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Entity:SetNWEntity#551200

<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. <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. You can learn more about this limit here: <page>Networking_Usage</page></warning>⤶ <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. You can learn more about this limit here: <page>Networking_Usage#nwlimits</page></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>