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ItemID = 8426083 -- The ID of the Gamepass/T-Shirt. OpenTime = 0 -- The time the door is open for. OpenTrans = 1 -- The transparency of the door when it is open. CloseTrans = 1 -- The transparency of the door when it is closed. BuyGUI = true -- Set to false to stop the BuyGUI appearing. KillOnTouch = false -- Set to false to stop players being killed when they touch it.
--------------------[ MATH FUNCTIONS ]------------------------------------------------
function NumLerp(A, B, Alpha) return (A + ((B - A) * Alpha)) end function RAND(Min, Max, Accuracy) local Inverse = 1 / (Accuracy or 1) return (math.random(Min * Inverse, Max * Inverse) / Inverse) end
---------------------------------------------------
This = script.Parent Elevator = This.Parent.Parent.Parent.Parent.Parent Characters = require(script.Characters) CustomLabel = require(Elevator.CustomLabel) CustomText = CustomLabel["CUSTOMFLOORLABEL"] This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor) --custom indicator code-- ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) if CustomText[tonumber(SF)] then SF = CustomText[tonumber(SF)] end SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,5 do This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false) end end end end for M = 1, Displays do for R = 1, 7 do for D = 1, 5 do This.Display["Matrix"..M]["Row"..R]["D"..D].BackgroundColor3 = DisplayColor end end end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") if tool and tool:FindFirstChild("Handle") then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--A simple function to check if the car is grounded
local function IsGrounded() local hit, position = Raycast.new((car.Chassis.CFrame * CFrame.new(0, 0, (car.Chassis.Size.Z / 2) - 1)).p, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * (stats.Height.Value + 0.2)) if hit and hit.CanCollide then return(true) end return(false) end
--//Varaibles
local player = game.Players.LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local hum = char:WaitForChild("Humanoid") local oriJumpPower = hum.JumpPower local settings = require(game.ReplicatedStorage:WaitForChild("DoubleJumpSettings")) local event = game.ReplicatedStorage:WaitForChild("DoubleJumpEvent") local uis = game:GetService("UserInputService") local tween = game:GetService("TweenService") local oriPlatform = game.ReplicatedStorage:WaitForChild("JumpPlatform")
--!strict
local None = require(script.Parent.None) type Object = { [any]: any }
-------------------------
function onClicked() script.Parent.Parent.Call.ClickDetector.MaxActivationDistance = 0 script.Parent.Click:Play() script.Parent.ClickDetector.MaxActivationDistance = 0 script.Parent.Parent.Up.ClickDetector.MaxActivationDistance = 0 wait(2) script.Parent.Parent.DoorOutside2.CanCollide = true script.Parent.Parent.DoorOutside2.Transparency = 0 script.Parent.Parent.DoorInside.Transparency = 0 script.Parent.Parent.DoorInside.CanCollide = true script.Parent.Parent.DoorInside.Close:Play() wait(3) script.Parent.Parent.Screen.SurfaceGui.Frame.Down.Visible = true Car.Start:Play() Car.Run:Play() LiftDown:Play() wait(12) script.Parent.Parent.Screen.SurfaceGui.Frame.TextLabel.Text = "SECRET BASE" script.Parent.Parent.Screen.SurfaceGui.Frame.Down.Visible = false Car.Start:Stop() Car.Run:Stop() Car.Stop:Play() wait(2) door.Transparency = 1 door.CanCollide = false script.Parent.Parent.DoorOutside.CanCollide = false script.Parent.Parent.DoorOutside.Transparency = 1 Car.Ding:Play() wait(5) script.Parent.Parent.Call2.ClickDetector.MaxActivationDistance = 12 script.Parent.Parent.Up.ClickDetector.MaxActivationDistance = 12 end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Rotates the arms, waist, and neck to make the aiming for more realistic
RE_UpdateSpine.OnServerEvent:Connect(function(player, theta) if player.Character then local humanoid = player.Character.Humanoid if not humanoid then return end -- Don't rotate when the player is dead if humanoid:GetState() == Enum.HumanoidStateType.Dead then return end local neck = player.Character.Head.Neck local waist = player.Character.UpperTorso.Waist local leftArm = player.Character.LeftUpperArm.LeftShoulder local rightArm = player.Character.RightUpperArm.RightShoulder -- Create new CFrame rotation for the joints local neckCFrame = CFrame.fromEulerAnglesYXZ(theta*0.5,0,0) local waistCFrame = CFrame.fromEulerAnglesYXZ(theta*0.5,0,0) local leftArmCFrame = CFrame.fromEulerAnglesYXZ(theta*0.25,0,0) local rightArmArmCFrame = CFrame.fromEulerAnglesYXZ(theta*0.25,0,0) -- Apply rotations neck.C0 = Neck_CFrame * neckCFrame waist.C0 = Waist_CFrame * waistCFrame leftArm.C0 = Left_Upper_Arm_CFrame * leftArmCFrame rightArm.C0 = Right_Upper_Arm_CFrame * rightArmArmCFrame end end)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 140 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 240 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 300 , spInc = 60 , -- Increment between labelled notches } }
--[[Steering]]
function Steering(dt) local deltaTime = (60/(1/dt)) --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end _GSteerC = (_GSteerC+((_GSteerT-_GSteerC)*(_Tune.LeanSpeed*deltaTime))) --Apply Steering bike.Body.bal.LeanGyro.cframe = CFrame.new(bike.Body.bal.CFrame.p,bike.Body.bal.CFrame.p+bike.Body.bal.CFrame.lookVector)*CFrame.Angles(0,0,((_GSteerC*_Tune.LeanProgressiveness)*(math.rad(_Tune.MaxLean)/(bike.DriveSeat.Velocity.Magnitude+_Tune.LeanProgressiveness))-(_GSteerC*math.rad(_Tune.MaxLean)))) --Apply Low Speed Steering bike.FrontSection.TripleTreeHinge.SteeringGyro.CFrame=bike.Body.SteeringHinge.CFrame*CFrame.Angles(math.rad(_GSteerT*_Tune.SteerAngle),0,0) bike.FrontSection.TripleTreeHinge.SteeringGyro.MaxTorque = Vector3.new(_Tune.SteerMaxTorque*((math.max((_Tune.LowSpeedCut-bike.DriveSeat.Velocity.Magnitude)/_Tune.LowSpeedCut,0))^2),0,0) end
-- ==================== -- LIMITED CLIP -- Make a gun has a limit clip -- ====================
LimitedClipEnabled = false; Clips = 10; MaxClip = 10; --Put "math.huge" to allow user to carry unlimited clip
--local root = shark:WaitForChild("HumanoidRootPart")
local root = shark.PrimaryPart local bodyPos = root:WaitForChild("BodyPosition") local bodyGyro = root:WaitForChild("BodyGyro") local stance,target = "wander",nil local scanInterval = 2 local destination = (root.CFrame*CFrame.new(0,0,5)).p local orientation = root.CFrame local holdDuration = 5 local holdOrder = 0 local lastAdjustment,nextAdjustment = 0,25
--Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB.
-- korblox
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(char) player.Chatted:Connect(function(msg) local loweredv = string.lower(msg) if loweredv == "/korblox" then local Humanoid = char:WaitForChild("Humanoid",1) local descriptionClone = Humanoid:GetAppliedDescription() descriptionClone.RightLeg = 139607718 Humanoid:ApplyDescription(descriptionClone) end end) end) end)
--// Functions
function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_123_ = Instance.new("Humanoid") L_123_.MaxHealth = 0 L_123_.Health = 0 L_123_.Name = "" L_123_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_128_ = L_3_:FindFirstChild("Shirt"):clone() L_128_.Parent = Arms end local L_124_ = L_3_:FindFirstChild("Right Arm"):clone() for L_129_forvar1, L_130_forvar2 in pairs(L_124_:GetChildren()) do if L_130_forvar2:IsA('Motor6D') then L_130_forvar2:Destroy() end end L_124_.Name = "Right Arm" L_124_.FormFactor = "Custom" L_124_.Size = Vector3.new(0.8, 2.5, 0.8) L_124_.Transparency = 0.0 local L_125_ = Instance.new("Motor6D") L_125_.Part0 = L_124_ L_125_.Part1 = L_3_:FindFirstChild("Right Arm") L_125_.C0 = CFrame.new() L_125_.C1 = CFrame.new() L_125_.Parent = L_124_ L_124_.Parent = Arms local L_126_ = L_3_:FindFirstChild("Left Arm"):clone() L_126_.Name = "Left Arm" L_126_.FormFactor = "Custom" L_126_.Size = Vector3.new(0.8, 2.5, 0.8) L_126_.Transparency = 0.0 local L_127_ = Instance.new("Motor6D") L_127_.Part0 = L_126_ L_127_.Part1 = L_3_:FindFirstChild("Left Arm") L_127_.C0 = CFrame.new() L_127_.C1 = CFrame.new() L_127_.Parent = L_126_ L_126_.Parent = Arms end function RemoveArmModel() if Arms then Arms:Destroy() Arms = nil end end local L_93_ function CreateShell() L_93_ = time() local L_131_ = L_1_.Shell:clone() if L_131_:FindFirstChild('Shell') then L_131_.Shell:Destroy() end L_131_.CFrame = L_1_.Chamber.CFrame L_131_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0) --shell.RotVelocity = Vector3.new(-10,40,30) L_131_.Parent = L_66_ L_131_.CanCollide = false game:GetService("Debris"):addItem(L_131_, 1) end
--!nocheck -- ^ change to strict to crash studio c: -- ActiveCast class type. -- The ActiveCast type represents a currently running cast.
