How would you make a melee specific randomizer?

Thank you for catching those, fixed my source code.

Without the second ), I still get an error.

Oh, it is because you also had a .CharacterAdded connection, which you forgot to close.
This should fix it

local replicatedStorage = game:GetService ("ReplicatedStorage")
local tools = replicatedStorage:WaitForChild ("Tools")

function giveRandomTool(backpack)
   local _tools = tools:GetChildren() -- NOTE: '_tools' is not the same as 'tools'
   local randomTool = _tools[math.random(1,#_tools)]:Clone() -- we clone because we don't want the tool to be lost forever after giving it away
   randomTool.Parent = backpack
end

-- I believe the problem was there was no connection to carry out the action, so nothing was done in the end
game.Players.PlayerAdded:Connect (function (player)
   player.CharacterAdded:Connect (function (character)
      local backpack = player:WaitForChild ("Backpack")
      giveRandomTool (backpack)  -- we insert into backpack everytime character spawns
   end)
end)

Do I still need custom backpack if it’s re-enabled after Gui interfereance?

No it’ll be fine. It’ll be waiting there once the backpack GUI comes back.

Hmm…
This still isn’t working.
Any other ideas?
Edit1: Im going to tes this script in a test environment and see if my other scripts are interfering with execution.

With just the script and Stabbers folder, I still got no result.

@njesk12
This is probably my noob mind and skills, but is there anything I needed to change in the script?

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You need to change

local tools = replicatedStorage:WaitForChild ("Tools")

To:

local tools = replicatedStorage:WaitForChild("Stabbers")

Since you have your tools in there. If you’re using @ComplexMetatable’s script.

No it’s my bad! I forgot to add the correct the name of the folder in my source code! check my code for edits!

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Thank you guys for helping, this works now! Couldn’t have done it without you! :sweat_smile:

I’m gonna give the solve to @njesk12 for the script and teaching me “sourcecode”.