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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
- ----------------------------------------
- -- Originally made by Alfederate :D --
- ----------------------------------------
- -- there's no time to explain! --
- local new=Instance.new
- local rad=math.rad
- local cf=CFrame.new
- local v3=Vector3.new
- local ang=function(x,y,z)
- return CFrame.Angles(rad(x),rad(y),rad(z))
- end
- local player=game:service'Players'.LocalPlayer
- local char=player.Character
- local cam=workspace.Camera
- local mouse=player:GetMouse()
- local weld=function(a,b,c0,c1)
- m=Instance.new('Motor',a)
- m.Part0=a
- m.Part1=b
- m.C0=c0
- m.C1=c1
- return m
- end
- snd='rbxassetid://130782980'
- beamm=Instance.new('Model',workspace)
- beamm.Name='beam'
- laser=false
- rs=Instance.new('Part',char)
- rs.Transparency=1
- rs.CanCollide=false
- rs.TopSurface,rs.BottomSurface=0,0
- rs.FormFactor=3
- rs.Size=Vector3.new(.5,.5,.5)
- ls=rs:Clone()
- ls.Parent=char
- rsw=weld(rs,char.Torso,cf(-1,-.5,0),cf())
- lsw=weld(ls,char.Torso,cf(1,-.5,0),cf())
- raw=weld(char['Right Arm'],rs,cf(-.5,.6,-.14),ang(90,0,-8))
- law=weld(char['Left Arm'],ls,cf(-.3,1.5,-.14),ang(90,0,43))
- s1=Instance.new('Sound',char)
- s1.Volume=8
- s1.Pitch=1
- s1.Looped=true
- s1.SoundId=snd
- particles={}
- local wep=new('Part',char)
- wep.FormFactor=3
- wep.CanCollide=false
- wep.Size=v3(1,3,1)
- wep.TopSurface,wep.BottomSurface=0,0
- local wepw=weld(wep,char['Right Arm'],cf(.26,.4,.7),ang(0,0,8))
- local beam=wep:Clone()
- beam:ClearAllChildren()
- beam.Material='Neon'
- beam.BrickColor=BrickColor.new('Tr. Red')
- beam.Size=Vector3.new(3,3,1)
- beam.Transparency=.5
- beam.Anchored=true
- local ms=Instance.new('BlockMesh',beam)
- local inner=beam:Clone()
- inner.Transparency=0
- inner.Material='SmoothPlastic'
- inner.BrickColor=BrickColor.new('Bright red')
- local ms2=inner.Mesh
- local expl=inner:Clone()
- expl.Mesh:Destroy()
- expl.Material='Neon'
- expl.BrickColor=BrickColor.new('Tr. Red')
- expl.Size=Vector3.new(11,11,11)
- expl.Transparency=.55
- pl=Instance.new('PointLight',expl)
- pl.Color=expl.BrickColor.Color
- pl.Range=pl.Range*2
- pl.Name='light'
- local br=pl.Range
- local exa=expl:Clone()
- exa.Size=Vector3.new(4,4,4)
- pl2=exa.light
- local part=exa:Clone()
- part.Size=Vector3.new(1.5,1.5,1.5)
- pl3=part.light
- pms=Instance.new('BlockMesh',part)
- char.Humanoid.Died:connect(function()
- laser=false
- beam.Parent=nil
- inner.Parent=nil
- expl.Parent=nil
- exa.Parent=nil
- s1:stop()
- end)
- mouse.Button1Down:connect(function() if char.Humanoid.Health~=0 then
- laser=true
- s1.Volume=1
- s1:play()
- end end)
- mouse.Button1Up:connect(function()
- laser=false
- beam.Parent=nil
- inner.Parent=nil
- expl.Parent=nil
- exa.Parent=nil
- s1:stop()
- end)
- parti=0
- game:service'RunService'.Stepped:connect(function()
- parti=parti+1
- for i,v in pairs(particles) do
- v.CFrame=v.CFrame*CFrame.new(0,0,-.3)
- v.Transparency=v.Transparency+.08
- if v.Transparency >= 1 then
- v:Destroy()
- table.remove(particles,i)
- else
- v.Parent=beamm
- end
- end
- a=cam.CoordinateFrame.p
- b=mouse.Hit.p
- mhitr=Ray.new(a,(b-a).unit*999)
- mhit,ps=workspace:FindPartOnRayWithIgnoreList(mhitr,{char,beamm})
- raw.C1=ang(90+(mouse.Hit.lookVector.y*90),0,-8)
- law.C1=ang(90+(mouse.Hit.lookVector.y*90),0,43)
- if not char.Humanoid.Sit and not char.Humanoid.PlatformStand then
- char.Torso.CFrame=CFrame.new(char.Torso.CFrame.p,Vector3.new(ps.x,char.Torso.CFrame.p.y,ps.z))
- end
- if laser then
- beamm.Parent=workspace
- beam.Parent=beamm
- inner.Parent=beamm
- expl.Parent=beamm
- exa.Parent=beamm
- s1.Volume=s1.Volume-.002
- ray=Ray.new((wep.CFrame*cf(0,-1.5,0)).p,((wep.CFrame*cf(0,-10,0)).p-(wep.CFrame*cf(0,-1.5,0)).p).unit*999)
- hit,pos=workspace:FindPartOnRayWithIgnoreList(ray,{char,beamm})
- if hit and hit.Parent:findFirstChild('Humanoid') and s1.Volume > .3 and parti/8==math.floor(parti/8) then
- Instance.new('Explosion',workspace).Position=pos
- end
- if hit and hit.Parent==workspace.Terrain or hit==workspace.Terrain and parti/8==math.floor(parti/8) then
- e=Instance.new('Explosion',workspace)
- e.Position=pos
- e.BlastRadius=14
- e.BlastPressure=1e4
- end
- if hit and not hit.Anchored and not (hit:GetMass()>1e4) then
- hit.Velocity=hit.Velocity+beam.CFrame.lookVector*(1*s1.Volume*hit:GetMass())
- end
- if parti==math.floor(parti) then
- par=part:Clone()
- table.insert(particles,par)
- par.Parent=beamm
- par.Transparency=1-s1.Volume
- par.light.Range=br*s1.Volume
- par.CFrame=cf(pos)*ang(math.random(-180,180),math.random(-180,180),math.random(-180,180))*cf(0,0,-10)
- end
- mag=((wep.CFrame*cf(0,-1.5,0)).p-pos).magnitude
- ms.Scale=v3(s1.Volume,s1.Volume,mag)
- ms2.Scale=v3(ms.Scale.x/2,ms.Scale.y/2,mag-(.1/mag))
- beam.CFrame=cf((wep.CFrame*cf(0,-1.5,0)).p,pos)*cf(0,0,-mag/2)*ang(0,0,math.random(0,180))
- inner.CFrame=beam.CFrame
- pl.Range=br*s1.Volume
- pl2.Range=br*s1.Volume
- expl.Size=v3(math.random(9,13),math.random(9,13),math.random(9,13))*s1.Volume
- expl.Transparency=math.random(40,60)/100
- expl.CFrame=cf(pos)*ang(math.random(0,180),math.random(0,180),math.random(0,180))
- exa.Size=v3(4,4,4)*s1.Volume
- exa.CFrame=wep.CFrame*cf(0,-1.5,0)*ang(math.random(0,180),math.random(0,180),math.random(0,180))
- char.Torso.Velocity=char.Torso.Velocity-beam.CFrame.lookVector*(7*s1.Volume)
- end
- end)
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