juju scripting documentation
  • Scripting Documentation
  • Creating a script
    • Necessities
      • Example Script
      • Example Script 2
      • Example Script 3
  • Documentation
    • Elements
      • Element Properties
      • Element API
    • Utility Functions
  • Da Hood
    • Signals
    • Functions
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  1. Da Hood

Functions

These functions may or may not be exclusive to the Da Hood version.

juju.set_ragebot_target(player: Instance (Player))
Argument
Type
Description

player

Instance (Player) or nil

The player instance to set the ragebot targetting to

juju.get_ragebot_target()
Return Argument
Type
Description

player

Instance (Player) or nil

The ragebot's current target (can be nil)

juju.get_ragebot_aim_position()
Return Argument
Type
Description

position

Vector3 or nil

The ragebot's current aim position (can be nil)

juju.set_ragebot_aim_position(aim: Vector3)
Argument
Type
Description

aim

Vector3

The position the ragebot will shoot at next Heartbeat. Connect this in a heartbeat to constantly set it, as this is overridden the frame after it's set otherwise.

juju.set_legitbot_target(player: Instance (Player))
Argument
Type
Description

player

Instance (Player) or nil

The player instance to set the legitbot targetting to

juju.get_legitbot_target()
Return Argument
Type
Description

player

Instance (Player) or nil

The legitbot's current target (can be nil)

juju.get_server_cframe()
Return Type
Description

CFrame

The local player's server root CFrame

juju.get_client_cframe()
Return Type
Description

CFrame

The local player's client root CFrame

juju.set_client_cframe(cframe: CFrame)
Return Type
Description

N/A

N/A

juju.set_server_cframe(cframe: CFrame)
Return Type
Description

N/A

N/A

Setting these outside of a Heartbeat loop may cause unwanted and or unpredictable results.

juju.is_purchasing()
Return Type
Description

Boolean

Whether or not the local player is purchasing an item (auto armor, via the menu, etc)

juju.is_in_void()
Return Type
Description

Boolean

Whether or not the local player is currently in void hide

juju.is_auto_stomping()
Return Type
Description

Boolean

Whether or not the local player is currently auto stomping

juju.get_ping()
Return Type
Description

Number

The players ping as a number (example: 50)

juju.purchase_item(item: String, amount: Number or nil)
Argument
Description

item

This must match an items name from the menu's shop tab. When purchasing ammo, do so like this: purchase_item("rifle ammo", 2). This will purchase 2 things of rifle ammo.

amount

The amount of the item to buy, will have unpredictable results when used with buying things other than ammo. It is recommended to leave this blank if you are not purchasing ammo essentially.

juju.is_player_invulnerable(player: Instance (Player))
Return Argument
Type
Description

invulnerable

Boolean

Whether or not the player can be damaged (does not include knocked)

juju.is_player_knocked(player: Instance (Player))
Return Argument
Type
Description

knocked

Boolean

Whether or not the player is knocked

juju.is_player_dead(player: Instance (Player))
Return Argument
Type
Description

dead

Boolean

Whether or not the player is dead (about to respawn)

juju.reload_gun()
Return Argument
Type
Description

true

Boolean

Whether or not the reload is possible and was attempted

juju.get_silent_aim_position()
Return Argument
Type
Description

position

Vector3 or nil

The current silent aim position (can be nil)

juju.set_silent_aim_position(aim: Vector3)
Argument
Type
Description

aim

Vector3

The position the silent aim will redirect to next Heartbeat. Connect this in a heartbeat to constantly set it, as this is overridden the frame after it's set otherwise.

juju.set_aim_assist_position(aim: Vector3)
Argument
Type
Description

aim

Vector3

The position the aim assist will aim towards on the next Heartbeat. Connect this in a heartbeat to constantly set it, as this is overridden the frame after it's set otherwise.

juju.is_defensive_active()
Return Argument
Type
Description

is defensive active

Boolean

Whether or not the defensive feature has been activated on the current ragebot target

juju.add_control_command(name: String, callback: Function)
Argument
Type
Description

name

String

The name of the command, this will error if the command already exists

callback

Function

The function that gets called with the command arguments (see below for more information)

juju["add_control_command"]("add_number", function(caller, args)
    local number1 = args[1]
    local number2 = args[2]
    
    print(tonumber(number1) + tonumber(number2))
    print("command ran by "..caller["Name"])
end)

-- Caller is the player instance that called the command
juju.remove_control_command(name: String, callback: Function)
Argument
Type
Description

name

String

The name of the command, this will error if the command does not exist or a juju command

juju.get_backtrack_position(player: Instance (Player))
Argument
Type
Description

player

Instance (Player)

The player you wish to get the backtrack position's of

for part, cframe in juju.get_backtrack_position(game.Players.Juju) do
    -- Returns a table where every key is the backtrack model part and the key is the part's backtracked position
    print(part, cframe) -- RightUpperLeg, CFrame.new(x,x,x), and so on
end
PreviousSignals

Last updated 16 days ago