There is primarily one event that the script emits for other scripts to listen to, more can be added if requested. The event's name is slashtires:slashedTire, it has 2 parameters, vehicle (a vehicle handle), and tireIndex.
Examples
-- This event is fired when the local player has slashed a tire
AddEventHandler('slashtires:slashedTire', function(vehicle, tireIndex)
print(string.format("Local player slashed a tire (index: %s) of vehicle %s", tireIndex, vehicle))
end)
Server
There is also one event on the server, it has the same name, but it's NOT a net event, it is emitted from the server to the server. In contrast to the client version, this event contains much more data, the data in this event should in principle be trustable, as most of the data has been collected on the server, and not by the client.
The following is the data table included with the event:
{
source = src, -- string
netId = netId, -- integer
tireIndex = tireIndex, -- integer
hasBurstedTire = hasBurstedTire, -- boolean: if the tire was burst on the client, or if the server needed to send a event to another client to make it burst
vehicleCoords = vehicleCoords, -- vector3
playerCoords = playerCoords, -- vector3
distance = distance, -- number
weaponHash = weaponHash, -- integer
weaponName = weaponName, -- string
sendtAlert = sendtAlert, -- boolean
weaponRemoved = wasWeaponRemoved, -- boolean
vehicleModel = vehicleModel, -- integer
numberPlate = numberPlate -- string
}
Examples
-- This event is fired when a player has successfully slashed a tire
AddEventHandler('slashtires:slashedTire', function(data)
print(json.encode(data, {indent = true}))
end)