Roblox Texting Simulator How To Join The Droid Team

  

Mar 2nd, 2019
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  1. local plrs = game:GetService('Players')
  2. local TeamBased = true ; local teambasedswitch = 'o'
  3. local raycast = false
  4. local espupdatetime = 5; autoesp = false
  5. local lockaim = true; local lockangle = 5
  6. --function findwat(folder, what)
  7. -- if string.find(string.lower(tostring(smth)), string.lower(what)) then
  8. -- end
  9. --end
  10. --local plrs = findwat(game, 'Players')
  11. local Move = Instance.new('Frame')
  12. local EspStatus = Instance.new('TextLabel')
  13. local st1_2 = Instance.new('TextLabel')
  14. local Name = Instance.new('TextLabel')
  15. Gui.Name = 'Gui'
  16. Gui.Parent = plrs.LocalPlayer:WaitForChild('PlayerGui')
  17. Move.Name = 'Move'
  18. Move.BackgroundColor3 = Color3.new(0.545098, 0, 0)
  19. Move.BorderSizePixel = 0
  20. Move.Position = UDim2.new(0.005, 0, -0.15, 0)
  21. Move.Size = UDim2.new(0.28141585, 0, 0.0320388414, 0)
  22. Main.Name = 'Main'
  23. Main.BackgroundColor3 = Color3.new(1, 1, 1)
  24. Main.Size = UDim2.new(1, 0, 5.79699993, 0)
  25. EspStatus.Parent = Main
  26. EspStatus.BackgroundTransparency = 1
  27. EspStatus.Position = UDim2.new(0, 0, 0.300000012, 0)
  28. EspStatus.Font = Enum.Font.ArialBold
  29. EspStatus.Text = 'Press O to change team based mode'
  30. EspStatus.TextColor3 = Color3.new(0.6, 0.196078, 0.8)
  31. EspStatus.TextWrapped = true
  32. st1.Name = 'st1'
  33. st1.BackgroundColor3 = Color3.new(1, 1, 1)
  34. st1.Position = UDim2.new(0.271787882, 0, 0, 0)
  35. st1.Size = UDim2.new(0.728211343, 0, 0.161862016, 0)
  36. st1.Text = '
  37. st1.TextColor3 = Color3.new(0.0784314, 0.541176, 0)
  38. st1.TextSize = 14
  39. st1_2.Parent = Main
  40. st1_2.BackgroundTransparency = 1
  41. st1_2.Size = UDim2.new(0.999999881, 0, 0.161862016, 0)
  42. st1_2.Text = 'Press E to lock on a person inside ur view'
  43. st1_2.TextColor3 = Color3.new(0.6, 0.196078, 0.8)
  44. st1_2.TextWrapped = true
  45. st1_3.Name = 'st1'
  46. st1_3.BackgroundColor3 = Color3.new(1, 1, 1)
  47. st1_3.Position = UDim2.new(0, 0, 0.54, 0)
  48. st1_3.Font = Enum.Font.ArialBold
  49. st1_3.Text = 'Press L to enable esp loop and press T to update esp'
  50. st1_3.TextColor3 = Color3.new(0.6, 0.196078, 0.8)
  51. st1_3.TextWrapped = true
  52. Name.Parent = Move
  53. Name.BackgroundColor3 = Color3.new(0.545098, 0, 0)
  54. Name.Position = UDim2.new(0, 25, 20.9860001, 0)
  55. Name.Font = Enum.Font.Arcade
  56. Name.TextColor3 = Color3.new(0.541176, 0.168627, 0.886275)
  57. Name.TextSize = 12
  58. -- Scripts:
  59. local lplr = game:GetService('Players').LocalPlayer
  60. Gui.ResetOnSpawn = false
  61. Gui.DisplayOrder = 999
  62. Gui.Parent = plrs.LocalPlayer.PlayerGui
  63. local espforlder
  64. f.addesp = function()
  65. if espforlder then
  66. espforlder = Instance.new('Folder')
  67. espforlder.Parent = game.Workspace.CurrentCamera
  68. for i, v in pairs(espforlder:GetChildren()) do
  69. end
  70. if plr.Character and plr.Character.Humanoid.Health > 0 and plr.Name ~= lplr.Name then
  71. if plr.Team.Name ~= plrs.LocalPlayer.Team.Name then
  72. if not e then
  73. local bill = Instance.new('BillboardGui', espforlder)
  74. bill.AlwaysOnTop = true
  75. bill.Adornee = plr.Character.Head
  76. Frame.Active = true
  77. Frame.BackgroundColor3 = Color3.new(0.541176, 0.168627, 0.886275)
  78. Frame.BorderSizePixel = 0
  79. Frame.Position = UDim2.new (0.5,0,0.5,0)
  80. Frame.Rotation = 0
  81. bill:Destroy()
  82. end
  83. else
  84. if not e then
  85. local bill = Instance.new('BillboardGui', espforlder)
  86. bill.AlwaysOnTop = true
  87. bill.Adornee = plr.Character.Head
  88. Frame.Active = true
  89. Frame.BackgroundColor3 = Color3.new(0.541176, 0.168627, 0.886275)
  90. Frame.BorderSizePixel = 0
