Creating a tool handler

im trying to make a tool handler that can control every single tool a player adds to their inventory so i dont have to put scripts in all of them. i dont want to make a custom tool system because i feel the default tool system fits my game style

i want to have classes for tools like guns, bombs, food, with different code structure but i have no clue where to start, any help is appreciate​:tired_face::tired_face::tired_face::wilted_flower:

Maybe try starting with ModuleScripts. You can make multi-purpose functions very easily and any changes made within the script will apply to all tools.

Maybe you are referring to something else, but I recommend using module scripts either way.

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my problem is less with the module scripts and more getting a handler script to connect all the module functions and stuff,

for my gun system i want to make it modular, for example there are numerous module scripts for each type of weapon function such as reload functions (magazine, shotgun), fire functions (single shot, semiauto), ammo types (bullet, buckshot)

basically if i can explain, im trying to make a modular system that can combine these different functions together to make custom gun types

I have done this before and i’ll tell you exactly how I did it:

Hierarchy:
GunService
→ GunController
→ GunComponents
→ -> Firing Component
→ -> Effect Component
→ GunDefenitions
→ -> Ak-47
→ -> Glock

So GunService is a service module wich just creates GunController and stores them:

local gunService = {}
gunService.gunControllers = {}

function gunService:createGun(gunName)

local gunConfiguration = require(gunDefenitions[gunName)

local gunController = gunControllerModule.new(gunConfiguration)
gunController:initialize()

table.insert(gunService.gunControllers, gunController)
return gunController

end

return gunService

Ok so we pass a gunName, this name hooks up to our gunDefenitions. A gunDefenition tells the gun what components to use, fire rate, auto/ semi, etc.

So what happens in the gunController? Well I used an OOP method that loads components and hooks then up with signals

local gunController = {}
gunController.__index = gunController

function gunController.new(gunConfiguration)
local self = setmetatable({}, gunController)
self.configuration = gunConfiguration
self.components =  {}
self.events = {
["preFire"] = signal.new(),
["fire"] = signal.new()
end

function gunController:shoot()
local preFire = self.events.preFire
local fire = self.events.fire
local shotContext = {
["cancelled"] = false
}
preFire:Fire(shotContext)
if shotContext.cancelled == true then return end
fire:Fire()
end

local function gunController:loadComponents()
local components = self.configuration.components
for _, componentScript in components do
local requiredComponent = require(component)
local componentObject = requiredComponent.new(self)
componentObject:initialize()
table.insert(self.components, componentObject)
end
end

function gunController:initialize()
self:loadComponents()
end

return gunController

ok so this constructs our gunController and loads our modules.
We have prefire so components like ammoComponent can cancel the shot if for example you are out of ammo. After that the fire signal is fired and your firingComponent can create a projectile or raycast.

But what is a component? Well again its an OOP object:

local firingComponent = {}
firingComponent.__index = firingComponent

function firingComponent.new(gunController)
local self = setmetatable({}, firingComponent)
self.gunController = gunController
return self
end

function firingComponent:initialize()
local fire = self.gunController.events.fire
fire:Connect(function()
print("Fired!")
end
end

return firingComponent

I can share you an a file of an example that works if you like.

Ok all of this code was rushed on mobile without autocomplete but I hope it gives you a sketch on a possible structure.

You can then create a gunController in your toolObject and fire it when the mouse is pressed down.

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thanks a fucking ton, im gonna mess around and try to figure this out, what is the signal thing? can i just use a network module?

Its like a bindable event, try searching goodsignal

alr, ive never used a bindableEvent before ill look into that as well thanks lol

ill send you a template privately

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