I don’t see anything wrong here, let me know if you encounter any problems.
Ok! Thanks for your help, Much appreciated
The map isn’t very large at all, and is definitely smaller than 500 studs in diameter. It seemed that as the game progressed, more lag happened. There was an average of 20 players in each game, and I think the issue might be connected to how many times the players respawned…
Hello! Wondering If there is essnetially a “State” for this.
Im currently trying to disable Visibility of the chat when the Escape Menu is opened in game.
However the code I ended up using could get bugged out so I was wondering if there is like a variable that controls whether the chat can be enabled or not.
And, if the chatbar is already closed it will instead open it when its supposed to close
Probably going to connect a GuiService:EscMenuOpend instead of bindables.
Modified version of lines 587-609:
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Communication = ReplicatedStorage.Communication
local Bindables = Communication.Bindables
local ChatBindable = Bindables.UI.Chat.Toggle
local DisableUIBinadable = Bindables.UI.DisableAllUI
local EnableAllUIBinadable = Bindables.UI.EnableAllUI
DisableUIBinadable.OnInvoke = function()
connections:Connect("ChatWindow","ToggleVisibility",toggleChatState)
toggleChatState()
end
EnableAllUIBinadable.OnInvoke = function()
connections:Connect("ChatWindow","ToggleVisibility",toggleChatState)
toggleChatState()
end
ChatBindable.OnInvoke = function()
connections:Connect("ChatWindow","ToggleVisibility",toggleChatState)
toggleChatState()
end
connections:Connect("ChatWindow","CoreGuiEnabled",function(state)
container.Visible = state
end)
Thank you!!
local doOpenLater = false
-- on escape open:
if chatOpenState then
toggleChatState()
doOpenLater = true
end
-- on escape close:
if doOpenLater then
toggleChatState()
end
Maybe something along these lines?
I’m having an issue where upon joining a server all the chat messages are loaded twice. No errors in output to go off of. I’m assuming I did the install or configuration incorrectly?
Yes, I have seen this issue, however, I am unable to consistently replicate it in order to fix it, and if you can figure out how to do that, can you please forward this information to me? I think you need more than 3 people in a server, which is not something I can easily do, I can only test with two people myself.
My game has around a dozen players on the majority of the time, it should be a good replication environment. The issue mostly happens when you join an existing server but it also happens when you switch from a whisper chat back to main chat: Las Vegas at home - Roblox
It is also open source so if you’d like a copy of the game to verify I installed and configured correctly let me know.
Something else I found. If you spam the Main button it’ll reload all the chat messages but there doesn’t seem to be a cooldown to this so it reload the same chat over and over.
While I was fixing datastore limits being slammed by BetterChat I did some investigating to see if there were any other issues I could fix. Turns out there’s a lot of them.
I can’t speak for the validity of these errors as they could be from a faulty install/config on my part, but I figured I’ve leave these here in case anyone else comes across them. When I’m off work next week I’ll look into it more and hopefully offer a few solutions.
Plain text below so others can find these with Ctrl + F:
attempt to index nil with number
attempt to index nil with ‘push’
Raw is not a valid member of Frame “Message”
String contains invalid UTF-8
invalid argument #2 to ‘format’ (string expected, got nil)
attempt to call missing method ‘updFont’ of table
attempt to index nil with ‘id’
Are you doing anything with the default characters? And is this the newest version?
Version 1.1.3. I don’t do anything major with characters, just getting their humanoids for humanoid.Changed events and heads for playertags.
I have a list of commands that change with gameplay and I have a modified autofill that checks a list of attributes on a folder named “Chat” under the player.
So far its working how I wanted it to,
My question is, these options only appear if I type two characters, I want to be able to type the command key and have the options appear. I’ve tried doing autofill.beginsWith = ""
but that didn’t work. How can I get options to appear just by typing the command key? Thanks!
Modified autofill code:
-- Author: @Jumpathy
-- Name: mention.lua
-- Description: Command autofill system
local player = game:GetService("Players").LocalPlayer
local chat = player:WaitForChild("Chat")
local key_attribute = "cmndkey"
local autofill = {}
autofill.beginsWith = chat:GetAttribute(key_attribute) or "\\"
autofill.endsWith = " "
autofill.onCapture = function(matches)
local fill = {}
local match = matches[#matches]
if match and (not match.hasClosing) then
for attributeName, details in pairs(chat:GetAttributes()) do
if attributeName ~= key_attribute
and attributeName:sub(1, #match.text) == match.text
then
local command = (autofill.beginsWith .. attributeName)
table.insert(fill, {
text = command .. " "..details, -- button dropdown
autofillBar = match.before .. autofill.beginsWith .. attributeName, -- autofill text
gsub = {autofill.beginsWith .. match.text, command} -- replacement text
})
end
end
end
if #fill == 0 then
fill = nil
end
return {}, fill
end
return autofill
Can you DM me on Discord? (Jumpathy), and also show me how your ‘Chat’ folder is structured attribute-wise so I can better help you?
Do you have Discord? I’m going to need to be in better contact with you to resolve these issues more effectively. My username is Jumpathy, otherwise, can you please DM me with a way to replicate your bug?
I don’t have replication methods for these bugs at this time. I’m only aware of their existence through experience analytics and haven’t done much in-game testing myself. I’ve yet to receive any reports from my players about chat breakages apart from the double loading. I’ll have more time allocated towards Better Chat next week once I fix other issues with my game. I sent you a friend request in discord, contact me at your convenience.
1.1.4:
- Fixed double messages
- Fixed team chat duplications + the team chat failure to recognize you’re in a team on start
- Fixed the autofill adding tabs (not intended behavior)
- More api functionality
- Added
TypingIndicatorEnabled
attribute to make it so you can toggle user’s typing indicators - Added new chat formatting option (fonts), format is: <font name / text>, toggleable in configuration module
I may have a lead on these bugs. My experience has StreamingEnabled which means some parts of the map won’t be loaded, including characters.
If the client tries to mess with billboards that aren’t rendered then it’ll error. That’s my theory. I’ll turn off StreamingEnabled for the time being to see if my suspicions are correct.
Will there be cross server chatting in the next update?