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| 29 Jul 2013 03:02 PM |
Ok, basically, it's obviously registered the Item1, Item2 and Item3 buttons, because the MouseEnter event triggers flawlessly. What I want to know is... why does the MouseButton1Down not trigger? Seriously, the line right after the function's event trigger is defined does not run, let alone the rest of the function. No errors, either. It works for all the buttons except Item1, Item2 and Item3. Here's the script:
for basenumber,basedata in pairs(buttonframes) do for number,data in pairs(basedata:GetChildren()) do if data:IsA("TextButton") then data.MouseEnter:connect(function() sounds.ButtonEnter:Play() local highlight = basedata.DecorationFrame.HighlightFrame highlight:TweenPosition(UDim2.new(0.25,-150,data.Position.Y.Scale,data.Position.Y.Offset),"Out","Linear",0.1,true) for subnumber,subdata in pairs(basedata:GetChildren()) do if subdata == data then subdata.TextStrokeTransparency = 0 elseif subdata:IsA("TextButton") then subdata.TextStrokeTransparency = 1 if subdata:FindFirstChild("Price") and subdata.Price:IsA("TextButton") then subdata.Price.Visible = false end end end if data:FindFirstChild("Price") and data.Price:IsA("TextButton") then data.Price.Visible = true end wait(0.1) local dcol = data.TextStrokeColor3 highlight.BackgroundColor3 = Color3.new(dcol.r,dcol.g,dcol.b) end) data.MouseButton1Down:connect(function() sounds.ButtonClick:Play() if data.Name == "PlayButton" then if playdb == false then playdb = true introframe.Visible = false for number,data in pairs(bannedlist) do if plr.Name == data then lockedout = true end end if lockedout == false then charSetup() else loadingframe.Visible = false errorframe.Visible = true end end elseif data.Name == "Exit" then basedata.Visible = false hudframe.Visible = true elseif data.Name == "Item1" or data.Name == "Item2" or data.Name == "Item3" then for number1,data1 in pairs(game.Lighting.GameArchives.Tools:GetChildren()) do for number2,data2 in pairs(data1:GetChildren()) do for number3,data3 in pairs(char:GetChildren()) do if data.Text == data2.Name and plr.PlayerStats.cR.Value >= data.PriceNum.Value then if data3:FindFirstChild("Location") then local purchasedobj = data2 local mesh = purchasedobj:FindFirstChild(purchasedobj.Name):Clone() if data3.Location.Value ~= mesh.Location.Value then mesh.Parent = char mesh.ObjSetup.Disabled = false else mesh:Destroy() end end end end end end end end) end end end
By the way, YES, everything IS defined. Otherwise, I would have seen an error. Like I said before, there have been no errors. Not a single one.
~Kierantech909 |
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Phyclops
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| Joined: 27 Sep 2012 |
| Total Posts: 5895 |
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| 29 Jul 2013 03:03 PM |
@mini "Like I said before, there have been no errors. Not a single one." |
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777MrEpic
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| Joined: 17 Oct 2012 |
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| 29 Jul 2013 03:04 PM |
function click() for basenumber,basedata in pairs(buttonframes) do for number,data in pairs(basedata:GetChildren()) do if data:IsA("TextButton") then data.MouseEnter:connect(function() sounds.ButtonEnter:Play() local highlight = basedata.DecorationFrame.HighlightFrame highlight:TweenPosition(UDim2.new(0.25,-150,data.Position.Y.Scale,data.Position.Y.Offset),"Out","Linear",0.1,true) for subnumber,subdata in pairs(basedata:GetChildren()) do if subdata == data then subdata.TextStrokeTransparency = 0 elseif subdata:IsA("TextButton") then subdata.TextStrokeTransparency = 1 if subdata:FindFirstChild("Price") and subdata.Price:IsA("TextButton") then subdata.Price.Visible = false end end end if data:FindFirstChild("Price") and data.Price:IsA("TextButton") then data.Price.Visible = true end wait(0.1) local dcol = data.TextStrokeColor3 highlight.BackgroundColor3 = Color3.new(dcol.r,dcol.g,dcol.b) end) data.MouseButton1Down:connect(function() sounds.ButtonClick:Play() if data.Name == "PlayButton" then if playdb == false then playdb = true introframe.Visible = false for number,data in pairs(bannedlist) do if plr.Name == data then lockedout = true end end if lockedout == false then charSetup() else loadingframe.Visible = false errorframe.Visible = true end end elseif data.Name == "Exit" then basedata.Visible = false hudframe.Visible = true elseif data.Name == "Item1" or data.Name == "Item2" or data.Name == "Item3" then for number1,data1 in pairs(game.Lighting.GameArchives.Tools:GetChildren()) do for number2,data2 in pairs(data1:GetChildren()) do for number3,data3 in pairs(char:GetChildren()) do if data.Text == data2.Name and plr.PlayerStats.cR.Value >= data.PriceNum.Value then if data3:FindFirstChild("Location") then local purchasedobj = data2 local mesh = purchasedobj:FindFirstChild(purchasedobj.Name):Clone() if data3.Location.Value ~= mesh.Location.Value then mesh.Parent = char mesh.ObjSetup.Disabled = false else mesh:Destroy() end end end end end end end end) end end end end script.Parent.MouseButton1Down:connect(click) |
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| 29 Jul 2013 03:07 PM |
@777MrEpic
I don't think moving the event trigger to after the function will do any good. My problem is that it works. But not for a select few buttons.
~Kierantech909 |
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777MrEpic
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| Joined: 17 Oct 2012 |
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| 29 Jul 2013 03:08 PM |
event end connection line that is how it works |
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| 29 Jul 2013 03:12 PM |
Ah, but there's another problem I didn't mention... I can't move the event trigger line down. Directly below, there's a while loop. From past experience, moving event triggers below loops prevents the triggers from firing. Also, like I said twice, the function DOES run. Just not for a couple of buttons. Said buttons are in the same tables that are checked, so it does register them. When you hover over the buttons, that function fires. Clicking them does nothing. Clicking other buttons works. If it was a case of me needing to move the event trigger down, wouldn't the entire function just not run at all?
~Kierantech909 |
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| 29 Jul 2013 03:39 PM |
What a turn of events. Shedletsky visited the game in question, guys! :D
~Kierantech909 |
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