Revision Difference
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>