Party Name:", party.PartyName)
else
print("Failed to retrieve party information")
endError Handling
All methods return true on success and false on failure. Failures are logged server-side with explanatory warnings.