-- returns the Vector3 point at the given t value (t must be between 0 and 1 to return an excpected value) -- does not work if the bezier does not have any points attached to it
function Bezier:CalculatePositionAt(t: number): Vector3 -- check if t is between 0 and 1 if type(t) ~= "number" then error("Bezier:CalculatePositionAt() only accepts a number, got " .. tostring(t) .. "!") end -- start algorithm to calculate position in bezier local points = self.Points local numPoints = #points -- check if there is at least 1 point if numPoints > 0 then -- important values local points = self:GetAllPoints() local n = #points -- get position at t local c_t do c_t = Vector3.new() for i = 1, n do local p_i = points[i] local B_nit = B(n - 1, i - 1, t) c_t += B_nit * p_i end end -- return position return c_t else -- not enough points to get position error("Bezier:CalculatePositionAt() only works if there is at least 1 BezierPoint!") end end
-- make the part change color every 3s
while wait(3) do part.Color = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255)) end
---
stopcall() sbros() end) script.Parent.B.ClickDetector.MouseClick:Connect(function(player) if sys.KVEnter.Value == true and folder.KV.Value.Value ~= config.AllCode.Value then huh.ButtonSound:Play() enter()
-- RemoteSignal -- Stephen Leitnick -- January 07, 2021
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do local _, currentGameTime = wait(0.1) stepAnimate(currentGameTime) end
----------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------
script.Parent.MedicineAberto.TratarFeridasAberto.PainKiller.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then Functions.PainKiller:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() else --FunctionsMulti.Energetic:FireServer() end end end) script.Parent.MedicineAberto.TratarFeridasAberto.Energy.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then Functions.Energetic:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() else --FunctionsMulti.Energetic:FireServer() end end end) script.Parent.MedicineAberto.TratarFeridasAberto.Morphine.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then --Functions.PainKiller:FireServer() else FunctionsMulti.Morphine:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() end end end) script.Parent.MedicineAberto.TratarFeridasAberto.Epinephrine.MouseButton1Down:Connect(function() if Saude.Variaveis.Doer.Value == false then if Target.Value == "N/A" then --Functions.PainKiller:FireServer() else FunctionsMulti.Epinephrine:FireServer() Timer.Barra.Size = UDim2.new(0,0,1,0) TS:Create(Timer.Barra, TweenInfo.new(2), {Size = UDim2.new(1,0,1,0)}):Play() end end end)
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="u" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 450 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-------------------------
function onClicked() R.Function1.Disabled = false R.Function2.Disabled = true R.BrickColor = BrickColor.new("Really black") end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ Ser is a serialization/deserialization utility module that is used by Knit to automatically serialize/deserialize values passing through remote functions and remote events. Ser.Classes = { [ClassName] = { Serialize = (value) -> serializedValue Deserialize = (value) => deserializedValue } } Ser.SerializeArgs(...) -> table Ser.SerializeArgsAndUnpack(...) -> Tuple Ser.DeserializeArgs(...) -> table Ser.DeserializeArgsAndUnpack(...) -> Tuple Ser.Serialize(value: any) -> any Ser.Deserialize(value: any) -> any Ser.UnpackArgs(args: table) -> Tuple --]]
type Args = { n: number, [any]: any, } local Option = require(script.Parent.Option)
-----------------------------------------------------Raycasting functions
function raycursive(start,dir,ignore) newdir = (start+dir)-start local a,b = workspace:findPartOnRay(Ray.new(start,newdir.unit*999.999),ignore) if a then if not a.CanCollide and (a.Name ~= "Left Arm" and a.Name ~= "Left Leg" and a.Name ~= "Right Arm" and a.Name ~= "Right Leg") then return raycursive(b,dir,a) else return a,b end else return a,b end end
-- Variables
local footstepsModule = require(replicatedStorage:WaitForChild("FootstepModule")) local player = players.LocalPlayer local character = player.Character or player.CharacterAdded:Wait() local humanoid = character:WaitForChild("Humanoid") local rootPart = character:WaitForChild("HumanoidRootPart")
-- CONSTANT VARIABLES
local THIS = script local SLING = THIS.Parent
--<< FUNCTIONS >> --Change value
function module:ChangeStat(player, statName, changeValue) local pdata = main.pd[player] if pdata then local newValue = pdata[statName] --[[ if type(changeValue) == "number" and tonumber(newValue) then if changeValue == "reset" then newValue = 0 else newValue = newValue + changeValue end else--]] newValue = changeValue --end main.pd[player][statName] = newValue main.pd[player].DataToUpdate = true main.signals.ChangeStat:FireClient(player, {statName, newValue}) if statName == "Rank" then main.signals.RankChanged:FireClient(player) end end end
-- connect events
Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) Humanoid.Swimming:connect(onSwimming) if Character.Parent ~= nil then -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" end
--[==[ if you want to make longer comments you can surround them with the double dashes and double square brackets "--[[" and "--]]" and you can surround those by ones with equals signs in them too so you don't have to type the "--" every single line --]==]
--[=[ @param player Player -- The target client @param ... any -- Arguments passed to the client Fires the signal at the specified client with any arguments. :::note Outbound Middleware All arguments pass through any outbound middleware before being sent to the client. ::: ]=]
function RemoteSignal:Fire(player: Player, ...: any) self._re:FireClient(player, self:_processOutboundMiddleware(player, ...)) end
-- print("2!!!",hum.Health)
if hum.Health<1 then return end end if bullet.DamageType.Value == 2 then -- AoE local position = bullet.Position local radius = bullet.DamageRadius.Value local maxDamage = bullet.cfgDamage.Value bullet.Velocity = Vector3.new(0,0,0) -- остановить снаряд customExplosion(position, radius, maxDamage) --explosion = Instance.new("Explosion") --explosion.Position = bullet.Position --explosion.ExplosionType = ("NoCraters") -- find instigator tag --local creator = script.Parent:findFirstChild("creator") --if creator ~= nil then -- explosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) --end --explosion.Parent = game.Workspace --- Обязательно свю фунцкию взрыва!!! else -- SINGLE local hum = hit.Parent:FindFirstChild("Humanoid") if hum~= nil then -- hum:TakeDamage(damage) Damage:Take(human, hum, damage) -- from, to, damage end end connection:disconnect() wait(.1) bullet:Destroy() end connection = bullet.Touched:connect(blow) wait(5) -- 5 секунд без попадания = самоуничтожиться bullet:Destroy()
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 45 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 45 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 45 -- 1 - 100% Tune.RDiffLockThres = 45 -- 0 - 100% Tune.CDiffSlipThres = 45 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 45 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--I M P O R T A N T-- ------------------------------------------------------------------------ --Don't change any of this, this is what makes the GUI apear and work. ------------------------------------------------------------------------
function onClick(click) for i,v in pairs (script.Parent:GetChildren()) do if v.ClassName == "ScreenGui" then c = v:Clone() c.Parent = click.PlayerGui end end end script.Parent.ClickDetector.MouseClick:connect(onClick)
--[[** <description> The same as :Get only it'll check to make sure all keys in the default data provided exist. If not, will pass in the default value only for that key. This is recommended for tables in case you want to add new entries to the table. Note this is not required for tables, it only provides an extra functionality. </description> <parameter name = "defaultValue"> A table that will have its keys compared to that of the actual data received. </parameter> <returns> The value in the data store will all keys from the default value provided. </returns> **--]]
function DataStore:GetTable(default, ...) assert(default ~= nil, "You must provide a default value with :GetTable.") local result = self:Get(default, ...) local changed = false assert(typeof(result) == "table", ":GetTable was used when the value in the data store isn't a table.") for defaultKey, defaultValue in pairs(default) do if result[defaultKey] == nil then result[defaultKey] = defaultValue changed = true end end if changed then self:Set(result) end return result end
--[[** <description> Adds a backup to the data store if :Get() fails a specified amount of times. Will return the value provided (if the value is nil, then the default value of :Get() will be returned) and mark the data store as a backup store, and attempts to :Save() will not truly save. </description> <parameter name = "retries"> Number of retries before the backup will be used. </parameter> <parameter name = "value"> The value to return to :Get() in the case of a failure. You can keep this blank and the default value you provided with :Get() will be used instead. </parameter> **--]]
function DataStore:SetBackup(retries, value) self.backupRetries = retries self.backupValue = value end
--WARNING! --DO NOT MODIFY THE CODE BELOW! (Unless you know what you're doing, in that case: Go nuts!)
