How would I make the name of the tool also show up in the tool icon if the tool has an image?
You can’t, but you could set the Tool
’s ToolTip
property if you’d like to show text on equip.
How do I make it so that if a Boolvalue is checked then the NeoHotbar is disabled, and if its not checked then the NeoHotbar is enabled?
Here is what you want directly copy and pasted from the documentation:
SetEnabled
NeoHotbar:
SetEnabled
(
Enabled:
boolean
–
Whether or not to enable NeoHotbar.
) →
(
)
Sets whether NeoHotbar or not is enabled. Disabling hides the hotbar and turns off keybinds.
You can listen to the BoolValue.Changed
event, then call NeoHotbar:SetEnabled()
based on the value.
Good work @ImAvafe, I made this simple fix to unlock the cursor whenever the player is in first person camera
local CollectionService = game:GetService("CollectionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Packages = ReplicatedStorage:WaitForChild("Packages")
local NeoHotbar = require(Packages.NeoHotbar)
local TOOL_BUTTON_TAG = "NeoHotbarToolButton"
if not NeoHotbar.Started then
NeoHotbar:Start()
end
local managementModeActive = NeoHotbar.States.ManagementMode.Active
local setMangementModeActive = managementModeActive.set
local toolButtons: { GuiButton } = {}
local function onToolButtonAdded(toolButton: Instance)
if not toolButton:IsA("GuiButton") or table.find(toolButtons, toolButton) then
return
end
toolButton.Modal = managementModeActive:get()
table.insert(toolButtons, toolButton)
end
local function onToolButtonRemoved(toolButton: Instance)
if not toolButton:IsA("GuiButton") then
return
end
local index = table.find(toolButtons, toolButton)
if not index then
return
end
toolButton.Modal = false
table.remove(toolButtons, index)
end
managementModeActive.set = function(self, newValue, force)
for _, toolButton in toolButtons do
toolButton.Modal = newValue
end
setMangementModeActive(self, newValue, force)
end
for _, toolButton in CollectionService:GetTagged(TOOL_BUTTON_TAG) do
onToolButtonAdded(toolButton)
end
CollectionService:GetInstanceAddedSignal(TOOL_BUTTON_TAG):Connect(onToolButtonAdded)
CollectionService:GetInstanceRemovedSignal(TOOL_BUTTON_TAG):Connect(onToolButtonRemoved)
Hi,
On the demo game, why when I have the Toggle Custom Button on, and then hit the
`
key (was going to see if it opens the backpack ) … it then toggles
t Custom Button… like off and on?
hit
`
-
What devices does this support, and are you still updating it? (Console, Phone , PC, etc…)…
-
Why doesn’t the gun show the new option with the bullets left?
-
if the backpack ( ` ) is turned off, does that then allow unlimited tools?
Thanks
The sample custom theme doesn’t support a few features.
Tysm dude
This was useful
Like it super insane
Super cool, but how would I add a drag-and-drop system, if that makes sense? And, are credits required to give, I don’t mind giving them.
Great job I will be using this, one question I have though. In my game youre able to get multiple of the same tool (ex dynamite) so how would I have it so if you have more than one dynamite they will all show up in the same slot, and when you use one (tool removed from character) the next dynamite in your backpack will go into that same slot? I hope that makes sense
You can do this yourself by tracking quantities and setting Tool.ToolTip
to “1x,” “2x,” etc. Better for performance too!
I will do that. But how do i stop it from making a new hotbar slot if I have more than 1
That is likely something you’ll have to work out. If stacking is what you’re going for, that code will likely have to be part of the tool or system you’re working with. So rather than creating a new tool for every instance of it in a slot, you’d want to have one tool that has multiple uses, with the stack size decreasing as you use it.
Collecting new instances of the tool could then delete those extras, then increasing the stack size of the tool.
Loneka Suite
The same tools you love, now with new and improved branding. This change unifies this piece of software under Loneka, my games studio. My FOSS works have always been developed tightly alongide Loneka productions, and this change in branding reflects that. Existing works will remain free, forever.
Using the latest from toolbox and following the installation instructions in a blank template, I cannot get this to work at all and receiving no error outputs indicating anything is wrong.
Am I missing something?
Why not just start with using the demo?
Because I shouldn’t have to grab from that. The instructions are extremely straight forward and does not work in blank template (And definitely does not work in my game).
Maybe I am doing something wrong or there is a step missing. I will double check the demo and see what is missing.
Edit: I checked the demo again and it is overly complicated to just start the NeoHotbar. I want to keep this simple as shown from the toolbox.
@ImAvafe Any idea what is going on?
I just did it from a blank template and the model, and it worked fine.
Did you add a tool to the starter pack? or any tool to pick up?
Even if you do not have a tool, and hit the ` key to open the backpack, you will see a tiny tiny tiny icon
did you put it in the right place?
debugging 101 with no info…
Even if you do not have a tool, and hit the ` key to open the backpack, you will see a tiny tiny tiny icon
This I did not know. I am new to the inventory aspect of Roblox as what I have currently worked on does not utilize this feature.
I appreciate the info and response.