/mtasa-chat2

CEF chat for Multi Theft Auto: San Andreas

Primary LanguageLuaMIT LicenseMIT

showcase

Description

The chat uses CEF and it tries to simulate behavior of default chat

Pros

  • Emojis (😈)
  • Adaptiveness (you don't need to put-on glasses for your 1920x1080 screen to see what others write)
  • Copy/paste from/to input (no more console -> say someLongMessageOrUrl)
  • Customizable (now you can unify a chat for all of your players)
  • Extendable (for example you can make url links in chat clickable or add markdown support)

Cons

  • It can't execute built-in commands like /nick, /login, etc "due to security reasons." (c) mta wiki. You need to write your own custom handlers for this commands or just use console for such commands. Custom commands still work as expected.
  • It can't be used until resource starts so you can't write useful messages to player in onPlayerConnect event handler. use onPlayerJoin instead

Getting Started

  • download resource
  • move this resource to server/mods/deathmatch/resources/ directory
  • add to server/mods/deathmatch/mtaserver.conf:
<!-- set this resource before all other resources -->
<resource src="chat2" startup="1" protected="0" />
  • add to server/mods/deathmatch/acl.xml:
<group name="chat2ACLGroup">
  <acl name="chat2ACL"></acl>
  <object name="resource.chat2"></object>
</group>

<acl name="chat2ACL">
  <right name="function.executeCommandHandler" access="true"></right>
</acl>

API

Clientside

Functions

  • outputChatBox(string message, int red?, int green?, int blue?) -> void Note that there is no last parameter colorcoded. Hex processing is enabled by default
  • showChat(bool show) -> void
  • clearChatBox() -> void
  • exports.chat2:isChatVisible() -> bool

Serverside

Functions

  • outputChatBox(string message, element elem?, int red?, int green?, int blue?) -> void Note that there is no last parameter colorcoded. Hex processing is enabled by default
  • showChat(element elem, bool show) -> void
  • clearChatBox(element elem) -> void
  • exports.chat2:useDefaultOutput(bool) -> void Enable/disable default output. If you disable it, then you need to write your own custom handlers for onPlayerChat event

Examples

addEventHandler("onResourceStart", resourceRoot, function()
  -- need to be executed if your gamemode doesn't output any messages to chat in
  -- onPlayerChat event handlers. As an example: play gamemode already uses its own output
  -- so you don't need to enable default output, but race gamemode doesn't have it,
  -- so you need to enable default output.
  exports.chat2:useDefaultOutput(true)
end)

addEventHandler("onPlayerJoin", root, function()
  outputChatBox("#ccff00hellow #ffcc00world", source)
  outputChatBox("i'm red af", source, 255, 0, 0)
end)

-- listen for direct output from chat
-- should be created if useDefaultOutput wasn't set to 'true'
addEventHandler("onPlayerChat", root, function(message, messageType)
  if message ~= "ping" then
    outputChatBox("pong", source)
  end
end)

FAQ

  • I started this resource but I don't see the chat

    You should execute exports.chat2:useDefaultOutput(true) because your gamemode doesn't have built-in output

  • The chat shows the same messages twice

    Execute exports.chat2:useDefaultOutput(false) somewhere in your code

  • How can I add new input types for, let's say, global/local/private chats?

    You need to add new entries in clientside inputKeyButtons table with unique messageType values and then process this messageTypes in onPlayerChat event handlers