服务器端事件
可以在脚本中使用的服务器端事件列表。
核心事件
这些事件是 FiveM 的一部分,不需要任何资源。
Index
Functions
Functions
entityCreated
-
Parameters
-
handle: number
Returns void
-
entityCreating
-
A server-side event that is triggered when an entity is being created.
This event can be canceled to instantly delete the entity.
Parameters
-
handle: number
Returns void
-
entityRemoved
-
Triggered when an entity is removed on the server.
Parameters
-
entity: number
The handle of the entity that got removed.
Returns void
-
onResourceListRefresh
-
A server-side event triggered when the
refresh
command completes.Returns void
onResourceStart
-
An event that is triggered immediately when a resource has started.
Parameters
-
resource: string
The name of the resource that just started.
Returns void
-
onResourceStarting
-
An event that is triggered when a resource is trying to start.
This can be canceled to prevent the resource from starting.
Parameters
-
resource: string
The name of the resource that is trying to start.
Returns void
-
onResourceStop
-
An event that is triggered immediately when a resource is stopping.
Parameters
-
resource: string
The name of the resource that is stopping.
Returns void
-
onServerResourceStart
-
An event that is queued after a resource has started.
Parameters
-
resource: string
The name of the resource that has started.
Returns void
-
onServerResourceStop
-
An event that is triggered after a resource has stopped.
Parameters
-
resource: string
The name of the resource that has stopped.
Returns void
-
playerConnecting
-
A server-side event that is triggered when a player is trying to connect.
This event can be canceled to reject the player instantly, assuming you haven't yielded.
Parameters
-
playerName: string
The display name of the player connecting.
-
setKickReason: (reason: string) => void
A function used to set a reason message for when the event is canceled.
-
-
Parameters
-
reason: string
Returns void
-
-
-
-
deferrals: { defer: any; done: any; handover: any; presentCard: any; update: any }
An object to control deferrals.
-
defer: function
-
deferrals.defer
will initialize deferrals for the current resource. It is required to wait for at least a tick after calling defer before callingupdate
,presentCard
ordone
.Returns void
-
-
done: function
-
deferrals.done
finalizes a deferral. It is required to wait for at least a tick before callingdone
after calling a prior deferral method.Parameters
-
Optional failureReason: string
If specified, the connection will be refused, and the user will see the specified message as a result. If this is not specified, the user will be allowed to connect.
Returns void
-
-
-
handover: function
-
deferrals.handover
adds handover data for the client to be able to use at a later point.Parameters
-
data: {}
Data to pass to the connecting client.
-
[key: string]: any
-
Returns void
-
-
-
present
Card: function -
deferrals.presentCard
will send an Adaptive Card to the client.Parameters
-
card: string | object
An object containing card data, or a serialized JSON string with the card information.
-
Optional cb: (data: any, rawData: string) => void
If present, will be invoked on an
Action.Submit
event from the Adaptive Card.-
-
A callback to be invoked for
Action.Submit
.Parameters
-
data: any
A parsed version of the data sent from the card.
-
rawData: string
A JSON string containing the data sent from the card.
Returns void
-
-
-
Returns void
-
-
-
update: function
-
deferrals.update
will send a progress message to the connecting client.Parameters
-
message: string
The string to send to the client.
Returns void
-
-
-
-
source: string
The player's temporary NetID (a number in Lua/JS), not a real argument, use [FromSource] or source.
Returns void
-
playerEnteredScope
-
A server-side event that is triggered when a player enters another player's scope.
Parameters
-
data: { for: string; player: string }
Data containing the players entering each other's scope.
-
for: string
The player for which the scope is being entered.
-
player: string
The player that is entering the scope.
-
Returns void
-
playerJoining
-
A server-side event that is triggered when a player has a finally-assigned NetID.
Parameters
-
source: string
The player's NetID (a number in Lua/JS), not a real argument, use [FromSource] or source.
-
oldID: string
The original TempID for the connecting player, as specified during playerConnecting.
Returns void
-
playerLeftScope
-
A server-side event that is triggered when a player leaves another player's scope.
Parameters
-
data: { for: string; player: string }
Data containing the players leaving each other's scope.
-
for: string
The player for which the scope is being left.
-
player: string
The player that is leaving the scope.
-
Returns void
-
ptFxEvent
-
Triggered when a particle fx (ptFx) is created.
Parameters
-
sender: number
The ID of the player that triggered the event.
-
data: { assetHash: number; axisBitset: number; effectHash: number; entityNetId: number; f100: number; f105: number; f106: number; f107: number; f109: boolean; f110: boolean; f111: boolean; f92: number; isOnEntity: boolean; offsetX: number; offsetY: number; offsetZ: number; posX: number; posY: number; posZ: number; rotX: number; rotY: number; rotZ: number; scale: number }
The event data.
