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---Engine
function Engine() script.Parent:WaitForChild("Gauges") script.Parent:WaitForChild("Status") local down1 local down2 local Drive={ car.Wheels.FL:GetChildren(), car.Wheels.FR:GetChildren(), car.Wheels.RL:GetChildren(), car.Wheels.RR:GetChildren() } local Tc={ Speed=0, ThrotAccel=.1, ThrotDecay=.4, ClutchAccel=.1, ClutchDecay=.5, FreeAccel=.1, FreeDecay=.01, BrakeAccel=.5, BrakeDecay=.5, ExpGradient=2, MaxTorque=100000, BrakeMaxTorque=100000, BExpGradient=2, Brakes=4000, --Brake Force ClutchGain=6000, ClutchStall=0, ShiftSpeed=.3, ClutchShiftSpeed=.7, RevBounceP=.93, VariableThrotAdj=.1, Trans={ -- Tuning: http://i.imgur.com/wbHZPI7.png -- [1] [2] [3] [4] [5] [6] [7] [8] [9] -- {Int Tq , Peak Tq , Peak Sp , Max Sp , Tq Decay, Limiter , C Tolerance , C Gain , C Stall } {14000 , 19000 , 60 , 100 , 17 , 8 , .7 , .5 , 0 }, --1st {10000 , 12000 , 90 , 120 , 20 , 10 , .2 , .3 , 0 }, --2nd {8000 , 10000 , 170 , 150 , 27 , 13 , .1 , .2 , 0 }, --3rd {5000 , 9000 , 220 , 200 , 28 , 20 , .08 , .15 , 0 }, --4th {2500 , 8800 , 260 , 230 , 50 , 30 , .06 , .1 , 0 }, {2500 , 8400 , 260 , 260 , 50 , 30 , .06 , .1 , 0 }, {2500 , 8000 , 260 , 290 , 50 , 30 , .06 , .1 , 0 }, --5th --6th }, ReverseTq=14000, --Reverse Torque ReverseSp=30, --Max Reverse Speed FDiffPerc=-.2, --Front Differential (-1 -> 1) *value < 0 is outer wheel biased CDiffPerc=.25, --Center Differential (-1 -> 1) *value < 0 is front biased RDiffPerc=-.2, --Rear Differential (-1 -> 1) *value < 0 is outer wheel biased DTrainDist=-.5, --Power Distribution (See below diagram) -- Rear <-|-------|-------|-------|-------|-> Front -- Biased -1 0 1 Biased -- RWD AWD FWD ------------------------------------------- ThrotP=0, MaxThrotP=1, BrakeP=0, ClutchP=0, Throttle=0, Brake=0, Clutch=0, Gear=1, GearShift=1, PrevGear=1, RPM=0, Units={ {"SPS",1}, {"MPH",.682}, {"KPH",1.097} }, CUnit=1 } local Friction={ TractionControl=true, FDownforce=0000, --Front Downforce (Unsprung) RDownforce=40000, --Rear Downforce (Unsprung) FFChange=0, FTolerance=10, FMaxDiff=40, FDecay=1, FGripGain=1, RFChange=-40000, RTolerance=10, RMaxDiff=40, RDecay=.01, RGripGain=.01, PBrakeForce=40000, SkidTol=40, ----------------------------------------- PBrake=false, FSkid=0, RSkid=0, } for i,v in pairs(Drive) do for n,a in pairs(v) do if a.Wheel:FindFirstChild("#AV") then a.Wheel:FindFirstChild("#AV"):Destroy() end local AV=Instance.new("BodyAngularVelocity",a.Wheel) AV.Name="#AV" AV.angularvelocity=Vector3.new(0,0,0) AV.maxTorque=Vector3.new(0,0,0) AV.P=Tc.MaxTorque end end mouse.Button1Up:connect(function() down1=false end) mouse.Button1Down:connect(function() down1=true end) mouse.Button2Up:connect(function() down2=false end) mouse.Button2Down:connect(function() down2=true end) mouse.WheelForward:connect(function() if GMode==1 then Tc.MaxThrotP=math.min(1,Tc.MaxThrotP+Tc.VariableThrotAdj) end end) mouse.WheelBackward:connect(function() if GMode==1 then Tc.MaxThrotP=math.max(0,Tc.MaxThrotP-Tc.VariableThrotAdj) end end) mouse.KeyDown:connect(function(key) if key=="q" then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.max(Tc.Gear-1,-1) elseif key=="e" then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.min(Tc.Gear+1,#Tc.Trans) elseif (string.byte(key)==48 and GMode==1) or (key=="p" and GMode==0) then Friction.PBrake=1 elseif (key=="w" and GMode==1) or (string.byte(key)==48 and GMode==0) then Tc.Clutch=1 elseif key=="t" then Friction.TractionControl=not Friction.TractionControl end end) mouse.KeyUp:connect(function(key) if (string.byte(key)==48 and GMode==1) or (key=="p" and GMode==0) then Friction.PBrake=0 elseif (key=="w" and GMode==1) or (string.byte(key)==48 and GMode==0) then Tc.Clutch=0 end end) local function AChassis() if GMode==0 then Tc.MaxThrotP=1 Tc.MaxBrakeP=1 Tc.Throttle=math.max(car.DriveSeat.Throttle,0) Tc.Brake=math.max(-car.DriveSeat.Throttle,0) elseif GMode==1 then Tc.MaxBrakeP=1 if down1 then Tc.Throttle=1 else Tc.Throttle=0 end if down2 then Tc.Brake=1 else Tc.Brake=0 end else Friction.PBrake=ButtonL1 Tc.Clutch=ButtonR1 Tc.Throttle=math.ceil(RTriggerValue) Tc.MaxThrotP=RTriggerValue Tc.Brake=math.ceil(LTriggerValue) Tc.MaxBrakeP=LTriggerValue^Tc.BExpGradient if Tc.ControllerGUp==0 and ButtonY==1 then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.min(Tc.Gear+1,#Tc.Trans) elseif Tc.ControllerGDown==0 and ButtonX==1 then Tc.PrevGear=Tc.Gear Tc.GearShift=0 Tc.Gear=math.max(Tc.Gear-1,-1) end Tc.ControllerGUp=ButtonY Tc.ControllerGDown=ButtonX end if Tc.Throttle==1 then Tc.ThrotP=math.min(Tc.MaxThrotP,Tc.ThrotP+Tc.ThrotAccel) else Tc.ThrotP=math.max(0,Tc.ThrotP-Tc.ThrotDecay) end if Tc.Brake==1 then Tc.BrakeP=math.min(Tc.MaxBrakeP,Tc.BrakeP+Tc.BrakeAccel) else Tc.BrakeP=math.max(0,Tc.BrakeP-Tc.BrakeDecay) end if Tc.Clutch==1 or Tc.Gear==0 then Tc.ClutchP=math.max(0,Tc.ClutchP-Tc.ClutchDecay) else Tc.ClutchP=math.min(1,Tc.ClutchP+Tc.ClutchAccel) end ------------- Tc.GearShift=math.min(1,Tc.GearShift+Tc.ShiftSpeed+(Tc.ClutchShiftSpeed*(1-Tc.ClutchP))) ---GearChangeBeta local tol=Tc.Trans[math.max(Tc.Gear,1)][7] local NSGear=Tc.Trans[math.max(Tc.Gear,1)][4]+Tc.Trans[math.max(Tc.Gear,1)][6]+3 local OSGear=Tc.Trans[math.max(Tc.PrevGear,1)][4]+Tc.Trans[math.max(Tc.PrevGear,1)][6]+3 local toprev=OSGear+((NSGear-OSGear)*Tc.GearShift) local gearDiff=(Tc.RPM*NSGear)-(Tc.RPM*OSGear) local stall=1 local stalltq=0 if math.abs(gearDiff)>tol then stall=Tc.GearShift if gearDiff>0 then stalltq=Tc.Trans[Tc.Gear][8]*(1-Tc.GearShift) else stalltq=Tc.Trans[Tc.Gear][9]*(1-Tc.GearShift) end end ------------- local frev=0 local rrev=0 for i,v in pairs(Drive[1]) do frev=math.max(frev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[2]) do frev=math.max(frev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[3]) do rrev=math.max(rrev,v.Wheel.RotVelocity.Magnitude) end for i,v in pairs(Drive[4]) do rrev=math.max(rrev,v.Wheel.RotVelocity.Magnitude) end local rev=rrev/toprev if Tc.DTrainDist==1 then rev=frev/toprev elseif Tc.DTrainDist~=-1 then rev=math.max(rev,frev/toprev) end local rGain=(Tc.ThrotP*2)-1 if rGain>0 then rGain=rGain*Tc.FreeAccel else rGain=rGain*Tc.FreeDecay end Tc.RPM=math.min(1,math.max(0,rev*Tc.ClutchP^.3,(Tc.RPM+rGain)*(1-Tc.ClutchP)^.3)) -- A-Chassis 5.0 for i,a in pairs(Drive) do for n,v in pairs(a) do local tq=0 if Tc.Gear>0 then Tc.Speed=toprev if v.Wheel.RotVelocity.Magnitude<Tc.Trans[Tc.Gear][4] then local tPerc=math.min(v.Wheel.RotVelocity.Magnitude/Tc.Trans[Tc.Gear][3],1) local tqChange=Tc.Trans[Tc.Gear][2]-Tc.Trans[Tc.Gear][1] tq=(Tc.Trans[Tc.Gear][1]+(tPerc*tqChange)) else if v.Wheel.RotVelocity.Magnitude<Tc.Trans[Tc.Gear][4]+Tc.Trans[Tc.Gear][6]-1 then local tPerc=(v.Wheel.RotVelocity.Magnitude-Tc.Trans[Tc.Gear][4])/Tc.Trans[Tc.Gear][5] local tqChange=Tc.Trans[Tc.Gear][2] tq=(math.max(0,Tc.Trans[Tc.Gear][2]-(tPerc*tqChange))) else Tc.Speed=(Tc.Trans[Tc.Gear][4]+Tc.Trans[Tc.Gear][6])*Tc.RevBounceP tq=Tc.Trans[Tc.Gear][2]*2 end end elseif Tc.Gear==0 then tq=0 else Tc.Speed=-Tc.ReverseSp tq=Tc.ReverseTq end if i==1 then tq=tq*(1-(GSteer*Tc.FDiffPerc))*(1+math.abs(GSteer*Tc.CDiffPerc))*(1+Tc.DTrainDist) elseif i==2 then tq=tq*(1+(GSteer*Tc.FDiffPerc))*(1+math.abs(GSteer*Tc.CDiffPerc))*(1+Tc.DTrainDist) elseif i==3 then tq=tq*(1-(GSteer*Tc.RDiffPerc))*(1-math.abs(GSteer*Tc.CDiffPerc))*(1-Tc.DTrainDist) else tq=tq*(1+(GSteer*Tc.RDiffPerc))*(1-math.abs(GSteer*Tc.CDiffPerc))*(1-Tc.DTrainDist) end tq=tq*Tc.ThrotP*Tc.ClutchP^Tc.ExpGradient tq=tq+(tq*stalltq) local br=Tc.Brakes*Tc.BrakeP^Tc.ExpGradient tq=math.abs(tq-br) Tc.Speed=Tc.Speed*(1-math.ceil(Tc.BrakeP)) if i>2 and Friction.PBrake==1 then Tc.Speed=0 tq=Friction.PBrakeForce end local Ref=v.Axle.CFrame.lookVector local Speed=Tc.Speed if i==1 or i==3 then Speed=-Speed end local TqVector=1 if Friction.TractionControl then TqVector=math.max(0,Friction.SkidTol-math.abs((v.Wheel.RotVelocity.Magnitude*(v.Wheel.Size.X/2))-v.Wheel.Velocity.Magnitude))/Friction.SkidTol if TqVector<.7 then script.Parent.Gauges.Speedo.TC.Visible=true else script.Parent.Gauges.Speedo.TC.Visible=false end else script.Parent.Gauges.Speedo.TC.Visible=false end v.Wheel["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*tq*TqVector v.Wheel["#AV"].angularvelocity=Ref*Speed*stall v.Wheel["#AV"].P=Tc.MaxTorque*TqVector end end end script.Parent.Gauges.Speedo.Units.MouseButton1Click:connect(function() if Tc.CUnit>=3 then Tc.CUnit=1 else Tc.CUnit=Tc.CUnit+1 end script.Parent.Gauges.Speedo.Units.Text=Tc.Units[Tc.CUnit][1] end) local numbers={180354176,180354121,180354128,180354131,180354134,180354138,180354146,180354158,180354160,180354168,180355596,180354115} local function Speedometer() --Sound car.DriveSeat.Rev.Pitch=car.DriveSeat.Rev.SetPitch.Value+car.DriveSeat.Rev.SetRev.Value*Tc.RPM car.DriveSeat.Rel.Pitch=car.DriveSeat.Rel.SetPitch.Value+car.DriveSeat.Rel.SetRev.Value*Tc.RPM car.DriveSeat.Rev.Volume=car.DriveSeat.Rev.SetVolume.Value*Tc.ThrotP car.DriveSeat.Rel.Volume=car.DriveSeat.Rel.SetVolume.Value*(1-Tc.ThrotP) if Tc.Throttle ~= 1 then car.DriveSeat.Backfire.Volume=math.min(math.max((Tc.RPM-.5)/.5,0)*.7,car.DriveSeat.Backfire.Volume+.07) else car.DriveSeat.Backfire.Volume=math.max(car.DriveSeat.Backfire.Volume-.07,0) end --Afterburn if Tc.PrevThrot~=Tc.Throttle and Tc.RPM > .6 then local a=math.random(0,1) if a==1 then coroutine.resume(coroutine.create(function() for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=10 end wait(.1) for i,v in pairs(car.Body.Exhaust:GetChildren()) do v.Afterburn.Rate=0 end end)) end end --Speedo local fwheel=Tc.RPM*(Tc.Trans[math.max(Tc.Gear,1)][4]+Tc.Trans[math.max(Tc.Gear,1)][6]) local z1=math.min(1,math.max(0,fwheel-(Tc.Trans[math.max(Tc.Gear,1)][3]*.5))/(Tc.Trans[math.max(Tc.Gear,1)][3]-(Tc.Trans[math.max(Tc.Gear,1)][3]*.5))) local z2=math.min(1,math.max(0,fwheel-Tc.Trans[math.max(Tc.Gear,1)][4])/Tc.Trans[math.max(Tc.Gear,1)][6]) local blue=1-z1 local red=z2*2 local green=0 if fwheel>Tc.Trans[math.max(Tc.Gear,1)][4] then green=1-z2 else green=math.max(.45,z1*2) end for i,v in pairs(script.Parent.Gauges.Tach:GetChildren()) do local n=tonumber(string.match(v.Name, "%d+")) if n~=nil then if n%2 == 0 then v.P.Size=UDim2.new(0,4,0,((1-math.abs(Tc.RPM-((n-1)/18)))^12*-40)-10) else v.P.Size=UDim2.new(0,6,0,((1-math.abs(Tc.RPM-((n-1)/18)))^12*-40)-10) end v.P.BackgroundColor3 = Color3.new(red,green,blue) end end local sp=car.DriveSeat.Velocity.Magnitude*Tc.Units[Tc.CUnit][2] if sp<1000 then local nnn=math.floor(sp/100) local nn=(math.floor(sp/10))-(nnn*10) local n=(math.floor(sp)-(nn*10))-(nnn*100) script.Parent.Gauges.Speedo.A.Image="http://www.roblox.com/asset/?id="..numbers[n+1] if sp>=10 then script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[nn+1] else script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[12] end if sp>=100 then script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[nnn+1] else script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[12] end else script.Parent.Gauges.Speedo.A.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.Gauges.Speedo.B.Image="http://www.roblox.com/asset/?id="..numbers[10] script.Parent.Gauges.Speedo.C.Image="http://www.roblox.com/asset/?id="..numbers[10] end if Tc.Gear>=0 then script.Parent.Gauges.Gear.G.Image="http://www.roblox.com/asset/?id="..numbers[Tc.Gear+1] else script.Parent.Gauges.Gear.G.Image="http://www.roblox.com/asset/?id="..numbers[11] end --Status Indicators script.Parent.Status.Clutch.B.Size=UDim2.new(0,4,-Tc.ClutchP,0) script.Parent.Status.Throttle.B.Size=UDim2.new(0,4,-Tc.ThrotP,0) script.Parent.Status.Brakes.B.Size=UDim2.new(0,4,-Tc.BrakeP,0) script.Parent.Status.ThrotLimit.B.Size=UDim2.new(0,4,-Tc.MaxThrotP,0) GSpeed=car.DriveSeat.Velocity.Magnitude GTopSp=Tc.Trans[#Tc.Trans][4]+Tc.Trans[#Tc.Trans][6] GRev=Tc.RPM GThrottle=Tc.ThrotP GBrake=Tc.BrakeP Tc.PrevThrot=Tc.Throttle end local function Smoke() local tireSP={} for i,v in pairs(Drive) do for n,a in pairs(v) do if a.Wheel:FindFirstChild("Smoke")~=nil and a.Wheel:FindFirstChild("Squeal")~=nil then if workspace:FindPartOnRay(Ray.new(a.Wheel.Position,Vector3.new(0,-a.Wheel.Size.X/2,0)),car) then a.Wheel.Smoke.Enabled=math.abs((a.Wheel.RotVelocity.Magnitude*(a.Wheel.Size.X/2))-a.Wheel.Velocity.Magnitude)>20 a.Wheel.Squeal.Volume=math.min(1,math.max(0,math.abs((a.Wheel.RotVelocity.Magnitude*(a.Wheel.Size.X/2))-a.Wheel.Velocity.Magnitude)-20)/20) else a.Wheel.Smoke.Enabled=false a.Wheel.Squeal.Volume=0 end end end end end --run:BindToRenderStep("AChassis",Enum.RenderPriority.Last.Value,AChassis) --run:BindToRenderStep("Speedometer",Enum.RenderPriority.Last.Value,Speedometer) --run:BindToRenderStep("Smoke",Enum.RenderPriority.Last.Value,Smoke) --table.insert(Binded,"AChassis") --table.insert(Binded,"Speedometer") --table.insert(Binded,"Smoke") table.insert(LoopRun,AChassis) table.insert(LoopRun,Speedometer) table.insert(LoopRun,Smoke) end Engine()
