[My code is :]
local function MWin()
game.StarterGui.ScreenGui1.DemonWin.Visible = true
if game.Workspace.Mages_Boss.Humanoid.Died:connect(function()
print("good")
end
[My noob is named : Mages_Boss
And my screen gui is named : DemonWin
I dont know what to put for "print("good")".]
First, modifying the starter GUI does nothing. You need to change the one player or all players with a for loop. In my answer, I’ll use the former with a player named ROBLOX. If you want to start with it invisible, you need game.Players.ROBLOX.PlayerGui.ScreenGui1.DemonWin.Visible = false. To make it visible on the death event, use game.Players.ROBLOX.PlayerGui.ScreenGui1.DemonWin.Visible = true.
Try using
DemonWin.Enabled=true;
or
DemonWin.Enabled=false;
to toggle whether it is active or not. I suppose in the died function, use the latter.
I'm going to assume you're not firing the function so you can get rid of that. You're also going to remove the .Died since it fires even when it's not dead. So your best bet would be to do also add a debounce- kind of function to your script. Here's the modified version:
game.StarterGui.ScreenGui1.DemonWin.Visible = false
if game.Workspace.Mages_Boss.Humanoid.Health == 0 then
game.StarterGui.ScreenGui1.DemonWin.Visible = true
else
game.StarterGui.ScreenGui1.DemonWin.Visible = false
end
Also, you would have to put the GUI in the StarterGui (located in game.Players.LocalPlayer.StarterGui) in order to not publicly malfunction this script.
Related
I would like this to be a buttonGUI or a proximity prompt (proximity prompt preferred)
You haven't given much context of the file structure, so I can only do my best to help.
So first you need to add a event listener to the button. So as a child of the button add a localscript and in that script add the listener.
local GUI_Holder = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui")
local UI = GUI_Holder.Your_UI_To_Activate -- Path to the GUI element
script.Parent.MouseButton1Click:Connect(function()
UI.Enabled = true
end)
Lines one and two look pretty bad however you can replace then with you own way of fetching the UI. (https://developer.roblox.com/en-us/api-reference/class/TextButton)
If you need any more help reply to this :)
-- Harvey
Harvey has a good answer but I recommend using button.Activated
local GUI_Holder = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui")
local UI = GUI_Holder.Your_UI_To_Activate -- Path to the GUI element
script.Parent.Activated:Connect(function()
UI.Enabled = true
end)
recently I have been creating an imitation HarborRP gamemode for Garry's Mod, and I'm trying to recreate the Smuggler NPC (You'll know what I mean if you've ever played HarborRP) So basically I want the NPC to open ONE Derma-Frame window when the player presses their use key on it. I have the NPC created and all of that, but when the player simply presses their use key on the NPC, a million windows pop up, I have the NPC/Entity's use type set to SIMPLE_USE, but it seems like that doesn't matter because so many windows pop up. the VGUI/Derma Frame's settings is set to MakePopup() but that doesn't matter either. See if you can find whats wrong with it, I have very little knowledge of LUA.
init.lua file:
include("shared.lua")
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
util.AddNetworkString("smug")
hook.Add("PlayerUse", "menuu", function(ply, ent)
net.Start("smug")
net.Send(ply)
end)
function ENT:Initialize()
self:SetModel('models/humans/group01/female_01.mdl')
self:SetHullType(HULL_HUMAN)
self:SetHullSizeNormal()
self:SetNPCState(NPC_STATE_SCRIPT)
self:SetSolid(SOLID_BBOX)
self:SetUseType(SIMPLE_USE)
self:DropToFloor()
end
cl_init.lua file:
include("shared.lua")
function ENT:Draw()
self.Entity:DrawModel()
end
net.Receive("smug", function()
if( !frame ) then
local frame = vgui.Create("DFrame")
frame:SetSize(900,600)
frame:SetPos(ScrW()/2-450,ScrH()/2-300)
frame:SetVisible(true)
frame:MakePopup()
frame:SetDeleteOnClose(true)
elseif (frame) then print("HI")
end
end)
shared.lua file:
ENT.Base = "base_ai"
ENT.Type = "ai"
ENT.PrintName = "[DEV] Smuggler NPC"
ENT.Category = "InVaLiD's HBRP Entities"
ENT.Author = "InVaLiD"
ENT.Spawnable = true
ENT.AdminSpawnable = true
ENT.AutomaticFrameAdvance = true
Something To Note
All of these files are in the addons/smug_npc/lua/entities/ folder.
