SetMessage (Method): Difference between revisions
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>ArceusInator rewrote the content that camoy blanked and replaced with a redirect |
>ArceusInator rewrote the content that camoy blanked and replaced with a redirect |
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Revision as of 01:12, 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
Example
It is actually possible to create a sort of doppelganger of this function and its sibling, ClearMessage, by running this code:
local message = false function _G.SetMessage( msg ) if not msg then return ( error( "String expected", 1 ) ) end if type( msg ) ~= "string" then return ( error( "String expected", 1 ) ) end if message then game:ClearMessage() end local p = game.Players:GetPlayers() if not p then return end for i = 1, #p do if p[i]:FindFirstChild( "PlayerGui" ) then local s = Instance.new( "ScreenGui", p[i].PlayerGui ) local t = Instance.new( "TextLabel", s ) t.Position = UDim2.new( 0.2, 0, 0.354, 0 ) t.BorderColor3 = Color3.new( 192/255, 192/255, 192/255 ) t.BackgroundColor3 = Color3.new( 163/255, 162/255, 165/255 ) t.Size = UDim2.new( 0.6, 0, 0.29, 0 ) t.FontSize = Enum.FontSize.Size24 t.Text = ( tostring( msg ) ) t.TextColor3 = Color3.new( 1, 1, 1 ) t.BackgroundTransparency = 0.4 s.Name = "gameMessage" end end message = true end function _G.ClearMessage() if not message then return end local p = game.Players:GetPlayers() if not p then return end for i = 1, #p do if p[i]:FindFirstChild( "PlayerGui" ) then local g = p[i].PlayerGui:GetChildren() for x = 1, #g do if g[x].Name == "gameMessage" then g[x]:remove() end end end end message = false end
The doppelgangers are called using _G.SetMessage( msg ) and _G.ClearMessage().