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to -- decide which camera control module should be instantiated. The old method of converting redundant enum types
function CameraModule:GetCameraControlChoice() local player = Players.LocalPlayer if player then if self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then -- Touch if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode ) else return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode ) end else -- Computer if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode) else return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode) end end end end function CameraModule:OnCharacterAdded(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterAdded(char, player) end end function CameraModule:OnCharacterRemoving(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterRemoving(char, player) end end function CameraModule:OnPlayerAdded(player) player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char, player) end) player.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char, player) end) end function CameraModule:OnMouseLockToggled() if self.activeMouseLockController then local mouseLocked = self.activeMouseLockController:GetIsMouseLocked() local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset() if self.activeCameraController then self.activeCameraController:SetIsMouseLocked(mouseLocked) self.activeCameraController:SetMouseLockOffset(mouseLockOffset) end end end local cameraModuleObject = CameraModule.new() local cameraApi = {} return cameraModuleObject
-- Create class
local InstancePool = {} InstancePool.__index = InstancePool function InstancePool.new(Timeout, GenerateCallback, CleanupCallback) -- Prepare new pool local self = { Timeout = Timeout, Generate = GenerateCallback, Cleanup = CleanupCallback, All = {}, Free = {}, InUse = {}, LastUse = {} } -- Return pool return setmetatable(self, InstancePool) end function InstancePool:Release(Instance) -- Log the last use of this instance local ReleaseTime = tick() self.LastUse[Instance] = ReleaseTime -- Remove instance if not used after timeout coroutine.resume(coroutine.create(function () wait(self.Timeout) if self.LastUse[Instance] == ReleaseTime then self:Remove(Instance) end end)) -- Run cleanup routine on instance self.Cleanup(Instance) -- Free instance self.InUse[Instance] = nil self.Free[Instance] = true end function InstancePool:Get() -- Get free instance, or generate a new one local Instance = next(self.Free) or self.Generate() -- Reserve instance self.Free[Instance] = nil self.LastUse[Instance] = nil self.All[Instance] = true self.InUse[Instance] = true -- Return instance return Instance end function InstancePool:Remove(Instance) self.Free[Instance] = nil self.InUse[Instance] = nil self.LastUse[Instance] = nil self.All[Instance] = nil Instance:Destroy() end function InstancePool:ReleaseAll() for Instance in pairs(self.InUse) do self:Release(Instance) end end function InstancePool.Generate() error('No instance generation callback specified', 2) end
-- Connections
UserInputService.DeviceAccelerationChanged:Connect(changeAcceleration) clickButton.Activated:Connect(function(input, gameProcessed) if cooldown then return end if isInTutorial() then return end local inputType = input.UserInputType if inputType == Enum.UserInputType.MouseButton1 or inputType == Enum.UserInputType.Touch then registerMovement() UpdatePoints:FireServer(1) end end) controller.CooldownFinished:Connect(function() if not cooldown then return end cooldown = false clickButton.Image = "rbxassetid://5301573747" end)
--// Logging
local clientLog = {}; local dumplog = function() warn(":: Adonis :: Dumping client log...") for i,v in ipairs(clientLog) do warn(":: Adonis ::", v) end end; local log = function(...) table.insert(clientLog, table.concat({...}, " ")) end;
--// Ammo Settings
Ammo = 15; StoredAmmo = 15; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 0;
--[[** ensures value is a number where min < value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMinExclusive(min) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if min < value then return true else return false, string.format("number > %s expected, got %s", min, value) end end end
------//High Ready Animations
self.RightHighReady = CFrame.new(-1, -1, -1.5) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0)); self.LeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15));
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------- -- STATE CHANGE HANDLERS
function onRunning(speed) if speed > 0.5 then local scale = 16.0 playAnimation("walk", 0.1, Humanoid) setAnimationSpeed(speed / scale) pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) local scale = 5.0 playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / scale) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end
-- Strings
local function Split(str, delimiter) local start = 1 local t = {} while true do local pos = string.find (str, delimiter, start, true) if not pos then break end table.insert (t, string.sub (str, start, pos - 1)) start = pos + string.len (delimiter) end table.insert (t, string.sub (str, start)) return t end
-- do not touch anything below or I will cry ~Wiz --
local nowplaying = "" local requests = { } local http = game:GetService('HttpService') local lists = http:JSONDecode(http:GetAsync("https://api.trello.com/1/boards/"..trelloboard.."/lists")) for _,v in pairs(lists) do if v.name == "Pop" then local items = http:JSONDecode(http:GetAsync("https://api.trello.com/1/lists/"..v.id.."/cards")) print(#items) for _,v in pairs(items) do if v.name:match(":") ~= nil then local s,f = string.find(v.name,":") table.insert(songs, string.sub(v.name,f+1)) end end end end function shuffleTable(t) math.randomseed(tick()) assert(t, "shuffleTable() expected a table, got nil" ) local iterations = #t local j for i = iterations, 2, -1 do j = math.random(i) t[i], t[j] = t[j], t[i] end end shuffleTable(songs) local songnum = 0 function script.Parent.musicEvents.getSong.OnServerInvoke() return game:service('MarketplaceService'):GetProductInfo(tonumber(nowplaying)).Name end script.Parent.musicEvents.purchaseSong.OnServerEvent:connect(function(p) if p.userId > 0 then game:GetService("MarketplaceService"):PromptProductPurchase(p, productId) end end) local votes = { } function makesong() script.Parent.Parent.Parent.Body.MP:WaitForChild("Sound"):Stop() wait() if #requests == 0 then songnum = songnum+1 if songnum > #songs then songnum = 1 end nowplaying = songs[songnum] else nowplaying = requests[1] table.remove(requests,1) end local thisfunctionssong = nowplaying script.Parent.Parent.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..thisfunctionssong wait() script.Parent.Parent.Parent.Body.MP.Sound:Play() script.Parent.musicEvents.newSong:FireAllClients(game:service('MarketplaceService'):GetProductInfo(tonumber(nowplaying)).Name) votes = {} wait(script.Parent.Parent.Parent.Body.MP.Sound.TimeLength) if "rbxassetid://"..nowplaying == "rbxassetid://"..thisfunctionssong then makesong() end end function countVotes() local c = 0 for _,v in pairs(votes) do if v[2] == true then c = c +1 end end local remainder = #game.Players:GetPlayers() - #votes local percent = (c + (remainder/2))/#game.Players:GetPlayers() script.Parent.musicEvents.voteChange:FireAllClients(percent) if percent <= 0.2 then --skip song makesong() end return end script.Parent.musicEvents.voteYes.OnServerEvent:connect(function(p) for _,v in pairs(votes) do if v[1] == p.Name then v[2] = true countVotes() return end end table.insert(votes, {p.Name, true}) countVotes() end) script.Parent.musicEvents.voteNo.OnServerEvent:connect(function(p) for _,v in pairs(votes) do if v[1] == p.Name then v[2] = false countVotes() return end end table.insert(votes, {p.Name, false}) countVotes() end)
-- Game Variables
GameSettings.intermissionDuration = 10 GameSettings.roundDuration = 30 GameSettings.minimumPlayers = 1 GameSettings.transitionStart = 3 GameSettings.transitionEnd = 3 GameSettings.pointValues = { -- Value types must match folder names to award points correctly LowPoints = 0, MediumPoints = 10, HighPoints = 15, } GameSettings.roundWalkSpeed = 10 GameSettings.mapName = "Arena" return GameSettings
--- Creates a new spring -- @param initial A number or Vector3 (anything with * number and addition/subtraction defined) -- @param[opt=os.clock] clock function to use to update spring
function Spring.new(initial, clock) local target = initial or 0 clock = clock or os.clock return setmetatable({ _clock = clock; _time0 = clock(); _position0 = target; _velocity0 = 0*target; _target = target; _damper = 1; _speed = 1; }, Spring) end
--[[ Fired when PostGame is entered, throwing out a player state update, as well as transitioning the player state ]]
function Transitions.onEnterPostGame(stateMachine, event, from, to, playerComponent) Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to) playerComponent:updateStatus("currentState", to) PlayerPostGame.enter(stateMachine, playerComponent) end
--// Services
local Workspace = game:GetService("Workspace") local Players = game:GetService("Players")
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Super.Viper.Scourge.Value ~= true end
-- Assign hotkeys for prism selection
AssignHotkey({ 'LeftShift', 'K' }, Targeting.PrismSelect); AssignHotkey({ 'RightShift', 'K' }, Targeting.PrismSelect);
-- print(headLoc)
local hasAnyWater, WaterForce, WaterDirection = game.Workspace.Terrain:GetWaterCell(headLoc.x, headLoc.y, headLoc.z)
--[[ Contains markers for annotating objects with types. To set the type of an object, use `Type` as a key and the actual marker as the value: local foo = { [Type] = Type.Foo, } ]]
local Symbol = require(script.Parent.Symbol) local strict = require(script.Parent.strict) local Type = newproxy(true) local TypeInternal = {} local function addType(name) TypeInternal[name] = Symbol.named("Roact" .. name) end addType("Binding") addType("Element") addType("HostChangeEvent") addType("HostEvent") addType("StatefulComponentClass") addType("StatefulComponentInstance") addType("VirtualNode") addType("VirtualTree") function TypeInternal.of(value) if typeof(value) ~= "table" then return nil end return value[Type] end getmetatable(Type).__index = TypeInternal getmetatable(Type).__tostring = function() return "RoactType" end strict(TypeInternal, "Type") return Type
--Protected Turn 3--: Standard GYR with a protected turn for three signal directions, two on one road and one on intersecting road
--USES: Signal1, Signal1a, Signal2, Signal2a, Turn1, Turn1a, Turn2 while true do PedValues = script.Parent.Parent.PedValues SignalValues = script.Parent.Parent.SignalValues TurnValues = script.Parent.Parent.TurnValues
