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- using System;
- using GTANetworkAPI;
- namespace blankscript
- {
- public class blankscript : Script
- {
- [ServerEvent(Event.ResourceStart)] //This type of event is mainly used for handling stuff after this resource has been initiated.
- public void ResourceStart()
- {
- Console.WriteLine("\n--------------------------------------");
- Console.WriteLine("Blank Script by your name here");
- Console.WriteLine("--------------------------------------\n");
- }
- [Command("hi", Alias="hello, hey, howdy")]
- public void SayHi(Client player)
- {
- NAPI.Chat.SendChatMessageToPlayer(player, "Hello!");
- }
- [Command("car")]
- public void CmdCreateCar(Client client, string type)
- {
- Vehicle newVehicle;
- uint myCarType = NAPI.Util.GetHashKey(type);
- newVehicle = NAPI.Vehicle.CreateVehicle(myCarType, client.Position.Around(5), 0, 7, 7);
- }
- [Command("sethealth")]
- public void CmdSetHealth(Client client, int amount)
- {
- if (amount > 50)
- {
- client.Health = 100;
- return;
- }
- if (amount < 5)
- {
- client.SendChatMessage("You can't set health lower than 5.");
- return;
- }
- client.Health = amount;
- client.SendChatMessage($"Your health has been set to: {amount}");
- }
- [ServerEvent(Event.ResourceStop)] //This type of event is mainly used for handling stuff before resource termination.
- public void ResourceStop()
- {
- Console.WriteLine("Goodbye");
- }
- [ServerEvent(Event.ResourceStartEx)] //This event is triggered when a resource starts.
- public void OnResourceStartEx(string resourceName)
- {
- NAPI.Chat.SendChatMessageToAll($"Resource {resourceName} got started!");
- }
- [ServerEvent(Event.ResourceStopEx)] //This event is triggered when a resource stops.
- public void OnResourceStopEx(string resourceName)
- {
- NAPI.Chat.SendChatMessageToAll($"Resource {resourceName} is stopped!");
- }
- [ServerEvent(Event.Update)] //This event is used for iterating code at server's tickrate.
- public void OnUpdate()
- {
- }
- [ServerEvent(Event.ChatMessage)] // Handling server chat.
- public void OnChatMessage(Client player, string message)
- {
- if (message.Contains("Foo"))
- {
- NAPI.Chat.SendChatMessageToPlayer(player, "Prohibited word!");
- return;
- }
- }
- [ServerEvent(Event.PlayerConnected)] //This event is invoked once the player has finished loading all the required resources.
- public void OnPlayerConnected(Client player)
- {
- player.SendChatMessage($"Welcome to our server {player.Name}");
- }
- [ServerEvent(Event.PlayerDisconnected)] //This type of event is used for handling code when the player disconnects.
- public void OnPlayerDisconnected(Client player, DisconnectionType type, string reason)
- {
- switch (type)
- {
- case DisconnectionType.Left:
- NAPI.Chat.SendChatMessageToAll("~b~" + player.Name + "~w~ has quit the server.");
- break;
- case DisconnectionType.Timeout:
- NAPI.Chat.SendChatMessageToAll("~b~" + player.Name + "~w~ has timed out.");
- break;
- case DisconnectionType.Kicked:
- NAPI.Chat.SendChatMessageToAll("~b~" + player.Name + "~w~ has been kicked for " + reason);
- break;
- }
- }
- [ServerEvent(Event.PlayerDeath)] //This type of event is used for handling code when someone dies.
- public void OnPlayerDeath(Client player, Client killer, uint reason)
- {
- if (!killer.IsNull)
- {
- NAPI.Notification.SendNotificationToAll($"{killer.Name} killed {player.Name}");
- }
- else
- {
- NAPI.Notification.SendNotificationToAll($"{player.Name} died");
- }
- }
- [ServerEvent(Event.PlayerSpawn)] //This type of event is used for handling your code when you spawn.
- public void OnPlayerSpawn(Client player)
- {
- }
- [ServerEvent(Event.PlayerPickup)] //This type of event is used for handling code when the character picks up a pickup entity.
- public void OnPlayerPickup(Client player, Pickup pickup)
- {
- }
- [ServerEvent(Event.PlayerDamage)] //This event is triggered when a player's health or armor changes.
- public void OnPlayerDamage(Client player, float healthLoss, float armorLoss)
- {
- }
- [ServerEvent(Event.PlayerEnterVehicle)] // This type of event is used for handling code when the player enters any type of vehicle.
- public void OnPlayerEnterVehicle(Client player, Vehicle vehicle, sbyte seatID)
- {
- NAPI.Chat.SendChatMessageToPlayer(player, "You've entered the vehicle");
- }
- [ServerEvent(Event.PlayerExitVehicle)] //This type of event is used for handling code when the player exits any type of vehicle.
- public void OnPlayerExitVehicle(Client player, Vehicle vehicle)
- {
- NAPI.Chat.SendChatMessageToPlayer(player, "You've left the vehicle");
- }
- [ServerEvent(Event.PlayerWeaponSwitch)] //This event is triggered when a player changes weapon.
- public void OnPlayerWeaponSwitch(Client player, WeaponHash oldWeapon, WeaponHash newWeapon)
- {
- }
- [ServerEvent(Event.PlayerDetonateStickies)] //This event is triggered when a player detonate stickies.
- public void OnPlayerDetonateStickies(Client player)
- {
- }
- [ServerEvent(Event.PlayerEnterColshape)] //This type of event is used for handling code when the player enters a ColShape.
- public void OnPlayerEnterColshape(ColShape shape, Client player)
- {
- }
- [ServerEvent(Event.PlayerExitColshape)] //This event is triggered when a player exits a colshape.
- public void OnPlayerExitColShape(ColShape shape, Client player)
- {
- }
- [ServerEvent(Event.PlayerEnterCheckpoint)] //Event when player enters checkpoint.
- public void OnPlayerEnterCheckpoint(Checkpoint checkpoint, Client player)
- {
- }
- [ServerEvent(Event.PlayerExitCheckpoint)] //Event when player exits checkpoint.
- public void OnPlayerExitCheckpoint(Checkpoint checkpoint, Client player)
- {
- }
- [ServerEvent(Event.VehicleDamage)] //This event is triggered when a vehicle's health changes.
- public void OnVehicleDamageHandler(Vehicle vehicle, float bodyHealthLoss, float engineHealthLoss)
- {
- }
- [ServerEvent(Event.VehicleSirenToggle)] // This event is triggered when siren toggle.
- public void OnVehicleSirenToggle(Vehicle vehicle, bool oldValue)
- {
- }
- [ServerEvent(Event.VehicleDoorBreak)] //This event is triggered when a vehicle door break.
- public void OnVehicleDoorBreak(Vehicle vehicle, int doorIndex)
- {
- }
- [ServerEvent(Event.VehicleWindowSmash)] //This event is triggered when a vehicle window get smashed.
- public void OnVehicleWindowSmash(Vehicle vehicle, int windowIndex)
- {
- }
- [ServerEvent(Event.VehicleTyreBurst)] //This event is triggered when a vehicle tyre burst.
- public void OnVehicleTyreBurst(Vehicle vehicle, int tyreIndex)
- {
- }
- [ServerEvent(Event.VehicleDeath)] //This type of event is used for handling code when a vehicle gets destroyed.
- public void OnVehicleDeath(Vehicle veh)
- {
- }
- [ServerEvent(Event.VehicleTrailerChange)] //This event is triggered when a vehicle trailer change.
- public void OnVehicleTrailerChange(Vehicle vehicle, Vehicle trailer)
- {
- }
- }
- }
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