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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
- --SCRIPT
- local ups = game:GetService("UserInputService")
- local player = game.Players.LocalPlayer
- local char = player.Character
- local primarypart = char.PrimaryPart
- local humanoid = char.Humanoid
- local offsettype = 1
- local healthhold = nil
- local ff = nil
- function createshield()
- print("NewShield")
- local nshield = Instance.new("Part")
- nshield.Parent = workspace
- nshield.Anchored = true
- nshield.Size = Vector3.new(5,5,0.2)
- nshield.Material = "Glass"
- nshield.Transparency = 0.5
- nshield.Reflectance = 1
- nshield.Color = Color3.fromRGB(255,50,50)
- shield = nshield
- return nshield
- end
- local shield = createshield()
- function renderstepped()
- if shield and shield.Parent ~= nil then
- shield.Orientation = primarypart.Orientation
- if offsettype == 0 then
- shield.Position = primarypart.Position
- elseif offsettype == 1 then
- shield.Position = primarypart.Position +(primarypart.CFrame.LookVector*5) + (primarypart.Velocity*Vector3.new(0.15,0,0.15))
- end
- else
- --[[if shield then
- print("Shield was Removed")
- shield:Destroy()
- else
- print("Shield was Destroyed")
- end
- shield = nil
- createshield()]]--
- end
- end
- game:GetService("RunService").RenderStepped:Connect(renderstepped)
- ups.InputBegan:connect(function(inputObject, gameProcessedEvent)
- if inputObject.KeyCode == Enum.KeyCode.Q and not gameProcessedEvent then
- offsettype = 0
- --ForceField
- humanoid.WalkSpeed = 0
- humanoid.JumpPower = 0
- humanoid.MaxHealth = math.huge
- healthhold = humanoid.Health
- humanoid.Health = math.huge
- shield.Shape = "Ball"
- shield.Size = Vector3.new(10,10,10)
- shield.CanCollide = true
- shield.Transparency = 0.5
- ff = Instance.new("ForceField")
- ff.Visible = false
- ff.Parent = char
- primarypart.Anchored = true
- elseif inputObject.KeyCode == Enum.KeyCode.E and not gameProcessedEvent then
- shield.CanCollide = true
- shield.Transparency = 0.5
- end
- end)
- ups.InputEnded:connect(function(inputObject, gameProcessedEvent)
- if inputObject.KeyCode == Enum.KeyCode.Q and not gameProcessedEvent then
- offsettype = 1
- --Shield
- humanoid.WalkSpeed = 16
- humanoid.JumpPower = 50
- humanoid.MaxHealth = 100
- humanoid.Health = healthhold
- shield.Shape = "Block"
- shield.Size = Vector3.new(5,5,0.2)
- shield.CanCollide = false
- shield.Transparency = 1
- if ff then
- ff:Destroy()
- end
- primarypart.Anchored = false
- elseif inputObject.KeyCode == Enum.KeyCode.E and not gameProcessedEvent then
- shield.CanCollide = false
- shield.Transparency = 1
- end
- end)
- --cleanup on die
- function died()
- shield:Destroy()
- end
- humanoid.Died:Connect(died)
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