Particle emitter is parented to this hidden line3D object, that’s how it works.line3D is not visible (Transparency = 1).m1 and m2 are GUI pixel positions, e.g.Line3D.Size = Vector3.new(XSIZE,(r2-r1).Magnitude, ZSIZE) 02 - this is the width of the part facing to the camera Local ray2 = Camera:ScreenPointToRay(m2.X, m2.Y, 1) Local ray1 = Camera:ScreenPointToRay(m1.X, m1.Y, 1) Here I highlight the simplified function that draws the line on the GUI with particles - as you may guessed, this is a hidden 3D “Part” object stick to the camera:įunction addLine3D(m1:Vector3, m2:Vector3) The 3 scripts sum up to 500 lines, so it is not a “one-function” code any more, but I think it is still quite easy-to-read.Īll objects and scripts are located in StarterGui\neonGui - no other folder is used. Note: this is not a real OOP kind of script, rather a “I want to do it, because I can do it”. MUGEN TRAIN FARM ROBLOX Project Slayers Hack Script GUI : Dungeon Farm, Kill Aura PASTEBIN 2023 Furky - Roblox Hacks 157K subscribers Subscribe 579 Share Save 2.7K views 1 day ago. 5 buttons to control the drawing (on/off drawing, reset drawing, hide lines, hide markers)Īs always, you can edit the script in Studio, all codes are free to use.dynamically changes the mouse cursor depending on the current action.first of all, it DRAWS PARTICLE EMITTERS ON THE SCREENGUI - or is it just a trick?.I hoped this helped learn the basics of making an overhead gui as it took me a pretty long time to write this all down if you would like to look into customizing with team colours I recommend looking at the link sent on his post.Today I’ve continued my “draw polygons on GUI” demo project. Text.Text = player.Name - text that you'd want for the name or for the rank it would be -text.Text = rankingroup. Local rankingroup = player:GetRoleInGroup(groupid) to get the rank in the group you would use this Player.CharacterAdded:Connect(function(character) local bbg = game:GetService("ServerStorage"):WaitForChild("RankGui") Player.CharacterAdded:Connect(function(character) - parameter defining the characterībgclone.Parent = character.Head - parenting the cloned gui to the headĪfter this we need the text to be changed to something else so we get the textlabel in the cloned BillboardGui and change the text. So we have our new player’s gui ready, but how do we get it on it’s head? we make a new function defining the character ( CharacterAdded) after we have the function in the function we use the players character to search for the head of the character and parent our cloned billboardgui to the characters head local bbg = game:GetService("ServerStorage"):WaitForChild("RankGui") Local bbgclone = bbg:Clone() - we need to clone our gui say if multiple players join the game they need guis as well so we can't just take the one we have in serverstorage we use it to clone other guis. :Connect(function(player) - a parameter so we get the player who joins the game ![]() ![]() ![]() Next we know every player needs a BillboardGui so we will use a function called PlayerAdded so every player gets a gui. Starting off we define the BillboardGui which is in ServerStorage, using our handy local bbg = game:GetService("ServerStorage"):WaitForChild("RankGui") - this is what I renamed the BillboardGui to Moving on we move the BillboardGui and it’s child (TextLabel), which will be inside of it, to ServerStorage, which we then start to make a normal Script which will be placed in ServerScriptService. What you might notice by this point is that the BillboardGui is “in the part when you visually look at it” so when the player spawns in the BillboardGui will be “in the characters head” so what we do is move the BillboardGui by using a few studs to move it up, to do this we look at the Properties tab and click on the BillboardGui and change the StudsOffset (y integer - I recommend 2.5) this will keep the BillboardGui above the players head, resizing and moving it is up to you and you can search up how to do that yourself on the forum or the internet. Next we would insert a BillboardGui into the part we have in Workspace, then we would add a TextLabel into the BillboardGui (I recommend naming the BillboardGui something like RankGui depending on how you are using it).Īfter this we would customize and design the BillboardGui, it’s like designing a normal gui in StarterGui if you have ever had any experience. To help remove your doubts, to start off and design the BillboardGui we would need an object to act as the head as that’s where you want the overhead gui to hover over, in this case we would use a part that would be placed in Workspace. I would like to achieve an Overhead GUI that displays above characters head with information such as What Number rank they are and the text of their rank in the group.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |