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Server Scripting Reference

Server Version 2.X

Warning

BeamMP server version 2.X is now unsupported. This documentation is provided as a reference only. Please update to the latest version for maintenance and support.


This is 2.x scripting. Only refer to this if your server is old/outdated (version 2.x.x). For the latest documentation see here.

Notes

To get the output of a function in the server console you have to wrap it in a print() statement. For example: print(GetPlayerName(0)) will return the name of your server's first player.

<PlayersServerID> starts at 0.

List of available functions for scripting

GetPlayerName(playersServerID)

Returns the player's discord name as a string

function onPlayerJoin(playerID)
  local name = GetPlayerName(playerID)
  -- Do something
end

GetPlayerDiscordID(playersServerID)

Returns the player's discord name as a string

function onPlayerJoin(playerID)
  local name = GetPlayerDiscordID(playerID)
  -- Do something
end

GetPlayerHWID(playersServerID)

Returns the player's discord ID as a string

function onPlayerJoin(playerID)
  local name = GetPlayerHWID(playerID)
  -- Do something
end

GetPlayerVehicles(playersServerID)

Returns the player's vehicles as an object/array

function onChatMessage(playerID, senderName, message)
  local vehicleList = GetPlayerVehicles(playerID)
  for vehicleID, vehicleData in pairs(vehicleList) do
      -- Do something
    -- Could also be used to check how many vehicles a player have
  end
end

DropPlayer(playersServerID)

Drops the connection for a specific player. Essentially Kicking them

function onVehicleSpawn(playerID, vehicleID, vehicleData)
  -- Do something 
  DropPlayer(playerID)
end

SendChatMessage(playersServerID, message)

Sends a message over the network to the specified user. Use -1 for everyone

function onPlayerJoin(playerID)
  SendChatMessage(-1, "Someone just joined!")
end

CancelEvent() -- DEPRECIATED

Cancels the event from happening. This might be going soon. Use return 1 to cancel the event.

onInit()

If declared in a lua file, it will be called once C++ successfully finished loading the current lua file

function onInit()
  print("Server ready")
end

exit()

Will close the server

function onInit()
  print("Server Ready. But who needs a server which is running")
  exit() -- Stops the server
end

CreateThread(functionName, callInterval)

Will execute the function on a dedicated thread and it will run callInterval times a second. 1 = It will run every second.

function yourFunction()
  for i = 1,10 do
      SendChatMessage(-1, "Countdown: "..i)
      Sleep(1000)
  end
end
CreateThread("yourFunction", 30)

DEPRECIATED EXAMPLE Will execute the function on a dedicated thread

function yourFunction()
  for i = 1,10 do
      SendChatMessage(-1, "Countdown: "..i)
      Sleep(1000)
  end
end
CreateThread("yourFunction", 30)

StopThread(functionName)

Will stop trying to call the thread function of the current script

function yourFunction()
  delayExpired = false
  Sleep(10000)
  delayExpired = true
end
CreateThread("yourFunction", 30)
-- Do something
if not delayExpired then
  StopThread("yourFunction")
else
  -- Do something
end

Sleep(millisecs) - DEPRECIATED

Will pause execution for the amount of time specified (warning doing so will pause the entire server if you didn't create a thread)

function countdown()
  for i = 1,10 do
      SendChatMessage(-1, "Countdown: "..i)
      Sleep(1000)
  end
end
CreateThread("countdown", 10)

GetPlayerCount()

Will return how many players are connected

function onPlayerJoin(playerID)
  SendChatMessage(playerID, "You are the "..GetPlayerCount().."th player!"
end

RemoveVehicle(playerServerID, VehicleID)

Will despawn a vehicle

function onVehicleSpawn(playerID, vehicleID, vehicleData)
  if --[[ Vehicle data equal something it shouldn't be ]] then
      RemoveVehicle(playerID, vehicleIID)
  end
end

GetPlayers()

Will return a table of IDs with Names

local function onPlayerJoin(joinedPlayerID)
  local players = GetPlayers()
  for playerID, playerName in pairs(players) do
      if playerID == joinedPlayerID then
          -- Do something
      end
  end
end

RegisterEvent(eventName, functionName)

Will register that function to the event specified. Both must be strings

  function anyEvent()
      -- Do something
      end
  RegisterEvent("onAnyEventHappen", "anyEvent")
  -- Do something
  TriggerLocalEvent("onAnyEventHappen")

TriggerLocalEvent(eventName)

Will call every registered function in the same plugin folder.

  function anyEvent()
      -- Do something
      end
  RegisterEvent("onAnyEventHappen", "anyEvent")
  -- Do something
  TriggerLocalEvent("onAnyEventHappen")

TriggerGlobalEvent(eventName)

Will call every registered function with this event name.