local motor = script.Parent.Base.HingeConstraint local display = script.Parent.Display.SurfaceGui.TextLabel local current_mode = 0 function Mode_Up() if current_mode < max_mode then current_mode = current_mode + 1 motor.AngularVelocity = motor.AngularVelocity + increment_speed display.Text = current_mode end end function Mode_Down() if current_mode > min_mode then current_mode = current_mode - 1 motor.AngularVelocity = motor.AngularVelocity - increment_speed display.Text = current_mode end end script.Parent.Button_Up.ClickDetector.mouseClick:connect(Mode_Up) script.Parent.Button_Down.ClickDetector.mouseClick:connect(Mode_Down)
-- debug.profilebegin("NEW_CREATE_DROPLET")
CreateDroplet()
-- TextLabel default properties
defaults.Font = "SourceSans" defaults.TextColor3 = "White" defaults.TextStrokeColor3 = "Black" defaults.TextTransparency = 0 defaults.TextStrokeTransparency = 1 defaults.BackgroundTransparency = 1 defaults.BorderSizePixel = 0
-- Movement mode standardized to Enum.ComputerCameraMovementMode values
function BaseCamera:SetCameraMovementMode( cameraMovementMode ) self.cameraMovementMode = cameraMovementMode end function BaseCamera:GetCameraMovementMode() return self.cameraMovementMode end function BaseCamera:SetIsMouseLocked(mouseLocked) self.inMouseLockedMode = mouseLocked end function BaseCamera:GetIsMouseLocked() return self.inMouseLockedMode end function BaseCamera:SetMouseLockOffset(offsetVector) self.mouseLockOffset = offsetVector end function BaseCamera:GetMouseLockOffset() return self.mouseLockOffset end function BaseCamera:InFirstPerson() return self.inFirstPerson end function BaseCamera:EnterFirstPerson() -- Overridden in ClassicCamera, the only module which supports FirstPerson end function BaseCamera:LeaveFirstPerson() -- Overridden in ClassicCamera, the only module which supports FirstPerson end
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle) end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) if not UserInputService.TouchEnabled then self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self.lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self.lastInputType = newLastInputType end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule(occlusionMode: Enum.DevCameraOcclusionMode) local newModuleCreator if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end self.occlusionMode = occlusionMode -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end function CameraModule:ShouldUseVehicleCamera() local camera = workspace.CurrentCamera if not camera then return false end local cameraType = camera.CameraType local cameraSubject = camera.CameraSubject local isEligibleType = cameraType == Enum.CameraType.Custom or cameraType == Enum.CameraType.Follow local isEligibleSubject = cameraSubject and cameraSubject:IsA("VehicleSeat") or false local isEligibleOcclusionMode = self.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam return isEligibleSubject and isEligibleType and isEligibleOcclusionMode end
--[[ Instance references ]]
local maid = Maid.new() maid.instance = script.Parent maid.humanoid = maid.instance:WaitForChild("Humanoid") maid.head = maid.instance:WaitForChild("Head") maid.humanoidRootPart = maid.instance:FindFirstChild("HumanoidRootPart") maid.alignOrientation = maid.humanoidRootPart:FindFirstChild("AlignOrientation")
--[=[ Returns true if cancelled @return boolean ]=]
function CancelToken:IsCancelled() return self.PromiseCancelled:IsFulfilled() end function CancelToken:_cancel() self.PromiseCancelled:Resolve() end return CancelToken
--[=[ Observes an instance's ancestry @param instance Instance @param className string @return Observable<Instance> ]=]
function RxInstanceUtils.observeFirstAncestorBrio(instance, className) assert(typeof(instance) == "Instance", "Bad instance") assert(type(className) == "string", "Bad className") return Observable.new(function(sub) local maid = Maid.new() local lastFound = nil local function handleAncestryChanged() local found = instance:FindFirstAncestorWhichIsA(className) if found then if found ~= lastFound then lastFound = found local brio = Brio.new(found) maid._current = brio sub:Fire(brio) end elseif lastFound then maid._current = nil lastFound = nil end end maid:GiveTask(instance.AncestryChanged:Connect(handleAncestryChanged)) handleAncestryChanged() return maid end) end
--[[Brakes]]
Tune.ABSEnabled = false -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 1200 -- Front brake force Tune.RBrakeForce = 1600 -- Rear brake force Tune.PBrakeForce = 6000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--// Connections
L_105_.OnClientEvent:connect(function(L_188_arg1, L_189_arg2, L_190_arg3, L_191_arg4, L_192_arg5, L_193_arg6, L_194_arg7) if L_188_arg1 and not L_15_ then MakeFakeArms() L_42_ = L_2_.PlayerGui.MainGui L_26_ = L_42_:WaitForChild('Others') L_27_ = L_26_:WaitForChild('Kill') L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame') L_29_ = L_28_:WaitForChild('Ammo') L_30_ = L_28_:WaitForChild('AmmoBackground') L_31_ = L_28_:WaitForChild('MagCount') L_32_ = L_28_:WaitForChild('MagCountBackground') L_33_ = L_28_:WaitForChild('DistDisp') L_34_ = L_28_:WaitForChild('Title') L_35_ = L_28_:WaitForChild('Mode1') L_36_ = L_28_:WaitForChild('Mode2') L_37_ = L_28_:WaitForChild('Mode3') L_38_ = L_28_:WaitForChild('Mode4') L_39_ = L_28_:WaitForChild('Mode5') L_40_ = L_28_:WaitForChild('Stances') L_41_ = L_42_:WaitForChild('Shading') L_41_.Visible = false L_34_.Text = L_1_.Name UpdateAmmo() L_43_ = L_189_arg2 L_44_ = L_190_arg3 L_45_ = L_191_arg4 L_46_ = L_192_arg5 L_47_ = L_193_arg6 L_48_ = L_194_arg7 L_49_ = L_59_.Bolt L_84_ = L_48_.C1 L_85_ = L_48_.C0 if L_1_:FindFirstChild('AimPart2') then L_54_ = L_1_:WaitForChild('AimPart2') end if L_1_:FindFirstChild('FirePart2') then L_57_ = L_1_.FirePart2 end if L_24_.FirstPersonOnly then L_2_.CameraMode = Enum.CameraMode.LockFirstPerson end --uis.MouseIconEnabled = false L_5_.FieldOfView = 70 L_15_ = true elseif L_15_ then if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then Stand() Unlean() end L_90_ = 0 L_77_ = false L_78_ = false L_79_ = false L_61_ = false L_64_ = false L_63_ = false Shooting = false L_94_ = 70 RemoveArmModel() L_42_:Destroy() for L_195_forvar1, L_196_forvar2 in pairs(IgnoreList) do if L_196_forvar2 ~= L_3_ and L_196_forvar2 ~= L_5_ and L_196_forvar2 ~= L_98_ then table.remove(IgnoreList, L_195_forvar1) end end if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then L_3_['Right Arm'].LocalTransparencyModifier = 0 L_3_['Left Arm'].LocalTransparencyModifier = 0 end L_75_ = false L_66_ = true L_2_.CameraMode = Enum.CameraMode.Classic L_104_.MouseIconEnabled = true L_5_.FieldOfView = 70 L_15_ = false L_104_.MouseDeltaSensitivity = L_52_ L_15_ = false end end)
--//Remote Functions\\--
fire.OnServerEvent:Connect(function(player, mouseHit) local character = player.Character local humanoid = character:FindFirstChild("Humanoid") local weaponAccuracy = Vector3.new(math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2)) if humanoid and humanoid ~= 0 then local projectile = Instance.new("Part", workspace) local trail = Instance.new("Trail", projectile) trail.FaceCamera = true trail.Lifetime = 0.3 trail.MinLength = 0.15 trail.LightEmission = 0.25 local attachment0 = Instance.new("Attachment", projectile) attachment0.Position = Vector3.new(0.35, 0, 0) attachment0.Name = "Attachment1" local attachment1 = Instance.new("Attachment", projectile) attachment1.Position = Vector3.new(-0.35, 0, 0) attachment1.Name = "Attachment1" trail.Attachment0 = attachment0 trail.Attachment1 = attachment1 projectile.Name = "Bullet" projectile.BrickColor = BrickColor.new("Smoky gray") projectile.Shape = "Ball" projectile.Material = Enum.Material.Metal projectile.TopSurface = 0 projectile.BottomSurface = 0 projectile.Size = Vector3.new(1, 1, 1) projectile.Transparency = 1 projectile.CFrame = CFrame.new(muzzle.CFrame.p, mouseHit.p) projectile.CanCollide = false local transparencyPoints = {} local startColor = Color3.new(255, 255, 0) local endColor = Color3.new(213, 115, 61) table.insert(transparencyPoints, NumberSequenceKeypoint.new(0, 1)) table.insert(transparencyPoints, NumberSequenceKeypoint.new(0.25, 0)) table.insert(transparencyPoints, NumberSequenceKeypoint.new(1, 1)) local determinedTransparency = NumberSequence.new(transparencyPoints) local determinedColors = ColorSequence.new(startColor, endColor) trail.Transparency = determinedTransparency trail.Color = determinedColors local bodyVelocity = Instance.new("BodyVelocity", projectile) bodyVelocity.MaxForce = Vector3.new(9e9, 9e9, 