SetPlayerNameplateText: Difference between revisions

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Document Protocol 23 voice and player presentation APIs
 
Document universal per-observer nameplates and test resource available from update 0.1.3
 
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<!-- This page is generated automatically from the function definition: setPlayerNameplateText. -->
= setPlayerNameplateText =
= setPlayerNameplateText =
Changes a player's server-authoritative overhead nameplate text.
Changes a player's server-authoritative overhead nameplate text.
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== Returns ==
== Returns ==
Returns <code>true</code> when the text was accepted and replicated; otherwise returns <code>false</code>.
Returns <code>true</code> when the global text was accepted; otherwise returns <code>false</code>. This is not a client-render acknowledgement.


== Examples ==
== Examples ==
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* Control characters, HTML delimiters, ampersands, byte-order marks and bidirectional formatting characters are rejected.
* Control characters, HTML delimiters, ampersands, byte-order marks and bidirectional formatting characters are rejected.
* The reliable state is replayed during relevance entry and late join.
* The reliable state is replayed during relevance entry and late join.
* Changes the global fallback only. An explicit [[setPlayerNameplateTextFor|per-observer text override]] still wins; visibility and ID policy are preserved. Custom text does not automatically hide the numeric ID.


[[Category:Lua Functions]]
[[Category:Lua Functions]]

Latest revision as of 03:08, 9 September 2026

setPlayerNameplateText

Changes a player's server-authoritative overhead nameplate text.

Syntax

bool setPlayerNameplateText(int playerId, string text)

Parameters

Name Type Required Description
playerId int yes The connected player identifier.
text string yes Validated UTF-8 text, or an empty string to restore the default player name.

Returns

Returns true when the global text was accepted; otherwise returns false. This is not a client-render acknowledgement.

Examples

Show a roleplay label:

setPlayerNameplateText(playerId, "Militia Guard")

Notes

  • Available only in server-side resource scripts.
  • Text is limited to 48 Unicode code points and 96 UTF-8 bytes.
  • Control characters, HTML delimiters, ampersands, byte-order marks and bidirectional formatting characters are rejected.
  • The reliable state is replayed during relevance entry and late join.
  • Changes the global fallback only. An explicit per-observer text override still wins; visibility and ID policy are preserved. Custom text does not automatically hide the numeric ID.