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| 14 Feb 2014 08:21 AM |
Why, seriously, is this not accessible from the :GetMouse() Method mouse yet? Why must we go to the hassle of creating a tool, parenting it, firing an event, just to get the Mouse Icon.
Rant over. Apologies. |
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| 14 Feb 2014 09:15 AM |
Yes, someone who is close to the admins PLEASE tell them to get off their butts and fix this.
AW MAN THIS ISN'T WHERE I PARKED MY CAR |
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Zkiller11
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| Joined: 25 Aug 2009 |
| Total Posts: 2914 |
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| 14 Feb 2014 10:32 AM |
| Because they're "too busy" creating useless junk. |
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sncplay42
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| Joined: 27 Nov 2008 |
| Total Posts: 11891 |
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| 14 Feb 2014 10:40 AM |
>Because they're "too busy" creating useless junk.
Like DataStore and developer products and ModuleScripts and HTTPService and FilteringEnabled and the Developer Exchange...
I could have sympaphised with that view once upon a time, but nowadays, with everything that we've received recently, it's almost ridiculous. |
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sncplay42
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| Joined: 27 Nov 2008 |
| Total Posts: 11891 |
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| 14 Feb 2014 10:41 AM |
| And then I post that and notice what my primary group is, lol. |
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Zkiller11
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| Joined: 25 Aug 2009 |
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| 14 Feb 2014 10:53 AM |
"Like DataStore and developer products and ModuleScripts and HTTPService and FilteringEnabled and the Developer Exchange..."
"Like DataStore" not sure what that is yet "developer products" useless "and ModuleScripts" useless "and HTTPService" I have yet to see someone effectively use this "and FilteringEnabled" have me there "and the Developer Exchange..." and there |
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| 14 Feb 2014 11:36 AM |
>Like DataStore and developer products and ModuleScripts and HTTPService and FilteringEnabled and the Developer Exchange...
OMG making the :GetMouse() behave like mouse from tools that will take like 10 months!!!
AW MAN THIS ISN'T WHERE I PARKED MY CAR |
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stravant
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| Joined: 22 Oct 2007 |
| Total Posts: 2893 |
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| 14 Feb 2014 11:47 AM |
You're being silly.
ModuleScripts and DataStore are infinitely more useful to real game design and development than PlayerMouse.Icon (If your game even depends on it that much it's a problem, because you should probably have some notion of trying to make your game at least somewhat playable on Touch devices)
The trouble with PlayerMouse.Icon is that it's really hard to implement it in such a way that it actually works in the way that a reasonable fraction of the people who need it want: After all, how do you decide which of, the GUI Icon, the Tool Icon, the PlayerMouse Icon, and other icons to show in a given situation? There are multiple correct answers depending on what a given person wants it for.
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Zkiller11
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| Joined: 25 Aug 2009 |
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| 14 Feb 2014 11:54 AM |
Aren't modulescripts nothing more than _G?
And I still have yet to figure out what DataStore is
And that's still no excuse to fix something that's been broken for as long as it has been :/ |
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toshir0z
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| Joined: 03 Nov 2009 |
| Total Posts: 425 |
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| 14 Feb 2014 11:54 AM |
Pretty sure you have been always able to do this. function setMouse(Icon) local Tool = Instance.new("Tool") Tool.Equipped:connect(function(Mouse) Mouse.Icon = Icon end) Tool.Parent = game:getService("Players").LocalPlayer.Character wait() Tool:Destroy() end |
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stravant
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| Joined: 22 Oct 2007 |
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| 14 Feb 2014 12:07 PM |
"Aren't modulescripts nothing more than _G?"
You can implement ModuleScripts using _G, however, the fact that an organized system now exists via ModuleScripts is very important, and can spawn a real increase in the amount of interoperable components that are around on Roblox for you to include in your projects.
"And I still have yet to figure out what DataStore is"
The data store lets you load / save / listen on changes in data attached to a place, as opposed to attached to a player+place. You can implement stuff such as a High-scores or a global place-wide marketplace using it.
"And that's still no excuse to fix something that's been broken for as long as it has been :/""
There's a difference between something being broken and it being not implemented. There should be some better solution to dealing with Icons, yes, but I'm not even sure PlayerMouse.Icon is the right solution. |
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| 14 Feb 2014 12:41 PM |
>The trouble with PlayerMouse.Icon is that it's really hard to implement it in such a way that it actually works in the way that a reasonable fraction of the people who need it want: After all, how do you decide which of, the GUI Icon, the Tool Icon, the PlayerMouse Icon, and other icons to show in a given situation? There are multiple correct answers depending on what a given person wants it for.
Actually, it's super easy. If you set Mouse.Icon, just leave it to what you set it to.
If you actually know how to script, there's no problem at all with that.
If you're using free models, there should almost never be a problem, except for when you try mixing, for example, a complex FPS system that uses :GetMouse() with regular tools.
Thanks a lot Stravant, now if an admin comes they're going to read your post and probably disregard this issue.
AW MAN THIS ISN'T WHERE I PARKED MY CAR |
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sncplay42
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| Joined: 27 Nov 2008 |
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| 14 Feb 2014 01:12 PM |
>If you actually know how to script
._.
Do you know who you're talking to? |
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| 14 Feb 2014 01:27 PM |
Nooooo not Stravant, the person who is apparently going to have problems if you can set the mouse icon without a tool.
AW MAN THIS ISN'T WHERE I PARKED MY CAR |
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| 14 Feb 2014 01:27 PM |
@stravant: As my iPad 3 cannot even LOAD most games, I see no need to design a game around touch devices.