-- Tips
DEFAULT_FORCED_GROUP_VALUES["tip"] = 1 function Icon:setTip(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local realText = text or "" local isVisible = realText ~= "" local textSize = textService:GetTextSize(realText, 12, Enum.Font.GothamSemibold, Vector2.new(1000, 20-6)) self.instances.tipLabel.Text = realText self.instances.tipFrame.Size = (isVisible and UDim2.new(0, textSize.X+6, 0, 20)) or UDim2.new(0, 0, 0, 0) self.instances.tipFrame.Parent = (isVisible and activeItems) or self.instances.iconContainer self.tipText = text local tipMaid = Maid.new() self._maid.tipMaid = tipMaid if isVisible then tipMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayTip(true) end end)) tipMaid:give(self.hoverEnded:Connect(function() self:displayTip(false) end)) tipMaid:give(self.selected:Connect(function() if self.hovering then self:displayTip(false) end end)) end self:displayTip(self.hovering and isVisible) return self end function Icon:displayTip(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end -- Determine caption visibility local isVisible = self.tipVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.tipVisible = isVisible -- Have tip position track mouse or finger local tipFrame = self.instances.tipFrame if isVisible then -- When the user moves their cursor/finger, update tip to match the position local function updateTipPositon(x, y) local newX = x local newY = y local camera = workspace.CurrentCamera local viewportSize = camera and camera.ViewportSize if userInputService.TouchEnabled then --tipFrame.AnchorPoint = Vector2.new(0.5, 0.5) local desiredX = newX - tipFrame.Size.X.Offset/2 local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset local desiredY = newY + THUMB_OFFSET + 60 local minY = tipFrame.AbsoluteSize.Y + THUMB_OFFSET + 64 + 3 local maxY = viewportSize.Y - tipFrame.Size.Y.Offset newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) elseif IconController.controllerModeEnabled then local indicator = TopbarPlusGui.Indicator local newPos = indicator.AbsolutePosition newX = newPos.X - tipFrame.Size.X.Offset/2 + indicator.AbsoluteSize.X/2 newY = newPos.Y + 90 else local desiredX = newX local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset - 48 local desiredY = newY local minY = tipFrame.Size.Y.Offset+3 local maxY = viewportSize.Y newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) end --local difX = tipFrame.AbsolutePosition.X - tipFrame.Position.X.Offset --local difY = tipFrame.AbsolutePosition.Y - tipFrame.Position.Y.Offset --local globalX = newX - difX --local globalY = newY - difY --tipFrame.Position = UDim2.new(0, globalX, 0, globalY-55) tipFrame.Position = UDim2.new(0, newX, 0, newY-20) end local cursorLocation = userInputService:GetMouseLocation() if cursorLocation then updateTipPositon(cursorLocation.X, cursorLocation.Y) end self._hoveringMaid:give(self.instances.iconButton.MouseMoved:Connect(updateTipPositon)) end -- Change transparency of relavent tip instances for _, settingName in pairs(self._groupSettings.tip) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end
--[[Shutdown]]
car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end end)
--GreenEgg--
Event.Hitbox.Touched:Connect(function(hit) if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired2 then if game.ReplicatedStorage.ItemSwitching.Value == true then hit.Parent:Destroy() end Event.Hitbox.GreenGearHint:Destroy() Event.GreenGear.Transparency = 0 Event.Glass.Insert:Play() Event.LocksLeft.Value = Event.LocksLeft.Value - 1 script.Disabled = true end end) Event.Hitbox.ClickDetector.MouseClick:Connect(function(plr) if plr.Backpack:FindFirstChild(ToolRequired2) then if game.ReplicatedStorage.ItemSwitching.Value == true then plr.Backpack:FindFirstChild(ToolRequired2):Destroy() end Event.Hitbox.GreenGearHint:Destroy() Event.GreenGear.Transparency = 0 Event.Glass.Insert:Play() Event.LocksLeft.Value = Event.LocksLeft.Value - 1 script.Disabled = true end end)
--UI
local feedbackMain = script.Parent.FeedbackMain
--print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim if (toolAnimInstance ~= anim) then if (toolAnimTrack ~= nil) then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end
-- play the animation
currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim
--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
-- Same extra's apply down here as well.
game.Players.ChildRemoved:Connect(function(player) if not pcall (function() game.StarterGui:SetCore("ChatMakeSystemMessage", { Text = ""..player.Name.. " has left the game."; Color = Color3.fromRGB(170, 0, 0); Font = Enum.Font.GothamBold; FontSize = Enum.FontSize.Size18; }) end) then print ("Error") end end)
--------| Reference |--------
local PlayerGui = game.Players.LocalPlayer:WaitForChild("PlayerGui") local Assets = game.ReplicatedStorage:WaitForChild("Assets") local EasingStyle = _L.Settings.UIEasingStyle
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .12 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[[ Gets the child corresponding to a given key, respecting Roact's rules for children. Specifically: * If `elements` is nil or a boolean, this will return `nil`, regardless of the key given. * If `elements` is a single element, this will return `nil`, unless the key is ElementUtils.UseParentKey. * If `elements` is a table of elements, this will return `elements[key]`. ]]
function ElementUtils.getElementByKey(elements, hostKey) if elements == nil or typeof(elements) == "boolean" then return nil end if Type.of(elements) == Type.Element then if hostKey == ElementUtils.UseParentKey then return elements end return nil end if typeof(elements) == "table" then return elements[hostKey] end error("Invalid elements") end return ElementUtils
--///////////////////////// Constructors --//////////////////////////////////////
function module.new(CommandProcessor, ChatWindow) local obj = setmetatable({}, methods) obj.GuiObject = nil obj.ChatBarParentFrame = nil obj.TextBox = nil obj.TextLabel = nil obj.GuiObjects = {} obj.eGuiObjectsChanged = Instance.new("BindableEvent") obj.GuiObjectsChanged = obj.eGuiObjectsChanged.Event obj.TextBoxConnections = {} obj.InCustomState = false obj.CustomState = nil obj.TargetChannel = nil obj.CommandProcessor = CommandProcessor obj.ChatWindow = ChatWindow obj.TweenPixelsPerSecond = 500 obj.TargetYSize = 0 obj.AnimParams = {} obj.CalculatingSizeLock = false obj.ChannelNameColors = {} obj.UserHasChatOff = false obj:InitializeAnimParams() ChatSettings.SettingsChanged:connect(function(setting, value) if (setting == "ChatBarTextSize") then obj:SetTextSize(value) end end) coroutine.wrap(function() local success, canLocalUserChat = pcall(function() return Chat:CanUserChatAsync(LocalPlayer.UserId) end) local canChat = success and (RunService:IsStudio() or canLocalUserChat) if canChat == false then obj.UserHasChatOff = true obj:DoLockChatBar() end end)() return obj end return module
-- << VARIABLES >> --local frame = main.gui.MainFrame.Pages.Settings
--created by ------------------------------------------ --Clear And Enter
function Clear() print("Cleared") Input = "" end script.Parent.Clear.ClickDetector.MouseClick:connect(Clear) function Enter() if Input == Code then print("Entered") Input = "" local door = script.Parent.Parent.Door door.CanCollide = false door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = door.Transparency + 0.1 wait(0.1) door.Transparency = 0.8 wait(3)-- door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = door.Transparency - 0.1 wait(0.1) door.Transparency = 0 door.CanCollide = true return end Input = "" print("Wrong Code") end script.Parent.Enter.ClickDetector.MouseClick:connect(Enter)
--[[Transmission]]
Tune.TransModes = {"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 = 400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.80 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.80 , -- Reverse, Neutral, and 1st gear are required } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:Disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc) end end
-- @outline // PUBLIC METHODS
function Camera:GetCFrame(dt) local Character = System.LocalPlayer.Character local HRP = Character and Character:FindFirstChild("HumanoidRootPart") if not Character or not HRP then return Cam.CFrame end -- Compute camera rotation local MouseDelta = UIS:GetMouseDelta() Camera.Rotation = Camera.Rotation + MouseDelta * 0.01 * UserSettings().GameSettings.MouseSensitivity -- Compute camera position local HeadPosition = HRP.Position + Vector3.yAxis * 2 return CFrame.new(HeadPosition) * CFrame.fromEulerAnglesYXZ(-Camera.Rotation.Y, -Camera.Rotation.X, 0) end
--[[** ensures Roblox Region3 type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.Region3 = primitive("Region3")
--| Main (copy script(below) by ytb Sakura_ChanYT) |--
Remote.PhongDev.OnServerEvent:Connect(function(LocalPlayer) delay(2.05, function() for i,v in pairs(workspace:GetDescendants()) do if v:IsA("Model") and v:FindFirstChild("Humanoid") and v ~= LocalPlayer.Character and v.PrimaryPart and (LocalPlayer.Character.PrimaryPart.Position - v.PrimaryPart.Position).Magnitude <= Distance and v.Humanoid.Health > 0.1 then v.Humanoid:TakeDamage(Damage) local VeloCity = Instance.new("BodyVelocity",v.PrimaryPart) -- KnockBack VeloCity.MaxForce = Vector3.new(90000,900000,900000) VeloCity.Velocity = v.PrimaryPart.CFrame.LookVector * math.random(-50,75) + v.PrimaryPart.CFrame.XVector * math.random(-50,75) Debris:AddItem(VeloCity,0.40) end end end) end)
-- Do NOT change anything in the script if you want it to work, unless you know how to script...
-- Player specific convenience variables
local MyPlayer = nil local MyCharacter = nil local MyHumanoid = nil local MyTorso = nil local MyMouse = nil local rot = {"100","200","300","400","500","-100","-200","-300","-400","-500"} local pi = {"1","1","1","1.05","0.95"} local RecoilAnim local RecoilTrack = nil local IconURL = Tool.TextureId -- URL to the weapon icon asset local DebrisService = game:GetService('Debris') local PlayersService = game:GetService('Players') local FireSound local OnFireConnection = nil local OnReloadConnection = nil local DecreasedAimLastShot = false local LastSpreadUpdate = time()
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0 -- cooldown for use of the tool again ZoneModelName = "Fresh tentacles" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--// F key, HornOn
mouse.KeyDown:connect(function(key) if key=="h" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 end end)
-- add a wait till character is loaded in --local rumble = require(replicatedStorage.modules.RumbleSupport)
camera.CameraType = Enum.CameraType.Scriptable camera.CFrame = gamecams.MenuCam.CFrame wait(.2) Controls:Disable() -----Disable Controls StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) wait() script.Parent.Enabled = true if uis.GamepadEnabled then guiService.SelectedObject = script.Parent.frame.play replicatedStorage.settings.SleepButton.Value = "ButtonR2" --replicatedStorage.settings.system.Value = "Console" elseif uis.TouchEnabled then replicatedStorage.settings.SleepButton.Value = "Touch" --replicatedStorage.settings.system.Value = "Phone" else -- PC replicatedStorage.settings.SleepButton.Value = "Space" --replicatedStorage.settings.system.Value = "PC" end script.Parent.frame.Settings.Frame.SleepKey.value.Text = replicatedStorage.settings.SleepButton.Value
------------------------------------------------------------------------------------------------------------------------------ -- In production scripts that you are writing that you know you will write properly, you should not do this. -- This is included exclusively as a result of this being an example script, and users may tweak the values incorrectly.
