I’m building a custom admin command module for the game that I’m developing, and I’m having a hard time figuring out where to place the command modules at. I have read through the following documentation:
But I do not see that in explorer. It’s just empty. Do I fill in all those components or do they automatically fill in during runtime? If they fill in at runtime, then what EXACTLY do I need to place there to make the admin module work?
ChatModules only show up during runtime. If you copy them when in runtime, paste them when in Studio (not in runtime), and modify them to your liking, it should work.
The chat modules expose a few ways to programmatically control the way in which the chat works, any functionality that isn’t supported will need to be hard-coded into a fork (you can not dynamically modify a LuaSourceContainer's ‘Source’ property during runtime).
It just adds to the existing commands that are available. Things like /kick {player} and /ban {player}, changing a system parameter, variable, setting, stuff like that. It can’t be run from the client due to obvious security issues.
Umm… That’s one of the documents that I linked in my original post. I mentioned that I read through that. My main issue was where to place things so that it will work, and can I get away with adding functionality without have to fork the entire system.
Place them inside the ‘Chat’ container, you can verify this by placing an empty local script named ‘BubbleChat’ inside of the ‘Chat’ container (it’ll override the default script of the same name that is added during runtime).
The clue that you offered being that ChatModules only show up during runtime was the key for me to solve this. After you mentioned that, the documents that I was reading made sense. I got the kick command to work. I’m going to implement a modular admin chat command system instead of hardcoding each command.