So I see that some games that send 'fake' text to the chat, while still using roblox's chat gui, not a custom chat gui. 'fake' because it isn't a player saying it, it's the game saying it. Like this: https://gyazo.com/51c478f43e58a1ea842dd4db38967bf0 How do I do that?...
How do I send 'fake' chat?
2 answers
Note: This feature will only work in a LocalScript (or a ModuleScript running on the client)
Note: EVERYBODY will see this message.
What you're talking about is making a chat message via the core gui's.
As it says in the Wiki, "SetCore" , you need to do the following.
game:GetService("StarterGui"):SetCore("ChatMakeSystemMessage",{ --Getting "StarterGui" and calling the function
Text = "Welcome to my game!"; -- Required. Has to be a string! Basically what the chat says
Color = Color3.new(0,1,1); -- Cyan is (0,255/255,255/255) -- Optional defaults to white: Color3.new(255/255, 255/255, 243/255) If you require a full set http://snipplr.com/view/40782/color-to-rgb-value-table-in-lua/
Font = Enum.Font.SourceSans; -- Optional, defaults to Enum.Font.SourceSansBold
FontSize = Enum.FontSize.Size24; -- Optional, defaults to Enum.FontSize.Size18
})
For example;
game:GetService("StarterGui"):SetCore("ChatMakeSystemMessage",{ --Getting "StarterGui" and calling the function
Text = "Your data has been saved";
Color = Color3.new(0/255, 128/255, 0/255);
Font = Enum.Font.SourceSans;
FontSize = Enum.FontSize.Size24;
})
This would print out like; As you said, https://gyazo.com/51c478f43e58a1ea842dd4db38967bf0
Currently, SetCore has the following options,
PointsNotificationsActive: boolean: whether or not a notification should be shown when a player gains or loses playerpoints
BadgesNotificationsActive: boolean: whether or not a notification should be shown when a player earns a badge
ChatWindowSize: UDim2: Sets the size of the chat window. Note: This size does not include the chat bar.
ChatWindowPosition: UDim2: Sets the position of the chat window.
ChatBarDisabled: boolean: If set to true, the chatbar will be hidden, effectively muting the player.
ChatMakeSystemMessage: table: Allows you to add messages to the chat (like the help message when you join a game)
SendNotification: table: Makes a notification pop up
I hope I helped!
You can use SetCore
SetCore(
string CoreName,
var Parameters
) -> void
You want to use ChatMakeSystemMessage as the CoreName. The valid parameters for ChatMakeSystemMessage are poorly documented, but the example should provide what you need.
Example:
game:GetService("StarterGui"):SetCore("ChatMakeSystemMessage",{
Text = "Welcome to my game!"; -- Required. Has to be a string!
Color = Color3.new(0,1,1); -- Cyan is (0,255/255,255/255) -- Optional defaults to white: Color3.new(255/255, 255/255, 243/255)
Font = Enum.Font.SourceSans; -- Optional, defaults to Enum.Font.SourceSansBold
FontSize = Enum.FontSize.Size24; -- Optional, defaults to Enum.FontSize.Size18
})
This discussion is preserved as it was. New answers, comments, and votes are closed.

3 comments
And I still don't know how to make it show up for one person. (When it says "Your data has been saved" it shows up the player who says /save only.)
That I believe is not possible. You could only do that using the "chatted" event and having a separate gui, sorry.
How do you make the text 2 different colors? Also how do you make it wait a few seconds and make another text