SetMessage (Method): Difference between revisions

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>ArceusInator
rewrote the content that camoy blanked and replaced with a redirect
>Blocco
Did you not see the talk page on the other page? >:/ Look at that first!
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{{Example|
<!--{{Example|
It is actually possible to create a sort of doppelganger of this function and its sibling, ClearMessage, by running this code:
It is actually possible to create a sort of doppelganger of this function and its sibling, ClearMessage, by running this code:
<pre>
<pre>
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</pre>
</pre>
The ''doppelgangers'' are called using _G.SetMessage( msg ) and _G.ClearMessage().
The ''doppelgangers'' are called using _G.SetMessage( msg ) and _G.ClearMessage().
}}
}}-->


[[Category:Methods]]
[[Category:Methods]]

Revision as of 01:21, 28 December 2010

Protected:This item is protected. Attempting to use it in a Script or LocalScript will cause an error.
SetMessage( string message text )
Returns nil
Description: Creates a GUI message similar to ones seen when loading a game.
Member of: DataModel








Example

If you're using the Command Bar or a CoreScript...

game:SetMessage( "Hello World" )

-- Will result in the image below

If you're using a Script or a LocalScript...

game:SetMessage( "Hello World" ) --> s SetMessage