SetPlayerPropertyValue: Difference between revisions

From Onset Developer Wiki
28days (talk | contribs)
No edit summary
No edit summary
 
Line 10: Line 10:
{{FuncParam|PropertyName|Name of the property variable}}
{{FuncParam|PropertyName|Name of the property variable}}
{{FuncParam|Value|Value can be a boolean, integer, float, string or table}}
{{FuncParam|Value|Value can be a boolean, integer, float, string or table}}
{{FuncParamOptional|bSync|Enable automatic network sync for this property value.}}
{{FuncParamOptional|bSync|Enable automatic network sync for this property value. Default: '''true'''}}


{{FuncReturnValue|Returns '''true''' on success.}}
{{FuncReturnValue|Returns '''true''' on success.}}

Latest revision as of 11:14, 1 September 2020

SetPlayerPropertyValue

Type: Function
Context: Server & Client
Introduced: v1.0

Description

Sets a property value for this entity. Useful to store information for individual entities which can be accessed on client and server and across different packages.

Syntax

SetPlayerPropertyValue(player, PropertyName, Value[, bSync])
Client Syntax
SetPlayerPropertyValue(player, PropertyName, Value)

Parameters

  • player
    The player identifier
  • PropertyName
    Name of the property variable
  • Value
    Value can be a boolean, integer, float, string or table
  • bSync (optional)
    Enable automatic network sync for this property value. Default: true

Return Value

  • Returns true on success.

Example

Server

function OnPlayerJoin(player)
	SetPlayerPropertyValue(player, "testValue", player + 1, true)
end
AddEvent("OnPlayerJoin", OnPlayerJoin)

Client

AddEvent("OnPlayerStreamIn", function(player)
	AddPlayerChat("P: "..GetPlayerPropertyValue(player, "testValue"))
end)

See also

Template:PlayerFunctions