You made a textable billboard or something right?
And you made a text filtering system but someone typed “LMAO or F–k” right?
Because you made a localscript like this:
local filtered = game.Chat:FilterStringForBroadcast(script.Parent.Parent.TextBox.Text,game.Players.LocalPlayer)
game.ReplicatedStorage.RemoteEvent:FireServer(filtered)
And serverscript
game.ReplicatedStorage.RemoteEvent.OnServerEvent(plr,filtered)
plr.Character. something something .Text = filtered
end)
exploiter can bypass this easily and he can type what he want!
dont do that
For making anti text-filter bypasser:
Create new localscript and make like this:
game.ReplicatedStorage.RemoteEvent:FireServer(script.Parent.Parent.TextBox.Text)
Create a script in player’s character that creates a new stringvalue named “Textt” in character
Then create new server script and make like this:
game.ReplicatedStorage.RemoteEvent.OnServerEvent:Connect(function(plr,texttt)
plr.Character.Textt.Value = texttt
game.ReplicatedStorage.FilterText:FireAllClients(plr)
end)
Create new another localscript and make like this:
for i,v in ipairs(game.Players:GetChildren()) do
local filter = game.Chat:FilterStringForBroadcast(v.Character.Textt.Value,game.Players.LocalPlayer)
v.Character. something something .Text = filter
end
game.ReplicatedStorage.FilterText.OnClientEvent:Connect(function(plr)
local filter = game.Chat:FilterStringForBroadcast(plr.Character.Textt.Value,game.Players.LocalPlayer)
plr.Character. something something .Text = filter
end)
its just an example but you can make ur scripts like this
If you are lazy to read that just read this: make clientside filter system do not make serverside