then I would have a code with Messagingservice:PublshAsync() with a cooldown where the … is. I looked in the documentation for TextChatService and couldn’t find what I was looking for. Any help would be appreciated.
I assume you’re trying to make a cross-server chat system? This isn’t possible right now and theres multiple feature requests wishing for it to be possible.
I would forward TextChannel.MessageReceived, but that only signals on clients and there isn’t a server event for messages being sent to my knowledge.
I don’t get how they could force updates like this with no solutions to fix it. There’s tons of games on this platform that have their own chat system. Surely, there’s a way but I tried a bunch of things.
I guess you could try doing so through commands could work but I just like doing so through by texting in a channel.
This is the more blocky style chat where this is possible. This is because it actually sends the message data to the server and lets scripts consume it because Roblox actually trusted their devs in 2015.
2. TextChatService (the bad one)
This is the one Roblox is trying to force everyone to use for “safety reasons”, even though all the bad games will just drag the old chat back in. (Dont chance it, Roblox will probably block Lua Chat’s original source in a few months).
You’re using this one unless you’re on an old game that still has the Lua Chat.
The only thing I could think of is creating an entirely new textbox UI to have players send text seperately to the server and that would appear in chat after using sendAsync().
Currently, the reason it isn’t possible is because it is now against ToS (or whatever the thing is) to make a chatting system that doesn’t use SendAsync(). So even if you make your own TextBox UI, making a cross-server chat system isn’t impossible due to technical limitations, but rather due to rules, and limitations of SendAsync() (or TextChatService as a whole…)
If you are still interested in custom chats that work with TextChatService:
I think this is the full list