Fire a RemoteEvent / invoke a RemoteFunction / Bindable
fire-remoteResolve a Luau expression to a remote and call it with a mode and arguments to trigger server-side or client-side logic.
Instructions
ACTS ON LIVE STATE — CAN REACH THE SERVER. Resolve a Luau expression to a remote object (RemoteEvent / UnreliableRemoteEvent / RemoteFunction / BindableEvent / BindableFunction) and call it with the chosen mode and arguments. Modes: FireServer / InvokeServer (RemoteEvent / RemoteFunction → travel to the SERVER), FireAllClients / FireClient (server→client, only valid from the server side), Fire (BindableEvent → local listeners), and Invoke (BindableFunction → local handler, returns a value). InvokeServer and Invoke return the call's return values. The call is pcall-guarded. WARNING: FireServer, InvokeServer and FireClient cross the network boundary and trigger REAL server-side / other-client logic (granting items, taking damage, purchases, etc.) — only use this to test a game you own/control, never to affect other players. Returns { Remote, Mode, ok, ReturnValues? } or { error }. Signature: { remotePath: string, mode: "FireServer" | "InvokeServer" | "FireAllClients" | "FireClient" | "Fire", args: {{ kind: "string" | "number" | "boolean" | "nil" | "raw", value: string | number | boolean? }}?, threadContext: number? }. Phase: act; cost=medium; idempotency=contextual-write. Requires: active-client, resolved-target, explicit-mutation-approval. Produces: operation-receipt. Verify with: assert-state. Safety: MUTATING; writes live game/client state. On failure: inspect tool-schema for exact fields, defaults, constraints, and an invocation example.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| args | No | Ordered list of arguments to send. For FireClient the FIRST argument must be the target Player (kind='raw', e.g. 'game.Players.SomePlayer'). Omit or pass [] for no arguments. | |
| mode | Yes | Which method to call on the remote — must match the object's class. 'FireServer' (RemoteEvent / UnreliableRemoteEvent → server, no return). 'InvokeServer' (RemoteFunction → server, RETURNS the server's return values). 'FireAllClients' / 'FireClient' (RemoteEvent server→client; only valid when this code runs on the server). 'Fire' (BindableEvent → local listeners, same Lua VM). Note: a BindableFunction's Invoke method is not exposed here — this tool targets remotes plus BindableEvent:Fire. | |
| remotePath | Yes | Luau expression resolving to the remote, e.g. 'game:GetService("ReplicatedStorage").Remotes.BuyItem', 'game.ReplicatedStorage.Events.Damage', or 'getRemote()'. Evaluated as `return <remotePath>`. Must resolve to a RemoteEvent, UnreliableRemoteEvent, RemoteFunction, BindableEvent or BindableFunction. | |
| threadContext | No | Optional Roblox thread identity for this call; omit it to use the server default. |