|
| 11 Aug 2016 07:59 PM |
One of those scripts that teleports you from one area to another with a smooth fade in / out transition that turns the screen black
I'm trying to make it so that it will fade in to black then out when you go from one area of the game to the next but I can't find a model like this anywhere
Garbage at scripting lol |
|
|
| Report Abuse |
|
|
| |
|
| |
|
| |
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 09:43 PM |
| I can write one up for you if you'd like! |
|
|
| Report Abuse |
|
|
|
| 11 Aug 2016 09:44 PM |
| U would be a lifesaver omg |
|
|
| Report Abuse |
|
|
Saus
|
  |
| Joined: 15 Oct 2007 |
| Total Posts: 13443 |
|
|
| 11 Aug 2016 09:45 PM |
I would also be interesting in having one of these, as I know absolute bare minimum Lua, and have very little time and interesting in learning at the moment.
|
|
|
| Report Abuse |
|
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 09:46 PM |
| Okay! I'll post a model with the script as well as the bricks/guis that you will need! :) |
|
|
| Report Abuse |
|
|
PATRlOTS
|
  |
| Joined: 03 Oct 2009 |
| Total Posts: 32423 |
|
|
| 11 Aug 2016 09:46 PM |
Teleport:button Gang>gang-trueblackcharacter enter:fadelikelebronhairlineoncharacter:truehumanoid:do>speed15 RespawninsomeJordans>stephcurryreturntoscreen:blacktowhitedirknowitzki>humanoid:true End |
|
|
| Report Abuse |
|
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 09:46 PM |
| I'll probably be about 10-20 minutes though. |
|
|
| Report Abuse |
|
|
| |
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 09:48 PM |
| So would you like the script to actually have you teleported to somewhere else or just the fading part? |
|
|
| Report Abuse |
|
|
|
| 11 Aug 2016 09:50 PM |
| Teleporting, I have the outsides of structures in one place then the insides somewhere else completely to lights and whatnot don't poke through the walls |
|
|
| Report Abuse |
|
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 09:52 PM |
Gotcha. The script is going to teleport you to the position of a brick that you'll have to place in the inside part of the structure.
Do you need this to happen when you click on a GUI, click on a brick, or touch a brick? |
|
|
| Report Abuse |
|
|
| |
|
|
| 11 Aug 2016 09:55 PM |
I would have done this for OP but I'm not home.
Glad Xanth could help :) |
|
|
| Report Abuse |
|
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 10:12 PM |
| Lol forgot to do a count thing and crashed studio. Will be done soon though! :) Making sure it works! :) |
|
|
| Report Abuse |
|
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 10:22 PM |
https://www.roblox.com/Teleport-Fade-for-Invictium-Pal-3-item?id=478039935
There you go! :) Let me know if you need any adjustments or if you want me to make anything else for you! |
|
|
| Report Abuse |
|
|
|
| 11 Aug 2016 10:27 PM |
Thank you! I'll try it out right now
I thought of something earlier, but idk if it's possible
Is there some way to make a clear GUI with some text pop up right after you enter that area, like say if I were to enter hyrule field, make it say "Hyrule Field" and fade out in a similar fashion (after the black transition bit)? I thought about it but then I also thought that the wrong message might pop up when you go to LEAVE the area too, idk if there is any way to work around that. |
|
|
| Report Abuse |
|
|
Saus
|
  |
| Joined: 15 Oct 2007 |
| Total Posts: 13443 |
|
|
| 11 Aug 2016 10:30 PM |
"Is there some way to make a clear GUI with some text pop up right after you enter that area, like say if I were to enter hyrule field, make it say "Hyrule Field" and fade out in a similar fashion (after the black transition bit)? I thought about it but then I also thought that the wrong message might pop up when you go to LEAVE the area too, idk if there is any way to work around that."
Assuming you were to do it with one model, and just change the text for each teleport, you could have it so that each teleport is technically "one way" (Via physical obstacles or whatever, no need to change the actual script), and each one way teleport has a different message. Twice as many teleports but a simpler script and less potential bugginess.
I love the idea though.
|
|
|
| Report Abuse |
|
|
|
| 11 Aug 2016 10:32 PM |
Thanks Xanth this is going to help me out a lot too.
|
|
|
| Report Abuse |
|
|
kicker
|
  |
| Joined: 30 Nov 2006 |
| Total Posts: 3940 |
|
|
| 11 Aug 2016 10:33 PM |
| Just take a teleporter and use a smooth gui and tell the script to put the gui up in the teleporter |
|
|
| Report Abuse |
|
|
| |
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 10:36 PM |
Yes there is definitely a way to do this! So say you have a little passage way that connects Hyrule Castle to Hyrule Field, okay? You could put an invisible brick in that passageway so that the player is guaranteed to hit it.
Pretend the player in question is entering Hyrule Castle from Hyrule Field. When they run into the brick that separates the two the message would pop up displaying "Hyrule Castle" and then fade away in a similar fashion that the one in the script I already wrote does.
But to keep track, running into the brick also inserts a variable titled "IsInHyruleCastle" into your character. Now, when you run back through to leave Hyrule Castle into Hyrule Field the game will check to see if that variable exists and if it does then it displays "Hyrule Field" instead. Then it would remove the variable "IsInHyruleCastle" from your character so that the next time you walk back into Hyrule Castle the message can still appear.
You could do it the opposite way so that there's also a variable called "IsInHyruleField" and when you run into the brick it displays Hyrule Castle's message and removes the variable and then gives you the "IsInHyruleCastle" one instead.
What I advise you doing though is having a IntValue that spawns in a player's character when they first join the game in which each of the integer values will represent an area so like kinda like this:
1 = Kokiri Forest 2 = Hyrule Field 3 = Hyrule Castle and so on...
So all you have to do instead of removing a different variable each time they touch the brick is just change the number of the variable that your character spawns with to the one of the corresponding area that they are currently in.
I hope all that made sense. If you can't figure it out I could probably do it for you but I'd like you to try because it will be helpful in the long run! :) |
|
|
| Report Abuse |
|
|
Xanth
|
  |
| Joined: 14 Oct 2007 |
| Total Posts: 7691 |
|
|
| 11 Aug 2016 10:37 PM |
Also, if you meant that it would do it via the teleporter then all you have to do is display the gui in the teleporter script which is very easy.
But for areas that aren't connected by teleports do it the way I explained before. |
|
|
| Report Abuse |
|
|