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Entity:NetworkVar#561308

<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>. See <page>Entity:NetworkVarNotify</page> for a function to hook NetworkVar changes. <note> Entity NetworkVars are influenced by the return value of <page>ENTITY:UpdateTransmitState</page>. So if you use the **PVS**(**default**), then the NetworkVars can be different for each client. </note> <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> Combining this function with <page>util.TableToJSON</page> can also provide a way to network tables as serialized strings. </description> <realm>Shared</realm> <args> <arg name="type" type="string">Supported choices: * `String` (up to 511 characters) * `Bool` * `Float` * `Int` (32-bit signed integer) * `Vector` * `Angle` * `Entity`</arg> <arg name="slot" type="number">Each network variable 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. You can't have two ints in slot `0`, instead you would do a int in slot `0` and another int in slot `1`. The max slots right now are `32` - so you should pick a number between `0` and `31`. An exception to this is strings which has a max slots of `4`.</arg>⤶ The max slots right now are `32` - so you should pick a number between `0` and `31`. An exception to this is strings which has a max slots of `4`.⤶ This can be omitted entirely (arguments will shift) and it will use the next available slot.</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` * Allows the NetworkVar to 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" ) self:NetworkVar( "Vector", "StartPos" ) -- note arguments shift if slot is omitted⤶ self:NetworkVar( "Vector", "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>