Revision Difference
gameevent.Listen#527941
<function name="Listen" parent="gameevent" type="libraryfunc">
<description>Add a game event listener.</description>
<realm>Shared</realm>
<args>
<arg name="eventName" type="string">The event to listen to, travels through hooks with eventName as event.
<br/>
List of valid events can be found <page text="here">Game_Events</page>.</arg>
</args>
</function>
<example>
<description>Announce to everyone that a player has connected.</description>
<code>
gameevent.Listen( "player_connect" )
hook.Add("player_connect", "AnnounceConnection", function( data )
for k,v in pairs( player.GetAll() ) do
v:ChatPrint( data.name .. " has connected to the server." )
for i, ply in ipairs( player.GetAll() ) do
ply:ChatPrint( data.name .. " has connected to the server." )
end
end)
</code>
<output>"Shinycow has connected to the server."</output>
</example>
<example>
<description>This is a basic template for creating game_event listeners/hooks with the purpose of including all arguments / table variables for each game-event to make it easily known which values can be accessed and when: player_connect. player_connect is triggered at the exact moment they join the server.</description>
<code>
gameevent.Listen( "player_connect" )
hook.Add( "player_connect", "player_connect_example", function( data )
local name = data.name // Same as Player:Nick()
local steamid = data.networkid // Same as Player:SteamID()
local ip = data.address // Same as Player:IPAddress()
local id = data.userid // Same as Player:UserID()
local bot = data.bot // Same as Player:IsBot()
local index = data.index // Same as Player:EntIndex()
// Player has connected; this happens instantly after they join -- do something..
end )
</code>
</example>
<example>
<description>This is a basic template for creating game_event listeners/hooks with the purpose of including all arguments / table variables for each game-event to make it easily known which values can be accessed and when: player_disconnect. player_disconnect is triggered at the exact moment they disconnect from the server and will ALWAYS trigger regardless of whether they time-out, are kick/banned, client crashes, they click the X, they type quit in console, etc...</description>
<code>
gameevent.Listen( "player_disconnect" )
hook.Add( "player_disconnect", "player_disconnect_example", function( data )
local name = data.name // Same as Player:Nick()
local steamid = data.networkid // Same as Player:SteamID()
local id = data.userid // Same as Player:UserID()
local bot = data.bot // Same as Player:IsBot()
local reason = data.reason // Text reason for disconnected such as "Kicked by console!", "Timed out!", etc...
// Player has disconnected - this is more reliable than PlayerDisconnect
end )
</code>
</example>
<example>
<description>This is a basic template for creating game_event listeners/hooks with the purpose of including all arguments / table variables for each game-event to make it easily known which values can be accessed and when: player_spawn. player_spawn is triggered when the player initially spawns, or respawns.</description>
<code>
gameevent.Listen( "player_spawn" )
hook.Add( "player_spawn", "player_spawn_example", function( data )
local id = data.userid // Same as Player:UserID()
// Called when the player spawns initially or respawns.
end )
</code>
</example>
<example>
<description>
This is a basic template for creating game_event listeners/hooks with the purpose of including all arguments / table variables for each game-event to make it easily known which values can be accessed and when: player_hurt. player_hurt is triggered when the player is injured or dies.
The SERVER receives 1 extra value - Priority.
</description>
<code>
gameevent.Listen( "player_hurt" )
hook.Add( "player_hurt", "player_hurt_example", function( data )
local health = data.health // Remaining health after injury
local priority = SERVER and data.Priority or 5 // Priority ??
local id = data.userid // Same as Player:UserID()
local attackerid = data.attacker // Same as Player:UserID() but it's the attacker id.
// Called when the player is injured or dies.
end )
</code>
</example>
<example>
<description>
This is a basic template for creating game_event listeners/hooks with the purpose of including all arguments / table variables for each game-event to make it easily known which values can be accessed and when: player_hurt. player_hurt is triggered when the player is injured or dies.
The SERVER receives 1 extra value - Priority.
</description>
<code>
gameevent.Listen( "player_say" )
hook.Add( "player_say", "player_say_example", function( data )
local priority = SERVER and data.Priority or 1 // Priority ??
local id = data.userid // Same as Player:UserID() for the speaker
local text = data.text // The written text.
// Called when a player writes text ( Called by the SERVER on the client AFTER the PlayerSay hook )
end )
</code>
</example>
<example>
<description>This is a basic template for creating game_event listeners/hooks with the purpose of including all arguments / table variables for each game-event to make it easily known which values can be accessed and when: entity_killed. entity_killed is triggered when the player or entity dies.</description>
<code>
gameevent.Listen( "entity_killed" )
hook.Add( "entity_killed", "entity_killed_example", function( data )
local inflictor_index = data.entindex_inflictor // Same as Weapon:EntIndex() / weapon used to kill victim
local attacker_index = data.entindex_attacker // Same as Player/Entity:EntIndex() / person or entity who did the damage
local damagebits = data.damagebits // DAMAGE_TYPE - use BIT operations to decipher damage types...
local victim_index = data.entindex_killed // Same as Victim:EntIndex() / the entity / player victim
// Called when a Player or Entity is killed
end )
</code>
</example>