it does work with the command bar, you just need to switch to the server when you want to call things that can only be called from the server
Thatās sick! How did you get the lines to go from point a to point b like that? I donāt recall Roblox having a function for that, so could you please share the math (if you want)
me hoping this will get sent
Edit: yooooo roblox devforum aināt down!
Iāll see what I can do once I get studio back up and running since the whole thing is down.
oh thanks!! this will help alot.
You can do this in 3d space with beams. Have not looked at this 2D version closely.
Yeah, Iām aware of this but Iām wondering how the math behind this would work.
For my patrols, I have objects (sphere parts linked to the ends of the beams). I donāt actually have to program the beams, just move the end points.
I like it. I implemented it in my game and modified it with not much difficulties. c:
Uhh a noob question,How to create stuff,like the control
I love the use of the Nodeās because it is possibly one of the best UI systems created for easy of use editing, and also an amazing visual editor because of the way it is designed. Thank you for an amazing contribution and I hope to see more in the future!
This does not seem to have a license, will I be sued or DMCAed for using this?
For a game? Why would it be downloadable if it wasnāt meant for use in games. So yes, feel free to use it for your games if you want. However, using the source code or UI for another plugin without my permission might cause some issues.
Much excited to try, very much thank you
Is there any way to have the commands run server sided code on certain responses?
Not directly but you can fire a remote event to a script inside the dialogue config
Not entirely easy to edit, but itās manageable. How in the world do you do the conditions? Thereās nothing related to making them/using them at all.
EDIT: Figured out the presents came in the folder, wasnāt aware of that. Is there a way to make a variable for quests to use? Say they need to finish quests before doing this or so?
Wanting to commit some stuff I think others would find useful like myself. Ability to set values at start of dialogue!
How to do this:
At the start of the dialogue, connect it to a command immediately like so
Inside the function have the following code
local Module = {}
local function getTime()
local Lighting = game.Lighting
print(Lighting.TimeOfDay)
return tostring(Lighting.TimeOfDay)
end
local replaceWith = {
['{playerName}'] = game.Players.LocalPlayer.Name,
['{dayTime}'] = getTime
}
function Module.Run()
warn('RUNNING..')
for i,v in next, script.Parent.Parent:GetDescendants() do
if v:IsA('StringValue') and v.Name == 'Text' then
local textValue = v.Value
for req, val in next, replaceWith do
local s,e = string.find(textValue, req)
if s and e then
local before = string.sub(textValue,1,s-1)
local middle
if typeof(val) == 'function' then
local ret = val()
middle = before..""..ret
else
middle = before..""..val
end
local after = middle..string.sub(textValue,e+1,string.len(textValue))
textValue = after
end
end
v:SetAttribute('Subbed_Value', textValue)
end
end
end
return Module
Itāll set all variables you have defined in the text value of any prompt/response!
Small Edit: In the dialogue handler, add this small section of code:
Very nice, Love it. Will use every time.
Hey, nice dialogue system! But would you happen to know why this is happening? Itās been happening since I added DialogueParams to it.
https://gyazo.com/0926ed41af3af2737495066377e59194
Iām noticing a similar issue as well, trying to figure the cause of it.