Tools - Roblox Advanced Scripting #3 — Transcript
Full transcript
- 0:00hey thanks for stopping by in this episode of my Roblox Advanced scripting tutorial series
- 0:04I'm going to be talking about tools now I think you pretty much know what tools are almost every
- 0:09single Roblox game you can think of has Tools in some sort of way they're basically items for
- 0:15players to be able to equip from their backpack or their inventory and use them so things like
- 0:22weapons or tools or any other sorts something that's equipable that players can use to further
- 0:30progress through the game that they're playing and that's what we're about to be creating in
- 0:33this episode but before we do there's going to be some things we need to understand first all right
- 0:37let's think about this for a minute so I just hit play test here in Roblox studio and there's going
- 0:42to be a few things I want you to know about before we start creating tools so on the right side if
- 0:46we open up Explorer we can see everything that's contained inside of the Explorer but one thing in
- 0:51particular is our own character because obviously when when the player joins the game there's going
- 0:57to be a clone of the player's character from the website and be put into the workspace because you
- 1:03know that's how we can um actually see ourselves inside of the game if we open this up we can
- 1:08actually see that there's a whole bunch of stuff that make up our character we have shirts pants
- 1:15uh we have uh a bunch of accessories uh I can actually take some of these accessories off like
- 1:20my glasses for instance I just like deleted that now you can see my glasses are gone so everything
- 1:25here basically makes up uh my character inside the workspace we also have certain body parts we have
- 1:31scripts and a bunch of other stuff that makes up our player character inside of the game but not
- 1:36only that there's another thing if we go if we uh scroll down a little bit um we can actually see
- 1:42that there's a folder called players uh if we open up players we can actually see that there
- 1:48is a player instance that basically has the same name as the as my character up here brawl battle
- 1:56uh this is the character inside of the workspace but but this is the player the player instance and
- 2:03if we open this up we can see that there's four things here there's backpack starter gear player
- 2:08GUI and player scripts we're mostly going to be focused on these two here uh for this episode
- 2:14backpack and starter gear so in essence there's two things that happens when a player joins the
- 2:19game one is that their character gets copied and put into the workspace whenever our player joins
- 2:26the game the second thing is that a player instant is created and put inside of the players uh folder
- 2:33inside of the game with a bunch of other stuff so this is something I wanted you to be aware of
- 2:37when we start creating tools all right now that we understand that let's create a tool but you might
- 2:41ask where do we create this tool do we create it in workspace do we create in players no we
- 2:47actually created inside of a another folder inside of the game called starter pack and essentially
- 2:53what starter pack is is that this is the default backpack of ideally filled with tools uh where
- 3:01when the player joins the game uh and it doesn't matter which player it is because all players will
- 3:05share the same starter pack and so any tools that are put inside of the starter pack will
- 3:10be put inside of the player's backpack in the game no matter what whether they join the game for the
- 3:15first time or whether they reset their character these tools that are in the starter pack will be
- 3:20copied over to the player's backpack and this is how it's going to be for the entirety of the game
- 3:25so we're going to create a tool by clicking on the plus sign next to starter pack and you can
- 3:29see that there is a tool right here so let's click that and now we've created our first tool instance
- 3:37placed inside of the starter pack so if we look at our tool and uh we like hit test and hit Play Now
- 3:42That We're in the game we can see that down here the tool is shown if we click on it uh nothing
- 3:48exactly happens because we didn't make the tool do anything yet it's just an empty tool instance but
- 3:53if we go on the right side with our player and um look into our backpack we can actually see
- 3:59that our tool is displayed inside of here as uh as expected because everything that's inside of
- 4:06the starter pack from Roblox studio uh like this tool it gets copied over to every single player's
- 4:12backpack and that's basically where the tool lies but now let's look at some properties for the
- 4:18tools the first thing we'll look at is tool tip and this is essentially a text that displays uh
- 4:23on top of the um on top of the tool whenever you hover over the item uh giving you like a little
- 4:29bit of information about it I will show you what I mean but for right now let's just select this and
- 4:34let's put in something let's give it a description by saying this is a tool so now that we have that
- 4:41in there I'll show you what it looks like inside of the game after a little bit but let's look into
- 4:44another property called texture ID so if you notice when we were playing the game um our
