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- local KeyGuardLibrary = loadstring(game:HttpGet("https://cdn.keyguardian.org/library/v1.0.0.lua"))()
- local trueData = "04e57479ed6c46c28f7646cd037f27fe"
- local falseData = "5050926da3c0437499002edcfb7b2849"
- KeyGuardLibrary.Set({
- publicToken = "e92e2e0aa4f3484fac25ecad35fbbbb1",
- privateToken = "652dc0fbfc434d0f9809d01f7b9fed9a",
- trueData = trueData,
- falseData = falseData,
- })
- local Fluent = loadstring(game:HttpGet("https://github.com/dawid-scripts/Fluent/releases/latest/download/main.lua"))()
- local key = script_key
- local Window = Fluent:CreateWindow({
- Title = "Sushi Hub",
- SubTitle = "Sushi HUB",
- TabWidth = 160,
- Size = UDim2.fromOffset(200, 200),
- Acrylic = false,
- Theme = "Darker",
- MinimizeKey = Enum.KeyCode.LeftControl
- })
- local Tabs = {
- KeySys = Window:AddTab({ Title = "Key System", Icon = "key" }),
- }
- local Entkey = Tabs.KeySys:AddInput("Input", {
- Title = "Enter Key",
- Description = "Enter Key Here",
- Default = "",
- Placeholder = "Enter key…",
- Numeric = false,
- Finished = false,
- Callback = function(Value)
- key = Value
- end
- })
- local Checkkey = Tabs.KeySys:AddButton({
- Title = "Check Key",
- Description = "Enter Key before pressing this button",
- Callback = function()
- local response = KeyGuardLibrary.validateDefaultKey(key)
- if response == trueData then
- print("Key is valid")
- local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/bloodball/-back-ups-for-libs/main/cat"))() -- you can go into the github link and copy all of it and modify it for yourself.
- local Window = Library:CreateWindow("Volleyball 4.2 by sushijimas", Vector2.new(492, 598), Enum.KeyCode.RightControl) -- you can change your UI keybind
- local AimingTab = Window:CreateTab("Player") -- you can rename this tab to whatever you want
- local ConfigTab = Window:CreateTab("Config")
- -- First Section for movement
- local OtherSection = AimingTab:CreateSector("Others", "right")
- OtherSection:AddButton("Ball Trajectory", function(IhateGayPeople)
- repeat wait() until workspace:FindFirstChild("Ball")
- local UserInputService = game:GetService("UserInputService")
- local RunService = game:GetService("RunService")
- local markers = {}
- local function PHYSICS_STUFF(velocity, position)
- local acceleration = -workspace.Gravity
- local timeToLand = (-velocity.y - math.sqrt(velocity.y * velocity.y - 4 * 0.5 * acceleration * position.y)) / (2 * 0.5 * acceleration)
- local horizontalVelocity = Vector3.new(velocity.x, 0, velocity.z)
- local landingPosition = position + horizontalVelocity * timeToLand + Vector3.new(0, -position.y, 0)
- return landingPosition
- end
- local function createMarker()
- local marker = Instance.new("Part")
- marker.Name = "Marker"
- marker.Size = Vector3.new(3, 3, 3)
- marker.Shape = Enum.PartType.Ball
- marker.BrickColor = BrickColor.new("Bright red")
- marker.CanCollide = false
- marker.Anchored = true
- marker.Parent = workspace
- marker.Transparency = 0.5
- marker.Material = Enum.Material.Neon
- return marker
- end
- -- Criar os marcadores para a trajetória
- RunService:BindToRenderStep("VisualizeLandingPosition", Enum.RenderPriority.Camera.Value, function()
- -- Limpar os marcadores existentes
- for _, marker in ipairs(markers) do
- marker:Destroy()
- end
- markers = {}
- -- Adicionar marcadores para cada bola
- for _, ballModel in ipairs(workspace:GetChildren()) do
- if ballModel:IsA("Model") and ballModel.Name == "Ball" then
- local ball = ballModel:FindFirstChild("BallPart")
- if ball then
- local marker = createMarker()
- local initialVelocity = ballModel.Velocity
- local landingPosition = PHYSICS_STUFF(initialVelocity.Value, ball.Position)
- marker.CFrame = CFrame.new(landingPosition)
- table.insert(markers, marker)
- end
- end
- end
- end)
- end)
- OtherSection:AddTextbox("Jump Power", nil, function(State)
- local player = game.Players.LocalPlayer
