Hey there!
Have you ever considered adding a touch of unpredictability to your game by offering random weapons to a specific team? I have, and that’s why I’m introducing our open-source script.
Why I Decided to Open Source It:
So, what’s the backstory? Well, I noticed a lack of discussion around this particular style of tool giving in the Roblox development community. While it might seem straightforward to some, I remember how it felt when I first started coding in LUAU. I wanted to help out anyone who’s just dipping their toes into the world of game development, scripting, or Roblox in general.
I believe in making game development accessible to everyone, whether you’re a experienced developer or a complete newbie. That’s why we’ve open-sourced this script. It’s our way of giving back to the community and making it easier for others to add some fun and unpredictability to their games.
Script
-- Reference to the ServerStorage
local ServerStorage = game:GetService("ServerStorage")
-- Reference to the Team Service
local Teams = game:GetService("Teams")
-- Reference to OPFOR
local opforTeam = Teams:FindFirstChild("OPFOR") -- Replace "OPFOR" with the actual name of your team
-- Function to give a random weapon from ServerStorage to a player on OPFOR
local function giveRandomWeapon(player)
local weaponsFolder = ServerStorage:FindFirstChild("OpforWeapons") -- Replace with the actual name of your folder
if not weaponsFolder then
warn("OpforWeapons folder not found in ServerStorage.")
return
end
-- Define the probabilities for each weapon
local weaponProbabilities = {
{name = "Tool1", chance = 0.4},
{name = "Tool2", chance = 0.3},
{name = "Tool2", chance = 0.2},
{name = "EpicRareTool!", chance = 0.1},
}
-- Select a random weapon based on the probabilities
local randomValue = math.random()
local selectedWeapon = nil
for _, weaponInfo in ipairs(weaponProbabilities) do
if randomValue <= weaponInfo.chance then
selectedWeapon = weaponInfo.name
break
else
randomValue = randomValue - weaponInfo.chance
end
end
if not selectedWeapon then
-- If no weapon is selected, choose the last weapon (fallback)
selectedWeapon = weaponProbabilities[#weaponProbabilities].name
end
-- Find the selected weapon by name
local selectedWeaponModel = weaponsFolder:FindFirstChild(selectedWeapon)
if not selectedWeaponModel then
warn("Selected weapon not found in OpforWeapons folder.")
return
}
-- Clone the weapon and put it in the player's backpack
local weaponClone = selectedWeaponModel:Clone()
weaponClone.Parent = player.Backpack
end
-- Connect the function to player spawning
game.Players.PlayerAdded:Connect(function(player)
player.CharacterAdded:Connect(function()
if player.Team == opforTeam then
giveRandomWeapon(player)
end
end)
end)
How to Use the Script:
- Copy the Script: You can find the script above this.
- Insert the Script into Your Game:
- Open your game in Roblox Studio.
- Locate the “Server Script Service” in the Explorer panel. If it doesn’t exist, create it under Workspace.
- Right-click on the “Server Script Service” and choose “Insert Object” > “Script.”
- Open the script by double-clicking on it.
- Configure the Script:
- Replace
"OPFOR"
with the name of the team you want to distribute weapons to (e.g.,"Team2"
). - Modify
"OpforWeapons"
with the name of the folder in ServerStorage that contains the weapons you want to distribute.
- Define Weapon Probabilities (Optional):
- By default, the script is set up to provide the “Tool1” and “Tool2” with higher probabilities. You can adjust the probabilities for specific weapons as needed.
- Publish Your Game:
- Save your game and publish it for players to enjoy the new weapon distribution system.
Important Note: The script is open source and available for everyone to use, modify, and customize as they see fit. Whether you’re a experienced developer or just starting out, you can access the script for free and adapt it to your game’s unique needs. (Credits are appreciated)