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--Springs-- |
frontstiffness = 1290 * StiffnessFront
frontdamping = 40 * StiffnessFront /1.5
rearstiffness = 1290 * StiffnessRear
reardamping = 40 * StiffnessRear /1.5
minLF = SuspensionTravelF
minLR = SuspensionTravelR
maxL = ((RideHeightRear + RideHeightFront)/2) + 4
ffl = RideHeightFront+2
rfl = RideHeightRear+2
local springFL = Instance.new("SpringConstraint", SFL)
springFL.Attachment0 = SFL.Attachment
springFL.Attachment1 = SSML.Attachment
springFL.Damping = frontdamping
springFL.FreeLength = ffl
springFL.Stiffness = frontstiffness
springFL.Visible = false
springFL.LimitsEnabled = true
springFL.MinLength = minLF
springFL.MaxLength = maxL
local springFR = Instance.new("SpringConstraint", SFR)
springFR.Attachment0 = SFR.Attachment
springFR.Attachment1 = SSMR.Attachment
springFR.Damping = frontdamping
springFR.FreeLength = ffl
springFR.Stiffness = frontstiffness
springFR.Visible = false
springFR.LimitsEnabled = true
springFR.MinLength = minLF
springFR.MaxLength = maxL
local springRL = Instance.new("SpringConstraint", SRL)
springRL.Attachment0 = SRL.Attachment
springRL.Attachment1 = BRL.Attachment
springRL.Damping = reardamping
springRL.FreeLength = rfl
springRL.Stiffness = rearstiffness
springRL.Visible = false
springRL.LimitsEnabled = true
springRL.MinLength = minLR
springRL.MaxLength = maxL
local springRR = Instance.new("SpringConstraint", SRR)
springRR.Attachment0 = SRR.Attachment
springRR.Attachment1 = BRR.Attachment
springRR.Damping = reardamping
springRR.FreeLength = rfl
springRR.Stiffness = rearstiffness
springRR.Visible = false
springRR.LimitsEnabled = true
springRR.MinLength = minLR
springRR.MaxLength = maxL
local XSteeringL = Instance.new("HingeConstraint", SSL)
XSteeringL.Attachment0 = SSL.Attachment
XSteeringL.Attachment1 = SSML.Attachment
XSteeringL.ActuatorType = "Motor"
XSteeringL.LimitsEnabled = true
XSteeringL.LowerAngle = SteeringAngle*-1
XSteeringL.UpperAngle = SteeringAngle
XSteeringL.MotorMaxTorque = 200000
local XSteeringR = Instance.new("HingeConstraint", SSR)
XSteeringR.Attachment0 = SSR.Attachment
XSteeringR.Attachment1 = SSMR.Attachment
XSteeringR.ActuatorType = "Motor"
XSteeringR.LimitsEnabled = true
XSteeringR.LowerAngle = SteeringAngle*-1
XSteeringR.UpperAngle = SteeringAngle
XSteeringR.MotorMaxTorque = 200000
local BGL = Instance.new("BodyGyro")
BGL.Parent = xSSL
BGL.Name = "Gyro"
BGL.D = 180
BGL.MaxTorque = Vector3.new(900, 0, 900)
BGL.P = 300
local BGR = Instance.new("BodyGyro")
BGR.Parent = xSSR
BGR.Name = "Gyro"
BGR.D = 180
BGR.MaxTorque = Vector3.new(900, 0, 900)
BGR.P = 300
local flip = Instance.new("BodyGyro", script.Parent)
flip.Name = "Flip"
flip.D = 1000
flip.MaxTorque = Vector3.new(0,0,0)
flip.P = 30000 |
----- water handler ----- |
while true do
if script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 0.6 then -- if BOTH ON and PLUGGED
water.Scale = water.Scale + Vector3.new(0, 0.01, 0)
water.Offset = Vector3.new(0, water.Scale.Y/2, 0)
hotWater = hotWater + 1
coldWater = coldWater + 1
drainSound:Stop()
elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == true and water.Scale.Y <= 0.6 then -- if ON and PLUGGED
water.Scale = water.Scale + Vector3.new(0, 0.01, 0)
water.Offset = Vector3.new(0, water.Scale.Y/2, 0)
if script.Parent.HotOn.Value == true then
hotWater = hotWater + 1
else
coldWater = coldWater + 1
end
drainSound:Stop()
elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == false and water.Scale.Y <= 0.6 then -- if ON and NOT PLUGGED
if script.Parent.HotOn.Value == true then
coldWater = coldWater - 1
else
hotWater = hotWater - 1
end
drainSound:Stop()
elseif (script.Parent.HotOn.Value == false and script.Parent.ColdOn.Value == false) and script.Parent.Plugged.Value == false and water.Scale.Y > 0 then -- if NOT ON and NOT PLUGGED
water.Scale = water.Scale + Vector3.new(0, -0.02, 0)
water.Offset = Vector3.new(0, water.Scale.Y/2, 0)
coldWater = coldWater - 1
hotWater = hotWater - 1
drainSound.TimePosition = 0
drainSound:Play()
end
if coldWater < 1 then
coldWater = 1
end
if hotWater < 1 then
hotWater = 1
end
waterTemp = hotWater/coldWater
if waterTemp > 1 then
water.Parent.SteamEmitter.Enabled = true
else
water.Parent.SteamEmitter.Enabled = false
end
wait(0.1)
if script.Parent.ColdOn.Value == true or script.Parent.HotOn.Value == true then
script.Parent.Splash.ParticleEmitter.Enabled = true
else
script.Parent.Splash.ParticleEmitter.Enabled = false
end
if water.Scale.Y <= 0 then
drainSound:Stop()
end
end
|
------------------------- |
function onClicked()
R.Function1.Disabled = true
R.Function2.Disabled = false
R.BrickColor = BrickColor.new("Institutional white")
g.DJM.MIX.BrickColor = BrickColor.new("Really black")
g.DJM.REMIX.BrickColor = BrickColor.new("Really red")
g.DJM.Screen.SurfaceGui.Menu.Visible = true
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- Variables to store waypoints table and zombie's current waypoint |
local waypoints
local currentWaypointIndex
local function followPath(destinationObject)
-- Compute and check the path
path:ComputeAsync(zombie.Position, destinationObject)
-- Empty waypoints table after each new path computation
waypoints = {}
if path.Status == Enum.PathStatus.Success then
-- Get the path waypoints and start zombie walking
waypoints = path:GetWaypoints()
-- Move to first waypoint
currentWaypointIndex = 1
human:MoveTo(waypoints[currentWaypointIndex].Position)
else
-- Error (path not found); stop humanoid
human:MoveTo(zombie.Position)
end
end
local function onWaypointReached(reached)
if reached and waypoints ~= nil and currentWaypointIndex ~= nil and currentWaypointIndex < #waypoints then
currentWaypointIndex = currentWaypointIndex + 1
human:MoveTo(waypoints[currentWaypointIndex].Position)
end
end
local function onPathBlocked(blockedWaypointIndex)
-- Check if the obstacle is further down the path
if blockedWaypointIndex > currentWaypointIndex then
-- Call function to re-compute the path
followPath(destination)
end
end
|
--[[**
ensure value is an Instance and it's ClassName matches the given ClassName by an IsA comparison
@param className The class name to check for
@returns A function that will return true iff the condition is passed
**--]] |
function t.instanceIsA(className, childTable)
assert(t.string(className))
local childrenCheck
if childTable ~= nil then
childrenCheck = t.children(childTable)
end
return function(value)
local instanceSuccess, instanceErrMsg = t.Instance(value)
if not instanceSuccess then
return false, instanceErrMsg or ""
end
if not value:IsA(className) then
return false, string.format("%s expected, got %s", className, value.ClassName)
end
if childrenCheck then
local childrenSuccess, childrenErrMsg = childrenCheck(value)
if not childrenSuccess then
return false, childrenErrMsg
end
end
return true
end
end
|
--[=[
Binds an update event to a signal until the update function stops returning a truthy
value.
@param signal Signal | RBXScriptSignal
@param update () -> boolean -- should return true while it needs to update
@return (...) -> () -- Connect function
@return () -> () -- Disconnect function
]=] |
function StepUtils.bindToSignal(signal, update)
if typeof(signal) ~= "RBXScriptSignal" then
error("signal must be of type RBXScriptSignal")
end
if type(update) ~= "function" then
error(("update must be of type function, got %q"):format(type(update)))
end
local conn = nil
local function disconnect()
if conn then
conn:Disconnect()
conn = nil
end
end
local function connect(...)
-- Ignore if we have an existing connection
if conn and conn.Connected then
return
end
-- Check to see if we even need to bind an update
if not update(...) then
return
end
-- Avoid reentrance, if update() triggers another connection, we'll already be connected.
if conn and conn.Connected then
return
end
-- Usually contains just the self arg!
local args = {...}
-- Bind to render stepped
conn = signal:Connect(function()
if not update(unpack(args)) then
disconnect()
end
end)
end
return connect, disconnect
end
|
--Tuck in |
R6TorsoTuckIn = .3
R6RightArmTuckIn = .1
R6LeftArmTuckIn = .1
|
-------------------LIGHTCONTROLS------------------- |
if(key == "l") and (on == true) and (plane:findFirstChild("Lights") ~= nil)
and(light == true) then
local lm = plane.Lights
local val = plane.Values.Light
if(val.Value == false) then
for i,v in pairs(lm:GetChildren()) do
if(v.Name == "Posli") then
v.Gui.Enabled = true
elseif(v.Name == "Flali") then
lm:findFirstChild("FlashScript").Disabled = false
end
end
val.Value = true
elseif(val.Value == true) then
for i,v in pairs(lm:GetChildren()) do
if(v.Name == "Posli") then
v.Gui.Enabled = false
elseif(v.Name == "Flali") then
lm:findFirstChild("FlashScript").Disabled = true
v.Gui.Enabled = false
end
end
val.Value = false
end
end
|
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website. |
module.BubbleChatEnabled = true
module.ClassicChatEnabled = PlayersService.ClassicChat
|
--!strict
-- upstream: https://github.com/facebook/react/blob/92fcd46cc79bbf45df4ce86b0678dcef3b91078d/packages/react/src/ReactCurrentBatchConfig.js
--[[*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
]] | |
--[[
Classes.Dropdown
This class creates a dropdown that the user can select a list of options from.
Constructors:
new(frame [instance], listFrame [instance])
>
Create(list[] [string], max [integer])
> Creates a dropdown from the list with a max scrolling number.
Properties:
Frame [instance]
> The container frame for the dropdown. Can be used for positioning and resizing.
ListFrame [instance]
> The contaienr frame for the dropdown list. Parented underneath the main container frame.
Methods:
:Set(option [instance]) [void]
> option is a child of the ListFrame and you can set it as the selected option of the dropdown with this method
:Get() [instance]
> Returns the selected option frame (which is again, a child of the ListFrame)
:Show(bool [boolean])
> Set whether the dropdown list is visible or not.
:Destroy() [void]
> Destroys the RadioButtonGroup and all the events, etc that were running it.
Events:
.Changed:Connect(function(option [instance])
> Fired when the user selects a new option from the dropdown list.
--]] | |
-- Container for temporary connections (disconnected automatically) |
local Connections = {};
function CollisionTool.Equip()
-- Enables the tool's equipped functionality
-- Start up our interface
ShowUI();
BindShortcutKeys();
end;
function CollisionTool.Unequip()
-- Disables the tool's equipped functionality
-- Clear unnecessary resources
HideUI();
ClearConnections();
end;
function ClearConnections()
-- Clears out temporary connections
for ConnectionKey, Connection in pairs(Connections) do
Connection:Disconnect();
Connections[ConnectionKey] = nil;
end;
end;
function ShowUI()
-- Creates and reveals the UI
-- Reveal UI if already created
if UI then
-- Reveal the UI
UI.Visible = true;
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
-- Skip UI creation
return;
end;
-- Create the UI
UI = Core.Tool.Interfaces.BTCollisionToolGUI:Clone();
UI.Parent = Core.UI;
UI.Visible = true;
-- References to UI elements
local OnButton = UI.Status.On.Button;
local OffButton = UI.Status.Off.Button;
-- Enable the collision status switch
OnButton.MouseButton1Click:Connect(function ()
SetProperty('CanCollide', true);
end);
OffButton.MouseButton1Click:Connect(function ()
SetProperty('CanCollide', false);
end);
-- Hook up manual triggering
local SignatureButton = UI:WaitForChild('Title'):WaitForChild('Signature')
ListenForManualWindowTrigger(CollisionTool.ManualText, CollisionTool.Color.Color, SignatureButton)
-- Update the UI every 0.1 seconds
UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1);
end;
function UpdateUI()
-- Updates information on the UI
-- Make sure the UI's on
if not UI then
return;
end;
-- Check the common collision status of selection
local Collision = Support.IdentifyCommonProperty(Selection.Parts, 'CanCollide');
-- Update the collision option switch
if Collision == true then
Core.ToggleSwitch('On', UI.Status);
-- If the selection has collision disabled
elseif Collision == false then
Core.ToggleSwitch('Off', UI.Status);
-- If the collision status varies, don't select a current switch
elseif Collision == nil then
Core.ToggleSwitch(nil, UI.Status);
end;
end;
function HideUI()
-- Hides the tool UI
-- Make sure there's a UI
if not UI then
return;
end;
-- Hide the UI
UI.Visible = false;
-- Stop updating the UI
UIUpdater:Stop();
end;
function SetProperty(Property, Value)
-- Make sure the given value is valid
if Value == nil then
return;
end;
-- Start a history record
TrackChange();
-- Go through each part
for _, Part in pairs(Selection.Parts) do
-- Store the state of the part before modification
table.insert(HistoryRecord.Before, { Part = Part, [Property] = Part[Property] });
-- Create the change request for this part
table.insert(HistoryRecord.After, { Part = Part, [Property] = Value });
end;
-- Register the changes
RegisterChange();
end;
function BindShortcutKeys()
-- Enables useful shortcut keys for this tool
-- Track user input while this tool is equipped
table.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent)
-- Make sure this is an intentional event
if GameProcessedEvent then
return;
end;
-- Make sure this input is a key press
if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then
return;
end;
-- Make sure it wasn't pressed while typing
if UserInputService:GetFocusedTextBox() then
return;
end;
-- Check if the enter key was pressed
if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then
-- Toggle the selection's collision status
ToggleCollision();
end;
end));
end;
function ToggleCollision()
-- Toggles the collision status of the selection
-- Change the collision status to the opposite of the common collision status
SetProperty('CanCollide', not Support.IdentifyCommonProperty(Selection.Parts, 'CanCollide'));
end;
function TrackChange()
-- Start the record
HistoryRecord = {
Before = {};
After = {};
Selection = Selection.Items;
Unapply = function (Record)
-- Reverts this change
-- Select the changed parts
Selection.Replace(Record.Selection)
-- Send the change request
Core.SyncAPI:Invoke('SyncCollision', Record.Before);
end;
Apply = function (Record)
-- Applies this change
-- Select the changed parts
Selection.Replace(Record.Selection)
-- Send the change request
Core.SyncAPI:Invoke('SyncCollision', Record.After);
end;
};
end;
function RegisterChange()
-- Finishes creating the history record and registers it
-- Make sure there's an in-progress history record
if not HistoryRecord then
return;
end;
-- Send the change to the server
Core.SyncAPI:Invoke('SyncCollision', HistoryRecord.After);
-- Register the record and clear the staging
Core.History.Add(HistoryRecord);
HistoryRecord = nil;
end;
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RunService = game:GetService("RunService")
local function Create_PrivImpl(objectType)
if type(objectType) ~= 'string' then
error("Argument of Create must be a string", 2)
end
--return the proxy function that gives us the nice Create'string'{data} syntax
--The first function call is a function call using Lua's single-string-argument syntax
--The second function call is using Lua's single-table-argument syntax
--Both can be chained together for the nice effect.
return function(dat)
--default to nothing, to handle the no argument given case
dat = dat or {}
--make the object to mutate
local obj = Instance.new(objectType)
local parent = nil
--stored constructor function to be called after other initialization
local ctor = nil
for k, v in pairs(dat) do
--add property
if type(k) == 'string' then
if k == 'Parent' then
-- Parent should always be set last, setting the Parent of a new object
-- immediately makes performance worse for all subsequent property updates.
parent = v
else
obj[k] = v
end
--add child
elseif type(k) == 'number' then
if type(v) ~= 'userdata' then
error("Bad entry in Create body: Numeric keys must be paired with children, got a: "..type(v), 2)
end
v.Parent = obj
--event connect
elseif type(k) == 'table' and k.__eventname then
if type(v) ~= 'function' then
error("Bad entry in Create body: Key `[Create.E\'"..k.__eventname.."\']` must have a function value\
got: "..tostring(v), 2)
end
obj[k.__eventname]:connect(v)
--define constructor function
elseif k == t.Create then
if type(v) ~= 'function' then
error("Bad entry in Create body: Key `[Create]` should be paired with a constructor function, \
got: "..tostring(v), 2)
elseif ctor then
--ctor already exists, only one allowed
error("Bad entry in Create body: Only one constructor function is allowed", 2)
end
ctor = v
else
error("Bad entry ("..tostring(k).." => "..tostring(v)..") in Create body", 2)
end
end
--apply constructor function if it exists
if ctor then
ctor(obj)
end
if parent then
obj.Parent = parent
end
--return the completed object
return obj
end
end
|
--[[**
ensures value is a number where min < value < max
@param min The minimum to use
@param max The maximum to use
@returns A function that will return true iff the condition is passed
**--]] |
function t.numberConstrainedExclusive(min, max)
assert(t.number(min))
assert(t.number(max))
local minCheck = t.numberMinExclusive(min)
local maxCheck = t.numberMaxExclusive(max)
return function(value)
local minSuccess, minErrMsg = minCheck(value)
if not minSuccess then
return false, minErrMsg or ""
end
local maxSuccess, maxErrMsg = maxCheck(value)
if not maxSuccess then
return false, maxErrMsg or ""
end
return true
end
end
|
--Set up WeaponTypes lookup table |
do
local function onNewWeaponType(weaponTypeModule)
if not weaponTypeModule:IsA("ModuleScript") then
return
end
local weaponTypeName = weaponTypeModule.Name
xpcall(function()
coroutine.wrap(function()
local weaponType = require(weaponTypeModule)
assert(typeof(weaponType) == "table", string.format("WeaponType \"%s\" did not return a valid table", weaponTypeModule:GetFullName()))
WEAPON_TYPES_LOOKUP[weaponTypeName] = weaponType
end)()
end, function(errMsg)
warn(string.format("Error while loading %s: %s", weaponTypeModule:GetFullName(), errMsg))
warn(debug.traceback())
end)
end
for _, child in pairs(WeaponTypes:GetChildren()) do
onNewWeaponType(child)
end
WeaponTypes.ChildAdded:Connect(onNewWeaponType)
end
local WeaponsSystem = {}
WeaponsSystem.didSetup = false
WeaponsSystem.knownWeapons = {}
WeaponsSystem.connections = {}
WeaponsSystem.networkFolder = nil
WeaponsSystem.remoteEvents = {}
WeaponsSystem.remoteFunctions = {}
WeaponsSystem.currentWeapon = nil
WeaponsSystem.aimRayCallback = nil
WeaponsSystem.CurrentWeaponChanged = Instance.new("BindableEvent")
local NetworkingCallbacks = require(WeaponsSystemFolder:WaitForChild("NetworkingCallbacks"))
NetworkingCallbacks.WeaponsSystem = WeaponsSystem
local _damageCallback = nil
local _getTeamCallback = nil
function WeaponsSystem.setDamageCallback(cb)
_damageCallback = cb
end
function WeaponsSystem.setGetTeamCallback(cb)
_getTeamCallback = cb
end
function WeaponsSystem.setup()
if WeaponsSystem.didSetup then
warn("Warning: trying to run WeaponsSystem setup twice on the same module.")
return
end
print(script.Parent:GetFullName(), "is now active.")
