Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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MrChubbs
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| Joined: 14 Oct 2010 |
| Total Posts: 4969 |
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| 05 Mar 2013 02:14 PM |
| If it doesn't work then that is your fault. |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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| 05 Mar 2013 02:23 PM |
| What specific feature did ROBLOX add that "broke" your game? |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Merely
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| Joined: 07 Dec 2010 |
| Total Posts: 17266 |
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| 05 Mar 2013 02:31 PM |
I feel your pain. Roblox does tend to ship updates that break code.
Can you pcall your code to see if any errors pop up? GetMouse is working fine for the rest of us. |
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| 05 Mar 2013 02:37 PM |
| roblox should just use Oysi's game instead of testers seeing how it seems to break with every update. |
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| 05 Mar 2013 02:51 PM |
guise guise let me tell u wahts going thru the admins minds:
eh, the scripters community is cool and all but its the freemodeling 'geniuses' who get all the visits and attention so we'll just keep breaking their stuff and not worry about it
all we care about is the people who cant script but want to make cool games durr durr |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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| 05 Mar 2013 03:53 PM |
| Active property is nasty anyway. Imo something like frame_library[this_frame].pass_mouse_events is much more pretty and you can completely control it's functionality in your own code. I rarely use object properties that don't either affect how things look or interarct with other objects. |
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| 05 Mar 2013 03:55 PM |
There I go again, assuming everyone is on my train of thought.
Usage of frame_library[this_frame].pass_mouse_events would look something like
this_frame.MouseButton1Click:connect(function() if frame_library[this_frame].pass_mouse_events then -- omg clicked else -- you can do things if the frame is inactive, which is reason enough for me to avoid the active property end end) |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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| 05 Mar 2013 04:03 PM |
| Putting two GUIs on top of each other? If you want to do something like that, you're probably better off just using an image and PlayerMouse.Button1Click |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Anaminus
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| Joined: 29 Nov 2006 |
| Total Posts: 5945 |
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| 05 Mar 2013 04:24 PM |
>If true, this GuiObject can fire mouse events and will pass them to any GuiObjects layered underneath, while false will do neither.
This description is backwards. The correct behavior is that a GUI object whose Active property is true blocks other mouse events below the object (including global mouse events) while the mouse is hovered over it. If false, then mouse events will fall though to objects below, and to global events. I suspect whoever wrote the object browser summary got it off the wiki, which was already incorrect.
I've found that this issue only occurs with button GUIs. Active still works correctly for Frames and ImageLabels and whatnot. It most likely has something to do with the extra mouse events given to buttons. |
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Oysi
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| Joined: 06 Jul 2009 |
| Total Posts: 9058 |
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Oysi
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| Joined: 06 Jul 2009 |
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| 06 Mar 2013 07:49 AM |
| i still believe you can get to front page soon |
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Sorcus
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| Joined: 29 Nov 2010 |
| Total Posts: 3775 |
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| 06 Mar 2013 02:03 PM |
An active button eating up your click events makes sense to me. But it seems like your problem is that an inactive button is also eating up your events? In that case that seems to warrant a fix.
~Sorcus |
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| 06 Mar 2013 02:15 PM |
A fix??? wow
I'll need a fix if anything is actually fixed. |
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SN0X
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| Joined: 24 Oct 2011 |
| Total Posts: 7277 |
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| 06 Mar 2013 03:47 PM |
Sorcus please "fix" your Studio 2013 bug "fixes" please.
That script.Parent = nil issue, how when I start a new place it opens the entire window, make the splash screen stop going on top of all my windows, etc.
pls do it!! i don4t3 250 robucks$ to you |
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