Net (client)
Client scripts send events to the server with Net.Send; how remote events work, what can be sent and how to receive events with Net.AddEvent is on the shared Net page.
Available on: Client
See also: Net, Net (server)
Functions
Net.Send(name, ...)
Sends the event name with the given arguments to the server, where the Net.AddEvent handlers of that name are called and Net.Sender() returns this client's player.
Nothing is sent when name is an empty string.
Client scripts start just before the client finishes joining. An event sent from the top level of a script or from
OnResourceStartreaches the server while the player isn't joined yet, so the server can read it but itsNet.SendToPlayeranswers to that player are dropped. To ask the server for initial data, send the request when the client has joined: inOnClientJoin, plus right away when the resource starts on a client that is already in game (see the example).
Parameters
| Name | Type | Description |
|---|---|---|
| name | string | the event name |
| ... | any | the arguments, see Values you can send |
Returns nothing
Example
-- client: ask the server for this resource's state once we're in the game
local function request_state()
Net.Send("garage:get_state")
end
Event.Add("OnClientJoin", request_state)
-- the resource was (re)started while we were already playing
if World.LocalPlayer() then
request_state()
end
Event.Add("OnKeyDown", function(key)
if key == Key.G then
local position = World.LocalPlayer():GetPosition()
Net.Send("garage:spawn", "v046_car_racingbuggy_civilian", position)
end
end)