Events::callRemote: Difference between revisions
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<syntaxhighlight lang="javascript"> | <syntaxhighlight lang="javascript"> | ||
let checkResolution = () => { | let checkResolution = () => { | ||
let | let res = mp.game.graphics.getScreenActiveResolution(x, y); | ||
if (!(( | if (!((res.x == 1280) && (res.y == 1024))) { | ||
mp.events.callRemote("kickMeImBad", | mp.events.callRemote("kickMeImBad", res.x, res.y); | ||
}; | }; | ||
}; | }; | ||
Revision as of 22:05, 6 May 2017
This function used for call server side event from client script.
Syntax
void mp.events.callRemote(string eventName [, ...args])
Example
That's example will just call server side event, from client, if player screen size not a 1280x1024.
Client-Side
let checkResolution = () => {
let res = mp.game.graphics.getScreenActiveResolution(x, y);
if (!((res.x == 1280) && (res.y == 1024))) {
mp.events.callRemote("kickMeImBad", res.x, res.y);
};
};
checkResolution();
Server-Side
let blahBlah = (player, sx, sy) => {
console.log(`${player.name} bad boy :c, his screen size ${sx}x${sy}`);
player.kick();
};
mp.events.add("kickMeImBad", blahBlah);
See Also
- Functions
- Properties