Client Objects#

Client objects are objects that are stored and calculated on the client, instead of the server. This means that each player has their own copy of client objects, and they can’t interfere with each others objects.

Most client objects have a Configuration folder, where you can change how the client objects behaves.

Button#

NumberValue ButtonPressOffset = 0.75

The percentage of the button’s height that the button will shift down when it is pressed. 0 = 0%, 1 = 100%. For examplem if the button has a height of 2 studs and this value is set to 0.5, the button will move 1 stud down. If set to 0.75, it will move 1.5 studs down.

BoolValue HideGui = true

Hide the button’s timer on the screen.

NumberValue Step = 1

The step by which the timer counts down. For example, if the Step value is set to 0.1, the timer will decrease by 0.1 every 0.1 seconds.

BoolValue SupportPlayers = true

Allow the player to activate the button.

BoolValue TagSpecific = false

Only allow parts that have the same tag as the button to activate it. Does not affect the player’s ability to enable the button.

BoolValue SupportPushboxes = true

Allow pushboxes to activate the button. If TagSpecific is true, then the pushbox must have the same tag as the button.

BoolValue SupportTurrets = true

Allow turret bullets to activate the button.

NumberValue Timer = 10

If more than 0, the button will deactivate on its own when the timer runs out.

StringValue TimerText = [empty]

If not empty, the timer will use this string as the text that appears on the player’s screen instead of the timer. Any ` characters in the string will be replaced by the timer.

Error

This property rarely works due to roblox’s filtering.

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