Social Chat | Enhance your experience with spectacular social chat features!

Where would I be able to do this? In the ChatSystemTags module or the Tags module? I didn’t find any documentation for this part so I’m a bit lost

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Please tell me the animated emojis aren’t a bunch of decals…

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For v1, you’d have to dig into the Server script within the MainModule in order to accomplish this! You can edit the GetTag() function and the ChatSystemTags module in order to apply gamepass-based logic!

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Nope! Animated emojis are sliced into several mini-images that are moved along using Image properties :happy2:

That actually seems kind of nice ngl

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Made this little modification to the Server module using the Rank part as a template, would this work?


image

I can’t really test it because I didn’t make any gamepasses (yet) and because even if I did, I’d get the owner tag so I wouldn’t be able to see if it works…

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I’d recommend testing your own scripts! I’d rather not test them myself as I’d have to rewrite it into my own version of SocialChat :face_with_spiral_eyes:

If you’re concerned about how it works, then comment out your own tag so that it “disables” itself! I can’t say for certain, but it looks like it would work if you tried it in game :happy3:

Sorry if I worded it wrong lol, I meant to ask if you thought it’d work or not since I’m not that good of a scripter myself and since I couldn’t really test it without having to go on an alt account and buying a gamepass, I thought I’d ask you since you have more knowledge on scripting and probably knew if it’d work or not : P

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No worries! Next time I’d recommend disabling your own chat tag as I previously stated in my last reply ^^

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Also, once again bumping this survey for research purposes!

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I got a quick suggestion for v2: An API function to hide the chat fully (like you would with SetCoreGuiEnabled)

This isn’t very important and can be easily done by just adding a function in the mainmodule that sets the topbarplus icon’s “enabled” property to false, then changes the enabled property in the chat gui to false, but it’d still be pretty neat if this function came built in to the system


Edit: I made the function, if anyone wants it, in the ChatUI module, put this right after the “Public Methods” comment:

function ChatUI:SetChatGuiEnabled(shouldenablechat : boolean)
	local ChatToggleButton = IconController.getIcon("ChatToggleButton")
	if shouldenablechat == true then
		ChatToggleButton:setEnabled(true)
		ChatGUI.Enabled = true
	else
		ChatToggleButton:setEnabled(false)
		ChatGUI.Enabled = false
	end
end

then, in the client environment module, put this right before the “CreateChatMessage” function:

function SocialChat:SetChatGuiEnabled(enabled : boolean)
	ChatUI:SetChatGuiEnabled(enabled)
end

Then require local SocialChat = require(game.ReplicatedStorage.SocialChat),and run SocialChat:SetChatGuiEnabled(false) to disable the chat window and the topbar button (basically like disabling the default chat using CoreGuiEnabled) and replace the false with true if you want to enable the gui.

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I will definitely include this with SocialChat’s final product, thank you for the suggestion!

Hello everyone! :happy3:

I apologize for the long wait, I have been quite occupied within the previous months. However, I am happy to announce that Social Chat v2 is reaching the finish line soon! Heres what to expect from it…

General Updates:

  • Markup stability improved (you can now layer markups)
  • Branding Created
  • More Settings!

New Features:

  • Support for Chat Extensions
  • Support for UI Changes without forking it from the loader
  • UI Gradient support for ChatTags
  • Custom BubbleChat
  • API Improvements (eg. SpeakerAPI, Client and Server API’s, Easier organization, Documentation, etc!)
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All these features look amazing! I can’t wait for the release of v2, based on what we already have and on what’s coming, it’s safe to say this is definitely going to be one of those modules that will quickly grow into one of the most well known open source resources for Roblox.

If you want some more suggestions you could implement later on in future updates (not in the first release of course, you’re already working on a lot or features right now), here are some:

suggestions for later
  • Default message color option (instead of white) in the settings, this is easily changed in just 2 lines so I can probably just add it myself when v2 is out and send you the lines to change

  • More chat tag requirements, like gamepass tags, badge tags, attribute tags (you could check for a specific attribute that equals to ? (could be a boolean, a string, etc) in the player object, in case of “custom requirements”. And, while you’d have to temporarily disable this until the feature comes out fully, subscription tags (Roblox has had some unreleased API for “Subscriptions” under MarketplaceService for like 2 years now, which has been forever unused, but hey, could be implemented anytime!)

  • Support for serverside commands (maybe some kind of API) that checks for an amount of arguments (instead of splitting the entire message command, because what if an argument contains a space and ends up being counted as a separate argument?)

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It seems great! Are you planning to create a Roblox plugin or model of this?

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There already is a model, which is linked in the description of the testing place

There’s no point in making a plugin for it since you can easily just insert the model though

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k thx

thirty words limit

can you create a model on roblox, i don’t like using models from GitHub as they’re hard to use and you have to copy paste everything

why you can swear in roblox using this?
image

I censored the bad word :confused:

Did you test that within Roblox Studio? If so, there are no text filters in Roblox Studio.

yes I did, also I tested it in-game and it didn’t work