How to Script Anything
Introduction
Welcome to How to Script Anything! This miniature scripting "book" will teach you:
- Scripting in general (variables, syntax, etc.)
- The basic commands and details
- Advanced commands
- Logical thinking (and planning)
- How to script almost anything you want
Preliminary knowledge: How to navigate through Roblox; the basics of playing in Roblox.
Be warned
You must be aware that scripting is not easy to get good at. Read as much in the wiki as you can, test it out in the Command bar and output, and try simple scripts to start with. Believe it or not, but tools that allow cars and airplanes to move are very advanced.
It may take anywhere from weeks to years to get really good at scripting. However, this skill is very valuable in making pretty much anything you dream. That's what Roblox is all about.
It is a good idea to try editing advanced scripts and editing parts of it. Edit one piece at a time, cut and paste the script from the Explorer Window in Roblox Studio (this restarts the script and is an important debugging technique). After reading this entire page and other wiki pages, you should have a general idea of what it does anyway, but sometimes it is difficult to figure out what another scripter has done (or is trying to do).
Chapters
Chapter 1: Scripting Basics
On Roblox, scripting can help you make things happen. Without it, nothing would occur. Scripts allow your character to move and kill others, regen things, making things fly (potentially on their own), and much more. However, it takes many precise commands for it to all work. Without precise commands, Roblox may end up doing something you didn't want it to do.
However, the skill of choosing the correct commands and putting them in the correct order is not easily learned. It will take hard work, time, and a lot of practice. If you don't get something the first time, you will need to continue to search for errors, bugs, syntax errors, and continue trying. However, the reward of this is great, for you will be able to script almost anything.
Chapter 2: Flow Control
Especially in Roblox, if there was no way of controlling what happens, there would be very little that could be done. One way of controlling the "flow", or what the script executes next, is by using events (in Chapter 3).
Chapter 3: Functions, Data Types, and Coroutines
A closer look at making your own functions is necessary before any significant scripting can be done. Events, data types, coroutines all require functions, and very few scripts can do anything on Roblox unless they have at least one function.
Chapter 4: How to Interact with Roblox
Most of the basic features of Lua have been introduced by now. However, few of the scripts have done anything useful in Roblox.
Chapter 5: How to Script Anything
In this chapter, an example will be used on how you might apply all of the above concepts in a variety of contexts. Two examples will be looked at simultaneously. The first is if you had ten doors and wanted them to open or close randomly every time someone touches the door. Instead of using ten separate scripts, one script will be used for all of them to save time if the script needs to be edited and processing time, since less scripts will need to be transmitted to each player using the place on load-up. The second thing is much more complicated: Make a brick fly and attack players.
Solutions to Practice Questions
Remember that your solutions to these questions is likely to be slightly different than the ones presented here, and that's perfectly okay. However, even if they are very different, your answer may be just fine or even better than the ones here.
Chapter 1
local myVariable = 10
local myVariable2 = 5
myVariable = myVariable * myVariable2
print("myVariable's value: " .. myVariable)
print(1 == 3) -- will print false
print(8 < 8) -- will print false
print(8 < 9) -- will print true
print(8 < 8 or 0 > -5) -- will print true
print(8 < 8 and 0 > 5) -- will print false
print(true and true) -- will print true
Chapter 2
local var1 = 5 --editable
local var2 = 11 -- editable
for i = 1, 20 do
if i % 2 == 0 then
print(i .. " even")
else
print(i .. " odd")
end
end
if var1 * 2 > var2 then
print("Two times var1 is greater than var2.")
elseif var1 * 2 == var2 then
print("Two times var1 equals var2.")
else
print("Two times var1 is less than var2.")
end
for i = 3, 13 do
if i ~= 5 and i ~= 8 then
print(i)
end
for i = 5, 1, -0.2 do
print(i)
end
local min1 = 1
local max1 = 1
local max1 = 10
local max2 = 20
local trials = 100
local match = 0
local notMatch = 0 --Note that you could also calculate this by subtracting "match" from "trials", making the script more efficient since the script wouldn't have to run as many lines.
for i = 1, trials do
if math.random(min1, max1)==math.random(min2,max2) then
match=match+1
else
notMatch=notMatch+1
end
end
end
print("Number of times they matched: " .. match)
print("Number of times they didn't match: " .. notMatch) --or, if notMatch was eliminated, it would be ..."didn't match: " .. (trials-match)).
