-
Notifications
You must be signed in to change notification settings - Fork 0
/
the script
40 lines (33 loc) · 1.62 KB
/
the script
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
-- Disable cutscenes by detecting and blocking specific functions
local Players = game:GetService("Players")
local player = Players.LocalPlayer
local playerScripts = player:WaitForChild("PlayerScripts")
-- Function to disable the cutscene system (customize this to your game's cutscene implementation)
local function DisableCutscene()
-- Check if there is a CutsceneService (or similar service) or cutscene objects you want to disable
-- For example, if you are using TweenService to create cutscenes, we can block it as well
-- Block Tweening (this might be part of some cutscenes)
local tweenService = game:GetService("TweenService")
local mt = getmetatable(tweenService)
local oldIndex = mt.__index
mt.__index = function(self, key)
if key == "Create" then
return function() return end -- Block the Create method that runs cutscenes
else
return oldIndex(self, key)
end
end
-- Block or remove any specific cutscene events or components in your game
-- For example, if cutscenes are triggered by a custom event, block it here
local cutsceneEvent = game.ReplicatedStorage:FindFirstChild("CutsceneEvent")
if cutsceneEvent then
cutsceneEvent.OnClientEvent:Connect(function()
print("Cutscene blocked!")
-- Prevent the cutscene event from executing
end)
end
-- Additional custom logic based on how the cutscenes are implemented can go here
end
-- Disable any cutscene logic
DisableCutscene()
-- Optionally, you can listen for other triggers or monitor certain components that may enable cutscenes