Diving Deep: Scripting the Roblox Unnamed Shooter – A Noob's Guide (That Hopefully Helps!)
Okay, so you wanna make a shooter game on Roblox, huh? Awesome! And you've probably already stumbled across a million tutorials that assume you're basically a Lua wizard. I get it. It can be intimidating. So, let's break down scripting for an "unnamed shooter" – because let's be honest, coming up with a cool name is half the battle – in a way that hopefully makes sense even if you’re just starting out.
We’re gonna focus on the fundamentals, not building Call of Duty overnight. Baby steps! Think basic movement, weapon handling, and simple hit detection. Ready? Let's dive in!
Setting Up Your Workspace
First things first, fire up Roblox Studio. You'll want to create a new baseplate – keeps things clean. Now, before we even think about code, let's get some assets in place.
The Map (Kinda): Don't go crazy! A simple blocky arena will do. Think something that gives players cover and maybe some height variation. We can always fancy it up later.
A Player Model: Roblox comes with a default avatar, but if you wanna use a custom model, go for it! Just remember it needs to be rigged properly (meaning it has bones that Roblox understands).
The Weapon (Our Star): This is important. Keep it simple to start. A basic block with a Handle part named "Handle" is a good start. You'll want to add a script inside the weapon itself later. Also, add an attachment called "Muzzle" to the handle part – this is where the bullets will come from!
Folders in Workspace: Create folders in the Workspace named "Players", "Bullets", and "Weapons". It just helps keep things organized. Trust me. Future you will thank you.
Okay, got that? Good. Now, let’s get to the fun part…the scripting!
Basic Player Movement
This is pretty fundamental. We'll be using the Humanoid object, which is what Roblox uses to control characters.
Create a LocalScript: Inside StarterPlayer > StarterCharacterScripts, create a new LocalScript. This script will run on the client (the player's computer) and handle input.
The Code (Simple Version):
local UserInputService = game:GetService("UserInputService")
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local humanoid = character:WaitForChild("Humanoid")
local speed = 16 -- Adjust this to change movement speed
UserInputService.InputBegan:Connect(function(input, gameProcessedEvent)
if gameProcessedEvent then return end -- If the game already handled the input, ignore it
if input.KeyCode == Enum.KeyCode.W then
humanoid:Move(Vector3.new(0, 0, -speed))
elseif input.KeyCode == Enum.KeyCode.S then
humanoid:Move(Vector3.new(0, 0, speed))
elseif input.KeyCode == Enum.KeyCode.A then
humanoid:Move(Vector3.new(-speed, 0, 0))
elseif input.KeyCode == Enum.KeyCode.D then
humanoid:Move(Vector3.new(speed, 0, 0))
end
end)
UserInputService.InputEnded:Connect(function(input, gameProcessedEvent)
if gameProcessedEvent then return end
if input.KeyCode == Enum.KeyCode.W or input.KeyCode == Enum.KeyCode.S or input.KeyCode == Enum.KeyCode.A or input.KeyCode == Enum.KeyCode.D then
humanoid:Move(Vector3.new(0, 0, 0)) -- Stop moving when the key is released
end
end)This is incredibly basic, I know. But it demonstrates the core concept: listening for player input (W, A, S, D) and telling the Humanoid to move. We use UserInputService to detect key presses. The Move() function takes a Vector3 (a direction and magnitude) to determine where the player moves. Experiment with the speed variable to find a comfortable movement speed.
- Important Note: This code is very rough. It doesn't account for things like collisions or proper WASD input. You'd probably want to use Humanoid:MoveTo and add a loop to continuously update the player's position. But hey, baby steps!
Weapon Handling: Firing (And Hitting!)
Now for the pew-pew! This is where things get a bit more involved.
Create a Script Inside the Weapon: Go into the weapon model you created earlier and add a Script inside. This script will handle firing.
The Code (Basic Firing):
local weapon = script.Parent
local player
local canFire = true
local fireRate = 0.5 -- Time between shots in seconds
local function fireBullet()
if not canFire then return end
canFire = false
local bullet = Instance.new("Part")
bullet.Shape = Enum.PartType.Ball
bullet.Size = Vector3.new(0.2, 0.2, 0.2)
bullet.Anchored = true
bullet.CanCollide = false
bullet.CFrame = weapon.Handle.Muzzle.WorldCFrame
bullet.Parent = game.Workspace.Bullets
-- Simple bullet physics (not recommended for real games!)
local direction = (weapon.Handle.Muzzle.CFrame.LookVector * 100) -- Bullet travels 100 studs in front
local velocity = direction
game:GetService("DebrisService"):AddItem(bullet, 5) -- Destroy the bullet after 5 seconds
local connection
connection = game:GetService("RunService").Heartbeat:Connect(function(deltaTime)
bullet.CFrame = bullet.CFrame + (velocity * deltaTime)
end)
wait(fireRate)
canFire = true
--Hit detection
local params = RaycastParams.new()
params.FilterDescendantsInstances = {player.Character, weapon}
params.FilterType = Enum.RaycastFilterType.Blacklist
local raycastResult = workspace:Raycast(weapon.Handle.Muzzle.Position, direction.Unit * 100, params)
if raycastResult then
if raycastResult.Instance.Parent:FindFirstChild("Humanoid") then
--Hurt the player
local humanoid = raycastResult.Instance.Parent:FindFirstChild("Humanoid")
humanoid:TakeDamage(10)
end
end
end
weapon.Equipped:Connect(function()
player = game.Players:GetPlayerFromCharacter(weapon.Parent)
end)
weapon.Activated:Connect(function()
fireBullet()
end)
Okay, that's a bit more code. Let's break it down:
canFireandfireRatecontrol how often the player can shoot.fireBullet()is the heart of the script. It creates a new bullet, sets its properties (shape, size, etc.), and then applies a force to it to make it move forward. Critically we useweapon.Handle.Muzzle.WorldCFrameso the bullet is properly positioned.The
Activatedevent fires when the player clicks to shoot (usually left mouse button).We added a simple Raycast for hit detection, which is much more efficient than using collision detection for bullets.
Important Notes:
- This is a very basic implementation of bullets. A real game would use more sophisticated physics and probably server-side bullet handling to prevent cheating.
- The bullet physics here are just updating the CFrame, which is ok for very simple things but can be janky.
- You need to equip the weapon (the Player's character needs to be the weapon's parent). Roblox handles this for you if you're using a Tool.
Where To Go From Here?
This is just the beginning! There's so much more to learn. Here are some ideas:
- Better Movement: Implement smoother, more responsive movement using
Humanoid:MoveTo. - Server-Side Scripting: Learn how to write scripts that run on the server. This is crucial for preventing cheating and ensuring that the game logic is consistent for all players.
- More Complex Weapons: Add features like reloading, different weapon types, and even special abilities.
- UI: Create a user interface to display things like health, ammo, and score.
- Networking: Learn how to create a multiplayer game where players can interact with each other in real-time. This is where things get really interesting!
Building a game, even a simple "unnamed shooter," takes time and effort. Don't get discouraged if things don't work right away. Keep experimenting, keep learning, and most importantly, have fun! Good luck, and happy scripting!