- 4:49tool was displayed at the bottom of the screen down here uh but all it showed was the text tool
- 4:55which was the name of the tool um but what if we wanted to show an image instead of the name of
- 5:00the tool this is where texture ID comes in now you might ask how do we actually get a texture ID and
- 5:06where do we get images from so that is going to be through the toolbox uh which can be accessed from
- 5:13up here when you click View and then there should be a toolbox right over here if we click that we
- 5:19can actually see that we have a huge Marketplace catalog filled with user generated content that's
- 5:26been uploaded to the Roblox website in which you can actually take some of these and put it inside
- 5:31of your game now I would generally advise not using the toolbox because um a lot of these things
- 5:37have backd door scripts that can like you know hack your game or modify the game to something
- 5:42that you don't want all kinds of security issues which is why I would generally advise not to use
- 5:47the toolbox but for the sake of this tutorial we are going to use it okay but now in order to get
- 5:51our texture ID we need an ID from an image and to get an image we click on this drop down here and
- 5:58we click on images so this gives us a whole bunch of images to work with uh that's been
- 6:04uploaded to by the Roblox community so if we just take one of these um let's take this let's take
- 6:11this super super happy face for instance we're going to rightclick it and then we're going to
- 6:17click on copy asset ID and then on the right side on our texture ID let's select this let's right
- 6:25click and then we'll say paste and then we'll hit enter so essentially we got the ID of the image
- 6:30and we've now put it onto here in the texture ID so we should be able to see in our game if we go
- 6:34to test and we go to play we should see these two changes with the tool tip and also the texture ID
- 6:40so the first thing you notice if we join in is that uh our tool now doesn't display uh the name
- 6:47of the tool anymore but instead our image because we gave the texture ID an ID of the image if we
- 6:53hover over it we can actually see that it displays a text on top of it saying this is a tool this was
- 7:00our tool tip that we provided uh for the tools so those are two pretty cool things if we equip
- 7:05and unequip it nothing still happens because we didn't you know actually make it do anything yet
- 7:09now let's create a handle so that we can actually show that the player is holding something whenever
- 7:14they equip the tool so if we go to our model tab hit parts so that we create a new park part inside
- 7:20of the workspace uh there's going to be two very important things we need to do the first thing is
- 7:25if we click on the part and then go down here into the properties make sure that anchored is
- 7:30set to false so that it's turned off um the reason for this is because we don't want the part to be
- 7:37stuck in place whenever uh the game is running we want it to be affected by gravity um and then the
- 7:43second thing we have to do is rename this part to a very specific name we're going to uh click
- 7:49on this and then we're going to name it handle with a capital H and now what we'll do is we'll
- 7:55take this part we will drag it into our tool here here inside of our starter pack and basically what
- 8:01we're doing is we're telling Roblox that this is now a part that we want to display on the player's
- 8:09hand whenever the tool is equipped let's equip our tool so down here let's uh click on it we should
- 8:14see that we now have the part which we called handle uh that was set as a child to the tool
- 8:20is now equipped for us uh and and so basically our hand is stuck out um whenever our tools equipped
- 8:27and we see the part like very clearly we unequip it and then the part is gone if we equip it again
- 8:32we can see it if we unequip it it's gone now let's actually see what happens in the Explorer whenever
- 8:37we equip and unequip the tool so I'm going to uh open up the workspace and Players let's open up
- 8:43our player uh and our backpack as well and let's open up our character remember when I said that
- 8:49our character in The workspace makes up what we actually see in the workspace we can see that
- 8:55when when we don't have the tool equipped it's in inside of our player's backpack here but if we
- 9:02equip it we can actually see that the tool moved from our backpack into our own character the tool
- 9:09is now part of our character if we unequip it we can actually see that the tool moved back into
- 9:15her backpack so that's a really interesting thing to note about here's two more properties to know
- 9:20about if we scroll down a little bit we can see that there's a scale property and a can be dropped
- 9:25property the scale property basically just sets the side of the tool itself um specifically the
- 9:32handle um if we just change this to let's say uh 1.5 then it increases the scale of the Tool uh we
- 9:41can change it to two we can even make it smaller than the default by saying 0.5 so that's like a
- 9:46little neat thing to know about another property is can be dropped and this is basically a check
- 9:51to see whether the player can actually get rid of this item from their backpack and uh on PC or
