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Djjdjd
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--[[
WARNING: Heads up! This script has not been verified by ScriptBlox. Use at your own risk!
]]
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer
for _, player in pairs(game.Players:GetChildren()) do
if player ~= LocalPlayer then
for _, part in pairs(player.Character:GetChildren()) do
if part:IsA("Part") or part:IsA("MeshPart") then
coroutine.wrap(function()
local dd = part
while true do
dd.CanCollide = true
dd.CanQuery = true
dd.CanTouch = true
task.wait(1)
end
end)()
end
end
end
end
if not getgenv().Network then
getgenv().Network = {
BaseParts = {};
FakeConnections = {};
Connections = {};
Output = {
Enabled = true;
Prefix = "[NETWORK] ";
Send = function(Type,Output,BypassOutput)
if typeof(Type) == "function" and (Type == print or Type == warn or Type == error) and typeof(Output) == "string" and (typeof(BypassOutput) == "nil" or typeof(BypassOutput) == "boolean") then
if Network["Output"].Enabled == true or BypassOutput == true then
Type(Network["Output"].Prefix..Output);
end;
elseif Network["Output"].Enabled == true then
error(Network["Output"].Prefix.."Output Send Error : Invalid syntax.");
end;
end;
};
CharacterRelative = false;
}
Network["Output"].Send(print,": Loading.")
Network["Velocity"] = Vector3.new(14.46262424,14.46262424,14.46262424); --exactly 25.1 magnitude
Network["RetainPart"] = function(Part,ReturnFakePart) --function for retaining ownership of unanchored parts
assert(typeof(Part) == "Instance" and Part:IsA("BasePart") and Part:IsDescendantOf(workspace),Network["Output"].Prefix.."RetainPart Error : Invalid syntax: Arg1 (Part) must be a BasePart which is a descendant of workspace.")
assert(typeof(ReturnFakePart) == "boolean" or typeof(ReturnFakePart) == "nil",Network["Output"].Prefix.."RetainPart Error : Invalid syntax: Arg2 (ReturnFakePart) must be a boolean or nil.")
if not table.find(Network["BaseParts"],Part) then
if Network.CharacterRelative == true then
local Character = LocalPlayer.Character
if Character and Character.PrimaryPart then
local Distance = (Character.PrimaryPart.Position-Part.Position).Magnitude
if Distance > 1000 then
Network["Output"].Send(warn,"RetainPart Warning : PartOwnership not applied to BasePart "..Part:GetFullName()..", as it is more than "..gethiddenproperty(LocalPlayer,"MaximumSimulationRadius").." studs away.")
return false
end
else
Network["Output"].Send(warn,"RetainPart Warning : PartOwnership not applied to BasePart "..Part:GetFullName()..", as the LocalPlayer Character's PrimaryPart does not exist.")
return false
end
end
table.insert(Network["BaseParts"],Part)
Part.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
Network["Output"].Send(print,"PartOwnership Output : PartOwnership applied to BasePart "..Part:GetFullName()..".")
if ReturnFakePart == true then
return FakePart
end
else
Network["Output"].Send(warn,"RetainPart Warning : PartOwnership not applied to BasePart "..Part:GetFullName()..", as it already active.")
return false
end
end
Network["RemovePart"] = function(Part) --function for removing ownership of unanchored part
assert(typeof(Part) == "Instance" and Part:IsA("BasePart"),Network["Output"].Prefix.."RemovePart Error : Invalid syntax: Arg1 (Part) must be a BasePart.")
local Index = table.find(Network["BaseParts"],Part)
if Index then
table.remove(Network["BaseParts"],Index)
Network["Output"].Send(print,"RemovePart Output: PartOwnership removed from BasePart "..Part:GetFullName()..".")
else
Network["Output"].Send(warn,"RemovePart Warning : BasePart "..Part:GetFullName().." not found in BaseParts table.")
