Scripting HelpersARCHIVE
A little piece of Roblox history. Preserved for everyone, one question at a time.Read about the archive →
COMMUNITY QUESTION

Tool Reloading? Animation Help

I am working on a game, this is a gun script for a gun in my game. This is the script only, there is alot of other things in the gun, so it'll be hard to copy and paste =). Anyway I need an animation for the gun. If googled and youtubed every single thing I can think of. And now that the roblox forums decided to take a dump, I need help from here. Thanks for any suggestions. pasted starting at the reload function. (Which is the place where i guess the animation script should be)



function reload(mouse)
	reloading=true
	mouse.Icon=ReloadCursor
	while sp.Ammo.Value<ClipSize and reloading and enabled do
		wait(ReloadTime/ClipSize)
		if reloading then
			sp.Ammo.Value=sp.Ammo.Value+1
			check()
		else
			break
		end
	end
	check()
	mouse.Icon=Cursors[1]
	reloading=false
end

function onKeyDown(key,mouse)
	key=key:lower()
	if key=="r" and not reloading then
		reload(mouse)
	end
end

function movecframe(p,pos)
	p.Parent=game.Lighting
	p.Position=pos
	p.Parent=game.Workspace
end


function fire(aim)
	sp.Handle.Fire:Play()

	t=r.Stepped:wait()
	last6=last5
	last5=last4
	last4=last3
	last3=last2
	last2=last
	last=t

	local bullet=Bullet:clone()
	local totalDist=0
	Lengthdist=-RayLength/.5
	local startpoint=sp.Handle.CFrame*BarrlePos
	local dir=(aim)-startpoint
	dir=computeDirection(dir)
	local cfrm=CFrame.new(startpoint, dir+startpoint)
	local hit,pos,normal,time=raycast(game.Workspace, startpoint, cfrm*Vector3.new(0,0,Lengthdist)-startpoint, function(brick)
		if brick.Name=="Glass" then
			return true
		elseif brick.Name=="Bullet" or brick.Name=="BulletTexture" then
			return false
		elseif brick:IsDescendantOf(sp.Parent) then
			return false
		elseif brick.Name=="Handle" then
			if brick.Parent:IsDescendantOf(sp.Parent) then
				return false
			else
				return true
			end
		end
		return true
	end)
	bullet.Parent=game.Workspace
	if hit~=nil then
		local humanoid=hit.Parent:FindFirstChild("Humanoid")
		if humanoid~=nil then
			local damage=math.random(BaseDamage-(BaseDamage*.25),BaseDamage+(BaseDamage*.25))
			if hit.Name=="Head" then
				damage=damage*1.3
			elseif hit.Name=="Torso" then
			else
				damage=damage*.75
			end
			if humanoid.Health>0 then
				local eplr=game.Players:playerFromCharacter(humanoid.Parent)
				local plr=game.Players:playerFromCharacter(sp.Parent)
				if eplr~=nil and plr~=nil then
				--	if eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then
						tagHumanoid(humanoid)
						humanoid:TakeDamage(damage)
				--	end
				else
					tagHumanoid(humanoid)
					humanoid:TakeDamage(damage)
				end
			end

elseif humanoid==nil and hit.Parent:IsA("Hat") then
			if hit.Parent.Parent:FindFirstChild("Humanoid") ~= nil then
			humanoid = hit.Parent.Parent:FindFirstChild("Humanoid")
			local damage=math.random(BaseDamage-(BaseDamage*.25),BaseDamage+(BaseDamage*.25))
			if hit.Name=="Head" then
				damage=damage*2
			elseif hit.Name=="Torso" then
			else
				damage=damage*.75
			end
			if humanoid.Health>0 then
				local eplr=game.Players:playerFromCharacter(humanoid.Parent)
				local plr=game.Players:playerFromCharacter(sp.Parent)
				if eplr~=nil and plr~=nil then
				--	if eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then
						tagHumanoid(humanoid)
						humanoid:TakeDamage(damage)
				--	end
				else
					tagHumanoid(humanoid)
					humanoid:TakeDamage(damage)
				end
			end
			end
		end


