#button problem
1 messages · Page 1 of 1 (latest)
When you click on it nothing happens?
You need to use mousebutton1click function
Also i don't think you need to do that while loop to make a fade effect, you can just use tween service
already tried that
but thnx for the optimization, im a lua noob so i dont know much
No problem, always good to learn new things
yeah
also i probably should've said what the game is about
its a hangout game similar to flex your badges, with avatars like the future, but if the customizability was from 2007 (no accessories, shirts or pants)
im focusing on the ui for now, buy my idea is the pleys that join and customize will be added to a table along with a base 12 string for 12 colors for each part
Hmm ok so is there any errors in your output after you click the button?
** You are now Level 1! **
And does it print "activated"?
doesnt even print anything
Oh i just realized, after you click play i think you want the background frame to be gone right?
also here was the original nesting pattern
With a fade effect
and yes
basically home dissapers, and the while loop fades fadeout
fadeout was also supposed to be menus
brb in 5 minues
Can you send a screenshot of the script now? Or is it the same way it was before?
Alright
Ohh, so it's wrong
im pretty sure connect is after
you need to change the touch tap line to uhh.MouseButton1Click:Connect(function()
And then let me see...
i have tried all 3
oh
nvm you were right
it didnt work the first time for some reason
also heres the character
ye
** You are now Level 2! **
It's pretty easy to make a fade effect with tween service btw
yes
1 its easter
2 it breaks when the transparency is at 1
nvm
uh oh
i thought the ~= would break it
it must've skipped the number
what does tweeninfo mean
which one is time
Yeah i'm here dw
local ts = game.TweenService
ts:Create(YourFrame, TweenInfo.new(1), {BackgroundTransparency = 1}):Play()
** You are now Level 10! **
That's what i do for the fade effects, you can learn more about tween service like: easing style and easing direction for other things too
it isnt printing activate again
How is the script now?
It's wrong
You need to do like Tweener:Create(Transition, TweenInfo.new(1),{BackgroundTransparency = 1}):Play()
oh
You can delete line: 8,9,10 and 11
nice, one more thing about the ui: i cant fill the screen, even with scale set to 1
it works if your wonderingf
Btw at TweenInfo.new(1) you can change the number to whatever number you want the duration of the tween to be
You need to turn on ignore gui inset in the gui properties
I think that's the name of it
Archivable?
I know it's something that starts with Ignore in the screenGui properties
ignoreguilnset
Yes
alsi i was looking in frame
That's the name
nice one
this next will probably be much harder
using a button to change the brick color of the character
fron the gui
Oh that's easy
So you need to make a remote event
ok
Name it like idk: ColorChange
(characterpart) color
** You are now Level 3! **
there are 6
So i would create a local script in the frame where the button is located
Wdym
Oh well
or 15 minutes
Idk if i'll be online
eastern time?
Nope, but if i don't, you can search a tutorial on how to change the color of the character
showcase 1 of my idea (partcolor gui not finished yet)
also the extra model im callise classic, reserved for me or people who helped
the one im using is a remake from my own character model
because animations look wonky on the classic
see you at 12pm (maybe)
holy shit i skipped using remoteevent
ok i'll do an elseif loop to cycle through the colors for now, because its almost 2am
** You are now Level 4! **
if you have any ways to optimize it let me know
brb
fixed the gui so it shows the correct colors 👍, now i wanna make a player detection to set specific startercharacters or have them play their own starter character
it isnt working
I'm guessing you want to morph this player
That's not how you do it
you would need to call player.CharacterAdded function inside the player added one
then you would do something like:
player.CharacterAdded:Connect(function(character)
If player.UserId == playerId then
local customCharacter = game.ReplicatedStorage:WaitForChild("LegoCharacter"):Clone()
character = customCharacter
customCharacter.Parent = game.Workspace
end)
No
You need to call CharacterAdded with the "player" inside the parameter of the playerAdded function
You didn't understand me
yeah
It's player.CharacterAdded
oh ok
And it's inside the player added function, not the parameter
No
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
end)
Np, it's just kind hard to explain
so more like this?
** You are now Level 5! **
uh oh
there is two starter characters so the game is having a seizure
changing the name doesnt work
also it caused a memory leak
Yeah you shouldn't do this
Here
im pretty sure load character resets it, triggering the event again
Yeah, you do loadcharacter to unmorph the character, but to morph the character you need to set the character = YourCustomCharacter
how can you link it tho?
Like?
how do you set the character
That's what the script i did does
Maybe it's not rigged
The player's character?
yeah
and yeah (kind of)
Ok so you probably need to character:Destroy()
huh?
also it is rigged but the animations arent
thats why its funny
After customCharacter.Parent = game.Workspace you need to do character:Destroy()
Actually, before the character = customCharacter my bad
See if that still keeps the player's og character
yes
local playerId = 7887319514
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
if player.UserId == playerId then
local customCharacter = game.ReplicatedStorage:WaitForChild("DevCharacter"):Clone()
character = customCharacter
character:Destroy()
customCharacter.Parent = game.Workspace
end
end)
end)
serversciptstorage > normal script
Try putting it before character = customCharacter
the "character:Destroy()"
16:07:34.710 Humanoid is not a valid member of Model "O937LEG0" - Client - HealthScript:5
16:07:34.710 Stack Begin - Studio
16:07:34.710 Script 'Players.O937LEG0.PlayerGui.ScreenGui.Health.TextLabel.HealthScript', Line 5 - Studio - HealthScript:5
16:07:34.710 Stack End - Studio
16:07:39.632 Infinite yield possible on 'Workspace:WaitForChild("O937LEG0")' - Studio
16:07:39.632 Stack Begin - Studio
also it didnt set my character to anything
im gonna take 15 honestly all of this is just way too funny
probably gonna forward it to my friend later as a meme
None of this are errors
From the morph script
Can you delete character:Destroy() and send me a picture of how does it stay when you join the game?
It's not moving?
none are, and everytime i die it clones again
which could explain that memory leak from before
I think you don't need to clone it since it's a dev skin
Especially because it triggers when the character loads in the game and it has your id
Now about it not moving, it must be because it doesn't have a humanoid or it's not properly rigged, idk
or another is
humanoid exists
and yes it isnt properly rigged
oh i forgot the welds
i remodeled it
might need more time to rig
ok the joints are but the others arent
nvm its funny
all i gotta do is replace the walk sound for him
yes
how do i add it to the walking sound
found out how, but still cant link it right
local playerId = 7887319514
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function(character)
if player.UserId == playerId then
local customCharacter = game.ReplicatedStorage:WaitForChild("Lego"):Clone()
character = customCharacter
customCharacter.Parent = game.Workspace
end
end)
end)
still in the same place
im also thinking of tying the sound to this too, so that it replaces the running sound every time the character loads
No, not this one i meant the one you made for the sound when walking
i didnt
yet
i was thinking of tying it to the other character script so that then the character is added back, so does the sfx
** You are now Level 6! **
lemme show you the obs
its funnier when its made from scratch and not rigged right
end)
attempt 2: proben rotation
all orientation is 0
attempt 3: finally
It works?
in my funny way, yes
i put in the angles myself
and the torso used to tilt
so i set the rootjoint at -9.37 degrees
to mimic that tilt
no more concrete sound needed
uhh
wait what works
The thing you wanted