- -- Tenta converter o valor inserido para um número
- local jumpPower = tonumber(State) -- Aqui usamos o parâmetro 'State', que é o valor da caixa de texto
- if jumpPower then
- -- Define a altura do salto
- game.Workspace[player.Name].Humanoid.JumpHeight = jumpPower
- game.Workspace[player.Name].Humanoid.UseJumpPower = false
- print("Jump power set to:", jumpPower) -- Exibe o novo valor no console
- else
- print("Invalid input. Please enter a number.") -- Mensagem de erro se o input não for um número
- end
- end)
- OtherSection:AddToggle("Jump Aimbot", false, function(first)
- if first then
- local Players = game:GetService("Players")
- local uis = game:GetService('UserInputService')
- local function makeCharacterLookAtCamera()
- local player = Players.LocalPlayer
- local character = player.Character
- if character then
- local humanoidRootPart = character:WaitForChild("HumanoidRootPart")
- if humanoidRootPart then
- local Camera = workspace.CurrentCamera
- local cameraLookDirection = Camera.CFrame.LookVector
- humanoidRootPart.CFrame = CFrame.new(humanoidRootPart.Position,
- humanoidRootPart.Position + Vector3.new(cameraLookDirection.X, 0, cameraLookDirection.Z))
- end
- end
- end
- uis.JumpRequest:Connect(function()
- makeCharacterLookAtCamera()
- end)
- else
- -- Lógica para desativar o comportamento, caso necessário
- end
- end)
- OtherSection:AddToggle("Spike ESP", false, function(first)
- if first then
- -- Ativado, executa as ações de rastrear e desenhar linhas
- local Players = game:GetService("Players")
- local RunService = game:GetService("RunService")
- local localPlayer = Players.LocalPlayer -- Automatically get the local player's object
- -- Tabela para armazenar as linhas de cada jogador
- local playerLines = {}
- -- Função para criar ou atualizar a linha
- local function updateLine(player)
- -- Exclui você (o desenvolvedor) da lógica
- if player == localPlayer then
- return
- end
- local character = player.Character
- if character and character:FindFirstChild("HumanoidRootPart") then
- local rootPart = character.HumanoidRootPart
- local humanoid = character:FindFirstChild("Humanoid")
- -- Verifica se o jogador está no ar (pulo ou queda)
- if humanoid and (humanoid:GetState() == Enum.HumanoidStateType.Jumping or humanoid:GetState() == Enum.HumanoidStateType.Freefall) then
- local direction = rootPart.CFrame.LookVector
- local startPosition = rootPart.Position
- local endPosition = startPosition + (direction * 15) -- Aumenta o comprimento para 15 metros
- -- Verifica se a linha já existe, se não, cria uma nova
- if not playerLines[player.UserId] then
- local line = Instance.new("Part")
- line.Size = Vector3.new(0.5, 0.5, 15) -- Aumenta a largura e a espessura
- line.Anchored = true
- line.CanCollide = false
- line.Color = Color3.new(1, 1, 1) -- Cor branca
- line.Material = Enum.Material.SmoothPlastic -- Material menos brilhante
- line.Parent = workspace
- -- Armazena a linha na tabela
- playerLines[player.UserId] = line
- end
- -- Atualiza a posição e orientação da linha
- local line = playerLines[player.UserId]
- line.CFrame = CFrame.new((startPosition + endPosition) / 2, endPosition)
- else
- -- Se o jogador não está no ar, destrói a linha se existir
- local line = playerLines[player.UserId]
- if line then
- line:Destroy()
- playerLines[player.UserId] = nil
- end
- end
- end
- end
- -- Função para verificar se o humanoide está presente e conectar ao evento de pulo
- local function onPlayerAdded(player)
- player.CharacterAdded:Connect(function(character)
- local humanoid = character:WaitForChild("Humanoid")
- humanoid.Jumping:Connect(function()
- updateLine(player) -- Ativa a linha quando o jogador pula
- end)
- end)
- end
- -- Conectar a todos os jogadores já presentes
- for _, player in ipairs(Players:GetPlayers()) do
- onPlayerAdded(player)
- end
- -- Conectar a função ao evento de renderização
- RunService.RenderStepped:Connect(function()
