NetworkEvents: Difference between revisions

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== What are Network Events? ==
== What are Network Events? ==
Custom scripted events between server and client. They allow either side (server or client) to "tell" the other side something. Useful for providing extra sync, telling the other side to call a function, or simply sending data back and forth.
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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