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setElementData

Client-side
Server-side
Shared

Pair: getElementData

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This function stores element data under a certain key, attached to an element. Element data set using this is then synced with all clients and the server. The data can contain server-created elements, but you should avoid passing data that is not able to be synced such as xmlnodes, acls, aclgroups etc.

Note

See Script security for tips on preventing cheaters when using events and element data.

Note

For performance reasons, never use setElementData in events that fire often (like onClientRender ) without further optimization or conditions. In fact, using element data in general, can take such a toll on performance that not using it unless strictly necessary (e.g use alternatives such as storing data in tables) is recommended.

Tip

A simple and efficient way to make a variable known to the server and clients is to use setElementData on the root element.

OOP Syntax Help! I don't understand this!

Syntax

bool setElementData ( element theElement, string key, var value, [ bool synchronize = true ] )
Required Arguments
  • theElement: The element you wish to attach the data to.
  • key: The key you wish to store the data under. (Maximum 128 characters.)
  • value: The value you wish to store. See element data for a list of acceptable datatypes.
Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.

  • synchronize (default: true): Determines whether or not the data will be synchronized with the server.

Returns

  • bool: value

Returns true if the data was set successfully, false otherwise.

Code Examples

server

This example allows a player to add a custom tag onto their nickname, and also reverts it back to normal if they wish.

function addPlayerCustomTag ( thePlayer, command, newTag )
--Let's make sure the newTag param has been entered...
if ( newTag ) then
--Grab their current playername for saving.
local sPlayerNickname = getPlayerName ( thePlayer )
--Create their new nickname with their tag
local sNewPlayerNickname = newTag .. " " .. sPlayerNickname
--Let's first load the element data, see if it's there already
--The reason for this is that if a player were to do /addtag twice,
--the tag would be prepended a second time
local sOldNick = getElementData( thePlayer, "tempdata.originalnick" )
if ( sOldNick == false ) then
--Save their orignal nickname in their element data
setElementData ( thePlayer, "tempdata.originalnick", sPlayerNickname )
end
--Set their new nickname globally
setPlayerName ( thePlayer, sNewPlayerNickname )
--Tell them it's done
outputChatBox ( "Your new nickname has been set, to put it back to its original state you can use /deltag", thePlayer )
else
--The newTag param was not entered, give an error message
outputChatBox ( "/addtag - Incorrect syntax, Correct: /addtag <newtag>", thePlayer )
end
end
addCommandHandler ( "addtag", addPlayerCustomTag )
function removePlayerCustomTag ( thePlayer, command )
--We first need to check that they have already used /addtag, let's do that now
local sOldNick = getElementData( thePlayer, "tempdata.originalnick" )
if ( sOldNick ) then
--Great, they have a tag added, let's reset them
--First we will want to reset the element data back to its default (that being false)
setElementData ( thePlayer, "tempdata.originalnick", false )
--Now set the client name back
setPlayerName( thePlayer, sOldNick )
--Notify them
outputChatBox ( "Your old nickname has been set", thePlayer )
end
end
addCommandHandler ( "deltag", removePlayerCustomTag )

See Also

Element Functions