The result I am looking for is like what happens in the game "Lab experiment". The server automatically chats (player name) (random message), what I thought is that it sends the player name in an event, then from there it runs a math.random for the message, so I tried this:
game.Players.PlayerAdded:connect(function(player)
local name = player.Name
game.ReplicatedStorage.LocalPlayer.Value = name
player.CharacterAdded:Connect(function(character)
character:WaitForChild("Humanoid").Died:Connect(function()
game.ReplicatedStorage.RemoteEvents.deathMessage:FireClient(player,name)
end)
then from a local script:
function msg(plr,name)
local i = math.random(1,5)
if i == 1 then
local selected = "has forgotten how to breathe"
elseif i == 2 then
local selected = "just oofed"
elseif i == 3 then
local selected = "used an old meme"
elseif i == 4 then
local selected = "commited big oof"
elseif i == 5 then
local selected = "has fallen and cannot get up!"
game.StarterGui:SetCore("ChatMakeSystemMessage", {
Text = name.." "..selected;
})
end
end
game.ReplicatedStorage.RemoteEvents.deathMessage.OnClientEvent:Connect(msg)
it does not work, and I feel like if it did, it would give different messages to other players when a player dies.

1 comment
This was sort of a half answer, but I figured it out with your help. Thanks!