How to disable/mute player using TextChatService

Ive read multiple topics, none helped.

Currently this is the script I have

local ChatEvent = game:WaitForChild("ReplicatedStorage"):WaitForChild("Events"):WaitForChild("ChatEvent")
local TextChatService = game:GetService("TextChatService")
local Channel = TextChatService:WaitForChild("TextChannels"):WaitForChild("RBXSystem")

ChatEvent.OnClientEvent:Connect(function(Type, Msg)
	if Type == "Display" then
		Channel:DisplaySystemMessage(Msg)
	elseif Type == "Mute" then
		if Msg then
			TextChatService.OnIncomingMessage = function(Message)
				Message.TextSource.CanSend = true
				return Message
			end
		else
			TextChatService.OnIncomingMessage = function(Message)
				Message.TextSource.CanSend = false
				return Message
			end
		end
	end
end)

However whenever I fire the mute remote event to the client, I get this error.

Players.supercrash950.PlayerScripts.LocalChatHandler:16: attempt to index nil with ‘CanSend’

What am I wrong? and how could I make it display a system message using Channel:DisplaySystemMessage() everytime the player tries to chat while being muted.

1 Like

This reply to my post about muting players server-side is a good solution for this. I see you’re already using a RemoteEvent which is fired by the server for muting, so perhaps muting people on the server in the first place is a better option for you.

You can probably adapt that code to still tell the client when they are muted, something like below:

-- SERVER SCRIPT
---> services
local players = game:GetService("Players")
local textChatService = game:GetService("TextChatService")

---> variables
local mutedPlayers = {}

---> functions
local function muteUserId(userId: number)
    for _,d in textChatService:GetDescendants() do
        if d:IsA("TextSource") then
            if d.UserId == userId then
                d.CanSend = false
            end
        end
    end

    local player = players:GetPlayerByUserId(userId)
    if player then
        player:SetAttribute("muted", true)
    end

    mutedPlayers[userId] = true
end

local function unmuteUserId(userId: number)
    for _,d in textChatService:GetDescendants() do
        if d:IsA("TextSource") then
            if d.UserId == userId then
                d.CanSend = true
            end
        end
    end

    local player = players:GetPlayerByUserId(userId)
    if player then
        player:SetAttribute("muted", false)
    end

    mutedPlayers[userId] = nil
end

---> main
-- listen for future muted TextSources
textChatService.DescendantAdded:Connect(function(descendant: Instance)
    if descendant:IsA("TextSource") then
        if mutedPlayers[descendant.UserId] then
            descendant.CanSend = false
        end
    end
end)

You’d use the functions muteUserId and unmuteUserId within the server-sided script to mute and unmute players using their UserId. The code above uses an attribute to easily replicate whether the player is muted or not. To convey to the player that they are muted, you have a few options, though the one that makes most sense would be checking that attribute when they try to send a message.

-- LOCAL SCRIPT
---> services
local players = game:GetService("Players")
local textChatService = game:GetService("TextChatService")

---> variables
local localPlayer = players.LocalPlayer
local systemChannel = textChatService:WaitForChild("TextChannels"):WaitForChild("RBXSystem")

---> functions
local function onIncomingMessage(message: TextChatMessage)
    if not message.TextSource then return end
    if message.TextSource.UserId ~= localPlayer.UserId then return end
    if message.TextSource.CanSend and not localPlayer:GetAttribute("muted") then return end

    -- the local player tried to send a message and they are muted
    systemChannel:DisplaySystemMessage("You are currently muted!")
end

---> main
textChatService.OnIncomingMessage = onIncomingMessage

Useful resources:
https://create.roblox.com/docs/chat/in-experience-text-chat

2 Likes

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