Cyrok
|
  |
| Joined: 11 Jan 2012 |
| Total Posts: 630 |
|
|
| 02 Feb 2012 09:01 PM |
"There's two new properties: Tool.ToolTip, and Tool.CanBeDropped, if someone can doc them." - Anaminus
Sounds pretty good to me, especially the second one. No more .Parent = nil, >:D
{ Intermediate scripter/programmer. } |
|
|
| Report Abuse |
|
|
|
| 02 Feb 2012 09:02 PM |
AWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
YYYYYYYYYYYYYYYYYYYYYEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH |
|
|
| Report Abuse |
|
|
bombpaw
|
  |
| Joined: 15 Mar 2009 |
| Total Posts: 3484 |
|
| |
|
Quenty
|
  |
| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
|
|
| 02 Feb 2012 09:08 PM |
| Probably either an object value so when you put your mouse over a part, it shows a tooltip (kind of unlikely), but more likely, it's a Text value that states what it says when you put your mouse over it. (The GUI button). |
|
|
| Report Abuse |
|
|
bombpaw
|
  |
| Joined: 15 Mar 2009 |
| Total Posts: 3484 |
|
| |
|
SDuke524
|
  |
| Joined: 29 Jul 2008 |
| Total Posts: 6267 |
|
|
| 02 Feb 2012 09:20 PM |
http://wiki.roblox.com/index.php/ToolTip_(Property) http://wiki.roblox.com/index.php/CanBeDropped_(Property) |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 02 Feb 2012 09:29 PM |
"fall on the ground." Assuming there is a ground to fall on
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 02 Feb 2012 09:30 PM |
I think it would be better worded and explained as "Parented to workspace", or something along those lines.
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
stravant
|
  |
 |
| Joined: 22 Oct 2007 |
| Total Posts: 2893 |
|
|
| 02 Feb 2012 11:38 PM |
| There's also functionality for script-side manipulation the tool-strip of some form coming, such as possible being able to automatically select given weapons or programetrically equipping things. |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 02 Feb 2012 11:40 PM |
"such as possible being able to automatically select given weapons or programetrically equipping things."
That would be a great update.
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
Quenty
|
  |
| Joined: 03 Sep 2009 |
| Total Posts: 9316 |
|
|
| 03 Feb 2012 12:04 AM |
Yep. Looking forward to this.
I guess what we really need is Mouse access without tools... but. :D |
|
|
| Report Abuse |
|
|
|
| 03 Feb 2012 12:10 AM |
| It's better to be able to force tool selection (disable deselection) than non-tool mouse access. |
|
|
| Report Abuse |
|
|
|
| 03 Feb 2012 12:25 PM |
So we are probably going to release Humanoid:EquipTool(tool) and Humanoid::UnequipTools() at some point. UnequipTools will only work on Players and not NPCs however, as NPCs don't have a designated backpack.
And before someone says 'why don't you just set the parent', these functions keep the tool equip in sync with the server, so you don't see tools falling out of your hand/potentially never equipping because the weld doesn't form in time. |
|
|
| Report Abuse |
|
|
Oysi
|
  |
| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
|
| |
|
sdfgw
|
  |
 |
| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
|
|
| 03 Feb 2012 12:39 PM |
"So we are probably going to release Humanoid:EquipTool(tool) and Humanoid::UnequipTools() at some point."
Thunderwant. |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 03 Feb 2012 12:40 PM |
No more creating a part, naming it 'Handle', putting it in a created tool then into the character :O
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
|
| 03 Feb 2012 01:34 PM |
Lol, i moved away from using roblox tools for any serious places i bother to finish 10% of like... a long time ago.
I like custom toolbars better, theyre way faster to use (q and e to toggle tools woo) and i can add whatever custom features i want. |
|
|
| Report Abuse |
|
|
|
| 03 Feb 2012 03:56 PM |
| I hope there's an option to not let the player unequip the tool at all. |
|
|
| Report Abuse |
|
|
sdfgw
|
  |
 |
| Joined: 08 Jan 2009 |
| Total Posts: 41681 |
|
|
| 03 Feb 2012 03:56 PM |
"I hope there's an option to not let the player unequip the tool at all."
LIGHTNINGwant |
|
|
| Report Abuse |
|
|
|
| 03 Feb 2012 04:46 PM |
"I hope there's an option to not let the player unequip the tool at all."
There already is?
[The silence answered my question.] |
|
|
| Report Abuse |
|
|
|
| 03 Feb 2012 04:47 PM |
And if that's the case you can always reuse the method when they deselect...
[The silence answered my question.] |
|
|
| Report Abuse |
|
|
nate890
|
  |
| Joined: 22 Nov 2008 |
| Total Posts: 21686 |
|
|
| 03 Feb 2012 04:49 PM |
"I hope there's an option to not let the player unequip the tool at all." Remove the tool when equipped (after you have the mouse).
<'+1 Post. Ujelly?'> |
|
|
| Report Abuse |
|
|
Shobobo99
|
  |
| Joined: 30 Dec 2008 |
| Total Posts: 5754 |
|
|
| 03 Feb 2012 05:43 PM |
| I would be happy if the Tool Grip was able to be set with a CFrame value. |
|
|
| Report Abuse |
|
|
Aaaboy97
|
  |
| Joined: 05 Apr 2009 |
| Total Posts: 6612 |
|
| |
|
dekkonot
|
  |
| Joined: 22 Dec 2010 |
| Total Posts: 6685 |
|
|
| 03 Feb 2012 06:49 PM |
| Ok, then how about 'Player:GetMouse()' |
|
|
| Report Abuse |
|
|