9e9) bodyVelocity.Velocity = (mouseHit.lookVector * velocity.Value) + weaponAccuracy debris:AddItem(projectile, 20) projectile.Touched:Connect(function(hit) local eHumanoid = hit.Parent:FindFirstChild("Humanoid") or hit.Parent.Parent:FindFirstChild("Humanoid") local damage = math.random(minDamage.Value, maxDamage.Value) if not eHumanoid and not hit.Anchored and not hit:IsDescendantOf(character) then projectile:Destroy() elseif eHumanoid and eHumanoid ~= humanoid and eHumanoid.Health > 0 and hit ~= projectile then if hit.Name == "Head" or hit:IsA("Hat") then damage = damage * 1.5 end local criticalPoint = maxDamage.Value DamageAndTagHumanoid(player, eHumanoid, damage) if showDamageText then DynamicText(damage, criticalPoint, eHumanoid) else end projectile:Destroy() elseif hit.CanCollide == true and not hit:IsDescendantOf(player.Character) and hit.Anchored == true then projectile:Destroy() end end) handle.Fire:Play() muzzleEffect.Visible = true muzzleEffect.Rotation = math.random(-360, 360) delay(0.1, function() muzzleEffect.Visible = false end) end end) activateSpecial.OnServerEvent:Connect(function(player) accuracy.Value, fireRate.Value = accuracy.Value / 2, fireRate.Value / 2 minDamage.Value, maxDamage.Value = minDamage.Value / 2, maxDamage.Value / 2 spawn(function() local chargeSound = Instance.new("Sound", player.PlayerGui) chargeSound.Name = "ChargeSound" chargeSound.SoundId = "rbxassetid://163619849" chargeSound:Play() chargeSound.Ended:Connect(function() chargeSound:Destroy() end) local sparkles = Instance.new("Sparkles", handle) sparkles.SparkleColor = Color3.fromRGB(255, 236, 21) local activatedGui = Instance.new("ScreenGui", player.PlayerGui) activatedGui.Name = "SpecialActivated" local textLabel = Instance.new("TextLabel", activatedGui) textLabel.TextColor3 = Color3.fromRGB(0, 180, 30) textLabel.Text = "Trigger Happy activated!" textLabel.Font = Enum.Font.SourceSans textLabel.TextScaled = true textLabel.TextStrokeTransparency = 0 textLabel.Size = UDim2.new(0, 300, 0, 50) textLabel.Position = UDim2.new(2.5, 0, 0.15, -10) textLabel.BackgroundTransparency = 1 textLabel:TweenPosition(UDim2.new(0.5, -(textLabel.Size.X.Offset / 2), 0.1, -10), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 1) debris:AddItem(sparkles, specialDuration.Value) debris:AddItem(chargeSound, 3) wait(3) TextEffects(textLabel, 200, Enum.EasingDirection.InOut, Enum.EasingStyle.Quint, 1) end) for i = specialDuration.Value, 0, -1 do wait(1) print("Special activated: "..i) end accuracy.Value, fireRate.Value = accuracy.Value * 2, fireRate.Value * 2 minDamage.Value, maxDamage.Value = minDamage.Value * 2, maxDamage.Value * 2 activateSpecial:FireClient(player) end)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local v2 = require(game.ReplicatedStorage.Modules.Xeno); local v3 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__4 = game.TweenService; local l__Debris__5 = game.Debris; local u1 = require(game.ReplicatedStorage.Modules.Lightning); local l__ReplicatedStorage__2 = game.ReplicatedStorage; function v1.RunStompFx(p1, p2, p3, p4) task.delay(0, function() local v6 = u1.Bolt((CFrame.new(p2.CFrame.p) * CFrame.new(0, 250, 0) * CFrame.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1))).Position, (p2.CFrame * CFrame.new(math.random(-2, 2), math.random(-1, 1), math.random(-1, 1))).Position, 10, 0.25, false); v6.PulseSpeed = 12; v6.PulseLength = 5; v6.MinRadius = 0; v6.MaxRadius = 5; v6.FadeLength = 0.1; v6.Thickness = 3; v6.MinTransparency = 0.25; v6.MaxTransparency = 0.3; v6.Color = Color3.fromRGB(251, 255, 16); end); local v7 = l__ReplicatedStorage__2.KillFX[p1].Stomp:Clone(); v7.Parent = p2.Parent.UpperTorso and p2; v7:Play(); game.Debris:AddItem(v7, 4); local v8 = l__ReplicatedStorage__2.KillFX[p1].HitPart:Clone(); v8.Parent = workspace.Ignored.Animations; v8.CFrame = CFrame.new(p2.CFrame.Position); task.delay(0.25, function() for v9, v10 in pairs(v8.Attachment:GetChildren()) do v10.Enabled = false; end; end); task.delay(0.1, function() l__ReplicatedStorage__2.KillFX[p1].FireEffect:Clone().Parent = p2.Parent.UpperTorso; for v11, v12 in pairs(p2.Parent:GetDescendants()) do if v12:IsA("Basepart") and not v12:IsA("MeshPart") then v12.Color = Color3.fromRGB(0, 0, 0); elseif v12:IsA("Shirt") or v12:IsA("Pants") then v12.Color3 = Color3.fromRGB(0, 0, 0); elseif v12:IsA("Mesh") then v12.VertexColor = Color3.fromRGB(0, 0, 0); elseif v12:IsA("MeshPart") then v12.TextureID = ""; v12.Color = Color3.fromRGB(0, 0, 0); end; end; end); game.Debris:AddItem(v8, 4); return nil; end; return v1;
-- References to reduce indexing time
local GetConnectedParts = Instance.new('Part').GetConnectedParts; local GetChildren = script.GetChildren; function GetPartJoints(Part, Whitelist) -- Returns any manual joints involving `Part` local Joints = {}; -- Get joints stored inside `Part` for Joint, JointParent in pairs(SearchJoints(Part, Part, Whitelist)) do Joints[Joint] = JointParent; end; -- Get joints stored inside connected parts for _, ConnectedPart in pairs(GetConnectedParts(Part)) do for Joint, JointParent in pairs(SearchJoints(ConnectedPart, Part, Whitelist)) do Joints[Joint] = JointParent; end; end; -- Return all found joints return Joints; end;
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
-- loop to handle timed state transitions and tool animations
while Character.Parent ~= nil do local _, currentGameTime = wait(0.1) stepAnimate(currentGameTime) end --[[ ]] --[[ ]]
--[=[ Accepts an array of Promises and returns a new Promise that resolves with an array of in-place Statuses when all input Promises have settled. This is equivalent to mapping `promise:finally` over the array of Promises. ```lua local promises = { returnsAPromise("example 1"), returnsAPromise("example 2"), returnsAPromise("example 3"), } return Promise.allSettled(promises) ``` @param promises {Promise<T>} @return Promise<{Status}> ]=]
function Promise.allSettled(promises) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.allSettled"), 2) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.allSettled", tostring(i)), 2) end end -- If there are no values then return an already resolved promise. if #promises == 0 then return Promise.resolve({}) end return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel) -- An array to contain our resolved values from the given promises. local fates = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local finishedCount = 0 -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) finishedCount = finishedCount + 1 fates[i] = ... if finishedCount >= #promises then resolve(fates) end end onCancel(function() for _, promise in ipairs(newPromises) do promise:cancel() end end) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:finally(function(...) resolveOne(i, ...) end) end end) end
--Auto welding script (anchors so the tree doesnt fall apart)
for i,v in pairs(script.Parent:GetDescendants()) do if v.Name ~= "Handle" and v:IsA("Part") or v:IsA("WedgePart") or v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("TrussPart") then local Weld = Instance.new("WeldConstraint",v) Weld.Part0 = script.Parent.Handle Weld.Part1 = v end end
-- << RETRIEVE FRAMEWORK >>
local main = require(game:GetService("ReplicatedStorage"):WaitForChild("HDAdminSetup")):GetMain(true) main:Initialize("Client")
--Place me in StarterCharacterScripts located in StarterPlayer
local character = script.Parent local timesby = 1 --Multiplyer local DamageVelocity = 200 --How fast you go to take damage local humanoid = script.Parent:WaitForChild("Humanoid") local humanoidRP = script.Parent:WaitForChild("HumanoidRootPart") local stateType = Enum.HumanoidStateType local speed = 0 local fell = false while true do wait() if humanoidRP.Velocity.Y < -DamageVelocity then speed = speed + timesby fell = false humanoid:SetStateEnabled(stateType.GettingUp, false) humanoid:ChangeState(stateType.FallingDown) humanoid.Parent.Head.RotVelocity = Vector3.new(0,10,20) end if humanoid.FloorMaterial ~= nil and humanoid.FloorMaterial ~= Enum.Material.Air and humanoid.FloorMaterial ~= Enum.Material.Rock and humanoid.FloorMaterial ~= Enum.Material.Water and fell then fell = false humanoid:ChangeState(stateType.FallingDown) humanoid.Health = humanoid.Health - speed speed = 0 humanoid.Parent.UpperTorso.RotVelocity = Vector3.new(0,-10,20) elseif humanoidRP.Velocity.Y > -DamageVelocity then wait() speed = 0 humanoid:SetStateEnabled(stateType.GettingUp, true) end end
-- character.Humanoid.Died:Connect(function() -- playerDiedCallFunction(player) -- end)
-- Updated 10/14/2014 - Updated to 1.0.2 --- Fixed bug fix.
