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Carryable

When activated, the player will carry the Carryable, which can be thrown.

Carryable = {
-- Attributes
Carry: std.Attribute<std.Attribute<Carry>>,
CarryPivot: std.Attribute<std.Attribute<CarryPivot>>,
ThrowForce: std.Attribute<std.Attribute<number | Vector3 | CFrame>>,
Throwable: std.Attribute<std.Attribute<boolean>>,
Activatable: std.Attribute<boolean>,
ActivationBehavior: std.Attribute<ActivationBehavior>,
}
Carryable.Carry: std.Attribute<std.Attribute<Carry>>

The position of the Carryable when carried. See the Carry type.

Carryable.CarryPivot: std.Attribute<std.Attribute<CarryPivot>>

The object to pivot when carried. See the CarryPivot type.

Carryable.ThrowForce: std.Attribute<std.Attribute<number | Vector3 | CFrame>>

The force or velocity applied when the Carryable is thrown. Can be a number (magnitude), a Vector3 (direction and magnitude), or a CFrame (direction and orientation).

Carryable.Throwable: std.Attribute<std.Attribute<boolean>>

If true, the Carryable can be thrown by the player.

Carryable.Activatable: std.Attribute<boolean>

Whether this object can be activated. See the Activation page.

Carryable.ActivationBehavior: std.Attribute<ActivationBehavior>

How should this object be activated. See the Activation page.

export type CarryPivot = "Player" | "Self"

The object to pivot when carried. “Player” means the Carryable’s position is pivoted to the player, “Self” means the player’s position is pivoted to the Carryable.

export type Carry = "Overhead" | "Front" | Vector3 | CFrame

The position of the Carryable when carried:

  • “Overhead” means the Carryable carried overhead
  • “Front” means the Carryable is carried in front of the player,
  • Vector3 values means the Carryable is carried at a specific position relative to the player
  • CFrame values means the Carryable is carried at a specific position and orientation relative to the player.