WeaponsSystem.doingSetup = true
--Setup network routing
if IsServer then
local networkFolder = Instance.new("Folder")
networkFolder.Name = "Network"
for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do
local remoteEvent = Instance.new("RemoteEvent")
remoteEvent.Name = remoteEventName
remoteEvent.Parent = networkFolder
local callback = NetworkingCallbacks[remoteEventName]
if not callback then
--Connect a no-op function to ensure the queue doesn't pile up.
warn("There is no server callback implemented for the WeaponsSystem RemoteEvent \"%s\"!")
warn("A default no-op function will be implemented so that the queue cannot be abused.")
callback = function() end
end
WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnServerEvent:Connect(function(...)
callback(...)
end)
WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent
end
for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do
local remoteFunc = Instance.new("RemoteEvent")
remoteFunc.Name = remoteFuncName
remoteFunc.Parent = networkFolder
local callback = NetworkingCallbacks[remoteFuncName]
if not callback then
--Connect a no-op function to ensure the queue doesn't pile up.
warn("There is no server callback implemented for the WeaponsSystem RemoteFunction \"%s\"!")
warn("A default no-op function will be implemented so that the queue cannot be abused.")
callback = function() end
end
remoteFunc.OnServerInvoke = function(...)
return callback(...)
end
WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc
end
networkFolder.Parent = WeaponsSystemFolder
WeaponsSystem.networkFolder = networkFolder
else
WeaponsSystem.StarterGui = game:GetService("StarterGui")
WeaponsSystem.camera = ShoulderCamera.new(WeaponsSystem)
WeaponsSystem.gui = WeaponsGui.new(WeaponsSystem)
if ConfigurationValues.SprintEnabled.Value then
WeaponsSystem.camera:setSprintEnabled(ConfigurationValues.SprintEnabled.Value)
end
if ConfigurationValues.SlowZoomWalkEnabled.Value then
WeaponsSystem.camera:setSlowZoomWalkEnabled(ConfigurationValues.SlowZoomWalkEnabled.Value)
end
local networkFolder = WeaponsSystemFolder:WaitForChild("Network", math.huge)
for _, remoteEventName in pairs(REMOTE_EVENT_NAMES) do
coroutine.wrap(function()
local remoteEvent = networkFolder:WaitForChild(remoteEventName, math.huge)
local callback = NetworkingCallbacks[remoteEventName]
if callback then
WeaponsSystem.connections[remoteEventName .. "Remote"] = remoteEvent.OnClientEvent:Connect(function(...)
callback(...)
end)
end
WeaponsSystem.remoteEvents[remoteEventName] = remoteEvent
end)()
end
for _, remoteFuncName in pairs(REMOTE_FUNCTION_NAMES) do
coroutine.wrap(function()
local remoteFunc = networkFolder:WaitForChild(remoteFuncName, math.huge)
local callback = NetworkingCallbacks[remoteFuncName]
if callback then
remoteFunc.OnClientInvoke = function(...)
return callback(...)
end
end
WeaponsSystem.remoteFunctions[remoteFuncName] = remoteFunc
end)()
end
Players.LocalPlayer.CharacterAdded:Connect(WeaponsSystem.onCharacterAdded)
if Players.LocalPlayer.Character then
WeaponsSystem.onCharacterAdded(Players.LocalPlayer.Character)
end
WeaponsSystem.networkFolder = networkFolder
WeaponsSystem.camera:setEnabled(true)
end
--Setup weapon tools and listening
WeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded)
WeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved)
for _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do
WeaponsSystem.onWeaponAdded(instance)
end
WeaponsSystem.doingSetup = false
WeaponsSystem.didSetup = true
end
function WeaponsSystem.onCharacterAdded(character)
-- Make it so players unequip weapons while seated, then reequip weapons when they become unseated
local humanoid = character:WaitForChild("Humanoid")
WeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated)
if isSeated then
WeaponsSystem.seatedWeapon = character:FindFirstChildOfClass("Tool")
humanoid:UnequipTools()
WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
else
WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true)
humanoid:EquipTool(WeaponsSystem.seatedWeapon)
end
end)
end
function WeaponsSystem.shutdown()
if not WeaponsSystem.didSetup then
return
end
for _, weapon in pairs(WeaponsSystem.knownWeapons) do
weapon:onDestroyed()
end
WeaponsSystem.knownWeapons = {}
if IsServer and WeaponsSystem.networkFolder then
WeaponsSystem.networkFolder:Destroy()
end
WeaponsSystem.networkFolder = nil
WeaponsSystem.remoteEvents = {}
WeaponsSystem.remoteFunctions = {}
for _, connection in pairs(WeaponsSystem.connections) do
if typeof(connection) == "RBXScriptConnection" then
connection:Disconnect()
end
end
WeaponsSystem.connections = {}
end
function WeaponsSystem.getWeaponTypeFromTags(instance)
for _, tag in pairs(CollectionService:GetTags(instance)) do
local weaponTypeFound = WEAPON_TYPES_LOOKUP[tag]
if weaponTypeFound then
return weaponTypeFound
end
end
return nil
end
function WeaponsSystem.createWeaponForInstance(weaponInstance)
coroutine.wrap(function()
local weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance)
if not weaponType then
local weaponTypeObj = weaponInstance:WaitForChild("WeaponType")
if weaponTypeObj and weaponTypeObj:IsA("StringValue") then
local weaponTypeName = weaponTypeObj.Value
local weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName]
if not weaponTypeFound then
warn(string.format("Cannot find the weapon type \"%s\" for the instance %s!", weaponTypeName, weaponInstance:GetFullName()))
return
end
weaponType = weaponTypeFound
else
warn("Could not find a WeaponType tag or StringValue for the instance ", weaponInstance:GetFullName())
return
end
end
-- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue
-- making a new weapon if something else beat this iteration.
if WeaponsSystem.getWeaponForInstance(weaponInstance) then
warn("Already got ", weaponInstance:GetFullName())
warn(debug.traceback())
return
end
-- We should be pretty sure we got a valid weaponType by now
assert(weaponType, "Got invalid weaponType")
local weapon = weaponType.new(WeaponsSystem, weaponInstance)
WeaponsSystem.knownWeapons[weaponInstance] = weapon
end)()
end
function WeaponsSystem.getWeaponForInstance(weaponInstance)
if not typeof(weaponInstance) == "Instance" then
warn("WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.")
return nil
end
return WeaponsSystem.knownWeapons[weaponInstance]
end
|
-- PROBABLY WOULDNT TOUCH BELOW UNLESS YOU KNOW WHAT YOURE DOING | |
--[[
Calls any :finally handlers. We need this to be a separate method and
queue because we must call all of the finally callbacks upon a success,
failure, *and* cancellation.
]] |
function Promise.prototype:_finalize()
for _, callback in ipairs(self._queuedFinally) do
-- Purposefully not passing values to callbacks here, as it could be the
-- resolved values, or rejected errors. If the developer needs the values,
-- they should use :andThen or :catch explicitly.
coroutine.wrap(callback)(self._status)
end
self._queuedFinally = nil
self._queuedReject = nil
self._queuedResolve = nil
-- Clear references to other Promises to allow gc
if not Promise.TEST then
self._parent = nil
self._consumers = nil
end
end
|
-- Event Bindings |
DisplayNotification.OnClientEvent:connect(OnDisplayNotification)
DisplayVictory.OnClientEvent:connect(OnDisplayVictory)
DisplayScore.OnClientEvent:connect(OnScoreChange)
ResetMouseIcon.OnClientEvent:connect(OnResetMouseIcon)
return NotificationManager
|
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]] | --
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=100;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(5000);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=32;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=1300;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end; |
--[=[
Rounds down to the given precision
@param number number
@param precision number
@return number
]=] |
function Math.roundDown(number: number, precision: number): number
return math.floor(number/precision) * precision
end
return Math
|
-- For Robloxyton, by Celestus |
function OnClick()
local p = script.Parent.Parent.Door
for i=1, 30 do -- How many times it moves
p.CFrame = p.CFrame + Vector3.new(0.1, 0, 0) -- How far it will move each time
wait(.01) -- speed of each movement
end |
-- a modified version of nocollider's gore system |
local RenderDistance = 400
local Workspace = game:GetService("Workspace")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local Debris = game:GetService("Debris")
local Miscs = ReplicatedStorage:WaitForChild("Miscs")
local Remotes = ReplicatedStorage:WaitForChild("Remotes")
local Events = ReplicatedStorage:WaitForChild("Events")
local Modules = ReplicatedStorage:WaitForChild("Modules")
local Utilities = require(Modules.Utilities)
local Thread = Utilities.Thread
local Gibs = Miscs.Gibs
local GibsR15 = Miscs.GibsR15
local Skeleton = Miscs.Skeleton
local SkeletonR15 = Miscs.SkeletonR15
local Camera = Workspace.CurrentCamera
local Gib = Events.gib
local VisualizeGore = Remotes.VisualizeGore
local Joints = {}
local DamagedHeadParts = {"damaged.head.1", "damaged.head.2", "damaged.head.3"}
local Gore = {
["Head"] = {"damaged.head.bone.1", "damaged.head.bone.2"},
["Right Arm"] = {"damaged.right.arm.1", "damaged.right.arm.2", "damaged.right.arm.flesh.1", "damaged.right.arm.flesh.2"},
["Left Arm"] = {"damaged.left.arm.1", "damaged.left.arm.2", "damaged.left.arm.flesh.1", "damaged.left.arm.flesh.2"},
["Right Leg"] = {"damaged.right.leg.1", "damaged.right.leg.2", "damaged.right.leg.flesh.1", "damaged.right.leg.flesh.2"},
["Left Leg"] = {"damaged.left.leg.1", "damaged.left.leg.2", "damaged.left.leg.flesh.1", "damaged.left.leg.flesh.2"},
["Torso"] = {"damaged.torso", "damaged.torso.flesh", "damaged.torso.bone"},
}
local GoreR15 = {
["Head"] = {"damaged.head.bone.1", "damaged.head.bone.2"},
["RightUpperArm"] = {"damaged.right.upper.arm", "damaged.right.upper.arm.bone"},
["RightLowerArm"] = {"damaged.right.lower.arm", "damaged.right.lower.arm.flesh"},
["RightHand"] = {"damaged.right.hand"},
["LeftUpperArm"] = {"damaged.left.upper.arm", "damaged.left.upper.arm.bone"},
["LeftLowerArm"] = {"damaged.left.lower.arm", "damaged.left.lower.arm.flesh"},
["LeftHand"] = {"damaged.left.hand"},
["RightUpperLeg"] = {"damaged.right.upper.leg", "damaged.right.upper.leg.flesh"},
["RightLowerLeg"] = {"damaged.right.lower.leg", "damaged.right.lower.leg.flesh"},
["RightFoot"] = {"damaged.right.foot"},
["LeftUpperLeg"] = {"damaged.left.upper.leg", "damaged.left.upper.leg.flesh"},
["LeftLowerLeg"] = {"damaged.left.lower.leg", "damaged.left.lower.leg.flesh"},
["LeftFoot"] = {"damaged.left.foot"},
["UpperTorso"] = {"damaged.upper.torso", "damaged.upper.torso.bone"},
["LowerTorso"] = {"damaged.lower.torso", "damaged.lower.torso.flesh"},
}
local Bones = {
["Head"] = {"head"},
["Right Arm"] = {"right.arm"},
["Left Arm"] = {"left.arm"},
["Right Leg"] = {"right.leg"},
["Left Leg"] = {"left.leg"},
["Torso"] = {"torso"},
}
local BonesR15 = {
["Head"] = {"head"},
["RightUpperArm"] = {"right.upper.arm"},
["RightLowerArm"] = {"right.lower.arm"},
["RightHand"] = {"right.hand"},
["LeftUpperArm"] = {"left.upper.arm"},
["LeftLowerArm"] = {"left.lower.arm"},
["LeftHand"] = {"left.hand"},
["RightUpperLeg"] = {"right.upper.leg"},
["RightLowerLeg"] = {"right.lower.leg"},
["RightFoot"] = {"right.foot"},
["LeftUpperLeg"] = {"left.upper.leg"},
["LeftLowerLeg"] = {"left.lower.leg"},
["LeftFoot"] = {"left.foot"},
["UpperTorso"] = {"upper.torso"},
["LowerTorso"] = {"lower.torso"},
}
function DoOdds(Chances)
if Random.new():NextInteger(0, 100) <= Chances then
return true
end
return false
end
local function FullR6Gib(Joint, Ragdoll, GoreData)
if Ragdoll:FindFirstChild("Torso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then
Joint.Transparency = 1
local Tag = Instance.new("StringValue", Ragdoll)
Tag.Name = "gibbed"
local Decal = Joint:FindFirstChildOfClass("Decal")
if Decal then
Decal:Destroy()
end
if Joint.Name == "Head" then
local parts = Ragdoll:GetChildren()
for i = 1, #parts do
if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then
local handle = parts[i].Handle:Clone()
local children = handle:GetChildren()
for i = 1, #children do
if children[i]:IsA("Weld") then
children[i]:Destroy()
end
end
handle.CFrame = parts[i].Handle.CFrame
handle.CanCollide = true
handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25)
handle.Velocity = Vector3.new(
(math.random() - 0.5) * 25,
math.random(25, 50),
(math.random() - 0.5) * 25
)
handle.Parent = Ragdoll
parts[i].Handle.Transparency = 1
end
end
end
for _, Limb in pairs(Bones[Joint.Name]) do
local limb = Skeleton[Limb]:Clone()
limb.Anchored = true
limb.CanCollide = false
limb.Parent = Ragdoll
local offset = Skeleton.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame)
Joints[limb] = function() return Joint.CFrame * offset end
end
local Attachment = Instance.new("Attachment")
Attachment.CFrame = Joint.CFrame
Attachment.Parent = workspace.Terrain
local Sound = Instance.new("Sound",Attachment)
Sound.SoundId = "rbxassetid://"..GoreData[2][math.random(1, #GoreData[2])]
Sound.PlaybackSpeed = Random.new():NextNumber(GoreData[3], GoreData[4])
Sound.Volume = GoreData[5]
local function spawner()
local C = GoreData[6]:GetChildren()
for i = 1, #C do
if C[i].className == "ParticleEmitter" then
local count = 1
local Particle = C[i]:Clone()
Particle.Parent = Attachment
if Particle:FindFirstChild("EmitCount") then
count = Particle.EmitCount.Value
end
Thread:Delay(0.01, function()
Particle:Emit(count)
Debris:AddItem(Particle, Particle.Lifetime.Max)
end)
end
end
Sound:Play()
end
Thread:Spawn(spawner)
Debris:AddItem(Attachment, 10)
end
end
local function R6Gib(Joint, Ragdoll, GoreData)
if Ragdoll:FindFirstChild("Torso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then
Joint.Transparency = 1
local Tag = Instance.new("StringValue", Ragdoll)
Tag.Name = "gibbed"
local Decal = Joint:FindFirstChildOfClass("Decal")
if Decal then
Decal:Destroy()
end
if Joint.Name == "Head" then
local parts = Ragdoll:GetChildren()
for i = 1, #parts do
if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then
local handle = parts[i].Handle:Clone()
local children = handle:GetChildren()
for i = 1, #children do
if children[i]:IsA("Weld") then
children[i]:Destroy()
end
end
handle.CFrame = parts[i].Handle.CFrame
handle.CanCollide = true
handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25)
handle.Velocity = Vector3.new(
(math.random() - 0.5) * 25,
math.random(25, 50),
(math.random() - 0.5) * 25
)
handle.Parent = Ragdoll
parts[i].Handle.Transparency = 1
end
end
for _, headPart in pairs(DamagedHeadParts) do
local part = Gibs[headPart]:Clone()
part.Color = Joint.Color
part.CFrame = Joint.CFrame
part.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25)
part.Velocity = Vector3.new(
(math.random() - 0.5) * 25,
math.random(50, 100),
(math.random() - 0.5) * 25
)
part.Parent = Ragdoll
end
end
for _, Limb in pairs(Gore[Joint.Name]) do
local limb = Gibs[Limb]:Clone()
limb.Anchored = true
limb.CanCollide = false
if not (limb.Name:match("flesh") or limb.Name:match("bone")) then
limb.Color = Joint.Color
if not limb.Name:match("head") then
if limb.Name:match("leg") or limb.Name:match("foot") then
if Ragdoll:FindFirstChildOfClass("Pants") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate
end
else
if limb.Name:match("torso") then
