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.