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docs/zh/scripting/server/v2-server-reference.md
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docs/zh/scripting/server/v2-server-reference.md
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!!! 警告 "这个网站正在建设中!"
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```
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这个网站正在积极建设中。
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觉得你能帮上忙吗?请用铅笔在右侧点击页面!
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这也可以在任何页面上完成。
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```
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# 服务器脚本参考
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## 服务器端版本 2.X
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!!! 警告
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```
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BeamMP 服务器版本 2.X 已不再提供支持。
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本文档仅供参考。
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请更新到最新版本以进行维护和支持。
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```
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---
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> 这是 2.x 的脚本,仅当你的服务器端版本是老的/过时的(version 2.x.x), 时才能使用此方法,有关最新文档,请参见 [这里](https://docs.beammp.com/scripting/server/latest-server-reference)。 {.is-warning}
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### 说明
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要在服务器控制台中获得函数的输出,必须将其包装在`print()`语句中。例如:`print(GetPlayerName(0))`将返回服务器上第一个玩家的名字。
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`<PlayersServerID>` 从0开始。
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### 用于编写脚本的可用函数列表
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#### GetPlayerName(playersServerID)
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以字符串形式返回玩家的Discord名称
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```lua
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function onPlayerJoin(playerID)
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local name = GetPlayerName(playerID)
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-- Do something
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end
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```
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#### GetPlayerDiscordID(playersServerID)
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以字符串形式返回玩家的Discord名称
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```lua
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function onPlayerJoin(playerID)
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local name = GetPlayerDiscordID(playerID)
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-- Do something
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end
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```
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#### GetPlayerHWID(playersServerID)
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以字符串形式返回玩家的Discord ID
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```lua
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function onPlayerJoin(playerID)
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local name = GetPlayerHWID(playerID)
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-- Do something
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end
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```
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#### GetPlayerVehicles(playersServerID)
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返回玩家的车辆作为一个对象/数组
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```lua
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function onChatMessage(playerID, senderName, message)
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local vehicleList = GetPlayerVehicles(playerID)
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for vehicleID, vehicleData in pairs(vehicleList) do
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-- Do something
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-- Could also be used to check how many vehicles a player have
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end
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end
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```
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#### DropPlayer(playersServerID)
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断开特定玩家的连接。“其实就是踢出玩家”
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```lua
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function onVehicleSpawn(playerID, vehicleID, vehicleData)
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-- Do something
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DropPlayer(playerID)
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end
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```
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#### SendChatMessage(playersServerID, message)
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通过网络向指定的用户发送消息。每个人都用-1
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```lua
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function onPlayerJoin(playerID)
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SendChatMessage(-1, "Someone just joined!")
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end
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```
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#### CancelEvent() -- DEPRECIATED
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取消事件的发生。这可能很快就会发生。使用`return 1`来取消事件。
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#### onInit()
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如果在lua文件中声明,它将在c++成功加载当前lua文件后被调用
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```lua
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function onInit()
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print("Server ready")
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end
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```
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#### exit()
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将关闭服务器
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```lua
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function onInit()
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print("Server Ready. But who needs a server which is running")
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exit() -- Stops the server
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end
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```
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#### CreateThread(functionName, callInterval)
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将在专用线程上执行该函数,它将每秒运行callInterval数次。它每秒钟都会跑一次。
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```lua
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function yourFunction()
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for i = 1,10 do
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SendChatMessage(-1, "Countdown: "..i)
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Sleep(1000)
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end
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end
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CreateThread("yourFunction", 30)
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```
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已弃用示例:将在专用线程上执行该函数
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```lua
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function yourFunction()
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for i = 1,10 do
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SendChatMessage(-1, "Countdown: "..i)
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Sleep(1000)
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end
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end
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CreateThread("yourFunction", 30)
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```
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#### StopThread(functionName)
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将停止尝试调用当前脚本的线程函数
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```lua
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function yourFunction()
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delayExpired = false
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Sleep(10000)
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delayExpired = true
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end
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CreateThread("yourFunction", 30)
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-- Do something
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if not delayExpired then
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StopThread("yourFunction")
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else
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-- Do something
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end
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```
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#### Sleep(millisecs) - DEPRECIATED
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将暂停执行指定的时间(警告,如果没有创建线程,将暂停整个服务器)
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```lua
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function countdown()
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for i = 1,10 do
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SendChatMessage(-1, "Countdown: "..i)
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Sleep(1000)
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end
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end
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CreateThread("countdown", 10)
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```
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#### GetPlayerCount()
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将返回多少玩家连接
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```lua
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function onPlayerJoin(playerID)
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SendChatMessage(playerID, "You are the "..GetPlayerCount().."th player!"
