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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"): bool
Example:
lua
local success = remoteFunction:InvokeServer("CreateParty")
if success then
print("Party created successfully")
else
print("Failed to create party")
end
Member Management
Invite Player
lua
local success = remoteFunction:InvokeServer("InvitePlayer", targetPlayer: Player): bool
Example:
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")
end
Accept Invite
lua
local success = remoteFunction:InvokeServer("AcceptInvite", partyId: string): bool
Example:
lua
local success = remoteFunction:InvokeServer("AcceptInvite", "12345")
if success then
print("Invite accepted")
else
print("Failed to accept invite")
end
Leave Party
lua
local success = remoteFunction:InvokeServer("LeaveParty"): bool
Example:
lua
local success = remoteFunction:InvokeServer("LeaveParty")
if success then
print("Left the party successfully")
else
print("Failed to leave the party")
end
Kick Member
lua
local success = remoteFunction:InvokeServer("KickMember", memberToKick: Player): bool
Example:
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")
end
Party Settings
Transfer Ownership
lua
local success = remoteFunction:InvokeServer("TransferOwnership", newLeader: Player): bool
Example:
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")
end
Toggle Invite Only
lua
local success = remoteFunction:InvokeServer("ToggleInviteOnly", toggle: bool): bool
Example:
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")
end
Set Max Members
lua
local success = remoteFunction:InvokeServer("SetMaxMembers", maxMembers: number): bool
Example:
lua
local success = remoteFunction:InvokeServer("SetMaxMembers", 6)
if success then
print("Maximum members set to 6")
else
print("Failed to set maximum members")
end
Set Party Name
lua
local success = remoteFunction:InvokeServer("SetPartyName", name: string): bool
Example:
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")
end
Permissions
Set Permission
lua
local success = remoteFunction:InvokeServer("SetPermission", member: Player, perm: string, toggle: bool): bool
Example:
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")
end
Invite Management
Revoke Invite
lua
local success = remoteFunction:InvokeServer("RevokeInvite", player: Player): bool
Example:
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")
end
Party 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")
end
Error Handling
All methods return true
on success and false
on failure. Failures are logged server-side with explanatory warnings.