I like my palm tre
I was rewriting social chat v1 for past 5 hours and just found out you made v2… I think you should edit v1 post to say that new version came out and probably on github too, good stuff anyways!
(accidentally replied to comment above mb)
Does V2 Support OnCalled functionality like the first version? if so how do I go about using it? I’m not seeing it in the documentation though, so i’m assuming it doesn’t, but asking couldn’t hurt!
Hey so how much progress did you make with this? I liked V1 much more since I could add functionality like typewrite to bubble chat with ease, I’m not entirely sure if this is possible with V2 but It’s definitely not as clear as it was with V1 if so.
I think the equivalent of what you’re asking is this:
local Channels = SocialChat.Src.Channels
Channels.OnMessaged:Connect(function(Message : string, Metadata : table?, Channel : Channel?, IsPrivate : boolean?)
--print("GOT MESSAGE:", Message, Metadata, Channel, IsPrivate);
end);
You need to setup a .OnMessaged
RBXScriptSignal for this to work. You’ll know what message was sent to what channel using what metadata, and IsPrivate refers to if the message was sent to a specific player individually.
And this would allow me to implement stuff like rainbow text / typewriting for bubble chat like you were able to previously?
No, the .OnMessaged
signal is the equivalent of Roblox’s Player.Chatted
signal. For Rainbow/Typewritting effects, you should be using the Styles module under SocialChatV2 > Configurations > Shared > Styles
That doesn’t look like much, is there something i’m missing? is it similar to the old tag system in V1 or something where I’d use something like OnCalled = function to assign code to it? i’m unsure on how i’d use it for a typewrite effect or anything, not much documentation on it
Im not sure that I understand what you are asking. Are you trying to tween the letters and move them around individually?
All I’m really looking for is to be able to implement my own typewrite into your chat I suppose, in V1 it was a bit easier but the UI for V1 is extremely bugged out now that the roblox UI has changed and i’m not sure how to fix it, before you could use OnCalled in the tags in order to implement custom code when a message was being sent, and you could effectively and pretty easily implement stuff like typewrite, or make it so blip noises played as you spoke, stuff like that.
TLDR: I’m trying to implement a custom typewrite effect in order to use the blips i’ve made for my dialogue system, and it was easily done before in V1, just wondering how i’d do the same in V2.
the image I’ve provided was the old implementation of OnCalled in V1
I actually just finished upgrading the TopbarPlus for V1 to the newest version, and now I could just use V1 again, but i’d still like to use V2 since it’s much cleaner, if I’m unable to do that it’s fine I suppose,
i keep getting this error saying “Requested module experienced an error while loading - Client - SocialChatClient:7” what should I do?
hey testing this SocialChat v2 I encountered an error that I can’t solve on my own and I don’t know what to do next with this topic. So I’m writing here. Maybe someone can help me solve this problem
so when I tried to write in the chat the letters didn’t show up on the bottom bar where the letters I wrote should be
here is the recording:
Thank you for any help
nice!!!l!!!
I think you just saved my life.
I was about to go into the deepest depths to find a good chat system.
LegacyChatService is getting deprecated sadly. I would recommend not using it.
When I use emojis or speak in differant languages in games, lots of them get the ‘square with a streched top-bottom x’ thing. I highly doubt they will get thorugh moderation and even if they do will they get errored out as if you typed a unknown character?
not for all emojis, some work, some dont