How would I go about a proximity prompt pick up? (SOLVED)

how would I make a proximity prompt make you pick up a dropped tool? and not be able to walk on a tool to pick it up?

Make a proximity promot, then have it clone over to the tool whenever it is dropped. When the prompt finishes, move the tool to the player’s backpack.

sorry im new, can you show an example of the programming for this?

You can take a look at 1 of the official guides that provides all the basic information about how ProximityPrompts work

Usually what I do, is that I first create a Tool Prop which will handle the .Triggered Event for our ProximityPrompt instance inside our Prop:

image

This is something that I have on 1 of my games, and the MainScript handles the Tool Cloning & Parenting to the Player’s Backpack object

A SelectionBox is optional to use, but it’ll definitely make it way easier to indicate it as a collectable object as it renders a 3D Box around your Tool’s Handle

image

You’d want to store your actual Tool Object inside somewhere secure, preferably within ServerStorage if possible as that’s only visible to the server side & it can also prevent exploiters from obtaining the Tool(s)

Now, let’s get onto the coding here Thonk

Something to keep in mind, is that the .Triggered Event has 1 parameter which is the Player object that originally fired the Event

Now, a couple of important objects that we’ll use for the Player here are:

  • The Backpack, which holds a individual Player’s inventory
  • The StarterGear (Optional), where if we ever want the Tool saved in our inventory even when we die it’ll still stay in our inventory

We’re gonna have to put this Script inside our Tool Prop firstly, and adding some code here…

local Tool = script.Parent
local ProxPrompt = Tool:WaitForChild("ProximityPrompt")

-- Here are a couple of custom properties that could be handy to you
local SaveAfterDeath = false -- If set to "true", then the Tool will also be cloned into the StarterGear
local DeleteAfterGrab = false -- If set to "true", the Tool Prop will be deleted after someone obtains it
local CanObtainMultiple = false -- If set to "true", the Tool Prop is able to clone the same tool multiple times
local ToolName = "Tool Name Here"

local function CloneTool(Plr)
	local ToolCheck = game.ServerStorage:FindFirstChild(ToolName) -- We should make sure that the Name should be the same within our Tool that's inside "ServerStorage"

	local Backpack = Plr:WaitForChild("Backpack")
	local StarterGear = Plr:WaitForChild("StarterGear")
	local Char = Plr.Character

	if ToolCheck ~= nil and Char then -- If it's inside and we have a valid Character, then we can clone it! But we should first check if the Player has it >:O
		
		-- Now this is where it gets a little tricky, cause the Tool can actually be parented to 2 areas: The Player's Backpack, or the Player's Character so we want to check for both of those:
		local DuplicateCheck = Backpack:FindFirstChild(ToolName) or Char:FindFirstChild(ToolName)
		
		if DuplicateCheck == nil then -- "nil" is basically non-existant, or not valid :P
			local ToolClone = ToolCheck:Clone()
			ToolClone.Parent = Backpack
		end
	
		-- Now here, we're gonna add a couple more checks for our custom properties:

		if SaveAfterDeath then -- Will only run if set to "true"
			local StarterClone = ToolCheck:Clone()
			StarterClone.Parent = StarterGear
		end

		if DeleteAfterGrab then -- Will only run if set to "true"
			Tool:Destroy()
		end
		
		if CanObtainMultiple then
			local SecondaryClone = ToolCheck:Clone()
			SecondaryClone.Parent = Backpack
		end
		
	else
		warn("The specified Tool has not been found inside ServerStorage! Tool Name:", ToolName) -- If for some reason the tool isn't stored correctly, reply back with a warning!
	end

end

ProxPrompt.Triggered:Connect(CloneTool)

So what we’re doing here, is we’re connecting our function to an Event by connecting it to our .Triggered Event, and we’re also creating a couple of local variables beforehand so that we can easily get to them

I also included in a couple of Custom Properties as well if you ever so need to use them, and they’re just bools so you can set them to true or false

