While I suspect a large amount of users actually use whisper chat for roleplay between two people, for larger groups you can sometimes find users in servers using the roleplay channel for their roleplay business. I think you’ll have a hard time finding that needle in a haystack in my game because it’s relatively small and I’m still working on roleplay capabilities, but it does happen from time to time and I do foresee it increasing as I improve the state of affairs. Be an Alien: Renewal - Roblox
A better solution for my needs would be a tidy way to let players have shared whisper chats, but as it stands the new chat doesn’t really make it possible to have a cohesive interface for all this (can’t even switch channels within the chat window…), so it would be a downgrade.
I don’t remember if this chat supports whisper yet either?
This chat supports whisper chat. It should be pretty identical to before. Would a group whisper chat feature be something that would solve some of your needs out of the box?
We’re also interested in opening up some basic hooks into the default UI to help facilitate more complicated use cases.
A group whisper would mostly eliminate my need for roleplay chat. It would make it harder for people to join roleplays on the fly but I think players can work it out. Not sure the details of how it would work with respect to joining/leaving/managing a group chat though.
UI hooks would be amazing. I would like to add an expand button if there is no resize functionality so players can make the chat larger vertically up to some limit. Channel tabs are also sorely missed, especially if there will be group chats. Switching would be a pain if you needed to use an external button or command all the time.
To send a system message, you can use TextChannel:DisplaySystemMessage(message) instead.
If youre using the default text channels, you can reuse the RBXSystem channel for this:
local systemChannel = TextChatService:FindFirstChild("RBXSystem", true)
if systemChannel then
systemChannel:DisplaySystemMessage("MESSAGE")
end
but in reality, any TextChannel – even one you created manually – should work as long as there are TextSources listening to it.
Instead of it being on top of the chat, how about a sidebar UI? It would have more space and I think it would be easier to go through all of the channels if they’re parented under a ScrollingFrame.
I’ve made something like this for the current chat UI:
The new UI appears to be much simpler and more modern. I especially like the corner on the UI, and it seems to to be simple to customize. Well done, Roblox.
Also check out the documentation for TextSource which says “Remove TextSources by calling TextSource.Destroy.” Someone commented about this not straightforward enough so we plan on adding documentation note to :AddUser to reference this.
Hi, just wanted to follow up on this thread for visibility, to sum up the issue it seems that CreateDefaultTextChannels was set to false by the developer, hence running into these issues since default channels were not being created. Anyone more interested in this problem should read this separate thread, but the conclusion is that you should set CreateDefaultTextChannels to true if you are using our default UI and features. We will clarify the documentation to make this more clear.
I would also highly recommend you check out our beta announcement page, which has some additional code snippets and usage samples. We have a more tutorial-like documentation coming soon that more or less covers materials described on that page.
Amazing job, and great GUI! How long until it gets out of beta and becomes default, though? I’d like to keep my game up-to-date with the current chat system, especially considering I’m editing some of the chat modules to achieve certain effects in some of my experiences (and this might take a while to change to the new system).