- 9:59uh desktop or computer or whatever um the key to actually dropping an item is the backspace
- 10:06button so if we have it equipped and uh we press backspace we can actually see that the part is
- 10:12now located inside of the workspace and is not a child to my character anymore but if I pick
- 10:19it back up it goes back into my character now if I quickly go to the tool and uncheck can be
- 10:26dropped and make sure we're not selecting tool inside the um workspace inside of the workspace
- 10:32so like down here uh if we try pressing backspace now it does not work uh and that's because we set
- 10:39can be dropped to false these are two additional properties that I'm just going to throw out there
- 10:44now let's actually script our tool so on our tool we're going to uh click on the plus sign and then
- 10:49we're going to create a script now remember it's important to note the difference between script
- 10:54and local scripts uh I made a video talking about local scripts uh but for the purposes
- 10:58of this tutorial we're going to use a script so that it'll be replicated to all players I
- 11:04generally would not advise doing this unless uh there is clear communication between the
- 11:08server and the client but we're not going to go over that in this episode so we've just created
- 11:13a script inside of a tool let's delete this code here and uh let's first make reference to the tool
- 11:19so we're going to say local tool equals script. parent and so in this episode I'm going to be
- 11:25going over four events that I think are going to be pretty useful ful for tools uh the first
- 11:30one is going to be equipped so we'll say tool. equipped and uh we're going to say colon connect
- 11:39function we're going to hit enter uh and first thing we'll do is we'll make a print statement
- 11:44we'll say print uh this tool has been equipped so we've just created our first event and this will
- 11:54basically run every time the player equips the tool so now let's do the same thing but this time
- 11:59time we'll unequip it so we'll drop two lines down here and then we'll say tool. unequipped
- 12:06connect function we're basically just going to do the exact same thing here print this tool has
- 12:13been unequipped now let's go to the game hit test hit play you know the usual so make sure you have
- 12:20your output down here uh so that we can actually see the change happening uh when we equip the tool
- 12:26we can see that the output has printed this tool has been equipped and if we unequip it we can see
- 12:31that this tool has been unequipped and so we can just continuously do this every time we equip and
- 12:35unequip the tool so we basically did exactly what we wanted it to do all right but now there's two
- 12:39more events that we'll be going over and that's going to be activated and unactivated so activated
- 12:46is basically an event that triggers whenever the player clicks on the left Mouse button of their
- 12:52Mouse if they're playing on PC uh but I believe in other devices it's uh tapping the screen if on
- 12:59mobile and I think it's right trigger on Xbox if I'm not mistaken so basically whenever you
- 13:04interact with the tool after equipping it so we'll say tool. activated connect function and
- 13:15then do the same thing here with the syntax we will say print uh tool has been activated and
- 13:22so we will also do the same thing down here when it becomes deactivated so deactivating
- 13:27is basically when you let go of the activation uh button whichever one it was whether that was the
- 13:33left Mouse button right Trigger or tapping on the screen uh so we'll say tool. deactivated connect
- 13:41function and then we will say print tool has been deactivated so now we have our four events here
- 13:53let's go into the game and then test it so first thing we're going to do is equip it we'll see that
- 13:58the Tool's been equipped now let's try activating it so I'm on PC so the button to activate it is
- 14:04going to be the left Mouse button so if I hold uh my left Mouse button we can see that it printed
- 14:11out saying the tool has been activated but if I let go of my mouse then it will activate the
- 14:16deactivation tool has been deactivated if I just click we can see that it very quickly activated
- 14:22and deactivated because activating happens whenever you actually press down on the key
- 14:27but then deactivating happens when you let go there's actually two more properties here in
- 14:31the behavior category called manual activation only and requires handle so requires handle is
- 14:38basically like okay we have a we have a tool but we don't need it to have a handle uh when
- 14:44we want to use this tool so uh if we right click our tool and then duplicate it uh and we open up
- 14:52this one let's also rename this to Tool two so that we don't get confused with it let's actually
- 14:57delete this handle um so now we have a tool that doesn't have a handle meaning when our player
- 15:03equips this tool nothing will show um as like a physical object when the player equips a tool uh
- 15:09but we can still activate it and uh you know run the script without having an actual handle so we
- 15:16can actually disable this and if we go into the game we should still be able to activate it so
- 15:21I believe it's going to be our second Tool uh as you can see uh our player does not hold out his
