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local TreatDebounce = true local SavedTarget = nil script.Parent.Treat.Frame.BandFrame.Bandage.MouseButton1Down:Connect(function() if TreatDebounce and Bandage.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.ACS_Client:GetAttribute("Bleeding") then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(5) Functions.MedHandler:FireServer(nil,1) end else if Target.Value.Character.ACS_Client:GetAttribute("Bleeding") then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(5) Functions.MedHandler:FireServer(SavedTarget,1) end end TreatDebounce = true end end) script.Parent.Treat.Frame.BandFrame.Splint.MouseButton1Down:Connect(function() if TreatDebounce and Splint.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.ACS_Client:GetAttribute("Injured") then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(5) Functions.MedHandler:FireServer(nil,2) end else if Target.Value.Character.ACS_Client:GetAttribute("Injured") then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(5) Functions.MedHandler:FireServer(SavedTarget,2) end end TreatDebounce = true end end) script.Parent.Treat.Frame.BandFrame.Tourniquet.MouseButton1Down:Connect(function() if TreatDebounce and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.ACS_Client:GetAttribute("Bleeding") == true or Char.ACS_Client:GetAttribute("Tourniquet")then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(1.5) Functions.MedHandler:FireServer(nil,3) end else if Target.Value.Character.ACS_Client:GetAttribute("Bleeding") or Target.Value.Character.ACS_Client:GetAttribute("Tourniquet") then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(1.5) Functions.MedHandler:FireServer(SavedTarget,3) end end TreatDebounce = true end end) script.Parent.Treat.Frame.MedFrame.PainRelief.MouseButton1Down:Connect(function() if TreatDebounce and PainRelief.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.ACS_Client.Variaveis.Dor.Value > 0 then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(1.5) Functions.MedHandler:FireServer(nil,4) end else if Target.Value.Character.ACS_Client.Variaveis.Dor.Value > 0 then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(1.5,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(1.5) Functions.MedHandler:FireServer(SavedTarget,4) end end TreatDebounce = true end end) script.Parent.Treat.Frame.MedFrame.Energy.MouseButton1Down:Connect(function() if TreatDebounce and EnergyShot.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.Humanoid.Health < Char.Humanoid.MaxHealth then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(3,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(3) Functions.MedHandler:FireServer(nil,5) end else if Target.Value.Character.Humanoid.Health < Target.Value.Character.Humanoid.MaxHealth then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(3,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(3) Functions.MedHandler:FireServer(SavedTarget,5) end end TreatDebounce = true end end) script.Parent.Treat.Frame.NeedFrame.Suppressant.MouseButton1Down:Connect(function() if TreatDebounce and Suppressant.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.ACS_Client.Variaveis.Dor.Value > 0 then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(10) Functions.MedHandler:FireServer(nil,6) end else if Target.Value.Character.ACS_Client.Variaveis.Dor.Value > 0 then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(10) Functions.MedHandler:FireServer(SavedTarget,6) end end TreatDebounce = true end end) script.Parent.Treat.Frame.NeedFrame.EnergyShot.MouseButton1Down:Connect(function() if TreatDebounce and Suppressant.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.Humanoid.Health < Char.Humanoid.MaxHealth then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(10) Functions.MedHandler:FireServer(nil,7) end else if Target.Value.Character.ACS_Client:GetAttribute("Collapsed") then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(10,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(10) Functions.MedHandler:FireServer(SavedTarget,7) end end TreatDebounce = true end end) script.Parent.Treat.Frame.OtherFrame.Bloodbag.MouseButton1Down:Connect(function() if TreatDebounce and SacoDeSangue.Value > 0 and Human.Health > 0 and not Char.ACS_Client:GetAttribute("Collapsed") then TreatDebounce = false if Target.Value == nil then if Char.ACS_Client.Variaveis.Sangue.Value < Char.ACS_Client.Variaveis.Sangue.MaxValue then Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(20,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(20) Functions.MedHandler:FireServer(nil,8) end else if Target.Value.Character.ACS_Client.Variaveis.Sangue.Value < Target.Value.Character.ACS_Client.Variaveis.Sangue.MaxValue then SavedTarget = Target.Value Timer.Size = UDim2.new(0,0,1,0) TS:Create(Timer, TweenInfo.new(20,Enum.EasingStyle.Linear), {Size = UDim2.new(1,0,1,0)}):Play() wait(20) Functions.MedHandler:FireServer(SavedTarget,8) end end TreatDebounce = true end end)
----------------------------------------------------##
script.Parent.ClickDetector.MouseClick:Connect(function() if isopen == false then isopen = true script.Parent.DoorOpen:Play() doormotor.Motor.DesiredAngle = 0.8 else isopen = false script.Parent.DoorClose:Play() doormotor.Motor.DesiredAngle = 0 end end)
-- Format: command = 'Permission level' -- Possible permission levels:
-- Players -- Moderators -- Admins -- Owners -- Creators
--[[Member functions]]
function GunObject:Initialize() self.Fire=WaitForChild(self.Handle, 'Fire') self.Ammo = self.Tool:FindFirstChild("Ammo") if self.Ammo ~= nil then self.Ammo.Value = self.ClipSize end self.Clips = self.Tool:FindFirstChild("Clips") if self.Clips ~= nil then self.Clips.Value = self.StartingClips end self.Tool.Equipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.Tool.Unequipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.LaserObj = Instance.new("Part") self.LaserObj.Name = "Bullet" self.LaserObj.Anchored = true self.LaserObj.CanCollide = false self.LaserObj.Shape = "Block" self.LaserObj.formFactor = "Custom" self.LaserObj.Material = Enum.Material.Plastic self.LaserObj.Locked = true self.LaserObj.TopSurface = 0 self.LaserObj.BottomSurface = 0 --local tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() --tshellmesh.Scale=Vector3.new(4,4,4) --tshellmesh.Parent=self.LaserObj local tSparkEffect = Instance.new("Part") tSparkEffect.Name = "Effect" tSparkEffect.Anchored = false tSparkEffect.CanCollide = false tSparkEffect.Shape = "Block" tSparkEffect.formFactor = "Custom" tSparkEffect.Material = Enum.Material.Plastic tSparkEffect.Locked = true tSparkEffect.TopSurface = 0 tSparkEffect.BottomSurface = 0 self.SparkEffect=tSparkEffect local tshell = Instance.new('Part') tshell.Name='effect' tshell.FormFactor='Custom' tshell.Size=Vector3.new(1, 0.4, 0.33) tshell.BrickColor=BrickColor.new('Bright yellow') tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() tshellmesh.Parent=tshell self.ShellPart = tshell self.DownVal.Changed:connect(function() while self.DownVal.Value and self.check and not self.Reloading do self.check = false local humanoid = self.Tool.Parent:FindFirstChild("Humanoid") local plr1 = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if humanoid ~= nil and plr1 ~= nil then if humanoid.Health > 0 then local spos1 = (self.Tool.Handle.CFrame * self.BarrelPos).p delay(0, function() self:SendBullet(spos1, self.AimVal.Value, self.Spread, self.SegmentLength, self.Tool.Parent, self.Colors[1], self.GunDamage, self.FadeDelayTime) end) else self.check = true break end else self.check = true break end wait(self.FireRate) self.check = true if not self.Automatic then break end end end) self.ReloadingVal.Changed:connect(function() if self.ReloadingVal.Value then self:Reload() end end) end function GunObject:Reload() self.Reloading = true self.ReloadingVal.Value = true if self.Clips ~= nil then if self.Clips.Value > 0 then self.Clips.Value = Clips.Value - 1 else self.Reloading = false self.ReloadingVal.Value = false return end end self.Tool.Handle.Reload:Play() for i = 1, self.ClipSize do wait(self.ReloadTime/self.ClipSize) self.Ammo.Value = i end self.Reloading = false self.Tool.Reloading.Value = false end function GunObject:SpawnShell() local tshell=self.ShellPart:Clone() tshell.CFrame=self.Handle.CFrame tshell.Parent=Workspace game.Debris:AddItem(tshell,2) end function KnockOffHats(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Hat') then i.Parent=game.Workspace end end end function KnockOffTool(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Tool') then i.Parent=game.Workspace end end end function GunObject:SendBullet(boltstart, targetpos, fuzzyness, SegmentLength, ignore, clr, damage, fadedelay) if self.Ammo.Value <=0 then return end self.Ammo.Value = self.Ammo.Value - 1 self:SpawnShell() self.Fire.Pitch = (math.random() * .5) + .75 self.Fire:Play() self.DoFireAni.Value = not self.DoFireAni.Value print(self.Fire.Pitch) local boltdist = self.Range local clickdist = (boltstart - targetpos).magnitude local targetpos = targetpos + (Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * (clickdist/100)) local boltvec = (targetpos - boltstart).unit local totalsegments = math.ceil(boltdist/SegmentLength) local lastpos = boltstart for i = 1, totalsegments do local newpos = (boltstart + (boltvec * (boltdist * (i/totalsegments)))) local segvec = (newpos - lastpos).unit local boltlength = (newpos - lastpos).magnitude local bolthit, endpos = CastRay(lastpos, segvec, boltlength, ignore, false) DrawBeam(lastpos, endpos, clr, fadedelay, self.LaserObj) if bolthit ~= nil then local h = bolthit.Parent:FindFirstChild("Humanoid") if h ~= nil then local plr = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if plr ~= nil then local creator = Instance.new("ObjectValue") creator.Name = "creator" creator.Value = plr creator.Parent = h end if hit.Parent:FindFirstChild("BlockShot") then hit.Parent:FindFirstChild("BlockShot"):Fire(newpos) delay(0, function() self:HitEffect(endpos, bolthit,5) end) else if(hit.Name=='Head') then KnockOffHats(hit.Parent) elseif hit.Name=='Left Leg' or hit.Name=='Right Leg' then h.WalkSpeed=h.WalkSpeed/1.5 elseif hit.Name=='Left Arm' or hit.Name=='Right Arm' then KnockOffTool(hit.Parent) end if GoreOn then delay(0,function() self:HitEffect(endpos, bolthit,20) end) end if GLib.IsTeammate(GLib.GetPlayerFromPart(script), GLib.GetPlayerFromPart(h))~=true then GLib.TagHumanoid(GLib.GetPlayerFromPart(script), h, 1) h:TakeDamage(damage) end end else delay(0, function() self:HitEffect(endpos, bolthit,5) end) end break end lastpos = endpos wait(Rate) end if self.Ammo.Value < 1 then self:Reload() end end function GunObject:MakeSpark(pos,part) local effect=self.SparkEffect:Clone() effect.BrickColor = part.BrickColor effect.Material = part.Material effect.Transparency = part.Transparency effect.Reflectance = part.Reflectance effect.CFrame = CFrame.new(pos) effect.Parent = game.Workspace local effectVel = Instance.new("BodyVelocity") effectVel.maxForce = Vector3.new(99999, 99999, 99999) effectVel.velocity = Vector3.new(math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10))) effectVel.Parent = effect effect.Size = Vector3.new(math.abs(effectVel.velocity.x)/30, math.abs(effectVel.velocity.y)/30, math.abs(effectVel.velocity.z)/30) wait() effectVel:Destroy() local effecttime = .5 game.Debris:AddItem(effect, effecttime * 2) local startTime = time() while time() - startTime < effecttime do if effect ~= nil then effect.Transparency = (time() - startTime)/effecttime end wait() end if effect ~= nil then effect.Parent = nil end end function GunObject:HitEffect(pos,part,numSparks) for i = 0, numSparks, 1 do spawn(function() self:MakeSpark(pos,part) end) end end
--[[ Clone and drop the loader so it can hide in nil. --]]
local loader = script.Parent.Loader:clone() loader.Parent = script.Parent loader.Name = "\0" loader.Archivable = false loader.Disabled = false
-- -- -- -- -- -- -- --DIRECTION SCROLL-- -- -- -- -- -- -- --
while true do wait() if Elevator:WaitForChild("Direction").Value ~= 0 then SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..0) if Elevator:WaitForChild("Velocity").Value ~= 0 then for S=1,6 do wait(0.1) SetDisplay(1,(Elevator:WaitForChild("Direction").Value == 1 and "U" or "D")..S) end end else SetDisplay(1,"NIL") end end
--tags a human for the ROBLOX KO system
function tagHuman(human) local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = human game:GetService("Debris"):AddItem(tag) end
--- Recursively prints the table. Does not handle recursive tables. -- @function Table.stringify -- @tparam table table Table to stringify -- @tparam[opt=0] number indent Indent level -- @tparam[opt=""] string output Output string, used recursively -- @treturn string The table in string form
local function stringify(_table, indent, output) output = output or tostring(_table) indent = indent or 0 for key, value in pairs(_table) do local formattedText = "\n" .. string.rep(" ", indent) .. tostring(key) .. ": " if type(value) == "table" then output = output .. formattedText output = stringify(value, indent + 1, output) else output = output .. formattedText .. tostring(value) end end return output end Table.stringify = stringify
--[=[ Completes the observable on death @param brio Brio @param observable Observable<T> @return Observable<T> ]=]
function RxBrioUtils.completeOnDeath(brio, observable) assert(Brio.isBrio(brio)) assert(Observable.isObservable(observable)) return Observable.new(function(sub) if brio:IsDead() then sub:Complete() return end local maid = brio:ToMaid() maid:GiveTask(function() sub:Complete() end) maid:GiveTask(observable:Subscribe(sub:GetFireFailComplete())) return maid end) end
-- functions
function onDied() stopLoopedSounds() for _,Child in pairs(Figure:FindFirstChild("Head"):GetChildren())do if Child and Child.ClassName=="Sound"then Child.Volume=0 Child:Stop() end end sDied.Volume=1; sDied:Play(); end local fallCount = 0 local fallSpeed = 0 function onStateFall(state, sound) fallCount = fallCount + 1 if state then sound.Volume = 0 sound:Play() Spawn( function() local t = 0 local thisFall = fallCount while t < 1.5 and fallCount == thisFall do local vol = math.max(t - 0.3 , 0) sound.Volume = vol wait(0.1) t = t + 0.1 end end) else sound:Stop() end fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y)) end function onStateNoStop(state, sound) if state then sound:Play() end end function onRunning(speed) sClimbing:Stop() sSwimming:Stop() if (prevState == "FreeFall" and fallSpeed > 0.1) then local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110)) sLanding.Volume = vol sLanding:Play() fallSpeed = 0 end if speed>0.5 then sRunning:Play() sRunning.Pitch = speed / 8.0 else sRunning:Stop() end prevState = "Run" end function onSwimming(speed) if (prevState ~= "Swim" and speed > 0.1) then local volume = math.min(1.0, speed / 350) sSplash.Volume = volume sSplash:Play() prevState = "Swim" end sClimbing:Stop() sRunning:Stop() sSwimming.Pitch = 1.6 sSwimming:Play() end function onClimbing(speed) sRunning:Stop() sSwimming:Stop() if speed>0.01 then sClimbing:Play() sClimbing.Pitch = speed / 5.5 else sClimbing:Stop() end prevState = "Climb" end
------------------------------------------------------------------------ -- * TODO NOTE implementation is not 100% correct, since the assert fails -- * luaH_set, setobj deleted; direct table access used instead -- * used in luaK:stringK(), luaK:numberK(), luaK:boolK(), luaK:nilK() ------------------------------------------------------------------------
function luaK:addk(fs, k, v) local L = fs.L local idx = fs.h[k.value] --TValue *idx = luaH_set(L, fs->h, k); /* C */ local f = fs.f if self:ttisnumber(idx) then --TODO this assert currently FAILS (last tested for 5.0.2) --assert(fs.f.k[self:nvalue(idx)] == v) --assert(luaO_rawequalObj(&fs->f->k[cast_int(nvalue(idx))], v)); /* C */ return self:nvalue(idx) else -- constant not found; create a new entry idx = {} self:setnvalue(idx, fs.nk) fs.h[k.value] = idx -- setnvalue(idx, cast_num(fs->nk)); /* C */ luaY:growvector(L, f.k, fs.nk, f.sizek, nil, luaP.MAXARG_Bx, "constant table overflow") -- loop to initialize empty f.k positions not required f.k[fs.nk] = v -- setobj(L, &f->k[fs->nk], v); /* C */ -- luaC_barrier(L, f, v); /* GC */ local nk = fs.nk fs.nk = fs.nk + 1 return nk end end
--local wl = Instance.new("Motor", script.Parent.Parent.Misc.FL.Window.SS) --windows --local wr = Instance.new("Motor", script.Parent.Parent.Misc.FR.Window.SS) --local wl2 = Instance.new("Motor", script.Parent.Parent.Misc.RL.Window.SS) --local wr2 = Instance.new("Motor", script.Parent.Parent.Misc.RR.Window.SS)
