--just put this on the top of a script and boom 89% works --note this does not work on big scripts 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 local rp = RealPlayer script.Parent = rp.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,Functions={},Connect=function(self,f)table.insert(self.Functions,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 then for _,f in pairs(t.Functions) do f(...) end end end m.TrigEvent = te UIS.TrigEvent = te Event.OnServerEvent:Connect(function(plr,io) if plr~=rp then return end m.Target = io.Target m.Hit = io.Hit if not io.isMouse then 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 Mouse = Player:GetMouse() 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,Hit=Mouse.Hit,Target=Mouse.Target}) end UIS.InputBegan:Connect(input) UIS.InputEnded:Connect(input) 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) ----Sandboxed game object that allows the usage of client-side methods and services --Real game object local _rg = game --Metatable for fake service local fsmt = { __index = function(self,k) local s = rawget(self,"_RealService") if s then return s[k] end end, __newindex = function(self,k,v) local s = rawget(self,"_RealService") if s then s[k]=v end end, __call = function(self,...) local s = rawget(self,"_RealService") if s then return s(...) end end } local function FakeService(t,RealService) t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService return setmetatable(t,fsmt) end --Fake game object local g = { GetService = function(self,s) return self[s] end, Players = FakeService({ LocalPlayer = FakeService({GetMouse=function(self)return m end},Player) },"Players"), UserInputService = FakeService(UIS,"UserInputService"), ContextActionService = FakeService(CAS,"ContextActionService"), } rawset(g.Players,"localPlayer",g.Players.LocalPlayer) g.service = g.GetService g.RunService = FakeService({ RenderStepped = _rg: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") setmetatable(g,{ __index=function(self,s) return _rg:GetService(s) or typeof(_rg[s])=="function" and function(_,...)return _rg[s](_rg,...)end or _rg[s] end, __newindex = fsmt.__newindex, __call = fsmt.__call }) --Changing owner to fake player object to support owner:GetMouse() game,owner = g,g.Players.LocalPlayer end lp=game.Players.LocalPlayer local Tool = Instance.new('HopperBin',lp.Backpack) Tool.Name='MoveSun' -- convert number (in hours) to TimeOfDay string -- because TimeOfDay doesn't cast numbers as expected (3.7 -> 03:07:00 instead of 3:42:00) local function ToTimeOfDay(n) n = n % 24 local i,f = math.modf(n) local m = f*60 local mi,mf = math.modf(m) m = tostring(math.abs(math.floor(m))) local s = tostring(math.abs(math.floor(mf*60))) return i..":"..string.rep("0",2-#m)..m..":"..string.rep("0",2-#s)..s end -- convert TimeOfDay string to number (in hours) local function FromTimeOfDay(t) local signed,h,m,s = t:match("^(%-?)(%d+):(%d+):(%d+)$") s = tonumber(s)/60 m = tonumber(m + s)/60 h = tonumber(h) + m return h * (#signed > 0 and -1 or 1) end local function rad_sc(n) return n/(math.pi*2) end local function sc_rad(n) return n*(math.pi*2) end -- convert direction to latitude (as GeographicLatitude) and longitude (as TimeOfDay) local function ToLatLon(d) d = Vector3.new(-d.x,-d.y,d.z) -- derp derp derp derp derp local lat = math.atan2(d.z,math.sqrt(d.x^2 + d.y^2)) local lon = math.atan2(d.y,d.x) lat = rad_sc(lat)*360 + 23.5 lon = ToTimeOfDay(rad_sc(lon)*24 - 6) return lat,lon end --[[ -- convert lat and lon to direction (doesn't work) local function to_dir(lat,lon) lat = sc_rad((lat - 23.5)/360) lon = sc_rad((FromTimeOfDay(lon) + 6)/24) return Vector3.new( (math.cos(lat)*math.cos(lon)), (math.cos(lat)*math.sin(lon)), math.sin(lat) ) end ]] local Event = {} local function Disconnect(...) for _,name in pairs{...} do if Event[name] then Event[name]:disconnect() Event[name] = nil end end end local Lighting = Game:GetService("Lighting") local down = false local P = 0.02 local D = 16 local position = Lighting:GetSunDirection() local velocity = Vector3.new(0,0,0) local goal = Lighting:GetSunDirection() local active = false local function Activate(Mouse) position = Lighting:GetSunDirection() goal = Lighting:GetSunDirection() active = true Event.Down = Mouse.Button1Down:connect(function() down = true goal = Mouse.UnitRay.Direction end) Event.Up = Mouse.Button1Up:connect(function() down = false end) Event.Move = Mouse.Move:connect(function() if down then goal = Mouse.UnitRay.Direction end end) asd = game:GetService'RunService'.RenderStepped:connect(function() velocity = Vector3.new( velocity.x + P * ((goal.x - position.x) + D * -velocity.x), velocity.y + P * ((goal.y - position.y) + D * -velocity.y), velocity.z + P * ((goal.z - position.z) + D * -velocity.z) ) position = position + velocity local lat,lon = ToLatLon(position) Lighting.GeographicLatitude = lat Lighting.TimeOfDay = lon --print(lon) --wait() end) end local function Deactivate() active = false down = false asd:disconnect() Disconnect("Down","Up","Move") end Tool.Selected:connect(Activate) Tool.Deselected:connect(Deactivate)