Roblox Id Song for Forward Fire Again
Tutorial page
This article is an avant-garde tutorial.
Notation: This tutorial is on how to make custom Gear. There is a lot of scripting and building, and then if you are a beginner, stay away.
Anyway, this is Relorelo84 (Dronian)'s tutorial on how to make your own custom Gear. First, I'll be showing you how to make a jetpack out of anything (even a noob's caput, because why not?). In that location'southward a ranking of how hard the tutorial is, on a scale of five.
- Very Like shooting fish in a barrel
- Easy
- Medium
- Difficult
- Very Hard
This too includes ColorfulBrendon(ColorfulBrendonROBLOX)'s and A84hg's tutorials, so I promise y'all enjoy the collaboration, and accept a dandy time making gear such every bit jetpacks, Swords, and much more!
Contents
- 1 Tutorial ane: Jetpack
- 1.ane Part 1: Making the actual jetpack
- 1.ii Part 2: The jetpack's sounds
- 1.three PART 3: GUI fourth dimension
- ane.iv Function four: The script
- 2 Tutorial 2: Bloxy Cola
- two.1 Step one: Making the Bloxy Cola
- 2.2 Step two: Sounds
- 2.iii Step iii: The script
- 3 Tutorial iii: Noob Boy Part 1
- 3.1 Step one: Making the panel
- iii.2 Step 2: Calculation the four sounds
- three.3 Step 3: The script
- iii.4 Pace 4: GameGui and ScoreFrame.
- 4 Tutorial 4: Making a Sword
- five How to make Custom Message-Spawning Buttons
- 6 Tutorial v: Trowel
- vi.1 The first
- 6.2 BrickCleanup
- half dozen.3 WallMaker
- 6.4 Local Gui
- 6.5 Handle, Sounds, and Mesh
- 7 Tutorial 6: Timebomb
- 7.1 Flop
- seven.2 PlantBomb
Tutorial 1: Jetpack
Have y'all ever seen the Usa Military machine Height Hugger-mugger Experimental Jetpack on Costless Models? If so, accept y'all wanted to have a jetpack in your place similar to that, but you're very infamous for stealing free models? Well, here's how to make one. This tutorial rates 4 (Hard).
Part 1: Making the actual jetpack
First, go to Insert, then select Object. A pop-up window shall announced, with lots of things to put in. Curl right until you see the option to insert a Tool. Click information technology. Information technology should announced in the StarterPack. If information technology doesn't, drag it into the StarterPack. Select information technology, and rename it anything that's appropriate. And so, put a brick into the Tool, and rename it "Handle" without quotes. The possibilities for your manus-fabricated Jetpack are quite bluntly endless; The head of a noob or guest, a meshed object, or even a hat. Brand sure information technology'due south unanchored, or you will exist stuck in the basis when you test it out. Now, click on the name of your jetpack. Get dorsum to the Objects window again. Add four sounds inside the Handle (do not add them into the tool, or you'll mess it up). Rename them EngineFail, InitialThrust, LowFuelWarning, and Thrusting.
PART ii: The jetpack's sounds
Add another object to the Tool this time; a NumberValue. Make the proper noun CurrFuel. In the bar that says Value, put whatsoever blazon of fuel you like. For example, I'll put 20000 fuel (exercise not put any commas in!). Now, it's fourth dimension to add together the sounds to your jetpack. Put these codes for the four sound's Sound IDs:
- EngineFail: http://world wide web.roblox.com/nugget/?id=30624305
- InitialThrust: http://www.roblox.com/nugget/?id=30624262
- LowFuelWarning: http://www.roblox.com/asset/?id=30624357
- Thrusting: http://www.roblox.com/asset/?id=30624426
Testing information technology out will show that it'due south VERY unfinished. Well, we need to add two more things to our custom-made jetpack; the GUI for the fuel and the script that puts everything together.
Office 3: GUI fourth dimension
There'due south ii GUI objects in the jetpack y'all demand to add; standstill and FuelGui. In your Jetpack TOOL, add an Blitheness. Name it "standstill" without the quotes. In the AnimationId, put in "f5c060f01391b53f42d43c28d722cfab" without the quotes. One G.U.I. down, i to get.
Add together a ScreenGui and rename it FuelGui. This is crucial, because it tells you how much Fuel you have. In FuelGui, put in a Frame and an ImageLabel. Practise Not RENAME THESE. Put these stats in for Frame:
- BackgroundColor3: 255; 255; 255
- BorderColor3: 0; 0; 0
- BorderSizePixel: 0
- Position: {0.900000036, 0}, {0.200000003, 0}
- Size: {0, 40}, {0, 300}
You finished the first one, now for the second.
- BackgroundColor3: 255; 255; 255
- BackgroundTransparency: 1
- BorderColor3: 0; 0; 0
- BorderSizePixel: 0
- Paradigm: http://world wide web.roblox.com/asset/?id=30559074
- Position: {0.900000036, 0}, {0.200000003, 0}
- Size: {0, xl}, {0, 300}
Testing it again, it'due south notwithstanding broken! Well, that's because we have ane concluding matter to do. We need to put in the code that holds information technology all together.
