Functions
These functions may or may not be exclusive to the Da Hood version.
juju.set_active_ragebot_target(player: Instance (Player))
player
Instance (Player) or nil
The player instance to set the ragebot targetting to
juju.get_active_gmragebot_target()
player
Instance (Player) or nil
The ragebot's current target (can be nil)
juju.get_ragebot_aim_position()
position
Vector3 or nil
The ragebot's current aim position (can be nil)
juju.set_ragebot_aim_position(aim: Vector3)
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))
player
Instance (Player) or nil
The player instance to set the legitbot targetting to
juju.get_legitbot_target()
player
Instance (Player) or nil
The legitbot's current target (can be nil)
juju.get_server_cframe()
CFrame
The local player's server root CFrame
juju.get_client_cframe()
CFrame
The local player's client root CFrame
juju.set_client_cframe(cframe: CFrame)
N/A
N/A
juju.set_server_cframe(cframe: CFrame)
N/A
N/A
juju.is_purchasing()
Boolean
Whether or not the local player is purchasing an item (auto armor, via the menu, etc)
juju.is_in_void()
Boolean
Whether or not the local player is currently in void hide
juju.is_auto_stomping()
Boolean
Whether or not the local player is currently auto stomping
juju.get_ping()
Number
The players ping as a number (example: 50)
juju.purchase_item(item: String, amount: Number or nil)
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))
invulnerable
Boolean
Whether or not the player can be damaged (does not include knocked)
juju.is_player_knocked(player: Instance (Player))
knocked
Boolean
Whether or not the player is knocked
juju.is_player_dead(player: Instance (Player))
dead
Boolean
Whether or not the player is dead (about to respawn)
juju.reload_gun()
true
Boolean
Whether or not the reload is possible and was attempted
juju.get_silent_aim_position()
position
Vector3 or nil
The current silent aim position (can be nil)
juju.set_silent_aim_position(aim: Vector3)
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)
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()
is defensive active
Boolean
Whether or not the defensive feature has been activated on the current ragebot target
juju.add_ragebot_target(player: Instance (Player))
player
Instance (Player)
The player you wish to add
juju.remove_ragebot_target(player: Instance (Player))
player
Instance (Player)
The player you wish to remove as a target
juju.is_ragebot_target(player: Instance (Player))
is a target
Boolean
juju.get_ragebot_targets()
target list
Table
The list of ragebot targets as Player instances
juju.get_backtrack_position(player: Instance (Player))
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
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