I have a grenade code I took from a free model and it looks like
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local tool = script.Parent
local config = tool:WaitForChild("Configurations")
local canThrow = true
tool.Equipped:connect(function()
mouse.Icon = "rbxasset://textures/GunCursor.png"
end)
tool.Unequipped:connect(function()
mouse.Icon = ""
end)
tool.Activated:connect(function()
if canThrow then
canThrow = false
local throwAnimation = player.Character.Humanoid:LoadAnimation(tool.ThrowAnimation)
throwAnimation:Play() -- Load and play the throwing animation
throwAnimation.KeyframeReached:connect(function(keyframe) -- Wait 'til we reach a keyframe
if keyframe == "tick" then -- if the keyframe is 'tick' then play the pin sound
tool.Handle.Pin:Play()
elseif keyframe == "throw" then -- otherwise, if it's 'throw,' tell the serverscript to throw our grenade
tool.Throw:FireServer(mouse.Hit.p)
throwAnimation:Stop()
mouse.Icon = "rbxasset://textures/GunWaitCursor.png"
end
end)
wait(config.Cooldown.Value)
mouse.Icon = "rbxasset://textures/GunCursor.png"
canThrow = true
end
end)
and I added a bit of code at the end to hide my mesh after its been thrown and it looks like this
game.Workspace.["The Holy Hand Nuke"].handle.["flight mesh"].Transparency = 1
and it doesn't hide the mesh after its thrown the whole code looks like this
local player = game.Players.LocalPlayer
local mouse = player:GetMouse()
local tool = script.Parent
local config = tool:WaitForChild("Configurations")
local canThrow = true
tool.Equipped:connect(function()
mouse.Icon = "rbxasset://textures/GunCursor.png"
end)
tool.Unequipped:connect(function()
mouse.Icon = ""
end)
tool.Activated:connect(function()
if canThrow then
canThrow = false
local throwAnimation = player.Character.Humanoid:LoadAnimation(tool.ThrowAnimation)
throwAnimation:Play() -- Load and play the throwing animation
throwAnimation.KeyframeReached:connect(function(keyframe) -- Wait 'til we reach a keyframe
if keyframe == "tick" then -- if the keyframe is 'tick' then play the pin sound
tool.Handle.Pin:Play()
elseif keyframe == "throw" then -- otherwise, if it's 'throw,' tell the serverscript to throw our grenade
tool.Throw:FireServer(mouse.Hit.p)
throwAnimation:Stop()
mouse.Icon = "rbxasset://textures/GunWaitCursor.png"
end
end)
wait(config.Cooldown.Value)
mouse.Icon = "rbxasset://textures/GunCursor.png"
canThrow = true
end
end)
game.Workspace["The Holy Hand Nuke"].handle.["flight mesh"].Transparency = 1
(sorry if this is long but first post here)
