Ok so when you have an accessory and you try to equip it, it will need an attachment. If your accessory has the attachment then it will equip it to whatever attachment it has. So I want to make a sword for the left hand I would get the left-hand attachment and have it as a child of the accessory. Now whenever I want to equip the tool I would get the players humanoid and do :AddAccessory(tool)
.
I have never animated before, I was looking for one Roblox made, but there’s none for the left arm.
I don’t know where to put the attachment or what position it needs
There’re some scripts that weld guns in a way where the 2nd arm is holding the grip of the weapon, I think there’s something similar you can do with the sword.
Also, this uses welds.
Apparently welds doesn’t work, they say I need an animation to have the same effect.
You can make an animation that plays whenever you equip the tool. The animation needs to be on loop and have a priority of Movement
or higher I believe. The animation stops when you unequip the tool.
You may have to start looking into how to make a simple Roblox animation or ask a animator to animate it for you.
You will need a animation for the effect you are trying to get and I doubt if Roblox has a default animation for it.
I see, thanks for the information.
the easist way would be to double the swords damage and in the tool model just make 2 swords
oh and you would also have to make the swing swing down both hands at once with a custom swing animiation
R6 Tool None: 182393478
R6 Tool Slash: 129967390
R6 Tool Lunge: 129967478
These are all of the animation IDs that are used by Roblox’s default ‘Animate’ script to animate the ‘Right Arm’ limb when a tool is equipped/activated, ‘toolnone’ is used by all tools, ‘toolslash’ and ‘toollunge’ are typically only used by melee gear, for each of these animations you need to mirror the animation to the ‘Left Arm’ limb, then for dual wield tools you can simply play these animations for the left arm (when necessary), the animations for the right arm will still be played by default.
To give off the appearance of a dual wield tool you could clone the tool’s handle and weld it to the wielder’s ‘Left Arm’ limb when it is equipped and then destroy the clone when/if the tool is subsequently unequipped. Here’s some pseudo-code to assist.
local Script = script --Script inside tool.
local Tool = Script.Parent --Reference to tool.
local Handle = Tool.Handle --Reference to tool's handle.
local function OnEquipped()
local Character = Tool.Parent
if not Character then return end
local LeftArm = Character:FindFirstChild("Left Arm")
if not LeftArm then return end
local HandleClone = Handle:Clone()
HandleClone.Name = "HandleClone"
local Weld = Instance.new("Weld")
Weld.Name = "LeftGrip"
Weld.Part0 = HandleClone
Weld.Part1 = LeftArm
Weld.C0 = CFrame.new() --You will need to change this.
Weld.C1 = CFrame.new() --You will need to change this.
Weld.Parent = HandleClone
HandleClone.Parent = Tool
end
local function OnUnequipped()
local HandleClone = Tool:FindFirstChild("HandleClone")
if HandleClone then HandleClone:Destroy() end
end
Tool.Equipped:Connect(OnEquipped)
Tool.Unequipped:Connect(OnUnequipped)
I also recommend that you look into existing dual wield tools for further inspiration.