Most of the code that I wrote I put with comments, so that you can hopefully get a good ground of it

This should be a decent start for you to get a better understanding on how it works, and if you’ve managed to do everything correctly then…

Hopefully you’ve done it! And if you have any questions feel free to ask :upside_down_face:

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Thank you for the amazing layout and setup explanation really helped, but from the video it seems like the thing you collect from itself isn’t effected by gravity, my main want is for example a tree is cut down and stick tools fall but you can’t walk over them to collect them like usually, you have to use proximity prompt to pick them up

Ah, well my example was just setting the Anchored property to true as it’s not affected by physics in any sort of way

For your scenario, I mean all you’d just need to do is set your stick tools’ Anchored property to false, and CanCollide property to true to have it affected by gravity as you stated before

It just all depends on what exact Tool Prop you’re using, and the Properties that go along with it as well

Alright thank you that was a very nice example tutorial and example you should make tutorials

WaitForchild is not a valid member of Player “Players.countdrums” is the error I am getting heres the code I edited it so it would work a bit better

local Tool = script.Parent
local ProxPrompt = Tool.Handle.ProximityPrompt

-- Here are a couple of custom properties that could be handy to you
local SaveAfterDeath = false -- If set to "true", then the Tool will also be cloned into the StarterGear
local DeleteAfterGrab = true -- If set to "true", the Tool Prop will be deleted after someone obtains it
local CanObtainMultiple = false -- If set to "true", the Tool Prop is able to clone the same tool multiple times
local ToolName = "Wood"

local function CloneTool(Plr)
	local ToolCheck = game.ServerStorage:FindFirstChild(ToolName) -- We should make sure that the Name should be the same within our Tool that's inside "ServerStorage"

	local Backpack = Plr:WaitForChild("Backpack")
	local StarterGear = Plr:WaitForchild("StarterGear")
	local Char = Plr.Character

	if ToolCheck ~= nil and Char then -- If it's inside and we have a valid Character, then we can clone it! But we should first check if the Player has it >:O
		
		-- Now this is where it gets a little tricky, cause the Tool can actually be parented to 2 areas: The Player's Backpack, or the Player's Character so we want to check for both of those:
		local DuplicateCheck = Plr.Backpack:FindFirstChild(ToolName) or Char:FindFirstChild(ToolName)
		
		if DuplicateCheck == nil then -- "nil" is basically non-existant, or not valid :P
			local ToolClone = ToolCheck:Clone()
			ToolClone.Parent = Backpack
		end
	
		-- Now here, we're gonna add a couple more checks for our custom properties:

		if SaveAfterDeath then -- Will only run if set to "true"
			local StarterClone = ToolCheck:Clone()
			StarterClone.Parent = StarterGear
		end

		if DeleteAfterGrab then -- Will only run if set to "true"
			Tool:Destroy()
		end
		
		if CanObtainMultiple then
			local SecondaryClone = ToolCheck:Clone()
			SecondaryClone.Parent = Backpack
		end
		
	else
		warn("The specified Tool has not been found inside ServerStorage! Tool Name:", ToolName) -- If for some reason the tool isn't stored correctly, reply back with a warning!
	end

end

ProxPrompt.Triggered:Connect(CloneTool)

My bad, there was a couple typos that I forgot to fix

Try the script I sent again, it should work fine now

on scales of multiple it doesn’t seem to work, you see its a survival game and I wanted branches to be collectable but when u pick up one it works but 2 u don’t get a second

I see, if that’s what you wanted then you can completely comment out the DuplicateCheck conditional check & the variable as well

Just change it so that the DuplicateCheck sections look like this:

		--local DuplicateCheck = Backpack:FindFirstChild(ToolName) or Char:FindFirstChild(ToolName)
	    --if DuplicateCheck == nil then -- "nil" is basically non-existant, or not valid :P
			local ToolClone = ToolCheck:Clone()
			ToolClone.Parent = Backpack
		--end
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