I'm new to coding and recently started learning about having code located outside of main.lua, which I wanted to do for my custom cursor. The original correctly displayed "cursor.png", but the modified version simply displays the standard cursor. Could someone explain what I'm missing or doing wrong?
Original:
love.load = function()
cursor = love.graphics.newImage("assets/sprites/cursor.png")
love.mouse.setVisible(false)
end
love.draw = function()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(cursor, love.mouse.getX(), love.mouse.getY())
end
Modified:
local load = function(cursor)
love.mouse.setVisible(false)
local inst = {}
inst.cursor = love.graphics.newImage("assets/sprites/cursor.png")
return inst
end
local draw = function(color, image)
local inst = {}
inst.color = love.graphics.setColor(1, 1, 1, 1)
inst.image = love.graphics.draw(cursor, love.mouse.getX(), love.mouse.getY())
return inst
end
After several hours (and only a few minutes after posting this question), I found a solution that works. Please note that this was coded in a "working file" rather than my actual cursor file, hence the name.
local working_file = {}
local cusorSprite
working_file.load = function(self)
cursorSprite = love.graphics.newImage("assets/sprites/cursor.png")
love.mouse.setVisible(false)
end
working_file.update = function(self)
end
working_file.draw = function(self)
love.graphics.draw(cursorSprite, love.mouse.getX(), love.mouse.getY())
end
return working_file
Related
My goal is to create a script that warns when you are disenchanting a piece you don't want. When disenchanting an item straight from inventory, I could use the UseInventoryItem() API. Since UseInventoryItem() seems to work only on inventory slot right click, I created this script, based on GetMouseFocus() API, that works with the original interface of the game: but if someone used an addon, would it still work?
Of course, better solutions are welcome
local mt = {
__index = {
isvalue = function(t, value)
local is = false
for k, entry in ipairs(t) do
if (entry == value) then
is = true
break
end
end
return is
end
}
};
local protected = { "item1", "item2", "item3", "etch." }; -- items I want to protect
setmetatable(protected, mt);
local disenchanting;
local antidisenchant = CreateFrame("Frame");
antidisenchant:RegisterEvent("UNIT_SPELLCAST_SENT");
antidisenchant:SetScript("OnEvent", function(self, event, ...)
if (event == "UNIT_SPELLCAST_SENT") then
if (arg2 == "Disenchant") then
disenchanting = true
end
end
end);
antidisenchant:SetScript("OnUpdate", function()
if GetMouseFocus() then -- GetMouseFocus() returns the frame that currently has mouse focus.
local TargetItemID = GetInventoryItemID("player",GetMouseFocus():GetID()) -- The IDs of each inventory slot frame have the same id as the slot (16 for main hand, 17 for off hand etc.).
if (TargetItemID) and (string.find(GetMouseFocus():GetName(),"Slot")) then -- Inventory slot frame are named like "CharacterMainHandSlot".
local name, link = GetItemInfo(TargetItemID)
if (disenchanting) and (protected:isvalue(name)) then
DEFAULT_CHAT_FRAME:AddMessage("WARNING! YOU'RE DISENCHANTING "..link,1,0,0)
end
end
end
end)
I'm sorry if this is a really simple or easy question, but I am trying to set the player leaderstat "Money" to 0, but it keeps coming back as the old value. The only thing that I can think of that may be causing this problem is that the moneyGain script is on repeat.
