idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 11:33 AM |
The following is in a LocalScript:
mouse = game.Players.LocalPlayer:GetMouse() mouse.Icon = "http://www.roblox.com/asset/?id=58238126"
It doesn't work to set a custom cursor with mouse.Icon, and tells me in the output that I "Cannot set Icon of a PlayerMouse"
I can use it in a Tool just fine, but when I find the mouse through the GetMouse() method instead of through a tool equipped event, it doesn't set me set the Icon...? |
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| 06 Mar 2014 11:36 AM |
| You can't set the icon using GetMouse() that way, unfortunately. |
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| 06 Mar 2014 11:38 AM |
Unfortunately..
GetMouse can do everything BUT set the mouse..
So have a tool in lighting with this in it:
tool = script.Parent tool.Equipped:connect(function(mouse) mouse.Icon = "link here" tool:destroy() end)
and then Localscript in startergui
plr = game.Players.LocalPlayer repeat wait() until plr.Character c = plr.Character t = game.Lighting.Tool:clone() t.Parent = c
--should work,untested |
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idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 12:30 PM |
Well that's lame. They need to add that functionality.
and @islandmaker, Yeah I've done tricks like that to get the player's mouse before they added the GetMouse method for players, when tools were the only way to get the mouse. |
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| 06 Mar 2014 12:32 PM |
| Well using tools/hopperbins(idk about hopperbins) is the only way to set the icon,far as ik.. |
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idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 12:58 PM |
this actually doesn't work because as soon as any tool with a mouse icon is removed from the character, the mouse icon reverts back to the default mouse icon.
Urrgh, this is really annoying... I build a whole gun system without using roblox tools, using the GetMouse method as the alternative... but I kinda don't want an 'arrow' cursor in the middle of my screen where the gun target should be. |
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idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 12:59 PM |
| Now I don't know what I should do... |
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idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 01:06 PM |
| Ok... with a Hopperbin if it is removed after setting the mouse icon, it actually does stay... problem is, you can't force people to select a hopperbin the same way you can force people to equip a tool by parenting it to the character. |
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Kingmouli
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| Joined: 28 Sep 2012 |
| Total Posts: 1292 |
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| 06 Mar 2014 01:09 PM |
| Well when they spawn you could put a black gui covering the screen telling them to equip the hopperbin, then when they equip it, delete the Gui |
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| 06 Mar 2014 01:11 PM |
There must be a way to force equip a hopperbin tho.. Gotta search dis up.. |
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idontkno
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| Joined: 23 Dec 2007 |
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| 06 Mar 2014 01:15 PM |
| Yeah I know I've done this before when I used tools/hopperbins to access the player mouse without actually wanting a tool, before they added GetMouse(). I'd rather not have to force them to click a hopperbin by blocking out their screen until they do, but seems I may have no other choice... dang it why don't they let you set the Icon when you use the GetMouse method... like seriously... |
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| 06 Mar 2014 01:15 PM |
I think its Hopperbin.Active = true Or Hopperbin.Equipped = true Or something..
Check the properties in a hopperbin,one of them should be "Active" change it to true,and it should be equipped |
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idontkno
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| Joined: 23 Dec 2007 |
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| 06 Mar 2014 01:16 PM |
| as far as I've ever known there's never been a way to force equip a hopperbin @island |
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idontkno
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| Joined: 23 Dec 2007 |
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| 06 Mar 2014 01:16 PM |
| no, that doesn't work island. Setting the Active property to true does not trigger the Equip event. |
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| 06 Mar 2014 01:18 PM |
So Script in hopperbin:
script.Parent.Selected:connect(function(mouse) mouse.Icon = "" script.Parent:Destroy() end
Localscript in startergui
repeat wait() until game.Players.LocalPlayer.Character H = game.Lighting.HopperBin:clone() H.Parent = game.Players.LocalPlayer.Backpack H.Active = true
Something like that |
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idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 01:18 PM |
| Err, rather I mean the Select event. Equipped event is for tools, Select is for hopperbins. But yeah, even though when you select a hopperbin, the active property becomes true, setting the active property to true by a script doesn't trigger the Select event. |
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| 06 Mar 2014 01:18 PM |
Oh.. That sucks ROBLOX!Y U DO DIS?? |
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| 06 Mar 2014 01:19 PM |
| It's a shame we can't set the cursor icon without a tool yet. They said years ago that they were working on adding icon changing to the PlayerMouse .... |
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idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 01:22 PM |
| years ago? The GetMouse method for getting the player's mouse has not been around for multiple years. But regardless, it's really stupid that the icon can't be changed with this method of getting the mouse. |
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| 06 Mar 2014 01:30 PM |
| GetMouse has been around for at least 2 years ... right ... ? o_O |
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idontkno
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| Joined: 23 Dec 2007 |
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| 06 Mar 2014 02:13 PM |
| I could be wrong, but I really don't think it has. |
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| 06 Mar 2014 02:15 PM |
http://wiki.roblox.com/index.php?title=GetMouse_(Method)&action=history Well, the wiki page for GetMouse has been around for a bit over 2 years.. |
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Amexurous
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| Joined: 28 Jan 2014 |
| Total Posts: 324 |
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| 06 Mar 2014 02:16 PM |
Um, guys.
http://wiki.roblox.com/index.php?title=EquipTool_(Method) |
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idontkno
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| Joined: 23 Dec 2007 |
| Total Posts: 2345 |
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| 06 Mar 2014 02:20 PM |
@filip, guess I am wrong. hm. Didn't think it had. oh well.
@amex that is a tool, not a hopperbin. |
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Amexurous
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| Joined: 28 Jan 2014 |
| Total Posts: 324 |
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| 06 Mar 2014 02:20 PM |
| I don't see why you can't use a tool. |
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