  91. Frame.Position = UDim2.new (0.5,0,0.5,0)
  92. Frame.Rotation = 0
  93. bill:Destroy()
  94. end
  95. end
  96. end
  97. local switch = false
  98. local aimatpart = nil
  99. if a 't' then
  100. f.addesp()
  101. if raycast true then
  102. else
  103. end
  104. if autoesp false then
  105. else
  106. end
  107. if a 'j' then
  108. mouse.Target:Destroy()
  109. end
  110. if switch false then
  111. else
  112. if aimatpart ~= nil then
  113. end
  114. elseif a teambasedswitch then
  115. TeamBased = false
  116. else
  117. teambasedstatus.Text = tostring(TeamBased)
  118. elseif a aimkey then
  119. local maxangle = math.rad(20)
  120. if plr.Name ~= lplr.Name and plr.Character and plr.Character.Head and plr.Character.Humanoid and plr.Character.Humanoid.Health > 1 then
  121. if plr.Team.Name ~= lplr.Team.Name then
  122. if an < maxangle then
  123. aimatpart = plr.Character.Head
  124. end
  125. local an = checkfov(plr.Character.Head)
  126. maxangle = an
  127. end
  128. end
  129. if aimatpart.Parent plr.Character or aimatpart nil then
  130. end
  131. end
  132. else
  133. end
  134. end)
  135. function getfovxyz (p0, p1, deg)
  136. local cf = CFrame.new(p0.p, p1.p)
  137. --local d = math.deg
  138. --return Vector3.new(d(x1-x2), d(y1-y2), d(z1-z2))
  139. return Vector3.new((x1-x2), (y1-y2), (z1-z2))
  140. end
  141. function getaimbotplrs()
  142. for i, plr in pairs(plrs:GetChildren()) do
  143. if plr.Character and plr.Character.Humanoid and plr.Character.Humanoid.Health > 0 and plr.Name ~= lplr.Name and plr.Character.Head then
  144. if TeamBased true then
  145. local cf = CFrame.new(game.Workspace.CurrentCamera.CFrame.p, plr.Character.Head.CFrame.p)
  146. local ign = {}
  147. for i, v in pairs(plrs.LocalPlayer.Character:GetChildren()) do
  148. table.insert(ign , v)
  149. end
  150. local obj = game.Workspace:FindPartOnRayWithIgnoreList(r, ign)
  151. if obj.Parent plr.Character and obj.Parent ~= lplr.Character then
  152. end
  153. else
  154. local cf = CFrame.new(game.Workspace.CurrentCamera.CFrame.p, plr.Character.Head.CFrame.p)
  155. local ign = {}
  156. for i, v in pairs(plrs.LocalPlayer.Character:GetChildren()) do
  157. table.insert(ign , v)
  158. end
  159. local obj = game.Workspace:FindPartOnRayWithIgnoreList(r, ign)
  160. if obj.Parent plr.Character and obj.Parent ~= lplr.Character then
  161. end
  162. end
  163. end
  164. function aimat(part)
  165. cam.CFrame = CFrame.new(cam.CFrame.p, part.CFrame.p)
  166. function checkfov (part)
  167. local fov = getfovxyz(game.Workspace.CurrentCamera.CFrame, part.CFrame)
  168. return angle
  169. game:GetService('RunService').RenderStepped:Connect(function()
  170. aimat(aimatpart)
  171. if aimatpart.Parent plrs.LocalPlayer.Character then
  172. end
  173. -- if switch true then
  174. --
  175. -- if true and raycast false then
  176. -- if plr.Name ~= lplr.Name and plr.Character and plr.Character.Head and plr.Character.Humanoid and plr.Character.Humanoid.Health > 1 then
  177. -- if plr.Team.Name ~= lplr.Team.Name or plr.Team.TeamColor ~= lplr.Team.TeamColor then
  178. -- if an < maxangle then
  179. -- aimatpart = plr.Character.Head
  180. -- break
  181. -- end
  182. -- else
  183. -- if an < maxangle then
  184. -- aimatpart = plr.Character.Head
  185. -- break
  186. -- end
  187. --
  188. --
  189. -- end
  190. -- elseif raycast true then
  191. -- end
  192. if raycast true and switch false and not aimatpart then
  193. aimatpart = nil
  194. for i, v in ipairs(plrsforaim) do
  195. local an = checkfov(v)
  196. if an < maxangle and v ~= lplr.Character.Head then
  197. aimatpart = v
  198. v.Parent.Humanoid.Died:connect(function()
  199. end)
  200. end
  201. end)
  202. while wait(espupdatetime) do
  203. pcall(function()
  204. end)
  205. end
  206. warn('loaded')
Texting

