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Re: GUI Holographic Training System Guide
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 02 Mar 2013 07:04 PM |
This is simply a user's guide that will cover setting up the GUI, the functions of the GUI, and how to change parts of the GUI. I have attempted to make this guide as comprehensive as possible, but if you still have any questions, then please contact me. Enjoy!
[] Table of Contents []
[1] Functions Guide [2] Setup Guide [3] Modification Guide [4] Extras
[1] Functions Guide [1]
There are many functions that I have included, but some you might be used to are not there. If there is anything you would like added that you feel would be useful for many people, then please let me know, and give me a full description of the feature. Please keep in mind that there is a limited amount of space on this GUI.
Map Functions - These buttons will spawn the map corresponding with that button wherever the map was set up to spawn. Typically this will be in the retainer room that's adjoined to the rest of the facility. These map functions have a weapons set up function as well. It is important to note that if you already have a map spawned, these buttons will first clear it, and then spawn the newly selected one, regardless if they are in separate locations. It would require editing to change this.
Weapon Setup Function - These functions are not stored in buttons of their own, but within each map button. When you click to spawn MapA for example, you can give everyone a sword, bomb tool, and anti gravity coil with a weapon function. I will explain how to change these in the Modifications section.
Reset Map - This function simply removes the current map from play.
Split Teams Evenly - This function will split all players, other than admins and higher ranks, into the two selected teams denoted by the two input fields discussed below.
InputTeamA and InputTeamB - These two input fields are used for the Split Teams Evenly button/function. You simple type the name of a team into one, and a name of another team into the other.
InputTeam - This input field is used for changing the selected player's team, everyone's team, or everyone other than the admins' or higher ranks' team to the selected team denoted by the text you enter into this input field. Please note that you must type in the name of the team correctly, and that it is case sensitive.
Change Team Basic - This function will put all players, besides admins and higher ranks, onto the selected team denoted by the InputTeam input field.
Change All's Team - This function will change everyone's team to the selected team denoted by the InputTeam input field. This includes admins and higher ranks.
Change Player's Team - This function allows the user to select a single person and change their team to the one denoted by the InputTeam input field. The selected person is denoted by the input field mentioned below.
InputPlayer - This input field denotes the selected player you wish to perform an action on. This field currently inputs the information used by the Change Player's Team and Remove Player's Tools functions.
Remove Player's Tools - This function will remove the tools of the player denoted by the InputPlayer input field mentioned above. It will remove all tools the player has in his or her backpack or his or her hand. Meaning, all equipped tools will be removed from the player as well.
Remove Trainee Weapons - This function will remove the tools of everyone other than admins or higher ranks.
Remove All Weapons - This function will remove the tools of everyone, including admins and higher ranks.
Obstacle Course Functions - These work just like the Map Functions, except there are no weapon functions tied with them. This is why they are considered different. They also refer to a different table within the script. You could add a weapon function to one of these, and easily turn them into map functions. The same is true for the map functions, which can be turned into obstacle functions. The obstacle functions will spawn the obstacle course that corresponds with the button that has been clicked.
Open Door B and Open Door A - These functions are useful if you wish to lock players into or outside of a map. Once you open a door, these functions will change to Close Door B or Close Door A, respectively depending on the function clicked. You can either use these door functions for a single door to the retainer for the maps, a double door situation, where trainees enter the first door, and then wait for the map to be loaded before continuing. Or, you can use one door to open into a room, and then the second door will be much wider, so that your maps can have two entrances for team battles, or a single entrance for regular maps. I might make examples of these layouts in the future.
Output Field - This field will tell you what is going on with your GUI shortly after you use most functions. However, if you use functions in rapid succession, the output will change often as well.
[2] Setup Guide [2]
Setting this GUI system for your place is not too difficult, but there is a lot to know. The largest difficulties will be in modifying it, but I've done what I can to make that simple.
The basic requirements:
An open place Understanding of Studio, Explorer, and Properties Knowledge of how to edit very simple parts of a script, such as values Junior High reading abilities are preferred
Step 1 - Insert the model into your place. Everything will be in a model that will end up in your workspace named "A1HoloSystem". Expand this model.
Step 2 - Move the "HoloValues" script object into the Workspace.
Step 3 - Move the "MapHolder" model into the Workspace.
Step 4 - Move the "Doors" model into the Workspace. You can add your own doors, but I suggest calling them "DoorA" and "DoorB". If you read the documentation in the script, you can learn how to name them anything early on, but there's no need to.