		if (hit.Name == "Part10") or (hit.Name == "Part11") or (hit.Name == "Part21") or (hit.Name == "Part23") or (hit.Name == "Part24") or (hit.Name == "Part8") then
			rand = math.random(1,5)
			if rand == 3 then
				workspace.GlassSound:play()
				hit:breakJoints()
			end
		end
		if (hit.Parent:findFirstChild("Hit")) then
			hit.Parent.Health.Value = hit.Parent.Health.Value - BaseDamage/3
		end
		distance=(startpoint-pos).magnitude
		bullet.CFrame=cfrm*CFrame.new(0,0,-distance/2)
		bullet.Mesh.Scale=Vector3.new(.15,.15,distance)
	else
		bullet.CFrame=cfrm*CFrame.new(0,0,-RayLength/2) 
		bullet.Mesh.Scale=Vector3.new(.15,.15,RayLength)
	end
	if pos~=nil then
	end
	local deb=game:FindFirstChild("Debris")
	if deb==nil then
		local debris=Instance.new("Debris")
		debris.Parent=game
	end
	check()
	game.Debris:AddItem(bullet,.05)
end

function onButton1Up(mouse)
	down=false
end

function onButton1Down(mouse)
	h=sp.Parent:FindFirstChild("Humanoid")
	if not enabled or reloading or down or h==nil then
		return
	end
	if sp.Ammo.Value>0 and h.Health>0 then
		--[[if sp.Ammo.Value<=0 then
			if not reloading then
				reload(mouse)
			end
			return
		end]]
		down=true
		enabled=false
		while down do
			if sp.Ammo.Value<=0 then
				break
			end
			if burst then
				local startpoint=sp.Handle.CFrame*BarrlePos
				local mag=(mouse.Hit.p-startpoint).magnitude
				local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))
				fire(mouse.Hit.p+rndm)
				sp.Ammo.Value=sp.Ammo.Value-1
				if sp.Ammo.Value<=0 then
					break
				end
				wait(.05)
				local startpoint=sp.Handle.CFrame*BarrlePos
				local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude
				local rndm2=Vector3.new(math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2))
				fire(mouse.Hit.p+rndm+rndm2)
				sp.Ammo.Value=sp.Ammo.Value-1
				if sp.Ammo.Value<=0 then
					break
				end
				wait(.05)
				fire(mouse.Hit.p+rndm+rndm2+rndm2)
				sp.Ammo.Value=sp.Ammo.Value-1
			elseif shot then
				sp.Ammo.Value=sp.Ammo.Value-1
				local startpoint=sp.Handle.CFrame*BarrlePos
				local mag=(mouse.Hit.p-startpoint).magnitude
				local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))
				fire(mouse.Hit.p+rndm)
				local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude
				local rndm2=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))
				fire(mouse.Hit.p+rndm+rndm2)
				local rndm3=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))
				fire(mouse.Hit.p+rndm+rndm3)
				local rndm4=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2))
				fire(mouse.Hit.p+rndm+rndm4)
			else
				sp.Ammo.Value=sp.Ammo.Value-1
				local startpoint=sp.Handle.CFrame*BarrlePos
				local mag=(mouse.Hit.p-startpoint).magnitude
				local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag))
				fire(mouse.Hit.p+rndm)
			end
			wait(Firerate)
			if not automatic then
				break
			end
		end	
		enabled=true
	else
		sp.Handle.Trigger:Play()
	end
end

