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- -- Credits To CreepyOcelotV
- local plr = game.Players.LocalPlayer
- local mouse = plr:GetMouse()
- _G.ToggleBuild = false
- local DirectionOfBuild = "XLeft"
- function _G.PlaceWall()
- wait(0.1)
- if mouse.Hit then
- local v10 = game.ReplicatedStorage.GetBlockData:InvokeServer();
- local ColorObj = v10
- if DirectionOfBuild == "XLeft" then
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0,90,0)
- local HeightUp = 1
- local CurrentLengthXLeft = 0
- for Loop = 1,20 do
- CurrentLengthXLeft = CurrentLengthXLeft + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(CurrentLengthXLeft,Loop * 1.5,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthXLeft = CurrentLengthXLeft + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(CurrentLengthXLeft,Loop * 1.5,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthXLeft = CurrentLengthXLeft + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(CurrentLengthXLeft,Loop * 1.5,0),ColorObj,true,'SmoothPlastic',0,0)
- end
- end
- if DirectionOfBuild == "XRight" then
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0,90,0)
- local CurrentLengthXRight = 0
- for Loop = 1,20 do
- CurrentLengthXRight = CurrentLengthXRight + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(-CurrentLengthXRight,-Loop * 1.5,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthXRight = CurrentLengthXRight + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(-CurrentLengthXRight,-Loop * 1.5,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthXRight = CurrentLengthXRight + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(-CurrentLengthXRight,-Loop * 1.5,0),ColorObj,true,'SmoothPlastic',0,0)
- end
- end
- if DirectionOfBuild == "ZForward" then
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0, 180, 0)
- local CurrentLengthZForward = 0
- for Loop = 1,20 do
- CurrentLengthZForward = CurrentLengthZForward + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,1,CurrentLengthZForward),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthZForward = CurrentLengthZForward + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,1,CurrentLengthZForward),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthZForward = CurrentLengthZForward + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,1,CurrentLengthZForward),ColorObj,true,'SmoothPlastic',0,0)
- end
- end
- if DirectionOfBuild == "ZBackward" then
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0, 180, 0)
- local CurrentLengthZBackward = 0
- for Loop = 1,20 do
- CurrentLengthZBackward = CurrentLengthZBackward + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,1,-CurrentLengthZBackward),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthZBackward = CurrentLengthZBackward + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,1,-CurrentLengthZBackward),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthZBackward = CurrentLengthZBackward + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,1,-CurrentLengthZBackward),ColorObj,true,'SmoothPlastic',0,0)
- end
- end
- if DirectionOfBuild == "YUp" then
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(90, 0, 0)
- local CurrentLengthYUp = 1
- for Loop = 1,20 do
- CurrentLengthYUp = CurrentLengthYUp + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,CurrentLengthYUp,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthYUp = CurrentLengthYUp + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,CurrentLengthYUp,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthYUp = CurrentLengthYUp + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,CurrentLengthYUp,0),ColorObj,true,'SmoothPlastic',0,0)
- end
- end
- if DirectionOfBuild == "YDown" then
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(90, 0, 0)
- local CurrentLengthYDown = 1
- for Loop = 1,20 do
- CurrentLengthYDown = CurrentLengthYDown + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,-CurrentLengthYDown,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthYDown = CurrentLengthYDown + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,-CurrentLengthYDown,0),ColorObj,true,'SmoothPlastic',0,0)
- CurrentLengthYDown = CurrentLengthYDown + 3
- plr.Character.Place.Build:FireServer(Vector3.new(mouse.Hit.Position.X,mouse.Hit.Position.Y,mouse.Hit.Position.Z) + Vector3.new(0,-CurrentLengthYDown,0),ColorObj,true,'SmoothPlastic',0,0)
- end
- end
- end
- end
- mouse.Button1Down:Connect(function()
- if _G.ToggleBuild == false then
- _G.PlaceWall()
- end
- end)
- plr.CharacterAdded:Connect(function(char)
- repeat wait(0.1) until char
- if DirectionOfBuild == "XLeft" then
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright green")
- plr.Character.Place.Preview.Orientation = Vector3.new(0,90,0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "XRight" then
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright red")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Transparency = 0.6
- plr.Character.Place.Preview.Orientation = Vector3.new(0, 180, 0)
- elseif DirectionOfBuild == "ZForward" then
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright pink")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0, 180, 0)
- elseif DirectionOfBuild == "ZBackward" then
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright orange")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(90, 0, 0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "YUp" then
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright blue")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(90, 0, 0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "YDown" then
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright yellow")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0,90,0)
- plr.Character.Place.Preview.Transparency = 0.6
- end
- end)
- mouse.KeyDown:Connect(function(key)
- if key == "g" then
- if _G.ToggleBuild == false then
- _G.ToggleBuild = true
- else
- _G.ToggleBuild = false
- end
- end
- if key == "r" and plr.Character and plr.Character:FindFirstChild("Place") then
- if DirectionOfBuild == "XLeft" then
- DirectionOfBuild = "XRight"
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright green")
- plr.Character.Place.Preview.Orientation = Vector3.new(0,90,0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "XRight" then
- DirectionOfBuild = "ZForward"
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright red")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0, 180, 0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "ZForward" then
- DirectionOfBuild = "ZBackward"
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright pink")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0, 180, 0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "ZBackward" then
- DirectionOfBuild = "YUp"
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright orange")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(90, 0, 0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "YUp" then
- DirectionOfBuild = "YDown"
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright blue")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(90, 0, 0)
- plr.Character.Place.Preview.Transparency = 0.6
- elseif DirectionOfBuild == "YDown" then
- DirectionOfBuild = "XLeft"
- plr.Character.Place.Preview.BrickColor = BrickColor.new("Bright yellow")
- plr.Character.Place.Preview.Size = Vector3.new(3, 3, 18)
- plr.Character.Place.Preview.Orientation = Vector3.new(0,90,0)
- plr.Character.Place.Preview.Transparency = 0.6
- end
- end
- end)
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