- 15:27hand to something because we deleted the handle but we can still see that the script is still
- 15:33working just fine without the handle so that's like one useful thing to know about for that
- 15:38and then the other property is manual activation only so if we activate this like if we said it's
- 15:43true that means that whenever we equip the tool we cannot activate it automatically when we um
- 15:51when our player decides to do it by like uh left Mouse clicking or right triggering or uh tapping
- 15:57on the screen we can only have activation happen through script so I'll show you an example of how
- 16:03this would actually work so if we go to our tool 2 and then click on the script let's delete this
- 16:08one so that's it's a little easier to read let's make it so that as soon as we equip the tool let's
- 16:14activate the activated event here so we're going to drop a line here from equipped and we're going
- 16:20to say tool and since this is a function we're going to say colon activate so this basically
- 16:28artificially simulates um what would happen if the player clicks um and activates the tool because
- 16:36we don't want it to happen automatically this is going to happen manually so as soon as we equip
- 16:40the tool it's going to automatically activate it without the player actually doing it because now
- 16:44the player cannot activate it on its on their own so if we equip our second tool we can see that the
- 16:50Tool's been equipped and uh the activated event has also been triggered because as soon as we
- 16:57equipped our tool it set off the activated event on its own and if I try to activate the tool it's
- 17:04not going to work instead all it's going to do is trigger the deactivated one because because
- 17:09that property inside of our tool was specifically designed for Activation not deactivation there's
- 17:15actually one final thing I forgot to mention and that is starter gear essentially starter
- 17:20gear is basically the starter pack but if it was specific to an individual player so some
- 17:27players could spawn in every time they reset their character with a certain set of tools
- 17:33uh that is only specific to that player or maybe if someone is in a specific team they will spawn
- 17:39into the game with specific tools that other teams or other players cannot start out with and let me
- 17:46show you how this is done really quickly so if I uh select my tool on the starter pack and I
- 17:52rightclick and duplicate it let's call this tool two and I'm actually going to get rid of the text
- 17:58extra ID so that we can see the difference between tool one and Tool two I'm going to drag this into
- 18:03replicated storage and now let's play the game so now I'm in the game as you can see uh I've opened
- 18:09up my player so that starter gear is over here and if I open up replicated storage my tool should
- 18:14be here as well here's something that's really important to know about though uh inside of the
- 18:19test ribbon I'm going to click on the current uh window that we're in I'm going to click it so that
- 18:24we can go to the server instead if I open up the players uh my player with its starter gear and I
- 18:30go to replicated storage with tool 2 I'm going to drag this into starter gear so now for the
- 18:37first time I join into the game with my one and only tool right here that's in my uh backpack but
- 18:43if I actually reset my character then something really interesting will happen so once I reset
- 18:51my character I'm now going to have two tools down here as a starter rather than one because tool two
- 18:58was very specifically put inside of my player's starter gear so now whenever I reset my character
- 19:06I'm not only going to start off with tool one but also tool two and uh if I go back into the server
- 19:12and quickly delete starter gear I go back into my own client and I reset my character then I should
- 19:18no longer be able to spawn in with my second tool alongside my first one so that is another very
- 19:23interesting thing to know about it's very useful if you want specific players to have specific
- 19:27tools or people in specific teams to have specific tools and of course if you want to do this through
- 19:33script then all you have to do is just set the parent of the tool not only to their backpack
- 19:38but also to their starter gear so the next time the player resets their character they're going
- 19:43to have their new tool okay now let's put it all together and in this last section of the video
- 19:48I'm actually going to make this a challenge that you can try if you want or you can follow what
- 19:52I do there's going to be a few requirements the five requirements that I have for you are first
- 19:58first play a sound when the Tool is equipped and if you don't know how to play a sound then
- 20:03that's okay the step doesn't really matter all too much the next requirement is to create a Boolean
- 20:08to check if the player is holding down activation and change it appropriately the third requirement
- 20:13is use tool scale two with an argument of whatever numbers in there to upscale and downscale the tool
- 20:21when clicking so this is a special function for tools that allows you to upscale and downscale a
- 20:27tool and I want you to use that whenever a player clicks and lets go next I want you to use a while
