- getgenv().Map = "City" -- City, Subzero, Jungle, Military, Japan, Castle, Space, Asgard, Atlantis, Dark Dimension, Marineford, Trost District, Planet Namek, Kamii University
- getgenv().Difficulty = "Easy" -- Easy, Normal, Hard, Insane
- getgenv().AutoPlace = true
- getgenv().Troops = 3 -- If this is 3 then it'll place the troops in your first 3 slots.
- getgenv().UpgradeLevel = 2 -- Troops will be upgraded to this level before placing another one.
- getgenv().FrontPreference,BackPreference = 0,0 -- Determines how close to the front and back of the map troops are placed. FrontPreference should be >= 0, BackPreference should be <= 0. The acceptable range for both variables changes depending on the map, use single integer increments and only change this setting if you understand what it does.
- local RS = game:GetService("ReplicatedStorage")
- local PS = game:GetService("Players")
- repeat wait() until PS.LocalPlayer repeat wait() until PS.LocalPlayer.Character repeat wait() until PS.LocalPlayer.Character.HumanoidRootPart
- local HRP = PS.LocalPlayer.Character.HumanoidRootPart
- if game.PlaceId == 5902977746 and not workspace:FindFirstChild("Map") then
- local RE = RS.Modules.GlobalInit.RemoteEvents
- for _,v in pairs(workspace.Lobby.ClassicPartyTeleporters:GetDescendants()) do
- if v:IsA("TextLabel") and v.Name == "Status" and v.Text == "0 Players" then
- HRP.CFrame = v.Parent.Parent.CFrame
- wait(3/2)
- RE.PlayerSelectedMap:FireServer(Map)
- wait(3/2)
- RE.PlayerQuickstartTeleport:FireServer()
- wait(3/2)
- end
- end
- elseif game.PlaceId == 5902977746 and workspace:FindFirstChild("Map") then
- local RE = RS.Modules.GlobalInit.RemoteEvents
- local NE = RS.GenericModules.Service.Network
- NE:WaitForChild("PlayerVoteForDifficulty")
- NE.PlayerVoteForDifficulty:FireServer(Difficulty)
- RE:WaitForChild("PlayerReadyForNextWave")
- if AutoPlace then
- getgenv().Points = BackPreference-1
- for _,v in pairs(workspace.Map.Checkpoints:GetChildren()) do
- Points = Points+1
- end
- local function placetroop()
- R1 = tostring(math.random(FrontPreference+2,Points))
- R2 = math.random(-10,10)
- X,Y,Z = workspace.Map.Checkpoints[R1].CFrame:components()
- NE.PlayerPlaceTower:FireServer(math.random(1,Troops), Vector3.new(X+R2,Y,Z+R2), 0)
- end
- placetroop()
- while wait() do
- getgenv().Num = workspace.EntityModels.Towers:GetChildren()
- if #Num ~= 0 then
- for k,d in pairs(workspace.EntityModels.Towers:GetDescendants()) do
- if d:IsA("ImageLabel") and d.Name == tostring(UpgradeLevel) then
- if not d.Visible then
- NE.PlayerUpgradeTower:FireServer(d.Parent.Parent.Parent.Parent.Name)
- elseif d.Visible then
- d.Parent.Parent.Parent.Parent.Parent = workspace.EntityModels.Enemies
- end
- end
- end
- else
- placetroop()
- end
- end
- end
- end