OnPlayerChat
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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.
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 () g_Red, g_Green, g_Blue = randInt (50, 255), randInt (50, 255), randInt (50, 255) end -- checks if player has sent a message function onChat ( message, messageType ) if messageType == 0 then local root = getRootElement() outputChatBox ( getClientName ( source ) .. ": #E0D0B0" .. message, getRootElement(), g_Red, g_Green, g_Blue, true ) cancelEvent() end end addEventHandler ( "onPlayerJoin", getRootElement(), onJoin) addEventHandler ( "onPlayerChat", getRootElement(), 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