Part 4: The script
Okay, here comes a lot of lawmaking. Remember that local maxFuel has to be the same as CurrFuel. Make a LocalScript, and put this in.
local Tool = script.Parent local mass = 0 local player = nil local equalizingForce = 236 / 1.ii -- amount of forcefulness required to levitate a mass local gravity = .75—things float at > ane local moving = false local maxFuel = 20000 local fuel = Tool.CurrFuel.Value local gui = nada local anim = nil local jetPack = nil local regen = false local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,0,0) local bodyGyro = Instance.new("BodyGyro") bodyGyro.P = 20000 bodyGyro.D = 8000 bodyGyro.maxTorque = Vector3.new(bodyGyro.P,bodyGyro.P,bodyGyro.P) local cam = null local Flame = nil function onEquippedLocal(mouse) thespian = Tool.Parent mass = recursiveGetLift(actor) forcefulness.P = mass * 10 forcefulness.maxForce = Vector3.new(0,force.P,0) mouse.Button1Down:connect(thrust) mouse.Button1Up:connect(cutEngine) cam = game.Workspace.CurrentCamera anim = role player.Humanoid:LoadAnimation(Tool.standstill) anim:Play() gui = Tool.FuelGui:clone() updateGUI() gui.Parent = game.Players:GetPlayerFromCharacter(player).PlayerGui equipPack() regen = true regenFuel() end office equipPack() jetPack = Tool.Handle:clone() jetPack.CanCollide = false jetPack.Proper name = "JetPack" jetPack.Parent = game.Workspace Tool.Handle.Transparency = 1 local welder = Instance.new("Weld") welder.Part0 = jetPack welder.Part1 = player.Torso welder.C0 = CFrame.new(Vector3.new(0,0,-1)) welder.Parent = jetPack Flame = Instance.new("Role") Flame.Name = "Flame" Flame.Transparency =one Flame.CanCollide = false Flame.Locked = true Flame.formFactor = 2 Flame.Size = Vector3.new(one,0.four,1) Flame.Parent = jetPack local Fire = Instance.new("Fire") Fire.Heat = -20 Fire.Size = vi Burn down.Enabled = false Burn down.Parent = Flame local firer = Instance.new("Weld") firer.Part0 = jetPack.Flame firer.Part1 = jetPack firer.C0 = CFrame.new(Vector3.new(0,2,0)) firer.Parent = jetPack.Flame end function updateGUI() gui.Frame.Size = UDim2.new(0,40,0,300 * (Tool.CurrFuel.Value/maxFuel)) gui.Frame.Position = UDim2.new(0.ix,0,0.2 + (0.2 * ((maxFuel - Tool.CurrFuel.Value)/maxFuel)),0) end part onUnequippedLocal() regen = false strength:remove() bodyGyro:remove() anim:Cease() anim:remove() gui:remove() if jetPack ~= zippo and then jetPack:remove() jetPack = null terminate Tool.Handle.Transparency = 0 terminate function thrust() if fuel > 0 then thrusting = true forcefulness.Parent = player.Torso jetPack.Flame.Fire.Enabled = true Tool.Handle.InitialThrust:Play() bodyGyro.Parent = role player.Trunk while thrusting do bodyGyro.cframe = cam.CoordinateFrame force.velocity = Vector3.new(0,cam.CoordinateFrame.lookVector.unit.y,0) * 50 fuel = fuel - 1 Tool.CurrFuel.Value = fuel if fuel <= 0 then Tool.Handle.EngineFail:Play() cutEngine() end updateGUI() wait() Tool.Handle.Thrusting:Play() if fuel <= 1 and then Tool.Handle.LowFuelWarning:Play() end end Tool.Handle.Thrusting:Stop() Tool.Handle.LowFuelWarning:Stop() stop finish part cutEngine() thrusting = false jetPack.Flame.Fire.Enabled = false strength.velocity = Vector3.new(0,0,0) force.Parent = zero anim:Finish() bodyGyro.Parent = nil end Tool.Equipped:connect(onEquippedLocal) Tool.Unequipped:connect(onUnequippedLocal) local head = nil function recursiveGetLift(node) local thousand = 0 local c = node:GetChildren() if (node:FindFirstChild("Head") ~= nil) then head = node:FindFirstChild("Caput") end—nasty hack to detect when your parts get blown off for i=1,#c do if c[i].className == "Office" then if (head ~= nada and (c[i].Position - head.Position).magnitude < ten) then—GROSS if c[i].Proper noun == "Handle" so m = grand + (c[i]:GetMass() * equalizingForce * 1) -- hack that makes hats weightless, so unlike hats don't change your jump height else m = m + (c[i]:GetMass() * equalizingForce * gravity) end cease stop thousand = 1000 + recursiveGetLift(c[i]) stop return m finish part regenFuel() while regen do if fuel < maxFuel then fuel = fuel + 1 Tool.CurrFuel.Value = fuel updateGUI() cease wait(0.2) end end
Test information technology out, and it works perfectly! Check in for my second tutorial, where I'll bear witness yous how to brand your own Bloxy Cola.
Tutorial 2: Bloxy Cola
This tutorial ranks 2 (Like shooting fish in a barrel).
Step one: Making the Bloxy Cola
Go to Insert, select Object, and click on Tool. A tool should pop upwardly. Elevate it into your StarterPack, and name it whatsoever you want. For case, I'll proper name mine the Shedletsky Cola. Add a 1x1 brick/head/mesh into the tool and name it Handle. Make sure it'south unanchored.
