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Fires a signal that Roblox usually raises after a network or input event - most often RemoteEvent.OnServerEvent.
Pass remote.OnServerEvent with LocalPlayer first, then your args. The server receives (LocalPlayer, ...args) - same shape as a normal remote:FireServer(...args) call. Local-only signals don’t fire through this - reach for firesignal instead. Most commonly used for server-side actions your own script can’t normally trigger - firing a hooked RemoteEvent, or forcing a respawn without dying.

Parameters

Returns

void

Example

You want the server to respawn you without your character actually dying. Fire Player.ConnectDiedSignalBackend and the engine treats it as a real death.
replicatesignal is the path most scripts use to slip past FireServer-level anti-cheat hooks. Pair it with getconnections(remote.OnServerEvent) to inspect what the server expects before sending.