OnPlayerChat: Difference between revisions
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John Michael (talk | contribs) m (Cleaned up the second example, made it work as described.) |
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-- sets colors when player join | -- sets colors when player join | ||
function onJoin () | function onJoin () | ||
g_Red, g_Green, g_Blue = math.random (50, 255), math.random (50, 255), math.random (50, 255) | local g_Red, g_Green, g_Blue = math.random (50, 255), math.random (50, 255), math.random (50, 255) | ||
setPlayerNametagColor(source, g_Red, g_Green, g_Blue) | |||
end | end | ||
-- checks if player has sent a message | -- checks if player has sent a message | ||
function onChat ( message, messageType ) | function onChat ( message, messageType ) | ||
if messageType == 0 then | if messageType == 0 then | ||
cancelEvent() | |||
outputChatBox ( getPlayerName ( source ) .. ": #E0D0B0" .. message, | local g_Red, g_Green, g_Blue = getPlayerNametagColor(source) | ||
outputChatBox ( getPlayerName ( source ) .. ": #E0D0B0" .. message, root, g_Red, g_Green, g_Blue, true ) | |||
outputServerLog( "CHAT: " .. getPlayerName ( source ).. ": " .. message ) | outputServerLog( "CHAT: " .. getPlayerName ( source ).. ": " .. message ) | ||
end | end | ||
end | end | ||
addEventHandler ( "onPlayerJoin", | --root is a constant variable for getRootElement() - so these events will all be attatched to the root element. | ||
addEventHandler ( "onPlayerChat", | addEventHandler ( "onPlayerJoin", root, onJoin) | ||
addEventHandler ( "onPlayerChat", root, onChat ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
{{See also/Server event|Player events}} | {{See also/Server event|Player events}} |
Revision as of 21:34, 8 October 2011
This event is triggered when a player chats inside the chat box.
Parameters
string message, int messageType
- message: A string representing the message typed into the chat.
- messageType: An integer 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.
Example
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 posX, posY, posZ = getElementPosition( source ) -- create a sphere of the specified radius in that position local chatSphere = createColSphere( posX, posY, posZ, chatRadius ) -- get a table all player elements inside it local nearbyPlayers = getElementsWithinColShape( chatSphere, "player" ) -- and destroy the sphere, since we're done with it destroyElement( chatSphere ) -- deliver the message to each player in that table for index, nearbyPlayer in ipairs( nearbyPlayers ) do outputChatBox( message, nearbyPlayer ) end end end -- attach our new chat handler to onPlayerChat addEventHandler( "onPlayerChat", getRootElement(), sendMessageToNearbyPlayers ) -- define another handler function that cancels the event so that the message won't be delivered through the function blockChatMessage() cancelEvent() end -- attach it as a handler to onPlayerChat addEventHandler( "onPlayerChat", getRootElement(), blockChatMessage )
This example sets random color to every player who joins.
-- sets colors when player join function onJoin () local g_Red, g_Green, g_Blue = math.random (50, 255), math.random (50, 255), math.random (50, 255) setPlayerNametagColor(source, g_Red, g_Green, g_Blue) end -- checks if player has sent a message function onChat ( message, messageType ) if messageType == 0 then cancelEvent() local g_Red, g_Green, g_Blue = getPlayerNametagColor(source) outputChatBox ( getPlayerName ( source ) .. ": #E0D0B0" .. message, root, g_Red, g_Green, g_Blue, true ) outputServerLog( "CHAT: " .. getPlayerName ( source ).. ": " .. message ) end end --root is a constant variable for getRootElement() - so these events will all be attatched to the root element. addEventHandler ( "onPlayerJoin", root, onJoin) addEventHandler ( "onPlayerChat", root, onChat )
See Also
Player events
- onPlayerACInfo
- onPlayerBan
- onPlayerChangeNick
- onPlayerChat
- onPlayerClick
- onPlayerCommand
- onPlayerConnect
- onPlayerContact
- onPlayerDamage
- onPlayerJoin
- onPlayerLogin
- onPlayerLogout
- onPlayerMarkerHit
- onPlayerMarkerLeave
- onPlayerModInfo
- onPlayerMute
- onPlayerNetworkStatus
- onPlayerPickupHit
- onPlayerPickupLeave
- onPlayerPickupUse
- onPlayerPrivateMessage
- onPlayerQuit
- onPlayerScreenShot
- onPlayerSpawn
- onPlayerStealthKill
- onPlayerTarget
- onPlayerUnmute
- onPlayerVehicleEnter
- onPlayerVehicleExit
- onPlayerVoiceStart
- onPlayerVoiceStop
- onPlayerWasted
- onPlayerWeaponFire
- onPlayerWeaponSwitch
Event functions
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled