How to use buttons#

See also

Button on the client object reference page

Simple Guide on Basic Button-Activated Platforms#

  1. Clone the Button model from the kit and move it wherever you want it to be.

  2. Change the Tag StringValue to something specific. A good rule is to describe where the button is located or what it does as the tag.(Example tags: F1 Pushbox Finish, F5 Outside Elevator Activator, etc.)

  3. Duplicate (Ctrl+D) the most basic ButtonPlatform (the ButtonPlatforms folder is in the ClientObjects folder) and edit it to be how you want the ButtonActivatedPlatform to be. (The most basic ButtonPlatform only has the Tag StringValue, and in the kit, it’s the closest platform to the button.)

  4. Set the Tag StringValue’s Value property to the tag you set for the button earlier.

  5. Your first ButtonPlatform is done! Make sure to playtest first so that you can make changes if necessary.

ButtonPlatform Values#

Unlike the normal Config values, these will work on each platform individually. To add them, just create a BoolValue inside the part you want to affect and set its name to one that you see here, or just copy them from the kit. (The kit has one platform for each value so you can see how they work) Note: the SetTransparency value is instead a NumberValue and also needs to be set to the value you want, again you can refer to the kit to see how to set it properly.

Invert:

Inverts how the platform behaves; when the button is activated, the platform will deactivate, and when the button is deactivated, the platform will activate.

IgnoreTransparency:

The transparency of the platform will not change when the button is activated/deactivated.

IgnoreCanCollide:

The collision of the platform will not change when the button is activated/deactivated.

FullHide:

The platform will be completely hidden when it is deactivated, instead of only becoming transparent.

SetTransparency:

Sets the transparency of the platform when deactivated to the specified value, instead of the default 0.6.

These values can be mixed and matched. For example, it’s common to have the Invert and FullHide values on platforms.

Other Stuff#

  • Button Deactivators will need to have the same tag as the button it deactivates unless the “Deactivate All” Configuration is set to True.

  • Collision groups work with buttons (not tested yet).

  • Some client objects are supported. The single-part ones include: Seats, Trippers, WalkSpeedGivers/Resetters, JumpPowerGivers/Resetters, KillBricks, HealingBricks, Lighting Changers/Resetters.

  • The only Model Clientobject supported are Teleporters.

  • Make sure that the ClientObjects have the Tag value and are moved to be a child of the ButtonActivatedPlatforms folder; otherwise, they will not be affected by buttons.