The CS.Chatted function only fires when CS:Chat() is fired. Which is not when a player chats, rather an npc.
As already explained, youâre used .Changed, not .Chatted.
The problem with your code is that youâre trying to listen for ChatService.Chatted (an event games do not have the security level to operate on), when you should be listening for Player.Chatted.
You can read up on the code samples and explanations for this here.
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Thank you guys for the support, but unfortunately the options you gave me didnât work.
I solved it by using a script in ServerScriptService
and just using BindableEvents
to know when someone chats.
Thank you!
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I would just like to point this out.
You did Changed, not Chatted.
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