-- for key,value in pairs(Objects) do -- print("Name of object: ",key) -- if sessionData[playerUserId][key] == nil then -- print("Adding new version objects "..key) -- sessionData[playerUserId][key] = false -- end -- end -- for key,value in pairs(Objects) do -- --print("Adding object "..key) -- sessionData[playerUserId][key] = false -- end
--Investigate --local purchaseHandlerNew = waitForTycoonsPurchaseHandlerNew() --local Objects = require(purchaseHandlerNew) --local Objects = require(tycoons[1]:WaitForChild("PurchaseHandlerNew"))
--"False" = Not Acceptable Keycard To Open. "True" = Acceptable Keycard To Open.--
local door = script.Parent local bool = false local CanOpen1 = true local CanClose1 = false local AccessDenied = script.Parent.AccessDenied local AccessGranted = script.Parent.AccessGranted local clearance = { ["[SCP] Card-Omni"] = true, ["[SCP] Card-L5"] = false, ["[SCP] Card-L4"] = false, ["[SCP] Card-L3"] = false, ["[SCP] Card-L2"] = false, ["[SCP] Card-L1"] = false } --DO NOT EDIT PAST THIS LINE-- function openDoor() script.Parent.DoorOpen:play() for i = 3,(door.Size.z / 0.15) do wait() door.CFrame = door.CFrame - (door.CFrame.lookVector * 0.15) end end function closeDoor() script.Parent.DoorClose:play() for i = 3,(door.Size.z / 0.15) do wait() door.CFrame = door.CFrame + (door.CFrame.lookVector * 0.15) end end script.Parent.Parent.KeycardReader1.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false AccessGranted:Play() wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false AccessGranted:Play() wait(0.75) closeDoor() wait(1) CanOpen1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then bool = true AccessDenied:Play() wait(2) bool = false end end) script.Parent.Parent.KeycardReader2.touched:connect(function(touch) if touch.Name == "Handle" and clearance[touch.Parent.Name] and CanOpen1 == true then CanOpen1 = false AccessGranted:Play() wait(0.75) openDoor() wait(1) CanClose1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] and CanClose1 == true then CanClose1 = false AccessGranted:Play() wait(0.75) closeDoor() wait(1) CanOpen1 = true elseif touch.Name == "Handle" and clearance[touch.Parent.Name] == false and not bool then bool = true AccessDenied:Play() wait(2) bool = false end end)
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l62.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l71.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l12.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l21.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l33.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l42.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l51.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l63.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l72.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l13.BrickColor = BrickColor.new(106) game.Workspace.doorright.l22.BrickColor = BrickColor.new(106) game.Workspace.doorright.l31.BrickColor = BrickColor.new(106) game.Workspace.doorright.l43.BrickColor = BrickColor.new(106) game.Workspace.doorright.l52.BrickColor = BrickColor.new(106) game.Workspace.doorright.l61.BrickColor = BrickColor.new(106) game.Workspace.doorright.l73.BrickColor = BrickColor.new(106) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.Lighting.flashcurrent.Value = "11"
-- Time it takes to reload weapon
local ReloadTime = 3
-- How fast a player must fall down to avoid triggering the -- anti-flight system. I recommend keeping this above 50 -- to curtail gliding exploits.
config.FlightHeatCooldownRequiredFallSpeed = 50
--end ----if TurnValues.TurnSignal2.Value == 2 then
TurnValues.TurnSignal2.Value = 3
--//////////////////////////////////////////////////////////////////////////////////////////// --////////////////////////////////////////////////////////////// Code to do chat window fading --////////////////////////////////////////////////////////////////////////////////////////////
function CheckIfPointIsInSquare(checkPos, topLeft, bottomRight) return (topLeft.X <= checkPos.X and checkPos.X <= bottomRight.X and topLeft.Y <= checkPos.Y and checkPos.Y <= bottomRight.Y) end local backgroundIsFaded = false local textIsFaded = false local lastTextFadeTime = 0 local lastBackgroundFadeTime = 0 local fadedChanged = Instance.new("BindableEvent") local mouseStateChanged = Instance.new("BindableEvent") local chatBarFocusChanged = Instance.new("BindableEvent") function DoBackgroundFadeIn(setFadingTime) lastBackgroundFadeTime = tick() backgroundIsFaded = false fadedChanged:Fire() ChatWindow:FadeInBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) local currentChannelObject = ChatWindow:GetCurrentChannel() if (currentChannelObject) then local Scroller = MessageLogDisplay.Scroller Scroller.ScrollingEnabled = true Scroller.ScrollBarThickness = moduleMessageLogDisplay.ScrollBarThickness end end function DoBackgroundFadeOut(setFadingTime) lastBackgroundFadeTime = tick() backgroundIsFaded = true fadedChanged:Fire() ChatWindow:FadeOutBackground((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) local currentChannelObject = ChatWindow:GetCurrentChannel() if (currentChannelObject) then local Scroller = MessageLogDisplay.Scroller Scroller.ScrollingEnabled = false Scroller.ScrollBarThickness = 0 end end function DoTextFadeIn(setFadingTime) lastTextFadeTime = tick() textIsFaded = false fadedChanged:Fire() ChatWindow:FadeInText((setFadingTime or ChatSettings.ChatDefaultFadeDuration) * 0) end function DoTextFadeOut(setFadingTime) lastTextFadeTime = tick() textIsFaded = true fadedChanged:Fire() ChatWindow:FadeOutText((setFadingTime or ChatSettings.ChatDefaultFadeDuration)) end function DoFadeInFromNewInformation() DoTextFadeIn() if ChatSettings.ChatShouldFadeInFromNewInformation then DoBackgroundFadeIn() end end function InstantFadeIn() DoBackgroundFadeIn(0) DoTextFadeIn(0) end function InstantFadeOut() DoBackgroundFadeOut(0) DoTextFadeOut(0) end local mouseIsInWindow = nil function UpdateFadingForMouseState(mouseState) mouseIsInWindow = mouseState mouseStateChanged:Fire() if (ChatBar:IsFocused()) then return end if (mouseState) then DoBackgroundFadeIn() DoTextFadeIn() else DoBackgroundFadeIn() end end spawn(function() while true do RunService.RenderStepped:wait() while (mouseIsInWindow or ChatBar:IsFocused()) do if (mouseIsInWindow) then mouseStateChanged.Event:wait() end if (ChatBar:IsFocused()) then chatBarFocusChanged.Event:wait() end end if (not backgroundIsFaded) then local timeDiff = tick() - lastBackgroundFadeTime if (timeDiff > ChatSettings.ChatWindowBackgroundFadeOutTime) then DoBackgroundFadeOut() end elseif (not textIsFaded) then local timeDiff = tick() - lastTextFadeTime if (timeDiff > ChatSettings.ChatWindowTextFadeOutTime) then DoTextFadeOut() end else fadedChanged.Event:wait() end end end) function getClassicChatEnabled() if ChatSettings.ClassicChatEnabled ~= nil then return ChatSettings.ClassicChatEnabled end return Players.ClassicChat end function getBubbleChatEnabled() if ChatSettings.BubbleChatEnabled ~= nil then return ChatSettings.BubbleChatEnabled end return Players.BubbleChat end function bubbleChatOnly() return not getClassicChatEnabled() and getBubbleChatEnabled() end function UpdateMousePosition(mousePos) if not (moduleApiTable.Visible and moduleApiTable.IsCoreGuiEnabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff)) then return end if bubbleChatOnly() then return end local windowPos = ChatWindow.GuiObject.AbsolutePosition local windowSize = ChatWindow.GuiObject.AbsoluteSize local newMouseState = CheckIfPointIsInSquare(mousePos, windowPos, windowPos + windowSize) if (newMouseState ~= mouseIsInWindow) then UpdateFadingForMouseState(newMouseState) end end UserInputService.InputChanged:connect(function(inputObject) if (inputObject.UserInputType == Enum.UserInputType.MouseMovement) then local mousePos = Vector2.new(inputObject.Position.X, inputObject.Position.Y) UpdateMousePosition(mousePos) end end) UserInputService.TouchTap:connect(function(tapPos, gameProcessedEvent) UpdateMousePosition(tapPos[1]) end) UserInputService.TouchMoved:connect(function(inputObject, gameProcessedEvent) local tapPos = Vector2.new(inputObject.Position.X, inputObject.Position.Y) UpdateMousePosition(tapPos) end) UserInputService.Changed:connect(function(prop) if prop == "MouseBehavior" then if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then local windowPos = ChatWindow.GuiObject.AbsolutePosition local windowSize = ChatWindow.GuiObject.AbsoluteSize local screenSize = GuiParent.AbsoluteSize local centerScreenIsInWindow = CheckIfPointIsInSquare(screenSize/2, windowPos, windowPos + windowSize) if centerScreenIsInWindow then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end end)
--print("player is closer than structure")
target = nearestPlayer targetType = nearestPlayer.ClassName lastLock = tick() else target = nearestBuilding targetType = nearestBuilding.ClassName lastLock = tick()
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then print(FBrakeForce + RBrakeForce.. " Brake") _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then if script.Parent.DriveMode.Value ~= "SportPlus" then _TCS = not _TCS end end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--[[ lua Function Cache ]]
-- local ATAN2 = math.atan2 local FLOOR = math.floor local PI = math.pi
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 12 plrData.Character.Injuries.BrokenLeg.Value = false end
--[[** ensures Lua primitive callback type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.callback = t.typeof("function") t["function"] = t.callback
--[[ ROBLOX TODO: add default generic param when possible original code: export const getMatchers = < State extends MatcherState = MatcherState, >(): MatchersObject<State> => (global as any)[JEST_MATCHERS_OBJECT].matchers; ]]
local function getMatchers<State>(): MatchersObject<State> return _G[JEST_MATCHERS_OBJECT].matchers end
--[=[ @param predicate (player: Player, value: any) -> boolean @param value any -- Value to set for the clients (and to the predicate) Sets the value for specific clients that pass the `predicate` function test. This can be used to finely set the values based on more control logic (e.g. setting certain values per team). ```lua -- Set the value of "NewValue" to players with a name longer than 10 characters: remoteProperty:SetFilter(function(player) return #player.Name > 10 end, "NewValue") ``` ]=]
function RemoteProperty:SetFilter(predicate: (Player, any) -> boolean, value: any) for _,player in ipairs(Players:GetPlayers()) do if predicate(player, value) then self:SetFor(player, value) end end end
------------------------------------
function onTouched(part) if part.Parent ~= nil then local h = part.Parent:findFirstChild("Humanoid") if h~=nil then local teleportfrom=script.Parent.Enabled.Value if teleportfrom~=0 then if h==humanoid then return end local teleportto=script.Parent.Parent:findFirstChild(modelname) if teleportto~=nil then local torso = h.Parent.Torso local location = {teleportto.Position} local i = 1 local x = location[i].x local y = location[i].y local z = location[i].z x = x + math.random(-1, 1) z = z + math.random(-1, 1) y = y + math.random(2, 3) local cf = torso.CFrame local lx = 0 local ly = y local lz = 0 script.Parent.Enabled.Value=0 teleportto.Enabled.Value=0 torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz)) wait(.1) script.Parent.Enabled.Value=1 teleportto.Enabled.Value=1 else print("Could not find teleporter!") end end end end end script.Parent.Touched:connect(onTouched)
-------------------------------------Gun info
ToolName="M4" ClipSize=999999999999999999999999999999999999999999999999999999999999999999 ReloadTime=6 Firerate=.12 MinSpread=.1 MaxSpread=.1 SpreadRate=9 BaseDamage=22.5 automatic=true burst=false shot=false --Semi Automatic BarrlePos=Vector3.new(0.38,0.4,-3.4) Cursors={"http://www.roblox.com/asset/?id=52812029"} ReloadCursor="http://www.roblox.com/asset/?id=52812038"
-- This file was @generated by Tarmac. It is not intended for manual editing.
