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Roblox server side scripts

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  1. -
  2. Download Here --> https://tinyurl.com/muw2vxtn?id45827152 (Copy and Paste Link)
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  9. RunService
  10. RunService contains methods and events for time-management as well as for managing the context in which a game or script is running. Methods like IsClient , IsServer , IsStudio , can help you determine under what context code is running. These methods are useful for ModuleScripts that may be required by both client and server scripts. Furthermore, IsStudio can be used to add special behaviors for in-studio testing.
  11. RunService also houses events that allow your code to adhere to Roblox's frame-by-frame loop, such as Stepped , Heartbeat and RenderStepped . Selecting the proper event to use for any case is important, so you should read Task Scheduler to make an informed decision.
  12. Code Samples
  13. local RunService = game:GetService("RunService") local PART_START_POS = Vector3.new(0, 10, 0) local PART_SPEED = Vector3.new(10, 0, 0) -- Create a Part with a BodyPosition local part = Instance.new("Part") part.CFrame = CFrame.new(PART_START_POS) local bp = Instance.new("BodyPosition") bp.Parent = part bp.Position = PART_START_POS part.Parent = workspace local function onStep(_currentTime, deltaTime) -- Move the part the distance it is meant to move -- in the last `deltaTime` seconds bp.Position = bp.Position + PART_SPEED * deltaTime -- Here's the math behind this: -- speed = displacement / time -- displacement = speed * time end RunService.Stepped:Connect(onStep)
  14. Summary
  15. Properties
  16. Methods
  17. Given a string name of a function and a priority, this method binds the function to RunService.RenderStepped .
  18. Returns whether the current environment is running on the client.
  19. Returns whether the current environment is in Edit mode.
  20. Returns whether the 'Run' button has been pressed to run the simulation in Roblox Studio.
  21. Returns whether the game is currently running.
  22. Returns whether the current environment is running on the server.
  23. Returns whether the current environment is running in Roblox Studio.
  24. Pauses the game's simulation if it is running, suspending physics and scripts.
  25. Runs the game's simulation, running physics and scripts.
  26. Ends the game's simulation if it is running.
  27. Unbinds a function that was bound to the render loop using RunService:BindToRenderStep() .
  28. Events
  29. Fires every frame after the physics simulation has completed.
  30. Fires every frame prior to the frame being rendered.
  31. Fires every frame prior to the physics simulation.
  32. Properties
  33. ClientGitHash
  34. Methods
  35. BindToRenderStep
  36. The BindToRenderStep function binds a custom function to be called at a specific time during the render step. There are three main arguments for BindToRenderStep: name , priority , and what function to call .
  37. As it is linked to the client's rendering process, BindToRenderStep can only be called on the client.
  38. Name
  39. The name parameter is a label for the binding, and can be used with RunService:UnbindFromRenderStep() if the binding is no longer needed.
  40. local RunService = game:GetService("RunService") local function functionToBind() end -- Bind the function above to the binding named "tempBinding" RunService:BindToRenderStep("tempBinding", 1, functionToBind) -- Unbind the function bound to "tempBinding" RunService:UnbindFromRenderStep("tempBinding")
  41. Priority
  42. The priority of the binding is an integer, and determines when during the render step to call the custom function. The lower this number, the sooner the custom function will be called. If two bindings have the same priority the Roblox engine will randomly pick one to run first. The default Roblox control scripts run with these specific priorities:
  43. Camera Controls: 200 For convenience, the RenderPriority enum can be used to determine the integer value to set a binding. For example, to make a binding right before the default camera update, simply subtract 1 from the camera priority level.
  44. When using Enum.RenderPriority, remember to use InlineCode.Value at the end of the desired enum. BindToRenderStep will not work if just the enum on its own is used.
  45. local RunService = game:GetService("RunService") local function beforeCamera(delta) -- Code in here will run before the default Roblox camera script end RunService:BindToRenderStep("Before camera", Enum.RenderPriority.Camera.Value - 1, beforeCamera)
  46. Custom Function and Delta Time
  47. The last argument of BindToRenderStep is the custom function to call. This function will be passed one parameter called deltaTime. DeltaTime shows how much time passed between the beginning of the previous render step and the beginning of the current render step.
