Events::callRemote: Difference between revisions

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<syntaxhighlight lang="javascript">
<syntaxhighlight lang="javascript">
let checkResolution = () => {
let checkResolution = () => {
let screenResolution = mp.game.graphics.getScreenActiveResolution(x, y);
let res = mp.game.graphics.getScreenActiveResolution(x, y);
let sx = screenResolution.x, sy = screenResolution.y;
if (!((sx == 1280) && (sy == 1024))) {
if (!((res.x == 1280) && (res.y == 1024))) {
mp.events.callRemote("kickMeImBad", sx, sy);
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