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Is your feature request related to a problem? Please describe.
I'm currently creating a proximity text chat mod for BeamMP and I find it very frustrating that when calling MP.SendChatMessage() it shows up on the client with the prefix of Server:.
Describe the solution you'd like
I think the MP.SendChatMessage() should have another parameter for username.
Describe alternatives you've considered
An alternative I found, was just to have an event on the client-side, that gets called by the server whenever there is a new message. It is using the UI.chatMessage() provided by UI.lua. This way I can set a custom name for everyone.
The text was updated successfully, but these errors were encountered:
Currently, it is this way because the client doesn't accept any custom formatting if the sender isn't "Server".
I propose a MP.SendChatMessageRaw(player_id, message) function which will put what you put it directly into chat with formatting and without the server prefix. This would require slight changes on the mod as well.
Is your feature request related to a problem? Please describe.
I'm currently creating a proximity text chat mod for BeamMP and I find it very frustrating that when calling
MP.SendChatMessage()
it shows up on the client with the prefix ofServer:
.Describe the solution you'd like
I think the
MP.SendChatMessage()
should have another parameter for username.Describe alternatives you've considered
An alternative I found, was just to have an event on the client-side, that gets called by the server whenever there is a new message. It is using the
UI.chatMessage()
provided byUI.lua
. This way I can set a custom name for everyone.The text was updated successfully, but these errors were encountered: