I’m trying to make a chat log that detects when people chat, but I heard there was a bypass around game.Players.Chatted and I’m not sure what to do now
How damaging is the bypass, and is it exploit-related? If it just allows people to see chatlogs, there’s not much damage they can do. I have had no issues using player.Chatted in any of my games.
well lets say the message displays in the chat.
you can probably get the text from there using ChildAdded and stuff
I will make one rq
Here I made the script
local plr = game.Players.LocalPlayer
local ChatGui : ScreenGui = plr.PlayerGui:WaitForChild("Chat")
local Scroller : ScrollingFrame = ChatGui.Frame.ChatChannelParentFrame.Frame_MessageLogDisplay.Scroller
Scroller.ChildAdded:Connect(function(Frame)
if Frame:IsA("Frame") then
local TextLabel : TextLabel = Frame.TextLabel
local TextButton : TextButton = TextLabel:FindFirstChildWhichIsA("TextButton")
if TextButton then
local Data = {
Chatter = string.sub(string.sub(TextButton.Text,2),1,-3),
Message = string.gsub(string.gsub(TextLabel.Text, "%s+$", ""), "^%s+", ""),
Time = os.date("%c")
}
print(Data)
end
end
end)
That’s just example of what you can do
(Also there are some cons to it)
yes it’s exploit related I also need to be able to see users whispers and /c system but If they can bypass it with a simple script
Well if .Chatted doesn’t pick it up… was it really said? I can’t see any way that a chat message will effect something if the .Chatted event doesn’t fire. You can probably just pretend it doesn’t exist anyways.
If you really need something else though there isn’t really anything. The best you could do is make your own chat system.
Also, player.Chatted
detects all chats, including whispers and emotes.
Ive seen it done and someone showcased it to me so I have no idea how
game:GetService("ReplicatedStorage").DefaultChatSystemChatEvents.OnMessageDoneFiltering.OnClientEvent:Connect(function(D)
print(D)
end)
-- Local Script