Open kalrnlo opened 2 days ago
Alternatively TextChatCommands could be used, but those block any message that includes an alias for the command. But could probably be worked around via messing with TextChatService.SendingMessage to then manually trigger TextChannel:SendAsync() if the player doesnt have that command registered.
I don't think this would work because commanders can be used by any player in the server (intentionally). I've been trying to think of a solution, my only idea is a new component but I'm not sure about that.
Roblox Username
kalrnlo
What do you think can have quality-of-life improvements?
chat commander
How do you think things can be improved?
Currently when ever a player says a trigger word, the message is visible in chat. Ideally trigger words would be hidden in chat, by having a ShouldDelieverCallback registered to every chat channel under the TextChannels folder in TextChatService thats created at runtime.
code example because this api originally confused me with how its explained