Pace 2: Sounds
Now y'all've gotten the handle done, but now it's time to add together the sounds. Become to Insert, select Object, and brand 2 Sounds. Name one DrinkSound and name the other OpenSound, only put them in the handle of the Bloxy Cola. In the SoundIDs, put these for the sounds;
- DrinkSound: http://www.roblox.com/asset/?id=10722059
- OpenSound: http://www.roblox.com/asset/?id=10721950
Now, here comes the terminal function; the script.
Step three: The script
Insert a script into the tool, and name it BloxyColaScript. Put this into the script;
local Tool = script.Parent; enabled = true office onActivated() if not enabled then return stop enabled = false Tool.GripForward = Vector3.new(0,-.759,-.651) Tool.GripPos = Vector3.new(ane.5,-.five,.3) Tool.GripRight = Vector3.new(1,0,0) Tool.GripUp = Vector3.new(0,.651,-.759) Tool.Handle.DrinkSound:Play() wait(3) local h = Tool.Parent:FindFirstChild("Humanoid") if (h ~= naught) so if (h.MaxHealth > h.Health + five) then h.Health = h.Health + 5 else h.Health = h.MaxHealth stop end Tool.GripForward = Vector3.new(-.976,0,-0.217) Tool.GripPos = Vector3.new(0.03,0,0) Tool.GripRight = Vector3.new(.217,0,-.976) Tool.GripUp = Vector3.new(0,1,0) enabled = true end function onEquipped() Tool.Handle.OpenSound:play() stop script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped)
Test it out, and you've just made your very ain custom Bloxy Cola! In the side by side tutorial, you'll larn how to brand 1 of the most avant-garde gears of all time; The Adventures of Noob Boy: Part ane.
Tutorial 3: Noob Boy Part 1
This tutorial rates a v (Very Hard).
Step i: Making the panel
Insert a tool, and telephone call information technology whatever you want. Now, add together a 1x1 brick called Handle into the tool, but make sure it's unanchored. Now, information technology'due south time to add four sounds.
Step ii: Calculation the four sounds
In the handle, add together four Sounds; Fail, Jump, Prize, and Song. For the SoundIds, put these in;
- Fail: http://www.roblox.com/asset/?id=32202382
- Spring: http://www.roblox.com/asset/?id=32201677
- Prize: http://www.roblox.com/asset/?id=32201701
- Song: http://www.roblox.com/asset/?id=32200781
We've added the sounds, just the tutorial is far from over.
Pace 3: The script
You might exist wondering; Why add the script now? Well, it's best to do this first considering the script's really easier than adding the GUIs! Brand a LocalScript and put this in;
local Tool = script.Parent local gui = nil local mapParts = {} local player = nil local keyDownCon = nothing local keyUpCon = zip local clickCon = nil local platforming = fake local time = 0 local gaming = truthful local head = nil local left = false local right = false local jump = false local prize = nothing local prizeRegenTimer = 0 local walkCounter = 0 local playerWalkForward = {"32171523","32171543","32171566","32171582","32171594"} local playerWalkBackward = {"32168430","32168450","32168470","32168483","32168492"} local playerVelocity = Vector2.new(0,0) function onEquipped(mouse) Tool.Handle.Song:Stop() Tool.Handle.Jump:End() Tool.Handle.Prize:Finish() Tool.Handle.Neglect:Stop() enabled = faux gui = Tool.GameGui:clone() histrion = gui.Cabinet.Screen.Player mapParts = gui.Cabinet.Screen.Map:GetChildren() keyDownCon = mouse.KeyDown:connect(onKeyDown) keyUpCon = mouse.KeyUp:connect(onKeyUp) clickCon = gui.Chiffonier.SoundOnOff.MouseButton1Click:connect(soundChanger) if Tool.Handle.Song.Volume == 0 then gui.Cabinet.SoundOnOff.Image = "http://www.roblox.com/asset/?id=32203595" else gui.Cabinet.SoundOnOff.Prototype = "http://www.roblox.com/asset/?id=32203454" end caput = Tool.Parent:FindFirstChild("Caput") stop Tool.Equipped:connect(onEquipped) function onUnequipped() gaming = false head.Anchored = false Tool.Handle.Song:Terminate() Tool.Handle.Jump:Stop() Tool.Handle.Prize:End() Tool.Handle.Neglect:Cease() game.Workspace.CurrentCamera.CameraType = 5 gui:remove() keyDownCon:disconnect() keyUpCon:disconnect() clickCon:disconnect() clickCon = nil keyDownCon = aught keyUpCon = nil end Tool.Unequipped:connect(onUnequipped) local enabled = false role onActivated() if enabled then return finish enabled = truthful game.Workspace.CurrentCamera.CameraType = ane head.Anchored = true prize = cypher prizeRegenTimer = 0 time = 0 gui.Parent = game.Players:GetPlayerFromCharacter(Tool.Parent).PlayerGui Tool.Handle.Vocal:Play() gameLoop() Tool.Handle.Vocal:Stop() gui:remove() gui = Tool.GameGui:clone() clickCon = gui.Cabinet.SoundOnOff.MouseButton1Click:connect(soundChanger) if Tool.Handle.Song.Volume == 0 then gui.Cabinet.SoundOnOff.Image = "http://www.roblox.com/nugget/?id=32203595" else gui.Chiffonier.SoundOnOff.Prototype = "http://www.roblox.com/nugget/?id=32203454" end role player = gui.Cabinet.Screen.Actor mapParts = gui.Cabinet.Screen.Map:GetChildren() game.Workspace.CurrentCamera.CameraType = v head.Anchored = imitation enabled = false end Tool.Activated:connect(onActivated) function soundChanger() if gui.Chiffonier.SoundOnOff.Paradigm == "http://world wide web.roblox.com/asset/?id=32203454" then gui.Chiffonier.SoundOnOff.Epitome = "http://www.roblox.com/asset/?id=32203595" Tool.Handle.Song.Book = 0 Tool.Handle.Jump.Book = 0 Tool.Handle.Prize.Volume = 0 Tool.Handle.Fail.Volume = 0 else gui.Cabinet.SoundOnOff.Image = "http://www.roblox.com/asset/?id=32203454" Tool.Handle.Song.Volume = 0.five Tool.Handle.Spring.Book = 0.5 Tool.Handle.Prize.Volume = 0.5 Tool.Handle.Fail.Book = 0.five end end function onKeyDown(key) primal:lower() if key == "a" so left = true right = false elseif key == "d" so left = false right = true elseif primal == "w" and so jump = truthful end finish function onKeyUp(central) key:lower() if key == "a" and then left = simulated elseif primal == "d" then right = simulated elseif central == "w" and then jump = false end stop function Physics() if playerVelocity.y < 8 then playerVelocity = Vector2.new(playerVelocity.10,playerVelocity.y + i) terminate if playerVelocity.y > 1 then platforming = false end local enemies = gui.Chiffonier.Screen.Enemies:GetChildren() for i = one, #enemies exercise enemies[i].Position = UDim2.new(0,enemies[i].Position.X.Start,0,enemies[i].Position.Y.Offset + 5) end end function Touching(a,b) local ap = Vector2.new(a.Position.X.Offset, a.Position.Y.Starting time) local as = Vector2.new(a.Size.X.Offset, a.Size.Y.Offset) local bp = Vector2.new(b.Position.X.Offset, b.Position.Y.Get-go) local bs = Vector2.new(b.Size.X.Offset, b.Size.Y.Offset) local c = (ap.x + every bit.x > bp.10) and (bp.x + bs.ten > ap.x) and (ap.y + as.y > bp.y) and (bp.y + bs.y > ap.y) if c and so return true else return false cease cease role Standoff() -- bank check player confronting map for i = ane, #mapParts do if Touching(mapParts[i],histrion) then if histrion.Position.X.Showtime < mapParts[i].Position.X.Kickoff and not platforming then histrion.Position = UDim2.new(0, mapParts[i].Position.X.Commencement - histrion.Size.X.Starting time,0,player.Position.Y.Offset) playerVelocity = Vector2.new(0,playerVelocity.y) elseif player.Position.X.Offset + player.Size.X.Outset > mapParts[i].Position.10.Offset + mapParts[i].Size.10.Showtime and not platforming then thespian.Position = UDim2.new(0, mapParts[i].Position.10.Showtime + mapParts[i].Size.Ten.Outset,0,player.Position.Y.Offset) playerVelocity = Vector2.new(0,playerVelocity.y) else if player.Position.Y.Commencement > mapParts[i].Position.Y.Outset then playerVelocity = Vector2.new(playerVelocity.x,10) platforming = false elseif player.Position.Y.Offset + player.Size.Y.First > mapParts[i].Position.Y.First then platforming = true playerVelocity = Vector2.new(playerVelocity.x,0) end end end end—check enemies against map, player local enemies = gui.Cabinet.Screen.Enemies:GetChildren() for i = ane, #enemies practise for j = 1, #mapParts do if Touching(mapParts[j],enemies[i]) and then enemies[i].Position = UDim2.new(0,enemies[i].Position.X.Offset,0,mapParts[j].Position.Y.Offset - enemies[i].Size.Y.Offset) end end if enemies[i].Position.X.Get-go > 384 or enemies[i].Position.Ten.Offset < 0 then if enemies[i].Position.Y.Offset > 230 so enemies[i]:remove() else enemies[i].Left.Value = non enemies[i].Left.Value finish terminate if Touching(enemies[i],actor) so gaming = false end end—check game bounds if player.Position.X.Kickoff < 0 then playerVelocity = Vector2.new(0,playerVelocity.y) player.Position = UDim2.new(0,0,0,player.Position.Y.Starting time) elseif histrion.Position.10.Offset > 384 then playerVelocity = Vector2.new(0,playerVelocity.y) thespian.Position = UDim2.new(0,384,0,player.Position.Y.Kickoff) finish if role player.Position.Y.First < 0 then playerVelocity = Vector2.new(playerVelocity.10,0) actor.Position = UDim2.new(0,player.Position.Ten.Offset,0,0) end—bank check thespian against prize if prize ~= nil and Touching(player,prize) then fourth dimension = time + 100 Tool.Handle.Prize:Play() prize:remove() prize = nix prizeRegenTimer = math.random(180,360) finish end function updatePlayerPos() if math.abs(playerVelocity.x) > 4 then if playerVelocity.ten < 0 then playerVelocity = Vector2.new(-four,playerVelocity.y) else playerVelocity = Vector2.new(four,playerVelocity.y) end end player.Position = UDim2.new(0,thespian.Position.10.Offset + playerVelocity.ten,0,player.Position.Y.First + playerVelocity.y) playerVelocity = Vector2.new(playerVelocity.x * 0.v,playerVelocity.y * 0.nine) end office Controls() if left then playerVelocity = Vector2.new(playerVelocity.ten - 3,playerVelocity.y) elseif right and so playerVelocity = Vector2.new(playerVelocity.10 + 3,playerVelocity.y) terminate