Authorized Developers Hub. Select an environment backend module below.
Full documentation map mirroring client-side structural frames and internal MessagingService cross-server routing pipes.
| Remote Event | Scope | Arguments Layout | Engine Function & Execution Flow |
|---|---|---|---|
|
SpawnCardInBase
|
Local |
1. PlayerName: Player(Optional)
2. CardName: Card(Required)
|
Triggers GenerateCardHandler.GenerateCard. Defaults to sender if input is empty or "me". If player is not found on the local server instance, automatically spawns a cross-server pipeline using MessagingService.
|
|
GlobalSpawnCardInBase
|
Global |
1. CardName: Card(Required)
|
Publishes a GiveCardToEveryoneGlobal topic payload via MessagingService. All running server game instances catch the signal and instantly spawn the card on all online bases.
|
|
GiveCash
|
Local |
1. PlayerName: Player(Optional)
2. Amount: number(Required)
|
Modifies database via PlayerData.GiveCash. Requires a positive integer. If target isn't found locally, fires GlobalPlayerGiveCash async message across active shards.
|
|
GlobalGiveCash
|
Global |
1. Amount: number(Required)
|
Broadcasting utility that fires a GiveCashToEveryoneGlobal network call. Increments the cash ledger profile for every connected server session universe-wide.
|
|
GlobalAnnouncement
|
Global |
1. Message: string(Required)
|
Validates message limits up to 200 characters maximum on client. Transmits a text overlay payload across all endpoints via GlobalAnnouncementTopic network wrapper.
|
|
SpawnCardInInventory
|
Local |
1. PlayerName: Player(Optional)
2. CardName: Card(Required)
|
Queries InventoryHandler.HasMoreSpace. If storage verification passes, runs InventoryHandler.AddCard. If player is missing locally, shifts execution globally.
|
|
GlobalSpawnCardInInventory
|
Global |
1. CardName: Card(Required)
|
Publishes a universal GiveCardToEveryoneInventoryGlobal webhook. Adds the target asset pack to all server inventories if inventory limits allow it.
|
|
EnableForcefield
|
Local |
1. PlayerName: Player(Optional)
2. Amount: number(Optional)
|
Applies persistent protective barriers via ActiveForcefields tracker array. Automatically listens to CharacterAdded state to re-verify and re-apply tags after respawn up to a strict 300s limit.
|
|
GlobalEnableForcefield
|
Global |
1. Amount: number(Optional)
|
Distributes forcefield state packages across the cluster via GiveForcefieldToEveryoneGlobal thread. All players gain immune architecture stacked with dynamic re-instantiation on character load.
|