Step 5 - Move the "HolographicTraining" screen GUI object into the StarterGui service.
Step 6 - When building maps, make sure you either build them in the retainer area, such as a box in your facility that you want maps to spawn in, or move them into this box/retainer once you're done building. Make sure your creations are of the correct size. This also applies to obstacles courses.
Step 7 - Cut and Paste your map into the "Lighting" service. It must be a model. You will need to follow the directions in green found inside of the "MasterScript" object that is found inside of the "HolographicTraining" object. Here it explains how the tables will correspond to each button and how to add or change maps. It's rather simple, just name your map the same thing as in your table. These names don't matter, but you should avoid putting spaces. (It might work with them, but in most cases you don't use spaces, so get in the habit of that).
Step 8 - Do the same for obstacles courses.
Step 9 - Move the "WeaponsA", "WeaponsB", and "WeaponsC" models into the "Lighting" service by cutting and pasting them.
Step 10 - Choose the different weapon combinations you want players to have. You can create more configurations by referring to the Modifications section of this guide. However, right now you can create 3 combinations. (Such as sword fighting, sniping, or regular gun fighting). It's all up to you.
Step 11 - Read the documentation in the script regarding the Weapons functions, and change them to your liking. You basically are changing a line that says "WeaponsA()" to "WeaponsB()" or something like that. The map functions are ordered logically, and you'll find these lines within each map function.
Step 12 - Edit the values for admins and what you consider your higher ranks or trainer ranks near the top of the script. (I am referring to the "MasterScript" object when I reference the script or documentation).
[3] Modifications [3]
This part is going to be hard... So try your best to follow me...
The basic requirements:
Knowledge of how to follow directions very carefully Same requirements for the Setup Guide A bit more knowledge for editing scripts than before And understanding of alphabetical or numerical ordering A knack for not making simple mistakes Knowledge of GUI editing
Make sure you don't change any of the syntax while you're modifying this.
[] How to Add more map functions []
You will need to copy and paste a button for this new map. You can find these buttons in the HiddenFrame object. Copy one, paste it into the HiddenFrame, and then change the position. It goes by scale, so 1 would mean 100% of the frame, and 0.5 would mean 50% of the frame. Just move it so it does not overlap anything else. Since this GUI is not really made for more buttons, you'll need to mess with extending the background yourself. It's not too hard, though. Name this button something unique.
Once you have done that, enter the MasterScript object, and scroll to the button. Copy and paste one of the map connection lines, and then change the name of the parts referencing a map, "MapA" is an example, to the name of the button. There should be two things you change.
Find the map functions, which start near the top of the script, and copy and paste one. Since there are 12 maps originally, change the numbers on the map lines to 13. (You would continue to increase this for each new map added).
Change the Weapons function now to the desired weapon configuration.
Rename the function to the same thing you named your button.
The documentation in the script should help you locate most of these lines within the function that you must change. The same steps apply to the obstacles courses, excluding the weapons part.
You will now need to go to the top of the script and find the table for maps. Add a new entry, in the same format the previous items are in. Name this the same thing you'll call your map's model. (It can be different from the button).
Make sure your map is in a model and in lighting. The map's model's name should match the name you put into the table.
[] Adding More Weapon Configurations []
This one is rather simple. You'll need to locate the Weapons functions area in the Master Script, and copy and paste WeaponsA, WeaponsB, or WeaponsC.
Then, change the names of anything that match the name of the function you copied, ie. WeaponsA, to something new, such as WeaponsD, WeaponsE, etc...
Create a new model and cut and paste it into the Lighting service. Name this the same thing you called your new weapons function. Put the desired tools you wish players to have into this model.
Now, you can use this function the same way you used the other ones. There is documentation regarding this in the script, and the Setup Guide references this as well.
[] Changing Admins or Determining HRs/Trainers + Changing Groups[]
This is a simple thing. Near the top of the script, there is an Admins table and a value called "RequiredRank". Change "RequiredRank" to the rank number you used in your group for people who will be allowed to use this GUI. The default is 200.
For admins, copy and paste one of the entries, making sure they are separated by a comma, and then change the name. If you set one to false, they will no longer be able to use the GUI if they are not of the required rank. Be sure to use the same format here when adding or removing admins.
Note that a player need only be an Admin "or" a higher rank in order for them to use this GUI. If they are a high rank and you set them to false as an admin, then they will still be able to use the GUI. You can instead change the required rank to something like 255, and then add trainers separately.