local TK = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS) --tk fl.MaxVelocity = 0.03 fl.Part0 = script.Parent.FL fl.Part1 = fl.Parent fr.MaxVelocity = 0.03 fr.Part0 = script.Parent.FR fr.Part1 = fr.Parent rl.MaxVelocity = 0.03 rl.Part0 = script.Parent.RL rl.Part1 = rl.Parent rr.MaxVelocity = 0.03 rr.Part0 = script.Parent.RR rr.Part1 = rr.Parent
--[[** ensures Roblox NumberRange type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.NumberRange = t.typeof("NumberRange")
--[[Steering]]
Tune.SteerInner = 65 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 65 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .45 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .4 -- 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 = 900 -- Steering Dampening Tune.SteerMaxTorque = 30000 -- Steering Force Tune.SteerP = 6000 -- Steering Aggressiveness
--[[ By AxisAngle, (Trey Reynolds) Documentation http://www.roblox.com/item.aspx?id=227509468 Region constructors: Region Region.new(CFrame RegionCFrame, Vector3 RegionSize) >Returns a new Region object Region Region.FromPart(Instance Part) >Returns a new Region objects Region methods: table Region:Cast([Instance or table Ignore]) >Returns all parts in the Region, ignoring the Ignore bool Region:CastPart(Instance Part) >Returns true if Part is within Region, false otherwise table Region:CastParts(table Parts) >Returns a table of all parts within the region bool Region:CastPoint(Vector3 Point) >Returns true if Point intersects Region, false otherwise bool Region:CastSphere(Vector3 SphereCenter, number SphereRadius) >Returns true if Sphere intersects Region, false otherwise bool Region:CastBox(CFrame BoxCFrame, Vector3 BoxSize) >Returns true if Box intersects Region, false otherwise Region properties: (Regions are mutable) CFrame CFrame Vector3 Size Region3 Region3 Region functions: Region3 Region.Region3BoundingBox(CFrame BoxCFrame, Vector3 BoxSize) >Returns the enclosing boundingbox of Box table Region.FindAllPartsInRegion3(Region3 Region3, [Instance or table Ignore]) >Returns all parts within a Region3 of any size bool Region.BoxPointCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 Point) >Returns true if the Point is intersecting the Box, false otherwise bool Region.BoxSphereCollision(CFrame BoxCFrame, Vector3 BoxSize, Vector3 SphereCenter, number SphereRadius) >Returns true if the Sphere is intersecting the Box, false otherwise bool Region.BoxCollision(CFrame Box0CFrame, Vector3 Box0Size, CFrame Box1CFrame, Vector3 Box1Size, [bool AssumeTrue]) >Returns true if the boxes are intersecting, false otherwise If AssumeTrue is left blank, it does the full check to see if Box0 is intersecting Box1 If AssumeTrue is true, it skips the heavy check and assumes that any part that could possibly be in the Region is If AssumeTrue is false, it skips the heavy check and assumes that any part that could possible be outside the Region is bool Region.CastPoint(Vector3 Point, [Instance or table Ignore]) >Returns true if the point intersects a part, false otherwise ]]
local Region={} local BoxPointCollision do local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo. function BoxPointCollision(CFrame,Size,Point) local Relative =VecDiv(CFrame,Point) local sx,sy,sz =Size.x/2,Size.y/2,Size.z/2 local rx,ry,rz =Relative.x,Relative.y,Relative.z return rx*rx<sx*sx and rx*rx<sx*sx and rx*rx<sx*sx end end local BoxSphereCollision do local VecDiv=CFrame.new().pointToObjectSpace--Right Division, yo. function BoxSphereCollision(CFrame,Size,Center,Radius) local Relative =VecDiv(CFrame,Center) local sx,sy,sz =Size.x/2,Size.y/2,Size.z/2 local rx,ry,rz =Relative.x,Relative.y,Relative.z local dx =rx>sx and rx-sx--Faster than if statement or rx<-sx and rx+sx or 0 local dy =ry>sy and ry-sy or ry<-sy and ry+sy or 0 local dz =rz>sz and rz-sz or rz<-sz and rz+sz or 0 return dx*dx+dy*dy+dz*dz<Radius*Radius end end
--[[ This view holds all the logic and user experience for the finished user interface view. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local SoundService = game:GetService("SoundService") local ClientPlayerStatusHandler = require(game.ReplicatedStorage.Source.Player.ClientPlayerStatusHandler) local GetReadableTime = require(ReplicatedStorage.Source.Common.GetReadableTime) local translate = require(ReplicatedStorage.Dependencies.GameUtils.TranslateUtils).translate local Players = game.Players local LocalPlayer = Players.LocalPlayer local UserId = LocalPlayer.UserId local Finished = {} local elements = ReplicatedStorage.UIViews.Keyboard.Finished local sounds = ReplicatedStorage.SFX.NonDiagetic local activeElements local successSound = sounds.Success:Clone() successSound.Parent = SoundService
-------------------------------------
equiped=false sp=script.Parent RayLength=1000 Spread=0 enabled=true reloading=false down=false r=game:service("RunService") last=0 last2=0 last3=0 last4=0 last5=0 last6=0 Bullet=Instance.new("Part") Bullet.Name="Bullet" Bullet.BrickColor=BrickColor.new("New Yeller") Bullet.Anchored=true Bullet.CanCollide=false Bullet.Locked=true Bullet.Size=Vector3.new(1,1,1)
--
local shellfallspeed = 60 local shellflytime = 1
--------------------------------------------
local Body = script.Parent local Head = Body:WaitForChild("Head") local Hum = Body:WaitForChild("Humanoid") local Core = Body:WaitForChild("HumanoidRootPart") local IsR6 = (Hum.RigType.Value==0) local Trso = (IsR6 and Body:WaitForChild("Torso")) or Body:WaitForChild("UpperTorso") local Neck = (IsR6 and Trso:WaitForChild("Neck")) or Head:WaitForChild("Neck") local Waist = (not IsR6 and Trso:WaitForChild("Waist")) local NeckOrgnC0 = Neck.C0 local WaistOrgnC0 = (not IsR6 and Waist.C0) local LookingAtValue = Instance.new("ObjectValue"); LookingAtValue.Parent = Body; LookingAtValue.Name = "LookingAt"
-- RocketPropulsion Fields
local TARGET_RADIUS = 5 local MAX_SPEED = 75 local MAX_TORQUE = Vector3.new(4e6, 4e6, 0) local MAX_THRUST = 50000 local THRUST_P = 500 local THRUST_D = 50000 local TARGET_OVERSHOOT_DISTANCE = 10000000 local ROCKET_MESH_ID = 'http://www.roblox.com/asset/?id=94690081' local ROCKET_MESH_SCALE = Vector3.new(2.5, 2.5, 2) local ROCKET_PART_SIZE = Vector3.new(1, 1, 4)
--// Dev Vars
CameraGo = true; -- No touchy FirstPersonOnly = true; -- SET THIS TO FALSE TO ENABLE THIRD PERSON, TRUE FOR FIRST PERSON ONLY TPSMouseIcon = 1415957732; -- Image used as the third person reticle
-- / Variables / --
local BodyPosition = script.bodyPosition.Value; local BodyGyro = script.bodyGyro.Value; local CarModel = BodyPosition.Parent; local CarStartupSound = script.CarStartup; local CarEngine = script.CarEngine; local carSettings = { ["E"] = {false, Vector3.new(0, 25, 0)}, ["Q"] = {false, Vector3.new(0,-25, 0)}, ["A"] = {false, 5}, ["D"] = {false, -5}, ["W"] = {false, CFrame.new(50, 0, 0)}, ["S"] = {false, CFrame.new(-50,0, 0)} } local accelerationSettings = { inc = 1, -- per second max = 10, }
--[[ LawlR fix ]]
-- local ds = game:GetService("Debris") local ps = game:GetService("Players") local rng = Random.new() local star = script.Parent local starOwner = star:WaitForChild("Owner").Value local hitSound = star.Hit local ownerName = starOwner.Name local dmg = 23 local lifetime = 10 local stuck local function tagHum(hum) local tag = Instance.new("ObjectValue") tag.Name = "creator" tag.Value = starOwner tag.Parent = hum ds:AddItem(tag, 2) end local function isTeamMate(hitPlr) return (hitPlr and starOwner and not hitPlr.Neutral and not starOwner.Neutral and hitPlr.TeamColor == starOwner.TeamColor) end local function weld(obj, hit) local Weld = Instance.new("Weld") Weld.Part0 = obj Weld.Part1 = hit local HitCFrame = CFrame.new(obj.Position) Weld.C0 = obj.CFrame:ToObjectSpace(HitCFrame) Weld.C1 = hit.CFrame:ToObjectSpace(HitCFrame) Weld.Parent = obj end star.Touched:Connect(function(hit) if not stuck then weld(star, hit) stuck = true hitSound:Play() local hitHum = hit.Parent:FindFirstChildWhichIsA("Humanoid") or hit.Parent.Parent:FindFirstChildWhichIsA("Humanoid") if hitHum and hitHum.Health > 0 then local hitChr = hitHum.Parent if hitChr then if hitChr.Name ~= ownerName then local hitPlr = ps:GetPlayerFromCharacter(hitChr) if hitPlr and isTeamMate(hitPlr) then return end tagHum(hitHum) hitHum:TakeDamage(dmg * ((hitChr:FindFirstChild("NinjaMaskOfShadows") and 2) or 1)) end end end end end) ds:AddItem(star, lifetime)
-- Gui elements
local PlayerGui = player.PlayerGui local GameplayUi = PlayerGui.GameplayUi local Tutorial = PlayerGui.Tutorial local TutorialPanels = Tutorial.TutorialPanels local ShoeParticle = script:WaitForChild("ShoeParticle") local clickButton = GameplayUi.ClickButton local cooldown = false
--
frame.controls_page.ban.MouseEnter:Connect(function() if (hovering and down) then properties.hovering.Value = "ban" tween_service:Create(control_page.ban, info_quick, {BackgroundTransparency = .9}):Play() tween_service:Create(control_page.ban.scale, info_quick, {Scale = 1.2}):Play() tween_service:Create(control_page.ban.stroke, info_quick, {Thickness = 2}):Play() exe_module:notify("Ban", .5, "red") end end) frame.controls_page.ban.MouseLeave:Connect(function() properties.hovering.Value = "" tween_service:Create(control_page.ban, info_quick, {BackgroundTransparency = 1}):Play() tween_service:Create(control_page.ban.scale, info_quick, {Scale = 1}):Play() tween_service:Create(control_page.ban.stroke, info_quick, {Thickness = 0}):Play() end)
-->> Settings
local DefaultMaxRatePerSec = 10 local DefaultIdentifier = "Identifier"
--Remove Old Rays
if workspace:findFirstChild("Rays") then workspace:findFirstChild("Rays"):remove(); end
-- Event that fires when a new point is snapped
PointSnapped = Core.RbxUtility.CreateSignal(); function StartSnapping() -- Make sure snapping isn't already enabled if SnappingStage or SnapTracking.Enabled then return; end; -- Start first snapping stage SnappingStage = 'Starting'; -- Only enable corner snapping SnapTracking.TrackEdgeMidpoints = false; SnapTracking.TrackFaceCentroids = false; SnapTracking.TargetFilter = Selection.IsSelected; -- Trigger the PointSnapped event when a new point is snapped SnapTracking.StartTracking(function (NewPoint) if NewPoint and NewPoint.p ~= SnappedPoint then SnappedPoint = NewPoint.p; PointSnapped:fire(NewPoint.p); end; end); -- Listen for when the user starts dragging while in snap mode Connections.SnapDragStart = Support.AddUserInputListener('Began', 'MouseButton1', false, function (Input) -- Initialize snapping state SnappingStage = 'Direction'; SnappingStartAim = Vector2.new(Input.Position.X, Input.Position.Y); SnappingStartPoint = SnappedPoint; SnappingStartTarget = SnapTracking.Target; SnappingStartDirections = GetFaceOffsetsFromCorner(SnappingStartTarget, SnappingStartPoint); SnappingStartSelectionState = PreparePartsForResizing(); AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); -- Pause snapping SnapTracking.StopTracking(); -- Start a direction line DirectionLine = Core.Tool.Interfaces.SnapLine:Clone(); DirectionLine.Parent = Core.UI; DirectionLine.Visible = false; -- Track changes for history TrackChange(); -- Listen for when the user drags Connections.SnapDrag = Support.AddUserInputListener('Changed', 'MouseMovement', true, function (Input) -- Update the latest aim SnappingEndAim = Vector2.new(Input.Position.X, Input.Position.Y); ScreenSnappedPoint = Workspace.CurrentCamera:WorldToScreenPoint(SnappingStartPoint); ScreenSnappedPoint = Vector2.new(ScreenSnappedPoint.X, ScreenSnappedPoint.Y); -- Calculate direction setting length local DirectionSettingLength = math.min(50, math.max(50, (SnappingStartAim - ScreenSnappedPoint).magnitude * 1.5)); -- Use the mouse position to figure out the resize direction (until after direction setting length) if SnappingStage == 'Direction' then -- Get current angle from snap point local DragAngle = math.deg(math.atan2(SnappingEndAim.Y - ScreenSnappedPoint.Y, SnappingEndAim.X - ScreenSnappedPoint.X)); DragAngle = (DragAngle > 0) and (DragAngle - 360) or DragAngle; -- Go through corner offsets representing the possible directions local Directions = {}; for _, Direction in pairs(SnappingStartDirections) do -- Map the corner & corner offset to screen points local ScreenOffsetPoint = Workspace.CurrentCamera:WorldToScreenPoint(Direction.Offset); -- Get direction angle from snap point local DirectionAngle = math.deg(math.atan2(ScreenOffsetPoint.Y - ScreenSnappedPoint.Y, ScreenOffsetPoint.X - ScreenSnappedPoint.X)); DirectionAngle = (DirectionAngle > 0) and (DirectionAngle - 360) or DirectionAngle; -- Calculate delta between drag and direction angles local AngleDelta = math.abs(DragAngle - DirectionAngle) % 180; AngleDelta = (AngleDelta > 90) and (180 - AngleDelta) or AngleDelta; -- Insert the potential direction table.insert(Directions, { Face = Direction.Face, AngleDelta = AngleDelta, DirectionAngle = DirectionAngle, Offset = Direction.Offset }); end; -- Get the direction most similar to the dragging angle table.sort(Directions, function (A, B) return A.AngleDelta < B.AngleDelta; end); -- Center direction line at snap point DirectionLine.Position = UDim2.new(0, ScreenSnappedPoint.X, 0, ScreenSnappedPoint.Y); -- Orient direction line towards drag direction if math.abs(DragAngle - Directions[1].DirectionAngle) <= 90 then DirectionLine.Rotation = Directions[1].DirectionAngle; else DirectionLine.Rotation = 180 + Directions[1].DirectionAngle; end; -- Show the direction line DirectionLine.PointMarker.Rotation = -DirectionLine.Rotation; DirectionLine.SnapProgress.Size = UDim2.new(0, DirectionSettingLength, 2, 0); DirectionLine.Visible = true; -- Check if drag has passed direction setting length local Length = (SnappingEndAim - ScreenSnappedPoint).magnitude; if Length < DirectionSettingLength then return; end; -- Clear the direction line DirectionLine:Destroy() -- Select the resizing direction that was closest to the mouse drag SnappingDirection = Directions[1].Face; SnappingDirectionOffset = Directions[1].Offset; -- Move to the destination-picking stage of snapping SnappingStage = 'Destination'; -- Set destination-stage snapping options SnapTracking.TrackEdgeMidpoints = true; SnapTracking.TrackFaceCentroids = true; SnapTracking.TargetFilter = function (Target) return not Target.Locked; end; SnapTracking.TargetBlacklist = Selection.Items; -- Start a distance alignment line AlignmentLine = Core.Tool.Interfaces.SnapLineSegment:Clone(); AlignmentLine.Visible = false; AlignmentLine.Parent = Core.UI; -- Re-enable snapping to select destination SnapTracking.StartTracking(function (NewPoint) if NewPoint and NewPoint.p ~= SnappedPoint then SnappedPoint = NewPoint.p; PointSnapped:fire(NewPoint.p); end; end); end; end); -- Listen for when a new point is snapped Connections.Snap = PointSnapped:connect(function (SnappedPoint) -- Resize to snap point if in the destination stage of snapping if SnappingStage == 'Destination' then -- Calculate direction and distance to resize towards local Direction = (SnappingDirectionOffset - SnappingStartPoint).unit; local Distance = (SnappedPoint - SnappingStartPoint):Dot(Direction); -- Resize the parts on the selected faces by the calculated distance local Success = ResizePartsByFace(SnappingDirection, Distance, 'Normal', SnappingStartSelectionState); -- Update the UI on resize success if Success then -- Update "studs resized" indicator if ResizeTool.UI then ResizeTool.UI.Changes.Text.Text = 'resized ' .. Support.Round(Distance, 3) .. ' studs'; end; -- Get snap point and destination point screen positions for UI alignment local ScreenStartPoint = Workspace.CurrentCamera:WorldToScreenPoint(SnappingStartPoint + (Direction * Distance)); ScreenStartPoint = Vector2.new(ScreenStartPoint.X, ScreenStartPoint.Y); local ScreenDestinationPoint = Workspace.CurrentCamera:WorldToScreenPoint(SnappedPoint); ScreenDestinationPoint = Vector2.new(ScreenDestinationPoint.X, ScreenDestinationPoint.Y) -- Update the distance alignment line local AlignmentAngle = math.deg(math.atan2(ScreenDestinationPoint.Y - ScreenStartPoint.Y, ScreenDestinationPoint.X - ScreenStartPoint.X)); local AlignmentCenter = ScreenStartPoint:Lerp(ScreenDestinationPoint, 0.5); AlignmentLine.Position = UDim2.new(0, AlignmentCenter.X, 0, AlignmentCenter.Y); AlignmentLine.Rotation = AlignmentAngle; AlignmentLine.Size = UDim2.new(0, (ScreenDestinationPoint - ScreenStartPoint).magnitude, 0, 1); AlignmentLine.PointMarkerA.Rotation = -AlignmentAngle; AlignmentLine.Visible = true; end; -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then for Part, State in pairs(SnappingStartSelectionState) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; end; end); end); end;
--//Controller//--
