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--https://github.com/Mokiros/roblox-FE-compatibility
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if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
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local Player,game,owner = owner,game
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local RealPlayer = Player
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do
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    print("FE Compatibility code V2 by Mokiros")
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    local RealPlayer = RealPlayer
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    script.Parent = RealPlayer.Character
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    --Fake event to make stuff like Mouse.KeyDown work
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    local Disconnect_Function = function(this)
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        this[1].Functions[this[2]] = nil
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    end
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    local Disconnect_Metatable = {__index={disconnect=Disconnect_Function,Disconnect=Disconnect_Function}}
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    local FakeEvent_Metatable = {__index={
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        Connect = function(this,f)
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            local i = tostring(math.random(0,10000))
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            while this.Functions[i] do
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                i = tostring(math.random(0,10000))
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            end
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            this.Functions[i] = f
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            return setmetatable({this,i},Disconnect_Metatable)
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        end
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    }}
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    FakeEvent_Metatable.__index.connect = FakeEvent_Metatable.__index.Connect
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    local function fakeEvent()
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        return setmetatable({Functions={}},FakeEvent_Metatable)
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    end
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    --Creating fake input objects with fake variables
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    local FakeMouse = {Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent(),Button2Up=fakeEvent(),Button2Down=fakeEvent()}
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    FakeMouse.keyUp = FakeMouse.KeyUp
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    FakeMouse.keyDown = FakeMouse.KeyDown
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    local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
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    local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
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        CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
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    end}
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    --Merged 2 functions into one by checking amount of arguments
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    CAS.UnbindAction = CAS.BindAction
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    --This function will trigger the events that have been :Connect()'ed
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    local function TriggerEvent(self,ev,...)
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        for _,f in pairs(self[ev].Functions) do
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            f(...)
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        end
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    end
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    FakeMouse.TriggerEvent = TriggerEvent
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    UIS.TriggerEvent = TriggerEvent
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    --Client communication
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    local Event = Instance.new("RemoteEvent")
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    Event.Name = "UserInput_Event"
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    Event.OnServerEvent:Connect(function(plr,io)
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        if plr~=RealPlayer then return end
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        FakeMouse.Target = io.Target
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        FakeMouse.Hit = io.Hit
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        if not io.isMouse then
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            local b = io.UserInputState == Enum.UserInputState.Begin
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            if io.UserInputType == Enum.UserInputType.MouseButton1 then
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                return FakeMouse:TriggerEvent(b and "Button1Down" or "Button1Up")
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            end
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            if io.UserInputType == Enum.UserInputType.MouseButton2 then
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                return FakeMouse:TriggerEvent(b and "Button2Down" or "Button2Up")
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            end
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            for _,t in pairs(CAS.Actions) do
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                for _,k in pairs(t.Keys) do
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                    if k==io.KeyCode then
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                        t.Function(t.Name,io.UserInputState,io)
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                    end
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                end
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            end
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            FakeMouse:TriggerEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
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            UIS:TriggerEvent(b and "InputBegan" or "InputEnded",io,false)
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        end
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    end)
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    Event.Parent = NLS([==[local Event = script:WaitForChild("UserInput_Event")
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    local Mouse = owner:GetMouse()
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    local UIS = game:GetService("UserInputService")
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    local input = function(io,RobloxHandled)
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        if RobloxHandled then return end
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        --Since InputObject is a client-side instance, we create and pass table instead
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        Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
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    end
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    UIS.InputBegan:Connect(input)
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    UIS.InputEnded:Connect(input)
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    local h,t
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    --Give the server mouse data every second frame, but only if the values changed
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    --If player is not moving their mouse, client won't fire events
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    local HB = game:GetService("RunService").Heartbeat
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    while true do
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        if h~=Mouse.Hit or t~=Mouse.Target then
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            h,t=Mouse.Hit,Mouse.Target
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            Event:FireServer({isMouse=true,Target=t,Hit=h})
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        end
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        --Wait 2 frames
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        for i=1,2 do
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            HB:Wait()
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        end
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    end]==],script)
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    ----Sandboxed game object that allows the usage of client-side methods and services
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    --Real game object
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    local RealGame = game
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    --Metatable for fake service
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    local FakeService_Metatable = {
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        __index = function(self,k)
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            local s = rawget(self,"_RealService")
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            if s then
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                return typeof(s[k])=="function"
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                and function(_,...)return s[k](s,...)end or s[k]
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            end
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        end,
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        __newindex = function(self,k,v)
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            local s = rawget(self,"_RealService")
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            if s then s[k]=v end
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        end
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    }
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    local function FakeService(t,RealService)
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        t._RealService = typeof(RealService)=="string" and RealGame:GetService(RealService) or RealService
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        return setmetatable(t,FakeService_Metatable)
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    end
