I'm trying to make a script where you can chat to a model and the model responds back to you. Here's my script:
local PlayerKeywords1 = { "yo", "ye", "hello", "hi", "wassup", "sup", "hellur", "ni hao", "hola", "hai" } local PlayerKeywords2 = { "good", "g00d", "nice", "great" }
local PlayerKeywords3 = { "uw0tm8", "u w0t m8", "y u", "wuv", "luv", "w0t", "w8", "fien" }
local PlayerKeywords4 = { "pie", "food", "trains", "houses", "toilets", "power", "roblox", "robloxians", "celebrities", "people", "world", "youtube", "twitter", "ig", "instagram", "studio" }
local PlayerKeywords5 = { "ikr", "i know right", "okay", "ok", "kk", "k", "kay", "kai", "what", "really", "crazy", "bad", "whet", "heh", "huh", "sorry" }
local PlayerKeywords6 = { ":o", ":/", ";o", ";)", ";')", ":)", ";(", ";'(", ":(", ":3", "?", "?.?", "OoO", "O>O", "v.v", ">.>", "<.<", "(>^.^)>", "<(^.^<)", "^.^", ":I", ":|", "o.o", ":P", "xD", "XD", "xd", "c:", ":c", "c;", ";c", ";'c", "C:", "C;", "C;", "o-o", }
local PlayerKeywords7 = { "bye", "bai", "cya", "see ya", "later", "peace", "dueces", "goodbye", "gudbye", "g00dbai", "goodbai", "gudbai", "g00dbye" } local Dialog1 = { "Wassup bruh?", "yeeee supppp", "Hello, mate!", "hi :3", "sup..", "Wassup... geez..", "What is that?", "I DUNT SPEAK YO LANGUAGE!!1!1!", "haiiii!!!" }
local Dialog2 = { "Thank ya!", "Thanks!", "Thank you!", "You're great!" }
local Dialog3 = { "i dunt want chu", "i dunt want chuuu", "w0t", "i wuv u 2", "i luv u 2", "w0t 2 u 2", "wait 4 w0t?", "thank chu!!1!1!" }
local Dialog4 = { "I like pie!", "Ew food!", "Eh, trains arn't that bad..", "houses....house..HOUSE!!", "By the way, I need to go pee!!!", "I OVAP0W3R CHU!!", "Roblox is fun! But it gets boring after awhile", "I dunt knoe...", "I'm not a mainstream person..", "People.. I like people!", "Global warming is bad...", "Youtube, we broadcast everywhere!", "Follow me on twitter! I'm NoobyNoobCaiks!", "I rarely get on instagram... so.", "Roblox studio is a twist!" }
local Dialog5 = { "I knoww", "I knowww", "mhm", "okay..", "Huh?", "Yes really.", "yeah ik u cray cray 2", "yah im badddd", "Yasss", "hehehehe c:", "stares", "It's okay! c:", }
local Dialog6 = { "o-o", "I don't like faces!" }
local Dialog7 = { "Goodbye!" }
local DialogExtra = { "I don't understand you..", "ye okay doesn't understand", "Don't quite understand ya!", "What...", "Really? That language scares me...", "I understand bruh!!! doesn't understand", ">.> <.< runs", "So much weird languageeee", "Hey, I don't really understand." }
function StartChat(Plr) for _,v in pairs(game.Workspace:GetChildren()) do if (v:IsA("Model")) then if v:findFirstChild("Humanoid") ~= nil then if v:findFirstChild("Torso") ~= nil then if (script.Parent.Position - v:findFirstChild("Torso").Position).magnitude <= 5 then Plr.Chatted:connect(function(msg) if msg:lower():sub(1,2) == {PlayerKeywords1[4],msg} end) end end end end end end````
I want the model to active when the player says one of the keywords in that array. I want it to be that the player can say anything else with it after, before, or both. Is it any possible way to do this?

3 comments
Put your code in a Code Block please
Code block your script. Copy and paste the code, then on the very right (While in edit) you'll see an icon on the very right that will make lines of "~~~", inside of the two lines, paste your script
Code block you're script.