  48. All rendering updates will wait until the code in the render step finishes. Make sure that any code called by BindToRenderStep runs quickly and efficiently. If code in BindToRenderStep takes too long, then the game visuals will be choppy.
  49. Parameters
  50. The name parameter is a label for the binding, and can be used with RunService.Unbind if the binding is no longer needed.
  51. The priority of the binding is an integer, and determines when during the render step to call the custom function. The lower this number, the sooner the custom function will be called. If two bindings have the same priority the Roblox engine will randomly pick one to run first. The default Roblox control scripts run with these specific priorities:
  52. For convenience, the RenderPriority enum can be used to determine the integer value to set a binding. For example, to make a binding right before the default camera update, simply subtract 1 from the camera priority level.
  53. The custom function being bound.
  54. Returns
  55. Code Samples
  56. local RunService = game:GetService("RunService") -- How fast the frame ought to move local SPEED = 2 local frame = script.Parent frame.AnchorPoint = Vector2.new(0.5, 0.5) -- A simple parametric equation of a circle -- centered at (0.5, 0.5) with radius (0.5) local function circle(t) return 0.5 + math.cos(t) * 0.5, 0.5 + math.sin(t) * 0.5 end -- Keep track of the current time local currentTime = 0 local function onRenderStep(deltaTime) -- Update the current time currentTime = currentTime + deltaTime * SPEED -- . and the frame's position local x, y = circle(currentTime) frame.Position = UDim2.new(x, 0, y, 0) end -- This is just a visual effect, so use the "Last" priority RunService:BindToRenderStep("FrameCircle", Enum.RenderPriority.Last.Value, onRenderStep) --RunService.RenderStepped:Connect(onRenderStep) -- Also works, but not recommended
  57. local RunService = game:GetService("RunService") local function checkDelta(deltaTime) print("Time since last render step:", deltaTime) end RunService:BindToRenderStep("Check delta", Enum.RenderPriority.First.Value, checkDelta)
  58. local RunService = game:GetService("RunService") -- Step 1: Declare the function and a name local name = "Print Hello" local function printHello() print("Hello") end -- Step 2: Bind the function RunService:BindToRenderStep(name, Enum.RenderPriority.First.Value, printHello) -- Step 3: Unbind the function local success, message = pcall(function() RunService:UnbindFromRenderStep(name) end) if success then print("Success: Function unbound!") else print("An error occurred: " .. message) end
  59. GetCoreScriptVersion
  60. Returns
  61. GetRobloxClientChannel
  62. Returns
  63. GetRobloxVersion
  64. Returns
  65. IsClient
  66. This function returns whether the current environment is running on the client.
  67. If the code that invoked this method is running in a client context (in a LocalScript or a ModuleScript required by a LocalScript ) then this method will return true. In all other cases, this function will return false.
  68. If this function returns true, then the current environment can access client-only features like RunService.RenderStepped or Players.LocalPlayer .
  69. RunService test function results
  70. EnvironmentIsStudioIsClientIsServerIsEditIsRunningIsRunModeLive PlayerfalsetruefalseLive ServerfalsefalsetrueEdit ModetruetruetruetruefalsefalseEdit Mode (Team Create)truetruefalsetruefalsefalseRun ModetruetruetruefalsetruetruePlay Mode (Client)truetruefalsefalsetruefalsePlay Mode (Server)truefalsetruefalsetruetrueTeam Test PlayertruetruefalsefalsetruefalseLegacy Play Mode †truetruetruefalsetruefalse
  71. Returns
  72. Whether the current environment is running the client.
  73. Code Samples
  74. local RunService = game:GetService("RunService") if RunService:IsStudio() then print("I am in Roblox Studio") else print("I am in an online Roblox Server") end if RunService:IsRunMode() then print("Running in Studio") end if RunService:IsClient() then print("I am a client") else print("I am not a client") end if RunService:IsServer() then print("I am a server") else print("I am not a server") end if RunService:IsRunning() then print("The game is running") else print("The game is stopped or paused") end
  75. IsEdit
  76. This function returns whether the current environment is in 'Edit' mode. For example, Roblox Studio is in 'Edit Mode' when the game is not running.