if Ragdoll:FindFirstChildOfClass("Shirt") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate
else
if Ragdoll:FindFirstChildOfClass("Pants") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate
end
end
else
if Ragdoll:FindFirstChildOfClass("Shirt") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate
end
end
end
end
end
limb.Parent = Ragdoll
local offset = Gibs.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame)
Joints[limb] = function() return Joint.CFrame * offset end
end
local Attachment = Instance.new("Attachment")
Attachment.CFrame = Joint.CFrame
Attachment.Parent = workspace.Terrain
local Sound = Instance.new("Sound",Attachment)
Sound.SoundId = "rbxassetid://"..GoreData[2][math.random(1, #GoreData[2])]
Sound.PlaybackSpeed = Random.new():NextNumber(GoreData[3], GoreData[4])
Sound.Volume = GoreData[5]
local function spawner()
local C = GoreData[6]:GetChildren()
for i = 1, #C do
if C[i].className == "ParticleEmitter" then
local count = 1
local Particle = C[i]:Clone()
Particle.Parent = Attachment
if Particle:FindFirstChild("EmitCount") then
count = Particle.EmitCount.Value
end
Thread:Delay(0.01, function()
Particle:Emit(count)
Debris:AddItem(Particle, Particle.Lifetime.Max)
end)
end
end
Sound:Play()
end
Thread:Spawn(spawner)
Debris:AddItem(Attachment, 10)
end
end
local function FullR15Gib(Joint, Ragdoll, GoreData)
if Ragdoll:FindFirstChild("UpperTorso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then
Joint.Transparency = 1
local Tag = Instance.new("StringValue", Ragdoll)
Tag.Name = "gibbed"
local Decal = Joint:FindFirstChildOfClass("Decal")
if Decal then
Decal:Destroy()
end
if Joint.Name == "Head" then
local parts = Ragdoll:GetChildren()
for i = 1, #parts do
if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then
local handle = parts[i].Handle:Clone()
local children = handle:GetChildren()
for i = 1, #children do
if children[i]:IsA("Weld") then
children[i]:Destroy()
end
end
handle.CFrame = parts[i].Handle.CFrame
handle.CanCollide = true
handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25)
handle.Velocity = Vector3.new(
(math.random() - 0.5) * 25,
math.random(25, 50),
(math.random() - 0.5) * 25
)
handle.Parent = Ragdoll
parts[i].Handle.Transparency = 1
end
end
end
for _, Limb in pairs(BonesR15[Joint.Name]) do
local limb = SkeletonR15[Limb]:Clone()
limb.Anchored = true
limb.CanCollide = false
limb.Parent = Ragdoll
local offset = SkeletonR15.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame)
Joints[limb] = function() return Joint.CFrame * offset end
end
local Attachment = Instance.new("Attachment")
Attachment.CFrame = Joint.CFrame
Attachment.Parent = workspace.Terrain
local Sound = Instance.new("Sound",Attachment)
Sound.SoundId = "rbxassetid://"..GoreData[2][math.random(1, #GoreData[2])]
Sound.PlaybackSpeed = Random.new():NextNumber(GoreData[3], GoreData[4])
Sound.Volume = GoreData[5]
local function spawner()
local C = GoreData[6]:GetChildren()
for i = 1, #C do
if C[i].className == "ParticleEmitter" then
local count = 1
local Particle = C[i]:Clone()
Particle.Parent = Attachment
if Particle:FindFirstChild("EmitCount") then
count = Particle.EmitCount.Value
end
Thread:Delay(0.01, function()
Particle:Emit(count)
Debris:AddItem(Particle, Particle.Lifetime.Max)
end)
end
end
Sound:Play()
end
Thread:Spawn(spawner)
Debris:AddItem(Attachment, 10)
end
end
local function R15Gib(Joint, Ragdoll, GoreData)
if Ragdoll:FindFirstChild("UpperTorso") and Joint.Transparency ~= 1 and not Ragdoll:FindFirstChild("gibbed") and (Joint.Position - Camera.CFrame.p).Magnitude <= RenderDistance then
Joint.Transparency = 1
local Tag = Instance.new("StringValue", Ragdoll)
Tag.Name = "gibbed"
local Decal = Joint:FindFirstChildOfClass("Decal")
if Decal then
Decal:Destroy()
end
if Joint.Name == "Head" then
local parts = Ragdoll:GetChildren()
for i = 1, #parts do
if parts[i]:IsA("Hat") or parts[i]:IsA("Accessory") then
local handle = parts[i].Handle:Clone()
local children = handle:GetChildren()
for i = 1, #children do
if children[i]:IsA("Weld") then
children[i]:Destroy()
end
end
handle.CFrame = parts[i].Handle.CFrame
handle.CanCollide = true
handle.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25)
handle.Velocity = Vector3.new(
(math.random() - 0.5) * 25,
math.random(25, 50),
(math.random() - 0.5) * 25
)
handle.Parent = Ragdoll
parts[i].Handle.Transparency = 1
end
end
for _, headPart in pairs(DamagedHeadParts) do
local part = Gibs[headPart]:Clone()
part.Color = Joint.Color
part.CFrame = Joint.CFrame
part.RotVelocity = Vector3.new((math.random() - 0.5) * 25, (math.random() - 0.5) * 25, (math.random() - 0.5) * 25)
part.Velocity = Vector3.new(
(math.random() - 0.5) * 25,
math.random(50, 100),
(math.random() - 0.5) * 25
)
part.Parent = Ragdoll
end
end
for _, Limb in pairs(GoreR15[Joint.Name]) do
local limb = GibsR15[Limb]:Clone()
limb.Anchored = true
limb.CanCollide = false
if not (limb.Name:match("flesh") or limb.Name:match("bone")) then
limb.Color = Joint.Color
if not limb.Name:match("head") then
if limb.Name:match("leg") or limb.Name:match("foot") then
if Ragdoll:FindFirstChildOfClass("Pants") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate
end
else
if limb.Name:match("torso") then
if Ragdoll:FindFirstChildOfClass("Shirt") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate
else
if Ragdoll:FindFirstChildOfClass("Pants") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Pants").PantsTemplate
end
end
else
if Ragdoll:FindFirstChildOfClass("Shirt") then
limb.TextureID = Ragdoll:FindFirstChildOfClass("Shirt").ShirtTemplate
end
end
end
end
end
limb.Parent = Ragdoll
local offset = GibsR15.rig[Joint.Name].CFrame:ToObjectSpace(limb.CFrame)
Joints[limb] = function() return Joint.CFrame * offset end
end
local Attachment = Instance.new("Attachment")
Attachment.CFrame = Joint.CFrame
Attachment.Parent = workspace.Terrain
local Sound = Instance.new("Sound",Attachment)
Sound.SoundId = "rbxassetid://"..GoreData[2][math.random(1,#GoreData[2])]
Sound.PlaybackSpeed = Random.new():NextNumber(GoreData[3], GoreData[4])
Sound.Volume = GoreData[5]
local function spawner()
local C = GoreData[6]:GetChildren()
for i = 1, #C do
if C[i].className == "ParticleEmitter" then
local count = 1
local Particle = C[i]:Clone()
Particle.Parent = Attachment
if Particle:FindFirstChild("EmitCount") then
count = Particle.EmitCount.Value
end
Thread:Delay(0.01, function()
Particle:Emit(count)
Debris:AddItem(Particle, Particle.Lifetime.Max)
end)
end
end
Sound:Play()
end
Thread:Spawn(spawner)
Debris:AddItem(Attachment, 10)
end
end
local function GibJoint(Joint, Ragdoll, GoreData)
if GoreData[1] then
if Ragdoll:FindFirstChildOfClass("Humanoid") then
if Ragdoll:FindFirstChildOfClass("Humanoid").RigType == Enum.HumanoidRigType.R6 then
if DoOdds(GoreData[7]) then
FullR6Gib(Joint, Ragdoll, GoreData)
else
R6Gib(Joint, Ragdoll, GoreData)
end
else
if DoOdds(GoreData[7]) then
FullR15Gib(Joint, Ragdoll, GoreData)
else
R15Gib(Joint, Ragdoll, GoreData)
end
end
end
end
end
Gib.Event:Connect(GibJoint)
VisualizeGore.OnClientEvent:Connect(GibJoint)
RunService.RenderStepped:Connect(function(dt)
for part, cframe in next, Joints do
part.CFrame = cframe()
end
end)
|
-- Ring3 descending |
for l = 1,#lifts3 do
if (lifts3[l].className == "Part") then
lifts3[l].BodyPosition.position = Vector3.new((lifts3[l].BodyPosition.position.x),(lifts3[l].BodyPosition.position.y-4),(lifts3[l].BodyPosition.position.z))
end
end
wait(0.1)
for p = 1,#parts3 do
parts3[p].CanCollide = false
end
wait(0.1)
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
RunService = game:GetService("RunService")
UserInputService = game:GetService("UserInputService")
Animations = {}
LocalObjects = {}
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
InputCheck = Instance.new("ScreenGui")
InputCheck.Name = "InputCheck"
InputButton = Instance.new("ImageButton")
InputButton.Name = "InputButton"
InputButton.Image = ""
InputButton.BackgroundTransparency = 1
InputButton.ImageTransparency = 1
InputButton.Size = UDim2.new(1, 0, 1, 0)
InputButton.Parent = InputCheck
Rate = (1 / 60)
ToolEquipped = false
function SetAnimation(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
local AnimationTrack = Humanoid:LoadAnimation(value.Animation)
table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed)
elseif mode == "StopAnimation" and value then
for i, v in pairs(Animations) do
if v.Animation == value.Animation then
v.AnimationTrack:Stop(value.FadeTime)
table.remove(Animations, i)
end
end
end
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
ToolEquipped = true
if not CheckIfAlive() then
return
end
Spawn(function()
PlayerMouse = Player:GetMouse()
Mouse.Button1Down:connect(function()
InvokeServer("Button1Click", {Down = true})
end)
Mouse.Button1Up:connect(function()
InvokeServer("Button1Click", {Down = false})
end)
local PlayerGui = Player:FindFirstChild("PlayerGui")
if PlayerGui then
if UserInputService.TouchEnabled then
InputCheckClone = InputCheck:Clone()
InputCheckClone.InputButton.InputBegan:connect(function()
InvokeServer("Button1Click", {Down = true})
end)
InputCheckClone.InputButton.InputEnded:connect(function()
InvokeServer("Button1Click", {Down = false})
end)
InputCheckClone.Parent = PlayerGui
end
end
end)
end
function Unequipped()
LocalObjects = {}
if InputCheckClone and InputCheckClone.Parent then
InputCheckClone:Destroy()
end
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
for i, v in pairs({ObjectLocalTransparencyModifier}) do
if v then
v:disconnect()
end
end
Animations = {}
ToolEquipped = false
end
function InvokeServer(mode, value)
pcall(function()
local ServerReturn = ServerControl:InvokeServer(mode, value)
return ServerReturn
end)
end
function OnClientInvoke(mode, value)
if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then
SetAnimation("PlayAnimation", value)
elseif mode == "StopAnimation" and value then
SetAnimation("StopAnimation", value)
elseif mode == "PlaySound" and value then
value:Play()
elseif mode == "StopSound" and value then
value:Stop()
elseif mode == "MousePosition" then
if not PlayerMouse and CheckIfAlive() then
PlayerMouse = Player:GetMouse()
end
return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}
elseif mode == "SetLocalTransparencyModifier" and value and ToolEquipped then
pcall(function()
local ObjectFound = false
for i, v in pairs(LocalObjects) do
if v == value then
ObjectFound = true
end
end
if not ObjectFound then
table.insert(LocalObjects, value)
if ObjectLocalTransparencyModifier then
ObjectLocalTransparencyModifier:disconnect()
end
ObjectLocalTransparencyModifier = RunService.RenderStepped:connect(function()
for i, v in pairs(LocalObjects) do
if v.Object and v.Object.Parent then
local CurrentTransparency = v.Object.LocalTransparencyModifier
if ((not v.AutoUpdate and (CurrentTransparency == 1 or CurrentTransparency == 0)) or v.AutoUpdate) then
v.Object.LocalTransparencyModifier = v.Transparency
end
else
table.remove(LocalObjects, i)
end
end
end)
end
end)
end
end
ClientControl.OnClientInvoke = OnClientInvoke
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--// H key, Man |
mouse.KeyDown:connect(function(key)
if key=="h" then
veh.Lightbar.middle.Manual:Play()
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.Volume = 0
end
end)
|
----[[ Color Settings ]] |
module.BackGroundColor = Color3.new(0, 0, 0)
module.DefaultMessageColor = Color3.new(1, 0.666667, 0)
module.DefaultChatColor = Color3.fromRGB(255, 170, 0)
module.DefaultNameColor = Color3.new(0.333333, 0.666667, 0.498039)
module.ChatBarBackGroundColor = Color3.new(0, 0, 0)
module.ChatBarBoxColor = Color3.new(1, 1, 1)
module.ChatBarTextColor = Color3.new(0, 0, 0)
module.ChannelsTabUnselectedColor = Color3.new(0, 0, 0)
module.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255)
module.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142)
module.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102)
module.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50)
module.DefaultPrefix = ""
module.DefaultPrefixColor = Color3.fromRGB(255,255,255)
|
--[[
Stores 'sensible default' properties to be applied to instances created by
the New function.
]] |
local ENABLE_SENSIBLE_DEFAULTS = true
if ENABLE_SENSIBLE_DEFAULTS then
return {
ScreenGui = {
ResetOnSpawn = false,
ZIndexBehavior = "Sibling"
},
BillboardGui = {
ResetOnSpawn = false,
ZIndexBehavior = "Sibling"
},
SurfaceGui = {
ResetOnSpawn = false,
ZIndexBehavior = "Sibling",
SizingMode = "PixelsPerStud",
PixelsPerStud = 50
},
Frame = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0
},
ScrollingFrame = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0,
ScrollBarImageColor3 = Color3.new(0, 0, 0)
},
TextLabel = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0,
Font = "SourceSans",
Text = "",
TextColor3 = Color3.new(0, 0, 0),
TextSize = 14
},
TextButton = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0,
AutoButtonColor = false,
Font = "SourceSans",
Text = "",
TextColor3 = Color3.new(0, 0, 0),
TextSize = 14
},
TextBox = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0,
ClearTextOnFocus = false,
Font = "SourceSans",
Text = "",
TextColor3 = Color3.new(0, 0, 0),
TextSize = 14
},
ImageLabel = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0
},
ImageButton = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0,
AutoButtonColor = false
},
ViewportFrame = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0
},
VideoFrame = {
BackgroundColor3 = Color3.new(1, 1, 1),
BorderColor3 = Color3.new(0, 0, 0),
BorderSizePixel = 0
}
}
else
return {}
end
|
--Don't worry about the rest of the code, except for line 25. |
game.Players.PlayerAdded:connect(function(player)
local leader = Instance.new("Folder",player)
leader.Name = "leaderstats"
local Joins = Instance.new("IntValue",leader)
Joins.Name = stat
Joins.Value = ds:GetAsync(player.UserId) or startamount
ds:SetAsync(player.UserId, Joins.Value)
Joins.Changed:connect(function()
ds:SetAsync(player.UserId, Joins.Value)
end)
end)
game.Players.PlayerRemoving:connect(function(player)
ds:SetAsync(player.UserId, player.leaderstats.Joins.Value) --Change "Points" to the name of your leaderstat.
end)
|
----- Script: ----- |
Button.Activated:Connect(function()
----- Script: -----
InformationData.Case.Value = CaseData.Case.Value
InformationImage.Image = Image.Image
InformationVariables.CommunPorcentage.Text = CaseData.CommunPorcentage.Value
InformationVariables.UncommunPorcentage.Text = CaseData.UncommunPorcentage.Value
InformationVariables.RarePorcentage.Text = CaseData.RarePorcentage.Value
InformationVariables.LegendaryPorcentage.Text = CaseData.LegendaryPorcentage.Value
end)
local function UpdateQuantityText ()
Variables.QuantityText.Text = Package.Value
if Package.Value == 0 then
Button.Visible = false
else
Button.Visible = true
end
end
Package.Changed:Connect(UpdateQuantityText)
UpdateQuantityText()
|
-- Constants |
local Local_Player = PlayersService.LocalPlayer
|
--TimedOut
--* called when the player took too long to choose an option. |
function Interface.TimedOut()
end
|
--[=[
Observes percent visibility
@param basicPane BasicPane
@return Observable<number>
]=] |
function BasicPaneUtils.observePercentVisible(basicPane)
assert(BasicPane.isBasicPane(basicPane), "Bad BasicPane")
return BasicPaneUtils.observeVisible(basicPane):Pipe({
Rx.map(function(visible)
return visible and 1 or 0
end);
Rx.startWith({0}); -- Ensure fade in every time.
