Full Codes

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Player Created

Contents


  • Name The name of the code.
  • Type What kind of a code? For a car, a healing potion, what?
  • Author Who made this?
  • Description Be specific. Tell us exactly what it is supposed to do, and what parts a model would need if it were in one.
  • Code The code, and put it in
    this type of formatting.

Codes

Name Changing Tool

  • Name Name Changing Tool
  • Type A tool used to change a player's name.
  • Author Shanethe13
  • Description This tool will change a user's name to a value defined in the script after being fired at a player. (Read Comments)
  • Warning If a player whose name has been changed touches any scripts such as an VIP door, or a cash based shop, the script in question may break.
  • Code
bin=script.Parent

newName = "UnworthyofaName" --Change "UnworthyofaName" to a name of your choice.

function onButton1Down(mouse)

mouse.Icon = "rbxasset://textures\\GunWaitCursor.png"

local hit = mouse.Target   
if (hit == nil) then return end 
humanoid = hit.Parent:findFirstChild("Humanoid") 
if(humanoid == nil) then return end 
game.Players:findFirstChild(hit.Parent.Name).Name = newName 
hit.Parent.name = newName 
mouse.Icon = "rbxasset://textures\\GunCursor.png" 
end 


DHTML Window

  • Name DHTML Window
  • Type DHTML Manipulation
  • Author Aeacus
  • Description A script which causes a window coded in HTML to pop up when a user joins an online server.
  • Note This script comes in two parts, the window, and the script which causes the window to popup. Name the first of the two "DHTML" and the second any name of your choosing. As for the DHTML window, the only editing required, is the changing of the text shown.
  • The Window - Make this a Local Script, and name it "DHTML

local w = game:service("HtmlService"):NewWindow()



w.DocumentComplete:connect(function ()
	w:SetBody([==[

	<table width="420" height="190" border="0">
	  <tr>
	    <td width="490" bgcolor="#FFFFFF"><font color="#000000"> 
	      </font><div align="center">
		<p><font color="#000000"><b>Winter Wonderland</b></font></p>
		<p><font color="#000000">Aeacus</font></p>
			<p><font color="#000000">Welcome to Winter Wonderland, both my submission for the winter building contest, and my first map!  Although the map is not complete as of now, I hope you enjoy that which I have currently made.  For the most part, this map is a simple brickbattle, using various snowballs as weapons!</font></p>
			<br>
<p><font color="#00FF00">As of now, 'Kills' are referenced as 'Melts' and 'Wipeouts' are known as 'Thaws'</font></p>
<br>
<p><font color="#FF0000">As of now, all the weapons work perfectly except the "Spear of FrostBite"  If you have this weapon, unequiping it will cause it to break.</font></p>
	      </div>
	    </td>
	  </tr>
	</table>

]==])
	
	w:Show()
end)

w:Navigate()
  • Show Window - Makes the window pop up when somebody joins.

function onPlayerEntered(newPlayer)
	while true do
		if newPlayer.Character ~= nil then break end
		wait(2)
	end
	game.Workspace.DHTML:clone().Parent = newPlayer.Character
end
game.Players.ChildAdded:connect(onPlayerEntered)

ROBLOX has stopped the use of DHTML windows online due to (I maybe mistaken) the ability to hack roblox

Beacon Script

  • Name Beacon Script
  • Type A Team Chaging SpawnPoint
  • Author lavamaster
  • Fixed By:Dingdong272
  • Refixed By:kiddietron
  • Description When you touch the Opponents Spawnpoint it will change into your team's spawn point
  • Instructions Put this script into a SpawnLocation
  • Code
team = script.Parent 

function onTouch(hit) 
local user = game.Players:GetPlayerFromCharacter(hit.Parent) 
if user ~= nil then 
team.TeamColor = user.TeamColor 
team.BrickColor = user.TeamColor 
end 
end 

script.Parent.Touched:connect(onTouch) 

