Yes charscharscharschars
Alright, I did that and the script is now:
local function processMessage(message)
if string.lower(tostring(message)) == "!buy space" or string.lower(tostring(message)) == "!buy speed" or string.lower(tostring(message)) == "!help" then
return true
end
return false
end
local function runChatModule(ChatService)
ChatService:RegisterProcessCommandsFunction("processMessage", processMessage)
end
return runChatModule
But it still doesn’t work…?
I tried it in-game outside of studio too.
Sorry, I forgot to add SpeakerName in the parameters.
New Script:
local function processMessage(speakerName, message)
if string.lower(tostring(message)) == "!buy space" or string.lower(tostring(message)) == "!buy speed" or string.lower(tostring(message)) == "!help" then
return true
end
return false
end
local function runChatModule(ChatService)
ChatService:RegisterProcessCommandsFunction("processMessage", processMessage)
end
return runChatModule
Explorer View:
“RegisterProcessCommandsFunction” guide used:
Credits:
comsurg
The code I wrote was for client-sided command modules which in retrospect is not the brightest idea for creating a chat filtering system. The principles of the thread however in that you should be preventing the message from being sent rather than finding a way to delete it hold up.
The linked script stops the message from being sent to the server if the client sees a tag in the message but realistically tags don’t get added until the message reaches the server. I haven’t exactly updated that post but maybe it might be a good idea to do that if people are still finding that to help resolve their problems, so thanks for letting me know with the thread link.