if leap and platforming and then jump = false platforming = false Tool.Handle.Bound:Play() playerVelocity = Vector2.new(playerVelocity.x,playerVelocity.y - 20) end end function walkAnimation(forward) walkCounter = walkCounter + 1 if walkCounter > 8 and so walkCounter = one terminate local playIndex = walkCounter if walkCounter == 4 then playIndex = 2 elseif walkCounter == 5 and then playIndex = 1 elseif walkCounter == 6 so playIndex = 4 elseif walkCounter == seven then playIndex = v elseif walkCounter == 8 then playIndex = iv end if forward then actor.Prototype = "http://www.roblox.com/nugget/?id=" .. playerWalkForward[playIndex] else player.Image = "http://world wide web.roblox.com/asset/?id=" .. playerWalkBackward[playIndex] finish end local forward = truthful function blitheness() if playerVelocity.10 > 1 then forward = truthful walkAnimation(forward) elseif playerVelocity.10 < -1 and then forward = simulated walkAnimation(frontward) elseif forward then actor.Paradigm = "http://www.roblox.com/asset/?id=" .. playerWalkForward[i] walkCounter = 1 else actor.Image = "http://www.roblox.com/asset/?id=" .. playerWalkBackward[1] walkCounter = 1 stop end local left = truthful role spawnEnemy() local enemy = Instance.new("ImageLabel") enemy.Image = "http://www.roblox.com/asset/?id=32183056" enemy.Size = UDim2.new(0,16,0,16) enemy.BackgroundTransparency = 1 enemy.BorderSizePixel = 0 enemy.ZIndex = 2 if left and then enemy.Position = UDim2.new(0,0,0,0) else enemy.Position = UDim2.new(0,380,0,0) end enemy.Name = "Enemy" enemy.Parent = gui.Cabinet.Screen.Enemies local leftDirection = Case.new("BoolValue") leftDirection.Proper noun = "Left" leftDirection.Value = not left leftDirection.Parent = enemy left = not left cease local spawned = false local maxEnemies = 0 office updateEnemies() maxEnemies = 4 + (fourth dimension/900) local enemies = gui.Chiffonier.Screen.Enemies:GetChildren() if #enemies < maxEnemies and not spawned then spawned = true spawnEnemy() local co = coroutine.create(function() wait(math.random(1,3)) spawned = false end) coroutine.resume(co) end for i = 1, #enemies do if enemies[i].Left.Value then enemies[i].Position = UDim2.new(0,enemies[i].Position.X.Offset - three,0,enemies[i].Position.Y.Kickoff) else enemies[i].Position = UDim2.new(0,enemies[i].Position.X.Offset + 3,0,enemies[i].Position.Y.Get-go) finish stop end office updatePrize() if prizeRegenTimer > 0 then prizeRegenTimer = prizeRegenTimer - 1 render end if prize == nix and then prize = Case.new("ImageLabel") prize.Name = "Prize" prize.Size = UDim2.new(0,24,0,24) prize.Image = "http://www.roblox.com/asset/?id=32190862" prize.BackgroundTransparency = 1 prize.BorderSizePixel = 0 prize.Parent = gui.Chiffonier.Screen local pos = math.random(1,4) if pos == 1 then prize.Position = UDim2.new(0,24,0,120) elseif pos == 2 then prize.Position = UDim2.new(0,350,0,120) elseif pos == 3 and so prize.Position = UDim2.new(0,350,0,230) else prize.Position = UDim2.new(0,24,0,230) finish end end role gameOver() Tool.Handle.Song:Stop() Tool.Handle.Fail:Play() wait(i) if gui:FindFirstChild("Cabinet") and then gui.Cabinet:remove() end local scoreFrame = gui:FindFirstChild("ScoreFrame") if scoreFrame then scoreFrame.BackgroundTransparency = 0.two cease while scoreFrame do gui.ScoreFrame.Position = UDim2.new(0.v,gui.ScoreFrame.Position.X.First,0.5,gui.ScoreFrame.Position.Y.Commencement - 3) if gui.ScoreFrame.Position.Y.Offset <= 0 then expect(3) return stop await() finish finish function gameLoop() animTimer = 0 gaming = true while gaming do Physics() Collision() Controls() updatePlayerPos() updateEnemies() updatePrize() fourth dimension = time + 0.05 animTimer = animTimer + 1 if animTimer == 3 then blitheness() animTimer = 0 stop gui.ScoreFrame.Score.Text = tostring(math.floor(time)) expect(0.03) cease if head.Anchored then gameOver() cease cease
Thought that was hard? Oh male child, but wait until you run into the GUIs!
Step iv: GameGui and ScoreFrame.
Add a ScreenGui and name information technology GameGui. Then, add a Frame and call it ScoreFrame. In ScoreFrame, add an ImageLabel (do non change the name) and a TextLabel. Change the TextLabel to Score. For ScoreFrame, here's the inverse stats.
- BackgroundColor3: 51, 102, 255
- BackgroundTransparency: ane
- Position: {0.5, -100}, {0.five, 150}
- Size: {0, 200}, {0, l}
- ZIndex: two
For ImageLabel:
- BackgroundColor3: 51; 102; 255
- BackgroundTransparency: i
- Image: http://www.roblox.com/nugget/?id=31736392
- Position: {0, half-dozen}, {0, 0}
- Size: {0, 130}, {0, fifty}
- ZIndex: ii
And for Score:
- BackgroundColor3: 0; 255; 255
- BackgroundTransparency: 1
- BorderSizePixel: 0
- Position: {0, 130}, {0, 0}
- Size: {0, 70}, {0, 50}
- ZIndex: 3
You idea that was hard? Just wait until you add Cabinet and all of its children.
