# Operator.NewSignal()

{% hint style="danger" %}
Replicated and Game Signals require an ID
{% endhint %}

{% hint style="danger" %}
Creating a signal with an id of another signal overrides it IF replicated it replicates

Client can not override on server.
{% endhint %}

```lua
Operator.NewSignal(ID : Optional String, Replicated : Optional Boolean, Game : Optional Boolean)
```

ID is used to get it from GetSignal

REPLICATED determains if it creates the signal on the server/clients also

GAME determains if it is replicated across the entire game using MessageService

## Code Examples

```lua
local Signal = Operator.NewSignal()
Signal:Connect(function(source, data)
    print(source) --> Prints Source See Signal Connection for more info
    print(data) 
end)
Signal:Fire("Hello World")
```
