What it does
NetworkClientFloat reads from a Multiplayer object without changing it. It takes iNetID (an integer), client (an integer) and name (a string), and answers a float. iNetID is the id of a Net object, obtained elsewhere in the Multiplayer family.
Syntax
NetworkClientFloat(iNetID integer, client integer, name string) → floatParameters
| Name | Type |
|---|---|
| iNetID | integer |
| client | integer |
| name | string |
Every form returns
float
Example · generated
net = CreateNetworkMessage()DO Print(NetworkClientFloat(net, 1, "player")) Sync()LOOPCreateNetworkMessage is there to give the call something to act on; NetworkClientFloat is the line that matters. The DO … LOOP is not decoration: a classic BASIC program ends the moment it runs out of lines, and Sync() is what draws the frame.