Revision Difference
Entity:NetworkVar#518319
<function name="NetworkVar" parent="Entity" type="classfunc">
<description>
Creates a network variable on the entity and adds Set/Get functions for it. This function should only be called in <page>ENTITY:SetupDataTables</page>.
<warning>Make sure to not call the SetDT* and your custom set methods on the client realm unless you know exactly what you are doing.</warning>
</description>
<realm>Shared</realm>
<args>
<arg name="type" type="string">Supported choices:

* "String"
* "Bool"
* "Float"
* "Int" (32-bit signed integer)
* "Vector"
* "Angle"
* "Entity"</arg>⤶
<arg name="slot" type="number">Each network var has to have a unique slot. The slot is per type - so you can have an int in slot 0, a bool in slot 0 and a float in slot 0 etc. but you can't have two ints in slot 0 instead you would do a int in slot 0 and another int in slot 1. &amp;lt;br&amp;gt;
The max slots right now are 64 - so you should pick a number between 0 and 63. An exception to this is strings which has a max slots of 4.</arg>⤶
<arg name="name" type="string">The name will affect how you access it. If you call it "Foo" you would add two new functions on your entity - SetFoo and GetFoo. So be careful that what you call it won't collide with any existing functions (don't call it "Pos" for example).</arg>⤶
<arg name="extended" type="table" default="nil">A table of extended information. 

**KeyName**

If the table contains a "KeyName" key the value can be set using <page>Entity:SetKeyValue</page>. This is useful if you're making an entity that you want to be loaded in a map. The sky entity uses this.

**Edit**

The edit key lets you mark this variable as editable. See <page>Editable Entities</page> for more information.</arg>⤶
<arg name="type" type="string">Supported choices:⤶
⤶
* "String"⤶
* "Bool"⤶
* "Float"⤶
* "Int" (32-bit signed integer)⤶
* "Vector"⤶
* "Angle"⤶
* "Entity"</arg>⤶
<arg name="slot" type="number">Each network var has to have a unique slot. The slot is per type - so you can have an int in slot 0, a bool in slot 0 and a float in slot 0 etc. but you can't have two ints in slot 0 instead you would do a int in slot 0 and another int in slot 1. &lt;br&gt;⤶
The max slots right now are 64 - so you should pick a number between 0 and 63. An exception to this is strings which has a max slots of 4.</arg>⤶
<arg name="name" type="string">The name will affect how you access it. If you call it "Foo" you would add two new functions on your entity - SetFoo and GetFoo. So be careful that what you call it won't collide with any existing functions (don't call it "Pos" for example).</arg>⤶
<arg name="extended" type="table" default="nil">A table of extended information. ⤶
⤶
**KeyName**⤶
⤶
If the table contains a "KeyName" key the value can be set using <page>Entity:SetKeyValue</page>. This is useful if you're making an entity that you want to be loaded in a map. The sky entity uses this.⤶
⤶
**Edit**⤶
⤶
The edit key lets you mark this variable as editable. See <page>Editable Entities</page> for more information.</arg>⤶
</args>
</function>
<example>
<description>Setting up data tables</description>
<code>
function ENT:SetupDataTables()
self:NetworkVar( "Float", 0, "Amount" )
self:NetworkVar( "Vector", 0, "StartPos" )
self:NetworkVar( "Vector", 1, "EndPos" )
end
-- Code...
-- Setting values on the entity
self:SetStartPos( Vector( 1, 0, 0 ) )
self:SetAmount( 100 )
-- Code...
-- Getting values
local startpos = self:GetStartPos()
</code>
</example>