TRIGGER_SCRIPT_EVENT
playerBits (also known as playersToBroadcastTo) is a bitset that indicates which players this event should be sent to.
0x5AE99C571D5BBE5DTriggerScriptEvent0x5AE99C571D5BBE5DSignature
void TRIGGER_SCRIPT_EVENT(int eventGroup, Any* eventData, int eventDataSize, int scriptMetadataIndex, int* playerBits);Parameters
| Name | Type | Description |
|---|---|---|
eventGroup | int | — |
eventData | Any* | — |
eventDataSize | int | — |
scriptMetadataIndex | int | — |
playerBits | int* | — |
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
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#
const [eventData, playerBits] = TriggerScriptEvent(eventGroup, eventDataSize, scriptMetadataIndex);
// by hash
const [eventData, playerBits] = Citizen.invokeNative('0x5AE99C571D5BBE5D', eventGroup, Citizen.pointerValueInt(), eventDataSize, scriptMetadataIndex, Citizen.pointerValueInt());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
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