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#38617738Monday, December 13, 2010 2:17 AM GMT

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Legend26
#38617824Monday, December 13, 2010 2:18 AM GMT

Other than using a tool, I doubt it.
blobbyblob
#38618237Monday, December 13, 2010 2:24 AM GMT

You can force the player to select a tool, but that's about it.
swimguy777
#38618658Monday, December 13, 2010 2:30 AM GMT

The MouseButton1Down, MouseEnter, and MouseMoved events in most GUI objects can use the X and Y coordinates of the mouse, if that's of any help.
blacksmithgu
#38619037Monday, December 13, 2010 2:37 AM GMT

You can't get the actual mouse object without using a hopperbin/tool. It sucks :(.
blobbyblob
#38619054Monday, December 13, 2010 2:37 AM GMT

@xSIXx Is there a reason that you can't let players select a hopperbin?
Ozzypig
#38619840Monday, December 13, 2010 2:51 AM GMT

game.Players.Ozzypig.PlayerMouse but it'll just give you that stupid error "this mouse is no longer active" if you try using it
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#38653536Monday, December 13, 2010 9:58 PM GMT

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cloakedyoshi
#38654454Monday, December 13, 2010 10:09 PM GMT

Nope.
PeanutButterCrackers
#38655309Monday, December 13, 2010 10:18 PM GMT

Put a tool in the starterpack, then put a script in the starterpack that changes the tool's parent to the player's character. Then use a tool.Selected event. Tada! : )
PeanutButterCrackers
#38655360Monday, December 13, 2010 10:18 PM GMT

Part
#38694099Tuesday, December 14, 2010 2:03 PM GMT

Oysi used a GUI I believe. Thats what the place description implies. He then used a formula to convert 2D coordinates to 3D coordinates.... tada... Sorry I didn't tell you that yesterday, this morning I was thinking about how I was going to handle weapons in my RPG (and seeing as tools were out of the question because of some certain reasons). I guess I'll be using a GUI :D
neily00
#38694153Tuesday, December 14, 2010 2:05 PM GMT

Well, what mouse are u talking about, u can make a GUI thing for the mouse to change instead, or the reload one, or something like that. But to get the mouse without u need a realy complicated script in that. I cant remeber what script is, i have it somewhere.
chimo88
#38695952Tuesday, December 14, 2010 3:24 PM GMT

Why Don't You ASK Him. :P
oysi93
#38696364Tuesday, December 14, 2010 3:41 PM GMT

@Part Nope. What I said in the description was that the minimap shows the walls around ya with rotation. (The minimap "rotates") Heh, you really just had to see it to understand. xD But now I am rewriting the two scripts that I made. So you can't see it just yet. Btw, I actually helped SIX with this yesterday. He was nice enough to hand me some sound IDs too. =D
Part
#38696640Tuesday, December 14, 2010 3:53 PM GMT

Hmm... Well, I'll probably be using something with it at my RPG.
Sharksie
#38697327Tuesday, December 14, 2010 4:18 PM GMT

VERY few people know this... Player.PlayerMouse
Tj3
#38697854Tuesday, December 14, 2010 4:33 PM GMT

Here is an uncommon way to get it: game.Players.SomePlayer.PlayerMouse Object Browser FTW!
SpaceWes
#38697997Tuesday, December 14, 2010 4:37 PM GMT

From object browser: Platform Player PlayerGui Players Pose where is PlayerMouse?
Tj3
#38698341Tuesday, December 14, 2010 4:46 PM GMT

PlayerMouse is a property of Player, className = Mouse.
oysi93
#38700830Tuesday, December 14, 2010 5:54 PM GMT

A lot of people know of the PlayerMouse. But I highly doubt you know the methods and properties are locked, and the events needs a different mouse to be activated to work. Which eliminates the use of it for us.
Waterlimon
#38701781Tuesday, December 14, 2010 6:18 PM GMT

the mouse is always used by a single thing (like you cant get mouse.Target thru a gui i think..????) when theres no gui or tool its used by the humanoid...
Part
#38702791Tuesday, December 14, 2010 6:44 PM GMT

You can get the mouse somewhat with the Humanoid. Check the object browser. I know you can get the part that was clicked on. Personally, all I need is a way to change the cursor image without having to select a tool!
pighead10
#38702831Tuesday, December 14, 2010 6:46 PM GMT

PlayerMouse is locked for NO REASON. Force them to select a hopperbin then remove it and keep the mouse selecting ability, if I can remember how...
pighead10
#38702915Tuesday, December 14, 2010 6:48 PM GMT

Aha, I looked at one of my previous scripts (and some page on the wiki) and I think you can do it by forcing them to select a HopperBin, storing the mouse in a variable with a LocalScript and removing the HopperBin. :D?

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