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gameevent.Listen#548560

<function name="Listen" parent="gameevent" type="libraryfunc"> <description>Add a [game event](gameevent) listener.</description>⤶ <description>Adds a [game event](gameevent) listener, creating a new hook using the <page>hook</page> library, which can be listened to via <page>hook.Add</page> with the given `eventName` as event.⤶ ⤶ ⤶ List of valid events can be found [here](gameevent).</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>⤶ <arg name="eventName" type="string">The event to listen to.</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 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>