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.
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 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:
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
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