HopperBins: Difference between revisions
>Blobbyblob Changed some stuff in the list of events. |
>JulienDethurens Instance::Remove is deprecated; changing to Instance::Destroy. |
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script.Parent = hb.Parent | script.Parent = hb.Parent | ||
hb.ControlScript.Parent = script.Parent | hb.ControlScript.Parent = script.Parent | ||
hb: | hb:Destroy() | ||
end | end | ||
Line 159: | Line 159: | ||
while true do | while true do | ||
if script.Parent.Name == "Backpack" then | if script.Parent.Name == "Backpack" then -- this is to pause the script until it gets moved, no bugging up. | ||
break -- this stops the while loop. 'breaking' it | |||
end | |||
wait() | wait() | ||
end | end |
Latest revision as of 03:32, 23 January 2012
What is a HopperBin?
HopperBins are considered old now. They were the first ways to make a weapon, a utility tool, or anything you could really think of. They are mainly used for getting input from the player, and doing something with that input.
Special Events
The special events of a HopperBin are as follows:
- Selected
- Deselected
Important events and properties
The Selected and Deselected events have an argument, called a MOUSE object. Here are its important events and properties.
Events
- Button1Down
- Button1Up
- KeyDown
- KeyUp
- Move
Properties
- Hit -- CFrame value
- Target -- object value
- X -- mouse's X position on the screen.
- Y -- mouse's Y position on the screen.
- ViewSizeX -- your screen's X size.
- ViewSizeY -- your screen's Y size.
- Origin -- CFrame value
- Icon -- the cursor image path
What do I do with it?
You can spawn a projectile when Button1Down is fired, have it spawn in the direction the mouse is from your head, and move in the direction of the mouse, for example.
Here's an example of a Boulder Summoner:
1) Insert / Object / HopperBin into the StarterPack.
2) Insert / Object / Script into the HopperBin you just created.
3) Insert the following into the script file you just created:
lifetime = 5 -- how long the boulder stays there. 5 is a good value. function onButton1Down(mouse) local b = Instance.new("Part") b.BrickColor = BrickColor.new(217) b.Position = mouse.Hit.p b.Size = Vector3.new(5, 5, 5) b.Shape = 0 b.Parent = game.Workspace b.Velocity = (script.Parent.Parent.Parent.Character.Head.Position - mouse.Hit.p).unit * -50 + Vector3.new(0, 10, 0) -- pushes it away from you, and pops it up a bit, making it seem to come out of the ground. game:GetService("Debris"):AddItem(b, lifetime) end function onSelected(mouse) mouse.Button1Down:connect(function() onButton1Down(mouse) end) -- Button1Down doesn't come with a mouse, seeing as its -- an event of the mouse itself. We need to give the function the mouse object to work off of. end script.Parent.Selected:connect(onSelected) -- Selected comes with a mouse.
4) Test in Solo mode.
That is a simple thing to spawn a boulder wherever you click. It also gets rid of the boulder after a set amount of time.
Simple Toggle Utility
Insert a Brick in the Workspace. Insert a BoolValue into that Brick. Name that BoolValue "OnOff". Just as before, you have a Hopperbin object in the StarterPack, and a script in the HopperBin. Insert the following into that script:
brickName = "Toggle" valueName = "On/Off" function onButton1Down(mouse) local targ = mouse.Target if targ~=nil then if targ.Name == brickName then if targ:findFirstChild(valueName)~=nil then if targ[valueName].Value == true then targ[valueName].Value = false print("one") else targ[valueName].Value = true print("two") end end end end end function onSelected(mouse) mouse.Button1Down:connect(function() onButton1Down(mouse) end) end script.Parent.Selected:connect(onSelected)
Upon clicking the mouse on the brick in Solo Mode, you can see the Output toggle between "one" and "two". You can easily manipulate this script to work for anything.
Mouse Without HopperBin
Setting up the HopperBin
You need a HopperBin object. This is what the player selects to activate the whole system.
