Disable inventory to tool equipped

Please help me make Tool equiped for disable inventory 1 second

Please elaborate, I don’t quite get what you are asking for here :thinking:

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

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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.

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