How to sprint in arsenal roblox xbox

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Roblox accepts input from USB gamepads such as Xbox and Playstation controllers. A game can support up to eight local controllers per client.

Detecting Gamepads

You can detect whether a player’s device currently has a gamepad active using the UserInputService/GamepadEnabled|UserInputService.GamepadEnabled property. Note that this property merely shows whether or not any gamepads are connected, not how many are plugged in or which slots they’re in.

Since up to eight gamepads can be connected to a client at once, it’s important to know which are active. One method is to listen to the UserInputService/GamepadConnected|GamepadConnected and UserInputService/GamepadDisconnected|GamepadDisconnected events which will fire when a device is enabled or disabled respectively. Both will pass a Enum/UserInputType enum to the connected function indicating which gamepad caused the event (in most cases it will be Enum.UserInputType.Gamepad1 but if your game supports local multiplayer, you should confirm this).

You can also actively query whether a particular controller is connected using the UserInputService/GetGamepadConnected|UserInputService:GetGamepadConnected() function. This takes a Enum/UserInputType enum as an argument and only accepts values of Enum.UserInputType.Gamepad1 through Enum.UserInputType.Gamepad8.

There are three ways to get input from a gamepad:

  • Use ContextActionService if you plan to bind custom game controls to both gamepads and other input sources like keyboards or mobile touch controls.
  • Listen for gamepad events directly using UserInputService.
  • Query the state of a gamepad’s input with the UserInputService/GetGamepadState|UserInputService:GetGamepadState() function.

ContextActionService

ContextActionService is especially useful for binding controls to both gamepads and other input sources. For example, if you want to bind a custom “open spell book” action to the right trigger (R2) on a gamepad and the B key on a keyboard, ContextActionService can handle both cases in one function:

Functions bound to ContextActionService will fire on all input states (enum/UserInputState|Begin, enum/UserInputState|Change, and enum/UserInputState|End), so it's highly recommended that you check the InputObject/UserInputState|UserInputState as seen on line 4 to ensure the desired action only happens on the state you intend it to.

When detecting gamepad events with UserInputService, all of the controls will fire the UserInputService/InputBegan|InputBegan and UserInputService/InputEnded|InputEnded events. In the handling function, the InputObject/UserInputType property indicates which gamepad fired the event and InputObject/KeyCode indicates the specific button or stick that fired it.

Most gamepads also support analog controls. To detect input from these, use the UserInputService/InputChanged|InputChanged event and detect the position of the input’s axis via InputObject/Position. The thumbstick’s position will always be on the X and Y axes between the values of -1 and 1, while the trigger buttons will only have values between 0 and 1 on the Z axis (0 at its starting position; 1 when fully pressed).

The state of all the buttons and sticks on a gamepad can be detected at any time with the UserInputService/GetGamepadState|UserInputService:GetGamepadState() function. This is useful if you need to detect gamepad input when a non-controller event occurs. For example, the following code detects when a character’s left foot touches something while the player is holding down the right trigger:

Not all gamepads have the same number or types of inputs, so it’s important to check which inputs a connected gamepad has. You can do so with the UserInputService/GetSupportedGamepadKeyCodes|UserInputService:GetSupportedGamepadKeyCodes() function which takes a Enum/UserInputType enum as an argument and returns a table with a list of all available inputs for the specified controller.

You can also check if a gamepad supports a specific button via UserInputService/GamepadSupports|UserInputService:GamepadSupports().

As with any method of user input, it’s best to create some consistency across different games and applications. This helps players immediately feel familiar and comfortable with your control scheme. Here are some suggested practices when implementing gamepad controls:

  • If you implement any user prompts or GUI selection, the A button should be “accept.”
  • For any GUI or any state that is modal, the B button should be “cancel.”
  • On-screen hints for which buttons do what are helpful, especially for a complicated GUI like an inventory system, upgrade system, etc.
  • Character movement should be tied to the left thumbstick.
  • Camera movement should be tied to the right thumbstick.
  • Primary actions usually happen with the right trigger (R2) or the A button.
  • Secondary actions usually happen with the left trigger (L2) or the R1 and L1 buttons. If you’re tying a secondary action to a front-face button, X and Y are good choices.
  • Allowing players to remap buttons can make your game much more accessible.

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Roblox Arsenal Controls Keybinds and controls for gamers on PCs using Roblox’s Roblox shooter, as well as additional tips

Roblox Arsenal Controls – PC Keybinds

All the keybinds and controls available to PC players.

  • W: Go forward
  • A: Move left
  • S Mve forward
  • D: Move right
  • Y: Opens Chat
  • U: Chat with Team opens
  • Left mouse button Click to fire
  • Mouse Wheel Switch weapon
  • Tab: Displays the the leaderboard
  • R: Reload
  • 1,2,3..: Equip & unequip Tools
  • Backspace: Drop Tool
  • Left Mouse button Use the tool
  • Print Screen: Screenshot
  • F12: Record Video
  • F9: Dev Console
  • Shift: Mouselock
  • F10: Graphics Level
  • F11: Full Screen
  • Ctrl + Shift + F7: Perf Stats
  • Click the right mouse: Rotate Camera
  • Mouse wheel Zoom In/Out
  • I: Zoom In
  • O: Zoom Out
  • The Esc Roblox menu
  • O Backpack

If you have questions or if the controls change in the near future You can test them in-game. Just begin hugging, then click Esc and then click the Help tab. You will be able to be able to see all the buttons that are currently in use within the Rolve game.

Change Crosshair

In the menu on the top left corner, you’ll find an icon that appears to be an arrow and you can change it from there.

Run Super Fast

Take a look at this video guide by SirSkittles to find out how to perform the Bhop and also be able sprint or run faster across the field and stun your opponents

About Roblox Arsenal

Take on the challenge to reach the top using an enormous arsenal of weapons!

Take on the day with fast arcade action including bazookas and spell books, every weapon keeps you guessing the next step!

Earn BattleBucks and play your game with an extensive assortment of melees, characters killing effects, skins, and more!

Sign up to ROLVe Community group. ROLVe Community group for an in-game chat and 25 percent plus BattleBucks along with XP!

ROLVe is a team of developers that was formed in 2013 to create games for ROBLOX. An effort of collaboration is always produced when we develop games. Our goal is to satisfy the fans and players of our games to ensure that everyone has the most fun they can.