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- --https://github.com/Mokiros/roblox-FE-compatibility
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code V2 by Mokiros")
- local RealPlayer = RealPlayer
- script.Parent = RealPlayer.Character
- --Fake event to make stuff like Mouse.KeyDown work
- local Disconnect_Function = function(this)
- this[1].Functions[this[2]] = nil
- end
- local Disconnect_Metatable = {__index={disconnect=Disconnect_Function,Disconnect=Disconnect_Function}}
- local FakeEvent_Metatable = {__index={
- Connect = function(this,f)
- local i = tostring(math.random(0,10000))
- while this.Functions[i] do
- i = tostring(math.random(0,10000))
- end
- this.Functions[i] = f
- return setmetatable({this,i},Disconnect_Metatable)
- end
- }}
- FakeEvent_Metatable.__index.connect = FakeEvent_Metatable.__index.Connect
- local function fakeEvent()
- return setmetatable({Functions={}},FakeEvent_Metatable)
- end
- --Creating fake input objects with fake variables
- local FakeMouse = {Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
- FakeMouse.keyUp = FakeMouse.KeyUp
- FakeMouse.keyDown = FakeMouse.KeyDown
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function TriggerEvent(self,ev,...)
- for _,f in pairs(self[ev].Functions) do
- f(...)
- end
- end
- FakeMouse.TriggerEvent = TriggerEvent
- UIS.TriggerEvent = TriggerEvent
- --Client communication
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=RealPlayer then return end
- FakeMouse.Target = io.Target
- FakeMouse.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return FakeMouse:TriggerEvent(b and "Button1Down" or "Button1Up")
- end
- if io.UserInputType == Enum.UserInputType.MouseButton2 then
- return FakeMouse:TriggerEvent(b and "Button2Down" or "Button2Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- FakeMouse:TriggerEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TriggerEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[local Event = script:WaitForChild("UserInput_Event")
- local Mouse = owner:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,RobloxHandled)
- if RobloxHandled then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data every second frame, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- local HB = game:GetService("RunService").Heartbeat
- while true do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- --Wait 2 frames
- for i=1,2 do
- HB:Wait()
- end
- end]==],script)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local RealGame = game
- --Metatable for fake service
- local FakeService_Metatable = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then
- return typeof(s[k])=="function"
- and function(_,...)return s[k](s,...)end or s[k]
- end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and RealGame:GetService(RealService) or RealService
- return setmetatable(t,FakeService_Metatable)
- end
- --Fake game object
- local FakeGame = {
- GetService = function(self,s)
- return rawget(self,s) or RealGame:GetService(s)
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return FakeMouse end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- RunService = FakeService({
- _btrs = {},
- RenderStepped = RealGame:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- }
- rawset(FakeGame.Players,"localPlayer",FakeGame.Players.LocalPlayer)
- FakeGame.service = FakeGame.GetService
- FakeService(FakeGame,game)
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = FakeGame,FakeGame.Players.LocalPlayer
- end
- -- Made by axew on vermillion
- for i,v in pairs (game.Workspace:GetChildren()) do
- if v.Name == "Nuke" then
- v:Destroy()
- end
- end
- wait(1)
- local Tool = Instance.new("HopperBin", game.Players.LocalPlayer.Backpack)
- Tool.Name = "Detonater"
- local Mouse = game.Players.LocalPlayer:GetMouse()
- local Place = Instance.new("HopperBin", game.Players.LocalPlayer.Backpack)
- Place.Name = "Placer"
- Nuke = Instance.new("Model")
- Nuke.Parent = game.Workspace
- Nuke.Name = "Nuke"
- x5 = 1
- Mouse.Button1Down:connect(function()
- if x5 == 1 then
- if Place.Active == true then
- local name = game.Players.LocalPlayer.Name
- local Part1 = Instance.new("Part")
- Part1.Name = "Part"
- Part1.Parent = Nuke
- Part1.Size = Vector3.new(12,1,6)
- Part1.Position = Mouse.Hit.p
- Part1.BottomSurface = "Smooth"
- Part1.TopSurface = "Smooth"
- Part1.Material = "Metal"
- Part1.BrickColor = BrickColor.new("Really black")
- Part1.Anchored = true
- local x1 = game.Workspace.Nuke.Part.Position.X
- local y1 = game.Workspace.Nuke.Part.Position.Y
- local z1 = game.Workspace.Nuke.Part.Position.Z
- local Part2 = Instance.new("Part")
- Part2.Name = "Detonate"
- Part2.Parent = Nuke
- Part2.Size = Vector3.new(10, 5, 5)
- Part2.Position = Vector3.new(x1,y1+2,z1)
- Part2.BottomSurface = "Smooth"
- Part2.TopSurface = "Smooth"
- Part2.Material = "Metal"
- Part2.BrickColor = BrickColor.new("Really black")
- Part2.Anchored = true
- Part2.Shape = "Cylinder"
- x5 = x5+1
- local Decal = Instance.new("Decal")
- Decal.Texture = "http://www.roblox.com/asset/?id=14301975"
- Decal.Parent = Part2
- Decal.Face = "Back"
- end
- end
- end)
- Mouse.Button1Down:connect(function()
- if Tool.Active == true then
- local nuke = Instance.new("Part")
- nuke.Position = game.Workspace.Nuke.Detonate.Position
- nuke.Anchored = true
- nuke.Parent = game.Workspace
- local x, y, z = 5, 5, 5
- nuke.BrickColor = BrickColor.new ("New Yeller")
- nuke.Size = Vector3.new(x, y, z)
- nuke.CanCollide = false
- nuke.Name = "nuke"
- nuke.Shape = "Ball"
- nuke.Transparency = 0.3
- nuke.Material = "Neon"
- nuke.Locked = true
- game.Workspace.Nuke:Destroy()
- while x <= 100 do
- x, y, z = x+1, y+1, z+1
- nuke.Size = Vector3.new(x, y, z)
- local explosion = Instance.new("Explosion")
- explosion.BlastPressure = 1000000
- explosion.BlastRadius = x-15
- explosion.DestroyJointRadiusPercent = 1
- explosion.ExplosionType = "Craters"
- explosion.Parent = game.Workspace
- explosion.Position = game.Workspace.nuke.Position
- explosion.Hit:connect(function(Part, Distance)
- if Part.Name ~= "nuke" then
- Part.Anchored = false
- Part:BreakJoints()
- end
- end)
- wait(0.01)
- end
- while x <= 200 do
- x, y, z = x+3, y+3, z+3
- nuke.Size = Vector3.new(x, y, z)
- local explosion = Instance.new("Explosion")
- explosion.BlastPressure = 1000000
- explosion.BlastRadius = x+50
- explosion.DestroyJointRadiusPercent = 1
- explosion.ExplosionType = "Craters"
- explosion.Parent = game.Workspace
- explosion.Position = game.Workspace.nuke.Position
- explosion.Hit:connect(function(Part, Distance)
- if Part.Name ~= "nuke" then
- Part.Anchored = false
- Part:BreakJoints()
- end
- end)
- wait(0.01)
- end
- game.Workspace.nuke:Destroy()
- x5 = 1
- Nuke = Instance.new("Model")
- Nuke.Parent = game.Workspace
- Nuke.Name = "Nuke"
- Tool.Active = false
- end
- end)
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