This is probably scripting but how do you add those chat sections/ channels? Also, how do you add that auto-message?
Thanks ahead!
Not sure how to make these chat sections but these system messages are easy to make:
Server script:
local RemoteEvent --path to a RemoteEvent
local Messages = {
"Message1","Message2","Message3",
"Message4","and etc"
}
local RANDOM_MESSAGE = math.random(#Messages) --will pick a random message out of the messages table
local RANDOM_MESSAGE_TIME = math.random(60,600) --will pick a random time number between 1 - 10 minutes
game.Players.PlayerAdded:Connect(function(Player)
while wait(RANDOM_MESSAGE_TIME) do
RemoteEvent:FireClient(Player,RANDOM_MESSAGE)
end
end)
Localscript:
local RemoteEvent --Path to your RemoteEvent
local Name = "Server"
RemoteEvent.OnClientEvent:Connect(function(Message)
game.StarterGui:SetCore("ChatMakeSystemMessage",{
Text = "["..Name.."]: "..Message,
Color = Color3.fromRGB(255,223,0)
})
end)
If you want to know more about :SetCore(), check out this:
https://developer.roblox.com/en-us/api-reference/function/StarterGui/SetCore
Tysm! You are a life-saver! (30 characters)
Oh i’m sorry, i’ve just noticed i mistaken i made inside the server script…
Instead of:
RemoteEvent:FireClient(Player,RANDOM_MESSAGE)
You need to do:
RemoteEvent:FireClient(Player,Messages[RANDOM_MESSAGE])
Since RANDOM_MESSAGE only returns a number
And RANDOM_MESSAGE inside of Messages[RANDOM_MESSAGE]
searches the place inside of the Messages table and returns the value that is inside of that table place
Also to enable these chat channels you need to do this:
1) Copy all of these instances:
2) Past them all into the Chat service:
3) Open up ClientChatModules and also open up ChatSettings:
4) Find ShowChannelsBar and set it to true
You don’t need to fork it, you can look at this topic by @colbert2677 to see how to set the chatsettings without forking the module. Changing chat type and other chat settings without forking