All of these are local events, meaning you should use RegisterLocalEventHandler to register handlers for them.
basync:initPlayer(player) | a player has been initialized for basync (after their ped is spawned) |
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basync:updateServer() | activated at the same rate as the server's refresh rate (by default 30 hz) |
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basync:spawnedPlayer(player, ped) | a player ped was spawned (only happens once during initialization) |
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basync:enterVehicle(ped, vehicle) | a ped is entering a vehicle because a player's game said to (cancelled by returning true) |
basync:exitVehicle(ped) | a ped is exiting a vehicle because a player's game said to (cancelled by returning true) |
basync:updatePed(ped) | a ped was updated by a player (so you can check for any bad changes and possibly revert them) |
basync:createdPed(ped) | a new ped was created |
basync:deletePed(ped) | a ped is being deleted by a player (but this can be cancelled by returning true) |
basync:deletedPed(ped) | a ped was deleted (either by a player or the server) |
basync:initPed(ped) | a ped object was created (but is not yet valid) and it's time to initialize its state |
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basync:setPed(k, v) | a field is being changed by a player (ped.server[k] = v, return true to allow it or the player is kicked) |
basync:assignPed(ped, real) | a ped was assigned a real ped (which could be invalid if they are currently despawned) |
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basync:hidePed(real) | a real ped (not a basync ped object) is going to be "hidden" unless cancelled by returning true |
basync:createdPed(ped) | a new ped was created |
basync:deletePed(ped) | a ped is being deleted (this cannot be cancelled) |
basync:getPed(ped, state) | a ped is getting data to send to the server |
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basync:setPed(ped) | a ped is being updated |
basync:updateVehicle(vehicle) | a vehicle was updated by a player (so you can check for any bad changes and possibly revert them) |
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basync:createdVehicle(vehicle) | a new vehicle was created |
basync:deleteVehicle(vehicle) | a vehicle is being deleted by a player (but this can be cancelled by returning true) |
basync:deletedVehicle(vehicle) | a vehicle was deleted (either by a player or the server) |
basync:initVehicle(vehicle) | a vehicle object was created (but is not yet valid) and it's time to initialize its state |
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basync:setVehicle(k, v) | a field is being changed by a player (vehicle.server[k] = v, return true to allow it or the player is kicked) |
basync:assignVehicle(vehicle, real) | a vehicle was assigned a real vehicle (which could be invalid if they are currently despawned) |
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basync:hideVehicle(real) | a real vehicle (not a basync vehicle object) is going to be "hidden" unless cancelled by returning true |
basync:createdVehicle(vehicle) | a new vehicle was created |
basync:deleteVehicle(vehicle) | a vehicle is being deleted (this cannot be cancelled) |
basync:getVehicle(vehicle, state) | a vehicle is getting data to send to the server |
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basync:setVehicle(vehicle) | a vehicle is being updated |