assert(MAX_BULLET_SPREAD_ANGLE >= MIN_BULLET_SPREAD_ANGLE, "Error: MAX_BULLET_SPREAD_ANGLE cannot be less than MIN_BULLET_SPREAD_ANGLE!") if (MAX_BULLET_SPREAD_ANGLE > 180) then warn("Warning: MAX_BULLET_SPREAD_ANGLE is over 180! This will not pose any extra angular randomization. The value has been changed to 180 as a result of this.") MAX_BULLET_SPREAD_ANGLE = 180 end
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local OriginalWalkSpeed = Humanoid.WalkSpeed OriginalWalkSpeed = OriginalWalkSpeed Humanoid.WalkSpeed = 0 local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Transparency = 1 local Object = Tool.Handle:Clone() Object.Parent = workspace Object.Transparency = 0 Object.Swing.Pitch = math.random(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Fuse:Play() Object.Sparks.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.FriendlyFire.Value = FriendlyFire ScriptClone.Damage.Value = AttackDamage ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object Humanoid.WalkSpeed = OriginalWalkSpeed Tool:Destroy() end Remote.OnServerEvent:Connect(function(player, mousePosition) if not AttackAble then return end AttackAble = false if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Remote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) LeftDown = true end) function onLeftUp() LeftDown = false end Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-- ROBLOX FIXME: Can we define ClientChatModules statically in the project config
pcall(function() ChatLocalization = require((game:GetService("Chat") :: any).ClientChatModules.ChatLocalization :: any) end) if ChatLocalization == nil then ChatLocalization = {} end if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end local errorTextColor = ChatSettings.ErrorMessageTextColor or Color3.fromRGB(245, 50, 50) local errorExtraData = {ChatColor = errorTextColor} local function GetWhisperChannelPrefix() if ChatConstants.WhisperChannelPrefix then return ChatConstants.WhisperChannelPrefix end return "To " end local function GetWhisperChannelId(userName) return GetWhisperChannelPrefix() .. userName end local function Run(ChatService) local function CanCommunicate(fromSpeaker, toSpeaker) if RunService:IsStudio() then return true end local fromPlayer = fromSpeaker:GetPlayer() local toPlayer = toSpeaker:GetPlayer() if fromPlayer and toPlayer then local success, canChat = pcall(function() return Chat:CanUsersChatAsync(fromPlayer.UserId, toPlayer.UserId) end) return success and canChat end return false end local function DoWhisperCommand(fromSpeaker, message, channel) local speaker = ChatService:GetSpeaker(fromSpeaker) local otherSpeakerInputName = message local sendMessage = nil if (string.sub(message, 1, 1) == "\"") then local pos = string.find(message, "\"", 2) if (pos) then otherSpeakerInputName = string.sub(message, 2, pos - 1) sendMessage = string.sub(message, pos + 2) end else local first = string.match(message, "^[^%s]+") if (first) then otherSpeakerInputName = first sendMessage = string.sub(message, string.len(otherSpeakerInputName) + 2) end end local otherSpeakerName, otherSpeakerError --Get the target user's UserName from the input (which could be userName or displayName) if ChatSettings.PlayerDisplayNamesEnabled and ChatSettings.WhisperByDisplayNameEnabled then otherSpeakerName, otherSpeakerError = DisplayNameHelpers.getUserNameFromChattedName(otherSpeakerInputName, fromSpeaker, speaker:GetNameForDisplay()) else otherSpeakerName, otherSpeakerError = DisplayNameHelpers.getUserNameFromChattedName(otherSpeakerInputName, fromSpeaker, nil) end local otherSpeaker = ChatService:GetSpeaker(otherSpeakerName) if otherSpeakerError == DisplayNameHelpers.CommandErrorCodes.ChattingToSelf then speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_PrivateMessaging_CannotWhisperToSelf","You cannot whisper to yourself."), channel, errorExtraData) elseif otherSpeakerError == DisplayNameHelpers.CommandErrorCodes.NoMatches then local msg = ChatLocalization:FormatMessageToSend( "GameChat_MuteSpeaker_SpeakerDoesNotExist", string.format("Speaker '%s' does not exist.", tostring(otherSpeakerInputName)), "RBX_NAME", tostring(otherSpeakerName)) speaker:SendSystemMessage(msg, channel, errorExtraData) elseif otherSpeakerError == DisplayNameHelpers.CommandErrorCodes.MultipleMatches then local matchingUsersText = DisplayNameHelpers.getUsersWithDisplayNameString(otherSpeakerInputName, fromSpeaker) speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("InGame.Chat.Response.DisplayNameMultipleMatches", "Warning: The following users have this display name: "), channel, errorExtraData) --Send a second message with a list of names so that the localization formatter doesn't prune it speaker:SendSystemMessage(matchingUsersText, channel, errorExtraData) elseif otherSpeaker then local channelObj = ChatService:GetChannel(GetWhisperChannelId(otherSpeakerName)) if channelObj then if not CanCommunicate(speaker, otherSpeaker) then speaker:SendSystemMessage(ChatLocalization:FormatMessageToSend("GameChat_PrivateMessaging_CannotChat","You are not able to chat with this player."), channel, errorExtraData) return end if (not speaker:IsInChannel(channelObj.Name)) then speaker:JoinChannel(channelObj.Name) end if (sendMessage and (string.len(sendMessage) > 0) ) then speaker:SayMessage(sendMessage, channelObj.Name) end speaker:SetMainChannel(channelObj.Name) else local msg = ChatLocalization:FormatMessageToSend( "GameChat_MuteSpeaker_SpeakerDoesNotExist", string.format("Speaker '%s' does not exist.", tostring(otherSpeakerInputName)), "RBX_NAME", tostring(otherSpeakerName)) speaker:SendSystemMessage(msg, channel, errorExtraData) end end end local function WhisperCommandsFunction(fromSpeaker, message, channel) local processedCommand = false if (string.sub(message, 1, 3):lower() == "/w ") then DoWhisperCommand(fromSpeaker, string.sub(message, 4), channel) processedCommand = true elseif (string.sub(message, 1, 9):lower() == "/whisper ") then DoWhisperCommand(fromSpeaker, string.sub(message, 10), channel) processedCommand = true end return processedCommand end local function PrivateMessageReplicationFunction(fromSpeaker, message, channelName) local sendingSpeaker = ChatService:GetSpeaker(fromSpeaker) local extraData = sendingSpeaker.ExtraData sendingSpeaker:SendMessage(message, channelName, fromSpeaker, extraData) local toSpeaker = ChatService:GetSpeaker(string.sub(channelName, 4)) local fromSpeakerChannelId = GetWhisperChannelId(fromSpeaker) if (toSpeaker) then if (not toSpeaker:IsInChannel(fromSpeakerChannelId)) then toSpeaker:JoinChannel(fromSpeakerChannelId) end toSpeaker:SendMessage(message, fromSpeakerChannelId, fromSpeaker, extraData) end return true end local function PrivateMessageAddTypeFunction(speakerName, messageObj, channelName) if ChatConstants.MessageTypeWhisper then messageObj.MessageType = ChatConstants.MessageTypeWhisper end end ChatService:RegisterProcessCommandsFunction("whisper_commands", WhisperCommandsFunction, ChatConstants.StandardPriority) local function GetWhisperChanneNameColor() if ChatSettings.WhisperChannelNameColor then return ChatSettings.WhisperChannelNameColor end return Color3.fromRGB(102, 14, 102) end ChatService.SpeakerAdded:connect(function(speakerName) local speaker = ChatService:GetSpeaker(speakerName) local speakerDisplayName if ChatSettings.PlayerDisplayNamesEnabled and speaker:GetPlayer() then speakerDisplayName = speaker:GetNameForDisplay() .. "(@" .. speakerName .. ")" else speakerDisplayName = speakerName end local toSpeakerChannelId = GetWhisperChannelId(speakerName) if (ChatService:GetChannel(toSpeakerChannelId)) then ChatService:RemoveChannel(toSpeakerChannelId) end local channel = ChatService:AddChannel(toSpeakerChannelId) channel.Joinable = false channel.Leavable = true channel.AutoJoin = false channel.Private = true channel.WelcomeMessage = ChatLocalization:FormatMessageToSend("GameChat_PrivateMessaging_NowChattingWith", "You are now privately chatting with " .. speakerDisplayName .. ".", "RBX_NAME", tostring(speakerDisplayName)) channel.ChannelNameColor = GetWhisperChanneNameColor() channel:RegisterProcessCommandsFunction("replication_function", PrivateMessageReplicationFunction, ChatConstants.LowPriority) channel:RegisterFilterMessageFunction("message_type_function", PrivateMessageAddTypeFunction) end) ChatService.SpeakerRemoved:connect(function(speakerName) local whisperChannelId = GetWhisperChannelId(speakerName) if (ChatService:GetChannel(whisperChannelId)) then ChatService:RemoveChannel(whisperChannelId) end end) end return Run
--Made by Luckymaxer
Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Debris = game:GetService("Debris") WindDirection = script:FindFirstChild("WindDirection") Force = script:FindFirstChild("Force") Parts = {} BaseColor = BrickColor.new("Royal purple") Color = BaseColor.Color Gravity = 196.20 Duration = 3 Classes = { BasePart = { BrickColor = BaseColor, Material = Enum.Material.Plastic, Reflectance = 0, Transparency = 0.75, }, FileMesh = { TextureId = "", }, DataModelMesh = { VertexColor = Vector3.new(Color.r, Color.g, Color.b), }, CharacterMesh = { BaseTextureId = 0, OverlayTextureId = 0, }, Shirt = { ShirtTemplate = "", }, Pants = { PantsTemplate = "", }, FaceInstance = { Texture = "", }, Sparkles = { SparkleColor = Color, Enabled = false, }, Fire = { Color = Color, SecondaryColor = Color, Enabled = false, }, Smoke = { Color = Color, Enabled = false, }, Light = { Color = Color, Enabled = false, }, ParticleEmitter = { Color = ColorSequence.new(Color, Color), Enabled = false, } } Fire = script:FindFirstChild("Fire") Objects = {} RemovedObjects = {} FakeParts = {} Hats = {} Tools = {} Particles = {} function DestroyScript() Debris:AddItem(script, 0.5) end function TweenNumber(Start, Goal, Time) return ((Goal - Start) / Time) end function Decorate(Object) local ObjectData = { Object = nil, Properties = {}, } for i, v in pairs(Classes) do if Object:IsA(i) then if Object:IsA("CharacterMesh") then local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = ("http://www.roblox.com/asset/?id=" .. Object.MeshId) for ii, vv in pairs(Character:GetChildren()) do if vv:IsA("BasePart") and Object.BodyPart.Name == string.gsub(vv.Name, " ", "") then Mesh.Parent = vv table.insert(RemovedObjects, {Object = Object, NewObject = Mesh, Parent = Object.Parent}) Object.Parent = nil end end elseif Object:IsA("BasePart") and Object.Transparency >= 1 then else ObjectData.Object = Object for ii, vv in pairs(v) do local PropertyValue = nil local PropertyValueSet = false pcall(function() PropertyValue = Object[ii] PropertyValueSet = true Object[ii] = vv end) if PropertyValueSet then ObjectData.Properties[ii] = PropertyValue end end end end end table.insert(Objects, ObjectData) end function Redesign(Parent) for i, v in pairs(Parent:GetChildren()) do if v ~= script then Decorate(v) Redesign(v) end end end if not Humanoid or not WindDirection then DestroyScript() return end for i, v in pairs(Character:GetChildren()) do if v:IsA("Hat") or v:IsA("Tool") then local FakeObject = v:Clone() Decorate(FakeObject) table.insert(((v:IsA("Hat") and Hats) or Tools), v) for ii, vv in pairs(FakeObject:GetChildren()) do if vv:IsA("BasePart") then local FakePart = vv:Clone() FakePart.Name = v.Name table.insert(FakeParts, FakePart) FakePart.Parent = Character FakePart.CFrame = vv.CFrame end end end end Humanoid:UnequipTools() for i, v in pairs({Hats, Tools}) do for ii, vv in pairs(v) do vv.Parent = nil end end Redesign(Character) local GhostModel = Instance.new("Model") GhostModel.Name = "GhostModel" for i, v in pairs(Character:GetChildren()) do if v:IsA("BasePart") then if v.Name ~= "HumanoidRootPart" then local FakePart = v:Clone() FakePart.Name = "Part" FakePart.CanCollide = false for ii, vv in pairs(FakePart:GetChildren()) do if not vv:IsA("DataModelMesh") then vv:Destroy() end end table.insert(FakeParts, FakePart) local Mass = (v:GetMass() * Gravity ^ 2) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.maxForce = Vector3.new(Mass, Mass, Mass) BodyVelocity.velocity = (WindDirection.Value * Force.Value) BodyVelocity.Parent = FakePart FakePart.Parent = GhostModel local FireParticle = Fire:Clone() FireParticle.Enabled = true table.insert(Particles, FireParticle) FireParticle.Parent = FakePart end v:Destroy() end end Spawn(function() local Start = Classes.BasePart.Transparency local End = 1 local Time = 0.75 local Rate = (1 / 30) local Frames = (Time / Rate) for i = 1, Frames do local Transparency = (Start + TweenNumber(Start, End, (Frames / (i + 1)))) for ii, vv in pairs(FakeParts) do if vv and vv.Parent then vv.Transparency = Transparency end end wait(Rate) end for i, v in pairs(Particles) do v.Enabled = false end end) Debris:AddItem(GhostModel, 5) GhostModel.Parent = game:GetService("Workspace")
