OnPlayerChat: Difference between revisions

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[[Category:Incomplete Event]]
__NOTOC__
__NOTOC__
This event is triggered when a player chats inside the chat box.
{{Server event}}
This event is triggered when a player chats inside the chatbox.


==Syntax==  
==Parameters==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
void onPlayerChat ( string message, int type )         
string message, int messageType
</syntaxhighlight>  
</syntaxhighlight>  


==Variables==
*'''message''': a [[string]] representing the message typed into the chat.
*'''player''': A player element refering to the player who is chatting the message
*'''messageType''': an [[int]] value representing the message type:
*'''message''': A string representing the message typed into the chat
**'''0''': normal message
*'''type''': An integer value representing the chat type:
**'''1''': action message (/me)
*''0'': normal
**'''2''': team message
*''1'': action (/me)
*''2'': team


===Canceling===
==Source==
If this event is [[Event system#Canceling|canceled]], the game's chatsystem won't deliver the posts. Use [[outputChatBox]] to send the messages then.
The [[event system#Event source|source]] of this event is the [[player]] who sent the chatbox message.
 
==Cancel effect==
If this event is [[Event system#Canceling|canceled]], the game's chat system won't deliver the posts. You may use [[outputChatBox]] to send the messages then.
Cancelling this event also means the chat will not appear in the server console or logs. If you want chat logging, you will have to add a call to [[outputServerLog]] - See the second example.
 
==Examples==
 
<section name="Example 1" class="server" show="true">
This example limits receiving of chat messages to a spherical area around the player who sent the message, also blocking action and team text.
 
<syntaxhighlight lang="lua">
-- define our chat radius
local chatRadius = 20 --units
 
-- define a handler that will distribute the message to all nearby players
function sendMessageToNearbyPlayers(message, messageType)
    -- we will only send normal chat messages, action and team types will be ignored
    if messageType == 0 then
        -- get the chatting player's position
        local posX1, posY1, posZ1 = getElementPosition(source)
 
        -- loop through all player and check distance
        for id, player in ipairs(getElementsByType("player")) do
            local posX2, posY2, posZ2 = getElementPosition(player)
            if getDistanceBetweenPoints3D(posX1, posY1, posZ1, posX2, posY2, posZ2) <= chatRadius then
                outputChatBox(message, player)
            end
        end
    end
    -- block the original message by cancelling this event
    cancelEvent()
end
-- attach our new chat handler to onPlayerChat
addEventHandler( "onPlayerChat", getRootElement(), sendMessageToNearbyPlayers )
</syntaxhighlight>
</section>
 
 
 
<section name="Example 2" class="server" show="true">
This example implements colored player names in chat.


==Example==
This example adds a !createhydra command, which creates a hydra nearby
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
addEventHandler ( "onPlayerChat ", getRootElement(), "onPlayerChat" ) -- add an event handler for onPlayerChat
--This function is executed when a player joins, it sets the player's name-tag color to a random color.
function onPlayerChat ( message, type )
local function playerJoin()
  if ( gettok ( message , 1, 32 ) == "!createhydra" ) then
local red, green, blue = math.random (50, 255), math.random (50, 255), math.random (50, 255)
    x, y, z = getElementPosition ( source )
        setPlayerNametagColor(source, red, green, blue)
    createVehicle ( 520, x + 5, y, z )
    outputChatBox("You got a hydra",source)
  end
end
end
addEventHandler ("onPlayerJoin", root, playerJoin)
--This function is executed when a player says something in chat, it outputs the player's message, with their nick colored to match their name tag color.
local function playerChat(message, messageType)
if messageType == 0 then --Global (main) chat
                cancelEvent()
                local red, green, blue = getPlayerNametagColor(source)
outputChatBox(getPlayerName(source)..": #FFFFFF"..message, root, red, green, blue, true )
outputServerLog("CHAT: "..getPlayerName(source)..": "..message)--NOTE: Beacuse we cancelled the onPlayerChat event, we need to log chat manually.
end
end
addEventHandler("onPlayerChat", root, playerChat)
</syntaxhighlight>
</section>
<section name="Example 3" class="server" show="true">
This is a script that kills any player that says 'kill'.
<syntaxhighlight lang="lua">
function onChat(message, messageType)
    if string.find(message, 'kill') then  -- Searches for the string 'kill' in the message sent
        killPed ( source, source ) -- Kills that player that typed the string 'kill'
    end
end --End of the function
addEventHandler("onPlayerChat", getRootElement(), onChat)
</syntaxhighlight>
</syntaxhighlight>
</section>
{{See also/Server event|Player events}}


