Roblox Pet Simulator Pet System Tutorial - 2023
Summary
TLDRThis tutorial guides you through creating an advanced pet system for Roblox, similar to Pet Simulator X. It covers setting up player-specific pet folders, scripting pet movement, and arranging pets in a grid. You'll learn how to implement raycasting for pets to climb over obstacles, and how to equip and unequip pets using server-side scripts. The tutorial also includes troubleshooting tips, testing the system, and adjusting pet settings such as spacing, size, and climbing height. Perfect for those looking to build a dynamic and interactive pet system in Roblox.
Takeaways
- 😀 Create a folder in the workspace named 'player_pets' to store each player's pets.
- 😀 Use a server script to manage the creation and removal of a pet folder for each player as they join and leave the game.
- 😀 Add a local script to start player scripts to handle pet follower logic, including the creation of grid systems for pets.
- 😀 Implement functions to rearrange pets in rows and calculate the width of those rows based on the number of pets.
- 😀 Use raycasting to ensure pets can climb over obstacles by adjusting their positions based on available space.
- 😀 Create a dynamic grid system that places pets in rows and adjusts spacing and alignment according to the number of pets.
- 😀 Utilize the 'rearrange tables' function to organize pets into appropriate rows based on the calculated maximum row capacity.
- 😀 Set up pet movement logic by adjusting their positions in real-time using raycasts to check for obstacles.
- 😀 Use a module script to equip and unequip pets by cloning them and attaching them to the player’s character.
- 😀 Customize pet size, spacing, and climbing height through variables that can be adjusted for different gameplay experiences.
- 😀 Test the system by equipping multiple pets to the player’s character and ensuring they follow the player’s movements, even over obstacles like stairs.
Q & A
What is the purpose of creating the 'player_pets' folder in the workspace?
-The 'player_pets' folder is created in the workspace to store each player's pets. This allows for organization and ensures that each player's pets are handled separately, based on their specific in-game actions.
How does the script handle a player's pets when they leave the game?
-When a player leaves, the script searches for the 'pet folder' associated with their name and destroys it. This ensures that no unnecessary data or objects remain in the game after the player has exited.
What is the purpose of the 'pet follower' script and how does it function?
-The 'pet follower' script is responsible for controlling the movement of the pets and ensuring that they are arranged properly in the game. It uses raycasting to determine the pet's position, especially when climbing over obstacles.
What is the significance of the 'raycast' and 'rayParams' in the script?
-The raycast is used to detect obstacles in the path of the pet, enabling them to climb over objects if necessary. The 'rayParams' define the properties of the raycast, such as filtering the characters and pets to prevent interactions with irrelevant objects.
What does the 'Max row capacity' refer to in the script?
-The 'Max row capacity' refers to the maximum number of pets that can be arranged in a single row. This value is dynamically calculated based on the total number of pets and is used to ensure a proper grid layout.
Why is the 'rearrange tables' function important?
-The 'rearrange tables' function is responsible for organizing the pets into rows, based on the maximum row capacity. This ensures that pets are arranged neatly in a grid-like fashion, as seen in games like Pet Simulator X.
How does the script ensure that pets are centered in their rows?
-The script calculates the 'X offset' based on the number of pets in each row. If only one row exists, the pets are centered, and if there are multiple rows, the offset ensures that the pets are arranged symmetrically.
What role does the 'humanoid root part' play in the script?
-The 'humanoid root part' is used to position the pet in relation to the player's character. The pet's movement is based on the position of this part, ensuring that the pets follow the player correctly during gameplay.
Why does the script use 'blockcast' instead of 'raycast' for checking obstacles?
-The script uses 'blockcast' because it checks for obstacles using the pet's size, allowing the pet to detect and move around larger objects. This is particularly useful for situations where the pet needs to climb over obstacles.
How does the script handle pet cloning and equipping in the game?
-The script clones a pet from the 'replicated storage' and attaches it to the player's character. It also ensures that the pet's position aligns with the player's humanoid root part, making the pet appear correctly in the game world.
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