Here is my moneyGain script:
local playerMoney
while wait(0.24) do
local buttons = script.Parent.Parent.info.savedItems.Value.buttons:GetChildren()
for button = 1, #buttons, 1 do
if buttons[button].Parent.Parent.tycoon.Value ~= nil then
if buttons[button].Parent.Parent.tycoon.Value.info.owner ~= nil then
if buttons[button].jobDone.Value == true then
script.Parent.moneyEnforcer.enforce:Invoke(buttons[button].gainVal.Value)
end
end
end
end
--OWNERDOOR:
if script.Parent.Parent.info.owner.Value ~= nil then
script.Parent.moneyEnforcer.enforce:Invoke(1)
end
end
Here is my moneyEnforcer script:
local rs = game:GetService("ReplicatedStorage")
local dictionary = require(rs.dictionary)
local vipPlayers = dictionary.vipPlayers
script.enforce.OnInvoke = function(amount)
print(amount)
if script.Parent.Parent.info.player.Value ~= nil then
if game:GetService("GamePassService"):PlayerHasPass(script.Parent.Parent.info.player.Value, 25494219) then
amount = amount * 2
else
for i = 1, #vipPlayers, 1 do
if script.Parent.Parent.info.player.Value.Name == vipPlayers[i] then
amount = amount * 2
end
end
end
local playerMoney = script.Parent.Parent.info.player.Value.leaderstats.Money
script.Parent.Parent.info.player.Value.leaderstats.Money.Value = script.Parent.Parent.info.player.Value.leaderstats.Money.Value + amount
end
end
And here is the tycoon reseter:
local player = script.Parent.Parent.Parent.Parent.Parent.Parent
script.Parent.Parent.Parent.Visible = false
script.Parent.MouseButton1Click:Connect(function()
player.leaderstats.Money.Value = 0
script.Parent.Parent.Parent.Visible = false
local savedItems = player.claimedTycoon.Value.info.savedItems.Value
local builds = player.claimedTycoon.Value.activeBuilds:GetChildren()
local buttons = player.claimedTycoon.Value.activeButtons:GetChildren()
for i = 1, #builds, 1 do
builds[i].Parent = savedItems.builds
end
for j = 1, #buttons, 1 do
buttons[j].Parent = savedItems.buttons
end
savedItems.builds.dirtStarterBase.Parent = player.claimedTycoon.Value
player.claimedTycoon.Value.info:WaitForChild("activeWave").Value = 1
end)
I have tried putting the "script.Parent.Parent.info.player.Value.leaderstats.Money.Value = script.Parent.Parent.info.player.Value.leaderstats.Money.Value + amount" on the moneyGain script, but that made no difference.
Any help is appriciated!
I believe your problem is that you're setting the value of money from the client. When you change the value from a local script, it will not update on the server. To fix this update the value from the server
In tycoon reseter, try resetting the value from the server using a RemoteEvent
I'm very new (2 days) to Roblox and Lua, so don't bite me too hard please.. =)
What I am trying to do is to script VectorForce for the Part I've also instanced from code.
In simulation Attachment and VectorForce did create, but without any expected effect.
Please, look at my script and tell me where do I need to dig.
local sandblock = script.Parent
local sandblock_health = 5
local function blockJump(object)
local jump_att = Instance.new("Attachment", object)
local jump_force = Instance.new("VectorForce", object)
jump_force.ApplyAtCenterOfMass = true
jump_force.Attachment0 = jump_att
jump_force.RelativeTo = Enum.ActuatorRelativeTo.World
jump_force.Force = Vector3.new(10,1000,-10)
jump_force.Enabled = true
-- here: what is the difference between Enabled and Active?
--jump_force.Active = true
end
local function onTouch(object)
--print("К блоку прикоснулся "..object.Name)
if object.Name == "Handle" then
sandblock_health = sandblock_health - 1
print(sandblock_health)
if sandblock_health < 1 then
local sandblock_drop1 = Instance.new("Part", workspace)
sandblock_drop1.Size = Vector3.new(2,2,2)
sandblock_drop1.Position = sandblock.Position + Vector3.new(0,5,-1)
blockJump(sandblock_drop1)
sandblock_drop1.Material = "Metal"
sandblock_drop1.BrickColor = BrickColor.new("Gold")
sandblock_drop1.Name = "Gold"
print("Вы добыли "..sandblock_drop1.Name)
sandblock:Destroy()
end
end
end
sandblock.Touched:Connect(onTouch)
Solved it.
The product of workspace's gravity and part's mass is much higher than 1000 in my Force vector.
Code below works as expected:
jump_force.Force = Vector3.new(10, game.Workspace.Gravity * object.Mass * 1.35, -10)
jump_force.Enabled = true
wait(0.4)
jump_force.Enabled = false
It seems like the issue is that when you made the onTouch function, you had a parameter: object. However when you called the function on a player touching the part, you put no parameter: sandblock.Touched:Connect(onTouch). To fix this, do: sandblock.Touched:Connect(onTouch(<object_parameter>))
I coded out some functions in a ModuleScript to be executed by another script. Here is the code
local module = {}
wavepause = game.ReplicatedStorage.Values.WavePauseLength.Value
trollanoid = game.ReplicatedStorage.Trollanoid
spawnpoints = workspace.Test1.Spawns:GetChildren()
function trollanoidsummon()
local chosenspawn = math.random(#spawnpoints)
local clone = trollanoid:Clone().Parent == workspace.Zombies
clone.HumanoidRootPart.CFrame = chosenspawn.CFrame
end
module.Wave1 = function()
trollanoid()
wait(1)
trollanoid()
wait(1)
trollanoid()
wait(1)
trollanoid()
end
return module
What I expected was the NPC trollanoids to appear on the map, but instead I got this error in the output:
17:50:19.011 ServerScriptService.WaveModule:14: attempt to call a Instance
value - Server - WaveModule:14
I dont know what I did wrong, please help me fix this. Any help is appreciated
The error message is telling you what's wrong:
You're trying to call an object. The only things you can call in Lua are functions and objects with the __call metamethod.
