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Entity:SetNWVector#548252

<function name="SetNWVector" parent="Entity" type="classfunc"> <description> Sets a networked vector value on the entity. The value can then be accessed with <page>Entity:GetNWVector</page> both from client and server. <warning>There's a 4095 slots Network limit. If you need more, consider using the <page>net</page> library or <page>Entity:SetNW2Vector</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> returns nil</warning>⤶ <warning>There's a 4095 slots Network limit. If you need more, consider using the <page>net</page> library or <page>Entity:SetNW2Vector</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>⤶ <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="Vector">The value to set</arg> </args> </function> <example> <description>This will set the networked vector 'positionzero' on all clients to Vector( 0, 0, 0 ).</description> <code> for i, ply in ipairs( player.GetAll() ) do ply:SetNWVector( 'positionzero', Vector( 0, 0, 0 ) ) end </code> </example>