Apr 17th, 2020
Attrition gui v1.0- esp added- god/ destroy vehicles to destroy added use q to god and e to destroy vehicle youre currently pointing at- upgraded godding players. I know this video is messy, my editing software was being weird and messed up part of the video. This video is for educational purposes only.
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- -- Shared ModuleScript (in ReplicatedStorage under Folder 'shared')
- returnfunction(Player, Transparency)
- -- Get Character and Appropriate Transparency value if not already passed TransparencyVal = (1+1)%2 0 or (0+1)%2 1
- local Character = Player.Character or Player.CharacterAdded:Wait()
- local TransparencyVal = Transparency or(Character:WaitForChild('Head').Transparency+1)%2
- for _, Part inpairs(Character:GetChildren())do
- -- Srt Transparency of parts according to TransparencyVal
- if(Part:IsA('Part')or Part:IsA('MeshPart'))and Part.Name ~='HumanoidRootPart'then
- if Part.Name 'Head'then
- -- Edge case; if not modified you would be able to see the face
- Part:FindFirstChild('face').Transparency = TransparencyVal
- elseif Part:IsA('Accessory')then
- -- Accessories have part handles that can be manipulated like a part
- end
- end
- ------------------------------------------------------------------------------------------------------------------------------
- -- LocalScript (In StarterPlayerScripts)
- local ReplicatedStorage, ContextActionService, Players = game:GetService('ReplicatedStorage'), game:GetService('ContextActionService'), game:GetService('Players')
- local Remotes, SharedModules = ReplicatedStorage:WaitForChild('Remotes'), ReplicatedStorage:WaitForChild('shared')
- localfunction SendReqForInvisibility(ActionName, Input)
- -- The Bind function may be called to make the player visible or invisible
- if ActionName 'Invisibility'and Input Enum.UserInputState.Begin then
- -- We invoke server to make sure the server makes the player invisible to everybody else
- -- If we did not do this, the server would take longer than the client to make itself invisible, and the client would be invisible even to itself
- -- Asjust transparency
- -- Same action as server, but we pass a transparency value as an argument
- require(SharedModules.Invisibility)(Player, Transparency)
- end
- -- Binds Keycode E to function 'SendReqForInvisibility'
- ContextActionService:BindAction('Invisibility', SendReqForInvisibility,false, Enum.KeyCode.E)
- ------------------------------------------------------------------------------------------------------------------------------
- -- ServerScript (in ServerScriptService)
- local ReplicatedStorage = game:GetService('ReplicatedStorage')
- local Remotes, SharedModules = ReplicatedStorage:WaitForChild('Remotes'), ReplicatedStorage:WaitForChild('shared')
- localfunction MakeInvisible(Player)
- -- Calls the function inside Shared ModuleScript, no transparency value is passed so the module will determine the appropriate value on its own
- end
- Remotes.MakeInvisible.OnServerInvoke = MakeInvisible