})
end
|
--------LEFT DOOR -------- |
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) |
-- Types of joints to assume should be preserved |
local ManualJointTypes = Support.FlipTable { 'Weld', 'ManualWeld', 'ManualGlue', 'Motor', 'Motor6D' };
function SearchJoints(Haystack, Part, Whitelist)
-- Searches for and returns manual joints in `Haystack` involving `Part` and other parts in `Whitelist`
local Joints = {};
-- Search the haystack for joints involving `Part`
for _, Item in pairs(GetChildren(Haystack)) do
-- Check if this item is a manual, intentional joint
if ManualJointTypes[Item.ClassName] and
(Whitelist[Item.Part0] and Whitelist[Item.Part1]) then
-- Save joint and state if intentional
Joints[Item] = Item.Parent;
end;
end;
-- Return the found joints
return Joints;
end;
function RestoreJoints(Joints)
-- Restores the joints from the given `Joints` data
-- Restore each joint
for Joint, JointParent in pairs(Joints) do
Joint.Parent = JointParent;
end;
end;
function PreserveJoints(Part, Whitelist)
-- Preserves and returns intentional joints of `Part` connecting parts in `Whitelist`
-- Get the part's joints
local Joints = GetPartJoints(Part, Whitelist);
-- Save the joints from being broken
for Joint in pairs(Joints) do
Joint.Parent = nil;
end;
-- Return the joints
return Joints;
end;
function CreatePart(PartType)
-- Creates and returns new part based on `PartType` with sensible defaults
local NewPart
if PartType == 'Normal' then
NewPart = Instance.new('Part')
NewPart.Size = Vector3.new(4, 1, 2)
elseif PartType == 'Truss' then
NewPart = Instance.new('TrussPart')
elseif PartType == 'Wedge' then
NewPart = Instance.new('WedgePart')
NewPart.Size = Vector3.new(4, 1, 2)
elseif PartType == 'Corner' then
NewPart = Instance.new('CornerWedgePart')
elseif PartType == 'Cylinder' then
NewPart = Instance.new('Part')
NewPart.Shape = 'Cylinder'
NewPart.Size = Vector3.new(2, 2, 2)
elseif PartType == 'Ball' then
NewPart = Instance.new('Part')
NewPart.Shape = 'Ball'
elseif PartType == 'Seat' then
NewPart = Instance.new('Seat')
NewPart.Size = Vector3.new(4, 1, 2)
elseif PartType == 'Vehicle Seat' then
NewPart = Instance.new('VehicleSeat')
NewPart.Size = Vector3.new(4, 1, 2)
elseif PartType == 'Spawn' then
NewPart = Instance.new('SpawnLocation')
NewPart.Size = Vector3.new(4, 1, 2)
end
-- Make part surfaces smooth
NewPart.TopSurface = Enum.SurfaceType.Smooth;
NewPart.BottomSurface = Enum.SurfaceType.Smooth;
-- Make sure the part is anchored
NewPart.Anchored = true
return NewPart
end
|
-- Services |
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local PhysicsService = game:GetService("PhysicsService")
|
--------------------) |
i = true
script.Parent[ZoneModelName]:MoveTo(Vector3.new(0,10000,0))
script.Parent[ZoneModelName]:Clone().Parent = game.ServerStorage
script.Parent.RemoteEvent.OnServerEvent:Connect(function(plr,X,Y,Z)
if i then i = false
local zone = game.ServerStorage:WaitForChild(ZoneModelName):Clone()
zone.Parent = game.Workspace
zone.PrimaryPart = zone.Main
zone:SetPrimaryPartCFrame(CFrame.new(Vector3.new(X,Y+1,Z)))
zone.Main.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild(MobHumanoidName) then
hit.Parent[MobHumanoidName].Health = hit.Parent[MobHumanoidName].Health-Damage
end
end)
wait(Cooldown)
i = true
end
end)
|
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- |
runService.RenderStepped:connect(function()
if running then
updatechar()
CamPos = CamPos + (TargetCamPos - CamPos) *0.28
AngleX = AngleX + (TargetAngleX - AngleX) *0.35
local dist = TargetAngleY - AngleY
dist = math.abs(dist) > 180 and dist - (dist / math.abs(dist)) * 360 or dist
AngleY = (AngleY + dist *0.35) %360
cam.CameraType = Enum.CameraType.Scriptable
cam.CoordinateFrame = CFrame.new(head.Position)
* CFrame.Angles(0,math.rad(AngleY),0)
* CFrame.Angles(math.rad(AngleX),0,0)
* HeadOffset -- offset
humanoidpart.CFrame=CFrame.new(humanoidpart.Position)*CFrame.Angles(0,math.rad(AngleY),0)
else game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default
end
if (cam.Focus.p-cam.CoordinateFrame.p).magnitude < 1 then
running = false
else
running = true
if freemouse == true then
game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.Default
else
game:GetService("UserInputService").MouseBehavior = Enum.MouseBehavior.LockCenter
end
end
if not CanToggleMouse.allowed then
freemouse = false
end
cam.FieldOfView = FieldOfView
if walkspeeds.enabled then
if w and s then return end
if w and not lshift then
FieldOfView = lerp(FieldOfView, defFOV,easingtime)
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.walkingspeed,easingtime)
elseif w and a then
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.diagonalspeed,easingtime)
elseif w and d then
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.diagonalspeed,easingtime)
elseif s then
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.backwardsspeed,easingtime)
elseif s and a then
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.backwardsspeed - (walkspeeds.diagonalspeed - walkspeeds.backwardsspeed),easingtime)
elseif s and d then
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.backwardsspeed - (walkspeeds.diagonalspeed - walkspeeds.backwardsspeed),easingtime)
elseif d then
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.sidewaysspeed,easingtime)
elseif a then
human.WalkSpeed = lerp(human.WalkSpeed,walkspeeds.sidewaysspeed,easingtime)
end
if lshift and w then
FieldOfView = lerp(FieldOfView, walkspeeds.runningFOV,easingtime)
human.WalkSpeed = lerp(human.WalkSpeed,human.WalkSpeed + (walkspeeds.runningspeed - human.WalkSpeed),easingtime)
end
end
end)
|
--[[
[Whether rotation follows the camera or the mouse.]
[Useful with tools if true, but camera tracking runs smoother.]
--]] |
local MseGuide = false |
--// Extras |
WalkAnimEnabled = true; -- Set to false to disable walking animation, true to enable
SwayEnabled = true; -- Set to false to disable sway, true to enable
TacticalModeEnabled = true; -- SET THIS TO TRUE TO TURN ON TACTICAL MODEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
|
--Required Modules |
local modules = script.Parent
local status = require(modules.Status)
local core = require(modules.CoreModule)
local marine = script.Parent.Parent.Parent
local myHuman = marine.Humanoid
local myRoot = marine.HumanoidRootPart
local m4 = marine.M4
local reloadSound = m4.Reload
local magazine = marine.Mag
local myHead = marine.Head
local myTorso = marine.Torso
local neck = myTorso.Neck
local lShoulder = myTorso["Left Shoulder"]
local rShoulder = myTorso["Right Shoulder"]
local lArmWeld = myTorso["Left Arm Weld"]
local rArmWeld = myTorso["Right Arm Weld"]
local lArm = marine["Left Arm"]
local rArm = marine["Right Arm"]
local m4Weld = m4["M4 Weld"]
|
-- tu dois assigner la bonne couleur |
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent.Name
local normalBorderColor = script.Parent.Border.ImageColor3
function Click(mouse)
if game.Players[plr].TeamColor ~= game.Teams:FindFirstChild(script.Parent.Name).TeamColor then
game.Players[plr].TeamColor = game.Teams:FindFirstChild(script.Parent.Name).TeamColor
script.Parent.Border.ImageColor3 = Color3.new(0.333333, 1, 0)
wait(.25)
script.Parent.Border.ImageColor3 = normalBorderColor
wait(.1)
script.Parent.Parent.Parent.Parent.Parent.Parent.Parent.Character.Humanoid.Health = 0
else
script.Parent.Border.ImageColor3 = Color3.new(1, 0, 0)
wait(.25)
script.Parent.Border.ImageColor3 = normalBorderColor
wait(.1)
end
end
script.Parent.MouseButton1Click:connect(Click)
|
--/////////// CONFIGURATIONS \\\\\\\\\\\\\\\\\ |
local sensitivity = 1 -- how quick/snappy the sway movements are. Don't go above 2
local swaysize = 1 -- how large/powerful the sway is. Don't go above 2
local includestrafe = true -- if true the fps arms will sway when the character is strafing
local includewalksway = true -- if true, fps arms will sway when you are walking
local includecamerasway = true -- if true, fps arms will sway when you move the camera
local includejumpsway = true -- if true, jumping will have an effect on the viewmodel
local headoffset = Vector3.new(0,0,0) -- the offset from the default camera position of the head. (0,1,0) will put the camera one stud above the head.
local firstperson_arm_transparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible.
local firstperson_waist_movements_enabled = false -- if true, animations will affect the Uppertorso. If false, the uppertorso stays still while in first person (applies to R15 only)
|
-- CONNECTIONS |
local iconCreationCount = 0
IconController.iconAdded:Connect(function(icon)
topbarIcons[icon] = true
if IconController.gameTheme then
icon:setTheme(IconController.gameTheme)
end
icon.updated:Connect(function()
IconController.updateTopbar()
end)
-- When this icon is selected, deselect other icons if necessary
icon.selected:Connect(function()
local allIcons = IconController.getIcons()
for _, otherIcon in pairs(allIcons) do
if icon.deselectWhenOtherIconSelected and otherIcon ~= icon and otherIcon.deselectWhenOtherIconSelected and otherIcon:getToggleState() == "selected" then
otherIcon:deselect(icon)
end
end
end)
-- Order by creation if no order specified
iconCreationCount = iconCreationCount + 1
icon:setOrder(iconCreationCount)
-- Apply controller view if enabled
if IconController.controllerModeEnabled then
IconController._enableControllerModeForIcon(icon, true)
end
IconController:_updateSelectionGroup()
IconController.updateTopbar()
end)
IconController.iconRemoved:Connect(function(icon)
topbarIcons[icon] = nil
icon:setEnabled(false)
icon:deselect()
icon.updated:Fire()
IconController:_updateSelectionGroup()
end)
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(bindCamera)
|
--// skeleton script for the actual health charger module
--// i could make this even more modular but idk |
local SSS = game:GetService("ServerScriptService")
local HealthChargerMain = require(SSS.HealthCharger)
local MainPart = script.Parent
local ProxPrompt = MainPart.healthPrompt
local Beam = MainPart.Beam
local Particles = MainPart.BeamAttachment.Particles
ProxPrompt.Triggered:Connect(function(player)
HealthChargerMain.OnInteract(player, Beam, Particles)
end)
ProxPrompt.TriggerEnded:Connect(function(player)
print(player)
HealthChargerMain.OnEndedInteract(player)
end)
|
--------- MODULE BEGIN --------- |
local richText = {}
local textService = game:GetService("TextService")
local runService = game:GetService("RunService")
local animationCount = 0
function getLayerCollector(frame)
if not frame then
return nil
elseif frame:IsA("LayerCollector") then
return frame
elseif frame and frame.Parent then
return getLayerCollector(frame.Parent)
else
return nil
end
end
function shallowCopy(tab)
local ret = {}
for key, value in pairs(tab) do
ret[key] = value
end
return ret
end
function getColorFromString(value)
if colors[value] then
return colors[value]
else
local r, g, b = value:match("(%d+),(%d+),(%d+)")
return Color3.new(r / 255, g / 255, b / 255)
end
end
function getVector2FromString(value)
local x, y = value:match("(%d+),(%d+)")
return Vector2.new(x, y)
end
function richText:New(frame, text, startingProperties)
for _, v in pairs(frame:GetChildren()) do
v:Destroy()
end
local properties = {}
local defaultProperties = {}
local lineFrames = {}
local textFrames = {}
local frameProperties = {}
local linePosition = 0
local textLabel = Instance.new("TextLabel")
local imageLabel = Instance.new("ImageLabel")
local layerCollector = getLayerCollector(frame)
local applyProperty, applyMarkup, formatLabel, printText, printImage, printSeries
----- Apply properties / markups -----
function applyMarkup(key, value)
key = propertyShortcuts[key] or key
if value == "/" then
if defaultProperties[key] then
value = defaultProperties[key]
else
warn("Attempt to default <"..key.."> to value with no default")
end
end
if tonumber(value) then
value = tonumber(value)
elseif value == "false" or value == "true" then
value = value == "true"
end
properties[key] = value
if applyProperty(key, value) then
-- Ok
elseif defaults[key] then
-- Ok
elseif key == "Img" then
printImage(value)
else
-- Unknown value
return false
end
return true
end
function applyProperty(name, value, frame)
local propertyType
local ret = false
for _, label in pairs(frame and {frame} or {textLabel, imageLabel}) do
local isProperty = pcall(function() propertyType = typeof(label[name]) end) -- is there a better way to check if it's a property?
if isProperty then
if propertyType == "Color3" then
label[name] = getColorFromString(value)
elseif propertyType == "Vector2" then
label[name] = getVector2FromString(value)
else
label[name] = value
end
ret = true
end
end
return ret
end
----- Set up default properties -----
for name, value in pairs(defaults) do
applyMarkup(name, value)
defaultProperties[propertyShortcuts[name] or name] = properties[propertyShortcuts[name] or name]
end
for name, value in pairs(startingProperties or {}) do
applyMarkup(name, value)
defaultProperties[propertyShortcuts[name] or name] = properties[propertyShortcuts[name] or name]
end
----- Lines -----
local function newLine()
local lineFrame = Instance.new("Frame")
lineFrame.Name = string.format("Line%03d", #lineFrames + 1)
lineFrame.Size = UDim2.new(0, 0, 0, 0)
lineFrame.BackgroundTransparency = 1
local textContainer = Instance.new("Frame", lineFrame)
textContainer.Name = "Container"
textContainer.Size = UDim2.new(0, 0, 0, 0)
textContainer.BackgroundTransparency = 1
if properties.ContainerHorizontalAlignment == "Left" then
textContainer.AnchorPoint = Vector2.new(0, 0)
textContainer.Position = UDim2.new(0, 0, 0, 0)
elseif properties.ContainerHorizontalAlignment == "Center" then
textContainer.AnchorPoint = Vector2.new(0.5, 0)
textContainer.Position = UDim2.new(0.5, 0, 0, 0)
elseif properties.ContainerHorizontalAlignment == "Right" then
textContainer.AnchorPoint = Vector2.new(1, 0)
textContainer.Position = UDim2.new(1, 0, 0, 0)
end
lineFrame.Parent = frame
table.insert(lineFrames, lineFrame)
textFrames[#lineFrames] = {}
linePosition = 0
end
newLine()
----- Get vertical size -----
local function getTextSize()
if properties.TextScaled == true then
local relativeHeight
if properties.TextScaleRelativeTo == "Screen" then
relativeHeight = layerCollector.AbsoluteSize.Y
elseif properties.TextScaleRelativeTo == "Frame" then
relativeHeight = frame.AbsoluteSize.Y
end
return math.min(properties.TextScale * relativeHeight, 100)
else
return properties.TextSize
end
end
----- Label printing -----
local function addFrameProperties(frame)
frameProperties[frame] = shallowCopy(properties)
frameProperties[frame].InitialSize = frame.Size
frameProperties[frame].InitialPosition = frame.Position
frameProperties[frame].InitialAnchorPoint = frame.AnchorPoint
end
function formatLabel(newLabel, labelHeight, labelWidth, endOfLineCallback)
local lineFrame = lineFrames[#lineFrames]
local verticalAlignment = tostring(properties.TextYAlignment)
if verticalAlignment == "Top" then
newLabel.Position = UDim2.new(0, linePosition, 0, 0)
newLabel.AnchorPoint = Vector2.new(0, 0)
elseif verticalAlignment == "Center" then
newLabel.Position = UDim2.new(0, linePosition, 0.5, 0)
newLabel.AnchorPoint = Vector2.new(0, 0.5)
elseif verticalAlignment == "Bottom" then
newLabel.Position = UDim2.new(0, linePosition, 1, 0)
newLabel.AnchorPoint = Vector2.new(0, 1)
end
linePosition = linePosition + labelWidth
if linePosition > frame.AbsoluteSize.X and not (linePosition == labelWidth) then
-- Newline, get rid of label and redo on next line
newLabel:Destroy()
local lastLabel = textFrames[#lineFrames][#textFrames[#lineFrames]]
if lastLabel:IsA("TextLabel") and lastLabel.Text == " " then -- get rid of trailing space
lineFrame.Container.Size = UDim2.new(0, linePosition - labelWidth - lastLabel.Size.X.Offset, 1, 0)
lastLabel:Destroy()
table.remove(textFrames[#lineFrames])
end
newLine()
endOfLineCallback()
else
-- Label is ok
newLabel.Size = UDim2.new(0, labelWidth, 0, labelHeight)
lineFrame.Container.Size = UDim2.new(0, linePosition, 1, 0)
lineFrame.Size = UDim2.new(1, 0, 0, math.max(lineFrame.Size.Y.Offset, labelHeight))
newLabel.Name = string.format("Group%03d", #textFrames[#lineFrames] + 1)
newLabel.Parent = lineFrame.Container
table.insert(textFrames[#lineFrames], newLabel)
addFrameProperties(newLabel)
properties.AnimateYield = 0
end
end
function printText(text)
if text == "\n" then
newLine()
return
elseif text == " " and linePosition == 0 then
return
end
local textSize = getTextSize()
local textWidth = textService:GetTextSize(text, textSize, textLabel.Font, Vector2.new(layerCollector.AbsoluteSize.X, textSize)).X
local newTextLabel = textLabel:Clone()
newTextLabel.TextScaled = false
newTextLabel.TextSize = textSize
newTextLabel.Text = text -- This text is never actually displayed. We just use it as a reference for knowing what the group string is.
newTextLabel.TextTransparency = 1
newTextLabel.TextStrokeTransparency = 1
-- Keep the real text in individual frames per character:
local charPos = 0
for i = 1, utf8.len(text), 1 do
local character = string.sub(text, i, i)
local characterWidth = textService:GetTextSize(character, textSize, textLabel.Font, Vector2.new(layerCollector.AbsoluteSize.X, textSize)).X
local characterLabel = textLabel:Clone()
characterLabel.Text = character
characterLabel.TextScaled = false
characterLabel.TextSize = textSize
characterLabel.Position = UDim2.new(0, charPos, 0, 0)
characterLabel.Size = UDim2.new(0, characterWidth, 0, textSize)
characterLabel.Name = string.format("Char%03d", i)
characterLabel.Parent = newTextLabel
characterLabel.Visible = false
addFrameProperties(characterLabel)
charPos = charPos + characterWidth
end
formatLabel(newTextLabel, textSize, textWidth, function() printText(text) end)
end
function printImage(imageId)
local imageHeight = getTextSize()
local imageWidth = imageHeight -- Would be nice if we could get aspect ratio of image to get width properly.
