The Roblox Battle Royale pickup system lets players pick up different kinds of objects, although it’s currently only used for weapon pickups. In game, weapons are spawned around the game map and — when players get close enough — an on-screen key/action/button prompt appears along with the weapon name and description.
articles/weapons kit|Weapons Kit, so please consult its documentation for details and customization options.
There are several important folders related to the pickup system. Make sure that these folders are set up correctly in your project:
- Workspace/PickupSpawners — Contains pickup spawner
Part|Partswhich tell the system where to place visual pickup
Model|Models(see the next point). Note that these spawners are not required to be in this folder since the system looks for parts tagged with the PickupSpawner tag instead of the folder path.
- ReplicatedStorage/Assets/Weapons — Contains the weapons (functional
Tool|Tools) that the pickup system grants when a weapon pickup is activated.
- ReplicatedStorage/Assets/Pickups — Contains the pickup
Model|Modelsthat the system will place at pickup spawners in the game world. These should be visual models only, not functional weapon
Adding New Pickups
As noted in B and C above, pickups require both a functional
Tool and a visual
Model that will be spawned in the game world.
- Create a
Tooland give it a unique name. You can create new weapons based upon those in the
articles/weapons kit|Weapons Kit, take tools from the Toolbox, or design your own (see
articles/intro to player tools|Intro to Player Tools).
- Place the
- Create a
Modelfor the visual pickup and give it the same name as you gave the
- Make sure the model has the following tags:
- One of the rarity tags as outlined in the next section.
CollectionService/AddTag|CollectionService:AddTag()from the Command Bar in Studio, where
modelis the top-level
tagis the desired tag.
- Place the model in ReplicatedStorage/Assets/Pickups.
Pickup rarity is not defined by any mathematical formula, but you can associate an on-screen GUI like those pictured below to suggest an item’s rarity.
- Open the ReplicatedFirst/Configurations/RarityConfiguration script. This script contains tables for each rarity category, each of which includes a color value (
Color) for the pickup's particle effect and an asset ID (
Image) for the on-screen GUI background. For each GUI:
- The item name will appear as the model/weapon name.
- The description will appear as the rarity name (such as Epic) plus Item.
- For the pickup
Modelyou created above (located in ReplicatedStorage/Assets/Pickups), assign one of the tags you’ve defined in the RarityConfiguration script, for example:
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