function onEquippedLocal(mouse)
	if mouse==nil then
		print("Mouse not found")
		return 
	end
	mouse.Icon=Cursors[1]
	mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end)
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
	mouse.Button1Up:connect(function() onButton1Up(mouse) end)
	check()
	equiped=true
	if #Cursors>1 then
		while equiped do
			t=r.Stepped:wait()
			local action=sp.Parent:FindFirstChild("Pose")
			if action~=nil then
				if sp.Parent.Pose.Value=="Standing" then
					Spread=MinSpread
				else
					Spread=MinSpread+((4/10)*(MaxSpread-MinSpread))
				end
			else
				Spread=MinSpread
			end
			if t-last<SpreadRate then
				Spread=Spread+.1*(MaxSpread-MinSpread)
			end
			if t-last2<SpreadRate then
				Spread=Spread+.1*(MaxSpread-MinSpread)
			end
			if t-last3<SpreadRate then
				Spread=Spread+.1*(MaxSpread-MinSpread)
			end
			if t-last4<SpreadRate then
				Spread=Spread+.1*(MaxSpread-MinSpread)
			end
			if t-last5<SpreadRate then
				Spread=Spread+.1*(MaxSpread-MinSpread)
			end
			if t-last6<SpreadRate then
				Spread=Spread+.1*(MaxSpread-MinSpread)
			end
			if not reloading then
				local percent=(Spread-MinSpread)/(MaxSpread-MinSpread)
				for i=0,#Cursors-1 do
					if percent>(i/(#Cursors-1))-((1/(#Cursors-1))/2) and percent<(i/(#Cursors-1))+((1/(#Cursors-1))/2) then
						mouse.Icon=Cursors[i+1]
					end
				end
			end
			wait(Firerate*.9)
		end
	end
end
function onUnequippedLocal(mouse)
	equiped=false
	reloading=false
end
sp.Equipped:connect(onEquippedLocal)
sp.Unequipped:connect(onUnequippedLocal)
check()

2 comments

0

You have to make your own animation or use ROBLOX published animations and you cannot load someone else's from their inventory, so sharing the asset is not possible unless the keyframes are uploaded which requires you to import and publish it yourself but you will most likely not find one. I suggest inserting a gear and use its animation, or making your own one.

0

thx, i made my own one, but i just need the script so that the animation will play when i click r, reloading

1 answer

Here's the rest of the script in case i need to change variables. It runs from start till the line before the reload function

-------------------------------------Gun info
ToolName="M4A1"

ClipSize=30
ReloadTime=3.5
Firerate=.08
MinSpread=0.15
MaxSpread=0.15
SpreadRate=0.2
BaseDamage= 30
automatic=true
burst=false
shot=false			--Shotgun
BarrlePos=Vector3.new(-2.5,.60,0)
Cursors={"rbxasset://textures\\GunCursor.png"}
ReloadCursor="rbxasset://textures\\GunWaitCursor.png"
-------------------------------------
equiped=false
sp=script.Parent
RayLength=1000
Spread=0.15
enabled=true
reloading=false
down=false
r=game:service("RunService")
last=0
last2=0
last3=0
last4=0
last5=0
last6=0

Bullet=Instance.new("Part")
Bullet.Name="Bullet"
Bullet.Transparency=1
Bullet.Anchored=true
Bullet.CanCollide=false
Bullet.Locked=true
Bullet.Size=Vector3.new(1,1,1)
--Bullet.Transparency=.65
Bullet.formFactor=0
Bullet.TopSurface=0
Bullet.BottomSurface=0
mesh=Instance.new("SpecialMesh")
mesh.Parent=Bullet
mesh.MeshType="Brick"
mesh.Name="Mesh"
mesh.Scale=Vector3.new(.15,.15,1)

function check()
	sp.Name=ToolName.." ["..tostring(sp.Ammo.Value).."]"
end

function computeDirection(vec)
	local lenSquared = vec.magnitude * vec.magnitude
	local invSqrt = 1 / math.sqrt(lenSquared)
	return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end

