Events::callRemote: Difference between revisions
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'''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. | ||
{{ClientsideCsJsFunction}} | '''NOTE:''' payload is limited to 8192 bytes. | ||
<br>{{ClientsideCsJsFunction}} | |||
{{CSharpContainer| | {{CSharpContainer| | ||
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# 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
- Functions
- Properties