- 20:34loop to constantly change the handle's color until the player lets go and then finally the last
- 20:40requirement is I want you to create player stats with an INT value called clicks that increments
- 20:47every time the player clicks with the tool all right so these are your challenges you can pause
- 20:52the video to try this out on your own first and then come back here but we're still going to go
- 20:56through this together okay so on the right side I'm actually going to delete the second tool so
- 21:00that it's not confusing whenever we actually test the game so now we only have one tool and
- 21:05the first thing I'm going to do is make sure that every player has player stats because that's the
- 21:11fifth requirement for this so on our server script service we're going to hit the plus sign and then
- 21:16we're going to insert a new script we're going to call the script player added okay we'll delete
- 21:23this and then we will do a player added event by saying game name. players. player added and
- 21:31then colon connect function and in these arguments we're going to pass in a player so now we're going
- 21:39to create a folder called leader stats we're going to say local leader stats equals instance. new
- 21:46because we're creating uh a new folder uh we're going to set the leader stats as parent to the
- 21:53player and then we're going to give it the name Leaders sets. name equals and make sure this is
- 21:59in lower case leader stats and now we're going to add our clicks value so we're going to say local
- 22:06clicks equals instance. new and this is going to be an INT value so we're going to say int value uh
- 22:13and the parent for clicks is going to be inside of the leader stats and the clicks uh in values
- 22:22name will be simply clicks so now whenever we play the game we should be able to have a leader
- 22:28stats folder with the value Clicks in there we're going to be using this to record how many clicks
- 22:33the player clicks on the tool okay so now that that's done let's open up our tools uh script and
- 22:41the first thing we're going to do is play a sound whenever the tool is equipped for the first time
- 22:46so if we go back to our toolbox uh we are inside of the images section but if we click this drop
- 22:52down we can actually see that there's a section for audio as well if we click click on that uh
- 22:59Roblox has provided us uh a huge library of sound effects that we can put into our game so much like
- 23:05uh the images we can insert this audio and then we can play it directly inside of our game okay
- 23:11let's actually see if this uh audio sounds good to us okay I think that's pretty good uh so we're
- 23:17going to take the sound effect into our game by first selecting our tool and we're going to click
- 23:24the insert uh button this should have brought in uh the audio as a sound instance inside of
- 23:32our tool so we're actually going to rename this to Simply static so that it'll just be easier
- 23:36for us to use in our script and we're going to first make reference to our handle inside of our
- 23:41script by saying local handle equals tool. handle and then we will make reference to our new sound
- 23:49that we added in so we'll say local static equals tool. static so now down here uh under our print
- 23:58statement for equipped we're going to play that sound by saying static and say colon play with the
- 24:06open and close parenthesis so this is a function used by uh roblox's uh sound instances to be able
- 24:12to actually play the sound that's playing um so that you know when we equip the tool it should
- 24:19play the sound which is what we wanted to do uh we will test this out uh after we've finished
- 24:24implementing everything so the next thing was to create a Boolean to check if the player is holding
- 24:29down activation and change it appropriately so up here we're actually going to create the variable
- 24:36um saying local is holding this is going to be the variable we're going to use to check whether
- 24:41the player is holding um the the tool or not and by default we're going to say false and now what
- 24:48we're going to do is when the tools activated we will set the value of is holding to true and you
- 24:58know when when the player lets go we're going to set the is holding to uh back to false again
- 25:03so down here we'll say is holding equals true and then once the player lets go we're going to
- 25:08set is holding back to false our third requirement says to use tool colon scale 2 to upscale and down
- 25:17scale the tool when clicking so that's another thing we're going to do we're going to drop a
- 25:21line here in activation and we're going to change the scale of the tool by saying tool colon scale
- 25:29two and then in these parentheses we're going to give it a number so by default the number is one
- 25:34but we'll say two when it's activated and so down here we're going to say tool scale 2 back to one
- 25:42once uh we once we let go of the actual thing so that's pretty cool and our last requirement
- 25:48is to use a while loop to constantly change the handles color randomly until the player lets go
- 25:55so how we're going to do that is after we scale The Tool uh we're going to we're going to make
- 26:02a while loop we're going to say while and we want this to happen only when um is holding
- 26:10is set to tr because as soon as we let go that's when is holding is going to be set back to false