local newImageLabel = imageLabel:Clone()
newImageLabel.Image = "rbxassetid://"..(images[imageId] or imageId)
newImageLabel.Size = UDim2.new(0, imageHeight, 0, imageWidth)
newImageLabel.Visible = false
formatLabel(newImageLabel, imageHeight, imageWidth, function() printImage(imageId) end)
end
function printSeries(labelSeries)
for _, t in pairs(labelSeries) do
local markupKey, markupValue = string.match(t, "<(.+)=(.+)>")
if markupKey and markupValue then
if not applyMarkup(markupKey, markupValue) then
warn("Could not apply markup: ", t)
end
else
printText(t)
end
end
end
----- Text traversal + parsing -----
local textPos = 1
local textLength = utf8.len(text)
local labelSeries = {}
while textPos and textPos <= textLength do
local nextMarkupStart, nextMarkupEnd = string.find(text, "<.->", textPos)
local nextSpaceStart, nextSpaceEnd = string.find(text, "[ \t\n]", textPos)
local nextBreakStart, nextBreakEnd, breakIsWhitespace
if nextMarkupStart and nextMarkupEnd and (not nextSpaceStart or nextMarkupStart < nextSpaceStart) then
nextBreakStart, nextBreakEnd = nextMarkupStart, nextMarkupEnd
else
nextBreakStart, nextBreakEnd = nextSpaceStart or textLength + 1, nextSpaceEnd or textLength + 1
breakIsWhitespace = true
end
local nextWord = nextBreakStart > textPos and string.sub(text, textPos, nextBreakStart - 1) or nil
local nextBreak = nextBreakStart <= textLength and string.sub(text, nextBreakStart, nextBreakEnd) or nil
table.insert(labelSeries, nextWord)
if breakIsWhitespace then
printSeries(labelSeries)
printSeries({nextBreak})
labelSeries = {}
else
table.insert(labelSeries, nextBreak)
end
textPos = nextBreakEnd + 1
--textPos = utf8.offset(text, 2, nextBreakEnd)
end
printSeries(labelSeries)
----- Alignment layout -----
local listLayout = Instance.new("UIListLayout")
listLayout.HorizontalAlignment = properties.ContainerHorizontalAlignment
listLayout.VerticalAlignment = properties.ContainerVerticalAlignment
listLayout.Parent = frame
----- Calculate content size -----
local contentHeight = 0
local contentLeft = frame.AbsoluteSize.X
local contentRight = 0
for _, lineFrame in pairs(lineFrames) do
contentHeight = contentHeight + lineFrame.Size.Y.Offset
local container = lineFrame.Container
local left, right
if container.AnchorPoint.X == 0 then
left = container.Position.X.Offset
right = container.Size.X.Offset
elseif container.AnchorPoint.X == 0.5 then
left = lineFrame.AbsoluteSize.X / 2 - container.Size.X.Offset / 2
right = lineFrame.AbsoluteSize.X / 2 + container.Size.X.Offset / 2
elseif container.AnchorPoint.X == 1 then
left = lineFrame.AbsoluteSize.X - container.Size.X.Offset
right = lineFrame.AbsoluteSize.X
end
contentLeft = math.min(contentLeft, left)
contentRight = math.max(contentRight, right)
end
----- Animation -----
animationCount = animationCount + 1
local animationDone = false
local animationRenderstepBinding = "TextAnimation"..animationCount
local animateQueue = {}
local function updateAnimations()
if animationDone then
runService:UnbindFromRenderStep(animationRenderstepBinding)
animateQueue = {}
return
end
local t = tick()
for i = #animateQueue, 1, -1 do
local set = animateQueue[i]
local properties = set.Settings
local animateStyle = animationStyles[properties.AnimateStyle]
if not animateStyle then
warn("No animation style found for: ", properties.AnimateStyle, ", defaulting to Appear")
animateStyle = animationStyles.Appear
end
local animateAlpha = math.min((t - set.Start) / properties.AnimateStyleTime, 1)
animateStyle(set.Char, animateAlpha, properties)
if animateAlpha >= 1 then
table.remove(animateQueue, i)
end
end
end
local function setFrameToDefault(frame)
frame.Position = frameProperties[frame].InitialPosition
frame.Size = frameProperties[frame].InitialSize
frame.AnchorPoint = frameProperties[frame].InitialAnchorPoint
for name, value in pairs(frameProperties[frame]) do
applyProperty(name, value, frame)
end
end
local function setGroupVisible(frame, visible)
frame.Visible = visible
for _, v in pairs(frame:GetChildren()) do
v.Visible = visible
if visible then
setFrameToDefault(v)
end
end
if visible and frame:IsA("ImageLabel") then
setFrameToDefault(frame)
end
end
local function animate()
animationDone = false
runService:BindToRenderStep(animationRenderstepBinding, Enum.RenderPriority.Last.Value, updateAnimations)
local stepGrouping
local stepTime
local stepFrequency
local numAnimated
-- Make everything invisible to start
for lineNum, list in pairs(textFrames) do
for _, frame in pairs(list) do
setGroupVisible(frame, false)
end
end
local function animateCharacter(char, properties)
table.insert(animateQueue, {Char = char, Settings = properties, Start = tick()})
end
local function yield()
if numAnimated % stepFrequency == 0 and stepTime >= 0 then
wait(stepTime > 0 and stepTime or nil)
end
end
for lineNum, list in pairs(textFrames) do
for _, frame in pairs(list) do
local properties = frameProperties[frame]
if not (properties.AnimateStepGrouping == stepGrouping) or not (properties.AnimateStepFrequency == stepFrequency) then
numAnimated = 0
end
stepGrouping = properties.AnimateStepGrouping
stepTime = properties.AnimateStepTime
stepFrequency = properties.AnimateStepFrequency
if properties.AnimateYield > 0 then
wait(properties.AnimateYield)
end
if stepGrouping == "Word" or stepGrouping == "All" then
--if not (frame:IsA("TextLabel") and (frame.Text == " ")) then
if frame:IsA("TextLabel") then
frame.Visible = true
for _, v in pairs(frame:GetChildren()) do
animateCharacter(v, frameProperties[v])
end
else
animateCharacter(frame, properties)
end
if stepGrouping == "Word" then
numAnimated = numAnimated + 1
yield()
end
--end
elseif stepGrouping == "Letter" then
if frame:IsA("TextLabel") --[[and not (frame.Text == " ") ]]then
frame.Visible = true
local text = frame.Text
for i = 1, utf8.len(text), 1 do
local v = frame[string.format("Char%03d", i)]
animateCharacter(v, frameProperties[v])
numAnimated = numAnimated + 1
yield()
if animationDone then
return
end
end
else
animateCharacter(frame, properties)
numAnimated = numAnimated + 1
yield()
end
else
warn("Invalid step grouping: ", stepGrouping)
end
if animationDone then
return
end
end
end
while #animateQueue > 0 do
runService.RenderStepped:Wait()
end
animationDone = true
end
----- Return object API -----
local textObject = {}
textObject.ContentSize = Vector2.new(contentRight - contentLeft, contentHeight)
function textObject:Animate(yield)
if yield then
animate()
else
coroutine.wrap(animate)()
end
end
function textObject:Show()
animationDone = true
for lineNum, list in pairs(textFrames) do
for _, frame in pairs(list) do
setGroupVisible(frame, true)
end
end
end
function textObject:Hide()
animationDone = true
for lineNum, list in pairs(textFrames) do
for _, frame in pairs(list) do
setGroupVisible(frame, false)
end
end
end
return textObject
end
return richText
|
-- find player's head pos |
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local head = vCharacter:findFirstChild("Head")
if head == nil then return end
local launch = head.Position + 10 * v
local missile = Pellet:clone()
Tool.Handle.Mesh:clone().Parent = missile
missile.Position = launch
missile.Velocity = v * 80
local force = Instance.new("BodyForce")
force.force = Vector3.new(0,40,0)
force.Parent = missile
missile.StarScript.Disabled = false
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = vCharacter
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
if loaded==true then
loaded=false
local targetPos = humanoid.TargetPoint
local lookAt = (targetPos - character.Head.Position).unit
fire(lookAt)
if (isTurbo(character) == true) then
wait(.2)
else
wait(.3)
end
Tool.Enabled = true
elseif loaded==false then
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6
wait(.1)
Tool.Handle.Transparency=0
wait(.1)
loaded=true
end
Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
--[[Brakes]] |
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 3500 -- Front brake force
Tune.RBrakeForce = 2800 -- Rear brake force
Tune.PBrakeForce = 13000 -- Handbrake force
Tune.FLgcyBForce = 41000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 36000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 150000 -- Handbrake force [PGS OFF]
|
--------------------[ MOUSE FUNCTIONS ]----------------------------------------------- |
function onMB1Down()
MB1Down = true
firstShot = true
if fireFunction then
fireFunction()
end
end
function onMB1Up()
MB1Down = false
lowerSpread()
end
function onMB2Down()
if S.aimSettings.holdToADS then
if (not AimingIn) and (not Aimed) then
AimingIn = true
aimGun()
AimingIn = false
end
else
if Aimed then
unAimGun()
else
aimGun()
end
end
end
function onMB2Up()
if S.aimSettings.holdToADS then
if (not AimingOut) and Aimed then
AimingOut = true
unAimGun()
AimingOut = false
end
end
end
function onScrollUp()
local newAimSensitivity = aimSensitivity + S.sensitivitySettings.Increment
aimSensitivity = (
newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
newAimSensitivity
)
mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
Sens.Text = "S: "..aimSensitivity
if mainGUI:IsDescendantOf(game) then
Sens.Visible = true
local t0 = tick()
lastSensUpdate = t0
wait(0.3)
if lastSensUpdate <= t0 then
Sens.Visible = false
end
end
end
function onScrollDown()
local newAimSensitivity = aimSensitivity - S.sensitivitySettings.Increment
aimSensitivity = (
newAimSensitivity < S.sensitivitySettings.Min and S.sensitivitySettings.Min or
newAimSensitivity > S.sensitivitySettings.Max and S.sensitivitySettings.Max or
newAimSensitivity
)
mouseSensitivity = (Aimed and aimSensitivity or mouseSensitivity)
Sens.Text = "S: "..aimSensitivity
if mainGUI:IsDescendantOf(game) then
Sens.Visible = true
local t0 = tick()
lastSensUpdate = t0
wait(0.3)
if lastSensUpdate <= t0 then
Sens.Visible = false
end
end
end
|
--[=[
Utility functions involving sets, which are tables with the key as an index, and the value as a
truthy value.
@class Set
]=] |
local Set = {}
|
--[[Transmission]] |
Tune.TransModes = {"Auto", "Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 4.7 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.15 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.94 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.20 ,
--[[ 3 ]] 1.41 ,
--[[ 4 ]] 0.98 ,
--[[ 5 ]] 0.82 ,
}
Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--Update Checker |
if _Tune.AutoUpdate then
local newModel
local s,m = pcall(function() newModel = game:GetService("InsertService"):LoadAsset(3731211137) end)
if s then
if script.Parent["Interface"].Version.Value < newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.Value then
if newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.FinalRelease.Value then
print("[NCT: M Beta]: It's officially out!"
.."\nNovena Constraint Type: Motorcycle has released."
.."\nPlease upgrade your chassis to the official release."
.."\nThank you so much for beta testing NCT: M!")
elseif newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.MajorRelease.Value then
print("[NCT: M Beta]: Chassis update!"
.."\nA major update to NCT: M's Beta has been found."
.."\nThe changes cannot be ported due to the update."
.."\nYou are advised to update your chassis ASAP.")
else
script.Parent["Interface"].Version.Value = newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.Value
print("[NCT: M Beta]: Drive script update!"
.."\nAn update to NCT: M's Drive script has been found."
.."\nThe updated script will take effect next time you get in."
.."\nYou are advised to update your chassis soon.")
script.Parent["Interface"].Drive:Destroy()
newModel["NCT: M Beta"]["Tuner"]["Interface"].Drive.Parent = script.Parent["A-Chassis Interface"]
end
end
newModel:Destroy()
end
end
|
--[[Weight and CG]] |
Tune.Weight = 3029 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- DONT TOUCH ANYTHING |
function ChangeMe(hit)
if hit.Parent == nil then return end
if (hit.Parent:findFirstChild("Humanoid") == nil) then return end
local human = hit.Parent:findFirstChild("Humanoid")
local char = hit.Parent
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if (human ~= nil) and debounce == false then
debounce = true
originals = char:getChildren()
for w = 1, #originals do
if originals[w].className == "CharacterMesh" then
originals[w]:remove()
end
end
meshes = script:getChildren()
for y = 1, #meshes do
copy = meshes[y]:clone()
copy.Parent = char
end
end
wait(0)
debounce = false
end
script.Parent.Touched:connect(ChangeMe)
|
-- Listeners |
SpawnSegway.OnServerEvent:connect(function(Player,Color)
Functions.SpawnSegway(Player,Color)
end)
ConfigTool.OnServerEvent:connect(function(Player,Transparency,ShouldColor,Color)
Functions.ConfigTool(Transparency,ShouldColor,Color)
end)
DestroySegway.OnServerEvent:connect(function(Player)
Functions.DestroySegway()
end)
PlaySound.OnServerEvent:connect(function(Player,Sound,Pitch,Volume)
Functions.PlaySound(Sound,Pitch,Volume)
end)
StopSound.OnServerEvent:connect(function(Player,Sound,Volume)
Functions.StopSound(Sound,Volume)
end)
UndoTags.OnServerEvent:connect(function(Player)
Functions.UndoTags()
end)
UndoHasWelded.OnServerEvent:connect(function(Player,SeaterObject)
Functions.UndoHasWelded(SeaterObject)
end)
function DeleteWelds.OnServerInvoke(Player,Part)
Functions.DeleteWelds(Part)
return true
end
function ConfigHumanoid.OnServerInvoke(Player,PlatformStand,Jump,AutoRotate)
Functions.ConfigHumanoid(Player,PlatformStand,Jump,AutoRotate)
end
ConfigLights.OnServerEvent:connect(function(Player,Transparency,Color,Bool,Material,Lights,Notifiers)
Functions.ConfigLights(Transparency,Color,Bool,Material,Lights,Notifiers)
end)
|
--// Special Variables |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server
local service = Vargs.Service
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions
Admin = server.Admin
Anti = server.Anti
Core = server.Core
HTTP = server.HTTP
Logs = server.Logs
Remote = server.Remote
Process = server.Process
Variables = server.Variables
Settings = server.Settings
Variables.BanMessage = Settings.BanMessage
Variables.LockMessage = Settings.LockMessage
for _, v in Settings.MusicList or {} do table.insert(Variables.MusicList, v) end
for _, v in Settings.InsertList or {} do table.insert(Variables.InsertList, v) end
for _, v in Settings.CapeList or {} do table.insert(Variables.Capes, v) end
Variables.Init = nil
Logs:AddLog("Script", "Variables Module Initialized")
end
local function AfterInit(data)
server.Variables.CodeName = server.Functions:GetRandom()
Variables.RunAfterInit = nil
Logs:AddLog("Script", "Finished Variables AfterInit")
end
local Lighting = service.Lighting
server.Variables = {
Init = Init,
RunAfterInit = AfterInit,
ZaWarudo = false,
CodeName = math.random(),
IsStudio = service.RunService:IsStudio(), -- Used to check if Adonis is running inside Roblox Studio as things like TeleportService and DataStores (if API Access is disabled) do not work in Studio
AuthorizedToReply = {},
FrozenObjects = {},
ScriptBuilder = {},
CachedDonors = {},
BanMessage = "Banned",
LockMessage = "Not Whitelisted",
DonorPass = {1348327, 1990427, 1911740, 167686, 98593, "6878510605", 5212082, 5212081}, --// Strings are items; numbers are gamepasses
WebPanel_Initiated = false,
LightingSettings = {
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
Brightness = Lighting.Brightness,
TimeOfDay = Lighting.TimeOfDay,
FogColor = Lighting.FogColor,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Outlines = Lighting.Outlines,
ShadowColor = Lighting.ShadowColor,
ColorShift_Bottom = Lighting.ColorShift_Bottom,
ColorShift_Top = Lighting.ColorShift_Top,
GeographicLatitude = Lighting.GeographicLatitude,
Name = Lighting.Name,
},
OriginalLightingSettings = {
Ambient = Lighting.Ambient,
OutdoorAmbient = Lighting.OutdoorAmbient,
Brightness = Lighting.Brightness,
TimeOfDay = Lighting.TimeOfDay,
FogColor = Lighting.FogColor,
FogEnd = Lighting.FogEnd,
FogStart = Lighting.FogStart,
GlobalShadows = Lighting.GlobalShadows,
Outlines = Lighting.Outlines,
ShadowColor = Lighting.ShadowColor,
ColorShift_Bottom = Lighting.ColorShift_Bottom,
ColorShift_Top = Lighting.ColorShift_Top,
GeographicLatitude = Lighting.GeographicLatitude,
Name = Lighting.Name,
Sky = Lighting:FindFirstChildOfClass("Sky") and Lighting:FindFirstChildOfClass("Sky"):Clone(),
},
PMtickets = {};
HelpRequests = {};
Objects = {};
InsertedObjects = {};
CommandLoops = {};
SavedTools = {};
Waypoints = {};
Cameras = {};
Jails = {};
LocalEffects = {};
SizedCharacters = {};
BundleCache = {};
TrackingTable = {};
DisguiseBindings = {};
IncognitoPlayers = {};
MusicList = {
{Name = "crabrave", ID = 5410086218},
{Name = "shiawase", ID = 5409360995},
{Name = "unchartedwaters", ID = 7028907200},
{Name = "glow", ID = 7028856935},
{Name = "good4me", ID = 7029051434},
{Name = "bloom", ID = 7029024726},
{Name = "safe&sound", ID = 7024233823},
{Name = "shaku", ID = 7024332460},
{Name = "fromdust&ashes", ID = 7024254685},
{Name = "loveis", ID = 7029092469},
{Name = "playitcool", ID = 7029017448},
{Name = "still", ID = 7023771708},
{Name = "sleep", ID = 7023407320},
{Name = "whatareyouwaitingfor", ID = 7028977687},
{Name = "balace", ID = 7024183256},
{Name = "brokenglass", ID = 7028799370},
{Name = "thelanguageofangels", ID = 7029031068},
{Name = "imprints", ID = 7023704173},
{Name = "foundareason", ID = 7028919492},
{Name = "newhorizons", ID = 7028518546},
{Name = "whatsitlike", ID = 7028997537},
{Name = "destroyme", ID = 7023617400},
{Name = "consellations", ID = 7023733671},
{Name = "wish", ID = 7023670701},
{Name = "samemistake", ID = 7024101188},
{Name = "whereibelong", ID = 7028527348},
{Name = "rainingtacos", ID = 142376088},
};
InsertList = {};
Capes = {
{Name = "crossota", Material = "Neon", Color = "Cyan", ID = 420260457},
{Name = "jamiejr99", Material = "Neon", Color = "Cashmere", ID = 429297485},
{Name = "new yeller", Material = "Fabric", Color = "New Yeller"},
{Name = "pastel blue", Material = "Fabric", Color = "Pastel Blue"},
{Name = "dusty rose", Material = "Fabric", Color = "Dusty Rose"},
{Name = "cga brown", Material = "Fabric", Color = "CGA brown"},
{Name = "random", Material = "Fabric", Color = (BrickColor.random()).Name},
{Name = "shiny", Material = "Plastic", Color = "Institutional white", Reflectance = 1},
{Name = "gold", Material = "Plastic", Color = "Bright yellow", Reflectance = 0.4},
{Name = "kohl", Material = "Fabric", Color = "Really black", ID = 108597653},
{Name = "script", Material = "Plastic", Color = "White", ID = 151359194},
{Name = "batman", Material = "Fabric", Color = "Institutional white", ID = 108597669},
{Name = "epix", Material = "Plastic", Color = "Really black", ID = 149442745},
{Name = "superman", Material = "Fabric", Color = "Bright blue", ID = 108597677},
{Name = "swag", Material = "Fabric", Color = "Pink", ID = 109301474},
{Name = "donor", Material = "Plastic", Color = "White", ID = 149009184},
{Name = "gomodern", Material = "Plastic", Color = "Really black", ID = 149438175},
{Name = "admin", Material = "Plastic", Color = "White", ID = 149092195},
{Name = "giovannis", Material = "Plastic", Color = "White", ID = 149808729},
{Name = "godofdonuts", Material = "Plastic", Color = "Institutional white", ID = 151034443},
{Name = "host", Material = "Plastic", Color = "Really black", ID = 152299000},
{Name = "cohost", Material = "Plastic", Color = "Really black", ID = 152298950},
{Name = "trainer", Material = "Plastic", Color = "Really black", ID = 152298976},
{Name = "ba", Material = "Plastic", Color = "White", ID = 172528001}
};
Blacklist = {
Enabled = (server.Settings.BlacklistEnabled ~= nil and server.Settings.BlacklistEnabled) or true,
Lists = {
Settings = server.Settings.Blacklist
},
};
Whitelist = {
Enabled = server.Settings.WhitelistEnabled,
Lists = {
Settings = server.Settings.Whitelist
},
};
}
end
|
-- Set both mobile touch gui and control |
function UserInputController:setMobileTouchGuiEnabled(mobileTouchGuiEnabled: boolean)
self.UserInputService.ModalEnabled = not mobileTouchGuiEnabled
-- Update player controls since ModalEnabled doesn't update player control
self:setPlayerControlsEnabled(mobileTouchGuiEnabled)
end
|
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name
--// Be sure to update the console gui's code if you change stuff |
return function(data, env)
if env then
setfenv(1, env)
end
local Title,Message = data.Title,data.Message
if not Title or not Message then return end
local gTable = data.gTable
local baseClip = script.Parent.Parent.BaseClip
local messageTemplate = baseClip.Frame
local messageClone = messageTemplate
messageClone.Size = UDim2.new(1,0,0,baseClip.AbsoluteSize.Y)
messageClone.Position = UDim2.new(0,0,-1,0)
messageClone.Parent = baseClip
messageClone.Visible = true
local closeButton = messageClone:WaitForChild('TextButton')
local Top = messageClone:WaitForChild('Top')
local Body = messageClone:WaitForChild('Body')
local topTitle = Top:WaitForChild('Title')
local bodyText = Body:WaitForChild('To Name Later')
local Left = Top:WaitForChild('Left')
local tim = data.Time
topTitle.Text = Title
bodyText.Text = Message
local bodyBounds_Y = bodyText.TextBounds.Y
if bodyBounds_Y < 30 then
bodyBounds_Y = 30
else
bodyBounds_Y = bodyBounds_Y + 15
end
local titleSize_Y = Top.Size.Y.Offset
messageClone.Size = UDim2.new(1,0,0,bodyBounds_Y+titleSize_Y)
local function Resize()
local toDisconnect
local Success, Message = pcall(function()
toDisconnect = gTable.BindEvent(baseClip.Changed, function(Prop)
if Prop == "AbsoluteSize" then
messageClone.Size = UDim2.new(1,0,0,baseClip.AbsoluteSize.Y)
local bodyBounds_Y = bodyText.TextBounds.Y
if bodyBounds_Y < 30 then
bodyBounds_Y = 30
else
bodyBounds_Y = bodyBounds_Y + 15
end
local titleSize_Y = Top.Size.Y.Offset
messageClone.Size = UDim2.new(1,0,0,bodyBounds_Y+titleSize_Y)
if messageClone ~= nil and messageClone.Parent == baseClip then
messageClone:TweenPosition(UDim2.new(0,0,0.5,-messageClone.Size.Y.Offset/2),'Out','Quint',0.5,true)
else
if toDisconnect then
toDisconnect:Disconnect()
end
return
end
end
end)
end)
if Message and toDisconnect then
toDisconnect:Disconnect()
return
end
end
gTable.CustomDestroy = function()
gTable.CustomDestroy = nil
gTable.ClearEvents()
pcall(function()
messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done)
if Done == Enum.TweenStatus.Completed and messageClone then
messageClone:Destroy()
elseif Done == Enum.TweenStatus.Canceled and messageClone then
messageClone:Destroy()
end
end)
wait(0.3)
end)
return gTable.Destroy()
end
gTable:Ready()
messageClone:TweenPosition(UDim2.new(0,0,0.5,-messageClone.Size.Y.Offset/2),'Out','Quint',0.5,true,function(Status)
if Status == Enum.TweenStatus.Completed then
Resize()
end
end)
gTable.BindEvent(closeButton.MouseButton1Click, function()
pcall(function()
messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done)
if Done == Enum.TweenStatus.Completed and messageClone then
messageClone:Destroy()
gTable:Destroy()
elseif Done == Enum.TweenStatus.Canceled and messageClone then
messageClone:Destroy()
gTable:Destroy()
end
end)
end)
end)
local waitTime = tim or (#bodyText.Text*0.1)+1
local Position_1,Position_2 = string.find(waitTime,"%p")
if Position_1 and Position_2 then
local followingNumbers = tonumber(string.sub(waitTime,Position_1))
if followingNumbers >= 0.5 then
waitTime = tonumber(string.sub(waitTime,1,Position_1))+1
else
waitTime = tonumber(string.sub(waitTime,1,Position_1))
end
end
--[[if waitTime > 15 then
waitTime = 15
elseif waitTime <= 1 then
waitTime = 2
end]]--
Left.Text = waitTime..'.00'
for i=waitTime,1,-1 do
if not Left then break end
Left.Text = i..'.00'
wait(1)
end
Left.Text = "Closing.."
