This! Is! Amazing! Utterly Amazing! I usually want to make everything myself,
but I’ll definitely consider using this in future games (with credit!)
Although this may already be in, would you consider separate chats that are
customizable? Like more advanced team chats, or an OOC chat that you
can switch between easily for roleplaying games to cut down on flood, etc?
It’s the most annoying thing in the world when people OOC constantly, and it’s also just that I never see people use /team in team-oriented games. You get the “Red Team” Team, so you can talk in their chat, maybe in “Orange Team,” too if you’re allying with them. I don’t know. Or you die in a murder game and you can only read the main chat, and are stuck in dead chat. Might be too complicated or redundant.
Oh? Are you sure that’s what fixed it? I don’t use HTTP requests (except with the plugin API for developers, but that’s up to them.) I also don’t have any DataStores. The system should work after adding it to the game and turning off LoadDefaultChat.
Anyway to change the color of API.systemMessage? I was making a plugin based off of the Friend Notifier and saw that it took a message and a channel name to send out a system message. Also does “all” in Channel name send to all players? I was a bit confused because I was guessing that not every player got a system message for one specific person’s friend joining.
You could probably just use API.systemMessage("(R, G, B / insert system message here)") (or hex/brickcolor) for colored system messages (just like how players would), and system messages should be local, so only the person who’s friended with a player joining would fire the event, activating the system message. The all channel really just sends it into the default channel everyone can see, but since system messages are local it should only be seen on the client its called on.