Revision Difference
gameevent.Listen#549417
<function name="Listen" parent="gameevent" type="libraryfunc">
<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>⤶
<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 (with examples) can be found [here](gameevent).⤶
<note>⤶
All gameevents are called in the **Menu State**, but if you want to use them you need to use some DLL(like [this](https://github.com/RaphaelIT7/gmod-gameeventmanager) one) or you need to create your own.⤶
</note>⤶
</description>⤶
<realm>Shared</realm>
<args>
<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></function>