HowTo/Events: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 17: | Line 17: | ||
{ | { | ||
message(client.player.name + ' has joined the server!', COLOUR_GREEN); | message(client.player.name + ' has joined the server!', COLOUR_GREEN); | ||
})}} | });}} | ||
'''Lua, Server-Side:''' | '''Lua, Server-Side:''' |
Latest revision as of 15:57, 21 April 2021
Summary
Events are used to run your code when something specific occurs.
An event system is also called the observer pattern.
A scripting function can be bound to an event, by using the event name with addEventHandler or bindEventHandler.
When an event is invoked, all scripting functions that are bound to that event are called.
Event names are not case-sensitive, OnPlayerJoined is the same as onPlayerJoined.
Example
JS, Server-Side:
addEventHandler('onPlayerJoined', function(event,client)
{
message(client.player.name + ' has joined the server!', COLOUR_GREEN);
});
Lua, Server-Side:
addEventHandler('onPlayerJoined', function(event,client)
message(client.player.name .. ' has joined the server!', COLOUR_GREEN)
end)