(ADDING THE REST Later)
Tutorial 4: Making a Sword
This is ColorfulBrendon(Wiki: ColorfulBrendonROBLOX)'s tutorial on how to brand your own sword. Maybe someday information technology will be published as a catalog gear!
Start off spawning a regular brick. Name it "Handle" and resize information technology to how you want it. Then go to "Workspace" in the window with Explorer and Backdrop, equally these two windows will exist required to accomplish your task, and once Workspace is selected, go to "Insert" and select Object. Afterward you need to select Tool. Name it Sword with Backdrop and on Explorer, elevate your item now named Handle into your item now named Sword. You may Rename sword to whatever you wish, nevertheless Handle is important. Now, the game designers of ROBLOX are trying to delete every possible TouchInterest Creator. So, go to Free Models and get a basic build tool of the Administrators' creation. Drag Tool is basic. Open upward the "+" in the Drag Tool, select "TouchInterest" click "Copy" and so "Paste" it into the "Handle" of your sword. In Handle insert a SpecialMesh. This is how to make Caput appearances, or how to make it so y'all can brand a mesh freely. Copy and paste this into your mesh
rbxasset://fonts/sword.mesh
Now all you have to do is texture it! The BASIC sword mesh is this ID
rbxasset://textures/SwordTexture.png
I volition show you what it looks similar in a Photo.
Save this to your computer and edit information technology with an epitome editing programme. You can see the editor I will make the ENTIRE paradigm white to make a "Lightheart"
front end and dorsum of the handle, the sword's blade, the upper handle, all the detail and designs in the handle, etc.
The "Darkheart" is famous. All it is, would be black. So in my image I am making the entire affair white for, a "Lightheart." You lot can't see the prototype considering that, it's white. Now to finish off this section of the sword making process, I must evidence you how to make your new texture exist.
Upload it to your Decals by doing the following
- Go to My ROBLOX
- Go to Profile
- Get to Stuff
- Get to Decals
- Click Create
- Click Choose File
- Select your desired photo
- Click Create Decal
- Wait for it to be approved. (Await Fourth dimension: ane–45 minutes depending on the decal)
- If information technology is non completed within 45 minutes your decal has not been approved.
Now spawn a Brick
On that brick, paste your Decal. Now in Explorer in that location is now a Decal underneath where it says Office.
In Properties yous tin encounter it has an ID. Copy and paste the ID into the TextureID in your sword. Okay so we have a sword looking item that yous can selection up but what nigh the scripts?
Insert a "Script" and "LocalScript" into your Sword (Non the handle)
Permit's start with this one:
Script (Rename "Sword Script")
game:service("RunService") local damage = five --Edit this to determine your sword's damage when y'all walk upward to a person with it equipped. ~Color local slash_damage = 10—Edit this to decide your sword's impairment when you click it at a person. ~Colorlocal lunge_damage = 30—Edit this to determine your sword's impairment when yous click it enough times to stab with it in the air. ~Colour sword = script.Parent.HandleTool = script.Parent local SlashSound = Case.new("Sound")SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"SlashSound.Parent = swordSlashSound.Volume = .7 local LungeSound = Instance.new("Sound")LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"LungeSound.Parent = swordLungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound")UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"UnsheathSound.Parent = swordUnsheathSound.Book = ane function blow(hit)if (striking.Parent == goose egg) and so return end -- happens when bullet hits sword (Don't Edit) local humanoid = hitting.Parent:findFirstChild("Humanoid")local vCharacter = Tool.Parentlocal vPlayer = game.Players:playerFromCharacter(vCharacter)local hum = vCharacter:findFirstChild("Humanoid") -- non-cypher if tool held past a grapheme (Don't Edit)if humanoid~=zero and humanoid ~= hum and hum ~= nil and then—final check, make sure sword is in-hand (Don't Edit) local right_arm = vCharacter:FindFirstChild("Right Arm")if (right_arm ~= nada) thenlocal joint = right_arm:FindFirstChild("RightGrip")if (joint ~= cipher and (articulation.Part0 == sword or joint.Part1 == sword)) thentagHumanoid(humanoid, vPlayer)humanoid:TakeDamage(damage)wait(1)untagHumanoid(humanoid)endend endend function tagHumanoid(humanoid, role player)local creator_tag = Instance.new("ObjectValue")creator_tag.Value = playercreator_tag.Name = "creator"creator_tag.Parent = humanoidend office untagHumanoid(humanoid)if humanoid ~= nil thenlocal tag = humanoid:findFirstChild("creator")if tag ~= nil thentag.Parent = nilendendend function attack()harm = slash_damageSlashSound:play()local anim = Instance.new("StringValue")anim.Name = "toolanim"anim.Value = "Slash"anim.Parent = Toolend function lunge()harm = lunge_damage LungeSound:play() local anim = Instance.new("StringValue")anim.Proper name = "toolanim"anim.Value = "Lunge"anim.Parent = Tool force = Instance.new("BodyVelocity")force.velocity = Vector3.new(0,ten,0) --Tool.Parent.Torso.CFrame.lookVector * lxxx (Don't Edit)force.Parent = Tool.Parent.Torsowait(.25)swordOut()wait(.25)force.Parent = nilwait(.v)swordUp() damage = slash_damageend function swordUp()Tool.GripForward = Vector3.new(-ane,0,0)Tool.GripRight = Vector3.new(0,1,0)Tool.GripUp = Vector3.new(0,0,i)terminate function swordOut()Tool.GripForward = Vector3.new(0,0,1)Tool.GripRight = Vector3.new(0,-1,0)Tool.GripUp = Vector3.new(-i,0,0)stop function swordAcross()-- parryend Tool.Enabled = truelocal last_attack = 0function onActivated() if not Tool.Enabled thenreturnend Tool.Enabled = simulated local graphic symbol = Tool.Parent;local humanoid = graphic symbol.Humanoidif humanoid == goose egg thenprint("Humanoid not plant")render end t = r.Stepped:wait() if (t - last_attack < .2) thenlunge()elseattack()terminate last_attack = t --wait(.v) (Don't Edit) Tool.Enabled = trueend role onEquipped()UnsheathSound:play()end script.Parent.Activated:connect(onActivated)script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(accident) --ONCE You Have THIS IN A SCRIPT, Simply EDIT THE PARTS THAT SAY You CAN!
