I'm definitely not a pro at scripting and would like to know how. I have searched it up and it never really comes up with anything I want. I know it is possible because I have seen it on multiple games. Thanks for any help you can provide!
Can you make some sort of chat activated door that opens when you say a specific word?
3 answers
#Chat, how to use.
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 CoreGuiType.
#CHAT COMMANDS
Using this event and some string manipulation functions like string.sub and 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 again: 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.
#FILTERING
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.
#PARAMATERS;
game.Players.PlayerAdded:Connect(function(plr)
plr.Chatted:Connect(function(msg)
print(msg.Recipient, " Wrote;" msg)
end)
#CODE SAMPLES
Playing/Spectating Team
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)
#PLR.CHATTED;
=== 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 " where is the name of a team. It uses string manipulation using string.sub and string.lower to make the command case-insensitive and allow for partial matches. For example, “/jointeam red” will match the team “Red Robins”.
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)
From maxpax2009, a professional scripter.
2 comments
lol who downvoted this!?
it took me forever to write this.
You can use player.Chatted:
game.Players.PlayerAdded:Connect(function(player)
player.Chatted:Connect(function(msg)
if msg == ":open" then
workspace.Door.CanCollide = false --use the door here
wait(1)
workspace.Door.CanCollide = true
end
end)
end
Happy to help, b_mni.
This is really simple, although this is not a script request site. But I will give it to you anyways...
So, make a script in ServerScriptService. And then paste this in:
game.Players.PlayerAdded:Connect(function(plr) -- Checks if a player joined the game
plr.Chatted:Connect(function(msg) -- Checks if the player chatted
print("Player chatted "..msg.."!")
if string.lower(msg) == "dog" then -- Whatever you want the user to say to trigger the event
local part = game.Workspace.Part -- Gets the part
part.Transparency = 0.5
part.CanCollide = false
wait(5)
part.Transparency = 0
part.CanCollide = true
end
end)
end)
I hope this helped!
~ Dan_PanMan, advanced scripter.
2 comments
He's obviously not going to learn anything from this, at least teach him about how to use; "Chatted", instead of being a slob. And i don't get why you're down-voting other peoples answers.
Time to teach you a lesson by down-voting your answer and up-voting the other guys answer, so yours doesn't get accepted.
This discussion is preserved as it was. New answers, comments, and votes are closed.

1 comment
thank you! sorry by the way...