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Mod/In-Game Scripting Reference
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.
Functions
List of available functions for scripting:
Function | Notes |
---|---|
TriggerServerEvent("eventName", "data") |
Triggers an event in the server lua environment, both parameters are strings. |
TriggerClientEvent("eventName", "data") |
Triggers an event in the local lua environment, both parameters are strings. Good for communication between plugins. |
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. |
Code snippets
For example to parse the chat use the included ChatMessageIncluded
event as such:
local function chatReceived(msg) -- Receive event with parameters
print("chat received: "..msg)
local i = string.find(s, ":") -- Find where our first ':' is, used to separate the sender and message
if i == nil then
print("error parsing message: separator could not be found!")
return -- Could not find separator, cancel function
end
print("index of separator: "..tostring(i))
local sender = string.sub(msg, 1, i-1) -- Substring our input to separate its 2 parts
local message = string.sub(msg, i+1, -1) -- Do whatever you want to with the message
print("sender: " .. sender)
print("message: ".. message)
end
AddEventHandler("ChatMessageReceived", chatReceived) -- Add our event handler to the list managed by BeamMP