You are calling an object. Like mentioned above, you can only call functions and objects with __call metamethod.
Try this:
local module = {}
wavepause = game.ReplicatedStorage.Values.WavePauseLength
trollanoid = game.ReplicatedStorage.Trollanoid
spawnpoints = workspace.Test1.Spawns:GetChildren()
function trollanoidsummon()
local chosenspawn = spawnpoints[math.random(#spawnpoints)]
local clone = trollanoid:Clone().Parent = workspace.Zombies
clone.HumanoidRootPart.CFrame = chosenspawn.CFrame
end
module:SpawnNPC(amount, threshold)
threshold = threshold or 1
amount = amount or 4
for i = 1, amount do
if wavepause.Value then break end;
trollanoidsummon()
wait(threshold)
end
end
return module
To use the module you would do this:
local spawner = require(modulescriptpath);
spawner:SpawnNPC(5, 1);
I made a few minor changes. Let me know if you need help with any :)
So I thought of having this for so long, I just don't know where to start. I am new to this language and I keep learning, but kind of hard for me. But I have built my very own custom character which took 2 weeks for me. Anyway, For my question. An example is if I have a button and I click it, a model will be clone and I can drag that model and put it anywhere nearby. What possible method I can use to achieve this?
First things first, I suggest for any future questions, you head over to https://scriptinghelpers.org/
now, on to your question, for cloning the model, you should use mouse.Target.Parent:Clone() or the GetTopParent(mouse.Target) function in my function library (which you can get here; http://www.roblox.com/item.aspx?id=244244638)
then deposit the model into workspace and MakeJoints()
the next step is to move the model, this can be tricky, but the simplest method is model:MoveTo(mouse.Hit.p) on mouse.Moved (but that's a little buggy)
Another method for movement would be to use the Handles class, but I'm not really familiar with it, so you'd have to figure that one out on your own.
To make the first method less buggy, I'd suggest something along the lines of
model:MoveTo(mouse.Hit.p.X, mouse.Target.Position.Y + (model:GetExtentsSize().Y / 2), mouse.Hit.p.Z)
but you'd have to set up the mouse to ignore the model, which I can't really help with.
A really good place to start is to search the free models in Studio Toolbox for a 'Dragger Tool' or 'Model Dragger Tool' and then use the script inside to get started creating your own. I have learned to create my own custom draggers by doing this and it is way easier than you may think at first. Once you find a good dragger tool to borrow code from, if you need to enhance it, you can find the dragger api in the Roblox Wiki to help you further customize it to your specific needs.
http://wiki.roblox.com/index.php?title=API:Class/Dragger
EDIT: So here's the first dragger script that showed when I searched. It will drag models and parts but you will have to edit it to meet your requirements using the dragger api. Create a Tool in player.BackPack then create a LocalScript inside the Tool then copy and paste the code below into the LocalScript, and that will get you started.