- for _, player in ipairs(Players:GetPlayers()) do
- updateLine(player)
- end
- end)
- -- Conectar ao evento de adição de novos jogadores
- Players.PlayerAdded:Connect(onPlayerAdded)
- print("Spike ESP ativado")
- else
- -- Desativado, destrói as linhas e limpa a tabela
- for _, line in pairs(playerLines) do
- line:Destroy()
- end
- playerLines = {} -- Limpa a tabela de linhas
- print("Spike ESP desativado")
- end
- end)
- ---------------------------------------------------------------------------------------
- -----------------------------MiscSection-----------------------------------------------
- ---------------------------------------------------------------------------------------
- -- Misc Section for additional functionalities
- local MiscSection = AimingTab:CreateSector("Misc", "left")
- MiscSection:AddButton("Infinite Stamina", function()
- local function searchAndModifyFunctionsWithConstant()
- local gc = getgc(true) -- Get all garbage-collected objects
- local targetConstant = 0.6 -- Constant we want to search for
- local foundFunctions = {}
- -- Iterate through all items in the garbage collector
- for _, item in pairs(gc) do
- if type(item) == "function" and not is_synapse_function(item) then
- local success, constants = pcall(debug.getconstants, item)
- -- If constants were successfully retrieved, search for the target value
- if success then
- for _, constant in pairs(constants) do
- if constant == targetConstant then
- table.insert(foundFunctions, item)
- -- Modify the 8th constant if it exists
- if constants[8] then
- pcall(function() debug.setconstant(item, 8, math.huge) end) -- Adjust the 8th constant to a very large value
- end
- -- Modify the 10th constant if it exists
- if constants[10] then
- pcall(function() debug.setconstant(item, 10, math.huge) end) -- Adjust the 10th constant to a very large value
- end
- break -- No need to continue checking this function
- end
- end
- end
- end
- end
- end
- -- Execute the search and modification
- searchAndModifyFunctionsWithConstant()
- print("Infinite Stamina Enabled") -- Message when infinite stamina is enabled
- end)
- MiscSection:AddSlider("Fov Changer", 0, 70, 120, 1, function(State)
- -- Altera o campo de visão (FOV) da câmera
- workspace.CurrentCamera.FieldOfView = State
- end)
- MiscSection:AddSlider("Spike Strenght", 1, 1, 4, 1, function(value)
- local tiltValues = {4000, 5500, 7000, 9000}
- game.Players.LocalPlayer.Character.HumanoidRootPart.Tilt.P = tiltValues[value]
- end)
- MiscSection:AddButton("Ball Hitbox", function()
- local ballSize = 3 -- Define o tamanho fixo para a bola
- local connection -- Variável para armazenar a conexão do evento
- local function resizeExistingBalls()
- for _, ballModel in ipairs(workspace:GetChildren()) do
- if ballModel:IsA("Model") and ballModel.Name == "Ball" then
- local ballPart = ballModel:FindFirstChild("BallPart")
- if ballPart then
- ballPart.Size = Vector3.new(ballSize, ballSize, ballSize)
- end
- end
- end
- end
- -- Redimensiona as bolas já existentes
- resizeExistingBalls()
- -- Se já houver uma conexão ativa, evita criar outra
- if connection then connection:Disconnect() end
- -- Conecta ao evento para modificar novas bolas automaticamente
- connection = workspace.ChildAdded:Connect(function(child)
- if child:IsA("Model") and child.Name == "Ball" then
- local ballPart = child:WaitForChild("BallPart")
- ballPart.Size = Vector3.new(ballSize, ballSize, ballSize)
- end
- end)
- end)
- local RotationEnabled = false
- local RotationConnection
- MiscSection:AddToggle("Rotate Camera", false, function(State)
- RotationEnabled = State
- if RotationEnabled then
- -- Inicia o loop de rotação da câmera
- local player = game.Players.LocalPlayer
- RotationConnection = game:GetService("RunService").RenderStepped:Connect(function()
- if player.Character and player.Character:FindFirstChild("Humanoid") then
- player.Character.Humanoid.AutoRotate = true
- end
- end)
- else