-- move the banto to the newfound goal
walk:Play() bg.CFrame = CFrame.new(banto.PrimaryPart.Position,goal) bp.Position = (CFrame.new(banto.PrimaryPart.Position,goal)*CFrame.new(0,0,-100)).p local start = tick() repeat wait(1/2) local ray = Ray.new(banto.PrimaryPart.Position,Vector3.new(0,-1000,0))
-- this function creates a function that will repeatedly call a function while the key is held
local function HandleHoldDown(functionToHold) local LastPressed = 0 return function(inputObject) local CurrentTime = tick() LastPressed = CurrentTime while inputObject.UserInputState == Enum.UserInputState.Begin and Enabled and LastPressed == CurrentTime do functionToHold() wait(0.15) end end end local KnobModule = require(script.Parent.Knob) local ReverserModule = require(script.Parent.Reverser) local VisualizeModule = require(script.Parent.Visualization) local AddressModule = require(script.Parent.Address) local FunctionsModule = require(script.Parent.Functions)
--[[Misc]]
-- Tune.LoadDelay = 1 -- Delay before initializing chassis (in seconds, increase for more reliable initialization) Tune.AutoStart = true -- Set to false if using manual ignition plugin Tune.AutoUpdate = true -- Automatically applies minor updates to the chassis if any are found. -- Will NOT apply major updates, but will notify you of any. -- Set to false to mute notifications, or if using modified Drive. Tune.Debug = false -- Enable to see all of the chassis parts upon initialization. -- Useful for tuning the chassis until perfect. -- Will turn on any value with the label (Debug)
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(133) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(133) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(133) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(133) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(133) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(133) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(106)
-----------------------------------------------------------------------------------------------
script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000)
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = nil , ToggleABS = nil , ToggleTransMode = nil , ToggleMouseDrive = nil , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[Output Scaling Factor]]
local hpScaling = _Tune.WeightScaling*12 local FBrakeForce = _Tune.FBrakeForce local RBrakeForce = _Tune.RBrakeForce local PBrakeForce = _Tune.PBrakeForce if not workspace:PGSIsEnabled() then hpScaling = _Tune.LegacyScaling*12 FBrakeForce = _Tune.FLgcyBForce RBrakeForce = _Tune.RLgcyBForce PBrakeForce = _Tune.LgcyPBForce end
---Explosive Settings---
elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == true then Gui.FText.Text = "Semi" Settings.Mode = "Semi" elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == true then Gui.FText.Text = "Burst" Settings.Mode = "Burst" elseif Settings.Mode == "Explosive" and Settings.FireModes.Semi == false and Settings.FireModes.Burst == false and Settings.FireModes.Auto == true then Gui.FText.Text = "Auto" Settings.Mode = "Auto" end Update_Gui() end if (key == "t") and Equipped and (not NVG or ArmaClone.AimPart:FindFirstChild("NVAim") == nil) then if Aiming then if ArmaClone:FindFirstChild("AimPart2") ~= nil then if AimPartMode == 1 then AimPartMode = 2 tweenFoV(Settings.ChangeFOV[2],120) if Settings.FocusOnSight2 and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then ZoomAnim() Sprint() end elseif AimPartMode == 2 then AimPartMode = 1 tweenFoV(Settings.ChangeFOV[1],120) if Settings.FocusOnSight and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then UnZoomAnim() Sprint() end end else if AimPartMode == 1 then AimPartMode = 2 tweenFoV(Settings.ChangeFOV[2], 120) if Settings.FocusOnSight2 and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then ZoomAnim() Sprint() end elseif AimPartMode == 2 then AimPartMode = 1 tweenFoV(Settings.ChangeFOV[1], 120) if Settings.FocusOnSight and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then UnZoomAnim() Sprint() end end end else if AimPartMode == 1 then AimPartMode = 2 if Settings.FocusOnSight2 and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then ZoomAnim() Sprint() end elseif AimPartMode == 2 then AimPartMode = 1 if Settings.FocusOnSight and Aiming then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end if Settings.ZoomAnim then UnZoomAnim() Sprint() end end end end if (key == "[") and Equipped then if Zeroing.Value > Zeroing.MinValue then Zeroing.Value = Zeroing.Value - 50 ArmaClone.Handle.Click:play() Update_Gui() end end if (key == "]" ) and Equipped then if Zeroing.Value < Zeroing.MaxValue then Zeroing.Value = Zeroing.Value + 50 ArmaClone.Handle.Click:play() Update_Gui() end end if (key == "r") and Equipped and stance > -2 then CancelReload = false if StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 1 then if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true then return end MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() Update_Gui() wait(.25) end ReloadAnim() if Chambered.Value == false and slideback == true and Settings.FastReload == true then ChamberBKAnim() elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then ChamberAnim() end Sprint() Update_Gui() Can_Shoot = true Reloading = false elseif StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and not Reloading and Settings.ReloadType == 2 then if Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo + 1 or not Settings.IncludeChamberedBullet and Ammo.Value == Settings.Ammo and Chambered.Value == true or CancelReload then Sprint() Update_Gui() return end MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance) Sprint() Update_Gui() wait(.25) end for i = 1,Settings.Ammo - Ammo.Value do if StoredAmmo.Value > 0 and not CancelReload and Ammo.Value < Settings.Ammo and not AnimDebounce then ShellInsertAnim() end end if Chambered.Value == false and slideback == true and Settings.FastReload == true then ChamberBKAnim() elseif Chambered.Value == false and slideback == false and Settings.FastReload == true then ChamberAnim() end Update_Gui() Sprint() CancelReload = false Can_Shoot = true Reloading = false elseif StoredAmmo.Value > 0 and Settings.Mode ~= "Explosive" and Reloading and Settings.ReloadType == 2 and AnimDebounce then if not CancelReload then CancelReload = true Sprint() Update_Gui() wait(.25) end elseif not Reloading and GLAmmo.Value > 0 and Settings.Mode == "Explosive" and GLChambered.Value == false then MouseHeld = false Can_Shoot = false Reloading = true GLReloadAnim() GLChambered.Value = true Sprint() Update_Gui() Can_Shoot = true Reloading = false end end if (key == "f") and Equipped and not Reloading and stance > -2 then MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() Update_Gui() --wait(.25) end if not slideback then ChamberAnim() else ChamberBKAnim() end Sprint() Update_Gui() Can_Shoot = true Reloading = false end if (key == "m") and Equipped and Settings.CanCheckMag and not Reloading and stance > -2 then MouseHeld = false Can_Shoot = false Reloading = true if Safe then Safe = false stance = 0 Evt.Stance:FireServer(stance,Settings,Anims) IdleAnim() Update_Gui() --wait(.25) end CheckAnim() Sprint() Update_Gui() Can_Shoot = true Reloading = false end if (key == "h") and Equipped and ArmaClone:FindFirstChild("LaserPoint") then if ServerConfig.RealisticLaser and ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then if not LaserAtivo and not IRmode then LaserAtivo = not LaserAtivo IRmode = not IRmode if LaserAtivo then Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient) Pointer = Instance.new('Part') Pointer.Shape = 'Ball' Pointer.Size = Vector3.new(0.2, 0.2, 0.2) Pointer.Parent = ArmaClone.LaserPoint Pointer.CanCollide = false Pointer.Color = ArmaClone.LaserPoint.Color Pointer.Material = Enum.Material.Neon if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then Pointer.Transparency = 1 end LaserSP = Instance.new('Attachment') LaserSP.Parent = ArmaClone.LaserPoint LaserEP = Instance.new('Attachment') LaserEP.Parent = ArmaClone.LaserPoint Laser = Instance.new('Beam') Laser.Parent = ArmaClone.LaserPoint Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 0 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if ServerConfig.RealisticLaser then Laser.Enabled = false end else Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode) Pointer:Destroy() LaserSP:Destroy() LaserEP:Destroy() Laser:Destroy() end elseif LaserAtivo and IRmode then IRmode = not IRmode elseif LaserAtivo and not IRmode then LaserAtivo = not LaserAtivo if LaserAtivo then Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient) Pointer = Instance.new('Part') Pointer.Shape = 'Ball' Pointer.Size = Vector3.new(0.2, 0.2, 0.2) Pointer.Parent = ArmaClone.LaserPoint Pointer.CanCollide = false Pointer.Color = ArmaClone.LaserPoint.Color Pointer.Material = Enum.Material.Neon if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then Pointer.Transparency = 1 end LaserSP = Instance.new('Attachment') LaserSP.Parent = ArmaClone.LaserPoint LaserEP = Instance.new('Attachment') LaserEP.Parent = ArmaClone.LaserPoint Laser = Instance.new('Beam') Laser.Parent = ArmaClone.LaserPoint Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 0 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if ServerConfig.RealisticLaser then Laser.Enabled = false end else Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode) Pointer:Destroy() LaserSP:Destroy() LaserEP:Destroy() Laser:Destroy() end end else LaserAtivo = not LaserAtivo if LaserAtivo then Evt.SVLaser:FireServer(Vector3.new(0,0,0),1,ArmaClone.LaserPoint.Color,ArmaClient) Pointer = Instance.new('Part') Pointer.Shape = 'Ball' Pointer.Size = Vector3.new(0.2, 0.2, 0.2) Pointer.Parent = ArmaClone.LaserPoint Pointer.CanCollide = false Pointer.Color = ArmaClone.LaserPoint.Color Pointer.Material = Enum.Material.Neon if ArmaClone.LaserPoint:FindFirstChild("IR") ~= nil then Pointer.Transparency = 1 end LaserSP = Instance.new('Attachment') LaserSP.Parent = ArmaClone.LaserPoint LaserEP = Instance.new('Attachment') LaserEP.Parent = ArmaClone.LaserPoint Laser = Instance.new('Beam') Laser.Parent = ArmaClone.LaserPoint Laser.Transparency = NumberSequence.new(0) Laser.LightEmission = 1 Laser.LightInfluence = 0 Laser.Attachment0 = LaserSP Laser.Attachment1 = LaserEP Laser.Color = ColorSequence.new(ArmaClone.LaserPoint.Color,IRmode) Laser.FaceCamera = true Laser.Width0 = 0.01 Laser.Width1 = 0.01 if ServerConfig.RealisticLaser then Laser.Enabled = false end else Evt.SVLaser:FireServer(Vector3.new(0,0,0),2,nil,ArmaClient,IRmode) Pointer:Destroy() LaserSP:Destroy() LaserEP:Destroy() Laser:Destroy() end end ArmaClone.Handle.Click:play() end if (key == "j") and Equipped and ArmaClone:FindFirstChild("FlashPoint") then LanternaAtiva = not LanternaAtiva ArmaClone.Handle.Click:play() if LanternaAtiva then Evt.SVFlash:FireServer(true,ArmaClient,ArmaClone.FlashPoint.Light.Angle,ArmaClone.FlashPoint.Light.Brightness,ArmaClone.FlashPoint.Light.Color,ArmaClone.FlashPoint.Light.Range) ArmaClone.FlashPoint.Light.Enabled = true else Evt.SVFlash:FireServer(false,ArmaClient,nil,nil,nil,nil) ArmaClone.FlashPoint.Light.Enabled = false end end if (key == "u") and Equipped and ArmaClone:FindFirstChild("Silenciador") then Silencer.Value = not Silencer.Value ArmaClone.Handle.Click:play() if Silencer.Value == true then ArmaClone.Silenciador.Transparency = 0 ArmaClone.SmokePart.FlashFX.Brightness = 0 ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 0 Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value) else ArmaClone.Silenciador.Transparency = 1 ArmaClone.SmokePart.FlashFX.Brightness = 5 ArmaClone.SmokePart:FindFirstChild("FlashFX[Flash]").Rate = 1000 Evt.SilencerEquip:FireServer(ArmaClient,Silencer.Value) end end if (key == "b") and Equipped and BipodEnabled and ArmaClone:FindFirstChild("BipodPoint") then Bipod = not Bipod if Bipod == true then if ArmaClone.BipodPoint:FindFirstChild("BipodDeploy") ~= nil then ArmaClone.BipodPoint.BipodDeploy:play() end else if ArmaClone.BipodPoint:FindFirstChild("BipodRetract") ~= nil then ArmaClone.BipodPoint.BipodRetract:play() end end end if (key == "n") and Laserdebounce == false then if Player.Character then local helmet = Player.Character:FindFirstChild("Helmet") if helmet then local nvg = helmet:FindFirstChild("Up") if nvg then Laserdebounce = true delay(.8,function() NVG = not NVG if Aiming and ArmaClone.AimPart:FindFirstChild("NVAim") ~= nil then if NVG then tweenFoV(70,120) TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() else if AimPartMode == 1 then tweenFoV(Settings.ChangeFOV[1],120) if Settings.FocusOnSight then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end elseif AimPartMode == 2 then tweenFoV(Settings.ChangeFOV[2],120) if Settings.FocusOnSight2 then TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.75),{ImageTransparency = 0}):Play() else TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play() end end end end Laserdebounce = false end) end end end end end)
