Run it
Copy the script and paste it into your executor.
CollectionService = :()
httpservice = :()
Player = :().LocalPlayer
F3X_ImportCode =
Parent =
RealativeCFrame =
Group =
ForcedAnchor =
Log =
(...)
Log (Log) ==
(...)
cccc = .()
()
.(.cancel, cccc)
(cond, ...)
cond
Log (Log) ==
(...)
()
.(.cancel, .())
()
Types = {
Part = ,
WedgePart = ,
CornerWedgePart = ,
VehicleSeat = ,
Seat = ,
TrussPart = ,
SpecialMesh = ,
Texture = ,
Decal = ,
PointLight = ,
SpotLight = ,
SurfaceLight = ,
Smoke = ,
Fire = ,
Sparkles = ,
Model = ,
Folder =
};
PartTypes = {
[.PartType.Block.Value] = ,
[.PartType.Ball.Value] = ,
[.PartType.Wedge.Value] = ,
[.PartType.Cylinder.Value] = ,
[.PartType.CornerWedge.Value] = ,
FromTypes = {
[Types.WedgePart] = ,
[Types.CornerWedgePart] = ,
[Types.VehicleSeat] = ,
[Types.Seat] = ,
[Types.TrussPart] = ,
}
}
Events = {}
MaxThreads =
ThreadWatch = {Threads = {}}
ThreadWatch:(Thread:)
(Thread) ==
.(ThreadWatch.Threads,Thread)
GabrageDebounce =
ThreadWatch:()
GabrageDebounce
GabrageDebounce =
NList = {}
Index,Thread (ThreadWatch.Threads)
(Thread) == .(Thread) ~=
.(NList,Thread)
ThreadWatch.Threads = NList
GabrageDebounce =
(func,...)
#ThreadWatch.Threads > MaxThreads
.(); ThreadWatch:() #ThreadWatch.Threads < MaxThreads
ThreadWatch:(.(func,...))
Support = {
Slice = (Table, Start, End)
Slice = {};
Index = Start, End
.(Slice, Table[Index]);
;
Slice;
;
}
(tbl, ...)
newtbl = {}
i,iv (tbl)
_,v ({...})
iv[v]
newtbl[i]
newtbl[i] = {}
newtbl[i][v] = tbl[i][v]
newtbl
F3X_ImportCode F3X_ImportCode ==
BTImportUI = .()
Boarder = .(,BTImportUI)
UICorner = .(,Boarder)
AspectRatio = .(,Boarder)
TextBox = .(,Boarder)
ButtonBGDecor = .(,Boarder)
ImportButton = .(,ButtonBGDecor)
ToggleAnchor = .(,ButtonBGDecor)
ToggleGroups = .(,ButtonBGDecor)
txt = .(,Boarder)
(I)
I.Rotation ==
I.Rotation =
I.BackgroundColor3 = .(, , )
I:()
I:()
BTImportUI.Parent = .Players.LocalPlayer.PlayerGui
Boarder.AnchorPoint = .one/
Boarder.Position = .(,)
Boarder:(.(,))
Boarder.BackgroundColor3 = .()
Boarder.Transparency =
UICorner.CornerRadius = .(,)
AspectRatio.AspectRatio =
TextBox.Size = .(,)
TextBox.Position = .(,)
TextBox.TextScaled =
TextBox.BackgroundColor3 = .(, , )
TextBox.Text =
TextBox.PlaceholderText =
UICorner:().Parent = TextBox
ButtonBGDecor.Size = .(,)
ButtonBGDecor.Position = .(,)
ButtonBGDecor.BackgroundColor3 = .(, )
ImportButton.Size = .(,)
ImportButton.BackgroundColor3 = .(, )
ImportButton.TextScaled =
ImportButton.Text =
ToggleAnchor.Image =
ToggleAnchor.ImageRectSize = .one*
ToggleAnchor.ImageRectOffset = .yAxis*
ToggleAnchor.Size = .(,)
ToggleAnchor.Position = .(,)
ToggleAnchor.MouseButton1Click:(() (ToggleAnchor) )
ForcedAnchor (ToggleAnchor)
ToggleGroups.Image =
ToggleGroups.ImageRectSize = .one*
ToggleGroups.ImageRectOffset = .xAxis**
ToggleGroups.Size = ToggleAnchor.Size
ToggleGroups.Position = ToggleAnchor.Position + .(,)
ToggleGroups.MouseButton1Click:(() (ToggleGroups) )
Group (ToggleGroups)
txt.Text =
txt.TextXAlignment = .TextXAlignment.Left
txt.TextYAlignment = .TextYAlignment.Bottom
txt.TextColor3 = .(,,)
txt.TextStrokeTransparency =
()
Boarder:(.(,),.(,),,,)
()
BTImportUI:()
ImportButton.MouseButton1Click:()
F3X_ImportCode = TextBox.Text
F3X_ImportCode ==
TextBox.Text =
F3X_ImportCode ~=
F3X_ImportCode ==
()
ImportButton.Text =
ImportButton.MouseButton1Click:(CloseUI)
TextBox.ClearTextOnFocus =
TextBox.TextEditable =
ToggleAnchor.Visible =
ToggleGroups.Visible =
Log = (...)