wait(0.3)
if messageClone then
pcall(function()
messageClone:TweenPosition(UDim2.new(0,0,1,0),'Out','Quint',0.3,true,function(Done)
if Done == Enum.TweenStatus.Completed and messageClone then
messageClone:Destroy()
gTable:Destroy()
elseif Done == Enum.TweenStatus.Canceled and messageClone then
messageClone:Destroy()
gTable:Destroy()
end
end)
end)
end
end
|
-- JamieWallace_RBLX
-- 19/05/2019 |
local Door = script.Parent.Parent.Door
local Click = script.Parent.ClickDetector
Click.MouseClick:Connect(function(Player)
local PlayerTeam = Player.Team.Name
if PlayerTeam == "Police" then
Door.CanCollide = false
Door.Transparency = 1
wait(2)
Door.CanCollide = true
Door.Transparency = 0
end
end)
|
--[[
Evercyan @ March 2023
HumanoidAttributes
One important thing about this kit, is that you should never set a player's MaxHealth,
WalkSpeed, and JumpPower manually through Humanoid properties.
The kit uses a feature known as Humanoid "Attributes", which is a Configuration under the Humanoid
(Humanoid.Attributes). Under here is another Configuration for each value.
These Configurations have Attributes (shown at the bottom of the Properties window) which can be added
to increase the total health.
The reason this is done is so that we can add other sources of health (Game passes, Armor, etc), and the game
won't lose track, or be forced to set the health to (100 + n).
----------------------------------------------------------------------------
It may sound confusing, but essentially, you can add 250 health to the character by doing this:
> Character.Humanoid.Attributes.Health:SetAttribute("Premium VIP", 250)
There are now two sources of Health
• "Default": 100
• "Premium VIP": 250
The total is automatically calculated (250+100 = 350), and set as the player's new MaxHealth for the character.
You can remove health by setting an attribute to nil
> Character.Humanoid.Attributes.Health:SetAttribute("Premium VIP", nil)
• "Default": 100
The total is automatically calculated (100 = 100), and set as the player's new MaxHealth for the character.
This can be done with other values as well. There are currently only three supported values:
• Health (MaxHealth),
• WalkSpeed,
• JumpPower
]] |
local HumanoidAttributes = {}
HumanoidAttributes.__index = HumanoidAttributes
local DefaultValues = {
["Health"] = 100,
["WalkSpeed"] = 16,
["JumpPower"] = 50
}
export type HumanoidAttributes = {
Instance: Configuration,
Humanoid: Humanoid,
Update: (self: HumanoidAttributes) -> ()
}
function HumanoidAttributes.new(Humanoid: Humanoid): HumanoidAttributes
local self = setmetatable({}, HumanoidAttributes) -- Looks complex, but all this does here is redirect an index to under HumanoidAttributes table if it doesn't exist in self.
local Configuration = Instance.new("Configuration")
Configuration.Name = "Attributes"
for Name, DefaultValue in DefaultValues do
local SubConfig = Instance.new("Configuration")
SubConfig.Name = Name
SubConfig.Parent = Configuration
SubConfig:SetAttribute("Default", DefaultValue)
SubConfig.AttributeChanged:Connect(function(AttributeName)
self:Update()
end)
Humanoid.Destroying:Once(warn)
end
Configuration.Parent = Humanoid
self.Instance = Configuration
self.Humanoid = Humanoid
self:Update()
return self
end
function HumanoidAttributes:Update()
for _, SubConfig in self.Instance:GetChildren() do
if SubConfig:IsA("Configuration") then
local n = 0
for Name, Value in SubConfig:GetAttributes() do
if typeof(Value) == "number" then
n += Value
end
end
local PropertyName = (SubConfig.Name == "Health" and "MaxHealth") or SubConfig.Name
local Percent = SubConfig.Name == "Health" and (self.Humanoid.Health/self.Humanoid.MaxHealth)
self.Humanoid[PropertyName] = n
if Percent == 1 then
self.Humanoid.Health = self.Humanoid.MaxHealth
end
end
end
end
return HumanoidAttributes
|
-- Called when character is added |
function Poppercam:CharacterAdded(char, player)
self.playerCharacters[player] = char
end
|
-- This function keeps the held weapon from bouncing up and down too much when you move |
function ShoulderCamera:applyRootJointFix()
if self.rootJoint then
local translationScale = self.zoomState and Vector3.new(0.25, 0.25, 0.25) or Vector3.new(0.5, 0.5, 0.5)
local rotationScale = self.zoomState and 0.15 or 0.2
local rootRotation = self.rootJoint.Part0.CFrame - self.rootJoint.Part0.CFrame.Position
local rotation = self.rootJoint.Transform - self.rootJoint.Transform.Position
local yawRotation = CFrame.Angles(0, self.yaw, 0)
local leadRotation = rootRotation:toObjectSpace(yawRotation)
local rotationFix = self.rootRigAttach.CFrame
if self:isHumanoidControllable() then
rotationFix = self.rootJoint.Transform:inverse() * leadRotation * rotation:Lerp(CFrame.new(), 1 - rotationScale) + (self.rootJoint.Transform.Position * translationScale)
end
self.rootJoint.C0 = CFrame.new(self.rootJoint.C0.Position, self.rootJoint.C0.Position + rotationFix.LookVector.Unit)
end
end
function ShoulderCamera:sprintFromTouchInput()
local moveVector = nil
local activeController = nil
local activeControllerIsTouch = nil
if self.controlModule then
moveVector = self.controlModule:GetMoveVector()
activeController = self.controlModule:GetActiveController()
end
if moveVector and activeController then
activeControllerIsTouch = activeController.thumbstickFrame ~= nil or activeController.thumbpadFrame ~= nil
end
if activeControllerIsTouch then
return (moveVector and moveVector.Magnitude >= 0.9)
else
return false
end
end
function ShoulderCamera:sprintFromGamepadInput()
return self.movementPan.Magnitude > 0.9
end
function ShoulderCamera:onCurrentCharacterChanged(character)
self.currentCharacter = character
if self.currentCharacter then
self.raycastIgnoreList[1] = self.currentCharacter
self.currentHumanoid = character:WaitForChild("Humanoid")
self.currentRootPart = character:WaitForChild("HumanoidRootPart")
self.rootRigAttach = self.currentRootPart:WaitForChild("RootRigAttachment")
self.rootJoint = character:WaitForChild("LowerTorso"):WaitForChild("Root")
self.currentWaist = character:WaitForChild("UpperTorso"):WaitForChild("Waist")
self.currentWrist = character:WaitForChild("RightHand"):WaitForChild("RightWrist")
self.wristAttach0 = character:WaitForChild("RightLowerArm"):WaitForChild("RightWristRigAttachment")
self.wristAttach1 = character:WaitForChild("RightHand"):WaitForChild("RightWristRigAttachment")
self.rightGripAttachment = character:WaitForChild("RightHand"):WaitForChild("RightGripAttachment")
self.currentTool = character:FindFirstChildOfClass("Tool")
self.eventConnections.humanoidDied = self.currentHumanoid.Died:Connect(function()
self.zoomedFromInput = false
self:updateZoomState()
end)
self.eventConnections.characterChildAdded = character.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
self.currentTool = child
self:updateZoomState()
end
end)
self.eventConnections.characterChildRemoved = character.ChildRemoved:Connect(function(child)
if child:IsA("Tool") and self.currentTool == child then
self.currentTool = character:FindFirstChildOfClass("Tool")
self:updateZoomState()
end
end)
if Players.LocalPlayer then
local PlayerScripts = Players.LocalPlayer:FindFirstChild("PlayerScripts")
if PlayerScripts then
local PlayerModule = PlayerScripts:FindFirstChild("PlayerModule")
if PlayerModule then
self.controlModule = require(PlayerModule:FindFirstChild("ControlModule"))
end
end
end
else
if self.eventConnections.humanoidDied then
self.eventConnections.humanoidDied:Disconnect()
self.eventConnections.humanoidDied = nil
end
if self.eventConnections.characterChildAdded then
self.eventConnections.characterChildAdded:Disconnect()
self.eventConnections.characterChildAdded = nil
end
if self.eventConnections.characterChildRemoved then
self.eventConnections.characterChildRemoved:Disconnect()
self.eventConnections.characterChildRemoved = nil
end
self.currentTool = nil
self.currentHumanoid = nil
self.currentRootPart = nil
self.controlModule = nil
end
end
function ShoulderCamera:onCurrentCameraChanged(camera)
if self.currentCamera == camera then
return
end
self.currentCamera = camera
if self.currentCamera then
self.raycastIgnoreList[2] = self.currentCamera
if self.eventConnections.cameraTypeChanged then
self.eventConnections.cameraTypeChanged:Disconnect()
self.eventConnections.cameraTypeChanged = nil
end
self.eventConnections.cameraTypeChanged = self.currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function()
if self.enabled then
self.currentCamera.CameraType = Enum.CameraType.Scriptable
end
end)
end
end
function ShoulderCamera:isHumanoidControllable()
if not self.currentHumanoid then
return false
end
local humanoidState = self.currentHumanoid:GetState()
return CONTROLLABLE_HUMANOID_STATES[humanoidState] == true
end
function ShoulderCamera:getCollisionRadius()
if not self.currentCamera then
return 0
end
local viewportSize = self.currentCamera.ViewportSize
local aspectRatio = viewportSize.X / viewportSize.Y
local fovRads = math.rad(self.fieldOfView)
local imageHeight = math.tan(fovRads) * math.abs(self.currentCamera.NearPlaneZ)
local imageWidth = imageHeight * aspectRatio
local cornerPos = Vector3.new(imageWidth, imageHeight, self.currentCamera.NearPlaneZ)
return cornerPos.Magnitude
end
function ShoulderCamera:penetrateCast(ray, ignoreList)
local tries = 0
local hitPart, hitPoint, hitNormal, hitMaterial = nil, ray.Origin + ray.Direction, Vector3.new(0, 1, 0), Enum.Material.Air
while tries < 50 do
tries = tries + 1
hitPart, hitPoint, hitNormal, hitMaterial = workspace:FindPartOnRayWithIgnoreList(ray, ignoreList, false, true)
if hitPart and not hitPart.CanCollide then
table.insert(ignoreList, hitPart)
else
break
end
end
return hitPart, hitPoint, hitNormal, hitMaterial
end
function ShoulderCamera:getRelativePitch()
if self.currentRootPart then
local pitchRotation = CFrame.Angles(self.pitch, 0, 0)
local relativeRotation = self.currentRootPart.CFrame:toObjectSpace(pitchRotation)
local relativeLook = relativeRotation.lookVector
local angle = math.asin(relativeLook.Y)
return math.clamp(angle, self.minPitch, self.maxPitch)
end
return self.pitch
end
function ShoulderCamera:getCurrentFieldOfView()
if self.zoomState then
return self.zoomedFOV
else
return self.fieldOfView
end
end
function ShoulderCamera:handlePartTransparencies()
local partsLookup = {}
local accoutrementsLookup = {}
for _, child in pairs(self.currentCharacter:GetChildren()) do
local hidden = false
if child:IsA("BasePart") then
hidden = partsLookup[child.Name] == true
child.LocalTransparencyModifier = hidden and 1 or 0
elseif child:IsA("Accoutrement") then
local descendants = child:GetDescendants()
local accoutrementParts = {}
for _, desc in pairs(descendants) do
if desc:IsA("Attachment") and accoutrementsLookup[desc.Name] then
hidden = true
elseif desc:IsA("BasePart") then
table.insert(accoutrementParts, desc)
end
end
for _, part in pairs(accoutrementParts) do
part.LocalTransparencyModifier = hidden and 1 or 0
end
elseif child:IsA("Tool") then
hidden = self.zoomState and (self.hasScope or self.hideToolWhileZoomed)
for _, part in pairs(child:GetDescendants()) do
if part:IsA("BasePart") then
part.LocalTransparencyModifier = hidden and 1 or 0
end
end
end
end
end
function ShoulderCamera:setSprintEnabled(enabled)
self.sprintEnabled = enabled
end
function ShoulderCamera:setSlowZoomWalkEnabled(enabled)
self.slowZoomWalkEnabled = enabled
end
function ShoulderCamera:setHasScope(hasScope)
if self.hasScope == hasScope then
return
end
self.hasScope = hasScope
self:updateZoomState()
end
function ShoulderCamera:onSprintAction(actionName, inputState, inputObj)
self.sprintingInputActivated = inputState == Enum.UserInputState.Begin
end
|
--// # key, Traffic Director |
mouse.KeyDown:connect(function(key)
if key=="b" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.TDEvent:FireServer(true)
end
end)
|
---[[ Misc Settings ]] |
module.WhisperCommandAutoCompletePlayerNames = true
local ChangedEvent = Instance.new("BindableEvent")
local proxyTable = setmetatable({},
{
__index = function(tbl, index)
return module[index]
end,
__newindex = function(tbl, index, value)
module[index] = value
ChangedEvent:Fire(index, value)
end,
})
rawset(proxyTable, "SettingsChanged", ChangedEvent.Event)
return proxyTable
|
--[[**
<description>
Unmark the data store as a backup data store and tell :Get() and reset values to nil.
</description>
**--]] |
function DataStore:ClearBackup()
self.backup = nil
self.haveValue = false
self.value = nil
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 a.Archivable = false a.Locked=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
-- Services |
local RunService = game:GetService('RunService')
local TweenService = game:GetService('TweenService')
local Debris = game:GetService('Debris')
|
--- |
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Burlap",Paint)
end)
|
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways)
-- Next, if userCameraCreator is passed in, that is used as the cameraCreator |
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType)
local newCameraCreator = nil
if legacyCameraType~=nil then
--[[
This function has been passed a CameraType enum value. Some of these map to the use of
the LegacyCamera module, the value "Custom" will be translated to a movementMode enum
value based on Dev and User settings, and "Scriptable" will disable the camera controller.
