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