<?php
public void TestFunction(GLScript.unionVal val, ArrayList args)
{
infoPlayer currInfoPlayer = newCfg.getCurrInfoPlayer();
string ident = val.nameFunction;
string text = "^J☆";
SendMsgToConnection(currInfoPlayer.UCID, text);
//SendMsg(args[0].ToString());
}
void SendMsgToConnection(int UCID, string msg)
{
if (msg.Length > 0)
{
if (UCID != -1)
{
byte[] outMsg = myEncoder.MTC(UCID, 0, msg);
insimConnection.Send(outMsg, outMsg.Length);
}
}
}
?>
<?php
#Normal plain text from the sourcecode
SendMsgToConnection(currInfoPlayer.UCID, "Blah Blah");
#Get Player info that is saved.
SendMsgToConnection(currInfoPlayer.UCID, currInfoPlayer.nickName);
void SendMsgToConnection(int UCID, string msg)
{
if (msg.Length > 0)
{
if (UCID != -1)
{
byte[] outMsg = myEncoder.MTC(UCID, 0, msg);
insimConnection.Send(outMsg, outMsg.Length);
}
}
}
?>
//0x8199(HEX) 0x2606(DEC) #WHITE STAR
privmsg(GetPlayerVar($userName,"NickName"));
<?php
public byte[] MTC(int UCID, int PLID, string msg)
{
int msgLen = msg.Length > 127 ? 127 : msg.Length;
byte[] packet = new byte[136];
packet[0] = 136;
packet[1] = (byte)TypePack.ISP_MTC;
packet[2] = 0;
packet[3] = 0;
packet[4] = (byte)UCID;
packet[5] = (byte)PLID;
packet[6] = 0;
packet[7] = 0;
InSim.CodePage.GetBytes(msg, 0, System.Math.Min(127, msg.Length), packet, 8);
return packet;
}
?>
//Get last char of shorttrackname
string GetShortNameTrack = track.Substring(cp.Length - 1, 1);
//Read last char
if ((GetShortNameTrack == "X") || (GetShortNameTrack == "R") || (GetShortNameTrack == "Y"))
GetTrack = track.Substring(0, cp.Length - 1);
else
GetTrack = track.ToUpper();
$Number = 1;
$Racers = GetListOfPlayers("U");
FOREACH( $Var IN $Racers ) #For each player in the server
privmsg("^3[".$Number."] ^7".$Var["value"]); #Current Number + UserName of Player
$Number = $Number + 1;
ENDFOREACH
New event: OnNewJoinRequest # Player event (Thanks to LakynVonLegendaus)
#######################################
#Player sends a join request (Shift+J)#
#######################################
NOTE:
#To enable OnNewJoinRequest event, $ReceiveJoinRequest has to be set to 1.
#If enabled, LFS waits (cca 1 second) for a response from the Lapper on each join request.
#To respond to a join request - use joinrequest() function.
#The Player's unique ID (PLID Must be 0 to use the join request system)
#If no response is sent, LFS spawns the car normally (with a delay [because LFS waits for the join request response]).
#For more info see ..\LFS\docs\InSim.txt
$ReceiveJoinRequest = -1; #Enable (1) or disable (-1) for Receive JoinRequest.
Event OnNewJoinRequest( $userName ) # Player event
/*
$Flags = 0; #Move car (128) else (0)
$X_Axis = 0; #X axis SpawnPoint
$Y_Axis = 0; #Y axis SpawnPoint
$Z_Axis = 0; #Z axis SpawnPoint
$Heading = 0; #Heading of the players car at Spawnpoint
$UCID = GetCurrentPlayerVar("UCID"); #Connection unique ID
$PLID = 0; #GetCurrentPlayerVar("PLID"); #Player's unique ID
###$PLID MUST BE 0 TO USE JOIN REQUEST###
#$JRRAction = 0; # Reject join request.
$JRRAction = 1; # Allow join request.
joinrequest($X_Axis ,$Y_Axis ,$Z_Axis ,$Flags ,$Heading ,$UCID ,$PLID ,$JRRAction); #Send Data to LFS
*/
EndEvent
#New Lappervar:
-lapperversion //Returns the current version of LFSLapper.
(could be used to protect your script against older lapperversions).