Artificial Intelligence
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Create me a roblox script that allows me to control unanchored parts to wherever my mouse is located when holding the E key. Make it so that it allows me to control / grab the part from wherever I am no matter how far I am, as long as my mouse is hovered


Certainly! Below is a Roblox Lua script that allows you to control unanchored parts with your mouse by holding the `E` key. You can grab the part and throw it with a left-click. This script works for unanchored parts and allows you to control objects regardless of obstacles in the way, as long as your mouse is over the part. You will need to insert this script into a LocalScript that is in the StarterPlayerScripts or StarterCharacterScripts folder. ```lua local player = game.Players.LocalPlayer local mouse = player:GetMouse() local userInputService = game:GetService("UserInputService") local runService = game:GetService("RunService") local currentPart = nil local isHoldingPart = false local holdDistance = 10 -- Function to update the position of the part local function updatePartPosition() if isHoldingPart and currentPart then local targetPosition = mouse.Hit.Position + Vector3.new(0, holdDistance, 0) currentPart.Position = targetPosition end end -- Function to pick up the part local function pickUpPart() if not isHoldingPart and mouse.Target and mouse.Target:IsA("BasePart") and not mouse.Target.Anchored then currentPart = mouse.Target isHoldingPart = true end end -- Function to release the part local function releasePart() if isHoldingPart and currentPart then currentPart = nil isHoldingPart = false end end -- Function to throw the part local function throwPart() if isHoldingPart and currentPart then currentPart.Velocity = mouse.UnitRay.Direction * 100 -- Adjust the multiplier for throw distance releasePart() end end -- Handle key input userInputService.InputBegan:Connect(function(input, gameProcessedEvent) if input.KeyCode == Enum.KeyCode.E and not gameProcessedEvent then pickUpPart() end end) userInputService.InputEnded:Connect(function(input) if input.KeyCode == Enum.KeyCode.E then releasePart() end end) -- Handle mouse click to throw the part mouse.Button1Down:Connect(function() if isHoldingPart then throwPart() end end) -- Run the update function every frame runService.RenderStepped:Connect(updatePartPosition) ``` ### Instructions to Use: 1. **Create a LocalScript:** Place this script in `StarterPlayerScripts` or `StarterCharacterScripts` within Roblox Studio. 2. **Unanchored Parts:** Make sure the parts you want to control are unanchored in the Workspace. 3. **Play the Game:** When you enter the game, hover your mouse over the unanchored parts and hold the `E` key to pick them up. Move your mouse to reposition them. Left-click to throw the part away. This script does not account for collision checks (like if the part gets stuck in a wall) since Roblox physics will take over. Adjust the velocity multiplier in the `throwPart` function as needed for your desired throw speed. Feel free to modify and enhance the script according to your specific requirements! Update (2025-05-22): To create a Roblox script that allows you to control unanchored parts using the mouse while holding the 'E' key, you'll need to use a LocalScript for the client-side behavior since it involves a player's mouse and key presses. Here's a simple implementation of such a script. Make sure to place this LocalScript in the StarterPlayerScripts or StarterGui. ```lua local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local grabbingPart = nil local grabbingConnection = nil -- Function to check if a part is not owned by a player (i.e., not a character part) local function isPartNotFromPlayer(part) return not part:IsDescendantOf(game.Workspace:FindFirstChild(player.Name)) end -- Update function to move the part along with the mouse local function updatePartPosition() if grabbingPart then -- Move the part to where the mouse is grabbingPart.Position = Vector3.new(mouse.Hit.X, mouse.Hit.Y, mouse.Hit.Z) end end -- Key press event UserInputService.InputBegan:Connect(function(input, gameProcessed) if gameProcessed then return end if input.KeyCode == Enum.KeyCode.E then if mouse.Target and isPartNotFromPlayer(mouse.Target) then grabbingPart = mouse.Target -- Create a render step connection to continuously move the part grabbingConnection = game:GetService("RunService").RenderStepped:Connect(updatePartPosition) end end end) -- Key release event UserInputService.InputEnded:Connect(function(input, gameProcessed) if input.KeyCode == Enum.KeyCode.E then -- Stop grabbing the part and disconnect the update function grabbingPart = nil if grabbingConnection then grabbingConnection:Disconnect() grabbingConnection = nil end end end) ``` ### Explanation: 1. **Mouse and UserInput Service**: We use the player's mouse and input services to detect which part to grab. 2. **Grabbing Logic**: When the 'E' key is pressed, it checks if the mouse is hovering over a part that isn't owned by the player (to avoid grabbing their character parts). 3. **Update Function**: We create a function (`updatePartPosition`) that sets the position of the grabbed part to the position of the mouse's target as long as the key is held down. 4. **RenderStepped Connection**: During the 'E' key press, we connect the update function to `RenderStepped` so it can update the part's position in real-time. 5. **Releasing the Key**: When the 'E' key is released, it disconnects from updating the part's position. ### Note: - Ensure parts you want to control are unanchored. - Be cautious with this type of mechanic in a game since it can lead to unpredictable interactions or might affect game performance if used excessively. - This code should be tested and adjusted according to your specific game needs, including checks for specific types of parts you want to grab.