ikiled
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| Joined: 15 Jun 2012 |
| Total Posts: 575 |
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| 14 Sep 2015 07:23 PM |
i dont know about this but is there like a mousehover for like a part in workspace?
that could like pop up a UI when hovered over in-game
i dont need a siggy |
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amanda
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| Joined: 21 Nov 2006 |
| Total Posts: 5925 |
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| 14 Sep 2015 07:26 PM |
http://wiki.roblox.com/index.php?title=API:Class/ClickDetector
otherwise do something that checks every time when the mouse moves if it is hovering over a part, and then checking if that part is your specific part
UserInputService
InputChanged
MouseMovement |
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| 14 Sep 2015 07:28 PM |
I make a GUI that has a offset from the mouse but follows the mouse. I fire this when
script.Parent.ClickDetector.HoverEnter:connect(function(player) end)
and also use
script.Parent.ClickDetector.HoverLeave:connect(function(player) end) |
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ikiled
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| Joined: 15 Jun 2012 |
| Total Posts: 575 |
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| 14 Sep 2015 07:29 PM |
I dont mean click detector, I just mean like in Guis how you can connect mouserover can you do that inside of workspace
i dont need a siggy |
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ikiled
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| Joined: 15 Jun 2012 |
| Total Posts: 575 |
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| 14 Sep 2015 07:29 PM |
@save so I need to fire that when the Gui is hovered over?
i dont need a siggy |
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amanda
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| Joined: 21 Nov 2006 |
| Total Posts: 5925 |
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| 14 Sep 2015 07:29 PM |
| I told you the answer. If you don't like click detectors, then you have to make your own, preferably using UserInputService. |
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ikiled
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| Joined: 15 Jun 2012 |
| Total Posts: 575 |
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| 14 Sep 2015 07:30 PM |
alright then
i dont need a siggy |
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| 14 Sep 2015 07:37 PM |
For a GUI use
script.Parent.MouseHoverEnter:connect(function() end)
script.Parent.MouseHoverLeave:connect(function() end) |
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ikiled
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| Joined: 15 Jun 2012 |
| Total Posts: 575 |
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| 14 Sep 2015 07:38 PM |
nono not for a Gui, a click detector or a brick mouse hover/enter and leave
idk how to explain it but amanda said to use imputservice
i dont need a siggy |
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| 14 Sep 2015 07:39 PM |
I told you, for a click detector do
script.Parent.ClickDetector.HoverEnter:connect(function(player) end)
and also use
script.Parent.ClickDetector.HoverLeave:connect(function(player) end) |
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litalela
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| Joined: 30 Mar 2010 |
| Total Posts: 6267 |
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| 14 Sep 2015 07:39 PM |
a combination of magnitude and raycasting would achieve this
➳Lɪᴛᴀʟᴇʟᴀ ɪs ᴍʏ ɴᴀᴍᴇ, Lᴜᴀ ɪs ᴍʏ ɢᴀᴍᴇツ |
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ikiled
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| Joined: 15 Jun 2012 |
| Total Posts: 575 |
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| 14 Sep 2015 07:39 PM |
ok thank you
i dont need a siggy |
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litalela
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| Joined: 30 Mar 2010 |
| Total Posts: 6267 |
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| 14 Sep 2015 07:39 PM |
scratch that, hoverenter exists
➳Lɪᴛᴀʟᴇʟᴀ ɪs ᴍʏ ɴᴀᴍᴇ, Lᴜᴀ ɪs ᴍʏ ɢᴀᴍᴇツ |
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| 14 Sep 2015 07:41 PM |
I did this in one of my games:
function e(entered) if running == false then if (entered.Character.Torso.Position - clickpart.Position).magnitude <= clickdetector.MaxActivationDistance then running = true local g = Instance.new("ScreenGui",entered.PlayerGui) g.Name = "Identity" local g1 = Instance.new("TextLabel",g) g1.FontSize = Enum.FontSize.Size14 g1.Font = Enum.Font.Arial g1.BackgroundTransparency = 1 g1.TextColor3 = Color3.new(1,1,1) g1.BackgroundColor3 = Color3.new(0,0,0) g1.BorderSizePixel = 0 g1.Size = UDim2.new(0,50,0,20) script.FollowMouse:Clone().Parent = g1 g1.FollowMouse.Disabled = false g1.Name = "TalkToText" g1.Text = "Talk To "..script.Parent.Name end end end clickdetector.MouseHoverEnter:connect(e)
function l(left) if running == true and left.PlayerGui:FindFirstChild("Identity") ~= nil then left.PlayerGui:FindFirstChild("Identity"):Destroy() running = false end end clickdetector.MouseHoverLeave:connect(l)
Inside this script is a local script that is this:
--SaveDaTurtlesMan
while true do script.Parent.Position = UDim2.new(0,game.Players.LocalPlayer:GetMouse().X + script.Parent.Size.X.Offset / 4,0,game.Players.LocalPlayer:GetMouse().Y) wait(.01) end |
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ikiled
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| Joined: 15 Jun 2012 |
| Total Posts: 575 |
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| 14 Sep 2015 07:42 PM |
perfect ty
i dont need a siggy |
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