robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 19 Feb 2012 09:51 PM |
You see I'm trying to make a store, but in order to do so I want to make a dialog thing and they ask what you want, and when you chose it pops up in your inventory. I'm curious as to of how you would do that, like what specific line of lua would you use? Any help would be appreciated, I don't do scripting that much and when I do I normally do I don't know what I'm supposed to type, so I come here. -=Robo=- |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 19 Feb 2012 09:58 PM |
This always happens to me when I post lol I'M NOT REQUESTING. O_O -=Robo=- |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 19 Feb 2012 10:15 PM |
Rlly... just rlly. o_o BLdflvkrflkjdsxnfdscsdflsfdffdkvfdvmdfsadfkadfkdfmkvdklf!!!! -=Robo=- |
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WishNite
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| Joined: 11 Feb 2009 |
| Total Posts: 15828 |
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| 19 Feb 2012 10:18 PM |
| DialogChoiceSelected is the event |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 19 Feb 2012 10:25 PM |
So when it's selected if I have that script in will it check which dialog choice it is, or what? Would I put Instance.New? Look I'm new I apologize can you give me a simple example? -=Robo=- |
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| 19 Feb 2012 11:02 PM |
Yes. For example
function printHelloWorldIfDialogChoiceIsSelected() print("Hello World!") end
game.Workspace.Figure.Head.Dialog.Dialog1.DialogChoiceSelected:connect(printHelloWorldIfDialogChoiceIsSelected) |
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| 20 Feb 2012 04:21 AM |
| go into my models, I should have a dialog giving demo! |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 20 Feb 2012 11:40 AM |
Thanks alot you guys, this is really one of the first posts that I actually got help on. No more replies kk? -=Robo=- |
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