Events::callRemote: Difference between revisions

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


{{JSContainer|
{{JSContainer|

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