Player.Chatted does not fire when using /e

Recently, the /e chat command has stopped firing the Player.Chatted event in live servers, regardless of whether it succeeded or failed. This used to fire the Player.Chatted event and was useful for hiding messages from other players.

Expected behavior

Saying “/e …” should fire the Player.Chatted event.

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Can confirm this is happening to my game, The Streets, as well.

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.Chatted isn’t firing at all for me now actually, only in studio it seems to work.

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This is happening in Rogue Lineage, a game that I work on, as well. Bug reports from players began coming in around an hour ago. I’m unsure if this is exclusive to messages beginning with “/e” or with player.Chatted in general.

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No commands work including commands with /e or / or just any prefix like :

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Thought this was intended at first, as we have a TextChatCommand that also uses the /e prefix. Should note that the Triggered events for all custom and default commands still work fine as a temporary workaround.

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I can also confirm this stuff happening in the ro-wrestling scene, as users aren’t able to do /e taunts and I can’t even do /e sound effects

my custom commands broken aswell in all games of mine, aswell as Adonis admin commands not working when using /e
very much hope will get fixed

If anyone is looking for a quick solution you can hook into TextChatService, using SendingMessage on the players client and firing a remote event to the server with the message, then hook that remote into your pre-existing code that would normally run from .chatted.

--ran on the client
game:GetService("TextChatService").SendingMessage:Connect(function( TextChatMessage )
   workspace:WaitForChild("ExampleChatRemoteEvent"):Fire(TextChatMessage.Text)
end)
--I edited this to use SendingMessage because I think OnIncomingMessage would do some very funky things in multiplayer.

The text result is already filtered so annoying for usage in commands though, but it can unbrick it in the meantime until Roblox either fixes it or replies with something stupid like “we deprecated .chatted so we can force everyone to use the new TextChatService”, but I digress.

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can confirm its just /e issue i just tested on both Deferred and Immediate got same results /e not working but every other chat gets logged without issues (in a serverside script)

game:GetService("Players").PlayerAdded:Connect(function(plr)
	plr.Chatted:Connect(function(msg)
		print(`{plr.Name} chatted {msg}`)
	end)
end)

Hi, thanks all for reporting. We are currently looking into this.

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Adding to the report, seems to doesn’t work either.

game.Players:Chat()

How are you using game.Players:Chat()? From what I can tell, that is a plugin-only method?

Getting no error from it.

Sorry to bother, but could you look at this other bug? It has been more than 3 months since I filled this other Player.Chatted bug, and there hasn’t been any response to it

This is also probably what @DrAdministration is referencing

Yes! This is on my radar as well (there are a few other weird behaviors around Player.Chatted which is more of a legacy holdover API) that I aim to address in the coming weeks.

Player.Chatted is probably not gonna be the most recommended API going forward but I want to leave it in a better spot than it is right now before we make any official recommendations/deprecations.

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Ah no .chatted just wasn’t firing at all on the server for my game, I had to manually swap to using TextChatService on the client and remote ping the server just to get it operational again.

Although if you are trying to get .chatted on the client, in the meantime you can also use .OnIncomingMessage because I believe it tells your client what messages were sent, but shrug

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If you are looking for a quick workaround – I’d probably recommend using TextChatCommand.Triggered if possible. It was designed to handle most command processing directly and will be better supported in the future.

That said, I am currently making changes to restore functionality of Player.Chatted right now

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Thanks for everyone’s patience. Player.Chatted should be functioning as expected again. Please confirm and let me know if that is not the case.

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