repeat task.wait() Camera.CameraType = Enum.CameraType.Scriptable Camera.CFrame = CameraPart.CFrame until Camera.CameraType == Enum.CameraType.Scriptable task.wait(5) TweenService:Create( CutsceneFrame, TweenInfo.new( 1 ), { Transparency = 0 } ):Play() task.wait(2) repeat task.wait() Camera.CameraType = Enum.CameraType.Custom CutsceneGui.CinematicFrame1.Transparency = 1 CutsceneGui.CinematicFrame2.Transparency = 1 until Camera.CameraType == Enum.CameraType.Custom TweenService:Create( CutsceneFrame, TweenInfo.new( 1 ), { Transparency = 1 } ):Play() Debris:AddItem(CutsceneGui, 1)
--[[Engine]]
--Torque Curve Tune.Horsepower = 350 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- << SET UP PLAYER DATA >>
local getLimitPerMin = 6 local getRefreshInterval = 10 local getLimit = getLimitPerMin*(getRefreshInterval/60) local getRequests = {} spawn(function() while true do wait(getRefreshInterval) getRequests = {} end end) function module:GetData(caller, retries, userId) if not getRequests[caller] then getRequests[caller] = 0 end getRequests[caller] = getRequests[caller] + 1 if getRequests[caller] <= getLimit then local success, data = main:GetModule("DataStores"):GetData(playerDataStore, retries, userId) return success, data else --warn(caller.Name,"exeeded getLimit!") end end function module:SetupPlayerData(player) local dataTemplate = getDataTemplate() local success, pdata = self:GetData(player, datastoreRetries, player.UserId) --Can't access DataStore if not success and not main.isStudio then return nil --New player elseif not pdata then pdata = dataTemplate savePlayerData(player) local welcomeBadgeId = tonumber(main.settings.WelcomeBadgeId) if welcomeBadgeId and welcomeBadgeId > 0 then main.badgeService:AwardBadge(player.UserId, welcomeBadgeId) end --Existing player else for statName, statValue in pairs(dataTemplate) do if pdata[statName] == nil then pdata[statName] = statValue end if statName == "DefaultSettings" then for i, settingName in pairs(defaultSettingsToAdd) do if pdata[statName][settingName] == nil then pdata[statName][settingName] = settings[settingName] end end end end end main.pd[player] = pdata return pdata end
--[[ Constructor for a new CameraModule. Parameters: - camera (Camera): current camera of the LocalPlayer ]]
function CameraModule.new(camera, tweenService) local self = { initialCFrame = nil, camera = camera, surfaceGui = nil, tweenService = tweenService or TweenService, } setmetatable(self, CameraModule) return self end
--[=[ @class Component Bind components to Roblox instances using the Component class and CollectionService tags. To avoid confusion of terms: - `Component` refers to this module. - `Component Class` (e.g. `MyComponent` through this documentation) refers to a class created via `Component.new` - `Component Instance` refers to an instance of a component class. - `Roblox Instance` refers to the Roblox instance to which the component instance is bound. Methods and properties are tagged with the above terms to help clarify the level at which they are used. ]=]
local Component = {} Component.__index = Component
--// 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)
--WeldRec(P.Parent.Lights)
for _,v in pairs(weldedParts) do if v:IsA("BasePart") then v.Anchored = false end end script:Destroy()
-- Effect Stop
Model.Configuration.Ballywho.Value = 0 Model.Configuration.ColorRand.Value = 0
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; for v2, v3 in ipairs((game.ReplicatedStorage.Game.Abilities:GetChildren())) do if not v2 then break; end; local v5 = v3:FindFirstChildOfClass("ModuleScript"); if v5 then v1[v3.Name] = require(v5); end; end; return v1;
--[[ The Module ]]
-- local TransparencyController = {} TransparencyController.__index = TransparencyController function TransparencyController.new() local self = setmetatable({}, TransparencyController) self.lastUpdate = tick() self.transparencyDirty = false self.enabled = false self.lastTransparency = nil self.descendantAddedConn, self.descendantRemovingConn = nil, nil self.toolDescendantAddedConns = {} self.toolDescendantRemovingConns = {} self.cachedParts = {} return self end function TransparencyController:HasToolAncestor(object) if object.Parent == nil then return false end return object.Parent:IsA('Tool') or self:HasToolAncestor(object.Parent) end function TransparencyController:IsValidPartToModify(part) if part:IsA('BasePart') or part:IsA('Decal') then return not self:HasToolAncestor(part) end return false end function TransparencyController:CachePartsRecursive(object) if object then if self:IsValidPartToModify(object) then self.cachedParts[object] = true self.transparencyDirty = true end for _, child in pairs(object:GetChildren()) do self:CachePartsRecursive(child) end end end function TransparencyController:TeardownTransparency() for child, _ in pairs(self.cachedParts) do child.LocalTransparencyModifier = 0 end self.cachedParts = {} self.transparencyDirty = true self.lastTransparency = nil if self.descendantAddedConn then self.descendantAddedConn:disconnect() self.descendantAddedConn = nil end if self.descendantRemovingConn then self.descendantRemovingConn:disconnect() self.descendantRemovingConn = nil end for object, conn in pairs(self.toolDescendantAddedConns) do conn:Disconnect() self.toolDescendantAddedConns[object] = nil end for object, conn in pairs(self.toolDescendantRemovingConns) do conn:Disconnect() self.toolDescendantRemovingConns[object] = nil end end function TransparencyController:SetupTransparency(character) self:TeardownTransparency() if self.descendantAddedConn then self.descendantAddedConn:disconnect() end self.descendantAddedConn = character.DescendantAdded:Connect(function(object) -- This is a part we want to invisify if self:IsValidPartToModify(object) then self.cachedParts[object] = true self.transparencyDirty = true -- There is now a tool under the character elseif object:IsA('Tool') then if self.toolDescendantAddedConns[object] then self.toolDescendantAddedConns[object]:Disconnect() end self.toolDescendantAddedConns[object] = object.DescendantAdded:Connect(function(toolChild) self.cachedParts[toolChild] = nil if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then -- Reset the transparency toolChild.LocalTransparencyModifier = 0 end end) if self.toolDescendantRemovingConns[object] then self.toolDescendantRemovingConns[object]:disconnect() end self.toolDescendantRemovingConns[object] = object.DescendantRemoving:Connect(function(formerToolChild) wait() -- wait for new parent if character and formerToolChild and formerToolChild:IsDescendantOf(character) then if self:IsValidPartToModify(formerToolChild) then self.cachedParts[formerToolChild] = true self.transparencyDirty = true end end end) end end) if self.descendantRemovingConn then self.descendantRemovingConn:disconnect() end self.descendantRemovingConn = character.DescendantRemoving:connect(function(object) if self.cachedParts[object] then self.cachedParts[object] = nil -- Reset the transparency object.LocalTransparencyModifier = 0 end end) self:CachePartsRecursive(character) end function TransparencyController:Enable(enable) if self.enabled ~= enable then self.enabled = enable self:Update() end end function TransparencyController:SetSubject(subject) local character = nil if subject and subject:IsA("Humanoid") then character = subject.Parent end if subject and subject:IsA("VehicleSeat") and subject.Occupant then character = subject.Occupant.Parent end if character then self:SetupTransparency(character) else self:TeardownTransparency() end end function TransparencyController:Update() local instant = false local now = tick() local currentCamera = workspace.CurrentCamera if currentCamera then local transparency = 0 if not self.enabled then instant = true else local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude transparency = (distance<2) and (1.0-(distance-0.5)/1.5) or 0 --(7 - distance) / 5 if transparency < 0.5 then transparency = 0 end if self.lastTransparency then local deltaTransparency = transparency - self.lastTransparency -- Don't tween transparency if it is instant or your character was fully invisible last frame if not instant and transparency < 1 and self.lastTransparency < 0.95 then local maxDelta = MAX_TWEEN_RATE * (now - self.lastUpdate) deltaTransparency = Util.Clamp(-maxDelta, maxDelta, deltaTransparency) end transparency = self.lastTransparency + deltaTransparency else self.transparencyDirty = true end transparency = Util.Clamp(0, 1, Util.Round(transparency, 2)) end if self.transparencyDirty or self.lastTransparency ~= transparency then for child, _ in pairs(self.cachedParts) do child.LocalTransparencyModifier = transparency end self.transparencyDirty = false self.lastTransparency = transparency end end self.lastUpdate = now end return TransparencyController
--LIGHTS BUTTONS
for _,i in pairs(lights:GetChildren()) do if i:IsA("ImageButton") and i.Name ~= "header" then if string.match(i.Name,"%l+") == "td" then i.MouseButton1Click:connect(function() script.Parent.lighty.Value = tonumber(string.match(i.Name,"%d")) if script.Parent.lighty.Value == 0 then lights.td0.Image = imgassets.offon lights.td1.Image = imgassets.hazardoff lights.td2.Image = imgassets.leftyoff lights.td3.Image = imgassets.rightyoff lights.td4.Image = imgassets.outoff elseif script.Parent.lighty.Value == 1 then lights.td0.Image = imgassets.offoff lights.td1.Image = imgassets.hazardon lights.td2.Image = imgassets.leftyoff lights.td3.Image = imgassets.rightyoff lights.td4.Image = imgassets.outoff elseif script.Parent.lighty.Value == 2 then lights.td0.Image = imgassets.offoff lights.td1.Image = imgassets.hazardoff lights.td2.Image = imgassets.leftyon lights.td3.Image = imgassets.rightyoff lights.td4.Image = imgassets.outoff elseif script.Parent.lighty.Value == 3 then lights.td0.Image = imgassets.offoff lights.td1.Image = imgassets.hazardoff lights.td2.Image = imgassets.leftyoff lights.td3.Image = imgassets.rightyon lights.td4.Image = imgassets.outoff elseif script.Parent.lighty.Value == 4 then lights.td0.Image = imgassets.offoff lights.td1.Image = imgassets.hazardoff lights.td2.Image = imgassets.leftyoff lights.td3.Image = imgassets.rightyoff lights.td4.Image = imgassets.outon end end) elseif string.match(i.Name,"%l+") == "fl" then i.MouseButton1Click:connect(function() script.Parent.flasher.Value = tonumber(string.match(i.Name,"%d")) if script.Parent.flasher.Value == 0 then lights.fl0.Image = imgassets.offon lights.fl1.Image = imgassets.slowoff lights.fl2.Image = imgassets.fastoff lights.fl3.Image = imgassets.x2off lights.fl4.Image = imgassets.x4off elseif script.Parent.flasher.Value == 1 then lights.fl0.Image = imgassets.offoff lights.fl1.Image = imgassets.slowon lights.fl2.Image = imgassets.fastoff lights.fl3.Image = imgassets.x2off lights.fl4.Image = imgassets.x4off elseif script.Parent.flasher.Value == 2 then lights.fl0.Image = imgassets.offoff lights.fl1.Image = imgassets.slowoff lights.fl2.Image = imgassets.faston lights.fl3.Image = imgassets.x2off lights.fl4.Image = imgassets.x4off elseif script.Parent.flasher.Value == 3 then lights.fl0.Image = imgassets.offoff lights.fl1.Image = imgassets.slowoff lights.fl2.Image = imgassets.fastoff lights.fl3.Image = imgassets.x2on lights.fl4.Image = imgassets.x4off elseif script.Parent.flasher.Value == 4 then lights.fl0.Image = imgassets.offoff lights.fl1.Image = imgassets.slowoff lights.fl2.Image = imgassets.fastoff lights.fl3.Image = imgassets.x2off lights.fl4.Image = imgassets.x4on end end) end end end for _,i in pairs (siren:GetChildren()) do if i:IsA("ImageButton") and i.Name ~= "header" then if string.match(i.Name,"%l+") == "sr" then i.MouseButton1Click:connect(function() script.Parent.siren.Value = tonumber(string.match(i.Name,"%d")) if script.Parent.siren.Value == 0 then siren.sr0.Image = imgassets.offon siren.sr1.Image = imgassets.onoff elseif script.Parent.siren.Value == 1 then siren.sr0.Image = imgassets.offoff siren.sr1.Image = imgassets.onon end end) end end end for _,i in pairs (seats:GetChildren()) do if i:IsA("ImageButton") and i.Name ~= "header" then if string.match(i.Name,"%u%l+") == "Seat" then local a = seat:findFirstChild("Seat"..tonumber(string.match(i.Name,"%d"))) if a.Value then i.Image = imgassets.lockon else i.Image = imgassets.lockoff end i.MouseButton1Click:connect(function() a.Value = not a.Value if a.Value then i.Image = imgassets.lockon else i.Image = imgassets.lockoff end end) end end end while true do wait(0.1) script.Parent.Speed.Text = ("Speed: "..math.floor(seat.Velocity.Magnitude/2)) end
--print("Finished:",l) --print("AmFinished:",Finished)
end) end repeat wait() until Finished >= AF local Time = 0 repeat Time = Time+0.03 wait(0.03) until Time >= WaitTime or Close
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -2 Tune.RCamber = -2 Tune.FToe = 0 Tune.RToe = 0
--[=[ Returns the current value for the given player. This value will depend on if `SetFor` or `SetFilter` has affected the custom value for the player. If so, that custom value will be returned. Otherwise, the top-level value will be used (e.g. value from `Set`). ```lua -- Set top level data: remoteProperty:Set("Data") print(remoteProperty:GetFor(somePlayer)) --> "Data" -- Set custom data: remoteProperty:SetFor(somePlayer, "CustomData") print(remoteProperty:GetFor(somePlayer)) --> "CustomData" -- Set top level again, overriding custom data: remoteProperty:Set("NewData") print(remoteProperty:GetFor(somePlayer)) --> "NewData" -- Set custom data again, and set top level without overriding: remoteProperty:SetFor(somePlayer, "CustomData") remoteProperty:SetTop("Data") print(remoteProperty:GetFor(somePlayer)) --> "CustomData" -- Clear custom data to use top level data: remoteProperty:ClearFor(somePlayer) print(remoteProperty:GetFor(somePlayer)) --> "Data" ``` ]=]
function RemoteProperty:GetFor(player: Player): any local playerValue = self._perPlayer[player] local value = if playerValue == nil then self._value elseif playerValue == None then nil else playerValue return value end
--[[Engine]]
--Torque Curve Tune.Horsepower = 200 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[ This rotated region3 module is a bit different than the one I previously wrote. This uses GJK to do the collision calculations and as such does not calculate the minimum translation vector. In addition it does not calculate the intersection points anymore either. I don't think that had much place in a rotated region3 module. As far as new features the module now supports a vast array of shapes and point clouds meaning more accurate collision! API: Constructors: region.new(cframe, size) > Creates a region from a cframe which acts as the center of the region and size which extends to > the corners like a block part. region.block(cframe, size) > This is the exact same as the region.new constructor, but has a different name. region.wedge(cframe, size) > Creates a region from a cframe which acts as the center of the region and size which extends to > the corners like a wedge part. region.cornerWedge(cframe, size) > Creates a region from a cframe which acts as the center of the region and size which extends to > the corners like a cornerWedge part. region.cylinder(cframe, size) > Creates a region from a cframe which acts as the center of the region and size which extends to > the corners like a cylinder part. region.ellipsoid(cframe, size) > Creates a region from a cframe which acts as the center of the region and size which extends to > the corners like a ball part. region.pointCloud(cloud) > Creates a region from a table of points. The region is treated as a convex 3D shape when doing the collision detections. region.fromPart(part) > Creates a region from a part in the game. It can be used on any base part, but the region > will treat unknown shapes (meshes, unions, etc) as block shapes. Methods: region:cast(ignore instance or table (descendants as well), int maxParts) > returns a table full of parts that are inside the region region:castPart(basePart) > returns a boolean as to whether or not a given part is within a region or not region:castPoint(vector3) > returns a boolean as to whether or not a given point is within a region or not Properties: region.CFrame > cframe that represents the center of the region region.Size > vector3 that represents the size of the region --]]
local gjk = require(script:WaitForChild("gjk")); local support = require(script:WaitForChild("supports")); local vertices = require(script:WaitForChild("vertices")); local draw = require(script:WaitForChild("draw")); local region3 = {}; local region3_mt = {__index = region3};
-- This is responsible for positioning the topbar icons