--]]
if legacyCameraType == Enum.CameraType.Scriptable then
if self.activeCameraController then
self.activeCameraController:Enable(false)
self.activeCameraController = nil
return
end
elseif legacyCameraType == Enum.CameraType.Custom then
cameraMovementMode = self:GetCameraMovementModeFromSettings()
elseif legacyCameraType == Enum.CameraType.Track then
-- Note: The TrackCamera module was basically an older, less fully-featured
-- version of ClassicCamera, no longer actively maintained, but it is re-implemented in
-- case a game was dependent on its lack of ClassicCamera's extra functionality.
cameraMovementMode = Enum.ComputerCameraMovementMode.Classic
elseif legacyCameraType == Enum.CameraType.Follow then
cameraMovementMode = Enum.ComputerCameraMovementMode.Follow
elseif legacyCameraType == Enum.CameraType.Orbital then
cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital
elseif legacyCameraType == Enum.CameraType.Attach or
legacyCameraType == Enum.CameraType.Watch or
legacyCameraType == Enum.CameraType.Fixed then
newCameraCreator = LegacyCamera
else
warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType)
end
end
if not newCameraCreator then
if cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or
cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or
cameraMovementMode == Enum.ComputerCameraMovementMode.Default or
(FFlagUserCameraToggle and cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle) then
newCameraCreator = ClassicCamera
elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then
newCameraCreator = OrbitalCamera
else
warn("ActivateCameraController did not select a module.")
return
end
end
-- Create the camera control module we need if it does not already exist in instantiatedCameraControllers
local newCameraController
if not instantiatedCameraControllers[newCameraCreator] then
newCameraController = newCameraCreator.new()
instantiatedCameraControllers[newCameraCreator] = newCameraController
else
newCameraController = instantiatedCameraControllers[newCameraCreator]
end
-- If there is a controller active and it's not the one we need, disable it,
-- if it is the one we need, make sure it's enabled
if self.activeCameraController then
if self.activeCameraController ~= newCameraController then
self.activeCameraController:Enable(false)
self.activeCameraController = newCameraController
self.activeCameraController:Enable(true)
elseif not self.activeCameraController:GetEnabled() then
self.activeCameraController:Enable(true)
end
elseif newCameraController ~= nil then
self.activeCameraController = newCameraController
self.activeCameraController:Enable(true)
end
if self.activeCameraController then
if cameraMovementMode~=nil then
self.activeCameraController:SetCameraMovementMode(cameraMovementMode)
elseif legacyCameraType~=nil then
-- Note that this is only called when legacyCameraType is not a type that
-- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera
self.activeCameraController:SetCameraType(legacyCameraType)
end
end
end
|
--local v1 = require(script.Parent); |
local v2 = require(game.Players.LocalPlayer:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls();
local v3 = game["Run Service"];
local l__UserInputService__4 = game:GetService("UserInputService");
local l__ProximityPromptService__5 = game:GetService("ProximityPromptService");
local l__TextService__6 = game:GetService("TextService");
local v7 = function()
return l1
end
local v8 = script.Main:Clone()
v8.Parent = game:GetService("Players").LocalPlayer.PlayerGui
v8.Name = "MainGUI"
if v7() == "mobile" then
v8.MainFrame:WaitForChild("MobileButtons").Visible = true;
end;
local l__PromptFrame__1 = v8:WaitForChild("MainFrame"):WaitForChild("PromptFrame");
local u2 = require(script:WaitForChild("MouseIcons"));
local u3 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("ButtonIcons"));
local l__InteractButton__4 = v8.MainFrame:WaitForChild("MobileButtons"):WaitForChild("InteractButton");
local u5 = require(script:WaitForChild("Hint"));
local l__TweenService__6 = game:GetService("TweenService");
local u7 = nil;
local u8 = tick();
local l__Highlight__9 = script:WaitForChild("Highlight");
local u10 = Vector3.new(0, 0, 0);
local u11 = nil;
function update(p1, p2)
task.spawn(function()
l__PromptFrame__1.Title.Text = p1.ObjectText;
l__PromptFrame__1.Desc.Text = p1.ActionText;
l__PromptFrame__1.Key.Text = p1.KeyboardKeyCode.Name;
l__PromptFrame__1.Bar.Bar.Size = UDim2.new(0, 0, 1, 0);
l__PromptFrame__1.Bar.Bar:TweenSize(UDim2.new(0, 0, 1, 0), "Out", "Sine", 0.1, true);
l__PromptFrame__1.CenterImage.Image = u2.getIcon(p1.ActionText);
if p1.ActionText == "Collect" then
task.delay(0.2, function()
p1:InputHoldBegin();
end);
end;
local v9 = UDim.new(0.925, 0);
if v7() ~= "pc" then
l__PromptFrame__1.Key.Visible = false;
l__PromptFrame__1.UIScale.Scale = 1.5;
if v7() == "console" then
l__PromptFrame__1.KeyXbox.Image = u3[p1.GamepadKeyCode.Name];
l__PromptFrame__1.KeyXbox.Visible = true;
elseif v7() == "mobile" then
l__PromptFrame__1.KeyXbox.Visible = false;
end;
else
l__PromptFrame__1.Key.Visible = true;
l__PromptFrame__1.KeyXbox.Visible = false;
end;
l__InteractButton__4.Icon.Image = l__PromptFrame__1.CenterImage.Image;
if p1.ObjectText == "Hint" then
local v10 = UDim.new(0.85, 0);
l__PromptFrame__1.Key.Text = u5[p1.ActionText];
l__PromptFrame__1.CenterImage.Image = u2.getIcon(p1.ObjectText);
end;
local v11 = {
BackgroundColor3 = Color3.fromRGB(0, 0, 0)
};
if p2 == true then
l__PromptFrame__1.BackgroundColor3 = Color3.new(0.776471, 0.729412, 0.376471);
l__TweenService__6:Create(l__PromptFrame__1, TweenInfo.new(0.15, Enum.EasingStyle.Quart, Enum.EasingDirection.In), v11):Play();
else
l__PromptFrame__1.BackgroundColor3 = Color3.new(0.337255, 0.423529, 0.533333);
l__TweenService__6:Create(l__PromptFrame__1, TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.In), v11):Play();
end;
if 0 < p1.HoldDuration then
l__PromptFrame__1.Bar.Visible = true;
else
l__PromptFrame__1.Bar.Visible = false;
end;
script.Holding:Stop();
local l__CurrentCamera__12 = workspace.CurrentCamera;
local v13 = l__CurrentCamera__12.CFrame.Position;
local l__Parent__14 = p1.Parent;
local v15 = false;
u8 = tick();
if l__Parent__14 then
if not l__Parent__14:IsA("BasePart") then
if l__Parent__14:IsA("Model") then
v13 = l__Parent__14:GetPivot().Position;
v15 = true;
elseif l__Parent__14:IsA("Attachment") then
v13 = l__Parent__14.WorldPosition;
end;
else
v13 = l__Parent__14:GetPivot().Position;
v15 = true;
end;
l__Highlight__9.Adornee = l__Parent__14;
l__Highlight__9.Enabled = true;
l__PromptFrame__1.Visible = true;
l__PromptFrame__1.Position = UDim2.new(0.5, 0, 2, 0);
v16 = u10;
if v16 then
if 7 <= (v16 - v13).Magnitude then
v16 = nil;
elseif v16 then
end;
elseif v16 then
end;
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 0.9,
OutlineTransparency = 0
}):Play();
local v17 = nil;
local v18 = nil;
if v7() == "mobile" then
l__InteractButton__4.Visible = true;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 0.35
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 0
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 0
}):Play();
v17 = l__InteractButton__4.InputBegan:Connect(function()
p1:InputHoldBegin();
end);
v18 = l__InteractButton__4.InputEnded:Connect(function()
p1:InputHoldEnd();
end);
end;
if not l__Parent__14:IsA("BasePart") then
if not l__Parent__14:IsA("Model") then
if l__Parent__14:IsA("Attachment") then
local v19 = tick();
local v20 = 1 - 1;
while true do
if p1 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if u7 == u7 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if u7 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if l__PromptFrame__1.Visible then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if v15 then
local v21 = l__Parent__14:GetPivot().Position;
else
v21 = l__Parent__14.WorldPosition;
end;
if v16 then
if v16 ~= nil then
v21 = v16:Lerp(v21, l__TweenService__6:GetValue((tick() - v19) * 4, Enum.EasingStyle.Quart, Enum.EasingDirection.Out));
end;
end;
u10 = v13;
local v22, v23 = l__CurrentCamera__12:WorldToScreenPoint(v13 - Vector3.new(0, 0.2, 0));
l__PromptFrame__1.Position = UDim2.new(0, math.clamp(v22.X, 80, v8.AbsoluteSize.X - 80), 0, math.clamp(v22.Y, 80, v8.AbsoluteSize.Y - 80));
l__Highlight__9.Adornee = l__Parent__14;
l__Highlight__9.Enabled = true;
task.wait();
if 0 <= 1 then
if v20 < 100000000 then
else
break;
end;
elseif 100000000 < v20 then
else
break;
end;
v20 = v20 + 1;
end;
end;
else
v19 = tick();
v20 = 1 - 1;
while true do
if p1 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if u7 == u7 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if u7 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if l__PromptFrame__1.Visible then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if v15 then
v21 = l__Parent__14:GetPivot().Position;
else
v21 = l__Parent__14.WorldPosition;
end;
if v16 then
if v16 ~= nil then
v21 = v16:Lerp(v21, l__TweenService__6:GetValue((tick() - v19) * 4, Enum.EasingStyle.Quart, Enum.EasingDirection.Out));
end;
end;
u10 = v13;
v22, v23 = l__CurrentCamera__12:WorldToScreenPoint(v13 - Vector3.new(0, 0.2, 0));
l__PromptFrame__1.Position = UDim2.new(0, math.clamp(v22.X, 80, v8.AbsoluteSize.X - 80), 0, math.clamp(v22.Y, 80, v8.AbsoluteSize.Y - 80));
l__Highlight__9.Adornee = l__Parent__14;
l__Highlight__9.Enabled = true;
task.wait();
if 0 <= 1 then
if v20 < 100000000 then
else
break;
end;
elseif 100000000 < v20 then
else
break;
end;
v20 = v20 + 1;
end;
end;
else
v19 = tick();
v20 = 1 - 1;
while true do
if p1 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if u7 == u7 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if u7 then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if l__PromptFrame__1.Visible then
else
pcall(function()
if v17 then
if v18 then
v17:Disconnect();
v18:Disconnect();
end;
end;
end);
if u7 == nil then
l__TweenService__6:Create(l__Highlight__9, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
FillTransparency = 1,
OutlineTransparency = 1
}):Play();
task.wait(0.2);
if u7 == nil then
if u8 == u8 then
l__Highlight__9.Adornee = nil;
l__Highlight__9.Enabled = false;
l__PromptFrame__1.Visible = false;
l__TweenService__6:Create(l__InteractButton__4, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
BackgroundTransparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.UIStroke, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
Transparency = 1
}):Play();
l__TweenService__6:Create(l__InteractButton__4.Icon, TweenInfo.new(0.2, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), {
ImageTransparency = 1
}):Play();
end;
end;
elseif l__PromptFrame__1.Visible then
u11 = v13;
end;
break;
end;
if v15 then
v21 = l__Parent__14:GetPivot().Position;
else
v21 = l__Parent__14.WorldPosition;
end;
if v16 then
if v16 ~= nil then
v21 = v16:Lerp(v21, l__TweenService__6:GetValue((tick() - v19) * 4, Enum.EasingStyle.Quart, Enum.EasingDirection.Out));
end;
end;
u10 = v13;
v22, v23 = l__CurrentCamera__12:WorldToScreenPoint(v13 - Vector3.new(0, 0.2, 0));
l__PromptFrame__1.Position = UDim2.new(0, math.clamp(v22.X, 80, v8.AbsoluteSize.X - 80), 0, math.clamp(v22.Y, 80, v8.AbsoluteSize.Y - 80));
l__Highlight__9.Adornee = l__Parent__14;
l__Highlight__9.Enabled = true;
task.wait();
if 0 <= 1 then
if v20 < 100000000 then
else
break;
end;
elseif 100000000 < v20 then
else
break;
end;
v20 = v20 + 1;
end;
end;
end;
end);
end;
local u12 = 0;
l__ProximityPromptService__5.PromptShown:Connect(function(p3)
if p3.Style == Enum.ProximityPromptStyle.Default then return end
if p3.ObjectText ~= "Hint" then
u7 = p3.Changed:Connect(function()
update(p3);
end);
u12 = u12 + 1;
update(p3);
script.Notification:Play();
end;
end);
l__ProximityPromptService__5.PromptHidden:Connect(function(p4)
if p4.Style == Enum.ProximityPromptStyle.Default then return end
if p4.ObjectText ~= "Hint" then
l__PromptFrame__1.Bar.Bar:TweenSize(UDim2.new(0, 0, 1, 0), "Out", "Sine", 0.1, true);
l__PromptFrame__1.Visible = false;
pcall(function()
u7:Disconnect();
end);
u7 = nil;
u12 = u12 - 1;
end;
end);
l__ProximityPromptService__5.PromptTriggered:Connect(function(p5)
if p5.Style == Enum.ProximityPromptStyle.Default then return end
if p5.ObjectText ~= "Hint" then
update(p5, true);
l__PromptFrame__1.Bar.Bar:TweenSize(UDim2.new(0, 0, 1, 0), "Out", "Sine", 0.1, true);
script.Triggered:Play();
script.Holding:Stop();
l__PromptFrame__1.CenterImage.Position = UDim2.new(0.5, 0, 0.52, 0);
l__TweenService__6:Create(l__PromptFrame__1.CenterImage, TweenInfo.new(0.3, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {
Position = UDim2.new(0.5, 0, 0.5, 0),
ImageTransparency = 0
}):Play();
end;
end);
l__ProximityPromptService__5.PromptButtonHoldBegan:Connect(function(p6)
if p6.Style == Enum.ProximityPromptStyle.Default then return end
if p6.ObjectText ~= "Hint" then
update(p6);
l__PromptFrame__1.Bar.Bar:TweenSize(UDim2.new(1, 0, 1, 0), "In", "Sine", p6.HoldDuration, true);
script.Holding:Play();
l__TweenService__6:Create(l__PromptFrame__1.CenterImage, TweenInfo.new(0.3, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {
Position = UDim2.new(0.5, 0, 0.52, 0),
ImageTransparency = 0
}):Play();
end;
end);
l__ProximityPromptService__5.PromptButtonHoldEnded:Connect(function(p7)
if p7.Style == Enum.ProximityPromptStyle.Default then return end
if p7.ObjectText ~= "Hint" then
update(p7);
script.Holding:Stop();
l__TweenService__6:Create(l__PromptFrame__1.CenterImage, TweenInfo.new(0.3, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {
Position = UDim2.new(0.5, 0, 0.5, 0),
ImageTransparency = 0
}):Play();
end;
end);
|
-- Creates the collision function to attach to the object |
local function setupFallingObjectCollisions(object, damage)
-- The collision function; must be declared in this scope as it needs reference to "object" and "damage" params
local function onTouch(otherObject)
local character = otherObject.Parent
local humanoid = character:FindFirstChildWhichIsA("Humanoid")
if humanoid then
humanoid:TakeDamage(damage)
object:Destroy()
end
end
-- Attach the above function to the falling object
attachCollisionFunction(object, onTouch)
end
|
--[=[
Constructs a Trove object.
]=] |
function Trove.new()
local self = setmetatable({}, Trove)
self._objects = {}
return self
end
|
----- NO EDITING BELOW ----- |
local weldedParts = {}
table.insert(weldedParts,mainPart)
function Weld(x, y)
local weld = Instance.new("Weld")
weld.Part0 = x
weld.Part1 = y
local CJ = CFrame.new(x.Position)
weld.C0 = x.CFrame:inverse() * CJ
weld.C1 = y.CFrame:inverse() * CJ
weld.Parent = x
table.insert(weldedParts,y)
end
function WeldRec(instance)
local childs = instance:GetChildren()
for _,v in pairs(childs) do
if v:IsA("BasePart") then
Weld(mainPart, v)
end
WeldRec(v)
end
end
WeldRec(P) |
-- functions |
local function GetSquad(player)
for _, squad in pairs(SQUADS:GetChildren()) do
if squad.Players:FindFirstChild(player.Name) then
return squad
end
end
end
|
-- if EnabledCamera and EnabledCamera:GetShiftLock() and not EnabledCamera:IsInFirstPerson() then
-- if EnabledCamera:GetCameraActualZoom() < 1 then
-- local subjectPosition = EnabledCamera.lastSubjectPosition
-- if subjectPosition then
-- Camera.Focus = CFrame_new(subjectPosition)
-- Camera.CFrame = CFrame_new(subjectPosition - MIN_CAMERA_ZOOM*EnabledCamera:GetCameraLook(), subjectPosition)
-- end
-- end
-- end |
return newCameraCFrame, desiredCameraFocus
end
-- Return unchanged values
return desiredCameraCFrame, desiredCameraFocus
end
function Poppercam:OnCameraSubjectChanged(newSubject)
self.vehicleParts = {}
self.lastPopAmount = 0
if newSubject then
-- Determine if we should be popping at all
self.popperEnabled = false
for _, subjectType in pairs(VALID_SUBJECTS) do
if newSubject:IsA(subjectType) then
self.popperEnabled = true
break
end
end
-- Get all parts of the vehicle the player is controlling
if newSubject:IsA('VehicleSeat') then
self.vehicleParts = newSubject:GetConnectedParts(true)
end
if FFlagUserPortraitPopperFix then
if newSubject:IsA("BasePart") then
self.subjectPart = newSubject
elseif newSubject:IsA("Model") then
if newSubject.PrimaryPart then
self.subjectPart = newSubject.PrimaryPart
else
-- Model has no PrimaryPart set, just use first BasePart
-- we can find as better-than-nothing solution (can still fail)
for _, child in pairs(newSubject:GetChildren()) do
if child:IsA("BasePart") then
self.subjectPart = child
break
end
end
end
elseif newSubject:IsA("Humanoid") then
self.subjectPart = newSubject.RootPart
end
end
end
end
return Poppercam
|
--[=[
Constructs a new Brio.
