I’m trying to make a system where all players who have a certain value enabled will see a player’s chat on a part, but if the value is disabled, the chat will be on the player’s head like normal. This might sound confusing, so I’ll give an example. Let’s say Player 2 has a value enabled and Player 3 has it disabled. When Player 1 talks, Players 2 will see the chat bubble over a certain part, while Player 3 will see it over Player 1’s head like normal. Any help to make this possible would be amazing.
This is probably not the easiest way to do this. How ever I think you can set up Custom GUI’s then just fetch onto the chat service. Using your own made GUI can 1. A lot more Editable, and 2. Should be easier then trying to use the built in Bubble Chat.
Though I could be wrong. So make sure to do some research for probably easier ways.
you can change where the text bubble adorns to
you are also given the player, so you could check values stored under the player
there doesnt seem to be a easy way to change the adornee of the bubble unless you use :DisplayBubble() on every callback from TextChatService.OnBubbleAdded
Ok I ended up finding a way to fix this. If anyone has this issue here is what I did. I put an invisible part into the character and named it “Speak”. I positioned it where I wanted, and I put a bool value and a local script into StarterCharacterScripts. This is the local script:
while wait() do
if script.Parent.Bool.Value == false then
game:GetService("TextChatService").BubbleChatConfiguration.AdorneeName = "HumanoidRootPart"
elseif script.Parent.Bool.Value == true then
game:GetService("TextChatService").BubbleChatConfiguration.AdorneeName = "Speak"
end
end
So basically, if you set a player’s adornee name to the name of the part, then the player’s chat will appear above that part, whether you are the player whose chat is being affected or not. Also, the part has to be in the character whose chat bubble you want to move.
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