Yes, I know I have weird names for things, that's just me.
I have a basic to no knowledge of lua, so explain things please :)
I really do appreciate your help, and your will to help people, please know that I thank you all for being here just to sort other people's problems even though you could be spending your time doing something productive, Thank you!
You need to put your code that does net.Send into the entities ENT:Use function rather than on the PlayerUse hook.
function ENT:Use(ply)
net.Start("smug")
net.Send(ply)
end
The below line which you already have in your code in the initialize function makes the entity call the ENT:Use function once when a player presses E on it, which it seems that you want to do so that is good:
self:SetUseType(SIMPLE_USE)
Also, I recommend checking out the gmod forums if you need developer help in future.
GMod forums: https://gmod.facepunch.com/f
This code is for a modding engine, Unitale base on Unity Written in Lua
So I am trying to use a Boolean Variable in my script poseur.lua, so when certain conditions are met so I can pass it to the other script encounter.lua, where a engine Predefined functions is being uses to make actions happens base on the occurring moment.
I tried to read the engine documentation multiple times, follow the exact syntax of Lua's fonction like GetVar(), SetVar(), SetGobal(),GetGlobal().
Searching and google thing about the Language, post on the subreddit and Game Exchange and tried to solve it by myself for hours... I just can't do it and I can't understand why ?
I will show parts of my codes for each.
poseur:
-- A basic monster script skeleton you can copy and modify for your own creations.
comments = {"Smells like the work\rof an enemy stand.",
"Nidhogg_Warrior is posing like his\rlife depends on it.",
"Nidhogg_Warrior's limbs shouldn't\rbe moving in this way."}
commands = {"GREET", "JUMP", "FLIRT", "CRINGE"}
EndDialougue = {" ! ! !","ouiii"}
sprite = "poseur" --Always PNG. Extension is added automatically.
name = "Nidhogg_Warrior"
hp = 99
atk = 1
def = 1
check = "The Nidhogg_Warrior is\rsearching for the Nidhogg"
dialogbubble = "rightlarge" -- See documentation for what bubbles you have available.
canspare = false
cancheck = true
GreetCounter = 5
Berserk = false
encounter:
-- A basic encounter script skeleton you can copy and modify for your own creations.
encountertext = "Nidhogg_Warrior is\rrunning frantically"
nextwaves = {"bullettest_chaserorb"}
wavetimer = 5.0
arenasize = {155, 130}
music = "musAncientGuardian"
enemies = {"poseur"}
require("Monsters.poseur")
enemypositions = {{0, 0}}
-- A custom list with attacks to choose from.
-- Actual selection happens in EnemyDialogueEnding().
-- Put here in case you want to use it.
possible_attacks = {"bullettest_bouncy", "bullettest_chaserorb", "bullettest_touhou"}
function EncounterStarting()
-- If you want to change the game state immediately, this is the place.
Player.lv = 20
Player.hp = 99
Player.name = "Teemies"
poseur.GetVar("Berserk")
end
Thank you for reading.
The answer to my problem was to use SetGobal(), GetGobal().
For some reasons my previous attempt to simply use SetGobal()Resulted in nil value despite writing it like that SetGobal("Berserk",true) gave me a nill value error, as soon as I launch the game.
But I still used them wrong. First I needed to put it SetGobal() at the end of the condition instead of at the start of the the poseur.lua script because the change of value... for some reasons was being overwritten by it first installment.
And to test the variable in the function in my encounter.lua, I needed to write it like that
function EnemyDialogueStarting()
-- Good location for setting monster dialogue depending on how the battle is going.
if GetGlobal("Jimmies") == true then
TEEEST()
end
end
Also any tips an suggestions are still welcome !
Well firstly, in lua simple values like bool and number are copied on assignment:
global={}
a=2
global.a=a--this is a copy
a=4--this change won't affect value in table
print(global.a)--2
print(a)--4
Secondly,
SetGobal and the other mentioned functions are not part of lua language, they must be related to your engine. Probably, they use word 'Global' not as lua 'global' but in a sense defined by engine.
