I want the player to be able to take only one thing in his backpack
Elaborate. Your question is too vague
how can i make the player can only have one thing in his backpack (only one tool in his inventory).
you check how many tools the player has in their backpack, and if it is more than 1 you delete everything except one. I don’t believe that there is any Roblox feature to change backpack size.
yes but how i delete other tool?
You can either parent them to nil or :Destroy()
If you mean how to delete every tool except one, you need to use for loops.
Iterate through your table yourbackpack:GetChildren()
Then delete your value except for one specific thing, this could be the first or the last entry in the table for example.
@Thw_cowl @Veesuuu
This isn’t a great Solution, I’ll Provide 2 Solutions.
For One Solution, you should create a System where you get the number of Tools the Player has, you should create a table
, add the item into that table using table.insert
and use table.getn()
or #Table
to get the items, you should then check if the number is greater than or equal to 1 and then decide what to do:
if #Table > 0 then -- greater than 0
return
else
-- Equip the new Tool
end
And then if you want to remove the Tool, check if they have it in their Character or Backpack to determine if they have it or not, if they dont, use table.remove()
to remove the item.
It would be very efficient rather than Removing or Destroying them.
Another Solution would be to turn off the Backpack
CoreGui, then create a Event for an Input
, to turn off the Backpack
, you would do use StarterGui:SetCoreGuiEnabled()
to do so:
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
So then you should check if the Player clicks a Button using UserInputService
to do so, You would have something like:
local UIS = game:GetService("UserInputService") -- Service
local Player = game.Players.LocalPlayer -- Player
local Char = Player.Character or Player.CharacterAdded:Wait() -- Players Character
UIS.InputBegan:Connect(function(input, gameProccessedEvent) -- Event
if not gameProccessedEvent then -- if Input was made within the Game
if input.KeyCode == Enum.KeyCode.One then -- if KeyCode is equal to certain key
Char.Humanoid:EquipTool(Tool) -- Equips Tool
end
end
end)
Both Solutions work, and shouldn’t be that hard to do, plus, doesn’t require your Destroying or Removing anything
This topic was automatically closed 14 days after the last reply. New replies are no longer allowed.