return { Calendar = "rbxassetid://8915045287", Caret = "rbxassetid://8915045496", ChevronLeft = "rbxassetid://8982072482", Close = "rbxassetid://8915045615", Clothing = "rbxassetid://8915045766", EmptyShop = "rbxassetid://9246449575", Eye = "rbxassetid://8915045943", Filter = "rbxassetid://8981626915", Gamepad = { ButtonA = "rbxassetid://8712691282", ButtonB = "rbxassetid://8712691429", ButtonL1 = "rbxassetid://8712691596", ButtonL2 = "rbxassetid://8712691753", ButtonR1 = "rbxassetid://8712691861", ButtonR2 = "rbxassetid://8712691936", ButtonX = "rbxassetid://8712692030", ButtonY = "rbxassetid://8712692150", DPadDown = "rbxassetid://8712692266", DPadLeft = "rbxassetid://8712692372", DPadRight = "rbxassetid://8712692480", DPadUp = "rbxassetid://8712692563", }, Info = "rbxassetid://8915046089", KeyBacking = "rbxassetid://9186036717", RadioButtonInner = "rbxassetid://8971710558", RadioButtonOuter = "rbxassetid://8971710724", Robux = "rbxassetid://8915046254", Rotation = "rbxassetid://8915046440", ShoppingCart = "rbxassetid://9133862231", Sparkle = "rbxassetid://8915046721", Timer = "rbxassetid://8915046889", }
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") BulletSpeed = Handle.BulletSpeed.Value DisappearTime = Handle.BulletDisappearTime.Value ReloadTime = Handle.ReloadTime.Value BulletColor = Handle.BulletColor.Value NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color3 = BulletColor SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Dematerialize(character, humanoid, FirstPart) if not character or not humanoid then return end humanoid.WalkSpeed = 0 local Parts = {} for i, v in pairs(character:GetChildren()) do if v:IsA("BasePart") then v.Anchored = true table.insert(Parts, v) end end local SelectionBoxes = {} local FirstSelectionBox = SelectionBoxify(FirstPart) Light(FirstPart) wait(0.05) for i, v in pairs(Parts) do if v ~= FirstPart then table.insert(SelectionBoxes, SelectionBoxify(v)) Light(v) end end local ObjectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(ObjectsWithTransparency, 0.1) wait(0.5) character:BreakJoints() humanoid.Health = 0 Debris:AddItem(character, 2) local FadeIncrement = 0.05 Delay(0.2, function() FadeOutObjects({FirstSelectionBox}, FadeIncrement) if character and character.Parent then character:Destroy() end end) FadeOutObjects(SelectionBoxes, FadeIncrement) end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then Hit:BreakJoints() local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end end end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * BulletSpeed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, DisappearTime) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(ReloadTime) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.Color = BulletColor BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.1, 0.1, 2) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[=[ @function removeValues @within Array @param array {T} -- The array to remove values from. @param ... T -- The values to remove. @return {T} -- The array with the values removed. Removes values from an array. ```lua local array = { "a", "b", "c", "c", "d", "e" } local new = RemoveValues(array, "c", "d") -- { "a", "b", "e" } ``` ]=]
local function removeValues<T>(array: { T }, ...: T): { T } local valueSet = ToSet({ ... }) local result = {} for _, value in ipairs(array) do if not valueSet[value] then table.insert(result, value) end end return result end return removeValues
-- Functions
local function __tostring(self) return self.ClassName end local function createClass(className, superClass) local class = {} class.__index = class class.__tostring = __tostring class.ClassName = className function class.new(...) local self = setmetatable({}, class) if self.__init then self:__init(...) end return self end if superClass then class.Super = superClass setmetatable(class, superClass) for methodName, shouldInherit in pairs(INHERITED) do if shouldInherit then class[methodName] = superClass[methodName] end end end return class end
--[=[ @param signal RBXScriptSignal @param fn (...: any) -> () @return RBXScriptConnection Connects the function to the signal, adds the connection to the trove, and then returns the connection. This is shorthand for `trove:Add(signal:Connect(fn))`. ```lua trove:Connect(workspace.ChildAdded, function(instance) print(instance.Name .. " added to workspace") end) ``` ]=]
function Trove:Connect(signal, fn) return self:Add(signal:Connect(fn)) end
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 1 Tune.RCamber = 1 Tune.FCaster = 0 Tune.RCaster = 0 Tune.FToe = 0 Tune.RToe = 0
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName) if (frameName == "End") then playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid, priority) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim if (toolAnimInstance ~= anim) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) if priority then toolAnimTrack.Priority = priority end -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if (currentToolAnimKeyframeHandler ~= nil) then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" toolAnimInstance = nil if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
-- Gradually regenerates the Kars' Health over time.
local REGEN_RATE = 1/70 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
--// WIP
local function LoadPackage(package, folder, runNow) --// runNow - Run immediately after unpacking (default behavior is to just unpack (((only needed if loading after startup)))) --// runNow currently not used (limitations) so all packages must be present at server startup local unpack; unpack = function(curFolder, unpackInto) if unpackInto then for i,obj in ipairs(curFolder:GetChildren()) do local clone = obj:Clone(); if obj:IsA("Folder") then local realFolder = unpackInto:FindFirstChild(obj.Name); if not realFolder then clone.Parent = unpackInto; else unpack(obj, realFolder); end else clone.Parent = unpackInto; end end else warn("Missing parent to unpack into for ".. tostring(curFolder)); end end; unpack(package, folder); end; local function CleanUp() --local env = getfenv(2) --local ran,ret = pcall(function() return env.script:GetFullName() end) warn("Beginning Adonis cleanup & shutdown process...") --warn("CleanUp called from "..tostring((ran and ret) or "Unknown")) --local loader = server.Core.ClientLoader server.Model.Name = "Adonis_Loader" server.Model.Parent = service.ServerScriptService server.Running = false pcall(service.Threads.StopAll) pcall(function() for i,v in pairs(RbxEvents) do print("Disconnecting event") v:Disconnect() table.remove(RbxEvents, i) end end) --loader.Archivable = false --loader.Disabled = true --loader:Destroy() if server.Core and server.Core.RemoteEvent then pcall(server.Core.DisconnectEvent); end --[[delay(0, function() for i,v in next,server do server[i] = nil; --// Try to break it to prevent any potential hanging issues; Not very graceful... end --end)--]] warn("Unloading complete") end; server = { Running = true; Modules = {}; Pcall = Pcall; cPcall = cPcall; Routine = Routine; LogError = logError; ErrorLogs = ErrorLogs; ServerStartTime = os.time(); CommandCache = {}; }; locals = { server = server; CodeName = ""; Settings = server.Settings; HookedEvents = HookedEvents; ErrorLogs = ErrorLogs; logError = logError; origEnv = origEnv; Routine = Routine; Folder = Folder; GetEnv = GetEnv; cPcall = cPcall; Pcall = Pcall; }; service = require(Folder.Shared.Service)(function(eType, msg, desc, ...) local extra = {...} if eType == "MethodError" then if server and server.Logs and server.Logs.AddLog then server.Logs.AddLog("Script", { Text = "Cached method doesn't match found method: "..tostring(extra[1]); Desc = "Method: "..tostring(extra[1]) }) end elseif eType == "ServerError" then --print("Server error") logError("Server", msg) elseif eType == "TaskError" then --print("Task error") logError("Task", msg) end end, function(c, parent, tab) if not isModule(c) and c ~= server.Loader and c ~= server.Dropper and c ~= server.Runner and c ~= server.Model and c ~= script and c ~= Folder and parent == nil then tab.UnHook() end end, ServiceSpecific, GetEnv(nil, {server = server}))
-- Returns the ancestor that contains a Humanoid, if it exists
local function FindCharacterAncestor(subject) if subject and subject ~= game.Workspace then local humanoid = subject:FindFirstChild('Humanoid') if humanoid then return subject, humanoid else return FindCharacterAncestor(subject.Parent) end end return nil end
--[[Member functions]]