------------------------------------------------------------------------------------Raycasting functions
function cross(vector1, vector2)
	return Vector3.new(vector1.y * vector2.z - vector2.y * vector1.z, vector1.z * vector2.x - vector1.x * vector2.z, vector1.x * vector2.y - vector2.x * vector1.y)
end
function dot(vector1, vector2)
	return (vector1.x * vector2.x + vector1.y * vector2.y + vector1.z * vector2.z)
end
function getLineSphereCollide(linePoint1, lineVector, sphereCenter, radius)
	local a = lineVector.x * lineVector.x + lineVector.y * lineVector.y + lineVector.z * lineVector.z
	local b = lineVector.x * (linePoint1.x - sphereCenter.x) + lineVector.y * (linePoint1.y - sphereCenter.y) + lineVector.z * (linePoint1.z - sphereCenter.z)
	local c = (linePoint1.x - sphereCenter.x) * (linePoint1.x - sphereCenter.x) + (linePoint1.y - sphereCenter.y) * (linePoint1.y - sphereCenter.y) + (linePoint1.z - sphereCenter.z) * (linePoint1.z - sphereCenter.z) - radius * radius
	if (a > 0) and (b * b >= a * c) then
		local diff = math.sqrt(b * b - a * c)
		return ((-b - diff) / a), ((diff - b) / a)
	else
		return -1, -1
	end
end
--Returns hit, position, normal, time
function raycast(model, start, vector, brickFunction)
	local hit, normal, time = raycastRecursive(model, start, vector, brickFunction, vector.unit, dot(start, vector.unit))
	if (dot(normal, vector) > 0) then
		normal = -normal
	end
	return hit, start + time * vector, normal.unit, time
end
function raycastRecursive(model, start, vector, brickFunction, unitVec, startDist)
	if (model.className == "Part") or (model.className == "Seat") or (model.className =="SpawnLocation") then
		local range = model.Size.magnitude / 2
		local dist = dot(model.Position, unitVec) - startDist
		if (dist + range > 0) and (dist - range < vector.magnitude) and ((dist * unitVec + start - model.Position).magnitude < range) and brickFunction(model) then
			local halfSize = model.Size / 2
			if (model.Shape == Enum.PartType.Ball) then
				local time, timeMax = getLineSphereCollide(start, vector, model.Position, halfSize.x)
				if (time < 1) and (time >= 0) then
					return model, (time * vector + start - model.Position), time
				else
					return nil, Vector3.new(0, 0, 0), 1
				end
			elseif (model.Shape == Enum.PartType.Block) then
				local time = 1
				local cf = model.CFrame - model.Position
				local xvec = cf * Vector3.new(1, 0, 0)
				local yvec = cf * Vector3.new(0, 1, 0)
				local zvec = cf * Vector3.new(0, 0, 1)
				local xspd = -dot(xvec, vector)
				local yspd = -dot(yvec, vector)
				local zspd = -dot(zvec, vector)
				local xmin, xmax, ymin, ymax, zmin, zmax = -1
				local dotProd = dot(xvec, start - model.Position)
				if (xspd ~= 0) then
					xmin = (dotProd - halfSize.x) / xspd
					xmax = (dotProd + halfSize.x) / xspd
					if (xmax < xmin) then
						local swap = xmin
						xmin = xmax
						xmax = swap
					end
				else
					if (math.abs(dotProd) < halfSize.x) then
						xmax = 1
						xmin = 0
					else
						return nil, Vector3.new(0, 0, 0), 1
					end
				end
				local dotProd = dot(yvec, start - model.Position)
				if (yspd ~= 0) then
					ymin = (dotProd - halfSize.y) / yspd
					ymax = (dotProd + halfSize.y) / yspd
					if (ymax < ymin) then
						local swap = ymin
						ymin = ymax
						ymax = swap
					end
				else
					if (math.abs(dotProd) < halfSize.y) then
						ymax = 1
						ymin = 0
					else
						return nil, Vector3.new(0, 0, 0), 1
					end
				end
				local dotProd = dot(zvec, start - model.Position)
				if (zspd ~= 0) then
					zmin = (dotProd - halfSize.z) / zspd
					zmax = (dotProd + halfSize.z) / zspd
					if (zmax < zmin) then
						local swap = zmin
						zmin = zmax
						zmax = swap
					end
				else
					if (math.abs(dotProd) < halfSize.z) then
						zmax = 1
						zmin = 0
					else
						return nil, Vector3.new(0, 0, 0), 1
					end
				end
				if (xmin <= ymax) and (xmax >= ymin) and (xmin <= zmax) and (xmax >= zmin) and (zmin <= ymax) and (zmax >= ymin) then
					local normal = xvec
					local min = xmin
					if (ymin > min) then
						min = ymin
						normal = yvec
					end
					if (zmin > min) then
						min = zmin
						normal = zvec
					end
					if (min >= 0) and (min < 1) then
						time = min
					elseif (xmax > 0) and (ymax > 0) and (zmax > 0) and (min < 0) then
						time = 0
						normal = Vector3.new(0, 0, 0)
					end
					return model, normal, time
				else
					return nil, Vector3.new(0, 0, 0), 1
				end
			else	--	Cylinder
				local time = 1
				local cf = model.CFrame - model.Position
				local xvec = cf * Vector3.new(1, 0, 0)
				local xspd = -dot(xvec, vector)
				local xmin, xmax = -1
				local dotProd = dot(xvec, start - model.Position)
				if (xspd ~= 0) then
					xmin = (dotProd - halfSize.x) / xspd
					xmax = (dotProd + halfSize.x) / xspd
					if (xmax < xmin) then
						local swap = xmin
						xmin = xmax
						xmax = swap
					end
				else
					if (math.abs(dotProd) < halfSize.x) then
						xmax = 1
						xmin = 0
					else
						return nil, Vector3.new(0, 0, 0), 1
					end
				end

