Sure. The first link does several things. in if SERVER then, it defines the message name that will be sent back and forth…
Console command is added, dev_testbit. It works on both client and server ( this file is meant to be shared meaning in lua/autorun/ instead of client which is lua/autorun/client/ or server which is lua/autorun/server ).
If you type dev_testbit in console on the server, it sends it to all players ( broadcast sends to all; net.Send( player.GetAll( ) ) does the same thing ).
If you type dev_testbin in console on the client, it sends to the server.
net.Receive will print the same thing regardless of whether it is on the SERVER or CLIENT ( receiving end )
First, it turns the bit ( 1 / 8 of one character - either a 1 or 0 = 0000000 or 0000000 ), tobool converts it to a true or false. If this is not done, both will always be true in terms of a boolean expression ( if x then ) because the value is set.
What you’re looking to do, is on the ShowHelp hook ( which remains the same in your code, just replace umsg lines with net.Start( “message_name” ); net.Start( ply ); ) and make sure the message_name is initialized like in the boolean code.
your net.Receive will only be on the CLIENT; and you’ll do something like
local _panel = vgui.Create( "DFrame" );
_panel:SetSize( 400, 400 );
The second example basically puts it all together to make something appear for 5 seconds, then disappear.