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Is it possible to change the order of a load-out in a players Backpack?

Asked by 6 years ago

So currently I have a custom backpack however I'm unsure how I could change the order of the layout of weapons. I'd like to have the ranged weapons (ie guns, bows) in slot 1 and melee weapons (ie swords, bats) in slot 2. For Example, If I had a sword named "AzureSword" and a gun named "Pistol" then the sword will be in slot 1 and the pistol will be in slot 2, based off of alphabetical order. I'm not sure how I could get around this without renaming the weapons. Does anyone have any ideas?

Not sure if this is useful but, custom backpack script:

local Items = {}
local frames = {}
local Equiped = nil
local Player = game.Players.LocalPlayer
local Character = Player.Character

game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false)

function Scan(location)
    for i,v in pairs(location:GetChildren()) do
        if v:IsA("Tool") then
            table.insert(Items,v)
        end
    end
end

function Update()
    print(Equiped)
    for i,v in pairs(frames) do
        v:Destroy()
    end
    for i,v in pairs(Items) do
        local sam = script.Sample:Clone()
        sam.Name = v.Name
        sam.Parent = script.Parent.Holder
        sam.ImageLabel.Image = v.TextureId
        sam.Text = v.Name
        table.insert(frames,sam)
        if Equiped ~= nil and Equiped == v then
            sam.BorderSizePixel = 2
        end
        sam.MouseButton1Click:connect(function()
            if Equiped == nil or Equiped ~= v then
                Equiped = v
                Character.Humanoid:UnequipTools()
                Character.Humanoid:EquipTool(v)
            else
                Equiped = nil
                Character.Humanoid:UnequipTools()
            end
        end)
    end
end

function backpackchanged()
    Items = {}
    Scan(Character)
    Scan(Player.Backpack)
    Update()
end

backpackchanged()

Player.Backpack.ChildAdded:connect(backpackchanged)
Player.Backpack.ChildRemoved:connect(backpackchanged)

Character.ChildAdded:connect(backpackchanged)
Character.ChildRemoved:connect(backpackchanged)

1 answer

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Answered by
hellmatic 1523 Moderation Voter
6 years ago

Create a two tables, "Primary" and "Secondary"

local Primary = {"AzureSword"} -- list of primary weapon names (string only)
local Secondary = {"Pistol"} -- list of secondary weapon names

Use a loop to check if the weapon is a primary/secondary

local Primary = {"AzureSword"}
local Secondary = {"Pistol"}

function checkPrimary(tool, location)
    for i = 1, #Primary do 
        if (tool.Name == Primary[i]) then 
            tool.Parent = location
        else
            checkSecondary(tool. location)
        end
    end
end

function checkSecondary(tool, location)
    for i = 1, #Secondary do 
        if (tool.Name== Secondary[i]) then 
            tool.Parent = location
        end
    end
end

function giveTool()
    -- remove this just an example of how to use the function
    for _, v in pairs(game.Players.LocalPlayer.Character:GetChildren()) do 
        if v:IsA("Tool") then 
            checkPrimary(v, game.Players.LocalPlayer.Backpack)
        end
    end
end
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