# NetPlayerLocal (playerID)

# Parameters

playerID = a valid player ID number (get from the NetMsgFrom() command)

# 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). Use this command in conjunction with the NetMsgFrom() (to get the player's ID) command to check and see if the player in question is on the local machine (as opposed to a remote machine). You may wish to act differently in your program based on whether the message that came in was from a local or remote machine. You will use NetMsgType(), NetMsgFrom(), and NetMsgTo() 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

; NetPlayerLocal 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$ if NetPlayerLocal(NetMsgFrom()) then print "(This was sent from a local player)" end if End If End If Wend

Index
Click here to view the latest version of this page online