- -- Desativa a rotação e desconecta o loop
- if RotationConnection then
- RotationConnection:Disconnect()
- RotationConnection = nil
- end
- end
- end)
- local AiSection = AimingTab:CreateSector("Ai", "right")
- local Xxxx = AiSection:AddToggle("Auto Dive", false, function(Value)
- local player = game.Players.LocalPlayer
- local RunService = game:GetService("RunService")
- local VirtualInputManager = game:GetService("VirtualInputManager")
- local UserInputService = game:GetService("UserInputService")
- local function calculateLandingPosition(velocity, position)
- local gravity = workspace.Gravity
- local timeToLand = (-velocity.Y + math.sqrt(velocity.Y^2 + 2 * gravity * position.Y)) / gravity
- local horizontalVelocity = Vector3.new(velocity.X, 0, velocity.Z)
- local landingPosition = position + horizontalVelocity * timeToLand + Vector3.new(0, -position.Y, 0)
- return landingPosition, timeToLand
- end
- if Value then
- RunService:BindToRenderStep("CheckNearestBall", Enum.RenderPriority.Camera.Value, function()
- local character = player.Character
- if character and character:FindFirstChild("HumanoidRootPart") then
- local humanoidRootPart = character.HumanoidRootPart
- local humanoid = character:FindFirstChild("Humanoid")
- local maxDetectionRange = 7
- local nearestBall = nil
- local nearestDistance = math.huge
- local landingPosition, timeToLand
- for _, ballModel in ipairs(workspace:GetChildren()) do
- if ballModel:IsA("Model") and ballModel.Name == "Ball" then
- local ballPart = ballModel:FindFirstChild("BallPart")
- if ballPart then
- local distance = (ballPart.Position - humanoidRootPart.Position).magnitude
- if distance <= maxDetectionRange then
- landingPosition, timeToLand = calculateLandingPosition(ballPart.Velocity, ballPart.Position)
- if distance < nearestDistance then
- nearestDistance = distance
- nearestBall = ballPart
- end
- end
- end
- end
- end
- if nearestBall and landingPosition then
- if landingPosition.Y <= 0 and timeToLand > 0 then
- if humanoid:GetState() ~= Enum.HumanoidStateType.Physics and humanoid:GetState() ~= Enum.HumanoidStateType.Seated then
- humanoidRootPart.CFrame = CFrame.lookAt(
- humanoidRootPart.Position,
- Vector3.new(landingPosition.X, humanoidRootPart.Position.Y, landingPosition.Z)
- )
- end
- local pressTime = timeToLand - 0.3
- if tick() >= pressTime then
- VirtualInputManager:SendKeyEvent(true, "Three", false, game)
- VirtualInputManager:SendKeyEvent(false, "Three", false, game)
- end
- end
- end
- end
- end)
- else
- RunService:UnbindFromRenderStep("CheckNearestBall")
- end
- end)
- Xxxx:AddKeybind()
- local ToggleReceive = AiSection:AddToggle("Auto Receive", false, function(Value)
- local player = game.Players.LocalPlayer
- local RunService = game:GetService("RunService")
- if Value then
- RunService:BindToRenderStep("CheckNearestBallReceive", Enum.RenderPriority.Camera.Value, function()
- local character = player.Character or player.CharacterAdded:Wait()
- local humanoid = character:FindFirstChild("Humanoid")
- local maxDetectionRange = 7
- local nearestBall = nil
- local nearestDistance = math.huge
- for _, ballModel in ipairs(workspace:GetChildren()) do
- if ballModel:IsA("Model") and ballModel.Name == "Ball" then
- local ballPart = ballModel:FindFirstChild("BallPart")
- if ballPart then
- local distance = (ballPart.Position - character.HumanoidRootPart.Position).magnitude
- if distance <= maxDetectionRange and distance < nearestDistance then
- nearestDistance = distance
- nearestBall = ballPart
- end
- end
- end
- end
- if nearestBall then
- local args = {"Receiving"}
- game:GetService("ReplicatedStorage"):WaitForChild("Remotes"):WaitForChild("PlayerAction"):FireServer(unpack(args))
- local animation = game:GetService("ReplicatedStorage").Assets.Animations.Receive.Default
- local animationTrack = humanoid:LoadAnimation(animation)
- animationTrack:Play()
- end
- end)
- else
- RunService:UnbindFromRenderStep("CheckNearestBallReceive")
