You can write your topic however you want, but you need to answer these questions:
What do you want to achieve? Keep it simple and clear!
For All tools in backback to be in custom inventory
What is the issue? Include screenshots / videos if possible!
Currently I need to make an individual frame for all tools, issue comes when new tools are made/given.
Even though the script I have works for the most part, I would like to make it more efficient possibly by making a loop and clone new frame with each tool name
What solutions have you tried so far? Did you look for solutions on the Developer Hub?
I’ve tried variations of my script using GetChildren but I’m not very good at getting loops to work properly
Help on matters is very appreciated!
local Player = game:GetService("Players").LocalPlayer
local Item = script.Parent.Name
local Character = Player.Character
--local ServerStorage = game.ServerStorage
--local Weapon = ServerStorage:FindFirstChild(Item)
local PlayerStats = Player:WaitForChild("PlayerStats",math.huge)
local runService = game:GetService("RunService")
--local Tool = PlayerStats:WaitForChild(Item)
local Tool = Player.Backpack:WaitForChild(Item)
if Tool then
script.Parent.Visible = true
end
So what I think I’m understanding here is that you want to loop all the items in the players backpack, take the name, and apply it to a new frame.
In that case, you can try something like this:
local Player = game:GetService("Players").LocalPlayer
local Character = Player.Character
--local ServerStorage = game.ServerStorage
--local Weapon = ServerStorage:FindFirstChild(Item)
local PlayerStats = Player:WaitForChild("PlayerStats",math.huge)
local runService = game:GetService("RunService")
--local Tool = PlayerStats:WaitForChild(Item)
local tools = player.Backpack:GetChildren()
for i,v in pairs(tools) do -- i is the index, v is the item it's looping through itself
print(v.Name) -- to help you figure out how looping works
local newFrame = frameYouWantToClone -- change this to the frame you want to clone
newFrame.Parent = script.Parent.Parent -- change the parenting to wherever the custom GUI goes
newFrame.Name = v.Name
newFrame.Visible = true
end
You would likely need to modify this but all this is for is to help you with the loop.
That’s what my script does, basically, it takes the player’s backpack and loops through the items, and for every item it loops through, it clones the frame, changes its parent to whatever you want it to be the child of, and names the frame after that
Alright.
From what I’ve understood, every time a new tool is added to a player’s backpack you want a frame to be cloned to some kind of inventory user interface.
To skip scaling every single new frame we can use UIListLayout or UIGridLayout. The main difference in their behavior is that UIListLayout can scale UI objects only horizontally or vertically meanwhile UIGridLayout can work in both directions as well as set a default size for each cell on the grid.
Before we get to coding, this is my current UI setup.
The Inventory Handler.
--//SERVICES
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
--//CLIENT
local Player = Players.LocalPlayer
local PlayerGui = Player:WaitForChild("PlayerGui")
--//INTERFACE
local Inventory = PlayerGui:WaitForChild("Inventory")
local Mainframe = Inventory.Mainframe
local Storage = Inventory.Storage
local Buttons = Mainframe.Buttons
--//MAIN
local function GetBackpack() --Backpack is deleted every time player dies, this is a work-around, basically a dynamic variable.
local Backpack = Player:WaitForChild("Backpack")
return Backpack
end
local function ClearDescendants(object: any, whitelist: {}) --A function that clears descendants of an object (with a whitelist).
local Descendants = object:GetDescendants()
for _, v in pairs(Descendants) do --Iterates over Button's Descendants until all unwanted instances are destroyed,
if not table.find(whitelist, v.Name) and #Descendants > 0 then
v:Destroy()
end
end
return true
end
local function UpdateBackpack() --A function that updates the backpack.
local Finished = ClearDescendants(Buttons, {"UIListLayout"})
if Finished then
for i, v in pairs(GetBackpack():GetChildren()) do --Iterates over player's backpack .
local ButtonTemplate = Storage.Buttons.ItemTemplate:Clone() --Clones the item template .
ButtonTemplate.Name = v.Name --Assigns Tool's properties to the item template.
ButtonTemplate.Text = v.Name
ButtonTemplate.Parent = Buttons
ButtonTemplate.Visible = true
end
end
end
--//CONNECTIONS
RunService.Heartbeat:Connect(UpdateBackpack) --Finnaly, a connection to Runservice.Heartbeat.
With this, we can smoothly update the player’s UI, great, right? Well, there are some downsides to this method as it is kind of lazy because we overwrite all UI objects every ~0.03 seconds, this messes up any interaction between player and a UI object, you pretty much can’t click the button but that’s not that bad as you can just call UpdateBackpack only when it’s necessary. Things get worse when you want to implement tweens to that UI object as it will simply get overwritten in between the tween most of the time.
I wouldn’t recommend just straight up yoinking this, but instead, finding your method of updating the interface and using the code I provided you to get the idea of how this stuff works.
Really appreciate your time, will mess with it a bit. Currently my method still works just because the frames I individually make for each item only appear if the tool exists in backpack. It doesnt require constant checks.
If you guys join group, I will gladly do payouts! Time is very appreciated