You also need two scripts. Here is how they should look in the Explorer:
[-] HopperBin ConnectionScript ControlScript
The script named ConnectionScript is the one that sets it all up, and links the mouse to some values. The HopperBin gets removed, the two scripts moved, but the mouse is still active until you select a different HopperBin.
ConnectionScript
Here is what goes in "ConnectionScript":
function onSelected(mouse) local m = Instance.new("CFrameValue") m.Parent = script.Parent.Parent.Parent m.Name = "MouseCFrame" local b = Instance.new("BoolValue") b.Parent = script.Parent.Parent.Parent b.Name = "Button1Down" local k = Instance.new("StringValue") k.Parent = script.Parent.Parent.Parent k.Name = "KeyPressed" local t = Instance.new("ObjectValue") t.Parent = script.Parent.Parent.Parent t.Name = "MouseTarget" mouse.Move:connect(function() m.Value = mouse.Hit end) mouse.Button1Down:connect(function() b.Value = true end) mouse.Button1Up:connect(function() b.Value = false end) mouse.KeyDown:connect(function(key) k.Value = key k.Value = "" end) mouse.Changed:connect(function(property) if (property == "Target") then t.Value = mouse.Target end end) local hb = script.Parent script.Parent = hb.Parent hb.ControlScript.Parent = script.Parent hb:Destroy() end script.Parent.Selected:connect(onSelected)
ControlScript
Here is the ControlScript:
while true do if script.Parent.Name == "Backpack" then -- this is to pause the script until it gets moved, no bugging up. break -- this stops the while loop. 'breaking' it end wait() end function newText(text) local nm = Instance.new("Hint") nm.Parent = p nm.Text = text end function onKeyDown(key) if script.Parent.Parent.Character==nil then return end local key = string.lower(key) end function onButton1Down() if script.Parent.Parent.Character==nil then return end end function onButton1Up() if script.Parent.Parent.Character==nil then return end end function onMove() if script.Parent.Parent.Character==nil then return end end script.Parent.Parent.KeyPressed.Changed:connect(function() onKeyDown(script.Parent.Parent.KeyPressed.Value) end) script.Parent.Parent.MouseCFrame.Changed:connect(function() onMove() end) script.Parent.Parent.Button1Down.Changed:connect(function() if script.Parent.Parent.Button1Down.Value == true then onButton1Down() else onButton1Up() end end)
How To Make onKeyDown Scripts with HopperBins
As above, you will need a HopperBin in the StarterPack, and an empty Script in the HopperBin.
The Basic Script
You will need to add different parts to the basic script to make it work. It must have :
- An "if key == "(key)" then" line.
- Sometimes an or line. There can be more than one.
Here is the unedited, basic script:
function onKeyDown(key) key:lower() --*********************-- --*********************-- --*********************-- --*********************-- --*********************-- end function onSelected(mouse) mouse.KeyDown:connect(onKeyDown) end script.Parent.Selected:connect(onSelected)
Put the if line where the commented stars are. The lines where the stars are, are also where the stuff happens. For example, if you press "f", you die. So the lines would be
if key == "f" then script.Parent.Parent.Parent.Character.Humanoid.Health = 0 end
- This finds the script's parent [your HopperBin], its parent [your backpack] its parent [your player] then your Character [you in the workspace] then your Humanoid, and finally its health.
- You can also change onKeyDown(key) to onButton1Down(mouse). Make sure you change the connection line as well.
A line with or in it would look like this :
if key == "b" or "h" or "k" then --Etc. --The things you want to happen go here. end
An example of a script that kills the player via random explosion would be :
e=Instance.new("Explosion") function onKeyDown(key) key:lower() if key == "f" then e.Position = script.Parent.Parent.Parent.Character.Head.Position e.Parent = game.Workspace e.BlastRadius = 10 e.BlastPressure = 100000 end end function onSelected(mouse) mouse.KeyDown:connect(onKeyDown) end script.Parent.Selected:connect(onSelected)
To make sure that the script works, it is recommended to use Output. It will tell you exactly what you messed up on, and even what line.