NetworkEvents: Difference between revisions

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{{DISPLAYTITLE:Network Events}}
{{DISPLAYTITLE:Network Events}}
== What are Network Events? ==
== What are Network Events? ==
Custom scripted events between server and client. They allow a server to tell a client something and vice verse. Useful for providing extra sync, telling the other side to call a function, or simply sending data between the server and clients.
Custom scripted events between server and client. They allow either side (server or client) to "tell" the other side something.<br />
Useful for providing extra sync, telling the other side to call a function, or simply sending data back and forth.


== How do I use them? ==
== How do I use them? ==
Network events are universal, regardless of which side is sending and receiving (server or client). On the "sender" side, use [[triggerNetworkEvent|triggerNetworkEvent]], and on the receiver side use a [[addNetworkHandler|network event handler]] to run code when receiving it. The only difference is when receiving a network event on the server, a ''client'' object will be the first arg in the handler function.
Network events are universal, regardless of which side is sending and receiving (server or client). On the "sender" side, use [[triggerNetworkEvent|triggerNetworkEvent]], and on the receiver side use a [[addNetworkHandler|network event handler]] to run code when receiving it.<br />
The only difference is when receiving a network event on the server, a ''client'' object will be the first arg in the handler function so the script knows which client sent it.


== What are some examples? ==
== What are some examples? ==
* [[ScriptingExamples/PlayerSetPositionNativeMP|Set Own Player's Position (GTA IV, Native MP Mode)]]
* [[ScriptingExamples/PlayerSetPositionNativeMP|Set Own Player's Position (GTA IV, Native MP Mode)]]
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