I want to make a mute command, and the way that I do it is the following
for i,v:TextChannel in pairs(TextChatService.TextChannels:GetChildren()) do
v[plr.DisplayName].CanSend = false
end
muteRemote:FireClient(plr, true, modData.muteData.reason)
However, although messages don’t send to other players, it still shows up on the client that messages are going through. Is there a way to prevent this? In the old chat system, it said that the player was muted, but this one I don’t see that it does that
Very simple way to do this
Put this in a local script in starterplayerscripts and change plrIsMuted to the condition that you want
local chatService = game:GetService("TextChatService")
chatService.OnIncomingMessage:Connect(function(message: TextChatMessage)
if plrIsMuted then
return
end
end)