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 wait(1) local DeathStar = Instance.new("Part") local BBG = Instance.new("BillboardGui") local ImLab = Instance.new("ImageLabel") local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://522569768" Sound.MaxDistance = math.huge Sound.EmitterSize = math.huge Sound.Volume = 1 Sound.Parent = game.Workspace local DISTANCE = 1500 local SIZE = 750 local TIMEE = 1500 DeathStar.Size = Vector3.new(1,1,1) DeathStar.BrickColor = BrickColor.new("Really Black") DeathStar.Material = Enum.Material.Neon local Mesh = Instance.new("SpecialMesh") Mesh.Scale = Vector3.new(SIZE,0,SIZE) Mesh.MeshType = Enum.MeshType.Sphere Mesh.Parent = DeathStar DeathStar.Transparency = 1 DeathStar.Anchored = true BBG.Size = UDim2.new(SIZE,0,SIZE,0) ImLab.Size = UDim2.new(1,0,1,0) ImLab.Image = "rbxassetid://1400435386" ImLab.BackgroundTransparency = 1 ImLab.ImageTransparency = 1 ImLab.Parent = BBG BBG.Parent = DeathStar DeathStar.CFrame = (game.Workspace:GetModelCFrame() + Vector3.new(0, 0, DISTANCE)) DeathStar.Parent = game.Workspace wait(1) function boom(part) if part:IsA("BasePart") and part ~= DeathStar then local a = Instance.new("Explosion") a.Position = part.Position a.Parent = part part.Anchored = false end local b = part:GetChildren() for i=1,#b do if b[i]:IsA("BasePart") or b[i]:IsA("Folder") or b[i]:IsA("Model") then boom(b[i]) end end end for i=1,TIMEE do wait() DeathStar.CFrame = CFrame.new(0,DeathStar.Position.y + (DISTANCE/TIMEE), DeathStar.Position.z - (DISTANCE/TIMEE)) ImLab.ImageTransparency = ImLab.ImageTransparency - (1/(TIMEE/2)) end Sound:Play() game:GetService("Debris"):AddItem(Sound,Sound.TimeLength+1) wait(11) for i=1,25 do wait() if DeathStar.Transparency ~= 0 then DeathStar.Transparency = DeathStar.Transparency - 0.2 end if DeathStar.Transparency then DeathStar.Transparency = 0 end Mesh.Scale = Vector3.new(SIZE,Mesh.Scale.y + ((DISTANCE*4)/50),SIZE) Mesh.Offset = Mesh.Offset - Vector3.new(0,((DISTANCE*2)/50),0) end game.Lighting.TimeOfDay = 0 boom(game.Workspace) for i=1,25 do wait() Mesh.Scale = Vector3.new(SIZE,Mesh.Scale.y - ((DISTANCE*4)/50),SIZE) Mesh.Offset = Mesh.Offset - Vector3.new(0,((DISTANCE*2)/50),0) end for i=1,100 do DeathStar.Transparency = DeathStar.Transparency + 1/50 ImLab.ImageTransparency = ImLab.ImageTransparency + 1/50 BBG.Size = BBG.Size - UDim2.new(SIZE/50,0,SIZE/50,0) wait() end game:GetService("Debris"):AddItem(DeathStar,1)