-- This script has been converted to FE by iPxter if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end local Player,Mouse,mouse,UserInputService,ContextActionService = owner do print("FE Compatibility code by Mokiros | Translated to FE by iPxter") script.Parent = Player.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,Connect=function(self,f)self.Function=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 and t.Function then t.Function(...) end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=Player then return end if io.isMouse then m.Target = io.Target m.Hit = io.Hit else 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 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}) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) local Mouse = Player:GetMouse() 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) Mouse,mouse,UserInputService,ContextActionService = m,m,UIS,CAS end local Player = owner local Character = owner ------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------- local Color = ColorSequence.new(Color3.new(10,0,0), Color3.new(0,0,0)) local Num = 0.8 local Num2 = 4 -------------Mods:1,4,8,10,15,20------------------------------------- local Size = 0.8 local Rate = 400 ------------------------------------------------------------------------------------- local Player = owner local Character = Player.Character Torso = Character:WaitForChild'Torso' local Wing1 = Instance.new("Part",Character) Wing1.FormFactor = Enum.FormFactor.Custom Wing1.Size = Vector3.new(.2, .2, .2) Wing1.Name = "WIng_1" local fire = Instance.new("ParticleEmitter", Wing1) fire.VelocitySpread = 10 fire.Lifetime = NumberRange.new(2) fire.Acceleration = Vector3.new(0, 2, 2) fire.RotSpeed = NumberRange.new(10) fire.Rate = Rate fire.Rotation = NumberRange.new(151515) fire.Name = "Fire" fire.LightEmission = 0.8 fire.LockedToPart = true fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds" fire.Color = Color fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)}) local Wing2 = Wing1:Clone() Wing2.Parent = Torso local x,y,z = 0,-1,-6 Wld = function(a,b,cf) local Weld = Instance.new('Weld',a) Weld.Part0 = a Weld.Part1 = b Weld.C1 = cf return Weld end local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(20),-math.rad(90))) local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(20),-math.rad(90))) game:service'RunService'.Stepped:connect(function() --z = 6+math.sin(tick()*2) y = -1+math.sin(tick()*Num)*Num2 Wing1.Fire.Acceleration = Vector3.new(x,y,z) Wing2.Fire.Acceleration = Vector3.new(x,y,-z) end) ------------------------------------------------------------------------------------------------ local Player = owner local Character = Player.Character Torso = Character:WaitForChild'Torso' local Wing1 = Instance.new("Part",Character) Wing1.FormFactor = Enum.FormFactor.Custom Wing1.Size = Vector3.new(.2, .2, .2) Wing1.Name = "WIng_1" local fire = Instance.new("ParticleEmitter", Wing1) fire.VelocitySpread = 10 fire.Lifetime = NumberRange.new(2.5) fire.Acceleration = Vector3.new(0, 4, 4) fire.RotSpeed = NumberRange.new(10) fire.Rate = Rate fire.Rotation = NumberRange.new(151515) fire.Name = "Fire" fire.LightEmission = 0.8 fire.LockedToPart = true fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds" fire.Color = Color fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)}) local Wing2 = Wing1:Clone() Wing2.Parent = Torso local x,y,z = 0,-1,-6 Wld = function(a,b,cf) local Weld = Instance.new('Weld',a) Weld.Part0 = a Weld.Part1 = b Weld.C1 = cf return Weld end local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(30),-math.rad(90))) local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(30),-math.rad(90))) print'Loaded' game:service'RunService'.Stepped:connect(function() --z = 6+math.sin(tick()*2) y = -1+math.sin(tick()*Num)*Num2 Wing1.Fire.Acceleration = Vector3.new(x,y,z) Wing2.Fire.Acceleration = Vector3.new(x,y,-z) end) ------------------------------------------------------------------------------------------------ local Player = owner local Character = Player.Character Torso = Character:WaitForChild'Torso' local Wing1 = Instance.new("Part",Character) Wing1.FormFactor = Enum.FormFactor.Custom Wing1.Size = Vector3.new(.2, .2, .2) Wing1.Name = "WIng_1" local fire = Instance.new("ParticleEmitter", Wing1) fire.VelocitySpread = 10 fire.Lifetime = NumberRange.new(2.8) fire.Acceleration = Vector3.new(0, 4, 4) fire.RotSpeed = NumberRange.new(10) fire.Rate = Rate fire.Rotation = NumberRange.new(151515) fire.Name = "Fire" fire.LightEmission = 0.8 fire.LockedToPart = true fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds" fire.Color = Color fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)}) local Wing2 = Wing1:Clone() Wing2.Parent = Torso local x,y,z = 0,-1,-6 Wld = function(a,b,cf) local Weld = Instance.new('Weld',a) Weld.Part0 = a Weld.Part1 = b Weld.C1 = cf return Weld end local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(40),-math.rad(90))) local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(40),-math.rad(90))) print'Loaded' game:service'RunService'.Stepped:connect(function() --z = 6+math.sin(tick()*2) y = -1+math.sin(tick()*Num)*Num2 Wing1.Fire.Acceleration = Vector3.new(x,y,z) Wing2.Fire.Acceleration = Vector3.new(x,y,-z) end) ------------------------------------------------------------------------------------------------ local Player = owner local Character = Player.Character Torso = Character:WaitForChild'Torso' local Wing1 = Instance.new("Part",Character) Wing1.FormFactor = Enum.FormFactor.Custom Wing1.Size = Vector3.new(.2, .2, .2) Wing1.Name = "WIng_1" local fire = Instance.new("ParticleEmitter", Wing1) fire.VelocitySpread = 10 fire.Lifetime = NumberRange.new(3) fire.Acceleration = Vector3.new(0, 4, 4) fire.RotSpeed = NumberRange.new(10) fire.Rate = Rate fire.Rotation = NumberRange.new(151515) fire.Name = "Fire" fire.LightEmission = 0.8 fire.LockedToPart = true fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds" fire.Color = Color fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)}) local Wing2 = Wing1:Clone() Wing2.Parent = Torso local x,y,z = 0,-1,-6 Wld = function(a,b,cf) local Weld = Instance.new('Weld',a) Weld.Part0 = a Weld.Part1 = b Weld.C1 = cf return Weld end local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(50),-math.rad(90))) local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(50),-math.rad(90))) print'Loaded' game:service'RunService'.Stepped:connect(function() --z = 6+math.sin(tick()*2) y = -1+math.sin(tick()*Num)*Num2 Wing1.Fire.Acceleration = Vector3.new(x,y,z) Wing2.Fire.Acceleration = Vector3.new(x,y,-z) end) ------------------------------------------------------------------------------------------------ local Player = owner local Character = Player.Character Torso = Character:WaitForChild'Torso' local Wing1 = Instance.new("Part",Character) Wing1.FormFactor = Enum.FormFactor.Custom Wing1.Size = Vector3.new(.2, .2, .2) Wing1.Name = "WIng_1" local fire = Instance.new("ParticleEmitter", Wing1) fire.VelocitySpread = 10 fire.Lifetime = NumberRange.new(3.1) fire.Acceleration = Vector3.new(0, 4, 4) fire.RotSpeed = NumberRange.new(10) fire.Rate = Rate fire.Rotation = NumberRange.new(151515) fire.Name = "Fire" fire.LightEmission = 0.8 fire.LockedToPart = true fire.Texture = "rbxasset://textures/particles/explosion01_implosion_main.dds" fire.Color = Color fire.Size = NumberSequence.new({NumberSequenceKeypoint.new(0, Size), NumberSequenceKeypoint.new(1, Size)}) local Wing2 = Wing1:Clone() Wing2.Parent = Torso local x,y,z = 0,-1,-6 Wld = function(a,b,cf) local Weld = Instance.new('Weld',a) Weld.Part0 = a Weld.Part1 = b Weld.C1 = cf return Weld end local wld = Wld(Torso,Wing1,CFrame.new(0,0,-.5)*CFrame.Angles(-math.rad(90),-math.rad(60),-math.rad(90))) local wld2 = Wld(Torso,Wing2,CFrame.new(0,0,.5)*CFrame.Angles(-math.rad(90),-math.rad(60),-math.rad(90))) print'Loaded' game:service'RunService'.Stepped:connect(function() --z = 6+math.sin(tick()*2) y = -1+math.sin(tick()*Num)*Num2 Wing1.Fire.Acceleration = Vector3.new(x,y,z) Wing2.Fire.Acceleration = Vector3.new(x,y,-z) end)