This is very cool indeed!
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This is very cool indeed!
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I’d greatly appreciate it if you put this on GitHub, however I can do it myself if you’d like that.
(I use VS code and Rojo that’s why)
I’ve wanted to do it, but don’t know how/where to start.
I’ll make a repository and let you own it.
(P.S donations doesn’t work it doesn’t prompt purchase) never mind it worked after I rejoined
That works for me! Can you PM me with updates?
Can I be Poland Translator? :3
Can you make a special post to share your addons? It would be cool and it will make it easy to find an addon.
hi, I tested localization with someone from another country without seeing any difference, is this supposed to translate what is being said? if yes, is there an option to activate it? Thank you!!
No, localization only changes text like ‘Hit \ to open the chat’ and things like that.
I’m not aware of any APIs (that are cheap & fast enough) to use in live-time on a large scale like this.
I’ll be making a plugin for this later, it’ll have all sorts of cool features.
Hmm I wonder if you can implement a auto-correct by using Httpservice and connecting that to google auto-correct
I mean yes, but the latency would be:
(not like 100% accurate times but an idea, looking at like .5 - 2s of waiting after adding a single character)
I think the latency would be too drastic to have a reliable auto correcting system.
Working on a plugin to configure options more easily and fork the chat as needed. It’ll be available for use in a few weeks once I’m caught up with schoolwork and have time to polish it.
This is really cool, however, im having trouble re-adding my server addons / plugins from V1,
Uh, I didn’t introduce the chatted event for all speakers the full API, but this should work.
return function(api)
api.speaker.speakerAdded:Connect(function(speaker)
speaker.events.chatted:Connect(function(message,messageObject)
local player = messageObject.sender
-- continue logic
end)
end)
end
And, with the introduction of the new client command API, I’d recommend using those when applicable (not having server logic like /private or /removenick)
local teleportService = game:GetService("TeleportService")
local localPlayer = game:GetService("Players").LocalPlayer
local command = {}
command.name = "rejoin"
command.aliases = {"rj"}
command.call = function()
teleportService:Teleport(game.PlaceId,localPlayer)
end
return command
And as another note, you can also use the .Chatted event like normally when the player has sent a message by like:
local onPlayer = function(player)
player.Chatted:Connect(function(message)
-- cool
end)
end
local players = game:GetService("Players")
for _,player in pairs(players:GetPlayers()) do
task.spawn(onPlayer,player)
end
players.PlayerAdded:Connect(onPlayer)
Those are the solutions I could come up with, if anyone has anything to add message me or reply to this!
Alr, thank you so much! 30 letters moment
much more reliable than V2 but still get the odd glitch
can you add /clear to clear chat messages?
That’s the filter erroring not a glitch.
Sure! Might take a few days but I’ll add it to my todo.
How do I prevent this from not erroring.
Because it works fine on normal roblox chat and it seems to be always on better chat.