- 26:15so we're only going to have this Loop occur when the player is currently holding the tool so we'll
- 26:21say while is holding so like while is holding is set to true then we will do whatever is inside of
- 26:29our while loop and what we will do is change the handle's color to a random color uh so we're going
- 26:35to say handle. color we're not going to use brick color we're going to use regular color equals and
- 26:42if you remember how to set a color property um there's three ways of doing it but the the most
- 26:47familiar method that I know is using color 3. from RGB uh and then we want this to be a random color
- 26:56keep in mind we're not just picking any color but it's going to be random every single time so we're
- 27:00going to have to use math.random statements for each of the red green and blue values so we will
- 27:06say math.random and then in these parentheses we will go from 0 to 255 and then we're going to do
- 27:12the same thing for green in blue as well so we're going to say math.random 0255 and then math.random
- 27:190255 yet again so it's going to pick a random color every single time and one important thing
- 27:26to remember is to add in a um a weight statement here otherwise it's going to continuously uh run
- 27:34this line of code and it's going to crash uh Roblox studi so we have to say task. weight
- 27:40and then uh we can have this weight statement be something pretty small like 0.2 or something we
- 27:45can also create like a static variable up here by saying local Weight time equals um 0.2 and then we
- 27:53could just throw in the weight time inside of here you don't have to do this but um it does make the
- 27:58code look nicer when you do do that and now the last thing we need to do is increment the players
- 28:05clicks by one whenever the player actually does click now here's a problem we're using a script
- 28:11and we cannot access the current players leader stats because this script does not specify like
- 28:18your player specifically so there is a work around for that using remote events but I haven't gotten
- 28:23to that yet so I don't expect you to know that for right now so we're just going to hardcode um
- 28:29this statement just for the sake of this tutorial uh and what I mean by hardcode is we're going to
- 28:34get um our literal player that's inside of the game so this will not work in a regular Roblox
- 28:41game so I'm just going to put that out there uh but essentially what we're going to do is
- 28:44we're going to say game. players and we're going to try to find our uh our player's name because
- 28:53for each player it's going to be different so we're going to say colon find First first child
- 28:58and then inside of here we're going to put in the name of the player now for me uh it's brawl
- 29:04battle but for you it's probably a different um profile name so I would suggest changing this to
- 29:09yours and then we're going to say do leer stats. clicks and then uh remember clicks is an INT value
- 29:18but we but we want to change the value property of that int value so we're going to say dot value and
- 29:26we're going to increment by one by saying plus equals 1 so this is how you do it and I think
- 29:33uh this is basically our entire script so let's go into the game hit test and hit play so that
- 29:38we can see um our new tool that we just created for the first time all right so I'm in the game
- 29:44if we equip the tool um we can actually see that our tool is pretty normal but if we hold down our
- 29:50button we can actually see that uh the scale of the Tool uh changed and also the color is of the
- 30:00handle is randomly being picked every single time uh the loop is iterating every 0.2 seconds if we
- 30:07let go then the part goes back to um scale size one and we get a click as well because the the
- 30:15loop was finished so that the script could like increment The Click for us so if we do it again
- 30:21um it's just going to do the same thing it'll keep picking a random color for this part and uh keep
- 30:25the scale of the part to two but then as soon as we let go it goes back to normal and our clicks uh
- 30:32increment so we could just keep doing this for as a many times as we want it's like kind of stupid
- 30:37but I mean it it's still pretty cool to do so that was basically your challenge for this uh
- 30:42for this video if uh you were able to do it then congratulations so that's the basics of tools I've
- 30:47gone over the general aspects of tools but tools are definitely going to be something you will use
- 30:52as a Roblox game developer for your games almost any Roblox game you can think of will have tools
- 30:56in some sort of way and there's so many different ways of implementing tools inside of your Roblox
- 31:01game this is just one of the more basic rundowns of actually creating tools and using them inside
- 31:06of your Roblox game I hope you uh learned something new from this episode and if you
- 31:11have you can leave a comment telling me um like if you find my scripting tutorials to be helpful uh
- 31:16and also leaving a like would be very appreciative too but that's pretty much going to be it for this
- 31:20episode join my Discord link is in the description and I will see you in the next episode take care
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