How do I create a guns like Jailbreak guns? (Hold E)

So basically I want to create a zombie survival game, I have created my gun model and also scripted it, but the whole hold e without the Proximity Prompt stressed me out, I was literally searching for tutorials for hours but could not find one. If anyone could give me a tutorial on it, that would be a lot of help. I tried the Proximity Prompt but it just didn’t work, no errors popped up or anything.

How are you coding the prompt, and what is it for? I hope you mean holding E to get the gun, if so, you’ll need to store the gun(s) inside its own folder in ServerStorage for the server to pull the gun from. What you’ll also need is to get the information of the gun that the prompt is for. At that point, it should be straight-forward with what you’ll have to do next.

Here’s just a quick mockup of what I’m talking about:

-- Script In ProximityPrompt
local ServerStorage = game:GetService("ServerStorage")

local Guns = ServerStorage:WaitForChild("Guns") -- or where ever the folder is 

local ProximityPrompt = script.Parent

local GunName
-- there are different ways of storing the information of what type of gun it is
-- we could use a StringValue that's stored within the proximity or gun model:
-- GunName = ProximityPrompt.GunName.Value --(where GunName is a StringValue)

-- as an attribute:
-- GunName = ProximityPrompt:GetAttribute("GunName")

-- or just as a string within the script, which we will use
GunName = "M9"

ProximityPrompt.Triggered:Connect(function(player)
    local character = player.Character
    local humanoid = character:FindFirstChild("Humanoid")

    local GunTool = Guns:FindFirstChild(GunName)
    -- normally, we would want to check if the player already has a gun.
    -- here's my way of doing that:
    local HasGun = humanoid:GetAttribute("HasGunEquipped")

    if GunTool and not HasGun then
        humanoid:SetAttribute("HasGunEquipped", true)
        GunTool:Clone().Parent = player.Backpack
        -- we could also equip the player with the gun this way:
        humanoid:EquipTool(GunTool:Clone())
    end
end)

--   Happy coding!
--       edozune 1/31/2023

:Clone()??
You mean this?

humanoid:SetAttribute("HasGunEquipped", true)
       local __TOOL = GunTool:Clone()
      __TOOL.Parent = player.Backpack
      humanoid:EquipTool(__TOOL)

Also to make things easier just make a string attribute to the part(or prompt) then do this.
local GunName:string? = script.Parent:GetAttribute("Gun")
`
You could also use collectionservice to loop through the prompts then use a function for them rather than reusing the same script for each prompt.
Here is a snippet that uses collectionservice and makes the game more user-friendly and easy to add guns.

--Made variables more readable
local CollectionService = game:GetService("CollectionService")
local ServerStorage = game:GetService("ServerStorage")
local Equip: boolean? = false -- Setting


local Connections = {}
function CheckIfPlayerOwnsGun(Player:Player?, __TOOL:Tool?)
	if Player.Character:FindFirstChild(__TOOL) then return true end
	if Player.Backpack:FindFirstChild(__TOOL) then return true end
 end
function CloneGun(ProximityPrompt: ProximityPrompt?)
	if not ProximityPrompt:IsA("ProximityPrompt") then return end
	Connections[ProximityPrompt] = {}
	
	table.insert(Connections[ProximityPrompt], ProximityPrompt.TriggerEnded:Connect(function(Player)
		if Player.Character:FindFirstChildOfClass("Humanoid").Health > 0 then -- Preventing any bugs 
			local GunName:string? = ProximityPrompt:GetAttribute("GunName")
			local GunItSelf:Tool? = ServerStorage:FindFirstChild(GunName)
			if not CheckIfPlayerOwnsGun(Player,GunItSelf) then
				local ClonedGun = GunItSelf:Clone()
				ClonedGun.Parent = Player.Backpack
				if Equip then
					Player.Character:FindFirstChildOfClass("Humanoid"):EquipTool(ClonedGun)
				end
			else
				warn("YOU ALREADY HAVE THIS GUN")
			end
		end
	end))
end

do
	local Guns = CollectionService:GetTagged("GunProximity")
	for Objects=1, #Guns do
		local Proximity = Guns[Objects]
		CloneGun(Proximity)
	end
end