Please help me make Tool equiped for disable inventory 1 second
Please elaborate, I don’t quite get what you are asking for here
Could you re-elaborate what you want? Your current information is a bit vague
What I need is that when you take the tool it was disable inventory for 2 seconds so that the player could not constantly take and remove it
So you want to prevent the player from repeatedly taking a tool? Can’t you add a debounce/if statements?
And can you help with this because I do not really understand debounce / inf
Please show us the code with the issue. It’s not like you can expect us to guess everything you wrote.
If you wanting to limit the tool to 1 per person, you could do something like this, assuming you’re using a clickdetector
local detector = --Your clickdetector
local tool = --Your tool
detector.MouseClick:Connect(function(plr)
local pack = plr.Backpack
local char = plr.Character
local plrtool = char and char:FindFirstChildOfClass("Tool")
if pack:FindFirstChild(tool.Name) or (plrtool and plrtool.Name == tool.Name) then return end
tool:Clone().Parent = pack
end)
If the tool was found in their backpack or their character (to account for equipping the tool as well).
If you are not using a clickdetector, the code can still apply if you have the player instnace and the character of that player
Edit: Actually if you’re using a clickdetector, don’t think you’d need t ocheck the character as well since I don’t think you even click on parts whilst you’re holding a tool, you’d jkust need to check their backpack
Here are some general instructions:
- Create a table to store connections (so you can :Disconnect them later)
- Connect to Tool.Equipped
- In the listener function of Tool.Equipped:
- Create a variable that’s Player.Backpack:GetChildren()
- Loop through the children of Player.Backpack, setting their parent’s to nil
- Create a connection to Instance.AncestryChanged of the current tool. In the listener set the parent back to the player’s character (unless the new parent is nil, in this case, set the table of tools’ parents back to the backpack)
- Yield 2 seconds
- Disconnect the Instance.AncestryChanged changed connection
- Loop through the table of tools setting their parents back to Player.Backpack
Edit:
@zoiop
Here is some code I wrote. It would go in a server script in a tool:
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local tool = script.Parent
local connections = {}
local equipDebounce = false
tool.Equipped:Connect(function()
if equipDebounce then
equipDebounce = false
return
end
local character = tool.Parent
local player = Players:GetPlayerFromCharacter(character)
local displacedToolsFolder = player:FindFirstChild("DisplacedToolsFolder")
if not displacedToolsFolder then
displacedToolsFolder = Instance.new("Folder")
displacedToolsFolder.Name = "DisplacedToolsFolder"
displacedToolsFolder.Parent = player
end
for i, tool in ipairs(player.Backpack:GetChildren()) do
tool.Parent = displacedToolsFolder
end
local debounce = false
local ancestryChangedConnection = tool.AncestryChanged:Connect(function()
if debounce then
debounce = false
return
end
if tool.Parent ~= nil then
spawn(function()
debounce = true
equipDebounce = true
tool.Parent = character
end)
else
for i, tool in ipairs(displacedToolsFolder:GetChildren()) do
tool.Parent = player.Backpack
end
end
end)
table.insert(connections, ancestryChangedConnection)
wait(1)
for _, connection in ipairs(connections) do
if connection then
connection:Disconnect()
end
end
for i, tool in ipairs(displacedToolsFolder:GetChildren()) do
tool.Parent = player.Backpack
end
end)
It’s a little weird. I’d honestly recommend making your own tool system, though if you want to use the default one, this is probably the best method.