--// Services
local L_81_ = game:GetService('RunService').RenderStepped local L_82_ = game:GetService('UserInputService')
-----------------------------------------------
function findAllFlagStands(root) local c = root:children() for i=1,#c do if (c[i].className == "Model" or c[i].className == "Part") then findAllFlagStands(c[i]) end if (c[i].className == "FlagStand") then table.insert(stands, c[i]) end end end function hookUpListeners() for i=1,#stands do stands[i].FlagCaptured:connect(onCaptureScored) end end function onPlayerEntered(newPlayer) if CTF_mode == true then local stats = Instance.new("IntValue") stats.Name = "leaderstats" local captures = Instance.new("IntValue") captures.Name = "Captures" captures.Value = 0 captures.Parent = stats -- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end stats.Parent = newPlayer else local stats = Instance.new("IntValue") stats.Name = "leaderstats" local kills = Instance.new("IntValue") kills.Name = "KOs" kills.Value = 0 local cash = Instance.new("IntValue") cash.Name = "Cash" cash.Value = 0 local deaths = Instance.new("IntValue") deaths.Name = "Wipeouts" deaths.Value = 0 kills.Parent = stats deaths.Parent = stats cash.Parent = stats -- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end local humanoid = newPlayer.Character.Humanoid humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end ) -- start to listen for new humanoid newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end ) stats.Parent = newPlayer end end function onCaptureScored(player) local ls = player:findFirstChild("leaderstats") if ls == nil then return end local caps = ls:findFirstChild("Captures") if caps == nil then return end caps.Value = caps.Value + 1 end findAllFlagStands(game.Workspace) hookUpListeners() if (#stands > 0) then CTF_mode = true end game.Players.ChildAdded:connect(onPlayerEntered)
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end end -- preload anims if PreloadAnimsUserFlag then for i, animType in pairs(animTable) do for idx = 1, animType.count, 1 do Humanoid:LoadAnimation(animType[idx].anim) end end end end
-- Bind Events
CaptureFlag.Event:Connect(OnCaptureFlag) ReturnFlag.Event:Connect(OnReturnFlag) return GameManager
-- ROBLOX deviation: matchers does not have MatchersObject type annotation and expect -- does not have Expect type annotation --[[ ROBLOX TODO: add default generic param when possible original code: export const setMatchers = <State extends MatcherState = MatcherState>( ]]
local function setMatchers<State>(matchers: MatchersObject<State>, isInternal: boolean, expect): () for key, matcher in pairs(matchers) do -- ROBLOX TODO: assign INTERNAL_MATCHER_FLAG to matchers if not isInternal then local CustomMatcher = {} CustomMatcher.__index = CustomMatcher setmetatable(CustomMatcher, AsymmetricMatcher) CustomMatcher.new = function(inverse: boolean?, ...) inverse = if inverse ~= nil then inverse else false local self = AsymmetricMatcher.new({ ... }, inverse) setmetatable(self, CustomMatcher) return self end CustomMatcher.asymmetricMatch = function(self, other: any) local pass = matcher(self:getMatcherContext(), other, unpack(self.sample)).pass return if self.inverse then not pass else pass end CustomMatcher.toString = function(self) if self.inverse then return string.format("never.%s", key) end return tostring(key) end CustomMatcher.getExpectedType = function(self) return "any" end CustomMatcher.toAsymmetricMatcher = function(self) local sample = self.sample local i = 1 local printval = "" while i < #sample do printval = printval .. tostring(sample[i]) .. ", " i += 1 end printval = printval .. tostring(sample[i]) return string.format("%s<%s>", self:toString(), printval) end -- ROBLOX deviation start: there is not Object.defineProperty equivalent in Lua expect[key] = function(...) return CustomMatcher.new(false, ...) end if not expect.never then expect.never = {} end expect.never[key] = function(...) return CustomMatcher.new(true, ...) end -- ROBLOX deviation end end end Object.assign(_G[JEST_MATCHERS_OBJECT].matchers, matchers) end return { INTERNAL_MATCHER_FLAG = INTERNAL_MATCHER_FLAG, getState = getState, setState = setState, getMatchers = getMatchers, setMatchers = setMatchers, }
-- variables
local hrp = script.Parent:WaitForChild("HumanoidRootPart"); local head = script.Parent:WaitForChild("Head"); local neck = head:WaitForChild("Neck"); local waist = script.Parent:WaitForChild("UpperTorso"):WaitForChild("Waist"); local neckC0 = neck.C0; local waistC0 = waist.C0; local target = script.Parent.Parent.Target;
--| More |--
local Camera = workspace.Camera local DFOV = 70 local Info = TweenInfo.new(0.5)
-- ALL OF THE CREDITS GOES TO V_SUZUKI -- ORIGINAL MODEL https://www.roblox.com/library/6990325381/tech -- KINDA GLITCHY
script:Remove() --self destruct
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Pin -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--EQUIP ANIMATION
wait(0.1) Animate( CFrame.new(1.5, 0, 0) * CFrame.fromEulerAnglesXYZ(math.rad(0), math.rad(0), math.rad(0)) * CFrame.new(0,1.5,0) ,CFrame.new(-1.5, 0.1, 0.165-((0.065))) * CFrame.fromEulerAnglesXYZ(math.rad(-35)+(math.rad(15)), math.rad(-10), 0) * CFrame.new(0,1.5,0) ,CFrame.new(-1.5, -0.27+((0.37)), -1+((1.1))) * CFrame.fromEulerAnglesXYZ(math.rad(-123)+(math.rad(103)), math.rad(-10), 0) * CFrame.new(0,1.5,0) ,CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0) ,0.2)
--/Sight
module.SightZoom = 0 -- Set to 0 if you want to use weapon's default zoom module.SightZoom2 = 0 --Set this to alternative zoom or Aimpart2 Zoom
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false} function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {}
-- Functions
local function onPlayerJoin(plr) -- . . . end
--[=[ @within TableUtil @function Sync @param srcTbl table -- Source table @param templateTbl table -- Template table @return table Synchronizes the `srcTbl` based on the `templateTbl`. This will make sure that `srcTbl` has all of the same keys as `templateTbl`, including removing keys in `srcTbl` that are not present in `templateTbl`. This is a _deep_ operation, so any nested tables will be synchronized as well. ```lua local template = {kills = 0, deaths = 0, xp = 0} local data = {kills = 10, experience = 12} data = TableUtil.Sync(data, template) print(data) --> {kills = 10, deaths = 0, xp = 0} ``` :::caution Data Loss Warning This is a two-way sync, so the source table will have data _removed_ that isn't found in the template table. This can be problematic if used for player data, where there might be dynamic data added that isn't in the template. For player data, use `TableUtil.Reconcile` instead. ]=]
local function Sync<S, T>(srcTbl: S, templateTbl: T): T assert(type(srcTbl) == "table", "First argument must be a table") assert(type(templateTbl) == "table", "Second argument must be a table") local tbl = table.clone(srcTbl) -- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl' -- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl' -- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl' for k, v in pairs(tbl) do local vTemplate = templateTbl[k] -- Remove keys not within template: if vTemplate == nil then tbl[k] = nil -- Synchronize data types: elseif type(v) ~= type(vTemplate) then if type(vTemplate) == "table" then tbl[k] = Copy(vTemplate, true) else tbl[k] = vTemplate end -- Synchronize sub-tables: elseif type(v) == "table" then tbl[k] = Sync(v, vTemplate) end end -- Add any missing keys: for k, vTemplate in pairs(templateTbl) do local v = tbl[k] if v == nil then if type(vTemplate) == "table" then tbl[k] = Copy(vTemplate, true) else tbl[k] = vTemplate end end end return (tbl :: any) :: T end
--[[** ensures all keys in given table pass check @param check The function to use to check the keys @returns A function that will return true iff the condition is passed **--]]
function t.keys(check) assert(t.callback(check)) return function(value) local tableSuccess, tableErrMsg = t.table(value) if tableSuccess == false then return false, tableErrMsg or "" end for key in value do local success, errMsg = check(key) if success == false then return false, string.format("bad key %s:\n\t%s", tostring(key), errMsg or "") end end return true end end
-- Patrol configuration
local PATROL_ENABLED = getValueFromConfig("PatrolEnabled") local PATROL_RADIUS = getValueFromConfig("PatrolRadius")
--[=[ @class Comm Remote communication library. This exposes the raw functions that are used by the `ServerComm` and `ClientComm` classes. Those two classes should be preferred over accessing the functions directly through this Comm library. ]=]
local Comm = { Server = require(script.Server), Client = require(script.Client), ServerComm = require(script.Server.ServerComm), ClientComm = require(script.Client.ClientComm), }
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward Tune.FSpringOffset = { -- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador) --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward Tune.RSpringOffset = { -- Suspension anchor point offset (relative to ABOVE anchor offset) (Avxnturador) --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count
-- Support for debounce
function PlayCutscene() if bin then bin = false Music:Play() if ProtectTheCharacterWhilePlaying and ProtectTheCharacterWhilePlaying.Value and Player.Character then CharacterProtector.Parent = Player.Character end Demo:Play() end end Demo.EStop.Event:Connect(function() wait_time(Debounce.Value) CharacterProtector.Parent = nil if PlayOnce then if not PlayOnce.Value then bin = true end else bin = true end if StopMusicWhenFinished and StopMusicWhenFinished.Value then Music:Stop() if OnFinishedRemove then for i,v in pairs(OnFinishedRemove:GetChildren()) do if v:IsA("ObjectValue") then if v.Value then v.Value:Destroy() end end end end end end)
--declarations
sp = script.Parent local cover = sp.Cover local covergui = sp.CoverGui local maingui = sp.MainGui local click = cover.ClickDetector local handle = sp.Storage.Handle local tool = sp.Storage.Cup local repair = sp.Repair.TextButton local repairtwo = true local ready = true
------------------------------------------------------------------------ -- -- * used in luaK:exp2nextreg(), luaK:exp2anyreg(), luaK:storevar() ------------------------------------------------------------------------
function luaK:exp2reg(fs, e, reg) self:discharge2reg(fs, e, reg) if e.k == "VJMP" then e.t = self:concat(fs, e.t, e.info) -- put this jump in 't' list end if self:hasjumps(e) then local final -- position after whole expression local p_f = self.NO_JUMP -- position of an eventual LOAD false local p_t = self.NO_JUMP -- position of an eventual LOAD true if self:need_value(fs, e.t) or self:need_value(fs, e.f) then local fj = (e.k == "VJMP") and self.NO_JUMP or self:jump(fs) p_f = self:code_label(fs, reg, 0, 1) p_t = self:code_label(fs, reg, 1, 0) self:patchtohere(fs, fj) end final = self:getlabel(fs) self:patchlistaux(fs, e.f, final, reg, p_f) self:patchlistaux(fs, e.t, final, reg, p_t) end e.f, e.t = self.NO_JUMP, self.NO_JUMP e.info = reg e.k = "VNONRELOC" end
----------------------------------------------------------------------------------------------------- -- Coin Animation
local tweenService = game:GetService("TweenService") local info = TweenInfo.new( 3, -- length (seconds) Enum.EasingStyle.Back, -- easing style Enum.EasingDirection.InOut, -- easing direction -1, -- times repeated (-1 = infinite) true, -- should it reverse 0 -- delay ) local function coinAnimation(coin) coin = coin.PrimaryPart wait() local goals = { Orientation = Vector3.new(0, 360, 0); Position = (coin.Position + Vector3.new(0, 1.5, 0)); } local coinAnimation = tweenService:Create(coin, info, goals) coinAnimation:Play() end
-- Load tool completely before loading cached libraries
local Tool = script.Parent; local Indicator = Tool:WaitForChild 'Loaded'; while not Indicator.Value do Indicator.Changed:wait(); end;
-- This DOESN'T Prevents to fire 'Unequip()' event, says it all the name, -- auto-equip! --Place this in a Tool.
