A '''Hint''' object allows you to place text in a small black bar at the very top of the screen. This lets you make messages, hints, and other things for people to read. When a Hint is placed in the [[Workspace]], it will be visible to everyone. When placed under a player's [[PlayerGui]], it will be visible only to that player.
The Hint object allows you to place a hit or a message in a small black bar at the bottom of the screen, just above the Chat Bar. This lets you make messages, hints, and other things for people to read. '''NOTE''': If the Parent is a Player, then the Hint will be visible to just that player. If the Parent is the Workspace, then the Hint will be visible to everyone.
[[Image:Hint Display.jpg|A Hint displayed in the Workspace.|thumb]]
==Functions==
'''See Also'''
The Hint only incorporates the global functions.
*[[RBX.lua.Message (Object)|Message]]
}}
==Properties==
In addition to the global properties, the Hint also has these:
*[[Text]]
==Events==
The Hint only incorporates the global events.
Latest revision as of 20:37, 18 February 2012
Deprecated:This item is deprecated. Do not use it for new work. Use TextLabel instead.
A Hint object allows you to place text in a small black bar at the very top of the screen. This lets you make messages, hints, and other things for people to read. When a Hint is placed in the Workspace, it will be visible to everyone. When placed under a player's PlayerGui, it will be visible only to that player.
Returns a clone of the object and its children, unless its Archivable property is false. The clone will have the same properties as the original object and the same descendants (except those with an Archivable property set to false). The clone's Parent will be nil.
Returns the first child found with a name of name. Returns nil if no such child exists. If the optional recursive argument is true, will recursively descend the hierarchy while searching rather than only searching the immediate object.
The name of the object, which is often used to identify it in the context of its parent. Note that names are not unique identifiers; multiple children of an object may share the same name. In a script where you want to access an object using a name, for example, game.Workspace["Brick"], the first object found with that name is that object. This "first object" can be found in the Explorer menu.Names are great for showing a very brief title or summary of an object.
The hierarchical parent of the object. When no scripts hold references to an object, it will still be maintained as long as it's parent is set to an object which does have references to it, either by other objects or scripts. The toplevel DataModel object (the one referred to as the "game" by scripts) has no parent, but always has a reference held to it by the game engine, and exists for the duration of a session.
A unique string per type of Instance. Should only be used as a unique identifier, as it does not reveal any information about nature of the type hierarchy the type is in. For this use, see IsA.