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| 01 Feb 2015 09:22 PM |
| I recently figured out they do not work at all, and I want to find a way to use click detectors without using free models. |
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128GB
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| Joined: 17 Apr 2014 |
| Total Posts: 8056 |
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| 01 Feb 2015 09:25 PM |
| Make your own click detectors with a local script and remote events |
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| 01 Feb 2015 09:34 PM |
| I thought I would get that answer. I am handling all click detector events within a SS and normally I wouldn't stress over it, but I would have to find a way to rewrite almost everything pertaining to it (which would counter my initial reason for handling the CDE). If there is no other way, then I will get rid of the CDs and try to replace them. |
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| 01 Feb 2015 09:54 PM |
| There is no way, it's broken with FE. |
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128GB
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| Joined: 17 Apr 2014 |
| Total Posts: 8056 |
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| 01 Feb 2015 09:56 PM |
| http://www.roblox.com/item.aspx?id=185412994 |
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| 02 Feb 2015 03:00 PM |
| I know how to do it, but I just decided to simulate the click detector to decrease the amount of lag inherent with remote functions/events. |
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128GB
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| Joined: 17 Apr 2014 |
| Total Posts: 8056 |
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| 02 Feb 2015 03:01 PM |
| The model I made does simulate it |
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| 02 Feb 2015 03:02 PM |
| Why didn't Roblox fix them to work with FE anyway? |
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| 02 Feb 2015 03:10 PM |
@128GB
Thanks, that code was much cleaner than what I had in mind, and it actually worked almost the same way when I incorporated it. |
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| 02 Feb 2015 03:13 PM |
| Oh, scratch that. They were the same except for the fact that I didn't change the cursor in the script, but had an actual click detector in the part. |
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chimmihc
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| Joined: 01 Sep 2014 |
| Total Posts: 17143 |
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| 02 Feb 2015 03:16 PM |
the easiest way around robloxe's mistakes?
make custom everything |
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128GB
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| Joined: 17 Apr 2014 |
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| 02 Feb 2015 03:18 PM |
'had an actual click detector in the part.'
That probably is a way better way to handle the cursor
Unless you want a custom cursor but otherwise thats a way better idea |
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128GB
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| Joined: 17 Apr 2014 |
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| 02 Feb 2015 03:31 PM |
| I updated it so if you have a tool selected it won't count as a click |
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| 02 Feb 2015 06:10 PM |
You can still use ClickDetectors with FE. To make it work you need a Script, LocalScript, and a RemoteEvent.
The LocalScript is what is listening for the clicks as it runs on the client. In this LocalScript you will bind a function to the MouseClick event of the ClickDetector and will fire the RemoteEvent. The LocalScript needs to be placed somewhere it will run (like StarterGui or StarterPack).
LocalScript:
game.Workspace.Part.ClickDetector.MouseClick:connect(function() game.ReplicatedStorage.RemoteEvent:FireServer() )
The server script is what will actually do stuff. But instead of listening for the ClickDetector, it will listen for the RemoteEvent. The script can be pretty much anywhere you like, I prefer ServerScriptService.
Script: game.ReplicatedStorage.RemoteEvent.OnServerEvent:connect(function(player) print(player.Name .. " clicked the Part!") ) |
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128GB
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| Joined: 17 Apr 2014 |
| Total Posts: 8056 |
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| 02 Feb 2015 06:36 PM |
@UristMcSparks You are really late lol, OP said they already made one and I already made a free model of one |
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