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How would you cycle through weapons?

Asked by
Sxerks3 65
9 years ago

So, I've got Backpack turned off, and I'm force equipping the tools. It successfully cycles through to the next/previous gun, but it just stops working afterwards. Should I use "while true do" to keep cycling through the weapons?

Here's the snippet of code I've got at the moment:

                local gun1 = game.Lighting.Guns.Runner.SniperRifle
                local gun2 = game.Lighting.Guns.Runner.London
                gun1.Parent = char --Force equip
                if gun1.Parent == char then
                    print("Gun1 is parented")
                    mouse.WheelForward:connect(function()
                        print("Gun2 is parented")
                        gun1.Parent = game.Lighting.Guns.Runner
                        wait(.5)
                        gun2.Parent = char
                    end)
                    mouse.WheelBackward:connect(function()
                        print("Gun2 is parented")
                        gun1.Parent = game.Lighting.Guns.Runner
                        wait(.5)
                        gun2.Parent = char
                    end)
                end
                if gun2.Parent == char then
                    print("Gun1 is parented")
                    mouse.WheelForward:connect(function()
                        gun2.Parent = game.Lighting.Guns.Runner
                        wait(.5)
                        gun1.Parent = char
                    end)
                end
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Output shows "SniperRifle is not a valid member of Model" Sxerks3 65 — 9y
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Well first off that is your problem... the sniper rifle isn't part of the model. Use :WaitForChild() or make sure that it is 100% coded to the right hierarchy NinjoOnline 1146 — 9y
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First thing I would do, to prevent the gun scripts from freaking out, is use a function in the Humanoid called :EquipTool() and :UnequipTools(). All you need to do is call the character's humanoid, add :EquipTool(TOOL_GOES_HERE) and then when you want to unequip, then just call it again and say :UnequipTools() lightpower26 399 — 9y

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Answered by 9 years ago

Ok, so I managed to do a whole lot of editing to your snippet of code, and I found many things that would go wrong.

Firstly, when you parent a gun, it won't be in Lighting, so if another player tried to switch, it would brake. Instead, I cloned the gun into the player's backpack.

Secondly, parenting and unparenting tools from the character can break some guns made from popular gun makers like manofthelol and TurboFusion. Use the :EquipTool() and :UnequipTools() functions in the Humanoid.

Third, you don't need a loop, you need the if statement inside the WheelBackward and WheelForward events.

Here's what I did to your snippet. I will add comments to describe why I did what I did:

game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false) --Turn the backpack off, I'm assuming you did this
local mouse = game.Players.LocalPlayer:GetMouse() --Get the player's mouse, I'm assuming you did this
local char = game.Players.LocalPlayer.Character --Get the character, I'm assuming you did this
local gun1 = game.Lighting.Guns.Runner.SniperRifle:Clone() --Make a copy of the gun in Lighting to put in the player's backpack
local gun2 = game.Lighting.Guns.Runner.London:Clone() --Make a copy of the gun in Lighting to put in the player's backpack
local Humanoid = char:WaitForChild("Humanoid") --Easily call the player's Humanoid. But we may need to wait a bit, so use :WaitForChild()
gun1.Parent = game.Players.LocalPlayer.Backpack --Take the copied guns and paste them into the player's backpack
gun2.Parent = game.Players.LocalPlayer.Backpack

Humanoid:EquipTool(gun1) --Force equip

function Switch() --This is your main function that will fire every time the player moves his/her mouse wheel up or down
    if gun1.Parent == char then --Check if gun1 is currently equipped
            print("Gun1 is parented") --Debug
        Humanoid:UnequipTools() --Unequip all the tools that the Humanoid currently has equipped
        wait(.5) --Wait a little bit to make sure it unequips
        print("Gun2 is parented") --Debug
        Humanoid:EquipTool(gun2) --Equip the next gun
    elseif gun2.Parent == char then --Same thing here, just reversed
        print("Gun2 is parented") --Debug
        Humanoid:UnequipTools()
        wait(.5)
        print("Gun1 is parented") --Debug
        Humanoid:EquipTool(gun1)
    end
end

mouse.WheelForward:connect(Switch) --I'm doing it this way so you can switch with both directions
mouse.WheelBackward:connect(Switch)

I tested this to make sure it would work and this is what happened

I made a LocalScript inside the StarterPack for this to work. If the snippet is from a LocalScript and is in StarterPack then you shouldn't have to worry about that.

Good luck with your future Scripting Adventures! ~lightpower26

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Thanks this also helped me with my question too! LifeInDevelopment 364 — 9y
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I get an error saying 'UnequipTools can only be called on a Humanoid with a corresponding Player object.' LifeInDevelopment 364 — 9y
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