Proximity Prompt Release

Interesting argument. I think you might have changed my mind :stuck_out_tongue:

New suggestion!
ProximityPromt should have a Cooldown property!

The Icon will be locally disabled for “Cooldown” amount of seconds after being triggered.
This helps prevent spam and also makes it look better when the action that ProximityPrompt triggers isn’t immidiate (such as teleporting done by server scripts etc).

You can ofcourse custom code this but it’s a frequently occuring scenario so I think it should be a property of it’s own.

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Can confirm that this is still a bug and it’s quite frustrating. It’s not that you don’t get the radial effect at all, it’s that the radial progress is the same rate.

This happens even on server-side changes.

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I have a problem with Proximity Prompt. I cant use multiple Proximity Prompts in one same model. If i could, it will be very usefull for vehicles.

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Try making the lever prompt disabled until the door prompt is activated. For closing, you might want to weld another prompt onto the wall behind it (with an invisible block). Hope this helps!

There could be a visible property to make it invisible

There’s a glitch where when u make it anchored,the GUI will disappear.

Hey @Cypacic, May you provide further information on this?
It may not be a bug/glitch itself but more of something on your end.

nvm just fixed this by making RequiresLineOfSight false

any word on fixing the icon for prompts with a gamepad
when you have a prompt bound to one of the bumpers it appears as a prompt for clicking in the stick

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It would greatly help if you added the ability to update it at a certain rate to optimize performance. Right now we developers can’t do this, and it is a big problem. The way you could add in this feature is as a property called “UpdateRate” or “UpdateInterval” or replace “Update” with “Checking” in both.

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I know this thread and is over half a year old at this point, but is there a way to make it so only ONE player can see and activate the proximity prompt? I’m getting a lot of complaints from players of my game saying that they got glitched because they interacted with the same proximity prompt someone else already interacted with.

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True, and we could do it ourself’s except we’d have to use either a name for string property or make a whole other instance for Object Values since stupidly attributes don’t support Object Values.

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What do you mean exactly? Like emulating the system so that you get your own proximity prompts? It’s entirely possible without attributes. At least the system I made before Attributes was out did this. However, since the release of Proximity Prompts I totally switched over for convenience.

You can just create it on the client for that specific client, no? Either the item or the proximity prompt. You need only secure any remote event you’re using.

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