Phantom Forces Unlock All Guns – Admin Guns – Attachments – June 2022

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Katılım
5 May 2022
Mesajlar
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4 HİZMET YILI
Kod:
UNLOCK ALL
CLIENT SIDED ONLY

DEV NOTES:
this will not change the gun data so it will not have the same stats as the unlocked gun instead so
thats why some guns wont work the same.


-- modules

local network, char, loadgun, loadknife; do

    for _, object in next, getgc(true) do

        if (typeof(object) == "table") then

            if (rawget(object, "send")) then

                network = object;

            elseif (rawget(object, "setbasewalkspeed")) then

                char = object;

            end

        elseif (typeof(object) == "function") then

            local name = debug.getinfo(object).name;



            if (name == "loadgun") then

                loadgun = object;

            elseif (name == "loadknife") then

                loadknife = object;

            end

        end

    end

end



-- services

local replicatedStorage = game:GetService("ReplicatedStorage");



-- cache

local content = replicatedStorage:WaitForChild("Content");

local productionContent = content:WaitForChild("ProductionContent");

local attachmentModules = productionContent:WaitForChild("AttachmentModules");

local gunModules = productionContent:WaitForChild("GunModules");



-- stored data

local gunIgnore = {"JUGGUN", "HK417Old", "PAINTBALL GUN", "RAILGUN OLD", "PPK12", "SVK12E", "MG42"};

local weaponData = {};

local attachmentData = {};

local primaryClasses = { "ASSAULT", "BATTLE", "CARBINE", "SHOTGUN", "PDW", "DMR", "LMG", "SNIPER" };

local generalClassData = {

    ["ASSAULT"] = "AK12",

    ["BATTLE"] = "AK12",

    ["CARBINE"] = "M4A1",

    ["SHOTGUN"] = "KSG 12",

    ["PDW"] = "MP5K",

    ["DMR"] = "INTERVENTION",

    ["LMG"] = "COLT LMG",

    ["SNIPER"] = "INTERVENTION",

    ["PISTOL"] = "M9",

    ["MACHINE PISTOL"] = "M9",

    ["REVOLVER"] = "M9",

    ["OTHER"] = "M9",

    ["FRAGMENTATION"] = "M67 FRAG",

    ["HIGH EXPLOSIVE"] = "M67 FRAG",

    ["IMPACT"] = "M67 FRAG",

    ["ONE HAND BLADE"] = "KNIFE",

    ["TWO HAND BLADE"] = "KNIFE",

    ["ONE HAND BLUNT"] = "MAGLITE CLUB",

    ["TWO HAND BLUNT"] = "HOCKEY STICK",

};

local weapons = {};



-- hooks

do

    local oldNetworkSend = network.send; network.send = function(self, name, ...)

        local args = {...};



        if (name == "changewep") then

            weaponData[args[1]] = args[2];

            args[2] = generalClassData[weapons[args[2]].type];

        end



        if (name == "changeatt") then

            attachmentData[args[2]] = args[3];

            return

        end



        return oldNetworkSend(self, name, unpack(args));

    end



    local oldLoadgrenade = char.loadgrenade; char.loadgrenade = function(self, name, ...)

        name = weaponData["Grenade"] or name;

        return oldLoadgrenade(self, name, ...);

    end;



    local oldLoadknife; oldLoadknife = hookfunction(loadknife, function(name, ...)

        name = weaponData["Knife"] or name;

        return oldLoadknife(name, ...);

    end);



    local oldLoadgun; oldLoadgun = hookfunction(loadgun, function(name, magsize, sparerounds, attachments, ...)

        local gunData = weapons[name];

        local newName = table.find(primaryClasses, gunData.type) and weaponData["Primary"] or weaponData["Secondary"];



        name = (newName and newName or name);



        local attachs = attachmentData[name];



        if (attachs) then

            attachments = attachs;

        end



        return oldLoadgun(name, magsize, sparerounds, attachments, ...);

    end);

end



-- init

do

    for _, module in next, gunModules:GetChildren() do

        if (not table.find(gunIgnore, module.Name)) then

            local data = require(module);

            weapons[module.Name] = data;

        end

    end



    for _, module in next, attachmentModules:GetChildren() do

        local data = require(module);

        data.unlockkills = 0;

    end



    for _, module in next, gunModules:GetChildren() do

        if (not table.find(gunIgnore, module.Name)) then

            local data = require(module);

            data.unlockrank = 0;

            data.adminonly = false;

            data.supertest = false;

            data.exclusiveunlock = false;

            data.hideunlessowned = false;

            data.adminonly = false;

        end

    end

end
 
Moderatörün son düzenlenenleri:
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şu roblox hileleri nasıl kullanılıyor
 
Dünyalı dostum tam olarak anlamadın galiba
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Sosyal
5 HİZMET YILI
Kod:
UNLOCK ALL
CLIENT SIDED ONLY

DEV NOTES:
this will not change the gun data so it will not have the same stats as the unlocked gun instead so
thats why some guns wont work the same.


