Ok I'm new to scripting and I can't figure out how to make it where it checks for the key(or my tool) BUT when its equipped. I have it working for when its in my backpack it teleports me but I cant equipped the key when I want to tp
sorry if it looks like stupid code I'm just new
line 26 is where I try to make it for when the key is equipped it teleports me when I click on e on the door
player = game:GetService("Players") local Tp = workspace.Backrooms local Target = "Key" local Proximity = script.Parent local Door = script.Parent.Parent.Parent.Door script.Parent.Triggered:Connect(function(player) local Backpack = player:WaitForChild("Backpack") if Backpack:FindFirstChild("Key") then local Key = Backpack:FindFirstChild("Key") game.ReplicatedStorage.GuiAnimate2:FireClient(player) wait(5) player.Character.HumanoidRootPart.CFrame = CFrame.new(Tp.Position) else print("No Working Or Doesn't have key") end end) game.Players.PlayerAdded:Connect(function(plr) script.Parent.Triggered:Connect(function(player) local IsInBackpack = false local Key = player.Backpack:FindFirstChild() if Key or Key.Equipped then IsInBackpack = true game.ReplicatedStorage.GuiAnimate2:FireClient(player) wait(5) player.Character.HumanoidRootPart.CFrame = CFrame.new(Tp.Position) end end) end)
Here ya go!
Insert a Script inside of the ProximityPrompt (not a module script nor a localscript)
Let's use a Triggered event on the ProximityPrompt that is to let code happen when the ProximityPrompt is activated, Then we check if we find something called Key in the Backpack or character, The reason why we look in the Character is when the player equips the key, It goes inside their Character, Otherwise when it's unequipped it goes inside of the Player's Backpack, Then we use :Destroy() in order to remove the door from the game and we print Door opened to print to the server that the Door has opened!
script.Parent.Triggered:Connect(function(player) if player.Backpack:FindFirstChild("Key") or player.Character:FindFirstChild("Key") then script.Parent.Parent:Destroy() print("Door opened") end end)
If I am correct, once you equip something, it is taken out of the backpack and into the character. Some info from htis tells us that, Equipping a tool moves it from the Backpack and into a player’s Character|character model in the Workspace.
So theoretically you would use
player.Character.Key
instead of looking in the back pack for tools.