local Tool = script.Parent
enabled = true
local origTexture = Tool.TextureId
game:GetService("ContentProvider"):Preload("rbxasset://icons/freemove_sel.png")
local selectionBox
local currentSelection
local currentSelectionColors = {}
local selectionLasso
local inGui = false
local inPalette = false
local lockTime = 0
function canSelectObject(part)
return part and not (part.Locked) and (part.Position - script.Parent.Parent.Head.Position).Magnitude < 60
end
function findModel(part)
while part ~= nil do
if part.className == "Model" then
return part
end
part = part.Parent
end
return nil
end
function startDrag(mousePart, hitPoint, collection)
dragger = Instance.new("Dragger")
pcall(function() dragger:MouseDown(mousePart, hitPoint, collection) end)
end
function collectBaseParts(object, collection)
if object:IsA("BasePart") then
collection[#collection+1] = object
end
for index,child in pairs(object:GetChildren()) do
collectBaseParts(child, collection)
end
end
function onMouseDown(mouse)
mouse.Icon ="rbxasset://textures\\GrabRotateCursor.png"
local part = mouse.Target
if canSelectObject(part) then
local hitPoint = mouse.Hit:toObjectSpace(part.CFrame).p
if trySelection(part) then
local instances = {}
collectBaseParts(currentSelection, instances)
startDrag(part, hitPoint, instances)
return
end
end
--Clear the selection if we weren't able to lock succesfullu
onMouseUp(mouse)
end
function onMouseUp(mouse)
mouse.Icon ="rbxasset://textures\\GrabCursor.png"
if dragger ~= nil then
pcall(function() dragger:MouseUp() end)
dragger = nil
end
end
function trySelection(part)
if canSelectObject(part) then
selectionLasso.Part = part
local model = findModel(part)
if model then
return setSelection(model)
else
return setSelection(part)
end
else
clearSelection()
return false
end
end
function onKeyDown(key)
if dragger ~= nil then
if key == 'R' or key == 'r' then
dragger:AxisRotate(Enum.Axis.Y)
elseif key == 'T' or key == 't' then
dragger:AxisRotate(Enum.Axis.Z)
end
end
end
local alreadyMoving
function onMouseMove(mouse)
if alreadyMoving then
return
end
alreadyMoving = true
if dragger ~= nil then
--Maintain the lock
if time() - lockTime > 3 then
Instance.Lock(currentSelection)
lockTime = time()
end
--Then drag
pcall(function() dragger:MouseMove(mouse.UnitRay) end)
else
trySelection(mouse.Target)
end
alreadyMoving = false
end
function saveSelectionColor(instance)
if instance:IsA("BasePart") then
currentSelectionColors[instance] = instance.BrickColor
if instance.BrickColor == BrickColor.Blue() then
instance.BrickColor = BrickColor.new("Deep blue")
else
instance.BrickColor = BrickColor.Blue()
end
end
local children = instance:GetChildren()
if children then
for pos, child in pairs(children) do
saveSelectionColor(child)
end
end
end
function setSelection(partOrModel)
if partOrModel ~= currentSelection then
clearSelection()
if Instance.Lock(partOrModel) then
lockTime = time()
currentSelection = partOrModel
saveSelectionColor(currentSelection)
selectionBox.Adornee = currentSelection
return true
end
else
if currentSelection ~= nil then
if time() - lockTime > 2 then
--Maintain the lock
if not(Instance.Lock(currentSelection)) then
--we lost the lock
clearSelection()
return false
else
lockTime = time()
return true
end
else
return true
end
end
end
return false
end
function clearSelection()
if currentSelection ~= nil then
for part, color in pairs(currentSelectionColors) do
part.BrickColor = color
end
selectionBox.Adornee = nil
Instance.Unlock(currentSelection)
end
currentSelectionColors = {}
currentSelection = nil
selectionLasso.Part = nil
selectionBox.Adornee = nil
end
function onEquippedLocal(mouse)
Tool.TextureId = "rbxasset://icons/freemove_sel.png"
local character = script.Parent.Parent
local player = game.Players:GetPlayerFromCharacter(character)
inGui = false
inPalette = false
mouse.Icon ="rbxasset://textures\\GrabCursor.png"
mouse.Button1Down:connect(function() onMouseDown(mouse) end)
mouse.Button1Up:connect(function() onMouseUp(mouse) end)
mouse.Move:connect(function() onMouseMove(mouse) end)
mouse.KeyDown:connect(function(string) onKeyDown(string) end)
selectionBox = Instance.new("SelectionBox")
selectionBox.Name = "Model Delete Selection"
selectionBox.Color = BrickColor.Blue()
selectionBox.Adornee = nil
selectionBox.Parent = player.PlayerGui
selectionLasso = Instance.new("SelectionPartLasso")
selectionLasso.Name = "Model Drag Lasso"
selectionLasso.Humanoid = character.Humanoid
selectionLasso.archivable = false
selectionLasso.Visible = true
selectionLasso.Parent = game.workspace
selectionLasso.Color = BrickColor.Blue()
alreadyMoving = false
end
function onUnequippedLocal()
Tool.TextureId = origTexture
clearSelection()
selectionBox:Remove()
selectionLasso:Remove()
end
Tool.Equipped:connect(onEquippedLocal)
Tool.Unequipped:connect(onUnequippedLocal)