local requestedTopbarUpdate = false function IconController.updateTopbar() local function getIncrement(otherIcon, alignment) --local container = otherIcon.instances.iconContainer --local sizeX = container.Size.X.Offset local iconSize = otherIcon:get("iconSize", otherIcon:getIconState()) or UDim2.new(0, 32, 0, 32) local sizeX = iconSize.X.Offset local alignmentGap = IconController[alignment.."Gap"] local iconWidthAndGap = (sizeX + alignmentGap) local increment = iconWidthAndGap local preOffset = 0 if otherIcon._parentIcon == nil then local extendLeft, extendRight, additionalRight = IconController.getMenuOffset(otherIcon) preOffset += extendLeft increment += extendRight + additionalRight end return increment, preOffset end if topbarUpdating then -- This prevents the topbar updating and shifting icons more than it needs to requestedTopbarUpdate = true return false end task.defer(function() topbarUpdating = true runService.Heartbeat:Wait() topbarUpdating = false for alignment, alignmentInfo in pairs(alignmentDetails) do alignmentInfo.records = {} end for otherIcon, _ in pairs(topbarIcons) do if IconController.canShowIconOnTopbar(otherIcon) then local alignment = otherIcon:get("alignment") table.insert(alignmentDetails[alignment].records, otherIcon) end end local viewportSize = workspace.CurrentCamera.ViewportSize for alignment, alignmentInfo in pairs(alignmentDetails) do local records = alignmentInfo.records if #records > 1 then if alignmentInfo.reverseSort then table.sort(records, function(a,b) return a:get("order") > b:get("order") end) else table.sort(records, function(a,b) return a:get("order") < b:get("order") end) end end local totalIconX = 0 for i, otherIcon in pairs(records) do local increment = getIncrement(otherIcon, alignment) totalIconX = totalIconX + increment end local offsetX = alignmentInfo.getStartOffset(totalIconX, alignment) local preOffsetX = offsetX local containerX = TopbarPlusGui.TopbarContainer.AbsoluteSize.X for i, otherIcon in pairs(records) do local increment, preOffset = getIncrement(otherIcon, alignment) local newAbsoluteX = alignmentInfo.startScale*containerX + preOffsetX+preOffset preOffsetX = preOffsetX + increment end for i, otherIcon in pairs(records) do local container = otherIcon.instances.iconContainer local increment, preOffset = getIncrement(otherIcon, alignment) local topPadding = otherIcon.topPadding local newPositon = UDim2.new(alignmentInfo.startScale, offsetX+preOffset, topPadding.Scale, topPadding.Offset) local isAnOverflowIcon = string.match(otherIcon.name, "_overflowIcon-") local repositionInfo = otherIcon:get("repositionInfo") if repositionInfo then tweenService:Create(container, repositionInfo, {Position = newPositon}):Play() else container.Position = newPositon end offsetX = offsetX + increment otherIcon.targetPosition = UDim2.new(0, (newPositon.X.Scale*viewportSize.X) + newPositon.X.Offset, 0, (newPositon.Y.Scale*viewportSize.Y) + newPositon.Y.Offset) end end -- OVERFLOW HANDLER -------- local START_LEEWAY = 10 -- The additional offset where the end icon will be converted to ... without an apparant change in position local function getBoundaryX(iconToCheck, side, gap) local additionalGap = gap or 0 local currentSize = iconToCheck:get("iconSize", iconToCheck:getIconState()) local sizeX = currentSize.X.Offset local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck) local boundaryXOffset = (side == "left" and (-additionalGap-extendLeft)) or (side == "right" and sizeX+additionalGap+extendRight) local boundaryX = iconToCheck.targetPosition.X.Offset + boundaryXOffset return boundaryX end local function getSizeX(iconToCheck, usePrevious) local currentSize, previousSize = iconToCheck:get("iconSize", iconToCheck:getIconState(), "beforeDropdown") local hoveringSize = iconToCheck:get("iconSize", "hovering") if iconToCheck.wasHoveringBeforeOverflow and previousSize and hoveringSize and hoveringSize.X.Offset > previousSize.X.Offset then -- This prevents hovering icons flicking back and forth, demonstrated at thread/1017485/191. previousSize = hoveringSize end local newSize = (usePrevious and previousSize) or currentSize local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck) local sizeX = newSize.X.Offset + extendLeft + extendRight return sizeX end for alignment, alignmentInfo in pairs(alignmentDetails) do local overflowIcon = alignmentInfo.overflowIcon if overflowIcon then local alignmentGap = IconController[alignment.."Gap"] local oppositeAlignment = (alignment == "left" and "right") or "left" local oppositeAlignmentInfo = alignmentDetails[oppositeAlignment] local oppositeOverflowIcon = IconController.getIcon("_overflowIcon-"..oppositeAlignment) -- This determines whether any icons (from opposite or mid alignment) are overlapping with this alignment local overflowBoundaryX = getBoundaryX(overflowIcon, alignment) if overflowIcon.enabled then overflowBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment, alignmentGap) end local function doesExceed(givenBoundaryX) local exceeds = (alignment == "left" and givenBoundaryX < overflowBoundaryX) or (alignment == "right" and givenBoundaryX > overflowBoundaryX) return exceeds end local alignmentOffset = oppositeAlignmentInfo.getOffset() if not overflowIcon.enabled then alignmentOffset += START_LEEWAY end local alignmentBorderX = (alignment == "left" and viewportSize.X - alignmentOffset) or (alignment == "right" and alignmentOffset) local closestBoundaryX = alignmentBorderX local exceededCriticalBoundary = doesExceed(closestBoundaryX) local function checkBoundaryExceeded(recordToCheck) local totalIcons = #recordToCheck for i = 1, totalIcons do local endIcon = recordToCheck[totalIcons+1 - i] if IconController.canShowIconOnTopbar(endIcon) then local isAnOverflowIcon = string.match(endIcon.name, "_overflowIcon-") if isAnOverflowIcon and totalIcons ~= 1 then break elseif isAnOverflowIcon and not endIcon.enabled then continue end local additionalMyX = 0 if not overflowIcon.enabled then additionalMyX = START_LEEWAY end local myBoundaryX = getBoundaryX(endIcon, alignment, additionalMyX) local isNowClosest = (alignment == "left" and myBoundaryX < closestBoundaryX) or (alignment == "right" and myBoundaryX > closestBoundaryX) if isNowClosest then closestBoundaryX = myBoundaryX if doesExceed(myBoundaryX) then exceededCriticalBoundary = true end end end end end checkBoundaryExceeded(alignmentDetails[oppositeAlignment].records) checkBoundaryExceeded(alignmentDetails.mid.records) -- This determines which icons to give to the overflow if an overlap is present if exceededCriticalBoundary then local recordToCheck = alignmentInfo.records local totalIcons = #recordToCheck for i = 1, totalIcons do local endIcon = (alignment == "left" and recordToCheck[totalIcons+1 - i]) or (alignment == "right" and recordToCheck[i]) if endIcon ~= overflowIcon and IconController.canShowIconOnTopbar(endIcon) then local additionalGap = alignmentGap local overflowIconSizeX = overflowIcon:get("iconSize", overflowIcon:getIconState()).X.Offset if overflowIcon.enabled then additionalGap += alignmentGap + overflowIconSizeX end local myBoundaryXPlusGap = getBoundaryX(endIcon, oppositeAlignment, additionalGap) local exceeds = (alignment == "left" and myBoundaryXPlusGap >= closestBoundaryX) or (alignment == "right" and myBoundaryXPlusGap <= closestBoundaryX) if exceeds then if not overflowIcon.enabled then local overflowContainer = overflowIcon.instances.iconContainer local yPos = overflowContainer.Position.Y local appearXAdditional = (alignment == "left" and -overflowContainer.Size.X.Offset) or 0 local appearX = getBoundaryX(endIcon, oppositeAlignment, appearXAdditional) overflowContainer.Position = UDim2.new(0, appearX, yPos.Scale, yPos.Offset) overflowIcon:setEnabled(true) end if #endIcon.dropdownIcons > 0 then endIcon._overflowConvertedToMenu = true local wasSelected = endIcon.isSelected endIcon:deselect() local iconsToConvert = {} for _, dIcon in pairs(endIcon.dropdownIcons) do table.insert(iconsToConvert, dIcon) end for _, dIcon in pairs(endIcon.dropdownIcons) do dIcon:leave() end endIcon:setMenu(iconsToConvert) if wasSelected and overflowIcon.isSelected then endIcon:select() end end if endIcon.hovering then endIcon.wasHoveringBeforeOverflow = true end endIcon:join(overflowIcon, "dropdown") if #endIcon.menuIcons > 0 and endIcon.menuOpen then endIcon:deselect() endIcon:select() overflowIcon:select() end end break end end else -- This checks to see if the lowest/highest (depending on left/right) ordered overlapping icon is no longer overlapping, removes from the dropdown, and repeats if valid local winningOrder, winningOverlappedIcon local totalOverlappingIcons = #overflowIcon.dropdownIcons if not (oppositeOverflowIcon and oppositeOverflowIcon.enabled and #alignmentInfo.records == 1 and #oppositeAlignmentInfo.records ~= 1) then for _, overlappedIcon in pairs(overflowIcon.dropdownIcons) do local iconOrder = overlappedIcon:get("order") if winningOverlappedIcon == nil or (alignment == "left" and iconOrder < winningOrder) or (alignment == "right" and iconOrder > winningOrder) then winningOrder = iconOrder winningOverlappedIcon = overlappedIcon end end end if winningOverlappedIcon then local sizeX = getSizeX(winningOverlappedIcon, true) local myForesightBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment) if totalOverlappingIcons == 1 then myForesightBoundaryX = getBoundaryX(overflowIcon, alignment, alignmentGap-START_LEEWAY) end local availableGap = math.abs(closestBoundaryX - myForesightBoundaryX) - (alignmentGap*2) local noLongerExeeds = (sizeX < availableGap) if noLongerExeeds then if #overflowIcon.dropdownIcons == 1 then overflowIcon:setEnabled(false) end local overflowContainer = overflowIcon.instances.iconContainer local yPos = overflowContainer.Position.Y overflowContainer.Position = UDim2.new(0, myForesightBoundaryX, yPos.Scale, yPos.Offset) winningOverlappedIcon:leave() winningOverlappedIcon.wasHoveringBeforeOverflow = nil -- if winningOverlappedIcon._overflowConvertedToMenu then winningOverlappedIcon._overflowConvertedToMenu = nil local iconsToConvert = {} for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do table.insert(iconsToConvert, dIcon) end for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do dIcon:leave() end winningOverlappedIcon:setDropdown(iconsToConvert) end -- end end end end end -------- if requestedTopbarUpdate then requestedTopbarUpdate = false IconController.updateTopbar() end return true end) end function IconController.setTopbarEnabled(bool, forceBool) if forceBool == nil then forceBool = true end local indicator = TopbarPlusGui.Indicator if forceBool and not bool then forceTopbarDisabled = true elseif forceBool and bool then forceTopbarDisabled = false end local topbarEnabledAccountingForMimic = checkTopbarEnabledAccountingForMimic() if IconController.controllerModeEnabled then if bool then if TopbarPlusGui.TopbarContainer.Visible or forceTopbarDisabled or menuOpen or not topbarEnabledAccountingForMimic then return end if forceBool then indicator.Visible = topbarEnabledAccountingForMimic else indicator.Active = false if controllerMenuOverride and controllerMenuOverride.Connected then controllerMenuOverride:Disconnect() end if hapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) and hapticService:IsMotorSupported(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small) then hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,1) delay(0.2,function() pcall(function() hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,0) end) end) end TopbarPlusGui.TopbarContainer.Visible = true TopbarPlusGui.TopbarContainer:TweenPosition( UDim2.new(0,0,0,5 + STUPID_CONTROLLER_OFFSET), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1, true ) local selectIcon local targetOffset = 0 IconController:_updateSelectionGroup() runService.Heartbeat:Wait() local indicatorSizeTrip = 50 --indicator.AbsoluteSize.Y * 2 for otherIcon, _ in pairs(topbarIcons) do if IconController.canShowIconOnTopbar(otherIcon) and (selectIcon == nil or otherIcon:get("order") < selectIcon:get("order")) and otherIcon.enabled then selectIcon = otherIcon end local container = otherIcon.instances.iconContainer local newTargetOffset = -27 + container.AbsoluteSize.Y + indicatorSizeTrip if newTargetOffset > targetOffset then targetOffset = newTargetOffset end end if guiService:GetEmotesMenuOpen() then guiService:SetEmotesMenuOpen(false) end if guiService:GetInspectMenuEnabled() then guiService:CloseInspectMenu() end local newSelectedObject = IconController._previousSelectedObject or selectIcon.instances.iconButton IconController._setControllerSelectedObject(newSelectedObject) indicator.Image = "rbxassetid://5278151071" indicator:TweenPosition( UDim2.new(0.5,0,0,targetOffset + STUPID_CONTROLLER_OFFSET), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1, true ) end else if forceBool then indicator.Visible = false elseif topbarEnabledAccountingForMimic then indicator.Visible = true indicator.Active = true controllerMenuOverride = indicator.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 then IconController.setTopbarEnabled(true,false) end end) else indicator.Visible = false end if not TopbarPlusGui.TopbarContainer.Visible then return end guiService.AutoSelectGuiEnabled = true IconController:_updateSelectionGroup(true) TopbarPlusGui.TopbarContainer:TweenPosition( UDim2.new(0,0,0,-TopbarPlusGui.TopbarContainer.Size.Y.Offset + STUPID_CONTROLLER_OFFSET), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1, true, function() TopbarPlusGui.TopbarContainer.Visible = false end ) indicator.Image = "rbxassetid://5278151556" indicator:TweenPosition( UDim2.new(0.5,0,0,5), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.1, true ) end else local topbarContainer = TopbarPlusGui.TopbarContainer if topbarEnabledAccountingForMimic then topbarContainer.Visible = bool else topbarContainer.Visible = false end end end function IconController.setGap(value, alignment) local newValue = tonumber(value) or 12 local newAlignment = tostring(alignment):lower() if newAlignment == "left" or newAlignment == "mid" or newAlignment == "right" then IconController[newAlignment.."Gap"] = newValue IconController.updateTopbar() return end IconController.leftGap = newValue IconController.midGap = newValue IconController.rightGap = newValue IconController.updateTopbar() end function IconController.setLeftOffset(value) IconController.leftOffset = tonumber(value) or 0 IconController.updateTopbar() end function IconController.setRightOffset(value) IconController.rightOffset = tonumber(value) or 0 IconController.updateTopbar() end local localPlayer = players.LocalPlayer local iconsToClearOnSpawn = {} localPlayer.CharacterAdded:Connect(function() for _, icon in pairs(iconsToClearOnSpawn) do icon:destroy() end iconsToClearOnSpawn = {} end) function IconController.clearIconOnSpawn(icon) coroutine.wrap(function() local char = localPlayer.Character or localPlayer.CharacterAdded:Wait() table.insert(iconsToClearOnSpawn, icon) end)() end
----- Service Table -----
local ProfileService = { ServiceLocked = false, -- Set to true once the server is shutting down IssueSignal = Madwork.NewScriptSignal(), -- (error_message, profile_store_name, profile_key) -- Fired when a DataStore API call throws an error CorruptionSignal = Madwork.NewScriptSignal(), -- (profile_store_name, profile_key) -- Fired when DataStore key returns a value that has -- all or some of it's profile components set to invalid data types. E.g., accidentally setting Profile.Data to a noon table value CriticalState = false, -- Set to true while DataStore service is throwing too many errors CriticalStateSignal = Madwork.NewScriptSignal(), -- (is_critical_state) -- Fired when CriticalState is set to true -- (You may alert players with this, or set up analytics) ServiceIssueCount = 0, _active_profile_stores = {}, -- {profile_store, ...} _auto_save_list = {}, -- {profile, ...} -- loaded profile table which will be circularly auto-saved _issue_queue = {}, -- [table] {issue_time, ...} _critical_state_start = 0, -- [number] 0 = no critical state / os.clock() = critical state start -- Debug: _mock_data_store = {}, _user_mock_data_store = {}, _use_mock_data_store = false, }
--Allows users to do /w displayName along with /w userName, only works if PlayerDisplayNamesEnabled is 'true'
module.WhisperByDisplayName = true local ChangedEvent = Instance.new("BindableEvent") local proxyTable = setmetatable({}, { __index = function(tbl, index) return module[index] end, __newindex = function(tbl, index, value) module[index] = value ChangedEvent:Fire(index, value) end, }) rawset(proxyTable, "SettingsChanged", ChangedEvent.Event) return proxyTable
--[[** Alias for t.intersection **--]]
t.every = t.intersection end do local checkInterface = t.map(t.any, t.callback)
--[[ Button created by Truenus. I will help you how to make a startup script. Or simply, you can just copy-paste into another car. Touching some of the scripts can break the car. I advise you not touch these scripts. --]]
wait(0.2) -- Removing this wait could break the script. Please do not touch this.
