NetworkValue
Base class for all networked value types (BoolValue, NumberValue, StringValue, etc.). Provides the Changed event that all value types inherit.
Do not instantiate directly - use specific value types instead:
- BoolValue
- NumberValue
- StringValue
- IntValue
- Vector2Value
- Vector3Value
- QuaternionValue
- TableValue
- NetworkObjectValue
Available on: Client and Server scripts
Properties
Event fired when the value changes. All value types (BoolValue, NumberValue, etc.) inherit this event.
IMPORTANT:
- Values should be changed on the server
- Connect to this event on the client to receive updates
Event Parameters: newValue: The new value oldValue: The previous value
-- Server: Create and modify value
--!Type(Server)
local score = NumberValue.new("PlayerScore", 0)
function self:ServerStart()
-- Change value on server
score.value = 100
end
-- Client: Listen for changes
--!Type(Client)
local score = NumberValue.new("PlayerScore", 0)
function self:ClientStart()
score.Changed:Connect(function(newVal, oldVal)
print("Score updated: " .. newVal)
-- Update UI here
end)
end
-- Example with BoolValue
local gameActive = BoolValue.new("GameActive", false)
gameActive.Changed:Connect(function(newVal, oldVal)
if newVal then
print("Game started!")
else
print("Game ended!")
end
end)
-- Example with Vector3Value
local targetPos = Vector3Value.new("TargetPosition", Vector3.zero)
targetPos.Changed:Connect(function(newPos, oldPos)
print("Target moved from " .. tostring(oldPos) .. " to " .. tostring(newPos))
end)
Updated 13 days ago