TextBox.Text =
_,v {...}
TextBox.Text = TextBox.Text.. (v)
Group = ToggleGroups ==
ForcedAnchor = ToggleAnchor ==
()
build
(..F3X_ImportCode)
build = (..F3X_ImportCode)
build = :(..F3X_ImportCode)
(..F3X_ImportCode, build)
success, Data = (httpservice.JSONDecode,httpservice,build)
(success, )
(Data.Version == , )
build =
()
Player.Character
Player.Character:()
Player.Character:():()
Player.Character:():()
Player.Backpack:(,)
SyncAPI
()
SyncAPI = (); () SyncAPI
SyncAPI.Parent.Loaded.value
SyncAPI.Parent.Loaded.Changed:()
(...)
{ SyncAPI:(...) }
(...)
s, r = (f,...)
s
(r)
(s,)
.(r)
MappingInstances = {}
Parts = {}
Parent.ChildAdded:((Part)
Part:() Part:()
.(Parts,Part)
)
(PartType)
i,Part (Parts)
.(MappingInstances,Part)
(Part:() PartTypes.FromTypes[Types.Seat]) == PartType
(Part:() PartTypes.FromTypes[Types.VehicleSeat]) == PartType
(Part:() PartTypes.FromTypes[Types.TrussPart]) == PartType
PartTypes[Part.Shape.Value] == PartType
Part
(PartType, CF, Parent)
CF = CF RealativeCFrame
Part, replicationTag = (, PartType, CF, Parent)
(Part == ) replicationTag
existingMarker = CollectionService:(replicationTag)[]
existingMarker
Part = existingMarker.Parent
Part = CollectionService:(replicationTag):().Parent
Part
((()%) / ); Part = (PartType) Part
Part
(Id)
Datum = Data.Items[Id]
Datum
(Datum[] == Types.Part
Datum[] == Types.WedgePart
Datum[] == Types.CornerWedgePart
Datum[] == Types.VehicleSeat
Datum[] == Types.Seat
Datum[] == Types.TrussPart)
()
Parent
Parent =
RealativeCFrame
RealativeCFrame =
(Parent:(F3X_ImportCode) Parent[F3X_ImportCode]:() Parent[F3X_ImportCode].CFrame)
.() + (Player.Character Player.CharacterAdded:()).PrimaryPart.Position
Parts[] = (,RealativeCFrame,Parent)
()
PartCount =
FinPart =
Index,Datum (Data.Items)
(Index)
PartCount +=
PartType = PartTypes.FromTypes[Datum[]] PartTypes[Datum[]]
(()
Item = (PartType,RealativeCFrame,Parent)
MappingInstances[Index] = Item
FinPart +=
)
(); ThreadWatch:() #ThreadWatch.Threads <=
(Table,Value)
Table.ns
Table.ns = {}
Offset = Table.ns[Value.Part]
Offset +=
Table[Offset]
Table[Offset] = {}
Table.ns[Value.Part] = Offset
.(Table[Offset],Value)
(Call,Table,Filter)
Filter
_,v (Table)
(Call,(v,.(Filter)))
_,v (Table)
(Call,v)
()
Childrens = {}
Index,Datum (Data.Items)
(Index)
Datum[] == Types.Model
Datum[] == Types.Folder
Childrens[Datum[]]
Childrens[Datum[]] = {Index}
.(Childrens[Datum[]],Index)
(Index)
Childrens[Index]
Object = MappingInstances[Index]
Instances = {}
Index ==
Object = Parent
_,v (Childrens[Index])
.(Instances,MappingInstances[v])
Object
(Invoke,,Instances,Object)
Datum = Data.Items[Index]
P = MappingInstances[Datum[]]
Datum[] ==
P = Parent
groupType
Datum[] == Types.Model
groupType =
Datum[] == Types.Folder
