Hey! so, im making a admin system for my game that is on the chat, and i wanted help on 2 things
First things is, when the player cant execute a command or mispells it, the system will send a message that will only appear for the player on the chat
And second thing is, every command that the player types wont appear on the chat
Tysm in advance!
April 4, 2022, 6:06pm
1- Lets say you have this format :
prefix command player[can be all/me/others,specific person]
Now, let’s say someone says on chat :
/flashe me [instead of
/flash me], what you could do, is to use a remote to
FireClient [to that player], and on Client, create a message on chat, saying to him that he misspelt or something.
2- You could either use
Chat Service for it, and not
Player.Chatted, or make a custom bar to execute commands, and without executing /firing it to chat.
Ohhh i think i came up with a system that will make it work thx!
April 4, 2022, 6:18pm
If you want to achieve that system then you have to wait until roblox dev releases
Other wise you can do what @Valkyrop mentioned in their post.
Hey developers! I’m excited to introduce an exciting new option for text chat in your experiences - TextChatService!
[Screen Shot 2022-03-29 at 1.20.25 PM]
TextChatService is our new successor to the existing Chat service, and makes the process of managing channels, decorating messages, filtering text, creating commands, and developing custom chats much more simple.
In addition, this system is much easier and sustainable for engineers at Roblox to iterate on and will receive regular…
but tower of hell has a system like that for commands that dont appear and it works perfectly?
April 4, 2022, 7:05pm
You could use a custom bar, if you want to make it easier.
Frame, add a
TextBox into it, and check what the Player/Admin types in that
TextBox. If it’s a formatted command [such as : “/fire me”] then execute it with a remote [to fire the server].
Im pretty sure using a custom bar would be better and faster, but tower of hell games are like improved but classic games, so chat commands would be cooler
ohh i’ve heard of this tho, i just dont know how to properly use it
April 4, 2022, 7:21pm
There is an actually way to remove what a person said on chat. For that, you’ll need to check these links:
Why would you use a BindableFunction? As far as I know, there is no reason for the chat system to send anything back to the script upon deleting a message.
Nope, it’s actually parented to PlayerGuis (created by a ModuleScript). Chat system is fully ported to Lua.
Answer from another thread asking how to do the exact same thing:
I’ve made a couple of posts regarding “deleting” chat messages. What you actually want to do here is stop the message from being sent at all to any chat processor. Tritative answered this already; if you need extra resources, you can check out some other posts I’ve made on this topic:
(Also, please search before posting!)
There is an API method for deleting chat messages but it’s only for the most recent chat message sent, it…
Please search first before asking. This question has been raised several other times.
I made a mini tutorial which you can salvage code from. The idea is to not allow a message to be processed if a certain condition is met. In your case, it’d be if the message starts with your command prefix.
You can also reference existing command modules in the LuaChatService when you fork it, such as the PlayEmote module (/e comman…
April 4, 2022, 7:32pm
Its easy, play the game go to chat and copy everything inside.
Then stop the game and paste everything in chat
Then it will look like this
Then go to ChatModules then create a module, name it whatever you want.
local function Run(ChatService)
local function createPart(speakerName, message, channelName)
if string.sub(message, 1, 5) == "/part" then
local newPart = Instance.new("Part")
newPart.Parent = game.Workspace
return true -- This thing helps to hide the message.
then play the game and type
/part to create a part.
ChatService.rbxl (168.8 KB)
Ohhh thanks for all the help
ima mark @Synitx’s anwer as solution as its more objective, but both helped, also sorry for very late reply