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Signals

All signals are plain tables (not Roblox userdata):

local c = signal:Connect(fn)   -- RBXScriptConnection
signal:Once(fn)
local ... = signal:Wait()      -- yields; resumes with fire args
signal:Fire(...)               -- local VM only
c:Disconnect()

Each new script execute clears previous Connect / Once / Wait hooks (no stacking across runs).

Sources

Signal Args How it fires
RunService.Heartbeat / RenderStepped / Stepped dt tick (all three share one kind)
Players.PlayerAdded / PlayerRemoving player polled
Player.CharacterAdded character polled
UserInputService.InputBegan / InputEnded input, gameProcessed polled keys
Instance.ChildAdded / ChildRemoved child polled
Instance.DescendantAdded descendant polled, throttled
GetPropertyChangedSignal(prop) (none) polled subset of props
BindableEvent.Event fire args :Fire / Event:Fire
RemoteEvent.OnClientEvent args local :Fire or test Bus OE
ProximityPrompt.Triggered player name (string) local :Fire or test Bus PX

Fire (local VM)

Works everywhere — only wakes Connects inside the cheat VM (not real Roblox scripts).

-- BindableEvent
be.Event:Connect(function(...) end)
be:Fire(1, "hi")
be.Event:Fire(1, "hi")

-- ProximityPrompt
prompt.Triggered:Connect(function(playerName) end)
prompt:Fire()              -- arg = LocalPlayer.Name
prompt:Fire("Someone")
prompt.Triggered:Fire("Someone")

-- RemoteEvent (client-side test)
remote.OnClientEvent:Connect(function(...) end)
remote.OnClientEvent:Fire("local", 123)

-- remote:FireServer / InvokeServer — not wired

instance:Fire(...) is only valid on BindableEvent and ProximityPrompt.

Listening to real game remotes / prompts (test stand)

External VM cannot attach to native Roblox signals. For the SpitariTest place, a LocalScript writes a small Bus; the cheat polls it.

ReplicatedStorage.SpitariTest.Bus
  Seq (IntValue)
  Payload (StringValue)

Protocol (tab-separated), then Seq = Seq + 1:

Kind Payload example Cheat signal
OE OE Ping server_tick 12.3 Ping.OnClientEvent
PX PX JP_Prompt Player1 JP_Prompt.Triggered

Bridge script (Studio only, not for cheat executor):

scripts/spitari_bridge_localscript.lua

Smoke:

scripts/remote_listen_test.lua

Input object shape

input.KeyCode.Name          -- "Space", "A", …
input.KeyCode.Value         -- VK
input.UserInputType.Name    -- "Keyboard", "MouseButton1", …

gameProcessed is always false for now.

Polling notes

Example

local rs = game:GetService("RunService")

local c = rs.Heartbeat:Connect(function(dt)
    -- every frame
end)

task.spawn(function()
    local dt = rs.Heartbeat:Wait()
    print("got", dt)
end)

rs.RenderStepped:Once(function()
    print("once")
end)