Run it
Copy the script and paste it into your executor.
.PlaceId ~= .ReplicatedStorage.GameData.Floor.Value ~=
.StarterGui:(, { Title = ; Text = })
Sound = .()
Sound.Parent = .SoundService
Sound.SoundId =
Sound.Volume =
Sound.PlayOnRemove =
Sound:()
:()
.StarterGui:(, { Title = ; Text = })
Sound = .()
Sound.Parent = .SoundService
Sound.SoundId =
Sound.Volume =
Sound.PlayOnRemove =
Sound:()
PathfindingService = :()
VirtualInputManager = :()
LocalPlayer = .Players.LocalPlayer
LatestRoom = .ReplicatedStorage.GameData.LatestRoom
Cooldown =
ScreenGui = .()
ScreenGui.Parent = .CoreGui
TextLabel = .()
TextLabel.Parent = ScreenGui
TextLabel.Size = .(,,,)
TextLabel.TextSize =
TextLabel.TextStrokeColor3 = .(,,)
TextLabel.TextStrokeTransparency =
TextLabel.BackgroundTransparency =
GC = getconnections get_signal_cons
GC
i,v ((LocalPlayer.Idled))
v[]
v[](v)
v[]
v[](v)
Folder = .()
Folder.Parent =
Folder.Name =
LocalPlayer.PlayerGui.MainUI.Initiator.Main_Game.RemoteListener.Modules:()
LocalPlayer.PlayerGui.MainUI.Initiator.Main_Game.RemoteListener.Modules.A90.Name =
()
Closest
i,v (.CurrentRooms:())
v.Name ==
v:() v:()
v.HiddenPlayer.Value ==
v.Door.Position.Y > -
Closest ==
Closest = v.Door
(LocalPlayer.Character.HumanoidRootPart.Position - v.Door.Position).Magnitude < (Closest.Position - LocalPlayer.Character.HumanoidRootPart.Position).Magnitude
Closest = v.Door
Closest
()
Part
Entity = :() :()
Entity Entity.Main.Position.Y > -
Part = ()
Part = .CurrentRooms[LatestRoom.Value].Door.Door
Part
LatestRoom:():(()
TextLabel.Text = ..math.(LatestRoom.Value, ,)
LatestRoom.Value ~=
LocalPlayer.DevComputerMovementMode = .DevComputerMovementMode.Scriptable
LocalPlayer.DevComputerMovementMode = .DevComputerMovementMode.KeyboardMouse
Folder:()
Sound = .()
Sound.Parent = .SoundService
Sound.SoundId =
Sound.Volume =
Sound.PlayOnRemove =
Sound:()
.StarterGui:(, { Title = ; Text = })
)
:().RenderStepped:(()
LocalPlayer.Character.HumanoidRootPart.CanCollide =
LocalPlayer.Character.Collision.CanCollide =
LocalPlayer.Character.Collision.Size = .(,LocalPlayer.Character.Collision.Size.Y,)
LocalPlayer.Character.Humanoid.WalkSpeed =
Path = ()
Entity = :() :()
Entity
Path
Path.Parent.Name ==
Entity.Main.Position.Y > -
(LocalPlayer.Character.HumanoidRootPart.Position - Path.Position).Magnitude <
LocalPlayer.Character.HumanoidRootPart.Anchored ==
(Path.Parent.HidePrompt)
Entity.Main.Position.Y < -
LocalPlayer.Character.HumanoidRootPart.Anchored ==
LocalPlayer.Character:(, )
LocalPlayer.Character.HumanoidRootPart.Anchored ==
LocalPlayer.Character:(, )
)
Destination = ()
path = PathfindingService:({ WaypointSpacing = , AgentRadius = , AgentCanJump = })
path:(LocalPlayer.Character.HumanoidRootPart.Position - .(,,), Destination.Position)
Waypoints = path:()
path.Status ~= .PathStatus.NoPath
Folder:()
_, Waypoint (Waypoints)
part = .()
part.Size = .(,,)
part.Position = Waypoint.Position
part.Shape =
part.Rotation = .(,,)
part.Material =
part.Anchored =
part.CanCollide =
part.Parent = Folder
_, Waypoint (Waypoints)
LocalPlayer.Character.HumanoidRootPart.Anchored ==
LocalPlayer.Character.Humanoid:(Waypoint.Position)
LocalPlayer.Character.Humanoid.MoveToFinished:()
this only works for rooms and not the normal game and if u dont know how to get to rooms just search it

Universal