Roblox Noot Noot Script Require Work Online
The "Noot Noot" Script Context
In Roblox, "Noot Noot" (the Pingu sound effect) is often used as a meme admin command, a sound spam script, or an exploit script that plays the sound globally.
If you're looking at a script that says:
require(script.Parent.NootModule) -- But it doesn't work
Part 1: The ModuleScript (The Library)
Save this code in a ModuleScript (e.g., named NootLib). roblox noot noot script require work
--// NootLib (ModuleScript)
local NootLib = {}
-- Services
local TweenService = game:GetService("TweenService")
local SoundService = game:GetService("SoundService")
local Players = game:GetService("Players")
local StarterGui = game:GetService("StarterGui")
-- Constants
local NOOT_SOUND_ID = "rbxassetid://9119240000" -- Replace with a valid Noot Noot Sound ID
function NootLib.Init()
local player = Players.LocalPlayer
local playerGui = player:WaitForChild("PlayerGui")
-- 1. Create the ScreenGui
local screenGui = Instance.new("ScreenGui")
screenGui.Name = "NootNootGui"
screenGui.ResetOnSpawn = false
screenGui.Parent = playerGui
-- 2. Create the Main Button
local mainButton = Instance.new("TextButton")
mainButton.Name = "MainActivator"
mainButton.Size = UDim2.new(0, 150, 0, 50)
mainButton.Position = UDim2.new(0.5, -75, 0.1, 0)
mainButton.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
mainButton.TextColor3 = Color3.fromRGB(255, 255, 255)
mainButton.Text = "Noot Noot"
mainButton.Font = Enum.Font.GothamBold
mainButton.TextSize = 18
mainButton.Parent = screenGui
-- UI Corner for style
local corner = Instance.new("UICorner")
corner.CornerRadius = UDim.new(0, 8)
corner.Parent = mainButton
-- 3. Make the button draggable
local dragging = false
local dragInput
local dragStart
local startPos
mainButton.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
dragging = true
dragStart = input.Position
startPos = mainButton.Position
input.Changed:Connect(function()
if input.UserInputState == Enum.UserInputState.End then
dragging = false
end
end)
end
end)
mainButton.InputChanged:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch then
dragInput = input
end
end)
game:GetService("UserInputService").InputChanged:Connect(function(input)
if input == dragInput and dragging then
local delta = input.Position - dragStart
mainButton.Position = UDim2.new(startPos.X.Scale, startPos.X.Offset + delta.X, startPos.Y.Scale, startPos.Y.Offset + delta.Y)
end
end)
-- 4. Logic for the "Noot"
mainButton.MouseButton1Click:Connect(function()
-- Play Sound
local sound = Instance.new("Sound")
sound.SoundId = NOOT_SOUND_ID
sound.Volume = 5
sound.Parent = SoundService
sound:Play()
sound.Ended:Connect(function()
sound:Destroy()
end)
-- Visual Effect (Button Animation)
local originalSize = mainButton.Size
mainButton.Size = UDim2.new(originalSize.X.Scale, originalSize.X.Offset + 20, originalSize.Y.Scale, originalSize.Y.Offset + 10)
TweenService:Create(mainButton, TweenInfo.new(0.2), Size = originalSize):Play()
-- Notification
StarterGui:SetCore("SendNotification",
Title = "Pingu",
Text = "Noot Noot!",
Duration = 3
)
end)
print("NootLib Loaded successfully!")
end
return NootLib
4. Hook require() to return a mock module
Before the script runs:
local oldRequire = require
require = function(obj)
if obj.Name == "NootModule" then
return Play = function() print("NOOT") end
end
return oldRequire(obj)
end
Part 2: The Executor Script (How to run it)
This is the code you run in your script executor to load the feature. The "Noot Noot" Script Context In Roblox, "Noot
Option A: If using the raw code above locally:
local NootModule = loadstring(game:HttpGet("YOUR_PASTEBIN_OR_GITHUB_RAW_LINK_HERE"))()
NootModule.Init()
(Note: If you are testing this directly in Roblox Studio, simply put the ModuleScript in ReplicatedStorage and run:) Part 1: The ModuleScript (The Library) Save this
local module = require(game.ReplicatedStorage:WaitForChild("NootLib"))
module.Init()
Feature Description
Title: Noot Notifier Concept: A lightweight, floating "Noot Noot" GUI that appears on the screen. When activated, it plays the sound and creates a temporary visual effect.
Key Features:
- Draggable UI: A small penguin or text button that can be moved around the screen.
- Sound Playback: Plays the iconic "Noot Noot" sound effect locally.
- Visual Feedback: Creates a "Chat Bubble" styled BillboardGui above the player's head visible to everyone (if the game supports client-side replication via
StarterGuiorReplicatedStorageevents), or locally.
Common problems I tried and notes
- Sound must be a Sound instance with a valid SoundId (e.g., rbxassetid://12345678) and either parented to the character or accessible to the LocalScript.
- If sound is in ServerStorage or ReplicatedStorage, LocalScript can reference via ReplicatedStorage.
- Ensure the script is a LocalScript (server scripts can’t access LocalPlayer).
- Use :WaitForChild for character parts to avoid nil errors when respawning.
- For chat, SetCore can be blocked by filtering; alternatively use a small ScreenGui with a TextLabel shown briefly.
Step 3: Scripting the Noot Noot Action
Now, let's create a LocalScript (since we are interacting with the client, i.e., the player) to play the sound when a player clicks on the part.
- Right-click in the Explorer window, go to "Insert Object" > "LocalScript".
- Name your LocalScript (e.g., "NootNootScript").