function GunObject:Initialize() self.Fire=WaitForChild(self.Handle, 'Fire') self.Ammo = self.Tool:FindFirstChild("Ammo") if self.Ammo ~= nil then self.Ammo.Value = self.ClipSize end self.Clips = self.Tool:FindFirstChild("Clips") if self.Clips ~= nil then self.Clips.Value = self.StartingClips end self.Tool.Equipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.Tool.Unequipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.LaserObj = Instance.new("Part") self.LaserObj.Name = "Bullet" self.LaserObj.Anchored = true self.LaserObj.CanCollide = false self.LaserObj.Shape = "Block" self.LaserObj.formFactor = "Custom" self.LaserObj.Material = Enum.Material.Plastic self.LaserObj.Locked = true self.LaserObj.TopSurface = 0 self.LaserObj.BottomSurface = 0 --local tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() --tshellmesh.Scale=Vector3.new(4,4,4) --tshellmesh.Parent=self.LaserObj local tSparkEffect = Instance.new("Part") tSparkEffect.Name = "Effect" tSparkEffect.Anchored = false tSparkEffect.CanCollide = false tSparkEffect.Shape = "Block" tSparkEffect.formFactor = "Custom" tSparkEffect.Material = Enum.Material.Plastic tSparkEffect.Locked = true tSparkEffect.TopSurface = 0 tSparkEffect.BottomSurface = 0 self.SparkEffect=tSparkEffect local tshell = Instance.new('Part') tshell.Name='effect' tshell.FormFactor='Custom' tshell.Size=Vector3.new(1, 0.4, 0.33) tshell.BrickColor=BrickColor.new('Bright yellow') tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() tshellmesh.Parent=tshell self.ShellPart = tshell self.DownVal.Changed:connect(function() while self.DownVal.Value and self.check and not self.Reloading do self.check = false local humanoid = self.Tool.Parent:FindFirstChild("Humanoid") local plr1 = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if humanoid ~= nil and plr1 ~= nil then if humanoid.Health > 0 then local spos1 = (self.Tool.Handle.CFrame * self.BarrelPos).p delay(0, function() self:SendBullet(spos1, self.AimVal.Value, self.Spread, self.SegmentLength, self.Tool.Parent, self.Colors[1], self.GunDamage, self.FadeDelayTime) end) else self.check = true break end else self.check = true break end wait(self.FireRate) self.check = true if not self.Automatic then break end end end) self.ReloadingVal.Changed:connect(function() if self.ReloadingVal.Value then self:Reload() end end) end function GunObject:Reload() self.Reloading = true self.ReloadingVal.Value = true if self.Clips ~= nil then if self.Clips.Value > 0 then self.Clips.Value = Clips.Value - 1 else self.Reloading = false self.ReloadingVal.Value = false return end end self.Tool.Handle.Reload:Play() for i = 1, self.ClipSize do wait(self.ReloadTime/self.ClipSize) self.Ammo.Value = i end self.Reloading = false self.Tool.Reloading.Value = false end function GunObject:SpawnShell() local tshell=self.ShellPart:Clone() tshell.CFrame=self.Handle.CFrame tshell.Parent= workspace game.Debris:AddItem(tshell,2) end function KnockOffHats(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Hat') then i.Parent=game.Workspace end end end function KnockOffTool(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Tool') then i.Parent=game.Workspace end end end function GunObject:SendBullet(boltstart, targetpos, fuzzyness, SegmentLength, ignore, clr, damage, fadedelay) if self.Ammo.Value <=0 then return end self.Ammo.Value = self.Ammo.Value - 1 self:SpawnShell() self.Fire.Pitch = (math.random() * .5) + .75 self.Fire:Play() self.DoFireAni.Value = not self.DoFireAni.Value print(self.Fire.Pitch) local boltdist = self.Range local clickdist = (boltstart - targetpos).magnitude local targetpos = targetpos + (Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * (clickdist/100)) local boltvec = (targetpos - boltstart).unit local totalsegments = math.ceil(boltdist/SegmentLength) local lastpos = boltstart for i = 1, totalsegments do local newpos = (boltstart + (boltvec * (boltdist * (i/totalsegments)))) local segvec = (newpos - lastpos).unit local boltlength = (newpos - lastpos).magnitude local bolthit, endpos = CastRay(lastpos, segvec, boltlength, ignore, false) DrawBeam(lastpos, endpos, clr, fadedelay, self.LaserObj) if bolthit ~= nil then local h = bolthit.Parent:FindFirstChild("Humanoid") if h ~= nil then local plr = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if plr ~= nil then local creator = Instance.new("ObjectValue") creator.Name = "creator" creator.Value = plr creator.Parent = h end if hit.Parent:FindFirstChild("BlockShot") then hit.Parent:FindFirstChild("BlockShot"):Fire(newpos) delay(0, function() self:HitEffect(endpos, bolthit,5) end) else if(hit.Name=='Head') then KnockOffHats(hit.Parent) elseif hit.Name=='Left Leg' or hit.Name=='Right Leg' then h.WalkSpeed=h.WalkSpeed/1.5 elseif hit.Name=='Left Arm' or hit.Name=='Right Arm' then KnockOffTool(hit.Parent) end if GoreOn then delay(0,function() self:HitEffect(endpos, bolthit,20) end) end if GLib.IsTeammate(GLib.GetPlayerFromPart(script), GLib.GetPlayerFromPart(h))~=true then GLib.TagHumanoid(GLib.GetPlayerFromPart(script), h, 1) h:TakeDamage(damage) end end else delay(0, function() self:HitEffect(endpos, bolthit,5) end) end break end lastpos = endpos wait(Rate) end if self.Ammo.Value < 1 then self:Reload() end end function GunObject:MakeSpark(pos,part) local effect=self.SparkEffect:Clone() effect.BrickColor = part.BrickColor effect.Material = part.Material effect.Transparency = part.Transparency effect.Reflectance = part.Reflectance effect.CFrame = CFrame.new(pos) effect.Parent = game.Workspace local effectVel = Instance.new("BodyVelocity") effectVel.maxForce = Vector3.new(99999, 99999, 99999) effectVel.velocity = Vector3.new(math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10))) effectVel.Parent = effect effect.Size = Vector3.new(math.abs(effectVel.velocity.x)/30, math.abs(effectVel.velocity.y)/30, math.abs(effectVel.velocity.z)/30) wait() effectVel:Destroy() local effecttime = .5 game.Debris:AddItem(effect, effecttime * 2) local startTime = time() while time() - startTime < effecttime do if effect ~= nil then effect.Transparency = (time() - startTime)/effecttime end wait() end if effect ~= nil then effect.Parent = nil end end function GunObject:HitEffect(pos,part,numSparks) for i = 0, numSparks, 1 do spawn(function() self:MakeSpark(pos,part) end) end end
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for _,v in ipairs(a:GetChildren()) do UnAnchor(v) end end
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end local smallButNotZero = 0.0001 function setRunSpeed(speed) if speed < 0.33 then currentAnimTrack:AdjustWeight(1.0) runAnimTrack:AdjustWeight(smallButNotZero) elseif speed < 0.66 then local weight = ((speed - 0.33) / 0.33) currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero) runAnimTrack:AdjustWeight(weight + smallButNotZero) else currentAnimTrack:AdjustWeight(smallButNotZero) runAnimTrack:AdjustWeight(1.0) end local speedScaled = speed * 1.25 runAnimTrack:AdjustSpeed(speedScaled) currentAnimTrack:AdjustSpeed(speedScaled) end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed if currentAnim == "walk" then setRunSpeed(speed) else currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName)
-- // Triggers
button.MouseButton1Click:Connect(toggleButton) frame.MouseButton1Click:Connect(toggleButton)
--[[ Create a copy of a list with only values for which `callback` returns true ]]
function Functional.Filter(list, callback) local new = {} for key = 1, #list do local value = list[key] if callback(value, key) then table.insert(new, value) end end return new end
--[[ Roblox Services ]]
-- local Players = game:GetService("Players") local UserInputService = game:GetService("UserInputService") local StarterGui = game:GetService("StarterGui") local VRService = game:GetService("VRService") local UserGameSettings = UserSettings():GetService("UserGameSettings") local player = Players.LocalPlayer
-- Keep a container for state data
Tools.NewPart.State = { ["Part"] = nil; };
-- declarations
local sGettingUp = newSound("GettingUp", "rbxasset://sounds/action_get_up.mp3") local sDied = newSound("Died", "rbxasset://sounds/uuhhh.mp3") local sFreeFalling = newSound("FreeFalling", "rbxasset://sounds/action_falling.mp3") local sJumping = newSound("Jumping", "rbxasset://sounds/action_jump.mp3") local sLanding = newSound("Landing", "rbxasset://sounds/action_jump_land.mp3") local sSplash = newSound("Splash", "rbxasset://sounds/impact_water.mp3") local sRunning = newSound("Running", "rbxasset://sounds/action_footsteps_plastic.mp3") sRunning.Looped = true local sSwimming = newSound("Swimming", "rbxasset://sounds/action_swim.mp3") sSwimming.Looped = true local sClimbing = newSound("Climbing", "rbxasset://sounds/action_footsteps_plastic.mp3") sClimbing.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid; for _,Child in pairs(Figure:GetChildren())do if Child and Child.ClassName=="Humanoid"then Humanoid=Child; end; end; local hasPlayer = game.Players:GetPlayerFromCharacter(script.Parent) local prevState = "None"
