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Entity:SetNetworkVarsFromMapInput#563764

<function name="SetNetworkVarsFromMapInput" parent="Entity" type="classfunc">⤶ <description>⤶ A helper function to allow setting <page text="Network Variables">Networking_Entities</page> via <page>Entity:Fire</page>, primarily to allow mappers to set them from Hammer via Map I/O logic.⤶ ⤶ Meant to be called from <page>ENTITY:AcceptInput</page>, see example.⤶ ⤶ See also <page>Entity:SetNetworkKeyValue</page> for a function that does similar thing, but for entity key-values in Hammer instead.⤶ ⤶ <note>This function will only work on entities which had <page>Entity:InstallDataTable</page> called on them, which is done automatically for players and all <page>Scripted Entities</page>.</note>⤶ </description>⤶ <realm>Server</realm>⤶ <added>2025.03.18</added>⤶ <args>⤶ <arg name="name" type="string">The name of the Map I/O input, including the `Set` prefix.</arg>⤶ <arg name="param" type="string">The input parameter.</arg>⤶ </args>⤶ <rets>⤶ <ret name="" type="boolean">Whether a network variable was set successfully</ret>⤶ </rets>⤶ </function>⤶ ⤶ <example>⤶ <description>Example usage, adding this will allow mappers to set all your networks vars using Map I/O inputs. You will also need to provide manually crafted `.fgd` file that lists all the key values. `env_skypaint` can be used as an example (`garrysmod.fgd` and `env_skypaint.lua` in base gamemode).</description>⤶ <code>⤶ function ENT:AcceptInput( name, activator, caller, data )⤶ ⤶ if ( self:SetNetworkVarsFromMapInput( name, data ) ) then⤶ return true -- Accept the input so the there are no warnings in console with developer 2⤶ end⤶ ⤶ -- Other code...⤶ ⤶ end⤶ </code>⤶ </example>