#fixed
49 messages · Page 1 of 1 (latest)
well thats a bummer
disabling the toolbar is a black and white decision
well then how do fps games do it
they use a custom one
you cannot hide the toolbar w/o disabling its functioanlity
they have a simple toolbar system
it's pretty simple, you can study this one I have for my game
hm how could i do it?
is there any tutorials? devforums?
yes, there are a few tutorials, I just eyeballed mine cause it's not that hard, you basically hook the numbers in the keyboard and send that number to the server
these functions are just to make that process more automated
but you can hardcode it
yeah in sss
feels like a module script
it's a module script
mhm, it has to be a module cause the toolbar handling is mixed with other mechanics
so imagine repeating the same code over and over
like giving a tool
or removing tool
when something happens over many scripts
yeah first time knowing about that script
i do like gun games
and just first time hearing about it
what script?
don't we all 😌
anyhow remember this is for study, you cannot put that in your codebase in any shape or form w/o it horribly braking cause you have non of the dependencies for it to work
it has all the functions you would want in your toolbar
- equiping
- wiping
- parenting from backpack to character
quick question\
will this work
even with core gui backpack
disabled
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
not sure what your question is
if they are already disabled why would you call that again?
its not off
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