				local relVec = cf:pointToObjectSpace(vector) * Vector3.new(0, 1, 1)
				local relPos = model.CFrame:pointToObjectSpace(start) * Vector3.new(0, 1, 1)
				local rmin, rmax = getLineSphereCollide(relPos, relVec, Vector3.new(0, 0, 0), halfSize.y)
				if (xmin <= rmax) and (xmax >= rmin) and (rmax > 0) then
					local normal = xvec
					local min = xmin
					if (rmin > min) then
						min = rmin
						normal = cf * (relPos + relVec * min)
					end
					if (min >= 0) and (min < 1) then
						time = min
					elseif (xmax > 0) and (rmax > 0) and (min < 0) then
						time = 0
						normal = Vector3.new(0, 0, 0)
					end
					return model, normal, time
				else
					return nil, Vector3.new(0, 0, 0), 1
				end
				return nil, Vector3.new(0, 0, 0), 1
			end
		end
		return nil, Vector3.new(0, 0, 0), 1
	elseif (model.className=="Model") or (model.className=="Workspace") or (model.className=="Hat") or (model.className == "Tool") then
		local children=model:GetChildren()
		local time=1
		local normal=Vector3.new(0, 0, 0)
		local hit=nil
		for n = 1, #children do
			if children[n]~= nil then
				local newHit, newNormal, newTime = raycastRecursive(children[n], start, vector, brickFunction, unitVec, startDist)
				if (newTime < time) then
					time = newTime
					hit = newHit
					normal = newNormal
				end
			end
		end
		return hit, normal, time
	else
		return nil, Vector3.new(0, 0, 0), 1
	end
end
-------------------------------------------------------------------------------






function tagHumanoid(humanoid)
	local plr=game.Players:playerFromCharacter(sp.Parent)
	if plr~=nil then
		local tag=Instance.new("ObjectValue")
		tag.Value=plr
		tag.Name="creator"
		tag.Parent=humanoid
		delay(2,function()
			if tag~=nil then
				tag.Parent=nil
			end
		end)
	end
end

This discussion is preserved as it was. New answers, comments, and votes are closed.