Part of the Elttob Suite - Built in collaboration with @boatbomber
I’m very pleased to announce the release of InCommand! Made together with the masterful @Elttob as part of his incredible plugin suite. He has, as usual, done a fantastic job making this plugin have some of the nicest UX a plugin can offer.
InCommand is a versatile, adaptable command bar replacement, designed with power users in mind.
InCommand features a script editor on the right, and a list of saved scripts on the left.
If you prefer the script editor to be separate, you can pop-out the editor into its own widget using the pop-out button in the top-right. Additionally, to quickly clear the script editor, you can use the Clear button underneath the pop-out button.
You can write Lua code in the editor, and run it using the Run button in the bottom-left.
Additional run options will appear if you’re testing your game with Accurate Play Solo. Using these run options, you can easily run your code on the client side or server side in one click. This is a huge advantage over the Studio command line, as you can run your code on either end of the network with a single click.
Next to the Run button is the Save button, which lets you choose a name for your script and save it to the script list. From this list, you can load a script into the editor, or delete scripts from the list. Scripts saved here will persist across games, places, and studio sessions as it it stored within the plugin, so you’ll be able to use this anywhere.
Intro animation, music, voice-over, and recording all done by our one and only @Elttob
A couple of the many example usages:
- Testing your remotes on both the server and client side, from one place, utilizing the APS abilities.
For example, say you have a remote event being listened to on the client, and which is fired by the server.
Normally, to test that remote event, you have to switch the entire studio instance from the client side to the server side and then use the command bar to write a really long line of code which traverses the data model to find the remote event, then calls the function with all the arguments on that one long line.
With InCommand, you don’t have to switch Studio to the server side, as you can run the script on the server directly and you get a multi-line development environment that lets you properly use variables to separate out each part of the process. Furthermore, the IDE enables you to define the arguments to pass as constants at the top of the script, which makes the arguments easy to modify without having to go in and change the method call directly.
To top it all off, you can then save your tests as a script to be used again later without having to retype the entire thing out again the next time you’re working on that.
- Automating procedural tasks/Batch operations
Going through many parts to make alterations in an algorithmic fashion is tedious, but InCommand can make that super clean and easy.
Say you needed to change all the PointLights in your game to match the Color of their parent part. Doing that by hand is a pain in the neck, but creating a loop in InCommand makes that super simple.
- Testing animations
You need a script to run your animations and handle the positioning, and using the command line with multiple lines squished into one can be very annoying especially if it’s longer than the size of the width of the command line. InCommand is great for writing a quick script to execute your animations, being that you’re able to easily view and edit it.
- Generic testing
Anything you might have used the command bar for, this plugin can do better. The IDE allows you to edit with syntax highlighting and multiple lines, and can even run the code as the client. Whatever use case you can think of for the command bar, InCommand is there for you.
Here’s what some other developers think of InCommand:
Additionally, AlvinBlox made a great video endorsing and showcasing it!
Get InCommand now and bolster your workflow:
As always, feel free to reply to this thread if you have any feedback, feature requests or bugs!
PSA from boatbomber:
(This applies to me, not to Elttob!)
I no longer create plugins for the open market. I spend hours and hours making things that are genuinely valuable for people, and the only thing I get in return is aggravation, frustration, and stress. I’m tired of being harassed over 43 cents or haggled for 75 cents. A fellow plugin dev received death threats over 5 cents. This market is not something I can continue participating in.
More on that here: https://devforum.roblox.com/t/plugin-marketplace-is-toxic-and-needs-to-change/682339
Have a plugin you need? Commission me! My DMs are open!