-- modules

local network, char, loadgun, loadknife; do

    for _, object in next, getgc(true) do

        if (typeof(object) == "table") then

            if (rawget(object, "send")) then

                network = object;

            elseif (rawget(object, "setbasewalkspeed")) then

                char = object;

            end

        elseif (typeof(object) == "function") then

            local name = debug.getinfo(object).name;



            if (name == "loadgun") then

                loadgun = object;

            elseif (name == "loadknife") then

                loadknife = object;

            end

        end

    end

end



-- services

local replicatedStorage = game:GetService("ReplicatedStorage");



-- cache

local content = replicatedStorage:WaitForChild("Content");

local productionContent = content:WaitForChild("ProductionContent");

local attachmentModules = productionContent:WaitForChild("AttachmentModules");

local gunModules = productionContent:WaitForChild("GunModules");



-- stored data

local gunIgnore = {"JUGGUN", "HK417Old", "PAINTBALL GUN", "RAILGUN OLD", "PPK12", "SVK12E", "MG42"};

local weaponData = {};

local attachmentData = {};

local primaryClasses = { "ASSAULT", "BATTLE", "CARBINE", "SHOTGUN", "PDW", "DMR", "LMG", "SNIPER" };

local generalClassData = {

    ["ASSAULT"] = "AK12",

    ["BATTLE"] = "AK12",

    ["CARBINE"] = "M4A1",

    ["SHOTGUN"] = "KSG 12",

    ["PDW"] = "MP5K",

    ["DMR"] = "INTERVENTION",

    ["LMG"] = "COLT LMG",

    ["SNIPER"] = "INTERVENTION",

    ["PISTOL"] = "M9",

    ["MACHINE PISTOL"] = "M9",

    ["REVOLVER"] = "M9",

    ["OTHER"] = "M9",

    ["FRAGMENTATION"] = "M67 FRAG",

    ["HIGH EXPLOSIVE"] = "M67 FRAG",

    ["IMPACT"] = "M67 FRAG",

    ["ONE HAND BLADE"] = "KNIFE",

    ["TWO HAND BLADE"] = "KNIFE",

    ["ONE HAND BLUNT"] = "MAGLITE CLUB",

    ["TWO HAND BLUNT"] = "HOCKEY STICK",

};

local weapons = {};



-- hooks

do

    local oldNetworkSend = network.send; network.send = function(self, name, ...)

        local args = {...};



        if (name == "changewep") then

            weaponData[args[1]] = args[2];

            args[2] = generalClassData[weapons[args[2]].type];

        end



        if (name == "changeatt") then

            attachmentData[args[2]] = args[3];

            return

        end



        return oldNetworkSend(self, name, unpack(args));

    end



    local oldLoadgrenade = char.loadgrenade; char.loadgrenade = function(self, name, ...)

        name = weaponData["Grenade"] or name;

        return oldLoadgrenade(self, name, ...);

    end;



    local oldLoadknife; oldLoadknife = hookfunction(loadknife, function(name, ...)

        name = weaponData["Knife"] or name;

        return oldLoadknife(name, ...);

    end);



    local oldLoadgun; oldLoadgun = hookfunction(loadgun, function(name, magsize, sparerounds, attachments, ...)

        local gunData = weapons[name];

        local newName = table.find(primaryClasses, gunData.type) and weaponData["Primary"] or weaponData["Secondary"];



        name = (newName and newName or name);



        local attachs = attachmentData[name];



        if (attachs) then

            attachments = attachs;

        end



        return oldLoadgun(name, magsize, sparerounds, attachments, ...);

    end);

end



-- init

do

    for _, module in next, gunModules:GetChildren() do

        if (not table.find(gunIgnore, module.Name)) then

            local data = require(module);

            weapons[module.Name] = data;

        end

    end



    for _, module in next, attachmentModules:GetChildren() do

        local data = require(module);

        data.unlockkills = 0;

    end



    for _, module in next, gunModules:GetChildren() do

        if (not table.find(gunIgnore, module.Name)) then

            local data = require(module);

            data.unlockrank = 0;

            data.adminonly = false;

            data.supertest = false;

            data.exclusiveunlock = false;

            data.hideunlessowned = false;

            data.adminonly = false;

        end

    end

end
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