Depending on the engine specifics these functions might as well do a deep copy of any variable they're given (or might as well not work with complicated objects).
I'm changing something in an Addon for World of Warcraft which are written in Lua.
There is a simple boolean variable which determines if some "all" frames are shown or only specific one.
So when = true then it will only show specific frames
when = false it will show all frames
I want to make a modifier with the shift key to show all frames when the shiftkey is pressed and hide them again when shift is realeased.
if IsShiftKeyDown() then
cfg.aura.onlyShowPlayer = false
else
cfg.aura.onlyShowPlayer = true
end
This is my very simple solution for it which works. The problem here is though it only works on starting of the script. You see in WoW everytime the interface gets loaded it will run the script if not told otherwise. That is not very efficent because I would send my user into a loadingscreen.
OnUpdate should fix my problem here which will run this specific code everytime a frame gets rendered which is pretty handy and is what I want to accomplish.
So this is what I made
local function onUpdate(self,elapsed)
if IsShiftKeyDown() then
cfg.aura.onlyShowPlayer = false
else
cfg.aura.onlyShowPlayer = true
end
end
local shiftdebuffs = CreateFrame("frame")
shiftdebuffs:SetScript("OnUpdate", onUpdate)
My problem is now that it doesn't work. I new to the onUpdate stuff and only copy pasted it from another addon I did which worked fine.
Right it goes straight to = false, which is only happening I think because it is the default.
thanks for the help
Right it goes straight to = false, which is only happening I think because it is the default.
No, there is no "default" branch in the if statement. For the control to get to the then branch the condition has to be evaluated to true. You need to check the logic, but if the script executed cfg.aura.onlyShowPlayer = false, it means that IsShiftKeyDown() was evaluated as true.
I'm working on an addon for World of Warcraft that completely overhauls the interface to adapt to my play style.
In this addon, I would like to have a large button that acts as a "main dps rotation" for my mage. I would like it to change what spell it casts based on what is optimal at any given time. It doesn't cast the spell automatically, it just presents the next best option for the user.
Here is my code so far:
print "Interface Overhaul : LOADED"
heatingUpIsActive = false
print(heatingUpIsActive)
local Button = CreateFrame("Button", "MyButton", UIParent,"SecureActionButtonTemplate")
Button:SetWidth(256)
Button:SetHeight(256)
Button:SetFrameStrata("HIGH")
Button:SetPoint("LEFT")
Button:SetText("Main Rotation")
Button:RegisterForClicks("AnyUp")
Button:SetAttribute("type", "spell")
Button:SetAttribute("spell", "Fireball")
Button:RegisterEvent("UNIT_AURA");
local function auraGained(self, event, ...)
if (UnitAura("player", "Heating Up")) then
if (heatingUpIsActive == false) then
heatingUpIsActive = true
print (heatingUpIsActive)
print ("Heating Up is active!")
Button:SetAttribute("spell", "Inferno Blast")
end
else
heatingUpIsActive = false
print("Heating Up is NOT active.")
print(heatingUpIsActive)
end
end
Button:SetScript("OnEvent", auraGained);
local tex = Button:CreateTexture("ARTWORK");
tex:SetPoint("LEFT")
tex:SetWidth(256)
tex:SetHeight(256)
tex:SetTexture("Interface\\AddOns\\InterfaceOverhaul\\Button2")
If heatingUpIsActive == true, I would like the button to cast ("spell", "Inferno Blast") instead of ("spell", "Fireball"), but it doesn't work if I place that into the correct part of the if statements.
Any thoughts?
As Mud said, you cannot rebind buttons in combat anymore. Blizzard made this change to prevent bots from being able to automate combat. Notably, in order to cast a spell you need to use one of the secure templates, and these secure templates only allow modification of the attributes that control what they do when you're not in combat. So you cannot have one button change spells mid-combat. Similarly, they also prevent you from modifying attributes like their position or visibility, so you cannot move buttons under the mouse either.
The best you can do is display a visual indicator of what spell should be cast, but rely on the user to actually press the correct button.