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end
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```
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#### RemoveVehicle(playerServerID, VehicleID)
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这会导致一辆载具消失。
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```lua
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function onVehicleSpawn(playerID, vehicleID, vehicleData)
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if --[[ Vehicle data equal something it shouldn't be ]] then
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RemoveVehicle(playerID, vehicleIID)
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end
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end
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```
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#### GetPlayers()
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将返回一个带有name的id表
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```lua
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local function onPlayerJoin(joinedPlayerID)
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local players = GetPlayers()
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for playerID, playerName in pairs(players) do
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if playerID == joinedPlayerID then
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-- Do something
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end
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end
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end
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```
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#### RegisterEvent(eventName, functionName)
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将该函数注册到指定的事件,都必须是字符串。
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```lua
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function anyEvent()
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-- Do something
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end
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RegisterEvent("onAnyEventHappen", "anyEvent")
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-- Do something
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TriggerLocalEvent("onAnyEventHappen")
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```
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#### TriggerLocalEvent(eventName)
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将调用同一插件文件夹中的每个注册函数。
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```lua
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function anyEvent()
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-- Do something
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end
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RegisterEvent("onAnyEventHappen", "anyEvent")
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-- Do something
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TriggerLocalEvent("onAnyEventHappen")
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```
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#### TriggerGlobalEvent(eventName)
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将使用此事件名称调用每个已注册的函数。
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```lua
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-- File A
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function anyEvent()
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-- Do something
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end
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RegisterEvent("onAnyEventHappen", "anyEvent")
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```
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```lua
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-- File B
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TriggerGlobalEvent("onAnyEventHappen")
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```
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#### TriggerClientEvent(playerServerID, eventName, data)
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将使用给定的数据在指定的客户端(-1 表示广播)上触发该事件。
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```lua
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function onPlayerJoin(playerServerID)
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TriggerClientEvent(playerServerID, "anyEvent", "You just joined the server")
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end
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RegisterEvent("onAnyEventHappen", "anyEvent")
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```
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#### Set(configID, newValue)
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会将配置设置修改为下方表格中指定的新值。
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```lua
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function onChatMessage(playerID, senderName, message)
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if playerID == adminPlayer then
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if message == --[[ anything ]] then
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Set(3, 10)
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end
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end
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end
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```
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#### 可用于 `Set()` 命令的配置项列表
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> Note that these will not save to the config file.
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Config ID | 名称 | 只接受以下内容
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--- | --- | ---
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`0` | 调试设置 | true 或 false
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`1` | 私人设置 | true 或 false
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`2` | 每个玩家的最大车辆数 | 数字
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`3` | 最大玩家数 | 数字
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`4` | 地图 | 字符串
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`5` | 名称 | 字符串
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`6` | 描述 | 字符串
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任何其他ID都会导致控制台警告 | |
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### 用于编写脚本的可用事件列表
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#### 默认事件
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如何使用事件的示例:
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```lua
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function onInit()
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RegisterEvent("onPlayerJoin", "onPlayerJoin")
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end
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function onPlayerJoin(playerServerID)
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-- Do something
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end
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```
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如果你不希望访客进入你的服务器:
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```lua
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function onInit()
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print("noGuests Ready")
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RegisterEvent("onPlayerAuth","onPlayerAuth")
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end
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function onPlayerAuth(name, role, isGuest)
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if isGuest then
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return "You must be signed in to join this server!"