Find the GroupID value near the top and change it to the ID of your group. The ID of your group is the last several numbers at the end of your group's link. (Sometimes there are no numbers, if not, go to your profile, and click on the group logo from there, or click Group Admin and them click your logo, to return to the group).
[4] Extras [4]
If there is anything you feel I missed, please let me know. I can make additions to this guide over time to make sure it is full and complete.
If you feel like any functions should be added, please let me know, and give me a full description of the function and the function's purpose. Since tools can be removed, there's a reduced need for a force field function, not to mention you should have an admin script to accompany this GUI system anyway.
I hope you enjoy this system. It might be a GUI, while most are chat based, but I decided to make a GUI before doing a chat based one. A chat based system will be easier to add or remove functions to/from... Anyway, no need to spend hundreds to thousands of robux on a holo system anymore, that might end up as something you could find on the catalog anyway.
This system was made to be used by people other than myself. I don't claim that the scripts are the most efficient, but since it is a GUI where functions are used quickly and end quickly, the CPU usage will remain very low while using it. It shouldn't affect performance.
If you're a capable scripter and you have any tips or advice on how to improve this GUI, then let me know. The close and open animation might be less efficient than hiding it, as I do with most of my newer GUIs, but I think it's nice, plus I structured the whole thing to work with a simple animation...
This is great for clans who are unable to afford a system of their own, cannot make one of their own, or need one temporarily. It is also great to be used permanently as well. I don't require that you give me credit for this, but if you would like to, then more power to you.
Once again, I am available if you have any questions. I will try to update this guide when needed to answer those questions. I might end up adding a FAQ to the end of this guide as well.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 02 Mar 2013 07:05 PM |
Link to Corresponding Model: [ http://www.roblox.com/Public-Domain-Holographic-Training-System-GUI-item?id=108378833 ]
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 02 Mar 2013 07:08 PM |
You guys have no idea how painful it was to make this guide...
I am sure I missed a few things, but I'll fix it over time.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 02 Mar 2013 07:17 PM |
Bump.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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| 02 Mar 2013 07:19 PM |
I'll try doing this later.
Facts are at the heart of a false identity. It's harder to create history than it is to alter it. |
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Theoq
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| Joined: 12 Dec 2012 |
| Total Posts: 760 |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 02 Mar 2013 07:45 PM |
Almost 666 posts there... theoq.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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Outlaw001
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| Joined: 22 Jan 2011 |
| Total Posts: 35333 |
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| 02 Mar 2013 07:47 PM |
I'll read this when I get back from bowling...
I guess.
-One can not Simply Become an Outlaw while saying 'DID SOMEBODY SAY OUTLAW?!' |
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waioo
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| Joined: 14 Sep 2010 |
| Total Posts: 3615 |
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| 02 Mar 2013 09:14 PM |
Is this the one that you gave me like.. 5 months ago?
-The Adamant Supremacy Overlord waioo |
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coolalbet
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| Joined: 06 Nov 2011 |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 03 Mar 2013 05:54 AM |
@Waioo, yup, but slightly improved.
There was a couple issues in there, so I didn't release it for everyone. I had always planned on releasing it to the public.
I will be working on a chat based one that I can release to the public when I have time.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 03 Mar 2013 08:52 AM |
Bump.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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8SunTzu8
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| Joined: 30 Sep 2011 |
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| 03 Mar 2013 10:10 AM |
Bump.
Hi.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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| 03 Mar 2013 10:11 AM |
hi im gonna try doing it later
Facts are at the heart of a false identity. It's harder to create history than it is to alter it. |
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Zanziber
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| Joined: 08 Dec 2008 |
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| 03 Mar 2013 10:11 AM |
Thanks I guess.
~I'm Verified |
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| 03 Mar 2013 10:12 AM |
Epic! I'll try it out later. [=Bass is a weapon=] |
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probug
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| Joined: 13 May 2011 |
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8SunTzu8
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| Joined: 30 Sep 2011 |
| Total Posts: 8199 |
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| 03 Mar 2013 10:53 AM |
Yeah, CSA is planning on creating some newer technologies.
Might compare with what WIJ has, might not. They certainly have more manpower than we do. :p
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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8SunTzu8
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| Joined: 30 Sep 2011 |
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| 03 Mar 2013 01:14 PM |
Bumping.
"Consider, friend, as you pass by, as you are now, so once was I. As I am now, you too shall be. Prepare, therefore, to follow me." -Scottish Tombstone Epitaph |
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