Team Create is a Roblox Studio tool that allows for simultaneous place and script editing among groups of creators and coders. Once enabled, the owner of a place can invite others into their projects. All individuals in a Team Create space are able to see in real time as changes are made by individuals online.

Setup

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Enabling Team Create

In order to start editing a place with other developers, access the View tab and click Team Create:

With the window open, press the Turn ON button:

Adding and Removing Editors

Once Team Create is active, the window will show a list of users who are allowed to edit the place. Each user will be automatically assigned a user color (the color behind their avatar image) to help identify them during the session.

If you’re the game’s owner or you have the correct permissions in a group, you can add editors as follows:

  1. Access Game Settings from the Home tab:
  1. Select the Permissions tab.
  2. In the Collaborators section, search for an editor by Roblox username/group and click to add them as a collaborator.
  1. Select Edit from the permission dropdown:
Conversely, you can remove an editor by clicking the in their list row:

Accessing a Session

Those who have been invited to edit a place can join a Team Create session as follows:

  1. Close all currently open places in Studio (or close and reopen Studio).
  2. Click the My Games button in the left column.
  3. Select the Shared With Me tab, or select the Group Games tab if it’s a group game.
Join
  1. Locate and open the place to begin editing.

Chat Window

A useful tool while collaborating is the Chat panel, accessible via ViewChat.

To start chatting, click on the text box, type a message, and press Enter to send it. Messages in the chat window will be labeled by the user’s color outlined above.

Collaborative Building

In a Team Create session, objects can be manipulated by all editors. This workflow differs slightly from solo editing as described in the following sections.

User Color

As noted earlier, each editor in a session is assigned a color which appears behind their avatar image in the Team Create window. When an editor selects objects, a selection box in their color will appear around the objects in the 3D view:

Likewise, the objects in the Explorer window will show a colored dot indicating which editor has them selected.

Undo/Redo

Undo and redo work mostly the same as they do in solo mode, with a few small differences. If multiple people have made edits to a part or instance, pressing Undo for that object will revert it to the state before you made a change and revert all changes that other editors might have made following your latest edit.

Collaborative Scripting

In a Team Create session, game scripts are stored in a central cloud-based repository which is accessible by all collaborators. This gives you the ability to:

  • Independently work on the same script that others are editing.
  • Know when others are working on a script.
  • Test changes locally before committing them to the cloud.
  • Compare and commit your script changes to the cloud when ready.
Collaborative scripting is enabled by default. If you want to disable it for any reason, select Game SettingsOptions and turn off Enable Collaborative Editing. Note that you'll also need to turn off Team Create and then re-enable it to restart the session.

Editing and Testing

While in a Team Create session, you can open a script as usual, even if it’s being edited by another user. Once you make a change, it will be added to the Drafts window. These drafts will be automatically saved and persist between Studio sessions on the same machine.

If the drafts window isn't open, you can view it by clicking the Drafts button from the View tab.
When playtesting locally, drafts will be used instead of the server version of scripts, letting you test changes without affecting the game for other collaborators. In contrast, the server versions will be used during a Team Test session as outlined in Game Testing Modes.

Comparing Scripts

At any time, draft(s) can be compared to their cloud version by right-clicking them and selecting Compare with server.

This will open the Diff Result window. Red indicates code on the server that was changed or deleted. Green shows the updated code. You can compare the line numbers to help determine what to keep.

Applying Edits to Server

To apply your changes to the cloud version(s), select one or more drafts in the Drafts window, right-click, and select Commit.

Merging Changes

If another developer applies changes to the same script when you’re editing it, an icon with a green symbol will appear next to the script in the Drafts window.

At this point, you can select one or more drafts, right-click, and select Merge from server to open the merge tools window. In this window you can see the latest edits in relation to your own. If there are conflicting changes, you can pick which code to keep, or make manual edits.

  • Check Draft to keep your changes, or leave it unchecked to discard them.
  • Check Server to merge the changes into your draft, or leave it unchecked to ignore them.
  • Check Other to manually edit the script and save the changes to your draft.

Once you check the desired options, you can toggle the Preview Resolution switch to preview how the script will look.

Restoring Deleted Scripts

If another developer deletes a script that you’re editing, you’ll see an icon with a red symbol in the Drafts window:

To restore your version(s) back into the game, select one or more drafts in the Drafts window, right-click, and select Restore Script.

Note that restored scripts will be placed back in the place's Workspace, so you'll need to re-parent it back to its original location.

Publishing and Saving

Saving changes while using Team Create works a bit differently than in solo Studio. When Team Create is active, Studio will auto-save the project to the cloud every five minutes. Changes made between auto-saves will not be published, so updating a live game still requires explicit publishing via FilePublish to Roblox.

Rolling Back Changes

Owners can revert changes just like anyone can for games made in solo mode:

  1. On the game’s page, click the button.
  2. Select Configure this Place.
  3. Click on Version History.
  4. Choose an earlier version and click Revert to this version to roll back.
Be careful when reverting changes in this way. If anyone is currently editing a game with Team Create, their session could still auto-save and overwrite the revert action. If you're reverting to a previous version, make sure no one is currently editing the game, or turn off Team Create.

Turning Off Team Create

If you’re the game’s owner or you have the correct permissions, you can turn off Team Create by clicking the button at the bottom of the Team Create window and selecting Disable Team Create. Any other user in the session will be ejected and won’t be able to join again until Team Create is re-enabled.