--Tune
local WheelieButton = "T" local DeadZone = 30
-- Captions
DEFAULT_FORCED_GROUP_VALUES["caption"] = 1 function Icon:setCaption(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local realText = text or "" local isVisible = realText ~= "" self.captionText = text self.instances.captionLabel.Text = realText self.instances.captionContainer.Parent = (isVisible and activeItems) or self.instances.iconContainer self:_updateIconSize(nil, self:getIconState()) local captionMaid = Maid.new() self._maid.captionMaid = captionMaid if isVisible then captionMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayCaption(true) end end)) captionMaid:give(self.hoverEnded:Connect(function() self:displayCaption(false) end)) captionMaid:give(self.selected:Connect(function() if self.hovering then self:displayCaption(false) end end)) local iconContainer = self.instances.iconContainer captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() if self.hovering then self:displayCaption() end end)) captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsolutePosition"):Connect(function() if self.hovering then self:displayCaption() end end)) end -- This adapts the caption size local CAPTION_X_MARGIN = 6 local CAPTION_CONTAINER_Y_SIZE_SCALE = 0.8 local CAPTION_LABEL_Y_SCALE = 0.58 local iconSize = self:get("iconSize") local labelFont = self:get("captionFont") if iconSize and labelFont then local cellSizeYOffset = iconSize.Y.Offset local cellSizeYScale = iconSize.Y.Scale local iconContainer = self.instances.iconContainer local captionContainer = self.instances.captionContainer if isVisible then local cellHeight = cellSizeYOffset + (cellSizeYScale * iconContainer.Parent.AbsoluteSize.Y) local captionLabel = self.instances.captionLabel local captionContainerHeight = cellHeight * CAPTION_CONTAINER_Y_SIZE_SCALE local captionLabelHeight = captionContainerHeight * CAPTION_LABEL_Y_SCALE local textWidth = textService:GetTextSize(self.captionText, captionLabelHeight, labelFont, Vector2.new(10000, captionLabelHeight)).X captionLabel.TextSize = captionLabelHeight captionLabel.Size = UDim2.new(0, textWidth, CAPTION_LABEL_Y_SCALE, 0) captionContainer.Size = UDim2.new(0, textWidth + CAPTION_X_MARGIN*2, 0, cellHeight*CAPTION_CONTAINER_Y_SIZE_SCALE) else captionContainer.Size = UDim2.new(0, 0, 0, 0) end end self:displayCaption(self.hovering and isVisible) return self end function Icon:displayCaption(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end local yOffset = 8 -- Determine caption position if self._draggingFinger then yOffset = yOffset + THUMB_OFFSET end local iconContainer = self.instances.iconContainer local captionContainer = self.instances.captionContainer local newPos = UDim2.new(0, iconContainer.AbsolutePosition.X+iconContainer.AbsoluteSize.X/2-captionContainer.AbsoluteSize.X/2, 0, iconContainer.AbsolutePosition.Y+(iconContainer.AbsoluteSize.Y*2)+yOffset) captionContainer.Position = newPos -- Determine caption visibility local isVisible = self.captionVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.captionVisible = isVisible -- Change transparency of relavent caption instances local captionFadeInfo = self:get("captionFadeInfo") for _, settingName in pairs(self._groupSettings.caption) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end
--- Equip/UnEquip
local Tool = script.Parent Tool.Equipped:Connect(function() Tool.Equip.Value = true end) Tool.Unequipped:Connect(function() Tool.Equip.Value = false end)
-- Create component
local ItemRow = Roact.PureComponent:extend 'ItemRow' function ItemRow:init() -- Item button callback self.OnActivated = function () self:HandleSelection() end -- Expand arrow callback self.OnArrowActivated = function () self:ToggleExpand() end -- Lock button callback self.OnLockActivated = function () self:ToggleLock() end -- Name button callback self.OnNameActivated = function (rbx) local CurrentTime = tick() if self.LastNameClick and (CurrentTime - self.LastNameClick) <= 0.25 then self:setState { EditingName = true } else self.LastNameClick = CurrentTime self:HandleSelection() end end -- Name input callback self.OnNameInputBlur = function (rbx, EnterPressed) if #rbx.Text > 0 then self:SetName(rbx.Text) end self:setState { EditingName = Roact.None } end end function ItemRow:GetParts() local Object = self.props.Instance -- Return part for parts if Object:IsA 'BasePart' then return { Object } -- Return descendant parts for other items else local Parts = {} for _, Part in pairs(Object:GetDescendants()) do if Part:IsA 'BasePart' then Parts[#Parts + 1] = Part end end return Parts end end function ItemRow:ToggleLock() local props = self.props -- Create history record local Parts = self:GetParts() local HistoryRecord = { Parts = Parts, BeforeLocked = Support.GetListMembers(Parts, 'Locked'), AfterLocked = not props.IsLocked } function HistoryRecord:Unapply() props.Core.SyncAPI:Invoke('SetLocked', self.Parts, self.BeforeLocked) end function HistoryRecord:Apply() props.Core.SyncAPI:Invoke('SetLocked', self.Parts, self.AfterLocked) end -- Send lock toggling request to gameserver HistoryRecord:Apply() -- Register history record props.Core.History.Add(HistoryRecord) end function ItemRow:SetName(Name) local props = self.props -- Create history record local HistoryRecord = { Items = { props.Instance }, BeforeName = props.Instance.Name, AfterName = Name } function HistoryRecord:Unapply() props.Core.SyncAPI:Invoke('SetName', self.Items, self.BeforeName) end function HistoryRecord:Apply() props.Core.SyncAPI:Invoke('SetName', self.Items, self.AfterName) end -- Send renaming request to gameserver HistoryRecord:Apply() -- Register history record props.Core.History.Add(HistoryRecord) end function ItemRow:HandleSelection() local props = self.props local Selection = props.Core.Selection local Targeting = props.Core.Targeting -- Check if scoping local Scoping = UserInputService:IsKeyDown 'LeftAlt' or UserInputService:IsKeyDown 'RightAlt' -- Enter scope if requested if Scoping then Targeting:SetScope(props.Instance) return end -- Check if multiselecting local Multiselecting = UserInputService:IsKeyDown 'LeftControl' or UserInputService:IsKeyDown 'RightControl' -- Perform selection if Multiselecting then if not Selection.IsSelected(props.Instance) then Selection.Add({ props.Instance }, true) else Selection.Remove({ props.Instance }, true) end else Selection.Replace({ props.Instance }, true) end end function ItemRow:ToggleExpand() self.props.ToggleExpand(self.props.Id) end function ItemRow:didMount() self.Maid = Maid.new() local Targeting = self.props.Core.Targeting local Item = self.props.Instance -- Listen for targeting self.Maid.TargetListener = Targeting.ScopeTargetChanged:Connect(function (ScopeTarget) local IsTarget = self.state.Targeted if (not IsTarget) and (ScopeTarget == Item) then self:setState { Targeted = true } elseif IsTarget and (ScopeTarget ~= Item) then self:setState { Targeted = Roact.None } end end) end function ItemRow:willUnmount() self.Maid = self.Maid:Destroy() end ItemRow.ClassIcons = { Part = Vector2.new(2, 1), MeshPart = Vector2.new(4, 8), UnionOperation = Vector2.new(4, 8), NegateOperation = Vector2.new(3, 8), VehicleSeat = Vector2.new(6, 4), Seat = Vector2.new(6, 4), TrussPart = Vector2.new(2, 1), CornerWedgePart = Vector2.new(2, 1), WedgePart = Vector2.new(2, 1), SpawnLocation = Vector2.new(6, 3), Model = Vector2.new(3, 1), Folder = Vector2.new(8, 8), Tool = Vector2.new(8, 2), Workspace = Vector2.new(10, 2), Accessory = Vector2.new(3, 4), Accoutrement = Vector2.new(3, 4) } function ItemRow:render() local props = self.props local state = self.state -- Determine icon for class local IconPosition = ItemRow.ClassIcons[props.Class] or Vector2.new(1, 1) -- Item information local Metadata = new(Frame, { Layout = 'List', LayoutDirection = 'Horizontal', VerticalAlignment = 'Center' }, { StartSpacer = new(Frame, { AspectRatio = (5 + 10 * props.Depth) / 18, LayoutOrder = 0 }), -- Class icon Icon = new(ImageLabel, { AspectRatio = 1, Image = 'rbxassetid://2245672825', ImageRectOffset = (IconPosition - Vector2.new(1, 1)) * Vector2.new(16, 16), ImageRectSize = Vector2.new(16, 16), Size = UDim2.new(1, 0, 12/18, 0), LayoutOrder = 1 }), IconSpacer = new(Frame, { AspectRatio = 5/18, LayoutOrder = 2 }), -- Item name NameContainer = new(ImageButton, { Layout = 'List', Width = 'WRAP_CONTENT', LayoutOrder = 3, [Roact.Event.Activated] = self.OnNameActivated }, { Name = (not state.EditingName) and new(TextLabel, { TextSize = 13, TextColor = 'FFFFFF', Text = props.Name, Width = 'WRAP_CONTENT' }), NameInput = state.EditingName and new(TextBox, { TextSize = 13, TextColor = 'FFFFFF', Text = props.Name, Width = 'WRAP_CONTENT', [Roact.Event.FocusLost] = self.OnNameInputBlur }) }) }) -- Item buttons local Buttons = new(Frame, { Layout = 'List', LayoutDirection = 'Horizontal', HorizontalAlignment = 'Right', VerticalAlignment = 'Center', Width = 'WRAP_CONTENT', AnchorPoint = Vector2.new(1, 0.5), Position = UDim2.new(1, 0, 0.5, 0) }, { -- Locking button Lock = new(ImageButton, { AspectRatio = 1, DominantAxis = 'Height', Image = 'rbxassetid://2244452978', ImageRectOffset = Vector2.new(14 * (props.IsLocked and 2 or 1), 0) * 2, ImageRectSize = Vector2.new(14, 14) * 2, Size = UDim2.new(1, 0, 12/18, 0), ImageTransparency = 1 - (props.IsLocked and 0.75 or 0.15), LayoutOrder = 0, [Roact.Event.Activated] = self.OnLockActivated }), Spacer = new(Frame, { LayoutOrder = 1, AspectRatio = 1/10 }), -- Item expansion arrow ArrowWrapper = next(props.Children) and new(Frame, { AspectRatio = 1, Size = UDim2.new(1, 0, 14/18, 0), LayoutOrder = 2 }, { Arrow = new(ImageButton, { Image = 'rbxassetid://2244452978', ImageRectOffset = Vector2.new(14 * 3, 0) * 2, ImageRectSize = Vector2.new(14, 14) * 2, Rotation = props.Expanded and 180 or 90, ImageTransparency = 1 - 0.15, [Roact.Event.Activated] = self.OnArrowActivated }) }), EndSpacer = new(Frame, { LayoutOrder = 3, AspectRatio = 1/20 }) }) -- Determine transparency from selection and targeting state local Transparency = 1 if props.Selected then Transparency = 1 - 0.15 elseif state.Targeted then Transparency = 1 - 0.05 end -- Return button with contents return new(ImageButton, { LayoutOrder = props.Order, Size = UDim2.new(1, 0, 0, props.Height), AutoButtonColor = false, BackgroundColor3 = Color3.new(1, 1, 1), BackgroundTransparency = Transparency, [Roact.Event.Activated] = self.OnActivated }, { Metadata = Metadata, Buttons = Buttons }) end return ItemRow
-- goro7
local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update) update()
-- If you want to after how many seconds can you get another hat on your head, change the line that says "wait(5)" -- Changing this will change after how many seconds can someone touch the giver, and get a hat. It's best to leave it as it is, -- Changing it really doesnt matter.
--BasedWeld2.0
local JS = game:GetService("JointsService") function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--[[ berezaa's method of saving data (from the dev forum): What I do and this might seem a little over-the-top but it's fine as long as you're not using datastores excessively elsewhere is have a datastore and an ordereddatastore for each player. When you perform a save, add a key (can be anything) with the value of os.time() to the ordereddatastore and save a key with the os.time() and the value of the player's data to the regular datastore. Then, when loading data, get the highest number from the ordered data store (most recent save) and load the data with that as a key. Ever since I implemented this, pretty much no one has ever lost data. There's no caches to worry about either because you're never overriding any keys. Plus, it has the added benefit of allowing you to restore lost data, since every save doubles as a backup which can be easily found with the ordereddatastore edit: while there's no official comment on this, many developers including myself have noticed really bad cache times and issues with using the same datastore keys to save data across multiple places in the same game. With this method, data is almost always instantly accessible immediately after a player teleports, making it useful for multi-place games. --]]
--[[Dependencies]]
local player = game:GetService("Players").LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local _Tune2 = car["A-Chassis Tune"].Upgrades
--------END LIGHTED RECTANGLES-------- --------SIDE DOOR--------
game.Workspace.rightsidedoor.l1.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightsidedoor.l2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightsidedoor.l3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightsidedoor.l4.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.rightsidedoor.l5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--script.Parent.MouseClick:Connect(function() -- script.Parent.MaxActivationDistance = 0 -- TweenA:Play() -- wait(7) -- TweenB:Play() -- wait(3) -- script.Parent.MaxActivationDistance = 20 --end)
function onClick(click) if click.TeamColor == BrickColor.new("White")then TweenA:Play() wait(7) TweenB:Play() end end script.Parent.MouseClick:Connect(onClick)
-- This is a FireFly swarm that spawns illuminating fireflies and let them glow and fly around -- New flies spawn if a fly flies too far from center -- The center part will be invisible when the game run. It's only shown in edit mode so you can work with this model easier.
