RedM Natives

REGISTER_COMMAND

Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands).

Hash0x5FA79B0F
Runtime nameRegisterCommand
NamespaceCFX
SideClient + server
NameOfficial
Docs

Signature

void REGISTER_COMMAND(char* commandName, func handler, BOOL restricted);

Parameters

NameTypeDescription
commandNamechar*

The command you want to register.

handlerfunc

A handler function that gets called whenever the command is executed.

restrictedBOOL

If this is a server command and you set this to true, then players will need the command.yourCommandName ace permission to execute this command.

Returns void

Description

Cfx.re native reference

Registered commands can be executed by entering them in the client console (this works for client side and server side registered commands). Or by entering them in the server console/through an RCON client (only works for server side registered commands). Or if you use a supported chat resource, like the default one provided in the cfx-server-data repository, then you can enter the command in chat by prefixing it with a /.

Commands registered using this function can also be executed by resources, using the ExecuteCommand native.

The restricted bool is not used on the client side. Permissions can only be checked on the server side, so if you want to limit your command with an ace permission automatically, make it a server command (by registering it in a server script).

Example result:

Usage

Lua
RegisterCommand(commandName, handler, restricted)

-- always works, by hash
Citizen.InvokeNative(0x5fa79b0f, commandName, handler, restricted)
JavaScript and C#
JavaScript
RegisterCommand(commandName, handler, restricted);

// by hash
Citizen.invokeNative('0x5fa79b0f', commandName, handler, restricted);
C#
Function.Call((Hash)0x5fa79b0f, commandName, handler, restricted);

Examples

LUA · Cfx.re native reference
-- (server side script)
-- Registers a command named 'ping'.
RegisterCommand("ping", function(source, args, rawCommand)
    -- If the source is > 0, then that means it must be a player.
    if (source > 0) then
    
        -- result (using the default GTA:O chat theme) https://i.imgur.com/TaCnG09.png
        TriggerClientEvent("chat:addMessage", -1, {
            args = {
                GetPlayerName(source),
                "PONG!"
            },
            color = { 5, 255, 255 }
        })
    
    -- If it's not a player, then it must be RCON, a resource, or the server console directly.
    else
        print("This command was executed by the server console, RCON client, or a resource.")
    end
end, false --[[this command is not restricted, everyone can use this.]])
CS · Cfx.re native reference
RegisterCommand("ping", new Action<int, List<object>, string>((source, args, rawCommand) =>
{
    if (source > 0) // it's a player.
    {
        // Create a message object.
        dynamic messageObject = new ExpandoObject();
        // Set the message object args (message author, message content)
        messageObject.args = new string[] { GetPlayerName(source.ToString()), "PONG!" };
        // Set the message color (r, g, b)
        messageObject.color = new int[] { 5, 255, 255 };

        // Trigger the client event with the message object on all clients.
        TriggerClientEvent("chat:addMessage", messageObject);
    }
    // It's not a player, so it's the server console, a RCON client, or a resource.
    else
    {
        Debug.WriteLine("This command was executed by the server console, RCON client, or a resource.");
    }
}), false /*This command is also not restricted, anyone can use it.*/ );

Sources

Cfx.re native reference

Something wrong or missing? Contribute a verified note — corrections ship through pull requests.