BlitzPlus Docs -> 2D - Category -> DirectPlay -> RecvNetMsg
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).
This returns a TRUE value if a message was received, FALSE if none has been received. This will typically go inside a function that is constantly being checked for message and decode and handle them. You will use NetMsgType, NetMsgFrom, NetMsgTo, and NetMsgData$ to get the 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.
; RecvNetMsg() 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$ End If End If Wend
BlitzPlus Manual Forum
Blitz3D Equivalent Command