Hello! I am trying to solve a problem in my game. Sending a lot of requests to filter a certain piece of text is necessary, but Roblox does not like it. I am currently using
By the way, the constant filtering happens when a player updates the text on a sign.
local changed = game.Chat:FilterStringForBroadcast(script.Parent.Config.Text.Value,game.Players:FindFirstChildWhichIsA("Player"))
script.Parent.Part.SurfaceGui.TextLabel.Text = changed
script.Parent.Part.SurfaceGui.TextLabel.TextSize = script.Parent.Config.TextSize.Value
script.Parent.Part.SurfaceGui.TextLabel.TextScaled = script.Parent.Config.TextScaled.Value
script.Parent.Part.SurfaceGui.TextLabel.TextColor3 = script.Parent.Part.Color
if script.Parent:IsDescendantOf(workspace.Plots) then
script.Parent.Part.Transparency = .5
script.Parent.Part.Transparency = 1
if script.Parent.Config.TextStroke.Value == true then
script.Parent.Part.SurfaceGui.TextLabel.TextStrokeTransparency = 0
script.Parent.Part.SurfaceGui.TextLabel.TextStrokeTransparency = 1
Any help on being able to find a better method that accepts a greater amount of requests or a way to increase the limit in general would be really helpful. Thank you.
April 5, 2023, 8:43pm
Make use of
local success, response = pcall(function()
changed = game.Chat:FilterStringForBroadcast(script.Parent.Config.Text.Value,game.Players:FindFirstChildWhichIsA("Player"))
if success then
... -- code here
-- warn the player that it did not went through
That’s what I have currently now. I want to find a way to be able to get more requests through instead of just stopping errors. Thank you for the response though.
April 5, 2023, 8:44pm
What is making you have to filter the text so quickly?
What are you using this for?
My game is a vehicle sandbox game. One of the objects you can place is a sign. The requests fill up when a bigger vehicle like this (unfinished)
gets loaded. All of the signs inside immediately try to filter their text.
Result of the problem:
April 5, 2023, 8:46pm
No there is not, there are too many errors coming in that is the issue.
April 5, 2023, 8:48pm
I suggest to filter only from the original model WHILE it gets created, then when it is done you just clone everything which has already been made so you do not have to worry about filtering when cloning the object.
That is what is already happening. When I said load in, I’m talking about the player loading their build from a save slot.
April 5, 2023, 8:50pm
No what you’re doing is not what I said.
When you change the text it gets filtered
When you save the text it gets saved as the filtered state, so now you do not have to filter it.
What you’re doing is filtering while it’s unneeded.
Thanks. I misread what you originally said. Have a great day!
April 19, 2023, 8:52pm
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