So I want to remake buttons from fe2 cause I’m trying to make a fe2 remake
buttons are named _Button1 or _Button2 or etc
You will want to look into GUI tutorials if they are GUIs, otherwise probably look around for doors or touch sensors or the like. Just by way of heads up though, most of us probably haven’t played or don’t remember a game that reached peak popularity in 2014. If you describe exactly how the buttons perform I could guide you a little bit better in which direction you need to look.
If you want to know how fe2 works look at open flood test
I looked at the open flood test multiplayer thing how does invoke work?
You’re not being specific enough. This is what I know so far:
- You want to make an FE2 remake
- Buttons are named _Button1, _Button2, etc
Could you give more detail?
So I want to make it so where a script finds buttons then it clones a gui to the button and then you can press it and then it will count up to the next button
Then you need a SurfaceGui to appear on a surface. I’ve mentioned in the past that we’re not here to spoonfeed. Show me what videos you’ve watched, what you’ve searched, and what your code looks like so far.
I found this video by forbiddenJ that is him playing his own fe2 map on his open flood test
here is the video Playing the Lava Drain FE2 Map! - YouTube
Is youtube links allowed on devforums?
Here’s why I’m inspired to make a fe2 because like Flood escape mission is a fan game and I want to make one
Crazyblox copyrighted the fe2 name so I have to use my own name for the fan game
I am serious. Give us some details, show us you did your research, and tell us exactly where you are getting stuck. I gave you a nudge on a couple of topics now. Do a google search for “Roblox button scripting” or the like, go through some free models, put in some effort. There is no easy way to learn scripting.
For future reference, you will get a lot more help by strictly adhering to this. Give us something to work with, we don’t get paid.
I want to use DescendantAdded for this
An idea would be to add an IntValue inside each button which the number its with (ex: _Button1 would have an IntValue with the value being “1”)
I wrote this really quickly, but should give you a general idea
local folderOfButtons = -- Folder of your buttons
local gui = -- Where your SurfaceGui is
for _,button in pairs(folderOfButtons:GetChildren()) do
if button:IsA('Model') then -- Checks if the instance is a model, which is a button
button.Hitbox.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild('Humanoid') then
button:FindFirstChildWhichIsA('SurfaceGui'):Destroy()
button.Light.BrickColor = BrickColor.new('Smoky grey') -- Whatever the button will look like after it's touched
button.Light.Material = Enum.Material.SmoothPlastic
button.IntValue.Value += 1
local newButton = folderOfButtons:FindFirstChild("_Button"..button.IntValue.Value) -- Finds the new button with the +1 value
-- Do whatever here after the previous button was pushed
end
end)
end
end
Well all I need for help is how do I find the button in workspace without just doing workspace._Button1
Put them in a model. Or you can use a for loop and GetChildren to loop through Workspace or a model and then add them to a table if the name starts with _Button
You will need a for loop and GetChildren either way though.
for index, child in pairs(workspace.Buttons:GetChildren()) do
-- do stuff
end
attempt to index nil with SurfaceGui?
You would have to clone this to where you would want it
if button:IsA('Model') then
local clone = gui:Clone()
clone.Parent = button
end
When I press it I can still touch the object and it will detect as it hitting