Congratulations, you just made a sword!
How to make Custom Message-Spawning Buttons
By now you should have lots of great gears in your workspace. Want to brand a clickable push to make you sound professional to get with it? To brand you lot look simply THAT much more impressive? Well, if you do, simply read this!
I'm certain some time or some other you used or saw someone use In-Game admin, right? h/ or m/? Sorry, at that place'south no l/ that makes a Low text. H isn't high and G isn't middle.
They actually mean Bulletin and Hint. As ReloRelo warned you at the beginning, you probably know this is v/5 on the Hardness scale pregnant you are likely to know how to brand i of those models with a hint at the meridian saying "The Maker of this Map cheers (username) for..." or "Welcome to (place) by (username)" or something like that.
Those are easy to make and I don't desire to waste your fourth dimension with 1/5 on the hardness scale.
Steps:
- Spawn a brick
- Add a Click Detector
- Prepare for the scripts that become in the push button!
debounce = fake function onClicked()if debounce == fake thendebounce = truelocal m = Example.new("Message")m.Parent = game.Workspacem.Text = "My text here"—Your text goes in the ""southward.wait(5) --In five seconds your text vanishesm.Text = "My text here too."—After v seconds it switched over to this text.await(180) --In three minutes your text vanishesm.Text = "Hopefully by now you..."await(5)m.Text = "...get the pattern?" --I hope y'all empathize it. Not to difficult to learn once you have the script.expect (5) --Enjoy! ~Colour thousand:Remove()debounce = false endend script.Parent.ClickDetector.MouseClick:connect(onClicked)
Tutorial 5: Trowel
A84hg here, and this is my first tutorial on how to make a custom trowel. This is on iii. (Medium).
The beginning
Commencement of all, insert a tool, and drag it into the StarterPack. Name information technology whatever you want. (A84hg's Quality Trowel) for example.
So, add two scripts into the tool. Name one "BrickCleanup", and name the other "WallMaker".
BrickCleanup
For the BrickCleanup script, add together this:
wait ( 24 ) script . Parent . Parent = nil
WallMaker
For the WallMaker script, add this:
local wallHeight = four
local brickSpeed = 0.04
local wallWidth = 12
local Tool = script.Parent
-- places a brick at pos and returns the position of the brick'southward opposite corner
function placeBrick(cf, pos, colour)
local brick = Instance.new("Office")
brick.BrickColor = color
brick.CFrame = cf * CFrame.new(pos + brick.Size / ii)
script.Parent.BrickCleanup:Clone().Parent = brick—attach cleanup script to this brick
brick.BrickCleanup.Disabled = simulated
brick.Parent = game.Workspace
brick:MakeJoints()
return brick, pos + brick.Size
end
office buildWall(cf)
local colour = BrickColor.random()
local bricks = {}
assert(wallWidth>0)
local y = 0
while y < wallHeight practice
local p
local x = -wallWidth/2
while 10 < wallWidth/2 do
local brick
brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)
x = p.x
table.insert(bricks, brick)
await(brickSpeed)
end
y = p.y
end
return bricks
end
function snap(v)
if math.abs(v.ten)>math.abs(5.z) then
if v.x>0 then
return Vector3.new(i,0,0)
else
render Vector3.new(-1,0,0)
cease
else
if v.z>0 so
return Vector3.new(0,0,1)
else
render Vector3.new(0,0,-1)
end
terminate
end
Tool.Enabled = true
office onActivated()
if not Tool.Enabled then
return
finish
Tool.Enabled = fake
local character = Tool.Parent;
local humanoid = graphic symbol.Humanoid
if humanoid == nil then
print("Humanoid not found")
render
end
local targetPos = humanoid.TargetPoint
local lookAt = snap( (targetPos - grapheme.Caput.Position).unit )
local cf = CFrame.new(targetPos, targetPos + lookAt)
Tool.Handle.BuildSound:play()
buildWall(cf)
wait(5)
Tool.Enabled = truthful
terminate
script.Parent.Activated:connect(onActivated)
Thought that was it? Well, yous're wrong! Then, add a LocalScript, insert it into the tool, and name it Local Gui.
