Change [Message] value in OnSay
#1
onSay(string Message, etc.. )
Can I change the value of Message? so when text passed to the game will be different than what is really written?
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#2
public override ChatType OnSay(string Message, ServerClient Client)
{
ServerPrint("Player " + Client.Name + " said " + Message);

return ChatType.ChatContinue;//Send the chat to the next plugin [Eventually to the game]
}
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#3
This code doesn't change the original value of Message. instead, it gives it to you only like in Read-only. I want to change it if possible.
[Edit]
For example: If someone wrote anything like "Hi guys" in the game will show another text that I predefined like "You cannot chat buddy, too bad haha".
I really want it for something else, to replace a list of texts to another for some reason. If it is possible to change the value of Message, that would be great.
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#4
Well that's probably possible to do but seems not what you want. You can realize what you just explained like this
Code:
public override ChatType OnSay(string Message, ServerClient Client) { if(Message=="Hi guys") { TellClient(Client.ClientNum, "You cannot chat blabla",true); return ChatType.ChatNone; } else return ChatType.ChatContinue; }
[Image: azuw.jpg]
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#5
So I can't change what is written in chat ( completely or partially ) by some client to something else without using ServerSay or TellClient and show the message as if he said it?
[sorry 2 edits Tongue]
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#6
Well it's not possible with the current server addon. But it should be possible to add it to the addon. However as you said you can 'fake' it (ServerSay(Client.Name + ": I am an idiot", true);)
[Image: azuw.jpg]
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#7
(06-29-2012, 19:51)zxz0O0 Wrote: Well it's not possible with the current server addon. But it should be possible to add it to the addon. However as you said you can 'fake' it (ServerSay(Client.Name + ": I am an idiot", true)Wink

lol, this would be very funny xD
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