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Narrator

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About Narrator

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  1. Not at all. I could not find any sources nor get any helping answer.
  2. Thank you for your answer. I was thinking of the PvP skull, but didn't find its mechanics yet in the source. As I struggle with the simple test I mentionned above, for a reason I don't understand (I followed working source code from the community), I'm still stuck.
  3. Hi. I'm thinking about the creation of a mod for our roleplay PZ server : an icon showing on the character while its player is typing something in local chat. Being aware that another player is currently typing could be very useful on a roleplay server. I'm looking for solutions, as no Lua event is linked to this specific situation. As for now, I have tried to simply capture the "OnKeyPressed" event for the "Return" key (I know it's not either an elegant or a pro approach as keybinding could change.) But I can't even manage to capture the event... Is the return key out of "OnKeyPressed" range ? What am I doing wrong ? My current test is : -- If player(0) press "ENTER" key, log it and say it local function typingIconShow(_keyPressed) local key = _keyPressed; -- Store the parameter in a local variable. print(key); -- Prints the pressed key to the console. -- We test if the correct key is pressed. local player = getSpecificPlayer(0); if key == 13 then print('TYPINGICON MOD - RETURN key hit !'); player:Say("I press the RETURN key !"); else print('TYPINGICON MOD - '..key..' key hit !'); player:Say("I press the "..key.." key !"); end end -- Register the function to key pressed event Events.OnKeyPressed.Add(typingIconShow); Current results : the mod is loaded, but no output, nor in game nor in the console (I tested it by hosting a test multiplayer game). I'm also wondering... How to get the "typing icon" to appear on other players' client ? I mean, which mechanic should I use to place a small icon on the typing player character and make it visible for every other players ? Does anyone can help me please ?
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