Local Gui
Add this in the LS:
local Tool = script.Parent;
enabled = true
function onButton1Down(mouse)
if not enabled then
return
end
enabled = false
mouse.Icon = "rbxasset://textures\\ArrowFarCursor.png"
await(five)
mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
enabled = true
end
function onEquippedLocal(mouse)
if mouse == nix then
impress("Mouse non found")
return
stop
mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
mouse.Button1Down:connect(office() onButton1Down(mouse) finish)
end
Tool.Equipped:connect(onEquippedLocal)
Handle, Sounds, and Mesh
Subsequently, insert a brick, and name it Handle.
Insert a sound into the handle, and name information technology BuildSound. You can give it any sound ID, merely bass.wav is recommended. And so, give it a mesh. Requite information technology the Mesh ID rbxasset://fonts/trowel.mesh, and the Texture ID rbxasset://textures/TrowelTexture.png
Test information technology, and you're done making your very own trowel!
This is A84hg, signing off.
Tutorial vi: Timebomb
Well hello at that place. I'1000 A84hg, back with another tutorial for custom gear. This time, nosotros bring you the TIMEBOMB! KABOOM! Difficulty: 3 (Medium)
The beginning
Insert a tool, and elevate information technology into the StarterPack. Name it any yous like, like A BOMB!
Then insert two scripts. Name one Bomb, and name the other PlantBomb.
Bomb
Put this in Bomb.
local updateInterval = .4
local currentColor = 1
local colors = {26, 21}
local ticksound = Instance.new("Audio")
ticksound.SoundId = "rbxasset://sounds\\clickfast.wav"
ticksound.Parent = script.Parent
function update()
updateInterval = updateInterval * .9
script.Parent.BrickColor = BrickColor.new(colors[currentColor])
currentColor = currentColor + i
if (currentColor > ii) then currentColor = 1 end
end
office blowUp()
local audio = Instance.new("Sound")
sound.SoundId = "rbxasset://sounds\\Rocket shot.wav"
sound.Parent = script.Parent
audio.Book = 1
sound:play()
explosion = Instance.new("Explosion")
explosion.BlastRadius = 12
explosion.BlastPressure = one thousand thousand
local creator = script.Parent:findFirstChild("creator")
if creator ~= zippo then
explosion.Hit:connect(part(part, distance) onPlayerBlownUp(part, distance, creator) end)
finish
explosion.Position = script.Parent.Position
explosion.Parent = game.Workspace
script.Parent.Transparency = ane
end
office onPlayerBlownUp(part, distance, creator)
if part.Proper noun == "Head" so
local humanoid = part.Parent.Humanoid
tagHumanoid(humanoid, creator)
end
end
function tagHumanoid(humanoid, creator)
if creator ~= nil then
local new_tag = creator:clone()
new_tag.Parent = humanoid
end
cease
role untagHumanoid(humanoid)
if humanoid ~= zilch and so
local tag = humanoid:findFirstChild("creator")
if tag ~= zilch then
tag.Parent = nil
finish
end
end
while updateInterval > .i practice
wait(updateInterval)
update()
ticksound:play()
end
blowUp()
wait(2)
script.Parent:remove()
PlantBomb
Put this in PlantBomb:
local bombScript = script.Parent.Flop
local Tool = script.Parent
local Flop = Tool.Handle
office found()
local bomb2 = Instance.new("Part")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local spawnPos = Bomb.Position
bomb2.Position = Vector3.new(spawnPos.x, spawnPos.y+iii, spawnPos.z)
bomb2.Size = Vector3.new(2,2,ii)
bomb2.BrickColor = BrickColor.new(21)
bomb2.Shape = 0
bomb2.BottomSurface = 0
bomb2.TopSurface = 0
bomb2.Reflectance = 1
bomb2.Name = "TimeBomb"
bomb2.Locked = true
local creator_tag = Case.new("ObjectValue")
creator_tag.Value = vPlayer
creator_tag.Proper noun = "creator"
creator_tag.Parent = bomb2
bomb2.Parent = game.Workspace
local new_script = bombScript:clone()
new_script.Disabled = false
new_script.Parent = bomb2
end
Tool.Enabled = truthful
function onActivated()
if not Tool.Enabled so
render
end
Tool.Enabled = imitation
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not establish")
render
end
local targetPos = humanoid.TargetPoint
Bomb.Transparency = ane.0
plant()
look(6)
Bomb.Transparency = 0.0
Tool.Enabled = truthful
end
function onUnequipped()
end
Tool.Activated:connect(onActivated)
Tool.Unequipped:connect(onUnequipped)
Local Gui
And so, similar in the Trowel tutorial, add a LocalScript, and name it Local Gui.
Put this in Local Gui:
local Tool = script.Parent;
local enabled = true
function onButton1Down(mouse)
if not enabled then
return
end
enabled = false
mouse.Icon = "rbxasset://textures\\ArrowFarCursor.png"
expect(6)
mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
enabled = true
end
function onEquippedLocal(mouse)
if mouse == nil then
print("Mouse not found")
return
end
mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
terminate
Tool.Equipped:connect(onEquippedLocal)
Then, insert a 2x2x2 brick and proper name information technology Handle.
Give information technology the mesh rbxasset://fonts/timebomb.mesh with the texture rbxasset://textures/bombtex.png
Also, give the handle a TouchTransmitter, and proper name information technology TouchInterest.
Test it, and y'all're done!
This is A84hg, signing off.
Source: https://roblox.fandom.com/wiki/Tutorial:How_to_make_custom_gear
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