  77. IsEdit will return the inverse of RunService:IsRunning() with one exception, if the simulation has been 'paused' then both IsEdit and RunService:IsRunning() will return false.
  78. Returns
  79. Whether the current environment is in Edit mode.
  80. IsRunMode
  81. This function returns whether the 'Run' button has been pressed to run the simulation in Roblox Studio.
  82. If the user has pressed 'Run', then this function will return true. This function will continue to return true if the simulation has been paused using the 'Pause' button. However, once it has been stopped using the 'Stop' button it will revert to returning false.
  83. Roblox Studio only enters run mode when the 'Run' button is pressed, not the 'Play' button. This function will also return false if the simulation was started using RunService:Run() rather than the 'Run' button.
  84. RunService test function results
  85. Returns
  86. Whether the 'Run' button has been pressed to run the simulation in Roblox Studio.
  87. Code Samples
  88. local RunService = game:GetService("RunService") if RunService:IsStudio() then print("I am in Roblox Studio") else print("I am in an online Roblox Server") end if RunService:IsRunMode() then print("Running in Studio") end if RunService:IsClient() then print("I am a client") else print("I am not a client") end if RunService:IsServer() then print("I am a server") else print("I am not a server") end if RunService:IsRunning() then print("The game is running") else print("The game is stopped or paused") end
  89. IsRunning
  90. Returns whether the game is currently running
  91. The game is considered running when it is not in edit mode in Roblox Studio. This means, if the simulation has been run using the 'Run' or 'Play' buttons the game is running.
  92. IsRunning will always return the inverse of RunService:IsEdit() with one exception, if the simulation has been 'paused' then both RunService:IsEdit() and IsRunning will return false.
  93. RunService test function results
  94. Returns
  95. Whether the game is currently running.
  96. Code Samples
  97. local RunService = game:GetService("RunService") if RunService:IsStudio() then print("I am in Roblox Studio") else print("I am in an online Roblox Server") end if RunService:IsRunMode() then print("Running in Studio") end if RunService:IsClient() then print("I am a client") else print("I am not a client") end if RunService:IsServer() then print("I am a server") else print("I am not a server") end if RunService:IsRunning() then print("The game is running") else print("The game is stopped or paused") end
  98. IsServer
  99. This function returns whether the current environment is running on the server.
  100. If the code that invoked this method is running in a server context (in a Script or a ModuleScript required by a Script ) then this method will return true. In all other cases, this function will return false.
  101. If this function returns true, then the current environment can access server-only features like ServerStorage or ServerScriptService .
  102. Returns
  103. Whether the current environment is running on the server.
  104. Code Samples
  105. local RunService = game:GetService("RunService") if RunService:IsStudio() then print("I am in Roblox Studio") else print("I am in an online Roblox Server") end if RunService:IsRunMode() then print("Running in Studio") end if RunService:IsClient() then print("I am a client") else print("I am not a client") end if RunService:IsServer() then print("I am a server") else print("I am not a server") end if RunService:IsRunning() then print("The game is running") else print("The game is stopped or paused") end
  106. IsStudio
  107. This function returns whether the current environment is running in Roblox Studio.
  108. This function will only return true when using Roblox Studio and can be used to add code to test your game within Studio.
  109. Returns
  110. Whether the current environment is running in Roblox Studio.
  111. Code Samples
  112. local RunService = game:GetService("RunService") if RunService:IsStudio() then print("I am in Roblox Studio") else print("I am in an online Roblox Server") end if RunService:IsRunMode() then print("Running in Studio") end if RunService:IsClient() then print("I am a client") else print("I am not a client") end if RunService:IsServer() then print("I am a server") else print("I am not a server") end if RunService:IsRunning() then print("The game is running") else print("The game is stopped or paused") end
  113. Pause
  114. This function pauses the games' simulation if it is running, suspending physics and scripts.
  115. The simulation can be started using RunService:Run() or the 'Run' button in Roblox Studio. When the simulation is paused, RunService:IsRunning() will return false.
  116. Pausing the simulation can be used to assist with debugging in Roblox Studio, it cannot be used in real game sessions.
