game:GetService("UserInputService").InputBegan:Connect(function(input, isprocessed)
if isprocessed then return end
if input == enum.Keybind.M then
WhateverTheButtonsNameIs.Modal = not Modal
end
end)
I think that works? I’m in the middle of a playtest so I can’t confirm. See if you can do something similar if it doesn’t.
local UserInputService = game:GetService("UserInputService")
local Button = script.Parent
local function onInputBegan(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.M then
if not Button.Modal then
Button.Modal = true
print("M key pressed, modal value set to true")
else
Button.Modal = false
end
end
end
UserInputService.InputBegan:Connect(onInputBegan)
THIS WORKS! now i want to send a notification if mouse free or locked. how do i do that agiain?
local StarterGui = game:GetService("StarterGui")
StarterGui:SetCore("SendNotification", {
Title = "Notification Title",
Text = "This is the notification message",
Duration = 5,
Icon = "rbxassetid://1234567890" -- Optional: Replace with a valid asset ID
})
local Button = script.Parent
function Notify(Title,Message)
game:GetService("StarterGui"):SetCore("SendNotification", {
Title = Title,
Text = Message,
Duration = 5,
Icon = "rbxassetid://1234567890" -- Optional: Replace with a valid asset ID
})
end
local function onInputBegan(input, gameProcessed)
if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.M then
if not Button.Modal then
Button.Modal = true
Notify("Mouse Locked", "Press M to toggle")
else
Button.Modal = false
Notify("Mouse Unlocked", "Press M to toggle")
end
end
end
game:GetService("UserInputService").InputBegan:Connect(onInputBegan)
The music needs a separate volume control as it was too loud on my PC, so I can only turn down “all” the sounds volume which makes it difficult to hear the sound FX.
While in 3rd person, you still have the 1st person walking bob active.
Accessories are not hidden in 1st person view making it difficult to see where you are going. Screenshot examples below.
You can’t get past the very first area because you can’t pick up the key to open the very first door, so I was stuck.
I’d actually go way darker. Don’t see anything wrong with it. May just take time.
If I was to say anything it would be I really didn’t know what I was doing or what the goal was.
I assumme it was to just progress.
Immediately after joining i see a few flaws. Because think of it this way, why would somebody play this game rather than just playing doors? in order to make a unique experience, you should have at least some type of differences to make the game more of its own thing.
The lighting seemed to be my biggest aesthetic issue, I very much recommend using Future lighting and spending more time on that type of look.
Id also recommend changing up the lobby. The main game seems to be built much better then it IMO, so why not the lobby?
I hope you can find these tips helpful in success of your game. Good day!
I hear its bad aall the time, but we are using future. i do not know what we are supposed to do.
there is a lightbase surfacelight over the entire room to give a base minimul brightness and then each seperate lamp with shadows disabled.