Statue-O-Matic Brick

  • Name Statue-O-Matic Brick
  • Type Player-LOLing brick
  • Author WackoMcGoose
  • Description When the pedestal is touched, the player is teleported to the top of the pedestal, turned completely gray, and every part anchored, essentially making a statue.
  • Instructions Make a pedestal of gray bricks. The pedestal can have any variety of bricks in it, but it MUST have a (2, 0.4, 2) gray plate at the top named "PedestalTopBrick" in the same model as the rest of the pedestal bricks, preferrably centered on the pedestal's top. Put this script into each every in the pedestal EXCEPT the PedestalTopBrick.
  • Code
function MakeAStatue(hit)
     Player = hit.Parent
     PedestalTop = script.Parent.PedestalTopBrick
     if (Player.Torso ~= nil) then --the obligatory check-if-its-a-Humanoid thing
          Player.Torso.CFrame = PedestalTopBrick.CFrame + CFrame.new(0, 3, 0)
          --turn to stone color
          Player.Torso.BrickColor = BrickColor.new(194) --gray
          Player.Head.BrickColor = BrickColor.new(194)
          Player:findFirstChild("Left Arm").BrickColor = BrickColor.new(194)
          Player:findFirstChild("Right Arm").BrickColor = BrickColor.new(194)
          Player:findFirstChild("Left Leg").BrickColor = BrickColor.new(194)
          Player:findFirstChild("Right Arm").BrickColor = BrickColor.new(194)
          --now freeze the player
          Player.Torso.Anchored = true
          Player.Head.Anchored = true
          Player:findFirstChild("Left Arm").Anchored = true
          Player:findFirstChild("Right Arm").Anchored = true
          Player:findFirstChild("Left Leg").Anchored = true
          Player:findFirstChild("Right Leg").Anchored = true
          --If your place has no suicide/kill tool, uncomment the next two lines so that the player is not a statue forever. Unless you want them to be (insert evil laugh here).
          --[[wait(30)
          Player.Torso:Remove()]]
     end
end

script.Parent.Touched:connect(MakeAStatue)

Working Ammo Script

  • Name Working Ammo Script
  • Type Ammo in guns
  • Author foamythesqurriel
  • Description A script that is easy to enter into a weapon that gives it ammo.
  • Code


 --[[ Instructions for use....
1) put this script in a weapon
2) find the "fire" function inside the "shooter" script of the weapon...
Ex: function fire()
3)put the following script right below the first line of the fire function...

	if script.Parent.AmmoScript.Ammo.Value == 0 then return 
	end 
	script.Parent.AmmoScript.Ammo.Value = (script.Parent.AmmoScript.Ammo.Value - 1)

4) your weapon now has ammo.  The value of the "Ammo" is how much ammo the gun has.
]]

Tool = script.Parent 
function equip()
	print("Equipped")
	if game.Players.LocalPlayer ~= nil then
		local m = Instance.new("Hint")
		m.Parent = game.Players.LocalPlayer
		while m ~= nil do
			wait(0.1)
			m.Text = "Ammo: "..script.Ammo.Value
		end
	end
end

function unequip()
	print("Unequipped")
	if game.Players.LocalPlayer ~= nil then
		print("localplayer found")
		local m = game.Players.LocalPlayer:FindFirstChild("Message")
		if m ~= nil then
			m:remove()
		end
	end
end

script.Parent.Equipped:connect(equip)
script.Parent.Unequipped:connect(unequip)

NO FACE TOOL

  • Name: The face removing tool of bordom tool 1b
  • Type: Tool
  • Author: ⇒OutOfSpace
  • Description: : Point this at someone's face for it to work. You can even look through it and modify parts to manipulate it power. "O_o" is the correct expression.
local hb = Instance.new("HopperBin")
hb.Parent = game.Players.PLAYERNAME.Backpack
hb.Name = "NILFACE"
local s = Instance.new("Script")
s.Parent = game.Players.PLAYERNAME.Backpack.NILFACE
s.Source = [[
bin = script.Parent
function onButton1Down(mouse)
	if mouse.Target.Locked== true then
                                       mouse.Target.face:Remove()
	end
end
function onSelected(mouse)
	mouse.Icon = "rbxasset://textures\\ArrowCursor.png"
	mouse.Button1Down:connect(function() onButton1Down(mouse) end)
end
bin.Selected:connect(onSelected)
]]
s.Disabled = false

Cutscene Camera

  • Name: Cutscene Camera
  • Type: Camera/Cutscene
  • Author: --tgp1994 13:34, 24 August 2008 (CDT)
  • Description: Everyone has probably seen the camera object, and some people have speculated making cutscenes with it. But no one has ever tried. I believe this is the first attempt at it. Basically, what this script does, is when it's parent is touched, will turn the Workspace camera into an actual "camera", follow whoever touched it, then it's up to you to move the brick that has the camera inside of it.
  • Credits: The ROBLOX Wiki camera page, Changing_The_Camera's_View
  • Code:
local cam = game.Workspace.CurrentCamera
local isfollowing = false
function onTouched(hit)
	if hit.Parent:findFirstChild("Humanoid") ~= nil and isfollowing == false then
		game.Workspace.CurrentCamera.CameraType = 0
		game.Workspace.CurrentCamera.Focus = CFrame.new(hit.Position)
		game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(script.Parent.Position)
		cam.CameraSubject = (hit)
		isfollowing = true
		doFollow(hit)
		print("Camera changed.")
	end
end