  117. Returns
  118. Run
  119. This function runs the game's simulation, running physics and scripts.
  120. When the simulation is running, RunService:IsRunning() will return true. However, RunService:IsRunMode() will only return true if the simulation was started using the 'Run' button in Roblox Studio. This means when this function is used to start the simulation, IsRunMode will return false even though the simulation is running.
  121. The simulation can be paused using RunService:Pause() or the 'Pause' button in Roblox Studio. It can also be ended using RunService:Stop() .
  122. Running the simulation can be used to assist with debugging in Roblox Studio. Currently it is not possible to restore the game to the state it was in prior to running the simulation if the simulation was started using this function. If this is a problem, instead use the 'Run' button in Roblox Studio.
  123. Returns
  124. Set3dRenderingEnabled
  125. Parameters
  126. Returns
  127. SetRobloxGuiFocused
  128. Parameters
  129. Returns
  130. Stop
  131. This function ends the game's simulation if it is running.
  132. The simulation can be started using RunService:Run() or the 'Run' button in Roblox Studio. When the simulation is stopped, RunService:IsRunning() will return false and RunService:IsEdit() will return true.
  133. In contrast to the 'Stop' button in Roblox Studio, calling this function will not restore the game to the state it was in prior to the simulation being run. This means any changes made to the game by the physics simulation and scripts will persist after the simulation has ended.
  134. Returns
  135. UnbindFromRenderStep
  136. Given a name of a function sent to BindToRenderStep , this method will unbind the function from being called during RenderStepped. This is used to unbind bound functions once they are no longer needed, or when they no longer need to fire every step.
  137. If there is no bound function by the given name, this method raises an error. You can prevent such an error from being raised by using pcall . For example, if you bind a function named drawImage using BindToRenderStep , the following code would unbind the function, suppressing errors if there wasn't already a function with the name drawImage bound.
  138. local RunService = game:GetService("RunService") local success, message = pcall(function() RunService:UnbindFromRenderStep("drawImage") end) if success then print("Success: Function unbound!") else print("An error occurred: "..message) end ```"
  139. Parameters
  140. The name of the function being unbound.
  141. Returns
  142. Code Samples
  143. local RunService = game:GetService("RunService") -- Step 1: Declare the function and a name local name = "Print Hello" local function printHello() print("Hello") end -- Step 2: Bind the function RunService:BindToRenderStep(name, Enum.RenderPriority.First.Value, printHello) -- Step 3: Unbind the function local success, message = pcall(function() RunService:UnbindFromRenderStep(name) end) if success then print("Success: Function unbound!") else print("An error occurred: " .. message) end
  144. setThrottleFramerateEnabled
  145. Parameters
  146. Returns
  147. Events
  148. Heartbeat
  149. The Heartbeat event fires every frame, after the physics simulation has completed. The step argument indicates the time that has elapsed since the previous frame.
  150. As Heartbeat fires every frame, it runs on a variable frequency . This means the rate will vary depending on the performance of the machine. If the game is running at 40 FPS, then Heartbeat will fire 40 times per second and the step argument will be roughly 1/40th of a second.
  151. The step argument can be used to account for the variable frequency of this event, for example:
  152. local RunService = game:GetService("RunService") local RATE_PER_SECOND = 2 RunService.Heartbeat:Connect(function(step) local increment = RATE_PER_SECOND * step end)
  153. There is no guarantee that functions connected to this event will fire at the exact same time, or in any specific order. For an alternative where the priority can be specified, see RunService:BindToRenderStep() .
  154. Parameters
  155. The time (in seconds) that has elapsed since the previous frame.
  156. Code Samples
  157. local RunService = game:GetService("RunService") local LOOP_COUNT = 5 local count = 0 local connection function onHeartbeat(step) if count then count = count + 1 print("Time between each loop: " .. step) else connection:Disconnect() end end connection = RunService.Heartbeat:Connect(onHeartbeat)
  158. PostSimulation
  159. Parameters
  160. PreAnimation
  161. Parameters
  162. PreRender
  163. Parameters
  164. PreSimulation
  165. Parameters
  166. RenderStepped
  167. The RenderStepped event fires every frame, prior to the frame being rendered. The step argument indicates the time that has elapsed since the previous frame.