Also, the fact that there is no way to get the movement pad input (Unless that has been changed) doesn't help. |
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stravant
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| Joined: 22 Oct 2007 |
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| 14 Feb 2014 02:27 PM |
"Actually, it's super easy. If you set Mouse.Icon, just leave it to what you set it to."
That statement leaves out quite a bit of complexity, but even ignoring that: So, what happens when you call GetMouse() in more than one place, and set the icon to different things on different PlayerMouses? Whose Icon gets displayed?
I also argue that there's not much point in fixing PlayerMouse.Icon unless there's _also_ a way to correctly deal with Icons over GUI elements. What's the point of your game having nice Icons when as soon as you hover over any GUI stuff you're back to the normal ugly cursor?
That's why I argue that PlayerMouse.Icon may not be the right solution to the problem as a whole, since it is not a very elegant solution with how it interacts with GUIs. |
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| 14 Feb 2014 03:15 PM |
@stravant: Does it not always return the same object? I thought it did...
Anyway, the default is always visible in the Menu (Already does this with Tools), then Tools (As they are only visible whilst selected), then PlayerMouse.
As for GUI elements, same as with the icon whilst Tools are equipped. |
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duckwit
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| Joined: 08 Aug 2008 |
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| 14 Feb 2014 07:32 PM |
@stravant, of course it is a minor detail in the grand scheme of one's project to not have to require the selection of a tool to initiate gameplay, and other much more impactful and empowering technologies should have the focus of the development team at ROBLOX, I heartily agree. But, as to the decision of what Icon to be displayed given that PlayerMouse.Icon is implemented, why can the priority of Icons not be just as it is with the mouse object returned from a tool? (Forgive my err if I have skipped a rather obvious technical barrier) - For me at least (and various others that I've had this discussion with) the reversion of the Icon to the default mouse when over a GUI is not a problem, the real issue is being able to hide the mouse to make way for other pointing (physical/3D) pointing equipment. In which case as long as the functionality of PlayerMouse,Icon parallels that of the mouse returned by a tool, it would be a welcomed convenience. You are clearly more familiar with the inner workings of the Roblox system than I am though, so I would appreciate your commentary on the practicality of this suggestion. Do you suppose that it would be a challenging adjustment? |
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| 14 Feb 2014 07:54 PM |
I really don't get what the big issue of this is when it's so easy to fix.
Example, put this in starterpack, with a part named 'Handle' in it. And make this a local script:
player = game.Players.LocalPlayer repeat wait() until player.Character character = player.Character game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) repeat wait() until player.Character:FindFirstChild('Humanoid') tool = script.Parent tool.Parent = character
script.Parent.Equipped:connect(function(mouse) mouse.Icon = "http://www.roblox.com/asset/?id=32935220"--transparent image end)
script.Parent.Unequipped:connect(function() character.Humanoid:EquipTool(tool) end)
The player never knows you equipped it, you have complete control over the mouse's icon(Just use a _G function, if you want another script to control it) Only negative is it gets rid of having any tools(Who uses tools now a days any ways? just program your own)
Alt. of Jetta765214 |
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| 14 Feb 2014 07:56 PM |
Don't you then have the following issue:
My character is holding a tool. |
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| 14 Feb 2014 08:04 PM |
Me personally don't have that problem. I either remake the character, or reweld the arms when ever i use the tool, so it's like it doesn't exist.
I really can't think of a case where you would want to remove the mouse, but not reweld the arms. Often times removal of the mouse means forcing first person. In this case you have the arms invisible, and would have to do some welding any way.
Alt. of Jetta765214 |
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| 15 Feb 2014 04:22 AM |
>Whose Icon gets displayed?
The last thing the mouse icon was set to
Anyways it's dumb that the only way you can use the mouse icon is by having the guy equip a tool or hopperbin
AW MAN THIS ISN'T WHERE I PARKED MY CAR |
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duckwit
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| Joined: 08 Aug 2008 |
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| 15 Feb 2014 07:00 AM |
Jetta, is there any way of arranging the welding/parenting of the Tool so that: A) It is not apparent that you have an activated tool B) You can continually reference that mouse (if stored) elsewhere
If I store the reference from that Tool, the Mouse becomes inactive as soon as the tool is tampered with. Going through the whole "equip it in secret" method every time one wants to change the icon is rather troublesome, especially because if that Mouse instance cannot be preserved then you need to keep referring to PlayerMouse() too for all the Button and Key Events.
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MettaurSp
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| Joined: 20 Mar 2010 |
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| 15 Feb 2014 09:27 AM |
Last time I checked, something like this would work:
local mouse function GetMouse() local tool = Instance.new("Tool") tool.Equipped:connect(function(m) mouse = m tool:Destroy() end) tool.Parent = player.Character end |
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| 15 Feb 2014 09:28 AM |
@duckwit, i didn't mean tampering with the mouse through _G. I said use a _G function to change the mouse's icon. Such as:
player = game.Players.LocalPlayer repeat wait() until player.Character character = player.Character game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) repeat wait() until player.Character:FindFirstChild('Humanoid') tool = script.Parent tool.Parent = character local mouse_
_G.ChangeMouse = function(url) if mouse_ then mouse_.Icon = url end end
script.Parent.Equipped:connect(function(mouse) mouse.Icon = "http://www.roblox.com/asset/?id=32935220"--transparent image mouse_ = mouse end)
script.Parent.Unequipped:connect(function() character.Humanoid:EquipTool(tool) end)
Alt. of Jetta765214 |
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