NetworkEvents: Difference between revisions
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(Created page with "{{DISPLAYTITLE: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, calling functions, or simply sending data between the server and clients. == 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|triggerNetworkEve...") |
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== 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. | 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. | ||
== 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)]] |
Revision as of 08:24, 1 September 2025
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, calling functions, or simply sending data between the server and clients.
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, and on the receiver side use a 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.