callback_ReceivedMessage
After a successful message send on your server, the callback function callback_ReceivedMessage() is called. So under Scripts/Rocket Networking/Callback Functions , you can edit this to do whatever you want…
Example Implementation of callback

In a shooter game, if you hit another player, you want to inform them that their health reduced right?
You can send a message called "damage"
The receiver can see the message and use the switch statement to reude their player's health by 10 if the message is "damage"
function callback_ReceivedMessage(theMessage , senderClientId){
switch(theMessage){
case "damage":
oPlayer.myHealth -= 10
if(oPlayer.myHealth <= 0){
show_message("YOU DIED")
}
break;
}
}
More Complex Systems
As I talked about a switch statement here, you can make a full event based system encoded in the message.
To do that, you can make a struct and stringify it and send it over to the reciever.
var structToSend = {
eventName : "damage",
value : 10
}
SendMessageToClient(5 , json_stringify(structToSend))
//this sends a strigified version of that struct to client id 5
On any reciever's screen, you have to reduce the health right? So you can do this in the calback_ReceivedMessage() script
function callback_ReceivedMessage(theMessage , senderClientId){
var realData = json_parse(theMessage)
switch(realData.eventName){
case "damage":
oPlayer.myHealth -= realData.value
if(oPlayer.myHealth <= 0){
show_message("YOU DIED")
}
break;
}
}
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