Prompt
Answer
Fire Hydrant Tool for Roblox
This Lua module provides functionality to create a throwable fire hydrant tool in Roblox. The tool includes animations, sound effects, and mechanics for handling damage and cooldowns.
Key Features
- Audio on Equip
- Collision Ignorance for Throwing Player
- Custom Animation and Sound Effect on Use
- Targeted Throw
- Damage Application and Ragdoll Effect
- Cooldown Mechanism
- Automatic Object Cleanup
Code Implementation
Here’s the Lua script to implement the fire hydrant tool:
-- FireHydrantTool.lua
local FireHydrantTool = {}
FireHydrantTool.__index = FireHydrantTool
local Debris = game:GetService("Debris")
local Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
function FireHydrantTool.New(player)
-- Initialize the tool for a specific player
local self = setmetatable({}, FireHydrantTool)
self.Player = player
self.HydrantModel = self:CreateHydrantModel()
self.CooldownTime = 3.5
self.ReadyToThrow = true
self:SetupEvents()
return self
end
-- Creates and returns a new fire hydrant model
function FireHydrantTool:CreateHydrantModel()
local hydrant = Instance.new("Model")
-- Setup hydrant details here (mesh, properties, etc.)
return hydrant
end
-- Setup event listeners for the tool
function FireHydrantTool:SetupEvents()
local tool = Instance.new("Tool")
tool.Name = "Fire Hydrant"
tool.Parent = self.Player.Backpack
-- Play sound when equipped
tool.Equipped:Connect(function()
self:PlayEquipSound()
end)
tool.Activated:Connect(function()
self:ThrowHydrant()
end)
end
-- Play sound when the tool is equipped
function FireHydrantTool:PlayEquipSound()
local sound = Instance.new("Sound")
sound.SoundId = "rbxassetid://YOUR_AUDIO_ID" -- Replace with actual sound ID
sound.Parent = self.Player.Character:FindFirstChild("HumanoidRootPart")
sound:Play()
end
-- Logic for throwing the hydrant
function FireHydrantTool:ThrowHydrant()
if not self.ReadyToThrow then return end
self.ReadyToThrow = false
local playerPos = self.Player.Character.HumanoidRootPart.Position
local targetPos = self:GetMouseClickPosition()
-- Custom animation can be triggered here
self:PlayThrowAnimation()
-- Wait for the animation to finish
wait(0.5) -- adjust based on animation duration
local hydrantInstance = self.HydrantModel:Clone()
hydrantInstance.Parent = workspace
hydrantInstance:SetPrimaryPartCFrame(CFrame.new(targetPos))
-- Set up collision handling for damage
hydrantInstance.Touched:Connect(function(otherPart)
local hitPlayer = Players:GetPlayerFromCharacter(otherPart.Parent)
if hitPlayer and hitPlayer ~= self.Player then
self:DealDamage(hitPlayer)
-- Apply ragdoll effect
self:Ragdoll(hitPlayer)
end
self:CleanupHydrant(hydrantInstance)
end)
self:StartCooldown()
end
-- Get mouse click position
function FireHydrantTool:GetMouseClickPosition()
local mouse = Players:GetPlayerFromCharacter(self.Player.Character).GetMouse()
return mouse.Hit.p -- Returns the position clicked in the world
end
-- Play the throw animation
function FireHydrantTool:PlayThrowAnimation()
-- Implement animation logic here
end
-- Deal damage to the player
function FireHydrantTool:DealDamage(player)
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid:TakeDamage(50)
end
end
-- Apply ragdoll effect on the hit player
function FireHydrantTool:Ragdoll(player)
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
humanoid.PlatformStand = true -- Enable ragdoll
wait(1) -- Adjust duration as necessary
humanoid.PlatformStand = false -- Reset after the effect
end
end
-- Cleanup hydrant after throwing
function FireHydrantTool:CleanupHydrant(hydrant)
Debris:AddItem(hydrant, 3.5) -- Automatically remove it after 3.5 seconds
end
-- Start the cooldown process
function FireHydrantTool:StartCooldown()
wait(self.CooldownTime)
self.ReadyToThrow = true
end
return FireHydrantTool
Implementation Notes
- Audio and Animation: Replace
YOUR_AUDIO_ID
in thePlayEquipSound
method with your actual sound asset ID. Implement the animation logic according to your specific animation needs. - Collision Management: This code uses basic collision detection to apply damage and trigger ragdoll effects.
- Object Lifecycle Management: The
Debris
service is employed for efficient cleanup of objects after a defined period. - Cooldown Logic: The tool will not be usable for 3.5 seconds after it has been thrown, ensuring that players cannot spam the ability.
Usage Example
- Setup the Tool: Insert the
FireHydrantTool
script into a ServerScriptService or LocalScript where you manage player tools. - Instantiate the Tool: When a player joins, instantiate the tool for them:
local Players = game:GetService("Players") Players.PlayerAdded:Connect(function(player) local hydrantTool = FireHydrantTool.New(player) end)
This setup ensures players can effectively use the fire hydrant tool, enjoying the interactive mechanics built into it! Consider reviewing the Enterprise DNA Platform for courses that can further enhance your skills in game development and Lua scripting.
Description
A Lua module for creating a throwable fire hydrant tool in Roblox, featuring sound effects, animations, damage mechanics, and a cooldown system. Ideal for enhancing player interactions in games with creative mechanics.