util.AddNetworkString table?

Is there a table of addnetworkstring’s? Just wondering.

util.AddNetworkString() doesn’t setup a networking only for strings.
[lua]net.Start(‘something’)
net.WriteTable()
net.WriteString()
net.WriteInt()
net.WriteEntity()
net.Broadcast()[/lua]
You aren’t really limited to strings, if that’s what you meant

I believe he’s asking if there’s a list of all Networked Strings, which there isn’t.

I see, I didn’t really get it in the first place, I was mistaken by that " 's "

If there really isn’t any way to get a table of all the networked strings (I can’t see any way on the wiki) then you could build your own table using util.NetworkIDToString. I’m not 100% sure if the ids are always sequential but I just gave this a quick test.


> for i=1,10 do print(util.NetworkIDToString(i)) end...
properties
drive_base
drive_noclip
player_default
rt_changetply
wire_addnotify
wire_clienterror
wire_ports
RcvEntityBeamVar_Vector
RcvEntityBeamVar_Angle

net.Receivers is a global table that might help you. Every time net.Receive is used the arguments are saved in the table.

So for example in a regular sandbox game.



> PrintTable(net.Receivers)...
keypad_command	=	function: 0x18ee1cd8
armdupe	=	function: 0x18a7d608
sendpicture	=	function: 0x13257b78
editvariable	=	function: 0x2fc434f0
rb655_easy_bodygroup_ent	=	function: 0x18d7ef50
rb655_easy_bodygroup_ready	=	function: 0x13266218
properties	=	function: 0x131cbd38