Tool
Overview
A Tool is an Instance designed to be equipped and used directly by a character. It allows characters to wield weapons or equipment, use items like potions, and interact with the game world. Tool interacts with the character through the process of equipping and unequipping, playing a crucial role in various gameplay scenarios.
How Tools Work
A
Toolinteracts directly with the character model to implement equipping and unequipping.Tools are equipped in the character’s right hand, requiring the creation of a Handle Part.
While it is possible to create a Tool without a
Handle, it can only be equipped via scripting.The
Handleserves as the reference point for positioning MeshParts and other Parts within the Tool.
Tool Properties
Below are the key properties and their descriptions:
TextureId
Specifies the image of the Tool displayed in the Backpack GUI.
CanBeDropped
Determines whether the Tool is automatically dropped in front of the player when the Tool's parent is changed to Workspace.
Enabled
Determines whether the player can use the Tool. If set to false, methods and events related to Tool activation/deactivation are blocked, preventing the player from using the Tool.
Grip
Sets the grip position when the character equips the Tool (using CFrame).
GripForward
Represents the direction the grip is facing, corresponding to the values of R02, R12, and R22 of the Grip CFrame rotation matrix. Stored as a Cframe in the Tool.Grip property along with GripUp, GripRight, and GripPos.
GripPos
Determines the grip position relative to the Handle.
GripRight
Represents the lateral direction of the grip, corresponding to the R00, R10, and R20 values of the Grip CFrame rotation matrix. Stored as a Cframe in the Tool.Grip property along with GripUp, GripForward, and GripPos.
GripUp
Represents the upward direction of the grip, corresponding to the R01, R11, and R21 values of the Grip CFrame rotation matrix. Stored as a Cframe in the Tool.Grip property along with GripRight, GripForward, and GripPos.
ManualActivationOnly
Determines whether the Tool.Activated event is only triggered when Tool:Activate() is explicitly called in a script.
How to Use Tools
1. Creating a Tool Instance
Create a
Toolinstance in the Level Browser (Workspace).
Create a
PartunderTooland rename it toHandle.

Place the
MeshPartorPartas the tool to be held under theHandleand adjust itsCFramerelative to the handle to set the correct equipping position.

2. Testing Tool Equipment
Run the game and control the character.
Make the character touch the
Toolplaced in theWorkspace.When the
Handleis touched, the character will equip the correspondingToolin their right hand.If the Tool is not equipped correctly, adjust the position and orientation of the
MeshPartorPartunder theHandle.

Equipping and Unequipping Tools via Script
When Scripting is Required
In some cases, you may want the Tool to be equipped only when a specific trigger or condition is met. In such cases, you can programmatically equip or unequip the Tool using scripts.
Methods for Equipping Tools
You can equip a Tool to a character in two ways shown below using scripts:
Calling the Humanoid:EquipTool Method
The following method allows the character to equip the
Tooldirectly.Example Code:
local function Equip(player)
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:FindFirstChild("Humanoid")
local myTool = game.Workspace:FindFirstChild("MyTool")
if humanoid and myTool then
humanoid:EquipTool(myTool)
end
endChanging the Tool.Parent
You can make characters equip a
Toolby directly changing its parent object.Example Code:
local function Equip(player)
local myTool = game.Workspace:FindFirstChild("MyTool")
local character = player.Character
if character and myTool then
myTool.Parent = Character
end
endUnequipping Tools
There are two main ways to unequip a Tool:
Default Unequip: The
Toolis unequipped and placed back in the player’sBackpack.Destroy: You can delete the
Toolinstance if it is no longer needed.Example Code:
local myTool = game.Workspace:FindFirstChild("MyTool")
if myTool then
myTool:Destroy()
endDrop: If CanBeDropped is true, you can drop the Tool in front of the player by setting its parent to Workspace.
Example Code:
local myTool = game.Workspace:FindFirstChild("MyTool")
if myTool then
myTool.Parent = game.Workspace
endUsing Events for Tool Interactions
A Tool has various events that are triggered when equipped. These can be used to implement additional visual effects (VFX) or actions when the character equips a specific Tool.
Create a ParticleEmitter: Add a
ParticleEmitterto theHandleor any designated part where the effect should appear.
Edit ParticleEmitter Properties : Adjust size, direction, count, and other particle settings.
Disable ParticleEmitter : Set
ParticleEmitterEnabled to false so the effect doesn’t appear before equipping.Write a Script: Write a script to activate the
ParticleEmitteronly when the weapon is equipped.
local Tool = script.Parent
local Emitter = Tool.Handle.LightSaber.ParticleEmitter
Tool.Equipped:Connect(function()
if Emitter then
Emitter.Enabled = true
end
end)
Tool.Unequipped:Connect(function()
if Emitter then
Emitter.Enabled = false
end
end)Last updated