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M2O Scripting APIScripting reference
Data shapeServer APIGenerated

EventMap

Defined in: server/api.d.ts:1571

Native events dispatched through Events.on. Each property is the exact callback argument tuple for that event.

actionPointHit: [ActionPoint, Player]

Defined in: server/api.d.ts:1695

Dispatched when a player activates a replicated action point.


consoleCommand: [string, string[]]

Defined in: server/api.d.ts:1585

Dispatched after the server console parses a command line that is not handled by a built-in command.


jukeboxUse: [Player, number]

Defined in: server/api.d.ts:1690

Dispatched when a player uses a synchronized jukebox.


markerHit: [Marker, Player]

Defined in: server/api.d.ts:1700

Dispatched when a player enters a marker’s trigger radius.


markerLeave: [Marker, Player]

Defined in: server/api.d.ts:1705

Dispatched when a player leaves a marker’s trigger radius.


npcDeath: [Npc, Player | null, NpcDeathInfo]

Defined in: server/api.d.ts:1625

Dispatched when a server-driven NPC dies, whether from a player’s hit or from npc.kill().


playerChat: [Player, string]

Defined in: server/api.d.ts:1640

Dispatched when a player submits a chat message.


playerCommand: [Player, string, string[]]

Defined in: server/api.d.ts:1645

Dispatched when a player’s chat input is parsed as a command.


playerConnect: [Player]

Defined in: server/api.d.ts:1590

Dispatched after an M2O player is connected and its script handle can be resolved.


playerDamage: [Player, PlayerDamageInfo]

Defined in: server/api.d.ts:1630

Dispatched when the server relays a bullet hit the shooter resolved against a player. Fires before the victim applies it, so the resulting health arrives with that player’s next sync.


playerDeath: [Player, Player | null, PlayerDeathInfo]

Defined in: server/api.d.ts:1620

Dispatched after the server receives and resolves a player’s death report.


playerDialNumber: [Player, number, string, number]

Defined in: server/api.d.ts:1685

Dispatched after a player dials a registered phone-book number.


playerDisconnect: [Player]

Defined in: server/api.d.ts:1595

Dispatched when an M2O player disconnects.


playerShopBuy: [Player, string, number, number, number, boolean, string]

Defined in: server/api.d.ts:1680

Dispatched after a player buys an item from a native shop; price is expressed in currency units.


playerShopClose: [Player, string, number, string]

Defined in: server/api.d.ts:1675

Dispatched when a player closes a native shop.


playerShopEnter: [Player, string, string, boolean, string]

Defined in: server/api.d.ts:1665

Dispatched when a player triggers a city shop, whether or not the native menu came up. nativeOpened is false when a client shopOpen handler suppressed the menu or the game refused the open; source is "walkIn" or "script".


playerShopOpen: [Player, string, string]

Defined in: server/api.d.ts:1670

Dispatched when a player opens a native shop. shopName is the friendly shopmenu2 configuration name, which is what the client’s Shop.open and this side’s Shop.setItem take; shopPath is the internal shop script path.


playerSpawn: [Player]

Defined in: server/api.d.ts:1600

Dispatched after an M2O player spawns or respawns.


playerSubmerged: [Player, Vehicle | null]

Defined in: server/api.d.ts:1635

Dispatched when a player goes underwater and the game’s drowning sequence starts (it resurfaces them on the nearest shore). vehicle is the one they went under in, or null on foot.


playerWaypointCleared: [Player, number, number]

Defined in: server/api.d.ts:1660

Dispatched when a player clears the active GPS waypoint.


playerWaypointReached: [Player, number, number]

Defined in: server/api.d.ts:1655

Dispatched when a player reaches the active GPS waypoint.


playerWaypointSet: [Player, number, number]

Defined in: server/api.d.ts:1650

Dispatched when a player places a GPS waypoint.


playerWeaponFire: [Player, number, Vector3, Vector3]

Defined in: server/api.d.ts:1610

Dispatched when the server receives a weapon-fire report from a player.


playerWeaponSwitch: [Player, number, number]

Defined in: server/api.d.ts:1605

Dispatched after the server receives the player’s authoritative weapon-switch update.


playerWeaponThrow: [Player, number, Vector3, number]

Defined in: server/api.d.ts:1615

Dispatched when a player releases a grenade or Molotov.


resourceStart: [string]

Defined in: server/api.d.ts:1575

Dispatched after a resource entry point has run and immediately before the resource becomes running.


resourceStop: [string]

Defined in: server/api.d.ts:1580

Dispatched while a resource is stopping, before its stop callback, timers, exports, and event handlers are cleaned up.


vehicleDestroy: [Vehicle]

Defined in: server/api.d.ts:1715

Dispatched immediately before or while a replicated vehicle is destroyed.


vehicleExplode: [Vehicle, Player | null]

Defined in: server/api.d.ts:1720

Dispatched when a replicated vehicle explodes.


vehiclePlayerEntered: [Vehicle, Player]

Defined in: server/api.d.ts:1745

Dispatched after a player has entered a vehicle.


vehiclePlayerEntering: [Vehicle, Player, number]

Defined in: server/api.d.ts:1740

Dispatched when a player begins entering a vehicle seat.


vehiclePlayerExited: [Vehicle, Player]

Defined in: server/api.d.ts:1755

Dispatched after a player has exited a vehicle.


vehiclePlayerExiting: [Vehicle, Player]

Defined in: server/api.d.ts:1750

Dispatched when a player begins exiting a vehicle.


vehicleRadioChange: [Vehicle, Player, number]

Defined in: server/api.d.ts:1735

Dispatched after a vehicle driver changes its radio station.


vehicleSpawn: [Vehicle]

Defined in: server/api.d.ts:1710

Dispatched immediately after a replicated vehicle is created.


vehicleSubmerged: [Vehicle]

Defined in: server/api.d.ts:1725

Dispatched when a replicated vehicle goes underwater.


vehicleSurfaced: [Vehicle]

Defined in: server/api.d.ts:1730

Dispatched when a previously submerged replicated vehicle leaves the water.