The Chatted event fires when a
Player types a message and presses enter in Roblox’s provided chat bar. This is done using some Lua bindings by the default chat script. You can prevent players from chatting by using
StarterGui/SetCoreGuiEnabled and disabling the Chat
Using this event and some string manipulation functions like
string.lower, it is possible to create chat commands, even with arguments like player names. Usually, commands are prefixed such as
/heal PlayerName. To check for a prefix in a string, use
string.sub on the message to check a substring of the message:
string.sub(message, 1, 6) == "/heal " (note the inclusion of the space) . Then, extract the rest of the command using
string.sub(message, 7) will be equal to the player name. Check if that player exists, and if so, perform the command’s action (in this example, healing them). Check the code samples for examples of chat commands.
The message text fired with this event is unfiltered. If you are displaying player input like chat to other players in any form, it must be filtered using
Chat/FilterStringAsync. Keep this in mind when creating your own chat systems; if your game does not properly filter chat it may have moderation action taken against it.
The content of the message the player typed in chat
The player that the message was intended for (nil if the player was not whispering to another player)
=== Setting chatted for all players ===
There is an easy way to make the Chatted event registered on all players. Simply use the
/Players/PlayerAdded event in combination with this event.
game.Players.PlayerAdded:Connect(function(player) player.Chatted:Connect(function(msg) -- do stuff with msg and player end) end)
Join Team Command
This code sample allows any player to chat "/jointeam
local Players = game:GetService("Players") local Teams = game:GetService("Teams") -- Command to choose a team (note the trailing space) local joinCommand = "/jointeam " local function findTeamByName(name) -- First, check for the exact name of a team if Teams:FindFirstChild(name) then return Teams[name] end -- Let's check for case-insensitive partial matches, like "red" for "Red Robins" for _, team in pairs(Teams:GetChildren()) do if team.Name:sub(1, name:len()):lower() == name:lower() then return team end end -- If we get to this point, no team matched the one we were looking for :( end local function onPlayerChatted(player, message, recipient) -- Note: string.sub(message, ...) is the same as message:sub(...) if message:sub(1, joinCommand:len()):lower() == joinCommand:lower() then -- Matched "/JOINTEAM xyz" to our join command prefix "/jointeam " local teamName = message:sub(joinCommand:len() + 1) -- Cut out the "xyz" from "/jointeam xyz" local team = findTeamByName(teamName) if team then -- Set the team! player.Team = team player.Neutral = false else -- Tell the player that team could not be found :( player.Team = nil player.Neutral = true end end end local function onPlayerAdded(player) player.Chatted:connect(function (...) onPlayerChatted(player, ...) end) end -- Listen for players being added for _, player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end Players.PlayerAdded:Connect(onPlayerAdded)
This code sample, although lengthy, is quite simple: detect when a player chats /play, then put them on the “Playing” team. When they die, move them back to the “Spectating” team.
local Players = game:GetService("Players") local Teams = game:GetService("Teams") -- Two teams: one for spectators (default) and one for those playing the game local teamPlaying = Teams.Playing local teamSpectators = Teams.Spectating -- Command to play the game local playCommand = "/play" local function play(player) -- Set the player's team using one of the following: player.Team = teamPlaying player.TeamColor = teamPlaying.TeamColor -- Respawn the player (moves them to spawn location) player:LoadCharacter() end local function onPlayerDied(player, character) -- When someone dies, put them on the spectator team player.Team = teamSpectators end local function onPlayerSpawned(player, character) local human = character:WaitForChild("Humanoid") human.Died:connect(function () onPlayerDied(player, character) end) end local function onPlayerChatted(player, message) if message:sub(1, playCommand:len()):lower() == playCommand then play(player) end end local function onPlayerAdded(player) -- Listen for this player spawning if player.Character then onPlayerSpawned(player, player.Character) end player.CharacterAdded:connect(function () onPlayerSpawned(player, player.Character) end) end -- Listen for players being added for _, player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end Players.PlayerAdded.Connect(onPlayerAdded)