Plum's minimap - Rotating map, bordersnapping blips and more!

Hi! How can i make a round minimap? I was trying to edit the settings and I come up with this:
immagine

How can i do something like this?
immagine

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I have already answered this question 2 posts above yours :slight_smile:

Hello there! Really great minimap. I have a question though, have you figured out a way to implement a GPS system? Thanks for sharing by the way!

Yes, I have already seen the post, but even with the roundness set to UDim.new(1, 0) and the shape of the GUI as UDim2.new(180, 0, 180, 0) the result is still the same… :sweat_smile:

What is this is weird is that UDim2.new(180,0,180,0) should make the minimap way too big for the screen…
You should instead put it to UDim2.new(0,180,0,180) to set the pixels, because this will ensure it is a perfect square rather than setting it to percentage of a screen that has a different height and width.

I have not made a gps for the minimap, because this would require a lot of rewriting. Maybe I’ll look into it in the future, when clip descendants gets rotation support, and this minimap would require a rewrite anyways :grinning:

If you would like to experiment with a gps system yourself, then you should look into the A* pathfinding algorithm, which is the algorithm I would use for a gps system.

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Thanks for the tip! This made the minimap a circle just like the .gif!

IMPORTANT: recently I discovered that a blip won’t show up if its part is uncollidable, so make sure to enable CanCollide.

Setting a part to uncollideable should not be an issue. Please make sure your part is anchored. Otherwise it will fall through the map and disappear.

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I already tried that, the problem was definitely (un)colliding so I just made it collidable but underground (and anchored). Thank you for replying anyways!

Try downloading the minimap from the showcase game. The parts for the blips in that game has cancollide off, and they still work :slight_smile:

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Pretty weird bug in my own game then, not sure why it happens. Thank you for replying!

I have a question, are there are any other ways to get a render of your map without using RoRender?

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You have to render an image of your map. Rorender is a tool for that. If you are thinking of methods like just putting the map in and it will be generated on the fly, then no.

Love it, thank you. This will help me a ton in speeding up development. However, could you tell me what settings you used to get a round minimap?

Just to let you guys know, I have done it:

local scale = game.Players.LocalPlayer:GetMouse().ViewSizeY / 4
[“mapSize”] = UDim2.new(0 , scale, 0, scale); --This is the size of the map.

However, i’m just looking for a setting for it or something cleaner!

Hi @ReelPlum !
Sorry for bothering you, but I have noticed in the sample game and my implemented minimap that the icons only show when it is close to the player (a distance in player’s proximity). Is there a way for the icons to show even when it is very far from the player?

You can make blips snap to the border with the setting in the settings module.

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thx a lot! will StreamingEnabled influence the number of tags shown? If I had a really small streaming enabled radius, will the icons outside that range show like normal?

Streaming enabled will affect what blips will be shown.

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Hello, I made a minimap, and it works OK with the default placeholder image, but when I use my own, it becomes completely blue. The code I used to change the image is as follows:

	["mapId"] = 6313124211; --The textureid for the map.

And the decal is Wilderness Survival Map - Roblox.
Why is this happening?