--[[ Implementation ]]
local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function patrol() while isAlive() do if not attacking then local position = getRandomPointInCircle(startPosition, PATROL_RADIUS) maid.humanoid.WalkSpeed = PATROL_WALKSPEED maid.humanoid:MoveTo(position) end wait(random:NextInteger(MIN_REPOSITION_TIME, MAX_REPOSITION_TIME)) end end local function isInstaceAttackable(targetInstance) local targetHumanoid = targetInstance and targetInstance.Parent and targetInstance.Parent:FindFirstChild("Humanoid") if not targetHumanoid then return false end local isAttackable = false local distance = (maid.humanoidRootPart.Position - targetInstance.Position).Magnitude if distance <= ATTACK_RADIUS then local ray = Ray.new( maid.humanoidRootPart.Position, (targetInstance.Parent.HumanoidRootPart.Position - maid.humanoidRootPart.Position).Unit * distance ) local part = Workspace:FindPartOnRayWithIgnoreList(ray, { targetInstance.Parent, maid.instance, }, false, true) if targetInstance ~= maid.instance and targetInstance:IsDescendantOf(Workspace) and targetHumanoid.Health > 0 and targetHumanoid:GetState() ~= Enum.HumanoidStateType.Dead and not CollectionService:HasTag(targetInstance.Parent, "ZombieFriend") and not part then isAttackable = true end end return isAttackable end local function findTargets() -- Do a new search region if we are not already searching through an existing search region if not searchingForTargets and tick() - timeSearchEnded >= SEARCH_DELAY then searchingForTargets = true -- Create a new region local centerPosition = maid.humanoidRootPart.Position local topCornerPosition = centerPosition + Vector3.new(ATTACK_RADIUS, ATTACK_RADIUS, ATTACK_RADIUS) local bottomCornerPosition = centerPosition + Vector3.new(-ATTACK_RADIUS, -ATTACK_RADIUS, -ATTACK_RADIUS) searchRegion = Region3.new(bottomCornerPosition, topCornerPosition) searchParts = Workspace:FindPartsInRegion3(searchRegion, maid.instance, math.huge) newTarget = nil newTargetDistance = nil -- Reset to defaults searchIndex = 1 end if searchingForTargets then -- Search through our list of parts and find attackable humanoids local checkedParts = 0 while searchingForTargets and searchIndex <= #searchParts and checkedParts < MAX_PARTS_PER_HEARTBEAT do local currentPart = searchParts[searchIndex] if currentPart and isInstaceAttackable(currentPart) then local character = currentPart.Parent local distance = (character.HumanoidRootPart.Position - maid.humanoidRootPart.Position).magnitude -- Determine if the charater is the closest if not newTargetDistance or distance < newTargetDistance then newTarget = character.HumanoidRootPart newTargetDistance = distance end end searchIndex = searchIndex + 1 checkedParts = checkedParts + 1 end if searchIndex >= #searchParts then target = newTarget searchingForTargets = false timeSearchEnded = tick() end end end local function runToTarget() local targetPosition = (maid.humanoidRootPart.Position - target.Position).Unit * ATTACK_RANGE + target.Position maid.humanoid:MoveTo(targetPosition) if not movingToAttack then maid.humanoid.WalkSpeed = random:NextInteger(ATTACK_MIN_WALKSPEED, ATTACK_MAX_WALKSPEED) end movingToAttack = true -- Stop the attack animation maid.attackAnimation:Stop() end local function attack() attacking = true lastAttackTime = tick() local originalWalkSpeed = maid.humanoid.WalkSpeed maid.humanoid.WalkSpeed = 0 -- Play the attack animation maid.attackAnimation:Play() -- Create a part and use it as a collider, to find humanoids in front of the zombie -- This is not ideal, but it is the simplest way to achieve a hitbox local hitPart = Instance.new("Part") hitPart.Size = HITBOX_SIZE hitPart.Transparency = 1 hitPart.CanCollide = true hitPart.Anchored = true hitPart.CFrame = maid.humanoidRootPart.CFrame * CFrame.new(0, -1, -3) hitPart.Parent = Workspace local hitTouchingParts = hitPart:GetTouchingParts() -- Destroy the hitPart before it results in physics updates on touched parts hitPart:Destroy() -- Find humanoids to damage local attackedHumanoids = {} for _, part in pairs(hitTouchingParts) do local parentModel = part:FindFirstAncestorOfClass("Model") if isInstaceAttackable(part) and not attackedHumanoids[parentModel] then attackedHumanoids[parentModel.Humanoid] = true end end -- Damage the humanoids for humanoid in pairs(attackedHumanoids) do humanoid:TakeDamage(ATTACK_DAMAGE) end startPosition = maid.instance.PrimaryPart.Position wait(ATTACK_STAND_TIME) maid.humanoid.WalkSpeed = originalWalkSpeed maid.attackAnimation:Stop() attacking = false end
--[=[ Destroys the RemoteSignal object. ]=]
function RemoteSignal:Destroy() self._re:Destroy() if self._signal then self._signal:Destroy() end end return RemoteSignal
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local l__Character__2 = l__LocalPlayer__1.Character; local l__Humanoid__3 = l__Character__2:WaitForChild("Humanoid"); local l__PlayerGui__4 = l__LocalPlayer__1.PlayerGui; local l__Infected__5 = l__Character__2:WaitForChild("Infected"); while true do wait(); if l__Humanoid__3.Health <= 30 and l__Character__2.Human.Value == true then script.HP.Volume = 0.6; script.HP.PlaybackSpeed = 1.1; elseif l__Humanoid__3.Health <= 45 and l__Character__2.Human.Value == true then script.HP.Volume = 0.6; script.HP.PlaybackSpeed = 1; elseif l__Humanoid__3.Health >= 45 and l__Character__2.Human.Value == true then script.HP.Volume = 0; script.HP.PlaybackSpeed = 1; elseif l__Character__2.Human.Value == false then script.HP.Volume = 0; workspace.CurrentCamera.FieldOfView = 70; l__PlayerGui__4.Hurt:Destroy(); script.HP.PlaybackSpeed = 1; script:Destroy(); end; end;
--// INITIAL CHECK \\----------------------------------------------- -- we are checking to see if they've locked first person view
if (game.StarterPlayer.CameraMode == Enum.CameraMode.LockFirstPerson) or (game.StarterPlayer.CameraMaxZoomDistance <= 0.5) then enableviewmodel() -- theyve locked first person, so enable viewmodel from the start end
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(194) game.Workspace.doorright.l12.BrickColor = BrickColor.new(194) game.Workspace.doorright.l13.BrickColor = BrickColor.new(194) game.Workspace.doorright.l21.BrickColor = BrickColor.new(194) game.Workspace.doorright.l22.BrickColor = BrickColor.new(194) game.Workspace.doorright.l23.BrickColor = BrickColor.new(194) game.Workspace.doorright.l31.BrickColor = BrickColor.new(194) game.Workspace.doorright.l32.BrickColor = BrickColor.new(194) game.Workspace.doorright.l33.BrickColor = BrickColor.new(194) game.Workspace.doorright.l41.BrickColor = BrickColor.new(194) game.Workspace.doorright.l42.BrickColor = BrickColor.new(194) game.Workspace.doorright.l43.BrickColor = BrickColor.new(194) game.Workspace.doorright.l51.BrickColor = BrickColor.new(194) game.Workspace.doorright.l52.BrickColor = BrickColor.new(194) game.Workspace.doorright.l53.BrickColor = BrickColor.new(194) game.Workspace.doorright.l61.BrickColor = BrickColor.new(194) game.Workspace.doorright.l62.BrickColor = BrickColor.new(194) game.Workspace.doorright.l63.BrickColor = BrickColor.new(194) game.Workspace.doorright.l71.BrickColor = BrickColor.new(194) game.Workspace.doorright.l72.BrickColor = BrickColor.new(194) game.Workspace.doorright.l73.BrickColor = BrickColor.new(194) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(194)
--- RUNTIME ---
local Tool = {} Tool.MouseButton1 = function(Character) if Character:GetAttribute("Cooldown") == true then return end Character:SetAttribute("Cooldown", true) local Tool = Character[script.Name] local Animation = Character.Humanoid:LoadAnimation(script["Animation"..AnimationStep]) AnimationStep += 1 if AnimationStep >= 3 then AnimationStep = 1 end Animation:Play() local OGWalkSpeed = Character.Humanoid.WalkSpeed Character.Humanoid.WalkSpeed = 0 Tool.Handle.Swing:Play() task.wait(0.47) local ConnectionA = nil Tool.Handle.Touched:Connect(function(Hit) if Hit.Parent:FindFirstChild("Humanoid") and Hit.Parent ~= Character and not table.find(HitEntities, Hit.Parent) and Hit.Parent.Parent == workspace.Enemies then table.insert(HitEntities, Hit.Parent) Tool.Handle.Hit:Play() Hit.Parent.Humanoid:TakeDamage(35) local boopyve = Instance.new("BodyVelocity") boopyve.Velocity = Character.Torso.CFrame.LookVector * 5 boopyve.MaxForce = Vector3.new(math.huge, math.huge, math.huge) boopyve.Parent = Hit.Parent.HumanoidRootPart game.Debris:AddItem(boopyve, .15) end end) task.wait(0.43) Animation:Stop(.25) Character.Humanoid.WalkSpeed = OGWalkSpeed Character:SetAttribute("Cooldown", false) table.clear(HitEntities) end return Tool