Latest revision as of 13:19, 8 March 2012
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Stub This article is a stub. If you think you know more about this than we do, please help us by contacting a writer. Thank you!
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Preliminary:This item is under development and is likely to change. Use only for experimental work.
No description available for StudioTool.
Clone( )
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Returns
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Instance
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Description:
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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.
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Member of:
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Instance
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FindFirstChild( string name, bool recursive = false )
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Returns
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Instance
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Description:
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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.
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Member of:
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Instance
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GetFullName( )
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Returns
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String path to object
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Description:
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Returns a string with a dot (.) character separating a path of object hierarchy excluding "game".
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Member of:
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Instance
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Destroy( )
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Returns
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nil
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Description:
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Sets the Parent property to nil, locks the Parent property, disconnects all connections and calls Destroy() on all children.
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Member of:
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Instance
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Name
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Type
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string
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Description
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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.
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Member of
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Instance
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Parent
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Type
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Instance
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Description
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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.
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Member of
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Instance
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Archivable
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Type
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bool
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Description
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Sets whether or not the object is saved when publishing or saving to file. Also sets whether or not the object is clonable.
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Member of
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Instance
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ClassName
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Type
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string
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Description
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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.
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Member of
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Instance
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Description
This event is triggered even a tool is equipped.
In a LocalScript:
Example
local function onEquipped(mouse)
mouse.KeyDown:connect(onKeyDown)
mouse.Button1Down.connect(function() onButton1Down(mouse) end)
end
tool.Equipped:connect(onEquipped)
Getting The Mouse Secretly
In one of your games you might want a player to have to click or press a key or something, but what if you don't want them to have to select a hopperbin or tool? One neat thing we can do with the tool is parent it into a player, and the equipped event will fire, giving us their mouse. Then we can do the clicking and pressing stuffs and delete the tool! Here's an example of a script that would get the mouse without them seeing anything:
Example
--This would go in the starterpack.
Player = script.Parent.Parent --Get the player.
Tool = Instance.new("Tool") --Create a tool.
Handle = Instance.new("Part",Tool) --Make a handle part so it will equip.
Handle.Name = "Handle" --Make sure it's called handle, or it won't work.
Tool.Equipped:connect(function(mouse) --When it's equipped fire a function.
Tool.Parent = nil --Delete the tool so they don't see anything.
mouse.KeyDown:connect(function(key) --When they press a key fire a function.
print(key) --Print the key they pressed.
end) --End the key function.
end) --End the equip function.
Tool.Parent = Player.Character --Parent it to the their character AFTER we have the equipped function ready so it will fire.
Now when the player presses a key it will print, and they didn't have to equip a tool or do anything!
Limitations
- Tool may equip before script add the connection, if both are added to Workspace on another machine.
- This event may not fire if the tool moves or removes before it reaches the right state.