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end
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end
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```
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事件 | 参数 | 描述
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--- | --- | ---
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`onPlayerAuth` | 玩家的名称、论坛角色、是否为访客账号(布尔值) | 有一名玩家已通过验证并正在请求加入。
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`onPlayerConnecting` | 玩家的ID | 玩家正在加载(在加载地图之前)
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`onPlayerJoining` | 玩家的ID | 玩家正在加载地图,很快就会加入
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`onPlayerJoin` | 玩家的ID | 玩家已加入并加载
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`onPlayerDisconnect` | 玩家的ID | 玩家退出了游戏
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`onChatMessage` | 发消息的玩家的ID、昵称和聊天消息 | 发送了一条聊天消息。这对于创建命令系统非常有用
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`onVehicleSpawn` | 玩家ID,车辆ID和车辆数据 | 当有人刷出一辆车时输出
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`onVehicleEdited` | 玩家ID,车辆ID和车辆数据 | 当有人编辑车辆或替换现有车辆时,就会调用此操作
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`onVehicleDeleted` | 玩家的ID和车辆ID | 当某人删除自己拥有的车辆时,就会调用此操作
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#### 自定义事件
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可以创建自定义事件以供自己使用。这与默认值的处理方式非常相似。
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如何使用自定义事件的范例:
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```lua
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function onInit()
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RegisterEvent("myCustomEvent", "myCustomEvent")
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end
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function myCustomEvent(playerServerID, customData)
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-- Do something
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end
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```
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接着可以使用各自的函数从客户端或服务器端调用该函数。
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### 玩家
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当玩家连接到你的服务器时,他们会被分配一个从 0 开始递增的 serverID。<br>serverID 会被重复利用;如果玩家离开后再次加入,他们不会获得新的 serverID,而是会被分配一个当前可用的 serverID。<br>当服务器重新启动时,serverID 会被重置。
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#### 静态标识符
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BeamMP 中的玩家拥有 3 个可通过其 serverID 获取的静态标识符,分别是他们的名称、discordID,以及硬件ID(HWID)。<br>(尽管最后一个尚未实现,但在此处我们将假设它已实现。)<br>这三种 ID 类型各自具有不同的来源,以及在玩家识别用途上的优点和缺点。
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ID 类型 | 优点 | 缺点 | 获取的函数
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--- | --- | --- | :-:
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name | 容易获得,直截了当 | 不安全 | GetPlayerName()
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discordID | 非常安全 | 不方便 | GetPlayerDiscordID()
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HWID | 超级安全 | 难获得 | GetPlayerHWID()
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### 车辆
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BeamMP 中的车辆有 3 个服务器会关注的属性:车辆所属者的 serverID、车辆的 vehicleID 以及车辆的数据。<br>所属者的 serverID 很简单,它就是玩家的 serverID。每辆车也有一个 vehicleID,但 vehicleID 并不是车辆唯一的;来自不同玩家的两辆车可能拥有相同的 vehicleID。<br>与 serverID 不同,vehicleID 会被重复使用。例如,如果我有 4 辆车,它们的 ID 分别是 0、1、2 和 3。如果我删除 vehicleID 为 2 的车辆,我就只剩下 0、1 和 3。当我生成一辆新车时,这辆新车会占用 ID 2。<br>最后,车辆的第三个属性是 data。data 包含车辆名称、部件以及其他数据,顾名思义。data 是以原始 JSON 字符串存储的,因此你需要使用 JSON 库来解析它,或者你也可以手动逐步解析字符串,提取所需的信息。
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