```lua
local brio = Brio.new("a", "b")
print(brio:GetValue()) --> a b
```
@param ... any -- Brio values
@return Brio
]=] |
function Brio.new(...) -- Wrap
return setmetatable({
_values = table.pack(...);
}, Brio)
end
|
-- check if camera is zoomed into first person |
local function checkfirstperson()
if isfirstperson == false then -- not in first person
if ((camera.focus.p - camera.CFrame.p).magnitude <= 1) and (not character:GetAttribute("Ragdoll")) then
enableviewmodel()
end
elseif ((camera.focus.p - camera.CFrame.p).magnitude > 1.1) or character:GetAttribute("Ragdoll") then
disableviewmodel()
end
end
|
--Kills users even if they have a shield |
function module:ExecuteBehaviour(brickTouched, character)
if character:FindFirstChild("Humanoid") ~= nil then
if character.Humanoid.Health > 0 then
character.Humanoid.Health = 0
character:BreakJoints()
end
end
end
return module
|
--------------------
--| Script Logic |--
-------------------- |
Tool.Equipped:connect(OnEquipped)
Tool.Changed:connect(OnChanged)
Tool.Unequipped:connect(OnUnequipped)
|
-- --if Health < ultimavida - configuracao.KODamage then
-- -- ACS_Client:SetAttribute("Collapsed",true)
-- --end | |
--// All global vars will be wiped/replaced except script
--// All guis are autonamed client.Variables.CodeName..gui.Name |
return function(data)
local gui = script.Parent.Parent
local playergui = service.PlayerGui
local str = data.Message
local time = data.Time or 15
local log = {
Type = "Hint";
Title = "Hint";
Message = str;
Icon = "rbxassetid://7501175708";
Time = os.date("%X");
Function = nil;
}
table.insert(client.Variables.CommunicationsHistory, log)
service.Events.CommsPanel:Fire(log)
--client.UI.Make("HintHolder")
local container = client.UI.Get("HintHolder",nil,true)
if not container then
local holder = service.New("ScreenGui")
local hTable = client.UI.Register(holder)
local frame = service.New("ScrollingFrame", holder)
client.UI.Prepare(holder)
hTable.Name = "HintHolder"
frame.Name = "Frame"
frame.BackgroundTransparency = 1
frame.Size = UDim2.new(1, 0, 0,150)
frame.CanvasSize = UDim2.new(0, 0, 0, 0)
frame.ChildAdded:Connect(function(c)
if #frame:GetChildren() == 0 then
frame.Visible = false
else
frame.Visible = true
end
end)
frame.ChildRemoved:Connect(function(c)
if #frame:GetChildren() == 0 then
frame.Visible = false
else
frame.Visible = true
end
end)
container = hTable
hTable:Ready()
end
container = container.Object.Frame
--// First things first account for notif :)
local notif = client.UI.Get("Notif")
local topbar = client.UI.Get("TopBar")
container.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35)
local children = container:GetChildren()
gui.Position = UDim2.new(0,0,0,-100)
gui.Frame.msg.Text = str
local bounds = gui.Frame.msg.TextBounds.X
local function moveGuis(m,ignore)
m = m or 0
local max = #container:GetChildren()
for i,v in pairs(container:GetChildren()) do
if v~=ignore then
local y = (i+m)*28
v.Position = UDim2.new(0,0,0,y)
if i~=max then v.Size = UDim2.new(1,0,0,28) end
end
end
end
local lom = -1
moveGuis(-1)
gui.Parent = container
if #container:GetChildren()>5 then lom = -2 end
UDim2.new(0,0,0,(#container:GetChildren()+lom)*28)
moveGuis(-1)
--gui:TweenPosition(UDim2.new(0,0,0,(#container:GetChildren()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end)
if #container:GetChildren()>5 then
local gui = container:GetChildren()[1]
moveGuis(-2,gui)
gui:Destroy()
--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)
end
wait(data.Time or 5)
if gui and gui.Parent then
moveGuis(-2,gui)
gui:Destroy()
--gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end)
end
end
|
----------------------------------------------------------------------------------------------------
------------------=[ Status UI ]=-------------------------------------------------------------------
---------------------------------------------------------------------------------------------------- |
,EnableStatusUI = true --- Don't disabled it...
,RunWalkSpeed = 22
,NormalWalkSpeed = 16
,SlowPaceWalkSpeed = 8
,CrouchWalkSpeed = 8
,ProneWalksSpeed = 4
,EnableHunger = true --- Hunger and Thirst system
,HungerWaitTime = 25
,CanDrown = true --- Welp.. That's it
,EnableStamina = true --- Weapon Sway based on stamina
,RunValue = 1 --- Stamina consumption
,StandRecover = .25 --- Stamina recovery while stading
,CrouchRecover = .5 --- Stamina recovery while crouching
,ProneRecover = 1 --- Stamina recovery while lying
,EnableGPS = true --- GPS shows your allies around you
,GPSdistance = 150
,InteractionMenuKey = Enum.KeyCode.LeftControl |
-- [[ SCRIPT ENUMS ]] |
local BubbleColor = { WHITE = "dub",
BLUE = "blu",
GREEN = "gre",
RED = "red" }
|
-- Keyboard controller is really keyboard and mouse controller |
local computerInputTypeToModuleMap = {
[Enum.UserInputType.Keyboard] = Keyboard,
[Enum.UserInputType.MouseButton1] = Keyboard,
[Enum.UserInputType.MouseButton2] = Keyboard,
[Enum.UserInputType.MouseButton3] = Keyboard,
[Enum.UserInputType.MouseWheel] = Keyboard,
[Enum.UserInputType.MouseMovement] = Keyboard,
[Enum.UserInputType.Gamepad1] = Gamepad,
[Enum.UserInputType.Gamepad2] = Gamepad,
[Enum.UserInputType.Gamepad3] = Gamepad,
[Enum.UserInputType.Gamepad4] = Gamepad,
}
local lastInputType
function ControlModule.new()
local self = setmetatable({},ControlModule)
-- The Modules above are used to construct controller instances as-needed, and this
-- table is a map from Module to the instance created from it
self.controllers = {}
self.activeControlModule = nil -- Used to prevent unnecessarily expensive checks on each input event
self.activeController = nil
self.touchJumpController = nil
self.moveFunction = Players.LocalPlayer.Move
self.humanoid = nil
self.lastInputType = Enum.UserInputType.None
self.controlsEnabled = true
-- For Roblox self.vehicleController
self.humanoidSeatedConn = nil
self.vehicleController = nil
self.touchControlFrame = nil
if FFlagUserHideControlsWhenMenuOpen then
GuiService.MenuOpened:Connect(function()
if self.touchControlFrame and self.touchControlFrame.Visible then
self.touchControlFrame.Visible = false
end
end)
GuiService.MenuClosed:Connect(function()
if self.touchControlFrame then
self.touchControlFrame.Visible = true
end
end)
end
self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY)
Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end)
Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end)
if Players.LocalPlayer.Character then
self:OnCharacterAdded(Players.LocalPlayer.Character)
end
RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt)
self:OnRenderStepped(dt)
end)
UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
self:OnLastInputTypeChanged(newLastInputType)
end)
UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function()
self:OnTouchMovementModeChange()
end)
Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function()
self:OnTouchMovementModeChange()
end)
UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function()
self:OnComputerMovementModeChange()
end)
Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function()
self:OnComputerMovementModeChange()
end)
--[[ Touch Device UI ]]--
self.playerGui = nil
self.touchGui = nil
self.playerGuiAddedConn = nil
GuiService:GetPropertyChangedSignal("TouchControlsEnabled"):Connect(function()
self:UpdateTouchGuiVisibility()
self:UpdateActiveControlModuleEnabled()
end)
if UserInputService.TouchEnabled then
self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui")
if self.playerGui then
self:CreateTouchGuiContainer()
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
else
self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child)
if child:IsA("PlayerGui") then
self.playerGui = child
self:CreateTouchGuiContainer()
self.playerGuiAddedConn:Disconnect()
self.playerGuiAddedConn = nil
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
end
end)
end
else
self:OnLastInputTypeChanged(UserInputService:GetLastInputType())
end
return self
end
|
--For Omega Rainbow Katana thumbnail to display a lot of particles. |
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
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 Blow(Hit)
if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
return
end
local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (player == Player or IsTeamMate(Player, player)) then
return
end
UntagHumanoid(humanoid)
TagHumanoid(humanoid, Player)
humanoid:TakeDamage(Damage)
end
function Attack()
Damage = DamageValues.SlashDamage
Sounds.Slash:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Slash"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Slash")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
end
function Lunge()
Damage = DamageValues.LungeDamage
Sounds.Lunge:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Lunge"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Lunge")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
--[[
if CheckIfAlive() then
local Force = Instance.new("BodyVelocity")
Force.velocity = Vector3.new(0, 10, 0)
Force.maxForce = Vector3.new(0, 4000, 0)
Debris:AddItem(Force, 0.4)
Force.Parent = Torso
end
]]
wait(0.2)
Tool.Grip = Grips.Out
wait(0.6)
Tool.Grip = Grips.Up
Damage = DamageValues.SlashDamage
end
Tool.Enabled = true
LastAttack = 0
function Activated()
if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
return
end
Tool.Enabled = false
local Tick = RunService.Stepped:wait()
if (Tick - LastAttack < 0.2) then
Lunge()
else
Attack()
end
LastAttack = Tick
--wait(0.5)
Damage = DamageValues.BaseDamage
local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
Name = "R15Slash",
AnimationId = BaseUrl .. Animations.R15Slash,
Parent = Tool
})
local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
Name = "R15Lunge",
AnimationId = BaseUrl .. Animations.R15Lunge,
Parent = Tool
})
Tool.Enabled = true
end
function CheckIfAlive()
return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChildOfClass("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
if not CheckIfAlive() then
return
end
ToolEquipped = true
Sounds.Unsheath:Play()
end
function Unequipped()
Tool.Grip = Grips.Up
ToolEquipped = false
end
Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)
Connection = Handle.Touched:Connect(Blow)
|
----------------
--[[SETTINGS]]--
---------------- |
local Color = Color3.new(0.9, 0.95, 1) -- Color of the rain.
local DropWidth = 0.05 -- The width of the long shape used for the rain part
local DropLength = 2.6 -- The length of the long shape used for the rain part.
local EffectRadius = 50 -- Distance around the camera that rain spawns in.
local Material = Enum.Material.Glass -- Material of the part that makes the
local Rate = 35 -- Snow particles spawned per second
local X_SPEED = 0 -- The speed on the world X axis. Use this to create a windy effect.
local Z_SPEED = 0 -- Same as above, but for world Z. |
-- The version of a package is controlled by a StringValue included as a child
-- of the package. This constant controls the name of that StringValue.
--
-- Initially we wanted to use Attributes for the version, however Rojo does not
-- support syncing Attributes yet. As such, we've opted to go the old fashioned
-- way of including a StringValue. |
local PACKAGE_VERSION_NAME = "_Version"
local PACKAGE_VERSION_OBJECT_MISSING = "%s is missing a %s StringValue at %s"
local PACKAGE_VERSION_EMPTY = "%s cannot have an empty value for its version at %s"
local ENABLED_SCRIPTS_ERROR = "All scripts included with a DevModule must be Disabled. Please disable the " ..
"following script(s): %s"
local function log(messageType: string, message: string)
if DevModuleInstaller.EnableLogging then
print(("[%s] %s"):format(messageType, message))
end
end
|
-- Do not edit these values, they are not the developer-set limits, they are limits
-- to the values the camera system equations can correctly handle |
local MIN_ALLOWED_ELEVATION_DEG = -80
local MAX_ALLOWED_ELEVATION_DEG = 80
local externalProperties = {}
externalProperties["InitialDistance"] = 25
externalProperties["MinDistance"] = 10
externalProperties["MaxDistance"] = 100
externalProperties["InitialElevation"] = 35
externalProperties["MinElevation"] = 35
externalProperties["MaxElevation"] = 35
externalProperties["ReferenceAzimuth"] = -45 -- Angle around the Y axis where the camera starts. -45 offsets the camera in the -X and +Z directions equally
externalProperties["CWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CW as seen from above
externalProperties["CCWAzimuthTravel"] = 90 -- How many degrees the camera is allowed to rotate from the reference position, CCW as seen from above
externalProperties["UseAzimuthLimits"] = false -- Full rotation around Y axis available by default
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
--bp.Position = shelly.PrimaryPart.Position |
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end
bp.Parent = nil
wait(math.random(3,8))
end
local soundBank = game.ReplicatedStorage.Sounds.NPC.Shelly:GetChildren()
shelly.Health.Changed:connect(function()
if shellyGood then
bp.Parent,bg.Parent= nil,nil
shelly.PrimaryPart.Transparency =1
shelly.PrimaryPart.CanCollide = false
shelly.Shell.Transparency = 1
shelly.HitShell.Transparency = 0
shelly.HitShell.CanCollide = true
shellyGood = false
ostrich = tick()
shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0))
local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
hitSound.PlayOnRemove = true
hitSound.Parent = shelly.PrimaryPart
wait()
hitSound:Destroy()
repeat wait() until tick()-ostrich > 10
shelly.PrimaryPart.Transparency = 0
shelly.PrimaryPart.CanCollide = true
shelly.Shell.Transparency = 0
shelly.HitShell.Transparency = 1
shelly.HitShell.CanCollide = false
bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart
shellyGood = true
end
end)
while true do
if shellyGood then
MoveShelly()
else
wait(1)
end
end
|
--- FUNCTIONS |
Fire = function(Player, Key, Data, Client)
local CharacterName = Player.Name
if Client then
Remote:FireClient(Client, CharacterName, Key, Data)
else
Remote:FireAllClients(CharacterName, Key, Data)
end
end
PlayerAdded = function(Player)
for _,GuiItem in pairs(StarterGui:GetChildren()) do
GuiItem:Clone().Parent = Player.PlayerGui
end
Fire(Player, "Init")
end
PlayerRemoving = function(Player)
Fire(Player, "Leaving")
end
|
-- ================================================================================
-- VARIABLES
-- ================================================================================
-- Services |
local ServerScriptService = game:GetService("ServerScriptService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Checkpoint = require(script.Checkpoint)
local Racer = require(script.Racer)
|
--[[*
* Create the message for a syntax error
]] |
local function syntaxError(type, char)
return ('Missing %s: "%s" - use "\\%s" to match literal characters'):format(type, char, char)
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
|
--[[
script.Parent.Text = "Text"
TweenService:Create(script.Parent, Info, {TextTransparency = 0}):Play()
wait(5)
TweenService:Create(script.Parent, Info, {TextTransparency = 1}):Play()
wait(0.5)
Use this to add more cycles.
]] | |
--[[
Enjin | Novena
RikOne2 | Avxnturador
Bike Chassis
*We assume you know what you're doing if you're gonna change something here.* ]] | --
|
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- |
local path
local waypoint
local chaseName = nil
function GetTorso(part)
local chars = game.Workspace:GetChildren()
local chaseRoot = nil
local chaseTorso = nil
local chasePlr = nil
local chaseHuman = nil
local mag = SearchDistance
for i = 1, #chars do
chasePlr = chars[i]
if chasePlr:IsA'Model' and chasePlr ~= zombie then
chaseHuman = getHumanoid(chasePlr)
chaseRoot = chasePlr:FindFirstChild'HumanoidRootPart'
if chaseRoot ~= nil and chaseHuman ~= nil and chaseHuman.Health > 0 and chaseHuman.Name ~= "Zombie" then
if (chaseRoot.Position - part).magnitude < mag then
chaseName = chasePlr.Name
chaseTorso = chaseRoot
mag = (chaseRoot.Position - part).magnitude
end
end
end
end
return chaseTorso
end
function GetPlayersBodyParts(t)
local torso = t
if torso then
local figure = torso.Parent
for _, v in pairs(figure:GetChildren())do
if v:IsA'Part' then
return v.Name
end
end
else
return "HumanoidRootPart"
end
end
|
--[[*
* Constants
]] |
local MAX_LENGTH, POSIX_REGEX_SOURCE, REGEX_NON_SPECIAL_CHARS, REGEX_SPECIAL_CHARS_BACKREF, REPLACEMENTS =
constants.MAX_LENGTH,
constants.POSIX_REGEX_SOURCE,
constants.REGEX_NON_SPECIAL_CHARS,
constants.REGEX_SPECIAL_CHARS_BACKREF,
constants.REPLACEMENTS
|
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
---------------------------------------------------------------------------------------------------- |
,FastReload = true --- Automatically operates the bolt on reload if needed
,SlideLock = true
,MoveBolt = false
,BoltLock = false
,CanBreachDoor = false
,CanBreak = true --- Weapon can jam?
,JamChance = 1000 --- This old piece of brick doesn't work fine >;c
,IncludeChamberedBullet = true --- Include the chambered bullet on next reload
,Chambered = false --- Start with the gun chambered?
,LauncherReady = false --- Start with the GL ready?
,CanCheckMag = true --- You can check the magazine
,ArcadeMode = false --- You can see the bullets left in magazine
,RainbowMode = false --- Operation: Party Time xD
,ModoTreino = false --- Surrender enemies instead of killing them
,GunSize = 4
,GunFOVReduction = 5
,BoltExtend = Vector3.new(0, 0, 0.4)
,SlideExtend = Vector3.new(0, 0, 0.4) |
-- Function to preload audio assets |
AudioPlayer.preloadAudio = function(assetArray)
ContentProvider:PreloadAsync(assetArray)
end
|
----------------------------------------------------------------------------
-------- cleans up the opponent's stuff if the player leaves |
game.Players.ChildRemoved:connect(function(p)
if p == script.Challenger.Value then
script.Cleanup.Value:remove()
script:remove()
end
end)
|
-- This ones for 0celot. |
on = 0
Tool = script.Parent
welds = {}
sh = {}
arms = nil
torso = nil
f = nil
function Crouch(ison)
if arms == nil and torso == nil then
arms = {Tool.Parent:FindFirstChild("Left Leg"), Tool.Parent:FindFirstChild("Right Leg")}
torso = Tool.Parent:FindFirstChild("Torso")
end
if arms ~= nil and torso ~= nil then
sh = {torso:FindFirstChild("Left Hip"), torso:FindFirstChild("Right Hip")}
if sh ~= nil then
local yes = true
if yes then
yes = false
if ison == 1 then
sh[1].Part1 = nil
sh[2].Part1 = nil
local weld1 = Instance.new("Weld")
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(0.5, 1, -1) * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0) --Left leg
arms[1].Name = "LDave"
arms[1].CanCollide = true
welds[1] = weld1 |
Subsets and Splits