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COMMUNITY QUESTION

How do you swap tools by scrolling?

I want a script to put into tools so that when I scroll it changes weapons or tools.

I've looked everywhere for this script however I cannot find any youtube tutorials or any websites or wiki's to actually help. I would appreciate someone to teach me how to make one.

3 comments

0

You can search for your question before asking to see if it has been answered before on this site ;D https://scriptinghelpers.org/questions/16860

0

Thank You So Much!

0

However I don't know what script or where to put it

2 answers

Hey, great question.

Now, first off, there are actually a few wiki entries you missed; UserInputService (specifically, InputBegan) and its relations.

The relevant part is the UserInputType, and the Delta (both parts of the InputObject argument from InputBegan's callback). The former has a value, one the potential values being MouseWheel. The latter is a Vector3 describing the movement distance (if there is one), so it would therefore be used to check whether it was being scrolled up or down.

Then we just have a few optimizations and index manipulation to top it all off. The rest of the explanation is in the code.

-- In a LocalScript (Preferably inside StarterCharacter)
local p = game.Players.LocalPlayer
local backpack = p.Backpack
local tools = backpack:GetChildren() -- All the tools
local uis = game:GetService("UserInputService")

local curIndex = 0 -- The current tool's 'position'
local curTool -- Currently equipped tool

function equipTool() -- The function responsible for equipping tools
	local tool = tools[curIndex] -- The new tool
	if curTool then -- The old tool
		curTool.Parent = backpack -- Unequipping it
	end
	tool.Parent = p.Character -- Equipping the new tool
end

ui.InputBegan:connect(function(input,gp)
	if gp == false then -- If the player isn't typing
		if input.UserInputType == Enum.UserInputType.MouseWheel then -- If the player scrolled
			local delta = input.Delta.Y -- The distance the player scrolled (I think it's on the Y axis)
			if delt > 0 then
				curIndex = curIndex + 1 -- Increase the index
				if curIndex > #tools then -- If the index has reached the end, it will go to the start again
					curIndex = 1 -- Resets to the first tool
				end
			else
				curIndex = curIndex - 1 -- Decrease the index
				if curIndex <= 0 then
					curIndex = #tools
				end
			end
			equipTool() -- Equips the new tool
		end
	end
end)

for i,v in pairs (tools) do -- Loops through all the tools
	v.Equipped:connect(function() -- When it gets equipped (this is optimizing the script to work with being selected manually)
		curTool = v -- Sets the current tool to this
		if curIndex ~= i then -- The index is not the new tool's index
			curIndex = i -- Sets the index to the correct tool
		end
	end
end

If you need any more explanation, ask.

Hope I helped!

~TDP

All you'd need to do is create a container for your tools (as a table), and have some sort of index variable change depending on the direction of your scroll wheel's direction. This 'index variable' is the key to locating which tool is next, or behind in the selection queue.

First, you should start off by declaring some important, reusable data. This should include game services, information about the player, and data your program will use regularly.

-- Game services
-- We'll be using UserInputService for the scroll wheel
local InputService = game:GetService("UserInputService")
local Players = game:GetService("Players")

-- Local player components
local client = Players.LocalPlayer
local backpack = client:WaitForChild("Backpack") -- Wait for the backpack
local character = client.Character or client.CharacterAdded:Wait() -- This is a nice way to wait for the character to load, if it hasn't already, while also returning it to the variable.

-- Tools container
local tools = backpack:GetChildren() -- This will be our table of tools to work with (doesn't necessarily have to be GetChildren, you could create an empty table and insert the tools yourself)
local toolIndex = 1 -- Our tool index (the key we'll use to index the table for the respective tool associated with it).

There's also a few utility functions we can create that'll come in handy for the actual mouse scrolling function, and changing the tool index. That'd be good to declare next:

-- Some simple math functions we can use to add / subtract certain quantities, or leave blank for a default quantity of 1.

local function add(v, x)
	return v + (x or 1) -- Adds x, or 1.
end

local function sub(v, x)
	return v - (x or 1) -- Subtracts x, or 1.
end

-- We'll also need to make sure whenever we scroll, that we're unequipped the current tool the character is holding. Here we're just iterating the character model, to make sure no additional tools exist.
local function unequipTools()
	for _, item in next, character:GetChildren() do
		if item:IsA("Tool") then
			item.Parent = backpack -- Place it back in the backpack
		end
	end
end

Now we can get to the heart of our script - creating the mouse scroll function, and connecting it to the UserInputService listener. This will use all of the methods I explained at the beginning of this answer:

-- Mouse scroll function
local function mouseScrolled(dir) -- 'dir' is true if mouse scrolls up, false if it scrolls down
	local numTools = #tools -- Get the max number of tools
	unequipTools() -- Make sure the character unequips all other tools first
	
	-- Change toolIndex based off of scroll direction
	toolIndex = dir and add(toolIndex) or sub(toolIndex)
	-- This will check if the toolIndex is less than 1, or greater than numTools, so that
	-- it gives you the ability to reverse select items
	toolIndex = toolIndex < 1 and numTools or toolIndex > numTools and 1 or toolIndex
	
	-- Equip the tool
	local tool = tools[toolIndex] -- Locate the tool
	tool.Parent = character -- Parent it to the character (equip it)
end

-- Execute mouse scroll function when user scrolls mouse
-- We can detect the direction of the scroll wheel with UserInputService by comparing it's InputObject's 'Position.Z' value, which will either be -1 (if scrolled down), or +1 (if scrolled up).
InputService.InputChanged:Connect(function(input, processed)
	-- If ROBLOX doesn't already have the user's input focused, then...
	if not processed then
		if input.UserInputType == Enum.UserInputType.MouseWheel then
			mouseScrolled(input.Position.Z > 0) -- (+1) is scroll up, (-1) is scroll down
		end
	end
end)

Combining all of this code together, should give us this final working product:

-- Game services
local InputService = game:GetService("UserInputService")
local Players = game:GetService("Players")

-- Local player components
local client = Players.LocalPlayer
local backpack = client:WaitForChild("Backpack")
local character = client.Character or client.CharacterAdded:Wait()

-- Tools container
local tools = backpack:GetChildren()
local toolIndex = 1

-- Add default value
local function add(v, x)
	return v + (x or 1)
end

-- Subtract default value
local function sub(v, x)
	return v - (x or 1)
end

-- Parent all tools back to the player's backpack
local function unequipTools()
	for _, item in next, character:GetChildren() do
		if item:IsA("Tool") then
			item.Parent = backpack
		end
	end
end

-- Mouse scroll function
local function mouseScrolled(dir) -- 'dir' is true if mouse scrolls up, false if it scrolls down
	local numTools = #tools -- Get the max number of tools
	unequipTools() -- Make sure the character unequips all other tools first
	
	-- Change toolIndex based off of scroll direction
	toolIndex = dir and add(toolIndex) or sub(toolIndex)
	-- This will check if the toolIndex is less than 1, or greater than numTools, so that
	-- it gives you the ability to reverse select items
	toolIndex = toolIndex < 1 and numTools or toolIndex > numTools and 1 or toolIndex
	
	-- Equip the tool
	local tool = tools[toolIndex] -- Locate the tool
	tool.Parent = character -- Parent it to the character (equip it)
end

-- Execute mouse scroll function when user scrolls mouse
InputService.InputChanged:Connect(function(input)
	if input.UserInputType == Enum.UserInputType.MouseWheel then
		mouseScrolled(input.Position.Z > 0) -- (+1) is scroll up, (-1) is scroll down
	end
end)

Hope this helped, if you have any questions, just let me know!

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