Events::callRemote: Difference between revisions

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This function is used to call a server-side event from a client-side script.
'''NOTE''': If you're calling a server-side event, the first parameter of that server-side event will be your player object that gets sent automatically.
'''NOTE:''' payload is limited to 8192 bytes.
<br>{{ClientsideCsJsFunction}}
{{CSharpContainer|
<pre>
RAGE.Events.CallRemote(string eventName, params object[] args);
</pre>


This function is used to call a server-side event from a client-side script.
{{Parameters}}
* '''eventName'''
* '''args'''
}}


{{JSContainer|
==Syntax==
==Syntax==
<syntaxhighlight lang="javascript">
<pre>
mp.events.callRemote(String eventName [, ...args])
mp.events.callRemote(String eventName [, ...args])
</syntaxhighlight>  
</pre>  
 
=== Parameters ===
*'''eventName''': {{RageType|String}}
*'''args''': {{RageType|Any}}


==Example==  
==Example==  
This example will call the server-side event, from the client-side script, to see if the player screen size is not 1280x1024.
This example will call the server-side event, from the client-side script, to see if the player screen size is not 1280x1024.


<div class="header" style="background-color: #AE4040; color: #FFFFFF; border: 2px solid #AE4040;">
{{ClientsideCode|
<div style="margin: 10px 10px 10px 10px;"><b>Client-Side</b></div>
<pre>
<syntaxhighlight lang="javascript" highlight="5">
mp.events.add("playerReady", () => {
let checkResolution = () => {
    let res = mp.game.graphics.getScreenActiveResolution(x, y);
let res = mp.game.graphics.getScreenActiveResolution(x, y);
if (!((res.x == 1280) && (res.y == 1024))) {
    if (!((res.x == 1280) && (res.y == 1024))) {
mp.events.callRemote("kickMeImBad", res.x, res.y);
        mp.events.callRemote("kickMeImBad", res.x, res.y);
};
    };
};
});
</pre>
}}


checkResolution();
</syntaxhighlight>
</div>


 
{{ServersideCode|
<div class="header" style="background-color: #408DAE; color: #FFFFFF; border: 2px solid #408DAE;">
<pre>
<div style="margin: 10px 10px 10px 10px;"><b>Server-Side</b></div>
mp.events.add("kickMeImBad", (player, sx, sy) => {
<syntaxhighlight lang="javascript">
    console.log(`${player.name} bad boy :c, his screen size ${sx}x${sy}`);
let blahBlah = (player, sx, sy) => {
console.log(`${player.name} bad boy :c, his screen size ${sx}x${sy}`);
player.kick();
player.kick();
};
});
 
</pre>
mp.events.add("kickMeImBad", blahBlah);
}}
</syntaxhighlight>
}}
</div>
 
==See Also==
==See Also==
{{Event_functions}}
{{Event_functions}}

Latest revision as of 19:54, 1 November 2025

This function is used to call a server-side event from a client-side script.

NOTE: If you're calling a server-side event, the first parameter of that server-side event will be your player object that gets sent automatically.

NOTE: payload is limited to 8192 bytes.


Client-Side Function

 C#  JavaScript



C# Syntax

RAGE.Events.CallRemote(string eventName, params object[] args);

Parameters

  • eventName
  • args


JavaScript Syntax

Syntax

mp.events.callRemote(String eventName [, ...args])

Parameters

  • eventName: String
  • args: Any

Example

This example will call the server-side event, from the client-side script, to see if the player screen size is not 1280x1024.

Client-Side
mp.events.add("playerReady", () => {
    let res = mp.game.graphics.getScreenActiveResolution(x, y);
	
    if (!((res.x == 1280) && (res.y == 1024))) {
        mp.events.callRemote("kickMeImBad", res.x, res.y);
    };
});


Server-Side
mp.events.add("kickMeImBad", (player, sx, sy) => {
    console.log(`${player.name} bad boy :c, his screen size ${sx}x${sy}`);
	player.kick();
});


See Also