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    --Fake game object
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    local FakeGame = {
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        GetService = function(self,s)
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            return rawget(self,s) or RealGame:GetService(s)
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        end,
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        Players = FakeService({
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            LocalPlayer = FakeService({GetMouse=function(self)return FakeMouse end},Player)
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        },"Players"),
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        UserInputService = FakeService(UIS,"UserInputService"),
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        ContextActionService = FakeService(CAS,"ContextActionService"),
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        RunService = FakeService({
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            _btrs = {},
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            RenderStepped = RealGame:GetService("RunService").Heartbeat,
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            BindToRenderStep = function(self,name,_,fun)
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                self._btrs[name] = self.Heartbeat:Connect(fun)
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            end,
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            UnbindFromRenderStep = function(self,name)
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                self._btrs[name]:Disconnect()
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            end,
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        },"RunService")
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    }
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    rawset(FakeGame.Players,"localPlayer",FakeGame.Players.LocalPlayer)
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    FakeGame.service = FakeGame.GetService
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    FakeService(FakeGame,game)
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    --Changing owner to fake player object to support owner:GetMouse()
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    game,owner = FakeGame,FakeGame.Players.LocalPlayer
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end
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local Player = game.Players.LocalPlayer
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local Character = Player.Character or Player.CharacterAdded:Wait()
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local Mouse = Player:GetMouse()
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local Camera = workspace.CurrentCamera
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--// Services
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local ReplicatedStorage = game:GetService('ReplicatedStorage')
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local UIS = game:GetService('UserInputService')
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local RunService = game:GetService('RunService')
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--// Main
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local Humanoid = Character:FindFirstChild('Humanoid')
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if Humanoid then
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	Humanoid.JumpPower = 100
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	Humanoid.WalkSpeed = 20
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end
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local Clicked = false
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Mouse.Button1Down:Connect(function()
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	if Clicked == false and Mouse.Target ~= nil and Character:FindFirstChild('LeftHand') then
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		Clicked = true
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		local Pos = Mouse.Hit.p
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		--// I have this commented out if you want an animation. (Might be glitchy!)
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--		local Anim = Instance.new('Animation',Character)
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--		Anim.AnimationId = 'rbxassetid://769730840'
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--		PlayAnim = Character:WaitForChild('Humanoid'):LoadAnimation(Anim)
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--		PlayAnim:Play()
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		if Character:FindFirstChild('HumanoidRootPart') then
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			local Sound = Instance.new('Sound',Character.HumanoidRootPart)
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			Sound.SoundId = 'rbxassetid://231731980' -- Web sound, you may change this sound id if you want ;)
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			Sound:Play()
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		end
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		Part = Instance.new('Part',workspace)
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		Part.Size = Vector3.new(1,1,1)
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		Part.Transparency = 1
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		Part.Anchored = true
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		Part.CanCollide = false
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		Part.CFrame = CFrame.new(Pos)
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		local Att0 = Instance.new('Attachment',Player.Character.LeftHand)
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		local Att1 = Instance.new('Attachment',Part)
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		Rope = Instance.new('RopeConstraint',Player.Character.LeftHand)
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		Rope.Color = BrickColor.new('Institutional white')
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		Rope.Visible = true
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		Rope.Length = (Player.Character.LeftHand.Position - Part.Position).magnitude
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		Rope.Attachment0 = Att0
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		Rope.Attachment1 = Att1
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		--// Force
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		Force = Instance.new('BodyForce',Player.Character:WaitForChild('HumanoidRootPart'))
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		while Force ~= nil and wait() do
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			Force.Force = Camera.CFrame.lookVector * Vector3.new(10000,0,10000) -- Force added when you swing. You may change this.
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		end		
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	elseif Clicked == true then
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		Clicked = false
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		if Rope then
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			Rope:Destroy()
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		end
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		if Part then
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			Part:Destroy()
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		end
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		if Force then
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			Force:Destroy()
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		end
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--		if PlayAnim then -- This stop the animation
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--			PlayAnim:Stop()
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--		end
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	end	
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end)
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--// Climbing Web
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UIS.InputBegan:Connect(function(Input)
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	if Input.KeyCode == Enum.KeyCode.Q then
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		ClimbingWeb = false
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		if Rope then
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			ClimbingWeb = true
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			while ClimbingWeb and Rope do
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				Rope.Length = Rope.Length - 3 -- Basically, the higher the number, the faster it pulls you.
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				RunService.RenderStepped:Wait()
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			end
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		end
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	end
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end)
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UIS.InputEnded:Connect(function(Input)
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	if Input.KeyCode == Enum.KeyCode.Q then
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		ClimbingWeb = false
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	end
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end)
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--// ReleaseWeb
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UIS.InputBegan:Connect(function(Input)
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	if Input.KeyCode == Enum.KeyCode.E then
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		ReleaseWeb = false
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		if Rope then
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			ReleaseWeb = true
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			while ReleaseWeb and Rope do
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				Rope.Length = Rope.Length + 3 -- Same here, this is for going down though.
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				RunService.RenderStepped:Wait()
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			end
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		end
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	end
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end)
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UIS.InputEnded:Connect(function(Input)
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	if Input.KeyCode == Enum.KeyCode.E then
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		ReleaseWeb = false
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	end
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end)