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| 18 Aug 2012 02:16 AM |
Can someone tell me how to make a GUI pop-up in everyone player's GUI through a script? I am new to GUI's so, please tell. Also, it would be helpful if you inserted a TextButton in it, that says script.Parent.Parent.Parent.Parent.Parent.Parent.Name " Has done it!" |
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| 18 Aug 2012 02:19 AM |
| use a for loop to cycle through every player, and create a PlayerGui with a TextLabel in it with your text. You'll also need to size and position the TextLabel. |
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| 18 Aug 2012 02:29 AM |
Monkey probably just had the most inefficient solution to this problem that has ever been conceived. Unfortunately it is also the most widely used and easiest to understand.
The way I would do it is hook up BindableEvents inside every player's PlayerGui when they spawn, then connect the events to display the GUI when fired. Then you hook up the events to fire when a value in the workspace is changed. Once that's done you can just change the value to easily, quickly, and efficiently display the GUI. An extra pro to this is the ability to pass arguments through events, so you can pass a string argument that would end up as the text on the GUI or whatever. |
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| 18 Aug 2012 02:36 AM |
> "it is also the most widely used and ***easiest to understand***"
Hmm, why did I not post something I would use? :| |
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| 18 Aug 2012 02:44 AM |
"Monkey probably just had the most inefficient solution to this problem that has ever been conceived. Unfortunately it is also the most widely used and easiest to understand."
Iterate through players and create a GUI for each of them. . .? If you consider that ineffecient then you've probably been coding more than what's good for you. What you posted is just extra work, and if anything I'd call that ineffecient.. no offence |
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| 18 Aug 2012 02:48 AM |
| The layout he proposed is inefficient in terms of script length and simplicity, but very effective in terms of quality, expandability, and longevity (Guis don't disappear when the player respawns) |
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| 18 Aug 2012 02:49 AM |
How would I make the GUI cooler though?
t = game.Players.LocalPlayer.Name active = false debounce = false function smelly(iscool) if debounce == false then if active == false then debounce = true Workspace.shiny.Value = false for i = 0,25 do for _,v in pairs(Workspace.Walls:GetChildren()) do v.CFrame = v.CFrame*CFrame.new(0,1,0) end wait() end game.Lighting.Map2:Clone().Parent = Workspace
for i = 0,32 do Workspace.Door1.CFrame = Workspace.Door1.CFrame*CFrame.new(-1,0,0) Workspace.Door2.CFrame = Workspace.Door2.CFrame*CFrame.new(1,0,0) wait() end wait(1) local screen, text = Instance.new('ScreenGui'), Instance.new('TextLabel') text.Text = script.Parent.Parent.Parent.Parent.Parent.Name .. " Has pushed the button!" text.Position = UDim2.new(0, 300, 0, 50) wait(.5) for i,v in ipairs(game.Players:GetPlayers()) do local lscreen, ltext = screen:clone(), text:clone() ltext.Parent = lscreen lscreen.Parent = v.PlayerGui end debounce = false active = true else if debounce == false then if active == true then m = Instance.new("Message", game.Workspace) m.Text = t.. " is deactivating Map 2" wait(3) m:Remove() wait(1) for i = 0,32 do Workspace.Door1.CFrame = Workspace.Door1.CFrame*CFrame.new(1,0,0) Workspace.Door2.CFrame = Workspace.Door2.CFrame*CFrame.new(-1,0,0) wait() end
Workspace.Map2:Remove() for i = 0,25 do for _,v in pairs(Workspace.Walls:GetChildren()) do v.CFrame = v.CFrame*CFrame.new(0,-1,0) wait(.01) end end active = false debounce = false Workspace.shiny.Value = true end end end end end script.Parent.MouseButton1Click:connect(smelly) |
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| 18 Aug 2012 02:51 AM |
| Where is this script located. |
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| 18 Aug 2012 02:53 AM |
"What you posted is just extra work, and if anything I'd call that ineffecient.. no offence"
Say you're doing some CFrame animation and you need an efficient way to make it as smooth as possible.
You can either type "3.141592 65459" or "math.pi". math.pi is less efficient because it calls from the C-side but "3.141592 65459" is more work. The easiest way isn't always the most efficient way.
And what if he has a massive game? I'm making a massive game and I have to use methods like this or server-client communication is virtually nonexistent. The most efficient way is always the way you should go, even if it takes more time. |
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| 18 Aug 2012 03:08 AM |
"You can either type "3.141592 65459" or "math.pi". math.pi is less efficient because it calls from the C-side but "3.141592 65459" is more work. The easiest way isn't always the most efficient way."
Oh come now, if you're going to bother with something as small as writing out the digits of pi instead of simply using math.pi you hardly deserve to be called a scripter ;) I know the easier way isn't always the best but you've always got to use common sense with stuff like that, espcially when it starts affecting readability.