groupType =
Model = (,groupType,P,Instances)
MappingInstances[Index] = Model
_,v (Childrens[Index])
(Proc,v)
Group
()
(); ThreadWatch:() #ThreadWatch.Threads <=
()
Meshes = {}
Textures = {}
Lights = {}
Decorations = {}
Parts = {}
naming = {}
Index,Datum (Data.Items)
(Index)
Anchored = ForcedAnchor Datum[] ==
(Parts,{
[] = MappingInstances[Index];
[] = .((Support.(Datum, , )));
[] = RealativeCFrame:(.((Support.(Datum, , ))));
[] = .(Datum[], Datum[], Datum[]);
[] = .Material:(Datum[]);
[] = Anchored;
[] = Datum[] == ;
[] = Datum[];
[] = Datum[];
[]={
[] = .SurfaceType:(Datum[]);
[] = .SurfaceType:(Datum[]);
[] = .SurfaceType:(Datum[]);
[] = .SurfaceType:(Datum[]);
[] = .SurfaceType:(Datum[]);
[] = .SurfaceType:(Datum[]);
};
})
MappingInstances[Datum[]]
Part = MappingInstances[Datum[]]
Datum[] == Types.SpecialMesh
(Meshes,{
[] = Part;
[] = .((Support.(Datum, , )));
[] = .MeshType:(Datum[]);
[] = .((Support.(Datum, , )));
[] = .((Support.(Datum, , )));
[] = Datum[];
[] = Datum[];
})
(Datum[] == Types.Texture
Datum[] == Types.Decal)
(Textures,{
[] = Part;
[] = Datum[] == Types.Texture ;
[] = Datum[];
[] = Datum[];
[] = .NormalId:(Datum[]);
[] = Datum[];
[] = Datum[];
})
(Datum[] == Types.PointLight
Datum[] == Types.SpotLight
Datum[] == Types.SurfaceLight)
LightTypeFromTypes = {
[Types.PointLight] = ,
[Types.SpotLight] = ,
[Types.SurfaceLight] =
}
(Lights,{
[] = Part;
[] = LightTypeFromTypes[Datum[]];
[] = Datum[];
[] = .((Support.(Datum, , )));
[] = Datum[] == ;
[] = Datum[] == ;
[] = Datum[];
[] = Datum[];
[] = Datum[] .NormalId:(Datum[]) ;
})
Datum[] == Types.Smoke
(Decorations,{
[] = Part;
[] = ;
[] = Datum[] == ;
[] = .((Support.(Datum, , )));
[] = Datum[];
[] = Datum[];
[] = Datum[];
})
;
Datum[] == Types.Fire
(Decorations,{
[] = Part;
[] = ;
[] = Datum[] == ;
[] = .((Support.(Datum, , )));
[] = .((Support.(Datum, , )));
[] = Datum[];
[] = Datum[];
})
;
Datum[] == Types.Sparkles
(Decorations,{
[] = Part;
[] = ;
[] = Datum[] == ;
[] = .((Support.(Datum, , )));
})
;
(Index)
Datum[] == Types.Model
Datum[] == Types.Folder
Datum[] ~= MappingInstances[Index]
naming[Datum[]]
naming[Datum[]] = {}
.(naming[Datum[]],MappingInstances[Index])
(()
(,Meshes,{})
(,Meshes)
)
(()
(,Textures,{,,})
(,Textures)
)
(()
(,Lights,{,})
(,Lights)
)
(()
(,Decorations,{,})
(,Decorations,{,,,,,,,,})
)
(...)
(ApplyChange,...)
(,Parts,{,})
(,Parts,{,,,})
(,Parts,{,})
(,Parts,{,})
(,Parts,{,,})
(,Parts,{,})
i,v (naming)
(Invoke,, v, i)
(); ThreadWatch:() #ThreadWatch.Threads <=
()Loads code from the internet. It downloads more code when it runs (loadstring + HttpGet), which can change after it was posted. From: www.f3xteam.com.
Allows you to import f3x builds in game.

Universal