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[=[ `Construct` is called before the component is started, and should be used to construct the component instance. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) function MyComponent:Construct() self.SomeData = 32 self.OtherStuff = "HelloWorld" end ``` ]=]
function Component:Construct() end
-------------------------here
weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) mouse.Move:connect(function () --local Direction = Tool.Direction.Value local Direction = mouse.Hit.p local b = head.Position.Y-Direction.Y local dist = (head.Position-Direction).magnitude local answer = math.asin(b/dist) neck.C0=orginalC0*CFrame.fromEulerAnglesXYZ(answer,0,0) wait(0.1) end)end else print("sh") end else print("arms") end end function Unequip(mouse) if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false neck.C0 = orginalC0 sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil end else print("sh") end else print("arms") end end Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip) function Animate() arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} if Tool.AnimateValue.Value == "Shoot" then local weld1 = welds[1] local weld2 = welds[2] weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) wait(0.00001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.05, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) wait(0.00001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.1, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-95), math.rad(-15), 0) wait(0.00001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.3, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-110), math.rad(-15), 0) wait(0.00001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.35, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-115), math.rad(-15), 0) wait(0.00001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0) wait(0.00001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) Tool.AnimateValue.Value = "None" end if Tool.AnimateValue.Value == "Reload" then local weld1 = welds[1] local weld2 = welds[2] weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-95), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-100), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-105), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-110), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.4, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-115), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.45, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.9, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.5, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 1, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.55, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 1.1, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.57, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 1.2, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.6, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 1.3, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0.6, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-120), math.rad(-15), 0) wait(0.0001) weld1.C1 = CFrame.new(-0.5+1.5, 0.8, .9)* CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-1, 0.8, 0.5-1.5) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) Tool.AnimateValue.Value = "None" end end Tool.AnimateValue.Changed:connect(Animate)
-- CastBehavior.CosmeticBulletTemplate = CosmeticBullet -- Uncomment if you just want a simple template part and aren't using PartCache
CastBehavior.CosmeticBulletProvider = CosmeticPartProvider -- Comment out if you aren't using PartCache. CastBehavior.CosmeticBulletContainer = CosmeticBulletsFolder
--------------------[ FIRING FUNCTIONS ]----------------------------------------------
function lowerSpread() if (not loweringSpread) then loweringSpread = true local Connection = nil Connection = RS.Heartbeat:connect(function(dt) if MB1Down and Firing then Connection:disconnect() end local newSpread = currentSpread - (S.spreadSettings.Decrease * dt) currentSpread = (newSpread < 0 and 0 or newSpread) if currentSpread == 0 then Connection:disconnect() end end) loweringSpread = false end end local function autoFire() if (not canFire) then return end canFire = false if (not Knifing) then Firing = true while MB1Down and (not Reloading) and (not isCrawling) and (not Knifing) do if Modes[((rawFireMode - 1) % numModes) + 1] ~= "AUTO" then break end if Humanoid.Health == 0 then break end if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then steadyKeyPressed = false currentSteadyTime = 0 end newMag = false fireGun() end if S.reloadSettings.magIsBullet then for _, Mag in pairs(Gun:GetChildren()) do if Mag.Name:sub(1, 3) == "Mag" then Mag.Transparency = 1 end end end if Ammo.Value == 0 and S.reloadSettings.autoReload then wait(0.2) Reload() end wait(60 / S.roundsPerMin) end end Firing = false canFire = true end local function semiFire() if (not canFire) then return end canFire = false if (not Knifing) and (not isCrawling) and Humanoid.Health ~= 0 then Firing = true if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then steadyKeyPressed = false currentSteadyTime = 0 end newMag = false fireGun() end if S.reloadSettings.magIsBullet then for _, Mag in pairs(Gun:GetChildren()) do if Mag.Name:sub(1, 3) == "Mag" then Mag.Transparency = 1 end end end if Ammo.Value == 0 and S.reloadSettings.autoReload then wait(0.2) Reload() end wait(60 / S.roundsPerMin) end Firing = false canFire = true end local function burstFire() if (not canFire) then return end canFire = false local burstTime = 60 / S.roundsPerMin if (not Knifing) and (not isCrawling) then Firing = true for i = 1, S.burstSettings.Amount do if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then steadyKeyPressed = false currentSteadyTime = 0 end newMag = false fireGun() end end if Ammo.Value == 0 and S.reloadSettings.autoReload then wait(0.2) Reload() break end wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Time / S.burstSettings.Amount) end end if S.reloadSettings.magIsBullet then for _, Mag in pairs(Gun:GetChildren()) do if Mag.Name:sub(1, 3) == "Mag" then Mag.Transparency = 1 end end end Firing = false wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Wait) canFire = true end function fireGun() local fireSound = Handle:FindFirstChild("FireSound") Gun.Bolt.Transparency = 1 Gun.BoltBack.Transparency = 0 if fireSound then fireSound:Play() end ---------------------------------------------------------------------------------- for _ = 1, (S.gunType.Shot and S.ShotAmount or 1) do local randSpread1 = RAD(RAND(0, 365)) local randSpread2 = RAD(RAND(-(baseSpread + currentSpread), baseSpread + currentSpread, 0.01)) local spreadDir = CFrame.fromAxisAngle(V3(0, 0, 1), randSpread1) * CFANG(randSpread2, 0, 0) local originCF = ((Aimed and S.guiScope) and Head.CFrame or Handle.CFrame) * spreadDir local bulletDirection = CF(originCF.p, originCF.p + originCF.lookVector).lookVector if S.bulletSettings.instantHit then local newRay = Ray.new(Main.CFrame.p, bulletDirection * S.bulletSettings.Range) local H, P, N = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore) local finalP = P if H then if S.gunType.Explosive then if S.explosionSettings.soundId ~= "" then local soundPart = Instance.new("Part") soundPart.Transparency = 1 soundPart.Anchored = true soundPart.CanCollide = false soundPart.Size = V3(1, 1, 1) soundPart.CFrame = CFrame.new(P) soundPart.Parent = gunIgnore local Sound = Instance.new("Sound") Sound.Pitch = S.explosionSettings.Pitch Sound.SoundId = S.explosionSettings.soundId Sound.Volume = S.explosionSettings.Volume Sound.Parent = soundPart Sound:Play() DS:AddItem(soundPart, Sound.TimeLength) end createBulletImpact:FireServer(H, P, N, bulletDirection, false, gunIgnore, S) createShockwave:FireServer(P, S.explosionSettings.Radius, gunIgnore, S) local E = Instance.new("Explosion") E.BlastPressure = S.explosionSettings.Pressure E.BlastRadius = S.explosionSettings.Radius E.DestroyJointRadiusPercent = (S.explosionSettings.rangeBasedDamage and 0 or 1) E.ExplosionType = S.explosionSettings.Type E.Position = P E.Hit:connect(function(Obj, Dist) if Obj.Name == "Torso" and (not Obj:IsDescendantOf(Char)) then if S.explosionSettings.rangeBasedDamage then local Dir = (Obj.Position - P).unit local expH, _ = workspace:FindPartOnRayWithIgnoreList( Ray.new(P - Dir * 0.1, Dir * 999), Ignore ) local rayHitHuman = expH:IsDescendantOf(Obj.Parent) if (S.explosionSettings.rayCastExplosions and rayHitHuman) or (not S.explosionSettings.rayCastExplosions) then local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid") if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then local distFactor = Dist / S.explosionSettings.Radius local distInvert = math.max(1 - distFactor,0) local newDamage = distInvert * getBaseDamage((P - Main.CFrame.p).magnitude) local Tag = Instance.new("ObjectValue") Tag.Value = Player Tag.Name = "creator" Tag.Parent = hitHumanoid DS:AddItem(Tag, 0.3) hitHumanoid:TakeDamage(newDamage) markHit() end end else local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid") if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then local Tag = Instance.new("ObjectValue") Tag.Value = Player Tag.Name = "creator" Tag.Parent = hitHumanoid DS:AddItem(Tag, 0.3) markHit() end end end end) E.Parent = game.Workspace else _, finalP = penetrateWall(H, P, bulletDirection, N, {Char, ignoreModel}, 0, (P - Main.CFrame.p).magnitude, nil) end end if S.bulletTrail and S.trailSettings.Transparency ~= 1 then createTrail:FireServer(Main.CFrame.p, finalP, gunIgnore, S) end else local shell = Instance.new("Part") shell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-1.5,0,0) shell.Size = Vector3.new(1,1,1) shell.BrickColor = BrickColor.new(24) shell.Reflectance = .5 shell.CanCollide = false shell.BottomSurface = 0 shell.TopSurface = 0 shell.Name = "Shell" shell.Velocity = Gun.Chamber.CFrame.lookVector * 30 + Vector3.new(math.random(-10,10),20,math.random(-10,10)) shell.RotVelocity = Vector3.new(0,200,0) local shellmesh = Instance.new("CylinderMesh") shellmesh.Scale = Vector3.new(0.1, 0.8, 0.1) shellmesh.Parent = shell shell.Parent = game.Workspace game:GetService("Debris"):addItem(shell,2) local shellmesh = Instance.new("SpecialMesh") shellmesh.Scale = Vector3.new(0.9,0.9,3) shellmesh.MeshId = "http://www.roblox.com/asset/?id=95387759" shellmesh.TextureId = "http://www.roblox.com/asset/?id=95387789" shellmesh.MeshType = "FileMesh" shellmesh.Parent = shell end end function MarkHit() spawn(function() if Gui_Clone:IsDescendantOf(game) then Gui_Clone.HitMarker.Visible = true local StartMark = tick() LastMark = StartMark wait(0.5) if LastMark <= StartMark then Gui_Clone.HitMarker.Visible = false end end end) end ---------------------------------------------------------------------------------- currentSpread = currentSpread + S.spreadSettings.Increase for _, Plugin in pairs(Plugins.Firing) do spawn(function() Plugin() end) end local backRecoil = RAND(S.recoilSettings.Recoil.Back.Min, S.recoilSettings.Recoil.Back.Max, 0.01) --Get the kickback recoil local upRecoil = RAND(S.recoilSettings.Recoil.Up.Min, S.recoilSettings.Recoil.Up.Max, 0.01) --Get the up recoil local sideRecoilAlpha = 0 if lastSideRecoil[1] < 0 and lastSideRecoil[2] < 0 then --This conditional basically makes sure the gun tilt isn't in the same direction for more than 2 shots sideRecoilAlpha = RAND(0, 1, 0.1) elseif lastSideRecoil[1] > 0 and lastSideRecoil[2] > 0 then sideRecoilAlpha = RAND(-1, 0, 0.1) else sideRecoilAlpha = RAND(-1, 1, 0.1) end local sideRecoil = numLerp(S.recoilSettings.Recoil.Side.Left, S.recoilSettings.Recoil.Side.Right, sideRecoilAlpha / 2 + 0.5) --Get the side recoil local tiltRecoil = numLerp(S.recoilSettings.Recoil.Tilt.Left, S.recoilSettings.Recoil.Tilt.Right, sideRecoilAlpha / 2 + 0.5) --Get the tilt recoil local recoilPos = V3( 0,---sideRecoil, 0, -backRecoil ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) local recoilRot = V3( (Aimed and 0 or (-RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1))), RAD(sideRecoil * 10), RAD(tiltRecoil * 10) ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) local camRecoilRot = V3( -RAD(sideRecoil * 10), RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1) * S.recoilSettings.camMultiplier, 0 ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) * stanceSway tweenRecoil(recoilPos, recoilRot, Sine, 0.2) tweenCam("Recoil", camRecoilRot, Sine, 0.15 * (firstShot and S.recoilSettings.firstShotMultiplier or 1)) for _, v in pairs(Main:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" then Gun.Bolt.Transparency = 1 Gun.BoltBack.Transparency = 0 v.Enabled = true end end delay(1 / 20, function() tweenRecoil(V3(), V3(), Sine, 0.2) tweenCam("Recoil", V3(), Sine, 0.2) for _, v in pairs(Main:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" then Gun.Bolt.Transparency = 0 Gun.BoltBack.Transparency = 1 v.Enabled = false end end end) updateClipAmmo() firstShot = false shotCount = shotCount + 1 lastSideRecoil[(shotCount % 2) + 1] = sideRecoilAlpha end function markHit() spawn(function() if mainGUI:IsDescendantOf(game) then hitMarker.Visible = true local startMark = tick() hitMarker.lastMark.Value = startMark wait(0.5) if hitMarker.lastMark.Value <= startMark then hitMarker.Visible = false end end end) end
--[[ Notes: - The commission will take up to 30 days of pending before the game owner is able to use it. - Also note that UGC creators have the option to disable in-game commissions, so you will not be able to earn commissions on some UGC items. - Only the game creator will earn the commission. --]]
--[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:StopSustained([fadeOutTime]) CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence]) EXAMPLE: local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = playerCFrame * shakeCFrame end) camShake:Start() -- Explosion shake: camShake:Shake(CameraShaker.Presets.Explosion) wait(1) -- Custom shake: camShake:ShakeOnce(3, 1, 0.2, 1.5) -- Sustained shake: camShake:ShakeSustain(CameraShaker.Presets.Earthquake) -- Stop all sustained shakes: camShake:StopSustained(1) -- Argument is the fadeout time (defaults to the same as fadein time if not supplied) -- Stop only one sustained shake: shakeInstance = camShake:ShakeSustain(CameraShaker.Presets.Earthquake) wait(2) shakeInstance:StartFadeOut(1) -- Argument is the fadeout time NOTE: This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written permission by the developer, Road Turtle Games, to port this to Roblox. Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148 GitHub repository: https://github.com/Sleitnick/RbxCameraShaker --]]
local CameraShaker = {} CameraShaker.__index = CameraShaker local profileBegin = debug.profilebegin local profileEnd = debug.profileend local profileTag = "CameraShakerUpdate" local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local RAD = math.rad local v3Zero = V3() local CameraShakeInstance = require(script.CameraShakeInstance) local CameraShakeState = CameraShakeInstance.CameraShakeState local defaultPosInfluence = V3(0.15, 0.15, 0.15) local defaultRotInfluence = V3(1, 1, 1) CameraShaker.CameraShakeInstance = CameraShakeInstance CameraShaker.Presets = require(script.CameraShakePresets) function CameraShaker.new(renderPriority: number, callback: (camCFrame: CFrame) -> ()) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:StopSustained(duration: number) for _,c in pairs(self._camShakeInstances) do if (c.fadeOutDuration == 0) then c:StartFadeOut(duration or c.fadeInDuration) end end end function CameraShaker:Update(dt: number) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then local shake = c:UpdateShake(dt) posAddShake = posAddShake + (shake * c.PositionInfluence) rotAddShake = rotAddShake + (shake * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude: number, roughness: number, fadeInTime: number, fadeOutTime: number, posInfluence: Vector3, rotInfluence: Vector3) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude: number, roughness: number, fadeInTime: number, posInfluence: Vector3, rotInfluence: Vector3) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
-- Listeners
SpawnSegway.OnServerEvent:connect(function(Player,Character,MaxSpeed,TurnSpeed,Tool,SpawnedSegway,Color) Functions.SpawnSegway(Player,Character,MaxSpeed,TurnSpeed,Tool,SpawnedSegway,Color) end) ConfigTool.OnServerEvent:connect(function(Player,Transparency,Tool,ShouldColor,Color) Functions.ConfigTool(Transparency,Tool,ShouldColor,Color) end) DestroySegway.OnServerEvent:connect(function(Player,Character,SpawnedSegway) Functions.DestroySegway(Character,SpawnedSegway) end) PlaySound.OnServerEvent:connect(function(Player,Sound,Pitch,Volume) Functions.PlaySound(Sound,Pitch,Volume) end) StopSound.OnServerEvent:connect(function(Player,Sound,Volume) Functions.StopSound(Sound,Volume) end) AnchorSegway.OnServerEvent:connect(function(Player,PrimaryPart,Anchored) Functions.AnchorPart(PrimaryPart,Anchored) end) UndoTags.OnServerEvent:connect(function(Player,SegwayObject,WeldObject,Thruster,TiltMotor) Functions.UndoTags(SegwayObject,WeldObject,Thruster,TiltMotor) end) UndoHasWelded.OnServerEvent:connect(function(Player,SeaterObject) Functions.UndoHasWelded(SeaterObject) end) function DeleteWelds.OnServerInvoke(Player,Part) Functions.DeleteWelds(Part) return true end ConfigHumanoid.OnServerEvent:connect(function(Player,Humanoid,PlatformStand,Jump,AutoRotate) Functions.ConfigHumanoid(Player.Character,Humanoid,PlatformStand,Jump,AutoRotate) end) ConfigLights.OnServerEvent:connect(function(Player,Transparency,Color,Bool,Material,Lights,Notifiers) Functions.ConfigLights(Transparency,Color,Bool,Material,Lights,Notifiers) end)
--[[ Module functions ]]
