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- local player = owner
- local person = owner.Character
- -- Doesn't Work against advanced scripts
- -- CHLua
- if person ==nil then
- else
- local at = Instance.new("Attachment",person.Head)
- at.Position = Vector3.new(0,person.Head.Size.Y/2,0)
- local at1 = Instance.new("Attachment",person.HumanoidRootPart)
- at1.Position = Vector3.new(0,person.HumanoidRootPart.Size.Y/-2,0)
- local trail = Instance.new("Trail",person)
- trail.Attachment0 = at
- trail.Attachment1 = at1
- trail.Lifetime = 1
- trail.MinLength = 0
- trail.MaxLength = 10
- if person.Name=="SoftlockedUnderZero" then
- local torso = person.UpperTorso
- local part3 = Instance.new("Part")
- local attachment2 = Instance.new("Attachment")
- part3.CanCollide = false
- attachment2.Position = Vector3.new(torso.Size.X*.25,torso.Size.Y*.1,torso.Size.Z*-.25)
- part3.Shape = "Ball"
- part3.Size = Vector3.new(torso.Size.X/1.75,torso.Size.X/1.75,torso.Size.X/1.75)
- attachment2.Parent = torso
- part3.Position = attachment2.WorldPosition
- part3.Anchored = false
- part3.BrickColor = person["Body Colors"].TorsoColor
- part3.Parent = person
- local weld = Instance.new("WeldConstraint")
- weld.Part1 = torso
- weld.Part0 = part3
- weld.Parent = torso
- local part4 = Instance.new("Part")
- local attachment3 = Instance.new("Attachment")
- part4.CanCollide = false
- attachment3.Position = Vector3.new(torso.Size.X*-.25,torso.Size.Y*.1,torso.Size.Z*-.25)
- part4.Shape = "Ball"
- part4.Size = Vector3.new(torso.Size.X/1.75,torso.Size.X/1.75,torso.Size.X/1.75)
- attachment3.Parent = torso
- part4.Position = attachment3.WorldPosition
- part4.Anchored = false
- part4.BrickColor = person["Body Colors"].TorsoColor
- part4.Parent = person
- local weld = Instance.new("WeldConstraint")
- weld.Part1 = torso
- weld.Part0 = part4
- weld.Parent = torso
- local part5 = Instance.new("Part")
- local attachment4 = Instance.new("Attachment")
- part5.CanCollide = false
- attachment4.Position = Vector3.new(0,torso.Size.Y*.10005,torso.Size.Z*-.25)
- part5.Shape = "Cylinder"
- part5.Size = Vector3.new(torso.Size.X/1.75,torso.Size.X/1.75,torso.Size.X/1.75)
- attachment4.Parent = torso
- part5.Position = attachment4.WorldPosition
- part5.Orientation = torso.Orientation
- part5.Anchored = false
- part5.BrickColor = person["Body Colors"].TorsoColor
- part5.Parent = person
- local weld = Instance.new("WeldConstraint")
- weld.Part1 = torso
- weld.Part0 = part5
- weld.Parent = torso
- part3.TopSurface = "Smooth"
- part4.TopSurface = "Smooth"
- part5.TopSurface = "Smooth"
- part3.BottomSurface = "Smooth"
- part4.BottomSurface = "Smooth"
- part5.BottomSurface = "Smooth"
- end
- while true do
- person.Humanoid.Health = "inf"
- person.Humanoid.PlatformStand = false
- person.Humanoid.WalkSpeed = 75
- person.Humanoid.JumpPower = 100
- person.Humanoid.MaxHealth = "inf"
- wait(.5)
- end
- end
- -- This script has been converted to FE by iPxter
- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,Mouse,mouse,UserInputService,ContextActionService = owner
- do
- print("FE Compatibility code by Mokiros | Translated to FE by iPxter")
- script.Parent = Player.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Connect=function(self,f)self.Function=f end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- 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 te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent and t.Function then
- t.Function(...)
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=Player then return end
- if io.isMouse then
- m.Target = io.Target
- m.Hit = io.Hit
- else
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- 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
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a 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})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local Mouse = Player:GetMouse()
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) 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
- end]==],Player.Character)
- Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS
- end
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