  168. RenderStepped does not run in parallel to Roblox's rendering tasks and code connected to RenderStepped must be executed prior to the frame being rendered. This can lead to significant performance issues if RenderStepped is used inappropriately. To avoid this, only use RenderStepped for code that works with the camera or character . Otherwise, RunService.Heartbeat should be used.
  169. As RenderStepped fires every frame, it runs on a variable frequency . This means the rate will vary depending on the performance of the machine. If the game is running at 40 FPS, then RenderStepped will fire 40 times per second and the step argument will be roughly 1/40th of a second.
  170. The step argument can be used to account for the variable frequency of this event, for example:
  171. local RunService = game:GetService("RunService") local RATE_PER_SECOND = 2 RunService.RenderStepped:Connect(function(step) local increment = RATE_PER_SECOND * step end)
  172. There is no guarantee that functions connected to this event will fire at the exact same time, or in any specific order. For an alternative where the priority can be specified, see RunService:BindToRenderStep() .
  173. As RenderStepped is client-side only, it can be used in a LocalScript or a ModuleScript required by a LocalScript.
  174. Parameters
  175. The time (in seconds) that has elapsed since the previous frame.
  176. Roblox Server Side Fe Destruction Script
  177. roblox server side fe destruction script, Scripting In Core Advanced Core Documentation Help With Serverside Anti Fe God Module Scripting Support Devforum Roblox qub ets wmy The Best Roblox Vr Scripts Exploits To Try 2021 the best roblox vr scripts exploits Roblox Fe Scripts Playboard roblox fe scripts playboard Roblox Crash Script Pastebin Bux Life Roblox Code roblox crash script pastebin bux life Exploiting Problems Script Execution Scripting Support Devforum Roblox exploiting problems script execution Edit What Things Can Synapse Do By Firing Remote Events v3rmillion Exploiters Have Too Much Power Engine Bugs Devforum Roblox exploiters have too much power engine Fe Kill All Script Fe Kill Roblox Hack Script Kill All Fe Admin fe kill all script fe kill roblox hack How Would I Create Individual Functions For Each Player Server Side Scripting Support Devforum Roblox each player server side This Is A Script That Requires A Tool Named Key To Open A Door It Works But I Want The Key To Be Destroyed After It Was Used Once Is There Any reddit May Someone In Detail Explain To Me Why Certain Scripts Dont Work With Fe Scripting Helpers certain scripts dont work Roblox Script Showcase Server Destruction Scripts Youtube roblox script showcase server destruction scripts Roblox Fe Scripts 2020 sfc Roblox Server Side 7 Using Ropoly To Destroy Oders With Cute766 cute766 Roblox Ss Executor roblox ss executor Scripts Coolkids At Master Huphupscripts Scripts Github scripts coolkids at master The Best Roblox Vr Scripts Exploits To Try 2021 the best roblox vr scripts exploits Fe Kill All Script kuj Roblox Script Showcase Episode 478 God Of Destruction Youtube roblox script showcase episode 478 god of destruction Ks86jm9w3j2iim https www alvinblox com how to make a gun on roblox Roblox How To Bypass Fe Login Information Account Loginask roblox how to bypass fe login information account loginask Roblox Crash Script Pastebin Bux Life Roblox Code roblox crash script pastebin bux life Destroying Sonic Game With Serverside Roblox Exploiting Im Back By Baked cyberspaceandtime com
  178. [HELP] whats the best roblox server side exploit?
  179. iv'e been contemplating getting doggo admin, but i don't know if that's really the best. last time i though i knew what the best roblox script injector was i ended up thinking it was sirhurt which obviously isn't the best lol. any help would be greatly appreciated!
  180. Any server sided executor?
  181. Anyways, you should get doggo or john doe. They're the best up there on the mraket rn. Dont buy them both because they have the same games
  182. i would get doggo, has big games with lots of players, its admin is pretty good and i believe you can execute ss scripts
  183. How much is doggo and do i message the owner to buy it?
  184. Your submission has been automatically removed due to your account not meeting the subreddit requirement of being at least 10 days old.
  185. I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.
  186. Synapse is not server sided
  187. Real exploits cant do what serversides can dump shit
  188. About Community
  189. Reddit's #1 ROBLOX Exploiting community. Whether it's scripts, tutorials, memes or anything else - we've got it!
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