-- function Invisicam:LimbBehavior(castPoints) for limb, _ in pairs(self.trackedLimbs) do castPoints[#castPoints + 1] = limb.Position end end function Invisicam:MoveBehavior(castPoints) for i = 1, MOVE_CASTS do local position: Vector3, velocity: Vector3 = self.humanoidRootPart.Position, self.humanoidRootPart.Velocity local horizontalSpeed: number = Vector3.new(velocity.X, 0, velocity.Z).Magnitude / 2 local offsetVector: Vector3 = (i - 1) * self.humanoidRootPart.CFrame.lookVector :: Vector3 * horizontalSpeed castPoints[#castPoints + 1] = position + offsetVector end end function Invisicam:CornerBehavior(castPoints) local cframe: CFrame = self.humanoidRootPart.CFrame local centerPoint: Vector3 = cframe.p local rotation = cframe - centerPoint local halfSize = self.char:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations castPoints[#castPoints + 1] = centerPoint for i = 1, #CORNER_FACTORS do castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i])) end end function Invisicam:CircleBehavior(castPoints) local cframe: CFrame if self.mode == MODE.CIRCLE1 then cframe = self.humanoidRootPart.CFrame else local camCFrame: CFrame = self.camera.CoordinateFrame cframe = camCFrame - camCFrame.p + self.humanoidRootPart.Position end castPoints[#castPoints + 1] = cframe.p for i = 0, CIRCLE_CASTS - 1 do local angle = (2 * math.pi / CIRCLE_CASTS) * i local offset = 3 * Vector3.new(math.cos(angle), math.sin(angle), 0) castPoints[#castPoints + 1] = cframe * offset end end function Invisicam:LimbMoveBehavior(castPoints) self:LimbBehavior(castPoints) self:MoveBehavior(castPoints) end function Invisicam:CharacterOutlineBehavior(castPoints) local torsoUp = self.torsoPart.CFrame.upVector.unit local torsoRight = self.torsoPart.CFrame.rightVector.unit -- Torso cross of points for interior coverage castPoints[#castPoints + 1] = self.torsoPart.CFrame.p castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight if self.headPart then castPoints[#castPoints + 1] = self.headPart.CFrame.p end local cframe = CFrame.new(ZERO_VECTOR3,Vector3.new(self.camera.CoordinateFrame.lookVector.X,0,self.camera.CoordinateFrame.lookVector.Z)) local centerPoint = (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position) local partsWhitelist = {self.torsoPart} if self.headPart then partsWhitelist[#partsWhitelist + 1] = self.headPart end for i = 1, CHAR_OUTLINE_CASTS do local angle = (2 * math.pi * i / CHAR_OUTLINE_CASTS) local offset = cframe * (3 * Vector3.new(math.cos(angle), math.sin(angle), 0)) offset = Vector3.new(offset.X, math.max(offset.Y, -2.25), offset.Z) local ray = Ray.new(centerPoint + offset, -3 * offset) local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false, false) if hit then -- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against -- walls is less likely to cause a transparency glitch castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit end end end function Invisicam:SmartCircleBehavior(castPoints) local torsoUp = self.torsoPart.CFrame.upVector.unit local torsoRight = self.torsoPart.CFrame.rightVector.unit -- SMART_CIRCLE mode includes rays to head and 5 to the torso. -- Hands, arms, legs and feet are not included since they -- are not canCollide and can therefore go inside of parts castPoints[#castPoints + 1] = self.torsoPart.CFrame.p castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight if self.headPart then castPoints[#castPoints + 1] = self.headPart.CFrame.p end local cameraOrientation = self.camera.CFrame - self.camera.CFrame.p local torsoPoint = Vector3.new(0,0.5,0) + (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position) local radius = 2.5 -- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the -- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within -- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that -- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the -- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are -- behind, below or beside the character and not really obstructing view of the character. This minimizes -- the undesirable situation where the character walks up to an exterior wall and it is made invisible even -- though it is behind the character. for i = 1, SMART_CIRCLE_CASTS do local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi local offset = radius * Vector3.new(math.cos(angle), math.sin(angle), 0) local circlePoint = torsoPoint + cameraOrientation * offset -- Vector from camera to point on the circle being tested local vp = circlePoint - self.camera.CFrame.p local ray = Ray.new(torsoPoint, circlePoint - torsoPoint) local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) local castPoint = circlePoint if hit then local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface local v0 = hprime - torsoPoint -- Vector from torso to offset hit point local perp = (v0:Cross(vp)).unit -- Vector from the offset hit point, along the hit surface local v1 = (perp:Cross(hitNormal)).unit -- Vector from camera to offset hit local vprime = (hprime - self.camera.CFrame.p).unit -- This dot product checks to see if the vector along the hit surface would hit the correct -- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then castPoint = RayIntersection(hprime, v1, circlePoint, vp) if castPoint.Magnitude > 0 then local ray = Ray.new(hprime, castPoint - hprime) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) if hit then local hprime2 = hitPoint + 0.1 * hitNormal.unit castPoint = hprime2 end else castPoint = hprime end else castPoint = hprime end local ray = Ray.new(torsoPoint, (castPoint - torsoPoint)) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) if hit then local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit castPoint = castPoint2 end end castPoints[#castPoints + 1] = castPoint end end function Invisicam:CheckTorsoReference() if self.char then self.torsoPart = self.char:FindFirstChild("Torso") if not self.torsoPart then self.torsoPart = self.char:FindFirstChild("UpperTorso") if not self.torsoPart then self.torsoPart = self.char:FindFirstChild("HumanoidRootPart") end end self.headPart = self.char:FindFirstChild("Head") end end function Invisicam:CharacterAdded(char: Model, player: Player) -- We only want the LocalPlayer's character if player~=PlayersService.LocalPlayer then return end if self.childAddedConn then self.childAddedConn:Disconnect() self.childAddedConn = nil end if self.childRemovedConn then self.childRemovedConn:Disconnect() self.childRemovedConn = nil end self.char = char self.trackedLimbs = {} local function childAdded(child) if child:IsA("BasePart") then if LIMB_TRACKING_SET[child.Name] then self.trackedLimbs[child] = true end if child.Name == "Torso" or child.Name == "UpperTorso" then self.torsoPart = child end if child.Name == "Head" then self.headPart = child end end end local function childRemoved(child) self.trackedLimbs[child] = nil -- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use self:CheckTorsoReference() end self.childAddedConn = char.ChildAdded:Connect(childAdded) self.childRemovedConn = char.ChildRemoved:Connect(childRemoved) for _, child in pairs(self.char:GetChildren()) do childAdded(child) end end function Invisicam:SetMode(newMode: number) AssertTypes(newMode, 'number') for _, modeNum in pairs(MODE) do if modeNum == newMode then self.mode = newMode self.behaviorFunction = self.behaviors[self.mode] return end end error("Invalid mode number") end function Invisicam:GetObscuredParts() return self.savedHits end
--[=[ Utility functions to observe the state of Roblox. This is a very powerful way to query Roblox's state. :::tip Use RxInstanceUtils to program streaming enabled games, and make it easy to debug. This API surface lets you use Roblox as a source-of-truth which is very valuable. ::: @class RxInstanceUtils ]=]
local require = require(script.Parent.loader).load(script) local Brio = require("Brio") local Maid = require("Maid") local Observable = require("Observable") local Rx = require("Rx") local Symbol = require("Symbol") local UNSET_VALUE = Symbol.named("unsetValue") local RxInstanceUtils = {}
--------END RIGHT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Listen to level changes
upgrades.Changed:Connect(function() Level.Text = upgrades.Value end) points.Changed:Connect(updateUpgrades) GameplayUi:GetPropertyChangedSignal("Enabled"):Connect(toggleEnabled) LobbyButton.Activated:Connect(toggleLobby) humanoid.Died:Connect(function() ChangeController:FireServer(true) toggleLobby() end)
---------------------------------- -----------CONNECTIONS------------ ----------------------------------
PianoKeysConnections = {}; ExitButtonConnection = nil; SheetsButtonConnection = nil; CapsButtonConnection = nil; TransDnConnection = nil; TransUpConnection = nil; VolumeUpConnection = nil; VolumeDownConnection = nil; function MakeGuiConnections() for i, v in pairs(PianoGui.Keys:GetChildren()) do PianoKeysConnections[i] = v.InputBegan:connect(function(Object) PianoKeyPressed(Object, tonumber(v.Name)) end) end ExitButtonConnection = PianoGui.ExitButton.InputBegan:connect(ExitButtonPressed) SheetsButtonConnection = PianoGui.SheetsButton.InputBegan:connect(SheetsButtonPressed) CapsButtonConnection = PianoGui.CapsButton.InputBegan:connect(CapsButtonPressed) TransDnConnection = PianoGui.TransDnButton.MouseButton1Click:connect(function() Transpose(-1) end) TransUpConnection = PianoGui.TransUpButton.MouseButton1Click:connect(function() Transpose(1) end) VolumeUpConnection = PianoGui.VolumeUpButton.MouseButton1Click:connect(function() VolumeChange(.1) end) VolumeDownConnection = PianoGui.VolumeDownButton.MouseButton1Click:connect(function() VolumeChange(-.1) end) end function BreakGuiConnections() for i, v in pairs(PianoKeysConnections) do v:disconnect() end ExitButtonConnection:disconnect() SheetsButtonConnection:disconnect() CapsButtonConnection:disconnect() end
----- NO EDITING BELOW -----
local weldedParts = {} table.insert(weldedParts,mainPart) function Weld(x, y) weld = Instance.new("Weld") weld.Part0 = x weld.Part1 = y local CJ = CFrame.new(x.Position) weld.C0 = x.CFrame:inverse() * CJ weld.C1 = y.CFrame:inverse() * CJ weld.Parent = x table.insert(weldedParts,y) end function WeldRec(instance) local childs = instance:GetChildren() for _,v in pairs(childs) do if v:IsA("BasePart") then Weld(mainPart, v) end WeldRec(v) end end WeldRec(P)
--------| Variables |--------
local cachedProperties = {} local particleFolder
-- Place in main folder
aud = script.Parent.AudibleCircuit wait(1) while true do aud.Value = 1 wait(0.5) aud.Value = 0 wait(2.5) end
-- Provide an interface into the module
return { -- Provide access to internal options Options = Options; -- Provide client actions API PerformAction = function (Client, ActionName, ...) -- Make sure the action exists local Action = Actions[ActionName]; if not Action then return; end; -- Ensure client is current player in tool mode if ToolMode == 'Tool' then --assert(Player and (Client == Player), 'Permission denied for client'); end; -- Execute valid actions local rs = game:GetService("RunService") return Action(...); end; };
--SKP_10:Create(SKP_23,TweenInfo.new(2.5 * Hurt,Enum.EasingStyle.Sine,Enum.EasingDirection.In,0,false,0),{TintColor = Color3.new(1,1,1)}):Play()
SKP_11:AddItem(SKP_22, 3 * Hurt) SKP_11:AddItem(SKP_23, 2.5 * Hurt) end SKP_20 = SKP_7.Health end) local SKP_24 = false SKP_15.Variaveis.Dor.Changed:Connect(function(Valor) end) SKP_17.Changed:Connect(function(Valor) if Valor >= SKP_17.MaxValue/2 then SKP_12.Saturation = ((Valor*2)/SKP_17.MaxValue) - 2 elseif Valor < SKP_17.MaxValue/2 then SKP_12.Saturation = -1 elseif Valor <= 0 then SKP_12.Saturation = -1 end end) SKP_15.Variaveis.HitCount.Changed:Connect(function(Valor) if Valor >= 3 then SKP_4.Render:FireServer(true,"N/A") end end) SKP_16.Changed:Connect(function(Valor) if Valor == true then SKP_13.Brightness = -10 else SKP_13.Brightness = 0 end end) SKP_7.Died:Connect(function() Morto = true SKP_7.AutoRotate = false SKP_13.TintColor = Color3.new(1,1,1)
--[[ Chassis Variables ]]
-- local VehicleParameters = { -- These are default values in the case the package structure is broken MaxSpeed = 75/mphConversion, ReverseSpeed = 45/mphConversion, DrivingTorque = 30000, BrakingTorque = 70000, StrutSpringStiffnessFront = 28000, StrutSpringDampingFront = 1430, StrutSpringStiffnessRear = 27000, StrutSpringDampingRear = 1400, TorsionSpringStiffness = 20000, TorsionSpringDamping = 150, MaxSteer = 0.55, WheelFriction = 2 } local Chassis = nil local LimitSteerAtHighVel = true
--[[Engine]]
--Torque Curve Tune.Horsepower = 290 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--// All global vars will be wiped/replaced except script --// All guis are autonamed codeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local player = service.Players.LocalPlayer local playergui = player.PlayerGui local gui = script.Parent.Parent local frame = gui.Frame local text = gui.Frame.TextBox local scroll = gui.Frame.ScrollingFrame local players = gui.Frame.PlayerList local entry = gui.Entry local BindEvent = gTable.BindEvent local opened = false local scrolling = false local scrollOpen = false local debounce = false local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"}) local splitKey = settings.SplitKey local consoleKey = settings.ConsoleKeyCode local batchKey = settings.BatchKey local prefix = settings.Prefix local commands = client.Remote.Get('FormattedCommands') or {} local tweenInfo = TweenInfo.new(0.15)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 140); }) local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, { Size = UDim2.new(1, 0, 0, 40); }) local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, 0); }) local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, { Position = UDim2.new(0, 0, 0, -200); }) frame.Position = UDim2.new(0,0,0,-200) frame.Visible = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false if client.Variables.ConsoleOpen then if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end end client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') local function close() if gui:IsDescendantOf(game) and not debounce then debounce = true scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) scroll.ScrollingEnabled = false frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false if client.Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled("Chat",true) end if client.Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled('PlayerList',true) end if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = true end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = true end consoleCloseTween:Play(); --service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) --frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true) debounce = false opened = false end end local function open() if gui:IsDescendantOf(game) and not debounce then debounce = true client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat") client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList') service.StarterGui:SetCoreGuiEnabled("Chat",false) service.StarterGui:SetCoreGuiEnabled('PlayerList',false) scroll.ScrollingEnabled = true players.ScrollingEnabled = true if client.UI.Get("Notif") then client.UI.Get("Notif",nil,true).Object.LABEL.Visible = false end local scr = client.UI.Get("Chat",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("PlayerList",nil,true) if scr then scr.Object.Drag.Visible = false end local scr = client.UI.Get("HintHolder",nil,true) if scr then scr.Object.Frame.Visible = false end consoleOpenTween:Play(); frame.Size = UDim2.new(1,0,0,40) scroll.Visible = false players.Visible = false scrollOpen = false text.Text = '' frame.Visible = true frame.Position = UDim2.new(0,0,0,0) text:CaptureFocus() text.Text = '' task.wait() text.Text = '' debounce = false opened = true end end text.FocusLost:Connect(function(enterPressed) if enterPressed then if text.Text~='' and string.len(text.Text)>1 then task.spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://669596713" sound.Volume = 0.2 sound:Play() task.wait(0.5) sound:Destroy() end) client.Remote.Send('ProcessCommand',text.Text) end end close() end) text.Changed:Connect(function(c) if c == 'Text' and text.Text ~= '' and open then if string.sub(text.Text, string.len(text.Text)) == " " then if players:FindFirstChild("Entry 0") then text.Text = `{string.sub(text.Text, 1, (string.len(text.Text) - 1))}{players["Entry 0"].Text} ` elseif scroll:FindFirstChild("Entry 0") then text.Text = string.split(scroll["Entry 0"].Text, "<")[1] else text.Text = text.Text..prefix end text.CursorPosition = string.len(text.Text) + 1 text.Text = string.gsub(text.Text, " ", "") end scroll:ClearAllChildren() players:ClearAllChildren() local nText = text.Text if string.match(nText,`.*{batchKey}([^']+)`) then nText = string.match(nText,`.*{batchKey}([^']+)`) nText = string.match(nText,"^%s*(.-)%s*$") end local pNum = 0 local pMatch = string.match(nText,`.+{splitKey}(.*)$`) for i,v in service.Players:GetPlayers() do if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,`{splitKey}$`) then local new = entry:Clone() new.Text = tostring(v) new.Name = `Entry {pNum}` new.TextXAlignment = "Right" new.Visible = true new.Parent = players new.Position = UDim2.new(0,0,0,20*pNum) new.MouseButton1Down:Connect(function() text.Text = text.Text..tostring(v) text:CaptureFocus() end) pNum = pNum+1 end end players.CanvasSize = UDim2.new(0,0,0,pNum*20) local num = 0 for i,v in commands do if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),`^(.-){splitKey}`) or string.lower(nText), 1, true) then if not scrollOpen then scrollOpenTween:Play(); --frame.Size = UDim2.new(1,0,0,140) scroll.Visible = true players.Visible = true scrollOpen = true end local b = entry:Clone() b.Visible = true b.Parent = scroll b.Text = v b.Name = `Entry {num}` b.Position = UDim2.new(0,0,0,20*num) b.MouseButton1Down:Connect(function() text.Text = b.Text text:CaptureFocus() end) num = num+1 end end frame.Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140)) scroll.CanvasSize = UDim2.new(0,0,0,num*20) elseif c == 'Text' and text.Text == '' and opened then scrollCloseTween:Play(); --service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end) scroll.Visible = false players.Visible = false scrollOpen = false scroll:ClearAllChildren() scroll.CanvasSize = UDim2.new(0,0,0,0) end end) BindEvent(service.UserInputService.InputBegan, function(InputObject) local textbox = service.UserInputService:GetFocusedTextBox() if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then if opened then close() else open() end client.Variables.ConsoleOpen = opened end end) gTable:Ready() end
--[=[ Chains onto an existing Promise and returns a new Promise. :::warning Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first. ::: Return a Promise from the success or failure handler and it will be chained onto. @param successHandler (...: any) -> ...any @param failureHandler? (...: any) -> ...any @return Promise<...any> ]=]
function Promise.prototype:andThen(successHandler, failureHandler) assert(successHandler == nil or isCallable(successHandler), string.format(ERROR_NON_FUNCTION, "Promise:andThen")) assert(failureHandler == nil or isCallable(failureHandler), string.format(ERROR_NON_FUNCTION, "Promise:andThen")) return self:_andThen(debug.traceback(nil, 2), successHandler, failureHandler) end
--// Recoil Settings
gunrecoil = -0.3; -- How much the gun recoils backwards when not aiming camrecoil = 0.05; -- How much the camera flicks when not aiming AimGunRecoil = -0.1; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.02; -- How much the camera flicks when aiming Kickback = 3; -- Upward gun rotation when not aiming AimKickback = 0.1; -- Upward gun rotation when aiming
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 --Horsepower Curve local fgc_h=_Tune.Horsepower/1000 local fgc_n=_Tune.PeakRPM/1000 local fgc_a=_Tune.PeakSharpness local fgc_c=_Tune.CurveMult function FGC(x) x=x/1000 return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1)))) end local PeakFGC = FGC(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end --Output Cache local CacheTorque = true local HPCache = {} local HPInc = 100 if CacheTorque then for gear,ratio in pairs(_Tune.Ratios) do local hpPlot = {} for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do local tqPlot = {} tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2) tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000) tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000) hpPlot[rpm] = tqPlot end table.insert(HPCache,hpPlot) end end --Powertrain --Update RPM function RPM() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end end --Apply Power function Engine() --Get Torque local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)] _HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000) _OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_OutTorque = 0,0 end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- Remade by Truenus(1)