-
asset
Hash: number -
axis
Bitset: number -
effect
Hash: number -
entity
Net Id: number -
f100: number
-
f105: number
-
f106: number
-
f107: number
-
f109: boolean
-
f110: boolean
-
f111: boolean
-
f92: number
-
is
OnEntity: boolean -
offsetX: number
-
offsetY: number
-
offsetZ: number
-
posX: number
-
posY: number
-
posZ: number
-
rotX: number
-
rotY: number
-
rotZ: number
-
scale: number
-
Returns void
-
removeAllWeaponsEvent
-
Triggered when a player removes all weapons from a ped owned by another player.
Parameters
-
sender: number
The ID of the player that triggered the event.
-
data: { pedId: number }
The event data.
-
ped
Id: number
-
Returns void
-
startProjectileEvent
-
Triggered when a projectile is created.
Parameters
-
sender: number
The ID of the player that triggered the event.
-
data: { commandFireSingleBullet: boolean; effectGroup: number; firePositionX: number; firePositionY: number; firePositionZ: number; initialPositionX: number; initialPositionY: number; initialPositionZ: number; ownerId: number; projectileHash: number; targetEntity: number; throwTaskSequence: number; unk10: number; unk11: number; unk12: number; unk13: number; unk14: number; unk15: number; unk16: number; unk3: number; unk4: number; unk5: number; unk6: number; unk7: number; unk9: number; unkX8: number; unkY8: number; unkZ8: number; weaponHash: number }
The event data.
-
command
Fire Single Bullet: boolean -
effect
Group: number -
fire
PositionX: number -
fire
PositionY: number -
fire
PositionZ: number -
initial
PositionX: number -
initial
PositionY: number -
initial
PositionZ: number -
owner
Id: number -
projectile
Hash: number -
target
Entity: number -
throw
Task Sequence: number -
unk10: number
-
unk11: number
-
unk12: number
-
unk13: number
-
unk14: number
-
unk15: number
-
unk16: number
-
unk3: number
-
unk4: number
-
unk5: number
-
unk6: number
-
unk7: number
-
unk9: number
-
unk
X8: number -
unk
Y8: number -
unk
Z8: number -
weapon
Hash: number
-
Returns void
-
weaponDamageEvent
-
Triggered when a client wants to apply damage to a remotely-owned entity. This event can be canceled.
Parameters
-
sender: number
The server-side player ID of the player that triggered the event.
-
data: { actionResultId: number; actionResultName: number; damageFlags: number; damageTime: number; damageType: number; f104: number; f112: boolean; f112_1: number; f120: number; f133: boolean; hasActionResult: boolean; hasImpactDir: boolean; hasVehicleData: boolean; hitComponent: number; hitEntityWeapon: boolean; hitGlobalId: number; hitGlobalIds: number[]; hitWeaponAmmoAttachment: boolean; impactDirX: number; impactDirY: number; impactDirZ: number; isNetTargetPos: boolean; localPosX: number; localPosY: number; localPosZ: number; overrideDefaultDamage: boolean; parentGlobalId: number; silenced: boolean; suspensionIndex: number; tyreIndex: number; weaponDamage: number; weaponType: number; willKill: boolean }
The event data.
-
action
Result Id: number -
action
Result Name: number -
damage
Flags: number -
damage
Time: number The timestamp the damage was originally inflicted at. This should match the global network timer.
-
damage
Type: number A value (between 0 and 3) containing an internal damage type. Specific values are currently unknown.
-
f104: number
-
f112: boolean
-
f112_
1: number -
f120: number
-
f133: boolean
-
has
Action Result: boolean -
has
Impact Dir: boolean -
has
Vehicle Data: boolean -
hit
Component: number -
hit
Entity Weapon: boolean Whether the damage should be inflicted as if it hit the weapon the entity is carrying. This likely applies to grenades being hit, which should explode, but also normal weapons, which should not harm the player much.
-
hit
Global Id: number The network ID of the victim entity.
-
hit
Global Ids: number[] An array containing network IDs of victim entities. If there is more than one, the first one will be set in
hitGlobalId
. -
hit
Weapon Ammo Attachment: boolean Whether the damage should be inflicted as if it hit an ammo attachment component on the weapon. This applies to players/peds carrying weapons where another player shooting the ammo component makes the weapon explode.
-
impact
DirX: number -
impact
DirY: number -
impact
DirZ: number -
is
Net Target Pos: boolean -
local
PosX: number -
local
PosY: number -
local
PosZ: number -
override
Default Damage: boolean If set, 'weaponDamage' is valid. If unset, the game infers the damage from weapon metadata.
-
parent
Global Id: number -
silenced: boolean
Set when the damage is applied using a silenced weapon.
-
suspension
Index: number -
tyre
Index: number -
weapon
Damage: number The amount of damage inflicted, if
overrideDefaultDamage
is set. If not, this value is set to0
. -
weapon
Type: number The weapon hash for the inflicted damage.
-
will
Kill: boolean Whether the originating client thinks this should be instantly-lethal damage, such as a critical headshot.
-
Returns void
-
A server-side event that is triggered when an entity has been created.