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- -- This script has convert to FE by who i don't know?
- -----------------------------------------------------
- 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 by Mokiros | Showcase by Bacon Hair!")
- local rp = RealPlayer
- script.Parent = rp.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,Functions={},Connect=function(self,f)table.insert(self.Functions,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 then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- 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 Mouse = Player:GetMouse()
- 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,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- 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)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- Killer = game.Players.LocalPlayer
- Victim = game.Players["Player2"]
- game:GetObjects("rbxassetid://503217496")[1].Parent=game.Workspace
- wait(0.5)
- game.Workspace.Guillo:MoveTo(game.Players.LocalPlayer.Character.Torso.Position + game.Players.LocalPlayer.Character.Torso.CFrame.lookVector* 30)
- wait(2)
- function onTouched(hit)
- p = hit.Parent:findFirstChild("Humanoid")
- ra = hit.Parent:findFirstChild("Right Arm")
- rl = hit.Parent:findFirstChild("Right Leg")
- la = hit.Parent:findFirstChild("Left Arm")
- lr = hit.Parent:findFirstChild("Left Leg")
- t = hit.Parent:findFirstChild("Torso")
- if p ~= nil then
- p.Health = 0
- ra.CanCollide = false
- ra.Anchored = true
- rl.CanCollide = false
- rl.Anchored = true
- la.CanCollide = false
- la.Anchored = true
- lr.CanCollide = false
- lr.Anchored = true
- t.CanCollide = false
- t.Anchored = true
- local bp = Instance.new("BodyPosition")
- bp.Parent = hit.Parent.Head
- bp.position = game.Workspace.Guillo.sModel.pos.Position
- wait(.2)
- hit.Parent.Head.Size = Vector3.new(1,1,1)
- bp:Remove()
- end
- end
- game.Workspace.Guillo.sModel.Blade.Touched:connect(onTouched)
- function onClicked()
- if game.Workspace.Guillo.sModel.Rdy.Value == true then
- game.Workspace.Guillo.Safety:Destroy()
- game.Workspace.Guillo.sModel.Blade.bv.velocity = Vector3.new(0,-50,0)
- game.Workspace.Guillo.sModel.lvr2.Transparency = 1
- game.Workspace.Guillo.sModel.lvr1.Transparency = 0
- game.Workspace.Guillo.sModel.lvr2.CanCollide = false
- game.Workspace.Guillo.sModel.lvr1.CanCollide = true
- wait(0.3)
- game.Workspace.Guillo.sModel.Blade.bv.velocity = Vector3.new(0,0,0)
- game.Workspace.Guillo.sModel.Rdy.Value = false
- wait(5)
- game.Workspace.Guillo:Destroy()
- elseif game.Workspace.Guillo.sModel.Rdy.Value == false then
- game.Workspace.Guillo.sModel.Blade.bv.velocity = Vector3.new(0,1,0)
- game.Workspace.Guillo.sModel.lvr2.Transparency = 0
- game.Workspace.Guillo.sModel.lvr1.Transparency = 1
- game.Workspace.Guillo.sModel.lvr2.CanCollide = true
- game.Workspace.Guillo.sModel.lvr1.CanCollide = false
- game.Workspace.Guillo.sModel.Rdy.Value = true
- end
- end
- game.Workspace.Guillo.sModel.lvr1.ClickDetector.MouseClick:connect(onClicked)
- game.Workspace.Guillo.sModel.lvr2.ClickDetector.MouseClick:connect(onClicked)
- Killer.Character.HumanoidRootPart.CFrame = game.Workspace.Guillo.PartTPer.CFrame
- game.Workspace.Guillo.PartTPer:Destroy()
- wait(1)
- Victim.Character.HumanoidRootPart.CFrame = game.Workspace.Guillo.Seat.CFrame
- game.Workspace.Guillo.PartTP2:Destroy()
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