Hash Get ID
Description
Retrieves the value of a specific field from a hash table identified by its key. This function allows targeted access to individual fields within a specific hash table, making it ideal for accessing particular attributes of player or entity data. The retrieved data is returned through a callback function.
Syntax
[_key, _keyField, _function, _call, _netId] call dragonfly_db_fnc_hashGetId
Parameters
Parameter | Type | Description | Default |
---|---|---|---|
_key | String | Identifier of the hash table | "" |
_keyField | String | Name of the field in the hash to retrieve | "" |
_function | String | Name of the function to receive the retrieved data | "" |
_call | Boolean | Whether to call the function directly (true) or spawn (false) | false |
_netId | String | (Optional) NetID of the player to receive the data | nil |
Return Value
None. The retrieved data is passed to the specified callback function asynchronously.
Examples
Retrieve a player's loadout field:
[getPlayerUID player, "loadout", "dragonfly_db_fnc_test"] call dragonfly_db_fnc_hashGetId;
Retrieve a specific vehicle property with synchronous callback:
["vehicle_123", "fuel", "dragonfly_db_fnc_processFuelData", true] call dragonfly_db_fnc_hashGetId;
Retrieve data and send it to a specific client:
[getPlayerUID player, "stats", "dragonfly_db_fnc_test", false, netId player] remoteExecCall ["dragonfly_db_fnc_hashGetId", 2, false];
Notes
- Retrieves a single field value from a specific hash table
- All three primary parameters (
_key
,_keyField
, and_function
) are required and validated - The data is retrieved asynchronously through the extension's callback system
- When a netId is provided, the data is sent to that specific client
- The
_call
parameter determines whether the function is called directly (synchronous) or spawned (asynchronous) - This function targets both a specific hash table (
_key
) and a specific field (_keyField
) - More efficient than retrieving all hash fields when only one is needed
- Player UIDs are commonly used as keys to store player-specific data
- For large data that exceeds buffer limits, it will be automatically chunked and reassembled
- All operations are logged for debugging purposes
Links
Hash Get | Hash Get ID | Hash Get All | Hash Get All ID | Hash Set | Hash Set ID | Hash Set Bulk | Hash Set Bulk ID