NetMsgFrom()

Parameters

None.

Description

First off, this ONLY works when you have joined a network game via StartNetGame or JoinNetGame and you have created a player via CreateNetPlayer (you must create a player, even if it is just to lurk). You must've received the message already, determined by the RecvNetMsg() command - and probably determined the type of message with (NetMsgType().

The value returned from this command denotes the sender's ID number assigned to them when they were created with CreateNetPlayer command. Use this to perform actions on the player on the local machine.

You will use NetMsgType(), NetMsgTo(), and NetMsgData$() to get other important information from the message and act on it.

The example requires that you run it on a remote machine while the local computer runs the example in the SendNetMsg command.

Example

; NetMsgFrom() example
; --------------------
; Run this program on the REMOTE computer to 'watch'
; the activity of the SendNetMsg example. Run that
; example on local machine.
;
; This program will tell you when a player involved in
; the game hits a wall ...

; We'll use this instead of JoinHostGame - make it easier
StartNetGame()

; Create a player - a player must be created to
; receive mesages!
playerID=CreateNetPlayer("Shane")

; Loop and get status
While Not KeyHit(1)

; Check to see if we've received a message
If RecvNetMsg() Then

; if we did, let's figure out what type it is
; we know it will be a user message, though
msgType=NetMsgType()

; 1-99 means a user message
If msgType>0 And msgType<100 Then

; Let's see who the message was from
msgFrom=NetMsgFrom()

; Let's get the message!
msgData$=NetMsgData$()

; Print the message
Print msgData$
End If
End If
Wend

Index

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