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This can be done any page too.
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This can be done any page too.
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# Mod/In-Game Scripting Reference
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# Mod/In-Game Scripting Reference
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BeamMP allows you to create your own client side plugins as well. We have provided a few functions that you can use to communicate with other multiplayer mods, and other players through the server.
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# Functions
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List of available functions for scripting:
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| Function | Notes |
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|-------------------------------------------|---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------|
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| `TriggerServerEvent("eventName", "data")` | Triggers an event in the server lua environment, both parameters are strings. |
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| `TriggerClientEvent("eventName", "data")` | Triggers an event in the local lua environment, both parameters are strings. Good for communication between plugins. |
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| `AddEventHandler("eventName", Function)` | Adds the 2nd parameter to the table to be called when eventName is received (either locally or from the server), `Function` will get 1 parameter, a string containing the event data. |
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# Code snippets
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For example to parse the chat use the included `ChatMessageIncluded` event as such:
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```lua
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local function chatReceived(msg) -- Receive event with parameters
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print("chat received: "..msg)
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local i = string.find(s, ":") -- Find where our first ':' is, used to separate the sender and message
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if i == nil then
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print("error parsing message: separator could not be found!")
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return -- Could not find separator, cancel function
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end
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print("index of separator: "..tostring(i))
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local sender = string.sub(msg, 1, i-1) -- Substring our input to separate its 2 parts
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local message = string.sub(msg, i+1, -1) -- Do whatever you want to with the message
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print("sender: " .. sender)
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print("message: ".. message)
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end
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AddEventHandler("ChatMessageReceived", chatReceived) -- Add our event handler to the list managed by BeamMP
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```
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