Networked Data#
Networked Variables#
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void RegisterNetworkedVariable(string name, int SNDC_category, int SNVT_type, var defaultValue = 0, float rangemin = 0, float rangemax = 0)#
Registers a named networked variable.
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int GetNetworkedVariableIndex(string name)#
Gets the internal index used to reference a scripted network variable. For use with
FX_PATTACH_SCRIPT_NETWORK_VAR
.
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void SetGlobalNetBool(string name, bool value)#
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void SetGlobalNetInt(string name, int value)#
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void SetGlobalNetFloat(string name, float value)#
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void SetGlobalNetFloatOverTime(string name, float value, float time)#
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void SetGlobalNetTime(string name, float value)#
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void SetGlobalNetEnt(string name, entity value)#
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bool GetGlobalNetBool(string name)#
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int GetGlobalNetInt(string name)#
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float GetGlobalNetFloat(string name)#
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float GetGlobalNetTime(string name)#
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entity GetGlobalNetEnt(string name)#
Remote Functions#
Remote functions allow the SERVER
to call registered script functions on the CLIENT
and UI
VM.
-
void Remote_BeginRegisteringFunctions()#
Begin registration of remote functions.
-
void Remote_EndRegisteringFunctions()#
Finish registration of remote functions.
- void AddCallback_OnRegisteringCustomNetworkVars( void functionref() callback )
Note
This function is not native. It’s defined in Northstar.CustomServers
Registers a callback when Remote functions are being registered.
To register custom remote functions you are required to use this callback because functions can only be registered once.
globalize_all_functions void function MyMod_Init() { AddCallback_OnRegisteringCustomNetworkVars( MyModRegisterRemoteFunctions ) } void function MyModRegisterRemoteFunctions() { Remote_RegisterFunction( "ExampleRemoteFunction" ) } void function ExampleRemoteFunction() {}
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void Remote_RegisterFunction(string name)#
Register a function name to be used in remote calls.
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void Remote_CallFunction_Replay(entity player, string functionName, ...)#
Note
Allowed extra parameter types are null, bool, int, and float.
Given a player, function name, and optional parameters, call function in client script.
Then call it again if we rewind and play a kill replay. The command will not reach the client at all if called during a span of time the player skips because they were watching a replay.
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void Remote_CallFunction_NonReplay(entity player, string functionName, ...)#
Note
Allowed extra parameter types are null, bool, int, and float.
Given a player, function name, and optional parameters, call function in client script.
Does not get called again in replays.
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void Remote_CallFunction_UI(entity player, string functionName, ...)#
Note
Allowed extra parameter types are null, bool, int, and float.
Given a player, function name and optional parameters, call function in UI script.
Replays#
While not being networked themselves, these are used by remote functions.
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bool ShouldDoReplayIsForcedByCode()#
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bool Replay_IsEnabled()#