==See Also==
[[ru:onPlayerChat]]
{{Event_functions}}
* [[Gettok]]
* [[Split]]

Revision as of 15:53, 22 January 2019

This event is triggered when a player chats inside the chatbox.

Parameters

string message, int messageType
  • message: a string representing the message typed into the chat.
  • messageType: an int value representing the message type:
    • 0: normal message
    • 1: action message (/me)
    • 2: team message

Source

The source of this event is the player who sent the chatbox message.

Cancel effect

If this event is canceled, the game's chat system won't deliver the posts. You may use outputChatBox to send the messages then. Cancelling this event also means the chat will not appear in the server console or logs. If you want chat logging, you will have to add a call to outputServerLog - See the second example.

Examples

Click to collapse [-]
Example 1

This example limits receiving of chat messages to a spherical area around the player who sent the message, also blocking action and team text.

-- define our chat radius
local chatRadius = 20 --units

-- define a handler that will distribute the message to all nearby players
function sendMessageToNearbyPlayers(message, messageType)
    -- we will only send normal chat messages, action and team types will be ignored
    if messageType == 0 then
        -- get the chatting player's position
        local posX1, posY1, posZ1 = getElementPosition(source)

        -- loop through all player and check distance
        for id, player in ipairs(getElementsByType("player")) do
            local posX2, posY2, posZ2 = getElementPosition(player)
            if getDistanceBetweenPoints3D(posX1, posY1, posZ1, posX2, posY2, posZ2) <= chatRadius then
                outputChatBox(message, player)
            end
        end
    end
    -- block the original message by cancelling this event
    cancelEvent()
end
-- attach our new chat handler to onPlayerChat
addEventHandler( "onPlayerChat", getRootElement(), sendMessageToNearbyPlayers )


Click to collapse [-]
Example 2

This example implements colored player names in chat.

--This function is executed when a player joins, it sets the player's name-tag color to a random color.
local function playerJoin()
	local red, green, blue = math.random (50, 255), math.random (50, 255), math.random (50, 255)
        setPlayerNametagColor(source, red, green, blue)
end
addEventHandler ("onPlayerJoin", root, playerJoin)

--This function is executed when a player says something in chat, it outputs the player's message, with their nick colored to match their name tag color.
local function playerChat(message, messageType)
	if messageType == 0 then --Global (main) chat
                cancelEvent()
                local red, green, blue = getPlayerNametagColor(source)
		outputChatBox(getPlayerName(source)..": #FFFFFF"..message, root, red, green, blue, true )
		outputServerLog("CHAT: "..getPlayerName(source)..": "..message)--NOTE: Beacuse we cancelled the onPlayerChat event, we need to log chat manually.
	end
end
addEventHandler("onPlayerChat", root, playerChat)


Click to collapse [-]
Example 3

This is a script that kills any player that says 'kill'.

function onChat(message, messageType)
    if string.find(message, 'kill') then  -- Searches for the string 'kill' in the message sent
        killPed ( source, source ) -- Kills that player that typed the string 'kill'
    end
end --End of the function
addEventHandler("onPlayerChat", getRootElement(), onChat)

See Also

Player events


Event functions