Revision Difference
Entity:SetNWEntity#548214
<function name="SetNWEntity" parent="Entity" type="classfunc">
<description>
Sets a networked entity value on the entity.
The value can then be accessed with <page>Entity:GetNWEntity</page> both from client and server.
⤶
<note>Running this function clientside will only set it for the client it is called on.</note>⤶
<warning>There's a 4096 slots Network limit. If you need more, consider using the <page>net</page> library or <page>Entity:SetNW2Entity</page>. You should also consider the fact that you have way too many variables. ⤶
This limit is shared among all entities, SetNW* and SetGlobal* functions and <page>util.AddNetworkString</page>. If you exceed the limit, you cannot create new variables, and you will get the following warning. ⤶
```lua ⤶
Warning: Table networkstring is full, can't add [key]⤶
```⤶
Existing variables will still get updated without the warning. You can check the limit by counting up until <page>util.NetworkIDToString</page> returns nil</warning> returns nil</warning>⤶
<note>Running this function clientside will only set it for the client it is called on.</note>⤶
</description>
<realm>Shared</realm>
<args>
<arg name="key" type="string">The key to associate the value with</arg>
<arg name="value" type="Entity">The value to set</arg>
</args>
</function>
<example>
<description>This will set the networked entity 'owner' on all clients to themselves.</description>
<code>
for i, ply in ipairs( player.GetAll() ) do
ply:SetNWEntity( "owner", ply )
end
</code>
</example>