How do I create a button to Reload a weapon on a Mobile device? I know from the Wikis it has to do with UserInputService and API:Class/InputObject , but I'm really confused how to get this to work right, the wiki pages confuse me there. Do I insert the script with the Reload event after:
mouse.KeyDown:connect(function(key) ??
I'd appreciate any help. My gun script is below:
repeat wait() until script.Parent.Parent.Config
--//Variables
local plr = game.Players.LocalPlayer
local tool = script.Parent.Parent
local hole = tool.Hole
local handle = tool.Handle
local debounce = true
local config = tool.Config
local range = config.Range
local dmg = config.Damage
local coolDown = config.CoolDown
local clips = config.Clips
local ammo = config.Ammo
local maxAmmo = config.MaxAmmo
local allowTracing = config.AllowTracing
local reloadTime = config.ReloadTime
local isReloading = false
local inLoop = false
local burstSize = 1 -- How many bullets shot each burst
--//Sounds
local reloadSound = tool.Handle.ReloadSound
local fireSound = tool.Handle.FireSound
local equipSound = tool.Handle.EquipSound
local emptySound = tool.Handle.EmptySound
--//Events
tool.Equipped:connect(function(mouse)
equipSound:Play()
tool.Activated:connect(function()
if inLoop == false then
inLoop = true
for i = 1, burstSize do
if not isReloading then
if ammo.Value > 0 then
if debounce then
--//Play sound
fireSound:Play()
--//Doesn't allow spamming
debounce = false
--//Ray Get, Set
local ray = Ray.new(hole.CFrame.p, (mouse.Hit.p - hole.CFrame.p) * range.Value)
local hit, position = workspace:FindPartOnRay(ray, plr.Character, false, true)
--//Bullet Tracing
if allowTracing.Value == true then
--//Make part
local trace = Instance.new("Part", workspace)
trace.Material = Enum.Material.Neon
trace.BrickColor = BrickColor.new("Black")
trace.CanCollide = false
trace.Anchored = true
trace.Transparency = 0.5
--//Show Direction
local distance = (hole.CFrame.p - position).magnitude
trace.Size = Vector3.new(0.2, 0.2, distance)
trace.CFrame = CFrame.new(hole.CFrame.p, position) * CFrame.new(0, 0, -distance/2)
--//Remove debris
game:GetService("Debris"):AddItem(trace, 0.1)
end
--//Hit Detection
if hit then
local humanoid = hit.Parent:FindFirstChild("Humanoid")
if humanoid then
if hit.Name == "Head" then
--//Double damage on headshots
humanoid:TakeDamage(dmg.Value*2)
else
--//Normal Damage on body shots
humanoid:TakeDamage(dmg.Value)
end
end
end
ammo.Value = ammo.Value - 1
debounce = true
end
else
--//Out of ammo
emptySound:Play()
end
end
wait(coolDown.Value)
end
inLoop = false
end
end)
--//Reload Event
mouse.KeyDown:connect(function(key)
key:lower()
if key == "r" then
if not isReloading then
if clips.Value > 0 then
reloadSound:Play()
isReloading = true
ammo.Value = maxAmmo.Value
clips.Value = clips.Value - 1
wait(reloadTime.Value)
isReloading = false
end
end
end
end)
end)

4 comments
you're better off not worrying about mobile/tablet devices. They will cause more confusion and problems than solutions
Maybe so, but I want as close to compatibility between mobile/tablet players and PC players as I can get. I've already got a button that changes/simplifies the user interface, just need the reload button now. :)
ContextActionService has simple API to create a mobile button connected to a function.
Thanks for the suggestion, do you know how I would implement this?