Events
Client Events
| Name | Description | 
|---|---|
| scriptInit | Called after the player has connected to the server, joined the default session for the first time and all scripts have been loaded. | 
| sessionInit | Called when the player has joined a session. | 
| sessionJoin | Called for the host player when a player joins the session. | 
| sessionEnd | Called when the player starts to leave the session. | 
| sessionFail | Called when the player failed to host/join session. | 
| chatCommand | Called when a command is entered in the chat. | 
| chatSubmit | Called when the player submits a message in the chat. | 
| webUIReady | Called after the web page has been loaded successfully. | 
| windowFocusChange | Called when the game is focused/unfocused. | 
Server Events
| Name | Description | 
|---|---|
| playerDisconnect | Called when a player disconnects. | 
Shared Events
| Name | Description | 
|---|---|
| resourceStart | Called after a resource started. | 
| resourceStop | Called 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:
- Lua
 - Squirrel
 
Events.Subscribe("scriptInit", function()
    Chat.AddMessage("Welcome to my server.")
end)
Events.Subscribe("scriptInit", function() {
    Chat.AddMessage("Welcome to my server.");
});
sessionInit
Called when the player has joined a session.
sessionInit()
sessionJoin
Called for the host player when a player joins the session.
sessionJoin()
sessionEnd
Called when the player starts to leave the session.
sessionEnd()
sessionFail
Called when the player failed to host/join session.
sessionFail(int attempt)
You can cancel this event, to stop the default retry behaviour.
chatCommand
Called when a command is entered in the chat.
chatCommand(string fullChatMessage)
This event will be only called if the default chat is activated in the server settings.
Example:
- Lua
 - Squirrel
 
Events.Subscribe("chatCommand", function(command)
    if command == "/testcmd" then
        Chat.AddMessage("Test Command!")
    end
end)
Events.Subscribe("chatCommand", function(command) {
    if (command == "/testcmd") {
        Chat.AddMessage("Test Command!");
    }
});
chatSubmit
Called when the player submits a message in the chat.
chatSubmit(string chatMessage)
You can cancel this event, to stop the message being sent.
Example:
- Lua
 - Squirrel
 
Events.Subscribe("chatSubmit", function(message)
    if string.find(message, "bitch") ~= nil then
        Events.Cancel() -- don't send message with bad word
    end
end)
Events.Subscribe("chatSubmit", function(message) {
    if (message.find("bitch") != null) {
        Events.Cancel(); // don't send message with bad word
    }
});
webUIReady
Called after the web page has been loaded successfully.
webUIReady(int webuiID)
windowFocusChange
Called when the game is focused/unfocused.
windowFocusChange(bool isFocused)
playerDisconnect
Called when a player disconnects.
playerDisconnect(int serverID, string playerName, int reason)
Reason IDs:
0: timeout
1: quit
2: kick
Example:
- Lua
 - Squirrel
 
Events.Subscribe("playerDisconnect", function(id, name, reason)
    Chat.BroadcastMessage("{0000FF}" .. name .. " {FFFFFF}has left the server.")
end)
Events.Subscribe("playerDisconnect", function(id, name, reason) {
    Chat.BroadcastMessage("{0000FF}" + name + " {FFFFFF}has left the server.");
});
resourceStart
Called after a resource started.
resourceStart(string resourceName)
resourceStop
Called before a resource stops.
resourceStop(string resourceName)
If this event is canceled by a server-side handler, the resource is not stopped.