
Key RequiredUniversal

--!strict
local Players = game:GetService("Players")
local TweenService = game:GetService("TweenService")
-- Configuration constants
local VOID_HEIGHT: number = -100
local RESPAWN_OFFSET: Vector3 = Vector3.new(0, 5, 0)
local VEHICLE_RESPAWN_CFRAME: CFrame = CFrame.new(0, 10, 0)
-- Thread management map to prevent duplicate memory leaks
local activeChecks: { [Player]: boolean } = {}
local originalPositions: { [Player]: Vector3 } = {}
-- Dynamically generates and handles the UI flash on the client screen
local function triggerScreenFlash(player: Player)
local playerGui = player:FindFirstChildOfClass("PlayerGui")
if not playerGui then return end
-- 1. Create UI Structural elements
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "VoidRecoveryGui"
screenGui.IgnoreGuiInset = true -- Fills entire display edge-to-edge
screenGui.ResetOnSpawn = false
local background = Instance.new("Frame")
background.Size = UDim2.fromScale(1, 1)
background.BackgroundColor3 = Color3.fromRGB(30, 5, 0) -- Ultra-dark warning maroon
background.BackgroundTransparency = 1 -- Start transparent for fade-in
background.BorderSizePixel = 0
background.Parent = screenGui
-- Gradient component for the rich Dark Orange & Red design theme
local uigradient = Instance.new("UIGradient")
uigradient.Color = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(180, 20, 0)), -- Dark Metallic Red
ColorSequenceKeypoint.new(1, Color3.fromRGB(220, 80, 0)) -- Intense Dark Orange
})
uigradient.Rotation = 45
uigradient.Parent = background
-- Centered Warning Alert Text Label
local warningText = Instance.new("TextLabel")
warningText.Size = UDim2.fromScale(0.8, 0.2)
warningText.Position = UDim2.fromScale(0.5, 0.5)
warningText.AnchorPoint = Vector2.new(0.5, 0.5)
warningText.BackgroundTransparency = 1
warningText.TextColor3 = Color3.fromRGB(255, 220, 200)
warningText.Text = "SYSTEM BOUNDARY CRASH DETECTED\n[ RETURNING TO SAFETY ]"
warningText.Font = Enum.Font.Code
warningText.TextSize = 28
warningText.TextWrapped = true
warningText.TextTransparency = 1
warningText.Parent = background
screenGui.Parent = playerGui
-- 2. Animation Sequences using TweenService
local fadeInInfo = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.Out)
local fadeOutInfo = TweenInfo.new(0.6, Enum.EasingStyle.Quad, Enum.EasingDirection.In)
-- Fade In (Snap to screen cover)
local tweenBgIn = TweenService:Create(background, fadeInInfo, {BackgroundTransparency = 0.1})
local tweenTextIn = TweenService:Create(warningText, fadeInInfo, {TextTransparency = 0})
tweenBgIn:Play()
tweenTextIn:Play()
tweenBgIn.Completed:Wait() -- Hold physics until screen is fully covered
task.wait(0.6) -- Brief visual suspension hold
-- Fade Out (Dissolve effect back to game action)
local tweenBgOut = TweenService:Create(background, fadeOutInfo, {BackgroundTransparency = 1})
local tweenTextOut = TweenService:Create(warningText, fadeOutInfo, {TextTransparency = 1})
tweenBgOut:Play()
tweenTextOut:Play()
tweenBgOut.Completed:Wait()
-- Complete memory cleanup
screenGui:Destroy()
end
-- Safely teleports the player and vehicle out of the void boundary
local function handleVoidTransition(player: Player, vehicleModel: Model, spawnPoint: Vector3)
local character = player.Character
if not character then return end
local rootPart = character:FindFirstChild("HumanoidRootPart") :: BasePart?
local vehicleRoot = vehicleModel.PrimaryPart or vehicleModel:FindFirstChildWhichIsA("BasePart") :: BasePart?
local humanoid = character:FindFirstChildOfClass("Humanoid")
-- Fire UI screen transition overlay on a separate parallel thread
task.spawn(triggerScreenFlash, player)
task.wait(0.2) -- Synchronized pause to let UI completely shield the frame transition
-- 1. Unseat the player safely
if humanoid then
humanoid.Sit = false
end
-- Allow the physics engine to safely unbind the seat weld
task.wait(0.1)
-- 2. Teleport player and zero out forces
if rootPart and rootPart:IsDescendantOf(workspace) then
rootPart.AssemblyLinearVelocity = Vector3.zero
rootPart.AssemblyAngularVelocity = Vector3.zero
rootPart.CFrame = CFrame.new(spawnPoint + RESPAWN_OFFSET)
end
-- 3. Teleport or clean up vehicle asset
if vehicleRoot and vehicleRoot:IsDescendantOf(workspace) then
vehicleRoot.AssemblyLinearVelocity = Vector3.zero
vehicleRoot.AssemblyAngularVelocity = Vector3.zero
vehicleModel:PivotTo(VEHICLE_RESPAWN_CFRAME)
end
end
-- Tracks vehicle depth profile via server performance polling
local function startBoundaryCheck(player: Player, vehicleModel: Model, vehicleSeat: VehicleSeat)
if activeChecks[player] then return end
activeChecks[player] = true
local vehicleRoot = vehicleModel.PrimaryPart or vehicleModel:FindFirstChildWhichIsA("BasePart") :: BasePart?
if not vehicleRoot then
activeChecks[player] = nil
return
end
local character = player.Character
if character and character:FindFirstChild("HumanoidRootPart") then
originalPositions[player] = (character.HumanoidRootPart :: BasePart).Position
else
originalPositions[player] = Vector3.new(0, 10, 0)
end
task.spawn(function()
while vehicleModel and vehicleModel.Parent and vehicleSeat.Occupant do
if vehicleRoot and vehicleRoot.Position.Y < VOID_HEIGHT then
local fallbackLocation = originalPositions[player] or Vector3.new(0, 10, 0)
handleVoidTransition(player, vehicleModel, fallbackLocation)
break
end
task.wait(0.5)
end
originalPositions[player] = nil
activeChecks[player] = nil
end)
end
-- Hook initialization logic onto parent seat object
local vehicleSeat = script.Parent :: VehicleSeat
if vehicleSeat:IsA("VehicleSeat") then
vehicleSeat:GetPropertyChangedSignal("Occupant"):Connect(function()
local humanoid = vehicleSeat.Occupant
if humanoid then
local character = humanoid.Parent
if not character then return end
local player = Players:GetPlayerFromCharacter(character)
local vehicleModel = vehicleSeat:FindFirstAncestorOfClass("Model")
if player and vehicleModel then
startBoundaryCheck(player, vehicleModel, vehicleSeat)
end
end
end)
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