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.