Hey guys, I am currently working on a first person FPS game which uses the ACS gun system. I want to make it so that you can buy an attatchment crate from the shop and then be able to attach it onto your weapon.
How can I do this? Would I have to make multiple tools? (e.g. a pistol without the scope, a pistol with one and then a pistol with a different scope)
Hey i guess this will help to understand how to do it :
Create Attachment Crates: Design and create attachment crates as collectible items that players can purchase from the in-game shop. You can model these crates in Roblox Studio or use pre-made models from the Roblox library.
Define Attachments: Identify the types of attachments you want to include, such as scopes, laser sights, extended magazines, suppressors, etc. These attachments should have unique properties.
Modify Weapon Stats: You can design your weapons in a modular way. Create the base weapon models and then use attachments to modify their properties. Attachments should be scriptable objects that can be added or removed from weapons.
Script Attachment System: Write scripts to handle the attachment system. Here’s a high-level overview of how this could work:
When a player buys an attachment crate, add the attachment to their inventory.
Allow players to access their inventory and attach/detach items from their weapons.
When an attachment is added to a weapon, adjust the weapon’s stats accordingly based on the attachment’s properties.
UI Implementation: Create a user interface (UI) to allow players to manage their attachments and attach/detach them from weapons. You can use Roblox’s UI components to create a clean and intuitive interface.
Visual Representation: As mentioned earlier, modify the weapon models to visually represent the attached attachments. You can parent the attachment models to the weapon model and toggle their visibility based on whether an attachment is attached.
Balance and Testing: Ensure that attachment effects are balanced for gameplay. Test the system extensively to make sure it works as intended and provides an enjoyable experience for players.
Persistence: Decide whether attachments are permanent or can be changed during a match. If they’re permanent, you’ll need to store the player’s attachment choices persistently (e.g., in a player’s data store). If they’re changeable during a match, implement a system to handle this, such as attachment stations in the game world.
It’s up to you if you want the guns to be set up with all the variations prior or on runtime. Depending on how many variations there are, it may not be efficient to do it in advance manually; but that’s up to you.