EnableBackpackGui = true -- Keep at true -_- Weapon = script.Parent.Name local player = game:GetService("Players").LocalPlayer local mouse = player:GetMouse(); local char = player.Character local tool = player.Backpack:FindFirstChild(""..Weapon.."") db=1
--game:GetService("Players").PlayerAdded:Connect(function(player)
--local character = player.Character or player.CharacterAdded:Wait() --player.CharacterAdded:Connect(function(character) --character_added(character) --end)
--[[ Calls a callback on `andThen` with specific arguments. ]]
function Promise.prototype:andThenCall(callback, ...) local length, values = pack(...) return self:andThen(function() return callback(unpack(values, 1, length)) end) end
--Turbocharger
local BOV_Loudness = 1 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.9 --max pitch of the BOV (not exact so might have to mess with it)
--[=[ Returns if a string ends with a postfix @param str string @param postfix string @return boolean ]=]
function String.endsWith(str: string, postfix: string): boolean return str:sub(-#postfix) == postfix end
-- ProfileStore object:
local ProfileStore = { --[[ Mock = {}, _profile_store_name = "", -- [string] -- DataStore name _profile_store_scope = nil, -- [string] or [nil] -- DataStore scope _profile_store_lookup = "", -- [string] -- _profile_store_name .. "\0" .. (_profile_store_scope or "") _profile_template = {}, -- [table] _global_data_store = global_data_store, -- [GlobalDataStore] -- Object returned by DataStoreService:GetDataStore(_profile_store_name) _loaded_profiles = {[profile_key] = Profile, ...}, _profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...}, _mock_loaded_profiles = {[profile_key] = Profile, ...}, _mock_profile_load_jobs = {[profile_key] = {load_id, loaded_data}, ...}, --]] } ProfileStore.__index = ProfileStore function ProfileStore:LoadProfileAsync(profile_key, not_released_handler, _use_mock) --> [Profile / nil] not_released_handler(place_id, game_job_id) if self._profile_template == nil then error("[ProfileService]: Profile template not set - ProfileStore:LoadProfileAsync() locked for this ProfileStore") end if type(profile_key) ~= "string" then error("[ProfileService]: profile_key must be a string") elseif string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if type(not_released_handler) ~= "function" and not_released_handler ~= "ForceLoad" and not_released_handler ~= "Steal" then error("[ProfileService]: Invalid not_released_handler") end if ProfileService.ServiceLocked == true then return nil end WaitForPendingProfileStore(self) local is_user_mock = _use_mock == UseMockTag -- Check if profile with profile_key isn't already loaded in this session: for _, profile_store in ipairs(ActiveProfileStores) do if profile_store._profile_store_lookup == self._profile_store_lookup then local loaded_profiles = is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles if loaded_profiles[profile_key] ~= nil then error("[ProfileService]: Profile " .. IdentifyProfile(self._profile_store_name, self._profile_store_scope, profile_key) .. " is already loaded in this session") -- Are you using Profile:Release() properly? end end end ActiveProfileLoadJobs = ActiveProfileLoadJobs + 1 local force_load = not_released_handler == "ForceLoad" local force_load_steps = 0 local request_force_load = force_load -- First step of ForceLoad local steal_session = false -- Second step of ForceLoad local aggressive_steal = not_released_handler == "Steal" -- Developer invoked steal while ProfileService.ServiceLocked == false do -- Load profile: -- SPECIAL CASE - If LoadProfileAsync is called for the same key before another LoadProfileAsync finishes, -- yoink the DataStore return for the new call. The older call will return nil. This would prevent very rare -- game breaking errors where a player rejoins the server super fast. local profile_load_jobs = is_user_mock == true and self._mock_profile_load_jobs or self._profile_load_jobs local loaded_data local load_id = LoadIndex + 1 LoadIndex = load_id local profile_load_job = profile_load_jobs[profile_key] -- {load_id, loaded_data} if profile_load_job ~= nil then profile_load_job[1] = load_id -- Yoink load job while profile_load_job[2] == nil do -- Wait for job to finish Madwork.HeartbeatWait() end if profile_load_job[1] == load_id then -- Load job hasn't been double-yoinked loaded_data = profile_load_job[2] profile_load_jobs[profile_key] = nil else ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil end else profile_load_job = {load_id, nil} profile_load_jobs[profile_key] = profile_load_job profile_load_job[2] = StandardProfileUpdateAsyncDataStore( self, profile_key, { ExistingProfileHandle = function(latest_data) if ProfileService.ServiceLocked == false then local active_session = latest_data.MetaData.ActiveSession local force_load_session = latest_data.MetaData.ForceLoadSession -- IsThisSession(active_session) if active_session == nil then latest_data.MetaData.ActiveSession = {PlaceId, JobId} latest_data.MetaData.ForceLoadSession = nil elseif type(active_session) == "table" then if IsThisSession(active_session) == false then local last_update = latest_data.MetaData.LastUpdate if last_update ~= nil then if os.time() - last_update > SETTINGS.AssumeDeadSessionLock then latest_data.MetaData.ActiveSession = {PlaceId, JobId} latest_data.MetaData.ForceLoadSession = nil return end end if steal_session == true or aggressive_steal == true then local force_load_uninterrupted = false if force_load_session ~= nil then force_load_uninterrupted = IsThisSession(force_load_session) end if force_load_uninterrupted == true or aggressive_steal == true then latest_data.MetaData.ActiveSession = {PlaceId, JobId} latest_data.MetaData.ForceLoadSession = nil end elseif request_force_load == true then latest_data.MetaData.ForceLoadSession = {PlaceId, JobId} end else latest_data.MetaData.ForceLoadSession = nil end end end end, MissingProfileHandle = function(latest_data) latest_data.Data = DeepCopyTable(self._profile_template) latest_data.MetaData = { ProfileCreateTime = os.time(), SessionLoadCount = 0, ActiveSession = {PlaceId, JobId}, ForceLoadSession = nil, MetaTags = {}, } end, EditProfile = function(latest_data) if ProfileService.ServiceLocked == false then local active_session = latest_data.MetaData.ActiveSession if active_session ~= nil and IsThisSession(active_session) == true then latest_data.MetaData.SessionLoadCount = latest_data.MetaData.SessionLoadCount + 1 latest_data.MetaData.LastUpdate = os.time() end end end, }, is_user_mock ) if profile_load_job[1] == load_id then -- Load job hasn't been yoinked loaded_data = profile_load_job[2] profile_load_jobs[profile_key] = nil else ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil -- Load job yoinked end end -- Handle load_data: if loaded_data ~= nil then local active_session = loaded_data.MetaData.ActiveSession if type(active_session) == "table" then if IsThisSession(active_session) == true then -- Special component in MetaTags: loaded_data.MetaData.MetaTagsLatest = DeepCopyTable(loaded_data.MetaData.MetaTags) -- Case #1: Profile is now taken by this session: -- Create Profile object: local global_updates_object = { _updates_latest = loaded_data.GlobalUpdates, _pending_update_lock = {}, _pending_update_clear = {}, _new_active_update_listeners = Madwork.NewScriptSignal(), _new_locked_update_listeners = Madwork.NewScriptSignal(), _profile = nil, } setmetatable(global_updates_object, GlobalUpdates) local profile = { Data = loaded_data.Data, MetaData = loaded_data.MetaData, MetaTagsUpdated = Madwork.NewScriptSignal(), GlobalUpdates = global_updates_object, _profile_store = self, _profile_key = profile_key, _release_listeners = Madwork.NewScriptSignal(), _hop_ready_listeners = Madwork.NewScriptSignal(), _hop_ready = false, _load_timestamp = os.clock(), _is_user_mock = is_user_mock, } setmetatable(profile, Profile) global_updates_object._profile = profile -- Referencing Profile object in ProfileStore: if next(self._loaded_profiles) == nil and next(self._mock_loaded_profiles) == nil then -- ProfileStore object was inactive table.insert(ActiveProfileStores, self) end if is_user_mock == true then self._mock_loaded_profiles[profile_key] = profile else self._loaded_profiles[profile_key] = profile end -- Adding profile to AutoSaveList; AddProfileToAutoSave(profile) -- Special case - finished loading profile, but session is shutting down: if ProfileService.ServiceLocked == true then SaveProfileAsync(profile, true) -- Release profile and yield until the DataStore call is finished profile = nil -- nil will be returned by this call end -- Return Profile object: ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return profile else -- Case #2: Profile is taken by some other session: if force_load == true then local force_load_session = loaded_data.MetaData.ForceLoadSession local force_load_uninterrupted = false if force_load_session ~= nil then force_load_uninterrupted = IsThisSession(force_load_session) end if force_load_uninterrupted == true then if request_force_load == false then force_load_steps = force_load_steps + 1 if force_load_steps == SETTINGS.ForceLoadMaxSteps then steal_session = true end end Madwork.HeartbeatWait() -- Overload prevention else -- Another session tried to force load this profile: ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil end request_force_load = false -- Only request a force load once elseif aggressive_steal == true then Madwork.HeartbeatWait() -- Overload prevention else local handler_result = not_released_handler(active_session[1], active_session[2]) if handler_result == "Repeat" then Madwork.HeartbeatWait() -- Overload prevention elseif handler_result == "Cancel" then ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil elseif handler_result == "ForceLoad" then force_load = true request_force_load = true Madwork.HeartbeatWait() -- Overload prevention elseif handler_result == "Steal" then aggressive_steal = true Madwork.HeartbeatWait() -- Overload prevention else error( "[ProfileService]: Invalid return from not_released_handler (\"" .. tostring(handler_result) .. "\")(" .. type(handler_result) .. ");" .. "\n" .. IdentifyProfile(self._profile_store_name, self._profile_store_scope, profile_key) .. " Traceback:\n" .. debug.traceback() ) end end end else ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil -- In this scenario it is likely the ProfileService.ServiceLocked flag was raised end else Madwork.HeartbeatWait() -- Overload prevention end end ActiveProfileLoadJobs = ActiveProfileLoadJobs - 1 return nil -- If loop breaks return nothing end function ProfileStore:GlobalUpdateProfileAsync(profile_key, update_handler, _use_mock) --> [GlobalUpdates / nil] (update_handler(GlobalUpdates)) if type(profile_key) ~= "string" or string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if type(update_handler) ~= "function" then error("[ProfileService]: Invalid update_handler") end if ProfileService.ServiceLocked == true then return nil end WaitForPendingProfileStore(self) while ProfileService.ServiceLocked == false do -- Updating profile: local loaded_data = StandardProfileUpdateAsyncDataStore( self, profile_key, { ExistingProfileHandle = nil, MissingProfileHandle = nil, EditProfile = function(latest_data) -- Running update_handler: local global_updates_object = { _updates_latest = latest_data.GlobalUpdates, _update_handler_mode = true, } setmetatable(global_updates_object, GlobalUpdates) update_handler(global_updates_object) end, }, _use_mock == UseMockTag ) CustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key) -- Handling loaded_data: if loaded_data ~= nil then -- Return GlobalUpdates object (Update successful): local global_updates_object = { _updates_latest = loaded_data.GlobalUpdates, } setmetatable(global_updates_object, GlobalUpdates) return global_updates_object else Madwork.HeartbeatWait() -- Overload prevention end end return nil -- Return nothing (Update unsuccessful) end function ProfileStore:ViewProfileAsync(profile_key, _use_mock) --> [Profile / nil] if type(profile_key) ~= "string" or string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if ProfileService.ServiceLocked == true then return nil end WaitForPendingProfileStore(self) while ProfileService.ServiceLocked == false do -- Load profile: local loaded_data = StandardProfileUpdateAsyncDataStore( self, profile_key, { ExistingProfileHandle = nil, MissingProfileHandle = nil, EditProfile = nil, }, _use_mock == UseMockTag ) CustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key) -- Handle load_data: if loaded_data ~= nil then -- Create Profile object: local global_updates_object = { _updates_latest = loaded_data.GlobalUpdates, _profile = nil, } setmetatable(global_updates_object, GlobalUpdates) local profile = { Data = loaded_data.Data, MetaData = loaded_data.MetaData, MetaTagsUpdated = Madwork.NewScriptSignal(), GlobalUpdates = global_updates_object, _profile_store = self, _profile_key = profile_key, _view_mode = true, _load_timestamp = os.clock(), } setmetatable(profile, Profile) global_updates_object._profile = profile -- Returning Profile object: return profile else Madwork.HeartbeatWait() -- Overload prevention end end return nil -- If loop breaks return nothing end function ProfileStore:WipeProfileAsync(profile_key, _use_mock) --> is_wipe_successful [bool] if type(profile_key) ~= "string" or string.len(profile_key) == 0 then error("[ProfileService]: Invalid profile_key") end if ProfileService.ServiceLocked == true then return false end WaitForPendingProfileStore(self) local wipe_status = StandardProfileUpdateAsyncDataStore( self, profile_key, { WipeProfile = true }, _use_mock == UseMockTag ) CustomWriteQueueMarkForCleanup(self._profile_store_lookup, profile_key) return wipe_status end
-- Only require on client -- Example test-code at bottom of script
