Splashsky
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| Joined: 30 Aug 2008 |
| Total Posts: 1102 |
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| 25 Jun 2014 02:10 PM |
How would you go about making a custom inventory? A table?
Also, how would your enable a person to wield a weapon without using a Tool?
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Absurdism
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| Joined: 18 Jul 2013 |
| Total Posts: 2568 |
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| 25 Jun 2014 02:13 PM |
a custom inventory can be defined by a set of functions given that you put the stuff in a model and you can give them a hopperbin and make the inventory view invisible and then weld the item to the character but it's not easy |
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Splashsky
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| Joined: 30 Aug 2008 |
| Total Posts: 1102 |
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| 25 Jun 2014 02:16 PM |
So what you're saying is... I don't actually know. If I could store the items a person has, and clone them into their character when they select said weapon, the Tool would handle the rest.
Though, a HopperBin would allow input handling whilst the welded object itself would be the one moved? |
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wubbzy301
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| Joined: 15 May 2010 |
| Total Posts: 1188 |
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| 25 Jun 2014 02:20 PM |
You can use game.StarterGui:SetCoreGuiEnabled("CoreGuiType",boolean)
Also CoreGuiType list:
"Health" "PlayerGui" "Backpack" -- This is thing you looking for, also hidden your inventory "Chat" "All"
Then get a player then use player:GetMouse(), it returns a PlayerMouse, you cannot access icon of PlayerMouse, It's locked. Then connect it (Button1Click). Now you can weld a weapon using a PlayerMouse.
- dun dun dun a ghost is coming for you |
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Absurdism
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| Joined: 18 Jul 2013 |
| Total Posts: 2568 |
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| 25 Jun 2014 02:20 PM |
| use a hopperbin, and use a separate model with parts. put the normal script for the tool in the hopperbin, and tweak it so that the rotation stuff works for the separate model. so yeah, the model is the one moving, and the hopperbin is an invisible input handler |
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Absurdism
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| Joined: 18 Jul 2013 |
| Total Posts: 2568 |
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| 25 Jun 2014 02:21 PM |
| that doesnt answer his question wubbzy |
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| 25 Jun 2014 02:22 PM |
| @Absurdism: Well, you can just use Player:GetMouse(), if you don't need a cursor and don't want players selecting HopperBins. |
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wubbzy301
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| Joined: 15 May 2010 |
| Total Posts: 1188 |
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| 25 Jun 2014 02:22 PM |
Ignore it ^
You can use game.StarterGui:SetCoreGuiEnabled("CoreGuiType",boolean)
Also CoreGuiType list:
"Health" "PlayerGui" "Backpack" -- This is thing you looking for, also hidden your inventory "Chat" "All"
Make a gui for it. make sure it uses Backpack.
Also if you have a tool, the gui will show you a tool and you can click on it.
You can weld a weapon. (I think...)
- dun dun dun a ghost is coming for you |
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wubbzy301
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| Joined: 15 May 2010 |
| Total Posts: 1188 |
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| 25 Jun 2014 02:23 PM |
Ignore my first comment, these peoples disturb me.
- dun dun dun a ghost is coming for you |
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wubbzy301
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| Joined: 15 May 2010 |
| Total Posts: 1188 |
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| 25 Jun 2014 02:27 PM |
This is a best answer I think...
Use LocalScript only. Try this game.StarterGui:SetCoreGuiEnabled("Backpack",false)
It will make your Backpack Invisible now, also make a custom gui that uses backpack
Use playerMouse from Player:GetMouse() that return a PlayerMouse. Connect the playermouse. (Button1Click)
- dun dun dun a ghost is coming for you |
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