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How to use State Bags – Modding Tutorials

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FiveM Modding Tutorial

Disclaimer: Entity state bags are a OneSync feature, if you do not have OneSync they will not work.

With the addition of Entity State Bags back in v2843, there’s now a better way to sync data across multiple players. Previously the way to do this was to use Decors, but it wasn’t able to be accessed/modified on the server.

State bags sync with every player, so even if you join after the entity was created, you will still get all the data pertaining to that entity when you render it.

Note: State Bags and GlobalStates are not resource-specific


How to use GlobalStates:

GlobalStates are a global variable that is shared across every resource, server, and client-side. Any variable stored in a GlobalState will be replicated to the client so don’t put any sensitive data in it!

GlobalStates are also immutable to the client, meaning they can not change them.

Server:

GlobalState.curState="yes!"
print(GlobalState.curState) – returns 'yes!'

Client:

print(GlobalState.curState) – returns 'yes!'
GlobalState.curState="no!" – doesn't work, client can't change global state.

GlobalState can also be set to any value, making them extremely versatile.

GlobalState.max_version = '1'
GlobalState.min_version = '0'

How to use state bags:

There are two different types of state bags, one for the player Player(plySrc/plyId), and one for the entity Entity(entityId).

In the example below ‘source’ is assumed to be the player source.

Server:

local ply = Player(source)
ply.state.alive = true
print(ply.state.alive) – returns true

Client:

local ply = Player(PlayerId())
print(ply.state.alive) – returns true
ply.state:set(--[[ keyName ]] 'alive', – [[ value ]] false, – [[ replicate to server ]] true)
print(ply.state.alive) – returns false

This works exactly the same for Entities

In the example below ‘vehNet’ is assumed to be the entity’s network id.

local ent = Entity(NetworkGetEntityFromNetworkId(vehNet))
ent.state.exploded = false
print(ent.state.exploded) – returns false

Client:

local ent = Entity(NetToVeh(vehNet))
print(ent.state.exploded) – returns false
ent.state:set(--[[ keyName ]] 'exploded', – [[ value ]] true, – [[ replicate to server ]] true)
print(ent.state.exploded) – returns true

Common Misconceptions:

GlobalState.mode="open" does not mean anything, it was an example value. It doesn’t change if you’re able to send data from cl → sv or sv → cl like many people believe.

State bags don’t have to be initialized on the server ent.state:set( 'exploded', false, true) will still create an entity state bag and be replicated to the server, even if it’s not initialized.

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Original source: https://forum.cfx.re/t/how-to-use-state-bags/2093206

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