Useful for sharing information between servers the player teleports to. Reflects the teleportData specified in the original teleport. Only present if the player teleported as part of a group. Only present if the player teleports to the current place and a server calls the teleport function.Īn array containing the Player.UserId numbers of the users teleported alongside the Player. The DataModel.PlaceId of the place the Player teleported from. Only present if the player teleports to the current experience and if a server calls the teleport function. The DataModel.GameId of the experience the Player teleported from. StarterPack that requires access to the player's character, use So if you're writing a LocalScript under the StarterGui or Because of this, if the Character already exists, you shouldĬheck to make sure that the Character's parent is not nil before using it. Still refers to a model, but that model's parent is nil and it has beenĭestroyed. StarterPack into a player's Backpack or PlayerGuiĪre often run before the old Character model is deleted. Note: LocalScripts that are cloned from StarterGui or Avoid using Instance:GetPropert圜hangedSignal() Player.CharacterRemoving event to detect when the character isĪbout to despawn. Player's character properly loads, and the Use the Player.CharacterAdded event to detect when a Initially, this property is nil then set when the player's character first Players.CharacterAutoLoads is true, but can be manually loaded In my example I instead save X and Y to the third dimension of aoi_corners.The Character property contains a reference to a Model containingĪ Humanoid, body parts, scripts and other objects required for In this case click 1 X and Y will be in positions 1 and 2, but click 2 X and Y will be in positions 2 and 3, so the Y from the first click will be overwritten by the X from the second click, etc. Another thing I noticed, which wasn't in your original question, is that on each click you're iterating the click variable by 1, but you're saving the X and Y position to click, and click + 1. If you instead use GetMouse, but also wait until the button has been released before moving on, I think you'll get the behavior you want. But for example holding a key as you click the mouse will break out of the loop. The issue with GetClicks is that the keyboard is not being checked while waiting for the click, as you noted. My question is then is how do I get around this? Have I missed something obvious/written my code badly? Using getmouse on the other hand, allows KbCheck to work but takes the x,y coordinates from the point of the button getting pressed down, so it returns loads of values I don't need, even if I press and release the button as fast as I can. However it stops KbCheck from working (my searches tell me this is because it operates like KbCheck and pauses the program while it waits for more clicks?). The problem is essentially that, if I use getclicks to get the x,y coordinates I can get good x,y coordinates for the dot in my aoi_corners matrix as it takes the x,y at the point of button release. While ~KbCheck %check keyboard has not been pressed This is the code I have for this program: clear all Finally, the program should exit when a keyboard press is detected. Store the x,y location of the this click and all subsequent clicks in a single array.ģ. My program needs to do the following things:Ģ. I'm trying to get the x,y coordinates of a click using Psychtoolbox on Matlab.
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