RedM Natives

TRIGGER_SCRIPT_EVENT

playerBits (also known as playersToBroadcastTo) is a bitset that indicates which players this event should be sent to.

Hash0x5AE99C571D5BBE5D
Runtime nameTriggerScriptEvent
NamespaceSCRIPT
SideClient
NameOfficial
Docs
Since build1207
GTA V hash0x5AE99C571D5BBE5D

Signature

void TRIGGER_SCRIPT_EVENT(int eventGroup, Any* eventData, int eventDataSize, int scriptMetadataIndex, int* playerBits);

Parameters

NameTypeDescription
eventGroupint—
eventDataAny*—
eventDataSizeint—
scriptMetadataIndexint—
playerBitsint*—

Returns void

Description

eventGroup: 0 = SCRIPT_EVENT_QUEUE_AI (CEventGroupScriptAI), 1 = SCRIPT_EVENT_QUEUE_NETWORK (CEventGroupScriptNetwork), 2 = unk, 3 = unk, 4 = SCRIPT_EVENT_QUEUE_SCRIPT_ERRORS (CEventGroupScriptErrors)

Note: eventDataSize is NOT the size in bytes, it is the size determined by the SIZE_OF operator (RAGE Script operator, not C/C++ sizeof). That is, the size in bytes divided by 8 (script variables are always 8-byte aligned!).

playerBits (also known as playersToBroadcastTo) is a bitset that indicates which players this event should be sent to. In order to send the event to specific players only, use (1 << playerIndex). Set all bits if it should be broadcast to all players.

Usage

Lua
local eventData, playerBits = TriggerScriptEvent(eventGroup, eventDataSize, scriptMetadataIndex)

-- always works, by hash
local eventData, playerBits = Citizen.InvokeNative(0x5AE99C571D5BBE5D, eventGroup, Citizen.PointerValueInt(), eventDataSize, scriptMetadataIndex, Citizen.PointerValueInt())
JavaScript and C#
JavaScript
const [eventData, playerBits] = TriggerScriptEvent(eventGroup, eventDataSize, scriptMetadataIndex);

// by hash
const [eventData, playerBits] = Citizen.invokeNative('0x5AE99C571D5BBE5D', eventGroup, Citizen.pointerValueInt(), eventDataSize, scriptMetadataIndex, Citizen.pointerValueInt());
C#
var eventData = new OutputArgument();
var playerBits = new OutputArgument();
Function.Call((Hash)0x5AE99C571D5BBE5D, eventGroup, eventData, eventDataSize, scriptMetadataIndex, playerBits);
// eventData.GetResult<int>()
// playerBits.GetResult<int>()
  • Pointer (out) arguments are not passed in Lua/JS: their values are returned after the result, in order.
  • Any* arguments are often structs. Build them with a DataView buffer and pass it with :Buffer() — see the examples and notes below.

Sources

alloc8or RDR3 NativeDB

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