- end
- end)
- ToggleReceive:AddKeybind()
- local AiAttack = AiSection:AddToggle("Auto Attack", false, function(Value)
- local player = game.Players.LocalPlayer
- local RunService = game:GetService("RunService")
- local VirtualInputManager = game:GetService("VirtualInputManager")
- if Value then
- RunService:BindToRenderStep("CheckNearestBall", Enum.RenderPriority.Camera.Value, function()
- local character = player.Character or player.CharacterAdded:Wait()
- local humanoid = character:FindFirstChild("Humanoid")
- local maxDetectionRange = 7
- local nearestBall = nil
- local nearestDistance = math.huge
- for _, ballModel in ipairs(workspace:GetChildren()) do
- if ballModel:IsA("Model") and ballModel.Name == "Ball" then
- local ballPart = ballModel:FindFirstChild("BallPart")
- if ballPart then
- local distance = (ballPart.Position - character.HumanoidRootPart.Position).magnitude
- if distance <= maxDetectionRange and distance < nearestDistance then
- nearestDistance = distance
- nearestBall = ballPart
- end
- end
- end
- end
- if nearestBall then
- -- Simula um clique do botão esquerdo do mouse
- VirtualInputManager:SendMouseButtonEvent(0, 0, 0, true, game, 0)
- VirtualInputManager:SendMouseButtonEvent(0, 0, 0, false, game, 0)
- end
- end)
- else
- RunService:UnbindFromRenderStep("CheckNearestBall")
- end
- end)
- AiAttack:AddKeybind()
- local CourtSection = AimingTab:CreateSector("Court", "left")
- CourtSection:AddButton("Lockcourt Delete", function(IhateGayPeople)
- game.Workspace.LockCourt:Destroy()
- end)
- CourtSection:AddButton("Ceiling Delete", function(IhateGayPeople)
- game.Workspace.Ceiling:Destroy()
- end)
- CourtSection:AddButton("No Line Fault", function(IhateGayPeople)
- game.Workspace.ServeLF.Size = Vector3.new(0.001, 1, 0.001)
- end)
- CourtSection:AddButton("No Backrow Line Fault", function(IhateGayPeople)
- game.Workspace.BackrowLF.Size = Vector3.new(0.001, 1, 0.001)
- end)
- local RedSection = AimingTab:CreateSector("Red Team", "right")
- RedSection:AddButton("Join Random Frontrow", function(IhateGayPeople)
- local teamName = "RedPlayers"
- local remote = game:GetService("ReplicatedStorage"):WaitForChild("Remotes"):WaitForChild("Pickups")
- for position = 2, 4 do
- local args = {
- [1] = "JoinTeam",
- [2] = {
- ["teamName"] = teamName,
- ["position"] = position
- }
- }
- remote:FireServer(unpack(args))
- end
- end)
- RedSection:AddButton("Join Random Backrow", function(IhateGayPeople)
- local teamName = "RedPlayers"
- local remote = game:GetService("ReplicatedStorage"):WaitForChild("Remotes"):WaitForChild("Pickups")
- local positions = {1, 5, 6}
- for _, position in ipairs(positions) do
- local args = {
- [1] = "JoinTeam",
- [2] = {
- ["teamName"] = teamName,
- ["position"] = position
- }
- }
- remote:FireServer(unpack(args))
- end
- end)
- local BlueSection = AimingTab:CreateSector("Blue Team", "left")
- BlueSection:AddButton("Join Random Frontrow", function(IhateGayPeople)
- local teamName = "BluePlayers"
- local remote = game:GetService("ReplicatedStorage"):WaitForChild("Remotes"):WaitForChild("Pickups")
- for position = 2, 4 do
- local args = {
- [1] = "JoinTeam",
- [2] = {
- ["teamName"] = teamName,
- ["position"] = position
- }
- }
- remote:FireServer(unpack(args))
- end
- end)
- BlueSection:AddButton("Join Random Backrow", function(IhateGayPeople)
- local teamName = "BluePlayers"
- local remote = game:GetService("ReplicatedStorage"):WaitForChild("Remotes"):WaitForChild("Pickups")
- local positions = {1, 5, 6}
- for _, position in ipairs(positions) do
- local args = {
- [1] = "JoinTeam",
- [2] = {
- ["teamName"] = teamName,
- ["position"] = position
- }
- }
- remote:FireServer(unpack(args))
- end
- end)
- -- Config System for saving settings
- ConfigTab:CreateConfigSystem("left") --this is the config system
- else
- print("Key is invalid")
- end
- end
- })
- Window:SelectTab(1)
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