when you hover over a block its supposed to show a 0.5 transparent block. The block has to be named "Cannotdelete" so you can hover over it. But the script is not working. Please somebody tell me why. Gives me an error that says: MouseEnter is not a valid member of Part "Players.PreviousSchmuck.Backpack.PlaceBlock.Handle" - Client - LocalScript:14
local player = game.Players.LocalPlayer local tool = script.Parent local handle = tool:WaitForChild("Handle") local mouse = player:GetMouse() local PlaceBlock = Instance.new("Part") PlaceBlock.Size = Vector3.new(3,3,3) PlaceBlock.Anchored = true PlaceBlock.CanCollide = false PlaceBlock.Transparency = 0.5 local placing = false handle.MouseEnter:Connect(function() if tool.Parent == player.Character and placing == false then placing = true PlaceBlock.Parent = workspace end end) handle.MouseLeave:Connect(function() if placing == true then placing = false PlaceBlock:Destroy() end end) local function placeBlock(target, surface) if surface.Name == "Top" then PlaceBlock.CFrame = CFrame.new(target.Position + Vector3.new(0,1.5,0)) elseif surface.Name == "Bottom" then PlaceBlock.CFrame = CFrame.new(target.Position + Vector3.new(0,-1.5,0)) elseif surface.Name == "Right" then PlaceBlock.CFrame = CFrame.new(target.Position + Vector3.new(1.5,0,0)) elseif surface.Name == "Left" then PlaceBlock.CFrame = CFrame.new(target.Position + Vector3.new(-1.5,0,0)) elseif surface.Name == "Back" then PlaceBlock.CFrame = CFrame.new(target.Position + Vector3.new(0,0,1.5)) elseif surface.Name == "Front" then PlaceBlock.CFrame = CFrame.new(target.Position + Vector3.new(0,0,-1.5)) end end mouse.Move:Connect(function() if placing == true then local target, surface = mouse.Target, mouse.TargetSurface if target and (target.Name == "Cannotdelete" or target.Name == "Block") then placeBlock(target, surface) else PlaceBlock:Destroy() end end end) tool.Equipped:Connect(function() placing = false if PlaceBlock.Parent == workspace then PlaceBlock:Destroy() end end) tool.Unequipped:Connect(function() placing = false if PlaceBlock.Parent == workspace then PlaceBlock:Destroy() end end)
I don't believe mouse enter is a real event for parts.
The simple way to fix this can be to use a Click detector
However now the problem is, it shows the part as if you can click on it. To fix that, simply set the property CursorIcon to rbxassetid://0 This prevents the click detector from changing the icon.
Now we need to script it, the script would be:
handle.ClickDetector.MouseHoverEnter:Connect(function() if tool.Parent == player.Character and placing == false then placing = true PlaceBlock.Parent = workspace end end) handle.ClickDetector.MouseHoverLeave:Connect(function() if placing == true then placing = false PlaceBlock:Destroy() end end)
This script simply puts the block in workspace when the click detector is hovered over and deletes it when it is not.
If you are wanting this script to go in any part with the correct name, you can add the click detectors into that part before this script runs.
However, if you still do not want it to happen with click detectors and it runs on the client, you can choose a different option. You can get the players mouse by doing local Mouse = game.Players.LocalPlayer:GetMouse()
.
You can then watch the mouse to see whenever it hits something. To do this you will be using Mouse.Move and Mouse.Target The code for this might look something like this:
local Player = game.Players.LocalPlayer local Mouse = Player:GetMouse() Mouse.Move:Connect(function() local Target = Mouse.Target if Target ~= nil then -- If the target is pointed to things such as the sky, it will be nil -- Code for what to do with the target here. end end)
This simply watches for when the mouse is moved then checks if there is a target. It will then run what you want it to do (can be an if statement to check if it is the correct part). You can also use Mouse.TargetFilter to filter out parts you don't want the code to run on (must have the same ancestors, e.g. have them all in the same folder) and Mouse.TargetSurface to make it do things depending on what surface of the target the mouse is pointing to.