> ## Documentation Index
> Fetch the complete documentation index at: https://docsuncv2.mintlify.site/llms.txt
> Use this file to discover all available pages before exploring further.

# replicatesignal

Fires a signal that Roblox usually raises after a network or input event - most often `RemoteEvent.OnServerEvent`.

```luau theme={null}
replicatesignal(signal: RBXScriptSignal, ...: any): ()
```

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

| Parameter | Type              | Description                                    |
| --------- | ----------------- | ---------------------------------------------- |
| `signal`  | `RBXScriptSignal` | The signal to replicate.                       |
| `...`     | `any`             | Args matching the signal's expected signature. |

## Returns

<code title="the function does not return a value.">void</code>

## 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.

<CodeGroup>
  ```luau Example 1 theme={null}
  <<<<<<< HEAD
  replicatesignal(workspace.ChildAdded)
  =======
  -- replicatesignal(signal: RBXScriptSignal, ...: any): ()
  >>>>>>> 50e30f53759b0538759af25c9b271514aa2c9290
  ```

  ```luau Example 2 theme={null}
  replicatesignal(game.Players.LocalPlayer.ConnectDiedSignalBackend)
  ```
</CodeGroup>

<Tip>
  `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.
</Tip>
