I’ve added this now.
Use Minimap:SetOnePixel(number)
Hope you create some cool stuff!
For example I just created this zoom when you walk:
local minimap = require(script.Parent:WaitForChild("Minimap"))
local currentoneto = .75
wait(2)
game:GetService("RunService").RenderStepped:Connect(function()
local char = game.Players.LocalPlayer.Character
if char then
local rootPart = char:WaitForChild("HumanoidRootPart")
local vel = Vector3.new(rootPart.Velocity.X, 0,rootPart.Velocity.Z).Magnitude
local oneto = math.clamp(vel/16, .75, 1.5)
currentoneto = Vector2.new(currentoneto, 0):Lerp(Vector2.new(oneto, 0), .1).X
minimap:SetOnePixel(currentoneto)
end
end)
On an Android phone, the default minimap location at the bottom right of the screen conflicts with the Jump Button that Roblox supplies. I’d love to have the minimap close to the right side, as it is now, but centered vertically. Is there an easy fix for this?
You could check if the user is on a touch device using: UserInputService.TouchEnabled Then you could use the Minimap:Reposition() and so on.
So it would look something like this.
if UserInputService.TouchEnabled then
Minimap:Reposition(UDim2.new(1,0,0,0), Vector2.new(1,0))
--You could also make the minimap smaller and so on :)
end
Oh my god, finally a minimap that is not simplified to use like how much time i’ve been spending all day to make a radar rotating smoothly and making arrow turning to what it’s supposed to be
if this doesn’t exists till this day i won’t be able to make it
I’m wondering how I could implement the following feature. I’d like to toggle the display of blips for other players. And this is a team game I will use it on, so I’d use tagging to show just the members of your own team/other teams/all players/etc. I don’t want this to just be set at the beginning because it will be a powerup that toggles it, or only enables it for a given amount of time. I hope that makes sense.
I have been able to show blips for NPCs that go away when the NPC is destroy()ed. But I’m not sure how to go about this new feature.
You need to use collection service on the client for this. Tag all the blips you want to display to this specific client.
for _, player in pairs(game:GetService("Players"):GetChildren()) do
if player ~= localplayer then
player.CharacterAdded:connect(function(character)
if player.Team == localplayer.Team then
collectionService:AddTag("TeamMember", character:WaitForChild("HumanoidRootPart")
end
end)
player:GetPropertyChangedSignal("Team"):connect(function()
if player.Character == nil then return end
if player.Team == localplayer.Team then
collectionService:AddTag("TeamMember", player.Character:WaitForChild("HumanoidRootPart")
else
collectionService:RemoveTag("TeamMember", player.Character:WaitForChild("HumanoidRootPart")
end
end
end
end
I would do something like that The code shown probably has some errors and bugs, because it’s not tested, and is only meant to show how you could do it
When swimming, the local player icon displayed in the center of a minimap rotates back and forth quite a bit as if it can’t track the direction of the player. Just something to look into, in my opinion.
I think it would be a bit laggy as we have to duplicate the viewport… But here’s an idea… If we use RunService and make a script fetch the viewportFrame and duplicate it, parent it to surfaceGui then in a short amount of time destroy it… it would work
its a lot easier to fit the other UI together, this frame is in a UIListLayout that has the health bar and the minimap in it, along with other notification frames that will be affected by the minimap
parenting the minimap to another frame makes it easier to add comfort zones and ui aspect ratio
but isnt there a way to fix it? or i will have to find a workaround?