"And what if he has a massive game? I'm making a massive game and I have to use methods like this or server-client communication is virtually nonexistent."
hehe I'll have to disagree with you here. I'm also making a big game(on a different account) with a bunch of GUI's and none of them go that far. Well actually I did end up using server-side scripts to generate an entire Shop-GUI and most all my other GUI objects(It was a bit of a drag, but worth it). Anyways it may be because I've never actually worked with bindable events but IMO what you posted seems to have little to no benifits compared to the normal way of doing things |
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| 18 Aug 2012 03:10 AM |
Also @ Thread Creator;
Stick to one thread? |
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| 18 Aug 2012 03:19 AM |
^ yes plz
BindableEvents nor BindableFunctions can communicate client-server :c |
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| 18 Aug 2012 03:27 AM |
"Oh come now, if you're going to bother with something as small as writing out the digits of pi instead of simply using math.pi you hardly deserve to be called a scripter ;) I know the easier way isn't always the best but you've always got to use common sense with stuff like that, espcially when it starts affecting readability."
It was an example, not meant to be perceived as a perfect representation of every possible situation. And yes, calling the C-side 30,000 times would slow down you game much more than doing 30,000 maths. Of course you aren't doing this for everything but if you don't care about optimization and efficiency then you might as well be.
"IMO what you posted seems to have little to no benifits compared to the normal way of doing things"
If you were to make a game with monkey's method and then make the same game with mine, you would see a massive increase in performance.
"BindableEvents nor BindableFunctions can communicate client-server :c"
You sure? Because I'm pretty sure I have a working game that uses them. Not uploaded right now, but it works. |
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| 18 Aug 2012 03:39 AM |
@arceus Stop comparing yourself to my suggestion, I made a low-level suggestion, with room for IMPROVEMENT SO THEY CAN LEARN. Sorry. Next time I promise to blast learning kids with complicated technical jargon to make the perfect solution, just for you. No, stop criticizing me helping them with an example of exactly what they asked for in a simple way, and nothing more. In no way am I saying your solution is not as good as my beginner suggestion. You gave detailed instructions and suggested that you could go far beyond what they asked for, and I agree that is would be beautiful. I know what I am doing, please don't compare one quick suggestion I gave to yourself. Also, I challenge you to a maths duel. |
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| 18 Aug 2012 03:41 AM |
"Stop comparing yourself to my suggestion, I made a low-level suggestion, with room for IMPROVEMENT SO THEY CAN LEARN. Sorry. Next time I promise to blast learning kids with complicated technical jargon to make the perfect solution, just for you. No, stop criticizing me helping them with an example of exactly what they asked for in a simple way, and nothing more. In no way am I saying your solution is not as good as my beginner suggestion. You gave detailed instructions and suggested that you could go far beyond what they asked for, and I agree that is would be beautiful. I know what I am doing, please don't compare one quick suggestion I gave to yourself. Also, I challenge you to a maths duel."
Cool. I accept you math challenge. |
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Ubayla
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| Joined: 01 Dec 2008 |
| Total Posts: 157 |
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| 18 Aug 2012 04:53 AM |
Why type 3.14159265358979 when you can just do mathpi = math.pi? It only calls it once.
Wow! Nerd debate! I love scripters. By the way, can I know the winner of the math duel? |
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| 18 Aug 2012 04:58 AM |
It died and we became friends. ._. I CHALLENGE YOU TO A DUEL >8D |
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Ubayla
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| Joined: 01 Dec 2008 |
| Total Posts: 157 |
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| 18 Aug 2012 05:00 AM |
| Me? I accept, as long as it's only things like 2 + 2 = 5, 9001 ^ 0 = 1 * 3.1 ^ 0, etc. |
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| 18 Aug 2012 05:05 AM |
WAT ----- is your name?
WAT ----- is your favourite calar?
WAT ----- is the airspeed velocity of an unladen swallow? |
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Ubayla
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| Joined: 01 Dec 2008 |
| Total Posts: 157 |
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| 18 Aug 2012 05:07 AM |
| 1. Ubayla. 2. Black. 3. South African or European? |
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Ubayla
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| Joined: 01 Dec 2008 |
| Total Posts: 157 |
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| 18 Aug 2012 05:10 AM |
| By the answer for #3 I mean What do you mean? An African or European swallow? |
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| 18 Aug 2012 05:28 AM |
| AHHHHHHHHHHHHHHHHHHHHHHHHHHhhhhhhhhhhh |
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Ubayla
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| Joined: 01 Dec 2008 |
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| 18 Aug 2012 05:41 AM |
| "posebly" as I have seen it spelled before. |
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| 18 Aug 2012 05:43 AM |
| Now let's look at Fourier Transforms! yaaaay! |
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