local MAX_CONFETTI = 200 local REMOVE_OLD_AT_MAX = false -- Can be slow when max is hit local MASTER_SCALE = 1 local CONFETTI_WIDTH = 40 local CONFETTI_HEIGHT = 25 local Z_INDEX = 80 local AVG_FLICKER_TIME = .5 local MAX_ROTATION_SPEED = 360 local NUDGE_CHANCE_PER_SECOND = 4 local NUDGE_SPEED = 100 local DRAG = .61 local GRAVITY = Vector2.new(0,150) local CONFETTI_COLORS = {} local GENERATED_COLORS = 8 local GENERATED_COLOR_SATURATION = .7--.5 local GENERATED_COLOR_VALUE = .9 local module = {} local confettiCount = 0 local confettis = {} local topbarOffset = (script.Parent.IgnoreGuiInset and game.GuiService:GetGuiInset()) or Vector2.new(0,0) local killzone = script.Parent.AbsoluteSize.Y + topbarOffset.Y + 100 local screenWidth = script.Parent.AbsoluteSize.X local random = math.random local min = math.min local sin = math.sin local cos = math.cos local tau = math.pi*2 local abs = math.abs local confettiTemplate = Instance.new('Frame') confettiTemplate.Size = UDim2.new(0,0,0,0) confettiTemplate.ZIndex = Z_INDEX confettiTemplate.AnchorPoint = Vector2.new(.5,.5) confettiTemplate.BorderSizePixel = 0 function updateScreenSize() killzone = script.Parent.AbsoluteSize.Y + 100 screenWidth = script.Parent.AbsoluteSize.X end updateScreenSize() script.Parent:GetPropertyChangedSignal('AbsoluteSize'):connect(updateScreenSize) for i=1,GENERATED_COLORS do local color = Color3.fromHSV( i/GENERATED_COLORS, GENERATED_COLOR_SATURATION, GENERATED_COLOR_VALUE ) table.insert(CONFETTI_COLORS, color) end function randomDirection(speed) local direction = random()*tau return Vector2.new(sin(direction),cos(direction)) * (speed or 1) end function createConfetti(pos, vel) local maxedOut = confettiCount >= MAX_CONFETTI if maxedOut and REMOVE_OLD_AT_MAX and random() then -- This is the best method I can figure for removing a random item from a dictionary of known length local removeCoutndown = random(1,MAX_CONFETTI) for confetti,_ in pairs(confettis) do removeCoutndown = removeCoutndown - 1 if removeCoutndown <= 0 then confetti:Destroy() confettiCount = confettiCount - 1 confettis[confetti] = nil maxedOut = confettiCount >= MAX_CONFETTI break end end end if not maxedOut then confettiCount = confettiCount + 1 local color = CONFETTI_COLORS[random(1,#CONFETTI_COLORS)] local h,s,v = Color3.toHSV(color) local darkColor = Color3.fromHSV(h,s,v*.7) local rot = random()*360 local data = { flickerTime = AVG_FLICKER_TIME*(.75+random()*.5), rotVel = (random()*2-1) * MAX_ROTATION_SPEED, rot = rot, color = color, darkColor = darkColor, pos = (pos or Vector2.new(0,0)) + topbarOffset, vel = vel or Vector2.new(0,0), scale = (.5+random()*.5) * MASTER_SCALE } local confetti = confettiTemplate:Clone() confetti.Rotation = rot confetti.BackgroundColor3 = data.color confettis[confetti] = data confetti.Parent = script.Parent end end function explode(count) local pos = script.Parent.EffectFrame.AbsolutePosition + script.Parent.EffectFrame.AbsoluteSize * 0.5 local count = count local speed = 700-- or 300 for i=1, count do local vel = randomDirection(speed)*(random()^.5) createConfetti(pos, vel) end end function rain(count, speed) local count = count or 50 local speed = speed or 20 for i=1, count do local vel = randomDirection(speed)*(random()^.5) local pos = Vector2.new(random()*screenWidth,random()*-100) createConfetti(pos, vel) end end game:GetService('RunService').Heartbeat:Connect(function(delta) local t = tick() local drag = DRAG^delta for confetti, data in pairs(confettis) do if confetti.Parent then local scale = data.scale local flickerPercent = (t/data.flickerTime)%1 if random() < NUDGE_CHANCE_PER_SECOND*delta then data.rotVel = data.rotVel + ((random()*2-1)*180) data.vel = data.vel + Vector2.new(NUDGE_SPEED*(random()*2-1), NUDGE_SPEED*(random()*.5)) end data.vel = (data.vel * drag) + GRAVITY*delta*MASTER_SCALE data.pos = data.pos + data.vel*delta data.rotVel = data.rotVel * drag data.rot = data.rot + data.rotVel*delta confetti.BackgroundColor3 = flickerPercent > .5 and data.color or data.darkColor confetti.Position = UDim2.new(0,data.pos.x,0,data.pos.y) confetti.Size = UDim2.new(0,CONFETTI_WIDTH*scale,0,CONFETTI_HEIGHT*abs(sin(flickerPercent*tau))*scale) confetti.Rotation = data.rot if confetti.AbsolutePosition.Y > killzone then confetti:Destroy() confettiCount = confettiCount - 1 confettis[confetti] = nil end else confettiCount = confettiCount - 1 confettis[confetti] = nil end end end) module.CreateConfetti = createConfetti --(pos, vel) module.Explode = explode --(pos, count, speed) module.Rain = rain --(count) return module
--- Sets the place name label on the interface
function Cmdr:SetPlaceName (name) self.PlaceName = name Interface.Window:UpdateLabel() end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; cPcall = nil; Pcall = nil; Routine = nil; GetEnv = nil; origEnv = nil; logError = nil; return function() local u1 = nil; local l__client__2 = client; local u3 = nil; local u4 = nil; local u5 = nil; local u6 = nil; local u7 = nil; local u8 = nil; getfenv().client = nil; getfenv().service = nil; getfenv().script = nil; local v1 = { Init = function() u1 = l__client__2.UI; u3 = l__client__2.Anti; u4 = l__client__2.Core; u5 = l__client__2.Variables; u6 = l__client__2.Functions; u7 = l__client__2.Process; u8 = l__client__2.Remote; end, RateLimits = { Remote = 0.02, Command = 0.1, Chat = 0.1, RateLog = 10 } }; local l__type__9 = type; local l__service__10 = service; local l__unpack__11 = unpack; function v1.Remote(p1, p2, ...) local v2 = { ... }; u8.Received = u8.Received + 1; if l__type__9(p2) == "string" then if p2 == l__client__2.DepsName .. "GIVE_KEY" then if not u4.Key then u4.Key = v2[1]; l__client__2.Finish_Loading(); return; end; else if u8.UnEncrypted[p2] then return { u8.UnEncrypted[p2](...) }; end; if u4.Key then local v3 = u8.Decrypt(p2, u4.Key); local v4 = p1.Mode == "Get" and u8.Returnables[v3] or u8.Commands[v3]; if v4 then local v5 = { l__service__10.TrackTask("Remote: " .. v3, v4, v2) }; if not v5[1] then logError(v5[2]); return; else return { l__unpack__11(v5, 2) }; end; end; end; end; end; end; function v1.LogService(p3, p4) end; local l__string__12 = string; local l__script__13 = script; local l__tostring__14 = tostring; function v1.ErrorMessage(p5, p6, p7) if p5 and p5 ~= "nil" and p5 ~= "" and (not (not l__string__12.find(p5, "::Adonis::")) or not (not l__string__12.find(p5, l__script__13.Name)) or p7 == l__script__13) then logError(l__tostring__14(p5) .. " - " .. l__tostring__14(p6)); end; if (p7 == nil or not p6 or p6 == "") and p6 and not l__string__12.find(p6, "CoreGui.RobloxGui") then end; end; function v1.Chat(p8) if not l__service__10.Player or l__service__10.Player.Parent ~= l__service__10.Players then u8.Fire("ProcessChat", p8); end; end; function v1.CharacterAdded() u1.GetHolder(); l__service__10.Events.CharacterAdded:fire(); end; local l__next__15 = next; local l__pcall__16 = pcall; function v1.CharacterRemoving() if u5.UIKeepAlive then for v6, v7 in l__next__15, l__client__2.GUIs do if v7.Class == "ScreenGui" or v7.Class == "GuiMain" or v7.Class == "TextLabel" then if v7.CanKeepAlive and (not v7.Object:IsA("ScreenGui") or v7.Object.ResetOnSpawn) then v7.KeepAlive = true; v7.KeepParent = v7.Object.Parent; v7.Object.Parent = nil; elseif not v7.CanKeepAlive then l__pcall__16(v7.Destroy, v7); end; end; end; end; if u5.GuiViewFolder then u5.GuiViewFolder:Destroy(); u5.GuiViewFolder = nil; end; if u5.ChatEnabled then l__service__10.StarterGui:SetCoreGuiEnabled("Chat", true); end; if u5.PlayerListEnabled then l__service__10.StarterGui:SetCoreGuiEnabled("PlayerList", true); end; local v8 = l__service__10.UserInputService:GetFocusedTextBox(); if v8 then v8:ReleaseFocus(); end; l__service__10.Events.CharacterRemoving:fire(); end; l__client__2.Process = v1; end;
-- Example: Call determineWinningMap after the voting period
wait(20) determineWinningMap()
--[[Weight and CG]]
-- Tune.Weight = 450 + 150 -- Bike weight in LBS Tune.WeightBrickSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 3 , --[[Height]] 3 , --[[Length]] 8 } Tune.WeightDistribution = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 0.8 -- Center of gravity height (studs relative to median of the wheels) Tune.WBVisible = false -- Makes the weight brick visible (Debug) Tune.BalVisible = false -- Makes the balance brick visible (Debug)
-- Notice prompts
local noticeFrame = Instance.new("ImageLabel") noticeFrame.BackgroundTransparency = 1 noticeFrame.Name = "NoticeFrame" noticeFrame.Position = UDim2.new(0.45, 0, 0, -2) noticeFrame.Size = UDim2.new(1, 0, 0.7, 0) noticeFrame.Visible = true noticeFrame.ZIndex = 12--4 noticeFrame.ImageTransparency = 1 noticeFrame.ScaleType = Enum.ScaleType.Fit noticeFrame.Parent = iconButton noticeFrame.Active = false local noticeLabel = Instance.new("TextLabel") noticeLabel.Name = "NoticeLabel" noticeLabel.BackgroundTransparency = 1 noticeLabel.Position = UDim2.new(0.25, 0, 0.15, 0) noticeLabel.Size = UDim2.new(0.5, 0, 0.7, 0) noticeLabel.Visible = true noticeLabel.ZIndex = 13--5 noticeLabel.Font = Enum.Font.Arial noticeLabel.Text = "0" noticeLabel.TextTransparency = 1 noticeLabel.TextScaled = true noticeLabel.Parent = noticeFrame noticeLabel.Active = false
--use this to determine if you want this human to be harmed or not, returns boolean
Explode()
--faketorso.Massless = true
faketorso.Parent = viewmodel viewmodel.PrimaryPart = fakeroot viewmodel.WorldPivot = fakeroot.CFrame+fakeroot.CFrame.UpVector*5 viewmodel.Parent = nil local fakelowertorso = nil local waistclone = nil local leftshoulderclone = nil local rightshoulderclone = nil local roothipclone = nil
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["TestEZ-edcba0e9-2.4.1"]["TestEZ"]) return Package
-- In radian the maximum accuracy penalty
local MaxSpread = 0.1
--[[ Functions ]]
-- local function to_str_arr(self, init) if init then self = string.sub(self, utf8.offset(self, init)); end; local len = utf8.len(self); if len <= 1999 then return { n = len, s = self, utf8.codepoint(self, 1, #self) }; end; local clen = math.ceil(len / 1999); local ret = table.create(len); local p = 1; for i = 1, clen do local c = table.pack(utf8.codepoint(self, utf8.offset(self, i * 1999 - 1998), utf8.offset(self, i * 1999 - (i == clen and 1998 - ((len - 1) % 1999 + 1) or - 1)) - 1)); table.move(c, 1, c.n, p, ret); p += c.n; end; ret.s, ret.n = self, len; return ret; end; local function from_str_arr(self) local len = self.n or #self; if len <= 7997 then return utf8.char(table.unpack(self)); end; local clen = math.ceil(len / 7997); local r = table.create(clen); for i = 1, clen do r[i] = utf8.char(table.unpack(self, i * 7997 - 7996, i * 7997 - (i == clen and 7997 - ((len - 1) % 7997 + 1) or 0))); end; return table.concat(r); end; local function utf8_sub(self, i, j) j = utf8.offset(self, j); return string.sub(self, utf8.offset(self, i), j and j - 1); end;
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end
-- Used to lock the chat bar when the user has chat turned off.
function methods:DoLockChatBar() if self.TextLabel then if LocalPlayer.UserId > 0 then self.TextLabel.Text = ChatLocalization:Get( "GameChat_ChatMessageValidator_SettingsError", "To chat in game, turn on chat in your Privacy Settings." ) else self.TextLabel.Text = ChatLocalization:Get( "GameChat_SwallowGuestChat_Message", "Sign up to chat in game." ) end self:CalculateSize() end if self.TextBox then self.TextBox.Active = false self.TextBox.Focused:connect(function() self.TextBox:ReleaseFocus() end) end end function methods:SetUpTextBoxEvents(TextBox, TextLabel, MessageModeTextButton) -- Clean up events from a previous setup. for name, conn in pairs(self.TextBoxConnections) do conn:disconnect() self.TextBoxConnections[name] = nil end --// Code for getting back into general channel from other target channel when pressing backspace. self.TextBoxConnections.UserInputBegan = UserInputService.InputBegan:connect(function(inputObj, gpe) if (inputObj.KeyCode == Enum.KeyCode.Backspace) then if (self:IsFocused() and TextBox.Text == "") then self:SetChannelTarget(ChatSettings.GeneralChannelName) end end end) self.TextBoxConnections.TextBoxChanged = TextBox.Changed:connect(function(prop) if prop == "AbsoluteSize" then self:CalculateSize() return end if prop ~= "Text" then return end self:CalculateSize() if (string.len(TextBox.Text) > ChatSettings.MaximumMessageLength) then TextBox.Text = string.sub(TextBox.Text, 1, ChatSettings.MaximumMessageLength) return end if not self.InCustomState then local customState = self.CommandProcessor:ProcessInProgressChatMessage(TextBox.Text, self.ChatWindow, self) if customState then self.InCustomState = true self.CustomState = customState end else self.CustomState:TextUpdated() end end) local function UpdateOnFocusStatusChanged(isFocused) if isFocused or TextBox.Text ~= "" then TextLabel.Visible = false else TextLabel.Visible = true end end self.TextBoxConnections.MessageModeClick = MessageModeTextButton.MouseButton1Click:connect(function() if MessageModeTextButton.Text ~= "" then self:SetChannelTarget(ChatSettings.GeneralChannelName) end end) self.TextBoxConnections.TextBoxFocused = TextBox.Focused:connect(function() if not self.UserHasChatOff then self:CalculateSize() UpdateOnFocusStatusChanged(true) end end) self.TextBoxConnections.TextBoxFocusLost = TextBox.FocusLost:connect(function(enterPressed, inputObject) self:CalculateSize() if (inputObject and inputObject.KeyCode == Enum.KeyCode.Escape) then TextBox.Text = "" end UpdateOnFocusStatusChanged(false) end) end function methods:GetTextBox() return self.TextBox end function methods:GetMessageModeTextButton() return self.GuiObjects.MessageModeTextButton end
-------------------------------------------------------------------------------------------------------- -- Main code
game.Players.CharacterAutoLoads = false game.Players.PlayerAdded:connect(function(p) p.CharacterAdded:connect(function(c) local t = time() while ((not c:FindFirstChild("Humanoid")) and ((time()-t) < 10)) do wait(0.2) end -- Wait until Humanoid is present or amount of time waiting is more than 10 seconds if ((time()-t) >= 10) then print("Timeout error") -- If for some reason the Humanoid isn't found in 10 seconds, break the loop. No need to be stuck in an endless and useless loop. else c.Humanoid.Died:connect(function() if (type(OnDeath_Callback) == "function") then OnDeath_Callback(p) end wait(SpawnDelayTime) p:LoadCharacter(true) end) end end) wait(2) p:LoadCharacter(true) end)