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.

  1. Very Like shooting fish in a barrel
  2. Easy
  3. Medium
  4. Difficult
  5. 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.

Sword texture.png 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"

Sword texture - Copy.pngfront 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." Sword texture - Copy.pngYou 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

  1. Go to My ROBLOX
  2. Go to Profile
  3. Get to Stuff
  4. Get to Decals
  5. Click Create
  6. Click Choose File
  7. Select your desired photo
  8. Click Create Decal
  9. Wait for it to be approved. (Await Fourth dimension: ane–45 minutes depending on the decal)
  10. 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:

  1. Spawn a brick
  2. Add a Click Detector
  3. 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.

hornoneved.blogspot.com

Source: https://roblox.fandom.com/wiki/Tutorial:How_to_make_custom_gear

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