Roblox Weapons Kit fork with fixes and improvements

Talking about this kit if you wonder:

When I first used this kit, I really liked it however some things were missing. I kept getting a Camera Module warning, I couldn’t disable the camera, there weren’t headshots, it wasn’t compatible with external walk speed changes etc.

I saw these problems and decided to make a forked version of it. Here’s the GitHub repo of it:

It’s compatible with everything Roblox mentioned in their article. New features are described in the GitHub page. It’s also completely ready for Rojo if you are into it.

Here’s the Roblox Studio model:

If you decide to use this version, please submit any issues to the repo.

All credits go to Roblox for the original version.

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Pls add animation weight feature because i hate my animations not blending with walk animation properly

I forgot to test this kit with AnimationWeightBlendedFix, thanks for reminding, I’ll take a look at that.

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I just got an idea about having ik animation for left arm to hold gun at a attachment properly as animating them is extremely hard. Try some resources like cdik for that.

If IK gets enabled I think it might be possible to just move the hand to the attachment to hold properly. Or there can be different animations for different guns which is better but I leave that part to animators, they can PR if they want to make different anims.

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sup, question since questions don’t get answered on roblox’s post on the weapon kit

since i have other guis which show at the bottom of the screen i need to be able to disable them when people are aiming (i.e. with snipers)

i tried looking thru the “WeaponsGui” module but its not quite readable :dizzy_face:

nevermind, figured it out!’

after this line in the weaponsgui module

		self.crosshairFrame.Visible = self.crosshairEnabled

(line 215)
you can put

yourgui.Enabled = self.crosshairEnabled
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Sorry, I just saw your reply but I’m happy that you figured it out!

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I just found out about this and was implementing it into my game and it seems the FriendlyFireEnabled bool doesn’t do anything. Everyone is on the same team but are unable to do damage.

I’ll check it when I’m available, I’m very busy until the weekend. Try the GitHub version for now. Download the model from Releases section.

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My issues is I have 3 teams and want people to be able to kill anyone even players on their team. It would sometimes work with 2 but when I added a 3rd team it would work randomly. I fixed it by making the WeaponsSystem.playersOnDifferentTeams return true no matter what.

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can you add a showcase video???

GitHub page has some videos linked.

So I’m using this weapons pack for my game, and its working beautifully, however, I’m also using the drooling zombie NPC that roblox provides, and I want to find a way give an increase to my in-game currency for every NPC that a player kills. Is there a way I can add something into the weapons system script so that the “dealer” is rewarded an increase in a leaderstat when the “targets” health is depleted to 0? I tried consulting chatGPT to help me with it, but i couldn’t get my Gold leaderstat to increase when I killed a zombie. Would I have better luck editing the code of the drooling zombie NPC script or adding code to the weapons system script in this weapon kit?

Also sorry! I would add the code I’m trying to edit but theres a lot of scripts in this weapon pack, as well as the drooling zombie NPC so im not even sure where to start! Maybe adding some code into the script for the projectile parts in this weapon pack?

When it hits a character it adds a creator tag to the character. You can search up creatortag and you’ll see where the creatortag gets added, as far as I can remember it was to target char humanoid but I’m not on PC right now. By default it clears out the old creatortag befofe adding a new one so when character dies you can get the value of that creatortag to find the player who hit before char died.

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Is there a way to make the sprint work outside having a gun equipped?

I’m having trouble, I can’t change the walkspeed externally, the guns have it stuck on 16

It’s probably hardcoded. At one point I need to revisit this and almost remake everything, but I’m not sure when.

I don’t know if that is possible without modifications but would be a good feature to add.

1 Like