#how do i make a tool

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charred pawn
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i wanna make a tool

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how do i make a tool

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work

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i have model

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it has handle

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handle inside tool

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its welded

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inside starterpack

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but

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its in my inventory

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it doesnt appear

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in my hand

tiny bone
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You should try and like put all that into one message, not super sure why you had to do that line by line

Is the primary part of the tool the Handle? Is it called "Handle" exactly?

charred pawn
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hey moontune

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i added animations and stuff

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but

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let me send u a video

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and yes its called Handle

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@tiny bone

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how can i fix this?

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it isnt attached to the player

tiny bone
charred pawn
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Ok

tiny bone
# charred pawn

And so everything is welded to the handle? The tool's PrimaryPart is set to that Handle?

charred pawn
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let me check

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ok i just made sure they all have handle, but its all at part1, is the correct? or should it be part0

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ooo wait i just did it, but its rotated incorrectly

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let me fix that 1 sec

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uhh

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ok so i tried rotating it but its just stuck sideways, ill send you a video real quick

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@tiny bone

twin anchor
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huh just rotate it again

charred pawn
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I DID

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i did*

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look

twin anchor
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no matter the grip angle?

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does it just default to that orientation?

charred pawn
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grip angle?

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wdym

twin anchor
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in your tool instance theres a grip position and orientation

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mess with it to get it the right way

charred pawn
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what if i just paste the current position and orientation into it

wet ironBOT
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studio** You are now Level 8! **studio

twin anchor
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try it

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but iirc its relative to the caharcter's hand

charred pawn
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i set it at 0 to position and orientation

charred pawn
twin anchor
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ie at 0 the handle's center should be inside the hand

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and not anywhere else

charred pawn
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brahhh

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i set everything to 0

twin anchor
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that should be the default its fine

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just mess with it a bit to get it how you want it

charred pawn
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hey

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can u tell me how i can make a sound to the slash

twin anchor
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just add a sound instance store it inside your tool and play it when you activate the tool

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use the signal
Tool.Activated:Connect

charred pawn
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uh

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can i give u the script

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and u put a sound inside of it

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ill give the audio

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local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")

local equip = humanoid:LoadAnimation(script:WaitForChild("Equip"))
local use = humanoid:LoadAnimation(script:WaitForChild("LeftSlash"))

equip.Priority = Enum.AnimationPriority.Action
use.Priority = Enum.AnimationPriority.Action
equip.Looped = false
use.Looped = false

local tool = script.Parent



tool.Equipped:Connect(function()
    equip:Play()
end)

tool.Activated:Connect(function()
    use:Play()
end)```
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thats the script

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and this is the audio rbxassetid://2101658119

twin anchor
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your sound instance has a id property

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paste the id there

charred pawn
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wait where

twin anchor
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its not the one called uniqueid

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have you added a sound instance?

charred pawn
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no

twin anchor
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then add one

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to your tool

charred pawn
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where

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ohh

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wait nthn

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i found out

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ok its not working

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i cant do it

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ples do it

patent kettle
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dont ask people to do it

charred pawn
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i cant do it

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i pasted the code inside the tool.Activated:Connect(function()
use:Play() and it doesnt slash anymore

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i did it like this

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tool.Activated:Connect(function()
use:Play(2101658119)

twin anchor
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reference the sound instance

charred pawn
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huh

twin anchor
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no wait is use the sound?

charred pawn
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??

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im confused

twin anchor
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you dont paste the id inside the script

charred pawn
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i just put inside the handle?

twin anchor
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have you added a sound object?

charred pawn
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where tho

twin anchor
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place it inside your handle

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parent it to your handle

charred pawn
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do i rename it

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to smth

twin anchor
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you dont need to

charred pawn
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ok

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im afraid it didnt work

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let me show you what i did

twin anchor
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ok click on the sound?

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open your property window

charred pawn
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then

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wait

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do i enable playing

twin anchor
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no paste your id to soundID

charred pawn
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now

twin anchor
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go back to your local script and just reference the sound object

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Sound:play()

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and it should play

charred pawn
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the numbers or should i include the rbx asset id thing

twin anchor
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rbx asset id

charred pawn
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ok

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like this?

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vanir

tiny bone
# charred pawn like this?

The LeftSlash animation asset should have the ID set there. You do not pass the ID to the play function.

charred pawn
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huh

tiny bone
charred pawn
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ye

tiny bone
charred pawn
tiny bone
# charred pawn

Yes so click on "LeftSlash" and look at the AnimationID property

charred pawn
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this? rbxassetid://74894663

tiny bone
charred pawn
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wdym by property

tiny bone
charred pawn
tiny bone
charred pawn
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and paste the sound id?

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i dont have to

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the sword works

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the animation works, but the sound doesnt play, thats what im trynna do

tiny bone
charred pawn
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how i do that

tiny bone
# charred pawn how i do that

Same kinda way you do animations. You have a sound asset that you give an ID, then grab it in script, and call :Play() on it. You don't need to load it like an animation though.

charred pawn
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if i paste the script can u edit it and then ill paste the sound id or however it works

charred pawn
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Ok

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eh