OutputChatBox: Difference between revisions
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==Syntax== | ==Syntax== | ||
<section name="Server" class="server" show="true"> | <section name="Server" class="server" show="true"> | ||
<syntaxhighlight lang="lua">bool outputChatBox ( string text, | <syntaxhighlight lang="lua">bool outputChatBox ( string text [, element visibleTo=getRootElement(), int r=255, int g=255, int b=255, bool colorCoded=false ] )</syntaxhighlight> | ||
==Required Arguments== | ==Required Arguments== | ||
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Note: '''visibleTo''' can also be a Team object, in this case, the text will be visible to all the players of that team. Also the #RRGGBB format must contain capital letters a-f is not acceptable but A-F is. | Note: '''visibleTo''' can also be a Team object, in this case, the text will be visible to all the players of that team. Also the #RRGGBB format must contain capital letters a-f is not acceptable but A-F is. | ||
</section> | </section> | ||
<section name="Client" class="client" show=" | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua">bool outputChatBox ( string text, | <syntaxhighlight lang="lua">bool outputChatBox ( string text [, int r=255, int g=255, int b=255, bool colorCoded=false ] )</syntaxhighlight> | ||
==Required Arguments== | ==Required Arguments== |
Revision as of 16:16, 30 July 2009
This template is no longer in use as it results in poor readability.
This outputs the specified text string to the chatbox. It can be specified as a message to certain player(s) or all players.
It can optionally allow you to embed color changes into the string by setting the colorCoded boolean to true. This allows:
outputChatBox ( "#FF0000Hello #00FF00World", getRootElement(), 255, 255, 255, true )
This will display as: Hello World
Syntax
bool outputChatBox ( string text [, element visibleTo=getRootElement(), int r=255, int g=255, int b=255, bool colorCoded=false ] )
Required Arguments
- text: The text string that you wish to send to the chat window.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- visibleTo: This specifies who the chat is visible to. Any players in this element will see the chat message. See visibility.
- r: The amount of red in the color of the text. Default value is 255.
- g: The amount of green in the color of the text. Default value is 255.
- b: The amount of blue in the color of the text. Default value is 255.
- colorCoded: A boolean value determining whether or not '#RRGGBB' tags should be used.
Note: visibleTo can also be a Team object, in this case, the text will be visible to all the players of that team. Also the #RRGGBB format must contain capital letters a-f is not acceptable but A-F is.
bool outputChatBox ( string text [, int r=255, int g=255, int b=255, bool colorCoded=false ] )
Required Arguments
- text: The text string that you wish to send to the chat window.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- r: The amount of red in the color of the text. Default value is 255.
- g: The amount of green in the color of the text. Default value is 255.
- b: The amount of blue in the color of the text. Default value is 255.
- colorCoded: A boolean value determining whether or not '#RRGGBB' tags should be used.
Note: visibleTo can also be a Team object, in this case, the text will be visible to all the players of that team.
Returns
Returns true if the message was displayed successfully. Returns false if invalid arguments are specified.
Example
Example 1: This example displays a chat message to all users.
x = 5 y = 10 -- Displays the message outputChatBox ( "I have " .. x .. " apples and " .. y .. " oranges." )
Example 2: This example outputs a simple colour coded message, "Red White", where the 'White' is in white colour, and 'Red' is in a red colour.
outputChatBox ( "Red #FFFFFFWhite", getRootElement(), 255, 0, 0, true )
Example 3: This example allows for coloured chat, according to a player's nametag. This makes use of colour coded outputs.
function colouredChat ( message, theType ) if theType == 0 then --if its normal chat (not /me or teamchat) then cancelEvent() --prevent MTA from outputting chat message = string.gsub(message, "#%x%x%x%x%x%x", "") --remove any hex tags in a player's chat to prevent custom colours by using lua's string.gsub local r,g,b = getPlayerNametagColor ( source ) --get the player's nametag colour local chatterName = getClientName ( source ) --get his name --output a message with the name as his nametag colour, and the rest in white. outputChatBox ( chatterName..":#FFFFFF "..message, getRootElement(), r, g, b, true ) end end
Example 4: This example displays a chat message to a single user called someguy.
-- Find the player element for the player called 'someguy' myPlayer = getPlayerFromNick ( "someguy" ) -- If a player was found called 'someguy' then... if ( myPlayer ~= false ) then x = 5 y = 10 -- Display the message outputChatBox ( "I have " .. x .. " apples and " .. y .. " oranges.", myPlayer ) end
Example 5: These two functions can speed up typing, and display a message when a player Joins.
local msg_red,msg_green,msg_blue = 255,255,0 function servertalkprivate(message, sendto) --Talk to one client only outputChatBox(tostring(message), sendto, msg_red, msg_green, msg_blue, true) end function servertalk(message) --Talk to everyone servertalkprivate(message, getRootElement()) end function onJoin() servertalkprivate("Welcome to My Server", source) end addEventHandler("onPlayerJoin",getRootElement(),onJoin)
See Also
- getMaxPlayers
- getServerConfigSetting
- getServerHttpPort
- getServerName
- getServerPassword
- getServerPort
- isGlitchEnabled
- setGlitchEnabled
- setMaxPlayers
- setServerConfigSetting
- setServerPassword
- shutdown