Pain Point
Tired of manually scripting menu systems? Do you wish you could do it easier? I have created this new menu module that allows you to instantly script menus!
Demonstration
Advanced Multi-Menu management
This module can manage not only 1 menu at a time, but is designed to handle an unlimited number of menus without conflict! See how efficient this module can be for your games!
Huge use cases
This module is designed not only for simulators - inventory systems, complex menus, and even plugins can all be designed instantly!
groundbreaking education format
This module uses ground-breaking education systems, so you instantly understand how to use the module. No more lengthy documentation! Instead, actively engage with the documentation and test your own things! See how they work by downloading the documentation file!
Limitations
You must edit the module for custom actions (like animating a camera)
Relatively new and may experience bugs; please report any
Requirements
2 parts:
DisplayFrame
ScrollingFrame
: UiListLayout or UIGridLayout Layout and Template
WOAH i can now make SIMULATOR games instantly with 1 button click! AMAZING! REVOLUTIONARY!
This is actually great, not just for simulator but all sort of menus you want to create without going to the hassle of designing GUI with Studio’s current GUI editor
Special thanks to @SomeScripter3, who pioneered these changes. His message was highly inspirational, brilliant, and motivating. All of the following changes are solely attributed to him. Thank you.
Changes
Multiple displays for the same menu
Automatic selecting
Automatic display visibility
Documentation updated with new features
GetSelectedData() functionality
SelectedChanged() functionality
Custom Tiers - specify the tier of the data, and when it loads it, the gui will automatically name the tier. This is specifically for sorting gui in the menu using the UiListLayouts sort by name property.
Custom Templates - By default, it will search for templates in your scrolling frame named “Template.” You can specify a custom template, however, by giving it a value named [“template”] and setting this to the name of the template you want to use (not object.)
can be configured by adding it to the data passed directly. For example in module.add
local data = {["Player1"] = {
["Coins"] = 1,
["Tier"] = 1, -- lists item at top of menu
["Template"] = "goldTemplate" -- looks for template "goldTemplate" to use
}
GetSelectedData()
Call this function in the module to retrieve the current data of the selected item.
SelectedChanged()
Remote event location within module.client.selectedChanged, which fires every time the selection is changed, either automatically or manually.
Multiple displays for the same menu
The functions now require a table of displays instead of a single display. They will display information on all menus included within the list.
Automatic Selecting
When something is added, it is automatically selected.
When everything is cleared or removed, selected data is automatically reset.
When the selected item is removed, the first item in the menu is automatically selected.
Automatic Display Frame Visibility
When no items are left, the display frames are hidden.
When an item is added, the display frames become visible once again.