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Events

Client Events​

NameDescription
scriptInitCalled after the player has connected to the server, joined the default session for the first time and all scripts have been loaded.
sessionInitCalled when the player has joined a session.
sessionFailCalled when the player failed to host/join a session.
chatCommandCalled when a command is entered in the chat.
chatSubmitCalled when the player submits a message in the chat.
webUIReadyCalled after the web page has been loaded successfully.
windowFocusChangeCalled when the game is focused/unfocused.

Server Events​

NameDescription
playerDamageCalled when a player damages another player, before the damage reaches the target.
playerDisconnectCalled when a player disconnects.

Shared Events​

NameDescription
resourceStartCalled after a resource started.
resourceStopCalled before a resource stops.

scriptInit​

Called after the player has connected to the server, joined the default session for the first time and all scripts have been loaded.

scriptInit()

Example:

Events.Subscribe("scriptInit", function()
Chat.AddMessage("Welcome to my server.")
end)

sessionInit​

Called when the player has joined a session.

sessionInit()


sessionFail​

Called when the player failed to host/join a session.

sessionFail(int attempt)

info

You can cancel this event, to stop the default retry behaviour.


chatCommand​

Called when a command is entered in the chat.

chatCommand(string fullChatMessage)

info

This event will be only called if the default chat is activated in the server settings.

Example:

Events.Subscribe("chatCommand", function(command)
if command == "/testcmd" then
Chat.AddMessage("Test Command!")
end
end)

chatSubmit​

Called when the player submits a message in the chat.

chatSubmit(string chatMessage)

info

You can cancel this event, to stop the message being sent.

Example:

Events.Subscribe("chatSubmit", function(message)
if string.find(message, "bitch") ~= nil then
Events.Cancel() -- don't send message with bad word
end
end)

webUIReady​

Called after the web page has been loaded successfully.

webUIReady(int webuiID)

It is called again every time the page loads anew: after WebUI.LoadURL and WebUI.Reload, when the page reloads itself or follows a link, and when the WebUI was restored after its browser crashed. Send the data the page needs from this event, not only once after creating the WebUI.

WebUI.GetEventSource returns the same ID as webuiID.


windowFocusChange​

Called when the game is focused/unfocused.

windowFocusChange(bool isFocused)


playerDamage​

Called when a player damages another player, before the damage reaches the target.

playerDamage(int targetID, int weapon, int weaponDamage, bool damageOverride, int pedComponent)

Events.GetSource returns the player who caused the damage, targetID is the one being hit.

ParameterDescription
targetIDServer ID of the player taking the damage.
weaponThe weapon used, see Weapons.
weaponDamageOnly carries a value while damageOverride is true, for example when a car rams a player. For an ordinary shot it is 0 and the target applies the damage the weapon is worth.
damageOverrideWhether weaponDamage holds an explicit value.
pedComponentBody part that was hit.
info

You can cancel this event. The target then takes no damage at all, and no death or health change follows from this hit.

note

This event requires the gameevents server setting. While that is off the event never fires, and a handler for it simply never runs.

Only damage from one player to another reaches this event. Damage to vehicles, objects or non-player peds does not.

Example:

local protected = {}

Events.Subscribe("playerDamage", function(targetID, weapon, weaponDamage, damageOverride, pedComponent)
if protected[targetID] then
Events.Cancel()
return
end

Chat.BroadcastMessage(Player.GetName(Events.GetSource()) .. " hit " .. Player.GetName(targetID))
end)

playerDisconnect​

Called when a player disconnects.

playerDisconnect(int serverID, string playerName, int reason)

info

Reason IDs:
0: timeout
1: quit
2: kick

Example:

Events.Subscribe("playerDisconnect", function(id, name, reason)
Chat.BroadcastMessage("{0000FF}" .. name .. " {FFFFFF}has left the server.")
end)

resourceStart​

Called after a resource started.

resourceStart(string resourceName)


resourceStop​

Called before a resource stops.

resourceStop(string resourceName)

info

If this event is canceled by a server-side handler, the resource is not stopped.