Lua/Events/Shared/NetworkObjectValueChange
From JC2-MP Documentation
< Lua
Name | NetworkObjectValueChange |
---|---|
Arguments (in table) | object object, string key, object value |
Return option | None |
Contents
Description
Fired when EntityStorageBase:SetNetworkValue is called from any module on the server. It is not fired by calling EntityStorageBase:SetValue.
Example
Server
Use '/set playername key value' to set players' values on both server and client.
function Foo(args) if args.object.__type ~= "Player" then return end print(tostring(args.object).."'s "..args.key.." was set to "..tostring(args.value)) end Events:Subscribe("NetworkObjectValueChange", Foo) function ConsoleSet(args) local words = args.text:split(" ") if #words == 3 then local player = Player.Match(words[1])[1] if player then player:SetNetworkValue(words[2], words[3]) else print("Player not found!") end else print("Invalid arguments!") end end Console:Subscribe("set", ConsoleSet)
Client
Prints any player value changes to the chat. Used in combination with the server script above.
function Foo(args) if args.object.__type ~= "Player" then return end Chat:Print( tostring(args.object).."'s "..args.key.." was set to "..tostring(args.value), Color.Yellow ) end Events:Subscribe("NetworkObjectValueChange", Foo)