Chapter 3
local function printOut()
for j = 1, 5 do
print(math.random(1,10))
wait(1)
end
end
-- Alternate method; use: delay(0, printOut)
coroutine.resume(coroutine.create(printOut))
wait(0.5)
for i = 1, 4 do
print("Hello!")
end
-- Alternatively, the printOut function could be run indefinitely and then the main coroutine would stop it using ''coroutine.yield(co)'', but it would have had to declare co earlier on.
local function recursionSum(num)
if num % 2 == 1 then
max = max - 1
end -- make "num" an even number
if num>1 then
return num+recursionSum(num-2)
end
return num
end
print(recursionSum(10)) -- will print out 30
-- TODO Finish classes
Chapter 4
local debounce = false
local part = script.Parent
local function onTouch(otherPart) -- assumes that the door starts out with CanCollide == true
if debounce then
return
end
debounce = true
local transparency = d.Transparency
part.Transparency=0.5
part.CanCollide = false
local color = part.BrickColor
for index = 1, 5, 0.1 do
part.BrickColor = BrickColor.Random()
wait(0.1)
end
part.BrickColor = color
part.Transparency = transparency
part.CanCollide = true
debounce = false
end
part.Touched:connect(onTouch)
Note: There are many ways of writing this script.
local Players = game:GetService("Players")
local door = workspace.TrapDoor
local button = workspace.Button
local open = false -- actual state of trapDoor
local id = 0 -- touch ID. Incremented every time the trapdoor is opened to ensure that the "check" function does not close the door if the door was closed and opened within the 30 seconds.
local debounce = false
local function closeDoor()
button.BrickColor = BrickColor.new("Bright green")
door.CanCollide = true
door.Transparency = 0
debounce = false -- only make debounce false here to ensure that 'closeDoor' isn't called with a 1 second delay and the button is touched within that second.
end
local function check(value)
if value == id and open then
closeDoor()
open = false
end
end
local function onDoorTouch(otherPart)
if otherPart.Parent then
if not open then
-- already closed
return
end
if Players:GetPlayerFromCharacter(otherPart.Parent) then
open = true
delay(1, closeDoor) -- provide time for the person to get through
end
end
end
local function onButtonTouch(otherPart)
if otherPart.Parent and not open then
if Players:GetPlayerFromCharacter(otherPart.Parent) then
open = true
debounce = true
id = id + 1
button.BrickColor = BrickColor.new("Bright red")
door.CanCollide = false
door.Transparency = 0.6
delay(30, function()
check(id)
end)
end
end
end
Chapter 5
-- Sample 1
local function fadeBrick(object)
for index = 0, 1, 0.1 do
object.Transparency = index
wait(0.1) -- otherwise there will be no pause before the transparency goes to 1
end -- to end the for loop
object:Destroy()
end
fadeBrick(workspace.FadeThisBrick) -- assume that this brick does exist
-- Sample 2; a little harder...
local function flicker(brick)
local original = brick.Parent
brick.Parent = nil
wait(0.03)
brick.Parent = original
end
for index = 1, 10 do
-- flickers everything 10 times, one brick right after another. A different script would be to have them all flicker simultaneously, using coroutines.
for index, value in ipairs(workspace.CoolModel:GetChildren()) do
flicker(value)
end
end
And the 3rd script, with a lot of minor errors and problems all in one location:
-- Sample 3.
local function explode(model)
for index, value in ipairs(model:GetChildren()) do
if value.className == "Part" or value.className == "SpawnLocation" or value.className == "Seat" then
-- otherwise, this script will try and add explosions to models and cameras, which do not have the ".Position" property.
local explosion = Instance.new("Explosion", nil)
explosion.Parent = workspace
explosion.Position = value.Position
value:Destroy()
end
end
end
wait(60)
explode(workpace)
Remember, there will usually be more than one correct way to fix a script.
If you caught most, if not all, of these mistakes, congratulations! Otherwise, it would be useful to continue studying Lua syntax and getting familiar with all the ways of scripting. Practice, ask questions, and then let your imagination fly with your new scripting skills!