end
end
Network["SuperStepper"] = Instance.new("BindableEvent") --make super fast event to connect to
for _,Event in pairs({RunService.Stepped,RunService.Heartbeat}) do
Event:Connect(function()
return Network["SuperStepper"]:Fire(Network["SuperStepper"],tick())
end)
end
Network["PartOwnership"] = {};
Network["PartOwnership"]["PreMethodSettings"] = {};
Network["PartOwnership"]["Enabled"] = false;
Network["PartOwnership"]["Enable"] = coroutine.create(function() --creating a thread for network stuff
if Network["PartOwnership"]["Enabled"] == false then
Network["PartOwnership"]["Enabled"] = true --do cool network stuff before doing more cool network stuff
Network["PartOwnership"]["PreMethodSettings"].ReplicationFocus = LocalPlayer.ReplicationFocus
LocalPlayer.ReplicationFocus = workspace
Network["PartOwnership"]["PreMethodSettings"].SimulationRadius = gethiddenproperty(LocalPlayer,"SimulationRadius")
Network["PartOwnership"]["Connection"] = Network["SuperStepper"].Event:Connect(function() --super fast asynchronous loop
sethiddenproperty(LocalPlayer,"SimulationRadius",1/0)
for _,Part in pairs(Network["BaseParts"]) do --loop through parts and do network stuff
coroutine.wrap(function()
if Part:IsDescendantOf(workspace) then
if Network.CharacterRelative == true then
local Character = LocalPlayer.Character;
if Character and Character.PrimaryPart then
local Distance = (Character.PrimaryPart.Position - Part.Position).Magnitude
if Distance > 1000 then
Network["Output"].Send(warn,"PartOwnership Warning : PartOwnership not applied to BasePart "..Part:GetFullName()..", as it is more than "..gethiddenproperty(LocalPlayer,"MaximumSimulationRadius").." studs away.")
Lost = true;
Network["RemovePart"](Part)
end
else
Network["Output"].Send(warn,"PartOwnership Warning : PartOwnership not applied to BasePart "..Part:GetFullName()..", as the LocalPlayer Character's PrimaryPart does not exist.")
end
end
Part.Velocity = Network["Velocity"]+Vector3.new(0,math.cos(tick()*10)/100,0) --keep network by sending physics packets of 30 magnitude + an everchanging addition in the y level so roblox doesnt get triggered and fuck your ownership
else
Network["RemovePart"](Part)
end
end)()
end
end)
Network["Output"].Send(print,"PartOwnership Output : PartOwnership enabled.")
else
Network["Output"].Send(warn,"PartOwnership Output : PartOwnership already enabled.")
end
end)
Network["PartOwnership"]["Disable"] = coroutine.create(function()
if Network["PartOwnership"]["Connection"] then
Network["PartOwnership"]["Connection"]:Disconnect()
LocalPlayer.ReplicationFocus = Network["PartOwnership"]["PreMethodSettings"].ReplicationFocus
sethiddenproperty(LocalPlayer,"SimulationRadius",Network["PartOwnership"]["PreMethodSettings"].SimulationRadius)
Network["PartOwnership"]["PreMethodSettings"] = {}
for _,Part in pairs(Network["BaseParts"]) do
Network["RemovePart"](Part)
end
Network["PartOwnership"]["Enabled"] = false
Network["Output"].Send(print,"PartOwnership Output : PartOwnership disabled.")
else
Network["Output"].Send(warn,"PartOwnership Output : PartOwnership already disabled.")
end
end)
Network["Output"].Send(print,": Loaded.")
end
coroutine.resume(Network["PartOwnership"]["Enable"])
player = game:GetService("Players").LocalPlayer
cube = player.Character.SnowballAccessory.Handle
cube.SpecialMesh:Destroy()
cube.AccessoryWeld:Destroy()
Network.RetainPart(cube)
part = Instance.new("Part", workspace)
part.Position = Vector3.new(0, 100, 0)
part.Size = Vector3.new(3, 3, 3)
part.Transparency = 1
coroutine.wrap(function()
while task.wait() do
cube.CFrame = part.CFrame
end
end)()