connection = script.Parent.Touched:connect(onTouched)

function doFollow(hit)

while isfollowing == true do
	wait(.09)
	game.Workspace.CurrentCamera.Focus = CFrame.new(hit.Position)
	game.Workspace.CurrentCamera.CoordinateFrame = CFrame.new(script.Parent.Position)
end

end

User Database

  • Name User Database
  • Type Stats keeper
  • Author UltimateYoshiMaster
  • Description Holds stats for users that log on, that stay if they get log off and get back on the same server later. This example keeps track of how many times each player has respawned. You will need to create an empty model named "UserDatabase" and insert it into the script for it to work right.
  • Code
-------------------------------
--User Database script---
-------------------------------
--Keeps track of player info and saves it in the database
--This example keeps track of the number of times a player respawns

function onPlayerEntered(newPlayer)
	while true do
		if newPlayer.Character ~= nil then break end
		wait(5)
	end
	newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
	setupPlayer(newPlayer)
end

function onPlayerRespawn(property, player)
	if property == "Character" and player.Character ~= nil then
		setupPlayer(player)
	end

	local database=script:findFirstChild("UserDatabase")
	if(database:findFirstChild(player.Name)~=nil) then
		local count = database:findFirstChild(player.Name):findFirstChild("Respawns")
		count.Value=count.Value+1
	end

end

function setupPlayer(player)	--stuff to do when the player respawns or enters
	print("Setup for player "..player.Name)
	local database=script:findFirstChild("UserDatabase")

	if(database:findFirstChild(player.Name)==nil) then	--create new record in the database and add variables
		local entry = Instance.new("ObjectValue")
		entry.Value = player
		entry.Name = player.Name
		entry.Parent = database

		local respawns = Instance.new("IntValue")
		respawns.Value = 0
		respawns.Name = "Respawns"
		respawns.Parent = entry
	end
end

game.Players.ChildAdded:connect(onPlayerEntered)

BodyPosition Coaster

  • Name BodyPosition Coaster
  • Type Rollercoaster
  • Author Egghead
  • Description A futuristic rollercoaster that uses bodyposition to create an out-of-body rollercoaster experience. Uses bricks in workspace and bodyposition.
  • Code
----------------------------------
--BodyPosition Coaster Script---
----------------------------------

--[[
A ''rollercoaster'' that uses bodyposition to move a player along a pre-set path.
This script (As you will be able to see) uses bricks named one,two,etc. to define position.
Example here has six bricks. This includes the ''start'' brick, which is where the player is placed after the ride is over.
Make sure that if you use this, you need to put it into a brick with a BodyPosition in it. The bricks can be placed in Workspace, or
you can group them and change the ''work'' variable to the model. Ex: local work = game.Workspace.ModelWithPosBricks
]]--

print("Coaster Functional")

local pos = script.Parent.BodyPosition:clone()   
local work = game.Workspace

function onHit(Hit)
	if Hit.Parent:findFirstChild("Humanoid") == nil then return end       --Makes sure the toucher has a humanoid.
	print("Coaster activated")
	pos.Parent = Hit.Parent.Torso                                         --Gives the human BodyPosition
	print("BodyPos added")
	wait(.0001)
	pos.position = Vector3.new( ---- Put the position a few studs above your brick here ---- ) 
	wait(1)																                    
	pos.position = work.one.Position															   
	wait(.4)                                                              --Of course, you can change the time in between position changes to adjust speed.
	pos.position = work.two.Position
	wait(.4)
	pos.position = work.three.Position
	wait(.4)
	pos.position = work.four.Position
	wait(.4)
	pos.position = work.five.Position
	wait(1)
	pos.position = work.start.Position
	wait(1)
	Hit.Parent.Torso.BodyPosition:remove()                                --Removes human's BodyPosition
	print("BodyPos removed")
	end

script.Parent.Touched:connect(onHit)

  • Name: Player Amount Warner
  • Type: Script
  • Author: roboboy722
  • Description: : If you have a game that requires at least two or more players and there is only one player a message will pop up saying there isnt enough players.
function Message(msg,par,time)
local M = Instance.new("Message")
M.Text = msg
M.Parent = par
wait(time)
M:remove()
end

function Start()
	if game.Players.NumPlayers > 0 then
	if game.Workspace:findFirstChild("Start") ~= nil then
	game.Workspace.Start:remove()
	end
	Choose()
	elseif game.Players.NumPlayers < 2 then
	Message("Not enough players, at least 2 are needed to play.",game.Workspace,5)
	print("Not enough players")
	Wait()
	end
end

function Wait()
wait(30)
Start()
end

wait(6)
Start() 
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