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fe btools V5.lua
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--[[
made by rouxhaver
Note: Im too stupid to figure out how to stop hats from falling; so your character will reset once this happens
]]
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local LocalPlayer = Players.LocalPlayer
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
char = player.Character
char.Archivable = true
fake = char:Clone()
fake.Parent = workspace
fake.HumanoidRootPart.CFrame = CFrame.new(0, math.huge, 0)
player.Character = nil
player.Character = fake
wait(game.Players.RespawnTime + .3)
char.Humanoid.Health = 0
Gui = player.PlayerGui
Backpack = player.Backpack
Mouse = player:GetMouse()
Parts_Folder = Instance.new("Folder",workspace)
for i,v in pairs(char:GetChildren()) do
if v:IsA("Accessory") then
local Part = Instance.new("Part",Parts_Folder)
Part.Name = v.Name
Part.Anchored = true
Part.Size = v.Handle.Size - Vector3.new(0.001,0.001,0.001)
Part.Position = char.Head.Position + Vector3.new(math.random(-5,5),math.random(-1,1),math.random(-5,5))
Part:SetAttribute("Moveable",true)
Part.Material = Enum.Material.SmoothPlastic
Part.CanCollide = false
Part.Color = Color3.new(1,0,0)
Part.Transparency = 1
local obj = Instance.new("ObjectValue",Part)
obj.Name = "hat"
obj.Value = v.Handle
local Hat = v.Handle
Network.RetainPart(Hat)
Hat.CustomPhysicalProperties = PhysicalProperties.new(0,0,0,0,0)
coroutine.wrap(function()
while Hat:FindFirstAncestor("Game") do
Hat.CFrame = Part.CFrame
task.wait()
end
player.Character = char
end)()
end
end
Move_Tool = Instance.new("Tool",Backpack)
Rotate_Tool = Instance.new("Tool",Backpack)
MHandle = Instance.new("Part",Move_Tool)
RHandle = Instance.new("Part",Rotate_Tool)
Mgrabs = Instance.new("Handles",Gui)
Rgrabs = Instance.new("ArcHandles",Gui)
Outline = Instance.new("Highlight")
Move_Tool.Name = "Move"
Move_Tool.CanBeDropped = false
Rotate_Tool.Name = "Rotate"
Rotate_Tool.CanBeDropped = false
MHandle.Name = "Handle"
MHandle.Transparency = 1
RHandle.Name = "Handle"
RHandle.Transparency = 1
Mgrabs.Visible = false
Mgrabs.Color3 = Color3.new(1, 0.8, 0)
Mgrabs.Style = "Movement"
Rgrabs.Visible = false
Outline.FillTransparency = 1
Outline.OutlineTransparency = 0
Outline.OutlineColor = Color3.new(1, 0.8, 0)
Active_Part = nil
Move_Tool.AncestryChanged:Connect(function()
if Move_Tool.Parent == fake and Active_Part ~= nil then
Mgrabs.Visible = true
Mgrabs.Adornee = Active_Part
end
end)
Move_Tool.AncestryChanged:Connect(function()
if Move_Tool.Parent ~= fake then
Mgrabs.Visible = false
Mgrabs.Adornee = nil
end
end)
Mouse.Button1Down:Connect(function()
if Move_Tool.Parent == fake and Mouse.Target:GetAttribute("Moveable") then
Active_Part = Mouse.Target
Mgrabs.Visible = true
Mgrabs.Adornee = Active_Part
Outline.Parent = Active_Part.hat.Value
end
if Rotate_Tool.Parent == fake and Mouse.Target:GetAttribute("Moveable") then
Active_Part = Mouse.Target
Rgrabs.Visible = true
Rgrabs.Adornee = Active_Part
Outline.Parent = Active_Part.hat.Value
end
end)
Rotate_Tool.AncestryChanged:Connect(function()
if Rotate_Tool.Parent == fake and Active_Part ~= nil then
Rgrabs.Visible = true
Rgrabs.Adornee = Active_Part
end
end)
Rotate_Tool.AncestryChanged:Connect(function()
if Rotate_Tool.Parent ~= fake then
Rgrabs.Visible = false
Rgrabs.Adornee = nil
end
end)
MOGCFrame = CFrame.new()
Mgrabs.MouseButton1Down:Connect(function()
MOGCFrame = Active_Part.CFrame
end)
Mgrabs.MouseDrag:Connect(function(knob, pos)
if knob == Enum.NormalId.Front then
Active_Part.CFrame = MOGCFrame + MOGCFrame.LookVector * pos
end
if knob == Enum.NormalId.Back then
Active_Part.CFrame = MOGCFrame + MOGCFrame.LookVector * -pos
end
if knob == Enum.NormalId.Top then
Active_Part.CFrame = MOGCFrame + MOGCFrame.UpVector * pos
end
if knob == Enum.NormalId.Bottom then
Active_Part.CFrame = MOGCFrame + MOGCFrame.UpVector * -pos
end
if knob == Enum.NormalId.Left then
Active_Part.CFrame = MOGCFrame + MOGCFrame.RightVector * -pos
end
if knob == Enum.NormalId.Right then
Active_Part.CFrame = MOGCFrame + MOGCFrame.RightVector * pos
end
end)
ROGCFrame = CFrame.new()
Rgrabs.MouseButton1Down:Connect(function()
ROGCFrame = Active_Part.CFrame
end)
Rgrabs.MouseDrag:Connect(function(knob, angle)
if knob == Enum.Axis.Y then
Active_Part.CFrame = ROGCFrame * CFrame.Angles(0,angle,0)
end
if knob == Enum.Axis.X then
Active_Part.CFrame = ROGCFrame * CFrame.Angles(angle,0,0)
end
if knob == Enum.Axis.Z then
Active_Part.CFrame = ROGCFrame * CFrame.Angles(0,0,angle)
end
end)
Mouse.TargetFilter = char
camera = workspace.CurrentCamera
input = game:GetService("UserInputService")
Camera_Part = Instance.new("Part",workspace)
Camera_Part.Anchored = true
Camera_Part.Transparency = 0.85
Camera_Part.Shape = Enum.PartType.Ball
Camera_Part.Size = Vector3.new(0.5,0.5,0.5)
Camera_Part.Material = Enum.Material.SmoothPlastic
current_position = char.Head.Position
camera.CameraSubject = Camera_Part
game:GetService("StarterGui"):SetCore("SendNotification",{
Title = "FE BTools Loaded",
Text = "Made by rouxhaver",
Icon = "rbxassetid://12997341656"
})
game:GetService("StarterGui"):SetCore("SendNotification",{
Title = "Network Credit:",
Text = "thanks to 4eyes for network stuff",
Icon = "rbxassetid://12997341656"
})
while wait() do
if input:IsKeyDown(Enum.KeyCode.D) then
current_position += camera.CFrame.RightVector * speed
end
if input:IsKeyDown(Enum.KeyCode.A) then
current_position += camera.CFrame.RightVector * -speed
end
if input:IsKeyDown(Enum.KeyCode.W) then
current_position += camera.CFrame.LookVector * speed
end
if input:IsKeyDown(Enum.KeyCode.S) then
current_position += camera.CFrame.LookVector * -speed
end
if input:IsKeyDown(Enum.KeyCode.E) then
current_position += camera.CFrame.UpVector * speed
end
if input:IsKeyDown(Enum.KeyCode.Q) then
current_position += camera.CFrame.UpVector * -speed
end
if input:IsKeyDown(Enum.KeyCode.LeftShift) then do
speed = 1.5
end else
speed = 0.75
end
Camera_Part.Position = current_position
end