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. 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 1This 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 )
Click to collapse [-]
Example 2This 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)
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