tw.gameEvents
Side: Client
Listen to native RedM game events such as deaths, shots, interactions, and more.
Functions
tw.gameEvents.listen(event_name, callback)
Registers a listener for a specific game event (or all events).
| Parameter | Type | Description |
|---|---|---|
event_name | string | Name of the game event to listen for (e.g. "EVENT_BUCKED_OFF") or "all" to receive every event |
callback | function | Called with a data table containing event_name plus named fields from the event definition |
The data table passed to the callback always contains:
event_name— the name of the triggered event- Additional named fields depending on the specific event
lua
tw.gameEvents.listen("EVENT_ENTITY_DAMAGED", function(data)
print("Event:", data.event_name)
-- data contains event-specific fields
end)Examples
Listen to a specific event
lua
tw.gameEvents.listen("EVENT_BUCKED_OFF", function(data)
print("Player was bucked off a horse!")
end)Listen to entity damage
lua
tw.gameEvents.listen("EVENT_ENTITY_DAMAGED", function(data)
print("Entity damaged:", data.event_name)
end)Listen to all game events (debug)
lua
tw.gameEvents.listen("all", function(data)
print("Game event fired:", data.event_name)
end)Notes
- Use
"all"as the event name to receive every game event. This is useful for debugging but should not be used in production due to the high volume of events. - The
datatable fields vary depending on the event type. Each event has its own set of named fields based on the native event definition. - Common events include:
EVENT_ENTITY_DAMAGED,EVENT_ENTITY_DESTROYED,EVENT_BUCKED_OFF,EVENT_SHOT_FIRED, and many others.

