--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 --By Rufus14 (FINALLY I KNOW HOW TO MAKE A RAGDOLL :D) --PRESS "R" TO RAGDOLLIFY mouse = game.Players.LocalPlayer:GetMouse() using = false ragdolling = false hit = Instance.new("Sound", game.Players.LocalPlayer.Character.Torso) hit.SoundId = "rbxassetid://1542642349" hit.Volume = 2 hit1 = Instance.new("Sound", game.Players.LocalPlayer.Character.Torso) hit1.SoundId = "rbxassetid://1542642349" hit1.Volume = 2 hit2 = Instance.new("Sound", game.Players.LocalPlayer.Character.Torso) hit2.SoundId = "rbxassetid://1542642349" hit2.Volume = 2 hit3 = Instance.new("Sound", game.Players.LocalPlayer.Character.Torso) hit3.SoundId = "rbxassetid://1542642349" hit3.Volume = 2 hit3.TimePosition = 0.33 stand = Instance.new("Sound", game.Players.LocalPlayer.Character.Torso) stand.SoundId = "rbxassetid://162456532" stand.Volume = .1 print("Press R to ragdollify") function respawn(key) key = key:lower() if key == "t" then stand:Play() if ragdolling then ragdolling = false lshclone.Parent = game.Players.LocalPlayer.Character.Torso glue:destroy() rshclone.Parent = game.Players.LocalPlayer.Character.Torso glue1:destroy() lhclone.Parent = game.Players.LocalPlayer.Character.Torso glue11:destroy() rhclone.Parent = game.Players.LocalPlayer.Character.Torso glue111:destroy() collider:destroy() collider1:destroy() collider11:destroy() collider111:destroy() sensoring:destroy() sensoring1:destroy() game.Players.LocalPlayer.Character.Torso.SpotLight:destroy() game.Players.LocalPlayer.Character.Humanoid.PlatformStand = false end end end mouse.KeyDown:connect(respawn) function ragdoll(key) key = key:lower() if key == "r" then if not ragdolling then ragdolling = true local light = Instance.new("SpotLight", game.Players.LocalPlayer.Character.Torso) game.Players.LocalPlayer.Character.Humanoid.PlatformStand = true lshclone = game.Players.LocalPlayer.Character.Torso["Left Shoulder"]:Clone() rshclone = game.Players.LocalPlayer.Character.Torso["Right Shoulder"]:Clone() lhclone = game.Players.LocalPlayer.Character.Torso["Left Hip"]:Clone() rhclone = game.Players.LocalPlayer.Character.Torso["Right Hip"]:Clone() local leftarm = game.Players.LocalPlayer.Character["Left Arm"] local rightrm = game.Players.LocalPlayer.Character["Right Arm"] local leftleg = game.Players.LocalPlayer.Character["Left Leg"] local rightleg = game.Players.LocalPlayer.Character["Right Leg"] game.Players.LocalPlayer.Character.Torso["Left Hip"]:destroy() local head = game.Players.LocalPlayer.Character.Head glue = Instance.new("Glue", game.Players.LocalPlayer.Character.Torso) glue.Part0 = game.Players.LocalPlayer.Character.Torso glue.Part1 = leftleg glue.Name = "Left leg" collider = Instance.new("Part", leftleg) collider.Position = Vector3.new(0,999,0) collider.Size = Vector3.new(1.5, 1, 1) collider.Shape = "Cylinder" local weld = Instance.new("Weld", collider) weld.Part0 = leftleg weld.Part1 = collider weld.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2) collider.TopSurface = "Smooth" collider.BottomSurface = "Smooth" collider.formFactor = "Symmetric" glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) collider.Transparency = 1 ------------ game.Players.LocalPlayer.Character.Torso["Right Hip"]:destroy() glue1 = Instance.new("Glue", game.Players.LocalPlayer.Character.Torso) glue1.Part0 = game.Players.LocalPlayer.Character.Torso glue1.Part1 = rightleg glue1.Name = "Right leg" collider1 = Instance.new("Part", rightleg) collider1.Position = Vector3.new(0,9999,0) collider1.Size = Vector3.new(1.5, 1, 1) collider1.Shape = "Cylinder" local weld1 = Instance.new("Weld", collider1) weld1.Part0 = rightleg weld1.Part1 = collider1 weld1.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2) collider1.TopSurface = "Smooth" collider1.BottomSurface = "Smooth" collider1.formFactor = "Symmetric" glue1.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) glue1.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) collider1.Transparency = 1 ------------ game.Players.LocalPlayer.Character.Torso["Right Shoulder"]:destroy() glue11 = Instance.new("Glue", game.Players.LocalPlayer.Character.Torso) glue11.Part0 = game.Players.LocalPlayer.Character.Torso glue11.Part1 = rightrm glue11.Name = "Right shoulder" collider11 = Instance.new("Part", rightrm) collider11.Position = Vector3.new(0,9999,0) collider11.Size = Vector3.new(1.8,1,1) collider11.Shape = "Cylinder" local weld11 = Instance.new("Weld", collider11) weld11.Part0 = rightrm weld11.Part1 = collider11 weld11.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2) collider11.TopSurface = "Smooth" collider11.BottomSurface = "Smooth" collider11.formFactor = "Symmetric" glue11.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) glue11.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) collider11.Transparency = 1 ------------ game.Players.LocalPlayer.Character.Torso["Left Shoulder"]:destroy() glue111 = Instance.new("Glue", game.Players.LocalPlayer.Character.Torso) glue111.Part0 = game.Players.LocalPlayer.Character.Torso glue111.Part1 = leftarm glue111.Name = "Left shoulder" collider111 = Instance.new("Part", leftarm) collider111.Position = Vector3.new(0,9999,0) collider111.Size = Vector3.new(1.5, 1, 1) collider111.Shape = "Cylinder" local weld111 = Instance.new("Weld", collider111) weld111.Part0 = leftarm weld111.Part1 = collider111 weld111.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2) collider111.TopSurface = "Smooth" collider111.BottomSurface = "Smooth" collider111.formFactor = "Symmetric" glue111.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) glue111.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) collider111.Transparency = 1 ----------------- sensoring = Instance.new("Part", game.Players.LocalPlayer.Character.Torso) sensoring.Size = Vector3.new(1.2,1.1,0.8) sensoring.CanCollide = false sensoring.Position = game.Players.LocalPlayer.Character.Torso.Position local welder = Instance.new("Weld", sensoring) welder.Part0 = game.Players.LocalPlayer.Character.Torso welder.Part1 = sensoring welder.C0 = welder.C0 * CFrame.new(0,0,1.05) sensoring.Transparency = 1 ----------------- sensoring1 = Instance.new("Part", game.Players.LocalPlayer.Character.Torso) sensoring1.Size = Vector3.new(1.2,1.1,0.8) sensoring1.CanCollide = false sensoring1.Position = game.Players.LocalPlayer.Character.Torso.Position local welder1 = Instance.new("Weld", sensoring) welder1.Part0 = game.Players.LocalPlayer.Character.Torso welder1.Part1 = sensoring1 welder1.C0 = welder1.C0 * CFrame.new(0,0,-1.05) sensoring1.Transparency = 1 local function touch() if not using then using = true local Math = math.random(1,4) elseif Math == 1 then hit:Play() elseif Math == 2 then hit1:Play() elseif Math == 3 then hit2:Play() elseif Math == 4 then hit3:Play() wait(0.1) using = false end end sensoring.Touched:connect(touch) sensoring1.Touched:connect(touch) end end end mouse.KeyDown:connect(ragdoll) --di ent