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Getting Started
gdr edited this page Sep 4, 2024
·
3 revisions
If you are first time here, we recommend you to view GAdmin Github page and read text below.
- Seen
meta
anddefault
signs infunctions
in documentation? It's actually really easy to understand them:
Indicates that function needs to be called using colon
. (Example: API:GetBanlist()
).
Indicates that function needs to be called using dot
. (Example: DataStoreLoader.Load()
).
- Main way of making your own addons for the GAdmin.
- List of objects inside of
GAdminLoader/Addons
:
- All of the objects that will be put inside of this folder will be put inside of
GAdminLoader/MainModule/Objects
, from where it has easy access to objects in it.
- Array table, which contains functions.
- Functions inside of it has one argument:
Player
.
Recommended to read Calls/INFO
.
- Dictionary table, which contains functions.
- Functions needs to have unique key, or else, they will overwrite each other.
- Feel free to add any
local
variables.
Example of TopBars function
:
TopBars.UniqueName = function()
local NewBar = Icon.new()
NewBar:SetLeft()
NewBar:setName("Shop")
NewBar:bindToggleKey(Enum.KeyCode.K)
NewBar.selected:Connect(function()
player:Kick()
end)
end
- Recommended to view
ServerCommands/INFO
first. - Array table, which contains ServerCommand Layouts.
- After GAdmin's configuration, will be placed inside of
MainModule/Commands
, and then every ServerCommand Layout fromServerCommands
will be repositioned directly intoMainModule/Commands
.
- Recommended to view
ClientCommands/INFO
first. - Dictionary table, which contains commands.
- Commands needs to have: key (name of the command, won't work if spelled wrong.) and a function (of the key).
- For client commands to work, it is recommended to see ServerCommand Layouts and ClientCommand Layouts.
- Module, where all of the GAdmin's system are located at.
- Get Server API with
MainModule:GetAPI()
. - Get Parser with
MainModule:GetParser()
To get Main Module from a different script, you need to use_G.GAdmin
.
game.ServerScriptService:GetAttributeChangedSignal("_GAdminLoaded"):Wait()
print(_G.GAdmin)
--[[
[Script]: If Main Module is contained as ModuleScript in GAdminLoader, this argument will lead to it.
[Loader]: GAdminLoader ModuleScript.
[Module]: Required Main Module.
]]
It isn't recommended to change anything in any of the systems.
- Change settings however you like.
- Some of the settings can be removed entirely, but not all settings support this feature.
- A module, which contains every type that you need to make your own addon.
- After reading all of this, we recommend you to view Documentation here.