Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- print("-----------------")
- print("Minimic2002's Script Loading In")
- -- 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 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
- -----------------------------------------------------------------------------------------
- --//Script For 'Script Void Builder'
- Character = Player.Character
- print("---")
- print("Got Char")
- print(Character:GetFullName())
- print("---")
- FloatingPart = Instance.new("Part",game.Workspace)
- FloatingPart.Anchored = true
- FloatingPart.CanCollide = false
- FloatingPart.Transparency = 1
- Following = true
- Invisible = false
- print("Reached Mouse")
- Mouse.KeyDown:Connect(function(key)
- if key == "q" then
- FloatingPart.Position = Vector3.new(Character.Head.Position.X,Character.Head.Position.Y + 5,Character.Head.Position.Z)
- NewNegativePart = Instance.new("Part",game.Workspace)
- NewNegativePart.Anchored = true
- NewNegativePart.Size = Vector3.new(3,3,400)
- NewNegativePart.CFrame = FloatingPart.CFrame
- NewNegativePart.CFrame = CFrame.new(NewNegativePart.Position,Mouse.Hit.Position)
- NewNegativePart.Transparency = 0.5
- NewNegativePart.Material = Enum.Material.SmoothPlastic
- OtherParts = {NewNegativePart}
- print("Created Negative")
- TouchingParts = NewNegativePart:GetTouchingParts()
- NewNegativePart.CanCollide = false
- print(TouchingParts)
- print("Got Touching")
- for index = 1,#TouchingParts do
- print("Making Hole")
- PartToMakeHoleIn = TouchingParts[index]
- --Anti-Error
- if PartToMakeHoleIn:IsA("MeshPart") then
- else
- NewUnion = PartToMakeHoleIn:SubtractAsync(OtherParts)
- NewUnion.Anchored = PartToMakeHoleIn.Anchored
- NewUnion.CFrame = PartToMakeHoleIn.CFrame
- NewUnion.Parent = PartToMakeHoleIn.Parent
- for _, Object in pairs(OtherParts) do
- Object:Destroy()
- end
- NewUnion.Parent = game.Workspace
- PartToMakeHoleIn:Destroy()
- end
- NewNegativePart:Destroy()
- end
- NewNegativePart:Destroy()
- end -- End Of Q bind
- if key == "e" then
- Wall = Instance.new("Part",game.Workspace)
- Wall.Size = Vector3.new(10,10,3)
- Wall.Anchored = true
- Wall.CFrame = Character.Head.CFrame + Character.Head.CFrame.LookVector * 5
- end
- if key == "z" then
- Mouse.Target:Destroy()
- end
- if key == "r" then
- BubbleShield1 = Instance.new("Part",game.Workspace)
- BubbleShield1.Transparency = 0.8
- BubbleShield1.Shape = "Ball"
- BubbleShield1.Size = Vector3.new(50,50,50)
- BubbleShield1.Anchored = true
- BubbleShield1.Name = "BubbleShield1"
- BubbleShield2 = Instance.new("Part",game.Workspace)
- BubbleShield2.Transparency = 0.8
- BubbleShield2.Shape = "Ball"
- BubbleShield2.Size = Vector3.new(58,58,58)
- BubbleShield2.Anchored = true
- BubbleShield2.Name = "BubbleShield2"
- game.Workspace:WaitForChild("BubbleShield1")
- game.Workspace:WaitForChild("BubbleShield2")
- OtherParts = {BubbleShield1}
- NewUnion = BubbleShield2:SubtractAsync(OtherParts)
- NewUnion.Anchored = true
- NewUnion.Parent = game.Workspace
- NewUnion.Color = Color3.new(0,0,10)
- NewUnion.CFrame = CFrame.new(Mouse.Hit.Position)
- BubbleShield1:Destroy()
- BubbleShield2:Destroy()
- end
- if key == "x" then
- Mouse.Target.Size = Vector3.new(Mouse.Target.Size.X - 1,Mouse.Target.Size.Y - 1,Mouse.Target.Size.Z - 1)
- end
- if key == "c" then
- Mouse.Target.Size = Vector3.new(Mouse.Target.Size.X + 1,Mouse.Target.Size.Y + 1,Mouse.Target.Size.Z + 1)
- end
- end)
Add Comment
Please, Sign In to add comment