  -- File A
  function anyEvent()
      -- Do something
      end
  RegisterEvent("onAnyEventHappen", "anyEvent")
      -- File B
  TriggerGlobalEvent("onAnyEventHappen")

TriggerClientEvent(playerServerID, eventName, data)

Will call that event with the given data on the specified client (-1 for broadcast)

  function onPlayerJoin(playerServerID)
     TriggerClientEvent(playerServerID, "anyEvent", "You just joined the server")
  end
  RegisterEvent("onAnyEventHappen", "anyEvent")

Set(configID, newValue)

will set a config setting to the new specified value table below|

  function onChatMessage(playerID, senderName, message)
    if playerID == adminPlayer then
      if message == --[[ anything ]] then
        Set(3, 10)
      end
    end
  end

List of available config settings for the Set() command

Note that these will not save to the config file.

Config ID Name Will only accept
0 Debug setting true or false
1 Private setting true or false
2 Max car per player number
3 Max players number
4 Map string
5 Name string
6 Description string
any other ID will result in a console warning

List of available events for scripting

Default Events

Example of how to use an event:

    function onInit()
    RegisterEvent("onPlayerJoin", "onPlayerJoin")
  end

  function onPlayerJoin(playerServerID)
    -- Do something
  end

If you dont want guests on your server:

    function onInit()
        print("noGuests Ready")
        RegisterEvent("onPlayerAuth","onPlayerAuth")
    end

    function onPlayerAuth(name, role, isGuest)
        if isGuest then
            return "You must be signed in to join this server!"
        end
    end

Event Parameters Description
onPlayerAuth The player's name, forum role, guest account (bool) A player has authenticated and is requesting to join
onPlayerConnecting The player's ID A player is loading in (Before loading the map)
onPlayerJoining The player's ID A player is loading the map and will be joined soon
onPlayerJoin The player's ID A player has joined and loaded in
onPlayerDisconnect The player's ID A player has disconnected
onChatMessage The sender's ID, name, and the chat message A chat message was sent. This would be good for making a commands system
onVehicleSpawn The player's ID, the vehicle ID, and the vehicle data This is called when someone spawns a vehicle
onVehicleEdited The player's ID, the vehicle ID, and the vehicle data This is called when someone edits a vehicle, or replaces their existing one
onVehicleDeleted The player's ID and the vehicle ID This is called when someone deletes a vehicle they own

Custom Events

Custom events can also be created for your own use. This is done very much the same to how the default ones are done.

Example of how to use a custom event:

    function onInit()
    RegisterEvent("myCustomEvent", "myCustomEvent")
  end

  function myCustomEvent(playerServerID, customData)
    -- Do something
  end

This can then be called either from client side or serverside using the respective functions.

Players

When a player connects to your server, they are assigned a serverID starting from 0 and counting upwards. serverIDs are reused; if a player leaves and re-joins they will not be assigned a new serverID, they will simply get another available one. When the server restarts, serverIDs will be reset.

Static Identifiers

Players in BeamMP have 3 static identifiers which can be obtained from their serverID being their name, discordID, and their hardwareID or HWID. (though the latter of the aforementioned isn't implemented, we will act as if it is) Each of the three ID types has their own origins and strength's/weaknesses to using them for player identification.

ID TYPE PROS CONS FUNCTION TO OBTAIN
name easy to obtain, straightforward not secure GetPlayerName()
discordID fairly secure inconvenient GetPlayerDiscordID()
HWID extremely secure hard to obtain GetPlayerHWID()

Vehicles

Vehicles in beamMP have 3 attributes that the server pays attention to, the owner's serverID, the vehicles vehicleID and it's data. The Owner's serverID is straight forward, it is the serverID, every vehicle also has an ID, vehicle IDs are not unique to the vehicle; two vehicles may have the same ID, assuming they're from different owners. Unlike serverIDs, vehicleIDs are reused, for example, if I have 4 vehicles, their IDs are 0, 1, 2 and, 3 if I delete the vehicle in vehicleID 2, I will have 0, 1 and, 3, when I spawn a new vehicle, the new vehicle will slot into ID 2. Lastly, the last attribute vehicles have is data, data contains a vehicle, name, parts, and other data; as the name implies. data is stored as a raw JSON string, so you will need a JSON library alternatively, you can manually step through the string and dig out the information you need.