Revision Difference
Entity:SetNWFloat#548213
<function name="SetNWFloat" parent="Entity" type="classfunc">
<description>
Sets a networked float (number) value on the entity.
The value can then be accessed with <page>Entity:GetNWFloat</page> both from client and server.
Unlike <page>Entity:SetNWInt</page>, floats don't have to be whole numbers.
⤶
<note>Running this function clientside will only set it for the client it is called on.</note>⤶
<warning>There's a 4095 slots Network limit. If you need more, consider using the <page>net</page> library or <page>Entity:SetNW2Float</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="number">The value to set</arg>
</args>
</function>
<example>
<description>This will set the networked float 'money' on all clients to 10.5.</description>
<code>
for k, v in ipairs( player.GetAll() ) do
v:SetNWFloat( 'money', 10.5 )
end
</code>
</example>