OnPlayerJoin: Difference between revisions

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m (not cancellable)
(Improve example, fix memory leak.)
 
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outputChatBox ( "Welcome " .. joinedPlayerName .. " to ".. serverName .."!" , source, 255, 255, 255 )
outputChatBox ( "Welcome " .. joinedPlayerName .. " to ".. serverName .."!" , source, 255, 255, 255 )
end
end
addEventHandler ( "onPlayerJoin", getRootElement(), greetPlayer )
addEventHandler ( "onPlayerJoin", root, greetPlayer )
</syntaxhighlight>
</syntaxhighlight>
This example sets random color to every player who joins.
This example sets random color to every player who joins.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- create a table to save the color
local chatColors = {} -- Create a table to save the color
ChatColors = {}


-- sets colors when player join
function onPlayerJoin()
function onJoin ()
-- Create a table to add rgb values, index will be the player element
        -- create a table to add rgb values. Index will be the player element
 
ChatColors[source] = {math.random (50, 255), math.random (50, 255), math.random (50, 255)}
chatColors[source] = {math.random(50, 255), math.random (50, 255), math.random (50, 255)}
end
end
-- checks if player has sent a message
addEventHandler("onPlayerJoin", root, onPlayerJoin)
function onChat ( message, messageType )
 
if messageType == 0 then
function onPlayerChat(playerMessage, messageType)
                -- use the table to get the saved rgb values
local normalMessage = messageType == 0
outputChatBox ( getPlayerName ( source ) .. ": #E0D0B0" .. message, getRootElement(), ChatColors[source][1], ChatColors[source][2], ChatColors[source][3], true )
 
cancelEvent()
if not normalMessage then
return false -- If it's not normal type message, cancel code execution
end
end
local playerName = getPlayerName(source) -- Get player name
local playerColors = chatColors[source] -- Get player stored colors
local colorR, colorG, colorB = playerColors[1], playerColors[2], playerColors[3] -- Store them into different variables
outputChatBox(playerName..": #E0D0B0"..playerMessage, root, colorR, colorG, colorB, true) -- Output our message
cancelEvent()
end
addEventHandler("onPlayerChat", root, onPlayerChat)
function onPlayerQuit()
chatColors[source] = nil -- Clear stored data to avoid memory leaks
end
end
addEventHandler ( "onPlayerJoin", getRootElement(), onJoin)
addEventHandler("onPlayerQuit", root, onPlayerQuit)
addEventHandler ( "onPlayerChat", getRootElement(), onChat )
</syntaxhighlight>
</syntaxhighlight>
<section name="Example 1" class="server" show="true">
<section name="Example 1" class="server" show="true">
This example rediercts any player joins to the server automatically to any other server, add the script for admin group.
This example redirects any player joins to the server automatically to any other server, add the script for admin group.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function Redirect()
function Redirect()
redirectPlayer (source, "server ip", "server port")
redirectPlayer (source, "server ip", "server port")
end    --End function
end    --End function
addEventHandler("onPlayerJoin", getRootElement(), Redirect)
addEventHandler("onPlayerJoin", root, Redirect)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>


{{See also/Server event|Player events}}
{{See also/Server event|Player events}}

Latest revision as of 21:55, 18 February 2022

This event is triggered when a player joins the server. This event is not cancellable.

Parameters

No parameters.

Source

The source of this event is the player who joined.

Example

This example gets the joined client's name and sends him a welcome message including his name.

-- we register greetPlayer as a handler for the event
function greetPlayer ( )
	-- we store the player's name
	local joinedPlayerName = getPlayerName ( source )
	local serverName = getServerName( )
	-- and send him a greeting
	outputChatBox ( "Welcome " .. joinedPlayerName .. " to ".. serverName .."!" , source, 255, 255, 255 )
end
addEventHandler ( "onPlayerJoin", root, greetPlayer )

This example sets random color to every player who joins.

local chatColors = {} -- Create a table to save the color

function onPlayerJoin()
	-- Create a table to add rgb values, index will be the player element

	chatColors[source] = {math.random(50, 255), math.random (50, 255), math.random (50, 255)}
end
addEventHandler("onPlayerJoin", root, onPlayerJoin)

function onPlayerChat(playerMessage, messageType)
	local normalMessage = messageType == 0

	if not normalMessage then
		return false -- If it's not normal type message, cancel code execution
	end

	local playerName = getPlayerName(source) -- Get player name
	local playerColors = chatColors[source] -- Get player stored colors
	local colorR, colorG, colorB = playerColors[1], playerColors[2], playerColors[3] -- Store them into different variables

	outputChatBox(playerName..": #E0D0B0"..playerMessage, root, colorR, colorG, colorB, true) -- Output our message
	cancelEvent()
end
addEventHandler("onPlayerChat", root, onPlayerChat)

function onPlayerQuit()
	chatColors[source] = nil -- Clear stored data to avoid memory leaks
end
addEventHandler("onPlayerQuit", root, onPlayerQuit)
Click to collapse [-]
Example 1

This example redirects any player joins to the server automatically to any other server, add the script for admin group.

function Redirect()
redirectPlayer (source, "server ip", "server port")
end    --End function
addEventHandler("onPlayerJoin", root, Redirect)

See Also

Player events


Event functions