wait(0.05) local car = script.Parent.Parent.Car.Value local GBrake = script.Parent.Parent.Values.Brake local lighton=BrickColor.new("Institutional white") local lightoff=BrickColor.new("Dark stone grey") function LightOn() for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name=="Light" then v.BrickColor=lighton v.Material=Enum.Material.Neon v.Light.Enabled = true for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name=="R" then v.Material=Enum.Material.Neon v.Light.Enabled = true v.Transparency =.02 end end end end end function LightOff() for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name=="Light" then v.BrickColor=lightoff v.Material=Enum.Material.SmoothPlastic v.Light.Enabled = false for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name=="R" then v.BrickColor=BrickColor.new("Maroon") v.Material=Enum.Material.SmoothPlastic v.Light.Enabled = false v.Transparency =0 end end end end end function Auto() if (game.Lighting:GetMinutesAfterMidnight()<390 or game.Lighting:GetMinutesAfterMidnight()>1050) then LightOn() else LightOff() end end script.Parent.MouseButton1Click:connect(function() if script.Parent.Text=="Lights: Auto" then LightOn() script.Parent.Text = "Lights: On" elseif script.Parent.Text == "Lights: On" then LightOff() script.Parent.Text = "Lights: Off" elseif script.Parent.Text == "Lights: Off" then Auto() script.Parent.Text = "Lights: Auto" end end) script.Parent.Parent.Values.Brake.Changed:connect(function() for i,v in pairs(car.Body.Lights:GetChildren()) do if v.Name=="R" then if v.Light.Enabled==true then if GBrake.Value>0 then v.Transparency=0 v.Light.Brightness=12 v.Light.Range=15 v.BrickColor=BrickColor.new("Really red") else v.BrickColor=BrickColor.new("Maroon") v.Material=Enum.Material.Sand v.Transparency=.02 v.Light.Brightness=8 v.Light.Range=10 end else v.Transparency=0 if GBrake.Value>0 then v.Material=Enum.Material.Neon v.BrickColor=BrickColor.new("Really red") else v.BrickColor=BrickColor.new("Maroon") v.Material=Enum.Material.Sand end end elseif v.Name=="RR" then if GBrake.Value>0 then v.Material=Enum.Material.Neon if v.Light.Enabled then v.Transparency=1 else v.Transparency=0 end else v.Transparency=1 if v.Light.Enabled then v.Material=Enum.Material.Neon else v.Material=Enum.Material.Sand end end end end end) game.Lighting.Changed:connect(Auto) Auto()
--[[Front]]
-- Tune.FSusDamping = 10 -- Dampening Tune.FSusStiffness = 250 -- Stiffness Tune.FSusLength = 1.67 -- Suspension length (in studs) Tune.FPreComp = .82 -- Vehicle height, relative to your suspension settings Tune.FExtLimit = 0 -- Max Extension Travel (in studs) Tune.FCompLimit = 0 -- Max Compression Travel (in studs) Tune.FBaseOffset = { -- Suspension (steering point) base --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] 0 } -- positive = forward Tune.FAxleOffset = { -- Suspension (axle point) base --[[Lateral]] 0 , -- positive = outward --[[Vertical]] 0 , -- positive = upward --[[Forward]] 0 } -- positive = forward Tune.FBricksVisible = false -- Makes the front suspension bricks visible (Debug) Tune.FConstsVisible = false -- Makes the front suspension constraints visible (Debug)
-- Get sound id
get_material = function() local soundTable = footstepsModule:GetTableFromMaterial(humanoid.FloorMaterial) local randomSound = footstepsModule:GetRandomSound(soundTable) if check_repetition(randomSound) == false then return randomSound else randomSound = get_material() return randomSound end end
-- Note that VehicleController does not derive from BaseCharacterController, it is a special case
local VehicleController = {} VehicleController.__index = VehicleController function VehicleController.new(CONTROL_ACTION_PRIORITY) local self = setmetatable({}, VehicleController) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.enabled = false self.vehicleSeat = nil self.throttle = 0 self.steer = 0 self.acceleration = 0 self.decceleration = 0 self.turningRight = 0 self.turningLeft = 0 self.vehicleMoveVector = ZERO_VECTOR3 self.autoPilot = {} self.autoPilot.MaxSpeed = 0 self.autoPilot.MaxSteeringAngle = 0 return self end function VehicleController:BindContextActions() if useTriggersForThrottle then ContextActionService:BindActionAtPriority("throttleAccel", (function(actionName, inputState, inputObject) self:OnThrottleAccel(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonR2) ContextActionService:BindActionAtPriority("throttleDeccel", (function(actionName, inputState, inputObject) self:OnThrottleDeccel(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonL2) end ContextActionService:BindActionAtPriority("arrowSteerRight", (function(actionName, inputState, inputObject) self:OnSteerRight(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Right) ContextActionService:BindActionAtPriority("arrowSteerLeft", (function(actionName, inputState, inputObject) self:OnSteerLeft(actionName, inputState, inputObject) return Enum.ContextActionResult.Pass end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Left) end function VehicleController:Enable(enable, vehicleSeat) if enable == self.enabled and vehicleSeat == self.vehicleSeat then return end self.enabled = enable self.vehicleMoveVector = ZERO_VECTOR3 if enable then if vehicleSeat then self.vehicleSeat = vehicleSeat self:SetupAutoPilot() self:BindContextActions() end else if useTriggersForThrottle then ContextActionService:UnbindAction("throttleAccel") ContextActionService:UnbindAction("throttleDeccel") end ContextActionService:UnbindAction("arrowSteerRight") ContextActionService:UnbindAction("arrowSteerLeft") self.vehicleSeat = nil end end function VehicleController:OnThrottleAccel(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.acceleration = 0 else self.acceleration = -1 end self.throttle = self.acceleration + self.decceleration end function VehicleController:OnThrottleDeccel(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.decceleration = 0 else self.decceleration = 1 end self.throttle = self.acceleration + self.decceleration end function VehicleController:OnSteerRight(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.turningRight = 0 else self.turningRight = 1 end self.steer = self.turningRight + self.turningLeft end function VehicleController:OnSteerLeft(actionName, inputState, inputObject) if inputState == Enum.UserInputState.End or inputState == Enum.UserInputState.Cancel then self.turningLeft = 0 else self.turningLeft = -1 end self.steer = self.turningRight + self.turningLeft end
-- Load Roblox Occlusion Modules
local Invisicam = require(script:WaitForChild("Invisicam")) local Poppercam = require(script:WaitForChild("Poppercam"))
--// Renders
local L_164_ L_106_:connect(function() if L_15_ then L_159_, L_160_ = L_159_ or 0, L_160_ or 0 if L_162_ == nil or L_161_ == nil then L_162_ = L_45_.C0 L_161_ = L_45_.C1 end local L_274_ = (math.sin(L_153_ * L_155_ / 2) * L_154_) local L_275_ = (math.sin(L_153_ * L_155_) * L_154_) local L_276_ = CFrame.new(L_274_, L_275_, 0.02) local L_277_ = (math.sin(L_153_ * L_155_ / 2) * L_154_) local L_278_ = (math.sin(L_153_ * L_155_) * L_154_) local L_279_ = CFrame.new(L_274_, L_275_, 0.02) * CFrame.Angles((math.cos(L_153_ * L_155_) * L_154_), (math.cos(L_153_ * L_155_ / 2) * L_154_), 0) local L_280_ = (math.sin(L_149_ * L_152_ / 2) * L_151_) local L_281_ = (math.cos(L_149_ * L_152_) * L_151_) local L_282_ = CFrame.new(L_280_, L_281_, 0.02) if L_146_ then L_153_ = L_153_ + .017 if L_24_.WalkAnimEnabled == true then if L_24_.TacticalModeEnabled then L_147_ = L_279_ else L_147_ = L_276_ end else L_147_ = CFrame.new() end else L_153_ = 0 L_147_ = CFrame.new() end L_145_.t = Vector3.new(L_140_, L_141_, 0) local L_283_ = L_145_.p local L_284_ = L_283_.X / L_142_ * (L_64_ and L_144_ or L_143_) local L_285_ = L_283_.Y / L_142_ * (L_64_ and L_144_ or L_143_) L_5_.CFrame = L_5_.CFrame:lerp(L_5_.CFrame * L_148_, 0.2) if L_64_ then L_136_ = CFrame.Angles(math.rad(-L_284_), math.rad(L_284_), math.rad(L_285_)) * CFrame.fromAxisAngle(Vector3.new(5, 0, -1), math.rad(L_284_)) L_149_ = 0 L_150_ = CFrame.new() elseif not L_64_ then L_136_ = CFrame.Angles(math.rad(-L_285_), math.rad(-L_284_), math.rad(-L_284_)) * CFrame.fromAxisAngle(L_44_.Position, math.rad(-L_285_)) L_149_ = L_149_ + 0.017 L_150_ = L_282_ end if L_24_.SwayEnabled == true then L_45_.C0 = L_45_.C0:lerp(L_162_ * L_136_ * L_147_ * L_150_, 0.1) else L_45_.C0 = L_45_.C0:lerp(L_162_ * L_147_, 0.1) end if L_67_ and not L_70_ and L_72_ and not L_64_ and not L_66_ and not Shooting then L_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_24_.SprintPos, 0.1) elseif not L_67_ and not L_70_ and not L_72_ and not L_64_ and not L_66_ and not Shooting and not L_79_ then L_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_134_, 0.05) end if L_64_ and not L_67_ then if not L_65_ then L_90_ = L_24_.AimCamRecoil L_89_ = L_24_.AimGunRecoil L_91_ = L_24_.AimKickback elseif L_65_ then if L_93_ == 1 then L_90_ = L_24_.AimCamRecoil / 1.5 L_89_ = L_24_.AimGunRecoil / 1.5 L_91_ = L_24_.AimKickback / 1.5 end if L_93_ == 2 then L_90_ = L_24_.AimCamRecoil / 2 L_89_ = L_24_.AimGunRecoil / 2 L_91_ = L_24_.AimKickback / 2 end end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then L_45_.C1 = L_45_.C1:lerp(L_45_.C0 * L_56_.CFrame:toObjectSpace(L_44_.CFrame), L_24_.AimSpeed) L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_ L_107_.MouseDeltaSensitivity = L_51_ end elseif not L_64_ and not L_67_ and L_15_ and not L_79_ then if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 then L_45_.C1 = L_45_.C1:lerp(CFrame.new() * L_134_, L_24_.UnaimSpeed) L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_ L_107_.MouseDeltaSensitivity = L_52_ end if not L_65_ then L_90_ = L_24_.camrecoil L_89_ = L_24_.gunrecoil L_91_ = L_24_.Kickback elseif L_65_ then if L_93_ == 1 then L_90_ = L_24_.camrecoil / 1.5 L_89_ = L_24_.gunrecoil / 1.5 L_91_ = L_24_.Kickback / 1.5 end if L_93_ == 2 then L_90_ = L_24_.camrecoil / 2 L_89_ = L_24_.gunrecoil / 2 L_91_ = L_24_.Kickback / 2 end end end if Recoiling then if not L_64_ then L_148_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)), math.rad(L_90_ * math.random(-L_24_.CamShake, L_24_.CamShake)))--CFrame.Angles(camrecoil,0,0) else L_148_ = CFrame.fromEulerAnglesXYZ(math.rad(L_90_ * math.random(0, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake)), math.rad(L_90_ * math.random(-L_24_.AimCamShake, L_24_.AimCamShake))) end --cam.CoordinateFrame = cam.CoordinateFrame * CFrame.fromEulerAnglesXYZ(math.rad(camrecoil*math.random(0,3)), math.rad(camrecoil*math.random(-1,1)), math.rad(camrecoil*math.random(-1,1))) L_45_.C0 = L_45_.C0:lerp(L_45_.C0 * CFrame.new(0, 0, L_89_) * CFrame.Angles(-math.rad(L_91_), 0, 0), 0.3) elseif not Recoiling then L_148_ = CFrame.Angles(0, 0, 0) L_45_.C0 = L_45_.C0:lerp(CFrame.new(), 0.2) end if L_65_ then L_3_:WaitForChild('Humanoid').Jump = false end if L_15_ then L_5_.FieldOfView = L_5_.FieldOfView * (1 - L_24_.ZoomSpeed) + (L_97_ * L_24_.ZoomSpeed) if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then L_90_ = L_24_.AimCamRecoil L_89_ = L_24_.AimGunRecoil L_91_ = L_24_.AimKickback L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = true L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_ L_107_.MouseDeltaSensitivity = L_51_ elseif (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude < 2 and not L_64_ and not L_65_ then L_90_ = L_24_.camrecoil L_89_ = L_24_.gunrecoil L_91_ = L_24_.Kickback L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Visible = false L_42_:WaitForChild('Sense'):WaitForChild('Sensitivity').Text = L_51_ L_107_.MouseDeltaSensitivity = L_52_ end end if L_15_ and L_24_.CameraGo then --and (char.Head.Position - cam.CoordinateFrame.p).magnitude < 2 then L_4_.TargetFilter = game.Workspace local L_286_ = L_3_:WaitForChild("HumanoidRootPart").CFrame * CFrame.new(0, 1.5, 0) * CFrame.new(L_3_:WaitForChild("Humanoid").CameraOffset) L_48_.C0 = L_8_.CFrame:toObjectSpace(L_286_) L_48_.C1 = CFrame.Angles(-math.asin((L_4_.Hit.p - L_4_.Origin.p).unit.y), 0, 0) L_107_.MouseIconEnabled = false end if L_15_ and (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude >= 2 then if L_4_.Icon ~= "http://www.roblox.com/asset?id=" .. L_24_.TPSMouseIcon then L_4_.Icon = "http://www.roblox.com/asset?id=" .. L_24_.TPSMouseIcon end L_107_.MouseIconEnabled = true if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then L_3_['Right Arm'].LocalTransparencyModifier = 1 L_3_['Left Arm'].LocalTransparencyModifier = 1 end end; end end)
--[[ ROBLOX TODO: add default generic param when possible original code: export type Expect<State extends MatcherState = MatcherState> = { ]]
export type Expect<State> = { -- ROBLOX deviation: no way to express __call metamethod typing -- <T = unknown>(actual: T) -> Matchers<void, T>; -- TODO: this is added by test runners, not `expect` itself addSnapshotSerializer: (any) -> (), assertions: (number) -> (), -- TODO: remove this `T extends` - should get from some interface merging extend: <T>(MatchersObject<T>) -> (), extractExpectedAssertionsErrors: () -> ExpectedAssertionsErrors, getState: () -> State, hasAssertions: () -> (), setState: (Partial<MatcherState>) -> (), } & AsymmetricMatchers & { never: AsymmetricMatchersOmitAnyAndAnything, }
-- If you do not know how to use this or the GUI, check out my YouTube video tutorial on this. -- Replace the 0's with your ID's -- Delete what you dont use, besides the first part of the function
game.StarterGui.ResetPlayerGuiOnSpawn = false old_fog = game.Lighting.FogStart local MarketplaceService = game:GetService("MarketplaceService") function getPlayerFromId(id) for i,v in pairs(game.Players:GetChildren()) do if v.userId == id then return v end end return nil end MarketplaceService.ProcessReceipt = function(receiptInfo) local productId = receiptInfo.ProductId local playerId = receiptInfo.PlayerId local player = getPlayerFromId(playerId) local productName -- Down below is an example of a Cash boost ------------------------------------------------------------------- if productId == 0 then local cashmoney = game.ServerStorage.PlayerMoney:FindFirstChild(player.Name) if cashmoney then cashmoney.Value = cashmoney.Value + 5000 end ------------------------------------------------------------------- -- Down below is an example of a Health boost ------------------------------------------------------------------- elseif productId == 0 then local cashmoney = game.ServerStorage.MoneyStorage:FindFirstChild(player.Name) local char = player.Character char.Humanoid.MaxHealth = char.Humanoid.MaxHealth + 15 wait() char.Humanoid.Health = char.Humanoid.MaxHealth ------------------------------------------------------------------- -- Down below is an example of a WalkSpeed boost ------------------------------------------------------------------- elseif productId == 0 then local char = player.Character if char then local human = char:FindFirstChild("Humanoid") if human then human.WalkSpeed = human.WalkSpeed + 15 end end ------------------------------------------------------------------- -- Down below is an example of a gear giver ------------------------------------------------------------------- elseif productId == 0 then game.ServerStorage.Sword:Clone().Parent=player.Backpack elseif productId == 0 then game.ServerStorage.Sword2:Clone().Parent=player.Backpack -- Example if you want to make another gear giver, delete the 2 lines if you dont need it ------------------------------------------------------------------- end return Enum.ProductPurchaseDecision.PurchaseGranted end
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
input.InputChanged:connect(function(inputObject) if inputObject.UserInputType == Enum.UserInputType.MouseMovement then local delta = Vector2.new(inputObject.Delta.x/Sensitivity,inputObject.Delta.y/Sensitivity) * Smoothness local X = TargetAngleX - delta.y TargetAngleX = (X >= 80 and 80) or (X <= -80 and -80) or X TargetAngleY = (TargetAngleY - delta.x) %360 end end) input.InputBegan:connect(function(inputObject) if inputObject.UserInputType == Enum.UserInputType.Keyboard then if inputObject.KeyCode == CanToggleMouse.activationkey then if CanToggleMouse.allowed and freemouse == false then freemouse = true else freemouse = false end end end end)
--[[Weight and CG]]
Tune.Weight = 3000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 8 , --[[Height]] 7.8 , --[[Length]] 23 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Create the path object
local path = PathfindingService:CreatePath()
--[=[ Deep copies a table including metatables @param target table -- Table to deep copy @param _context table? -- Cntext to deepCopy the value in @return table -- Result ]=]
function Table.deepCopy(target, _context) _context = _context or {} if _context[target] then return _context[target] end if type(target) == "table" then local new = {} _context[target] = new for index, value in pairs(target) do new[Table.deepCopy(index, _context)] = Table.deepCopy(value, _context) end return setmetatable(new, Table.deepCopy(getmetatable(target), _context)) else return target end end
-- Function to bind to touch moved if player is on mobile
local function mobileFrame(touch, processed) -- Check to see if the touch was on a UI element. If so, we don't want to update anything if not processed then -- Calculate touch position in world space. Uses Stravant's ScreenSpace Module script -- to create a ray from the camera. local test = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1) local nearPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y, 1)) nearPos = game.Workspace.CurrentCamera.CoordinateFrame.p - nearPos local farPos = screenSpace.ScreenToWorld(touch.Position.X, touch.Position.Y,50) farPos = game.Workspace.CurrentCamera.CoordinateFrame:vectorToWorldSpace(farPos) * -1 if farPos.magnitude > 900 then farPos = farPos.unit * 900 end local ray = Ray.new(nearPos, farPos) local part, pos = game.Workspace:FindPartOnRay(ray, player.Character) -- if a position was found on the ray then update the character's rotation if pos then frame(pos) end end end local function OnActivated() local myModel = player.Character if Tool.Enabled and myModel and myModel:FindFirstChild('Humanoid') and myModel.Humanoid.Health > 0 then Tool.Enabled = false game.ReplicatedStorage.ROBLOX_RocketFireEvent:FireServer(mouse.Hit.p) wait(2) Tool.Enabled = true end end local oldIcon = nil
-- Get translators
local playerTranslator, fallbackTranslator local foundPlayerTranslator = pcall(function() playerTranslator = LocalizationService:GetTranslatorForPlayerAsync(player) end) local foundFallbackTranslator = pcall(function() fallbackTranslator = LocalizationService:GetTranslatorForLocaleAsync(sourceLanguageCode) end)
------------------------------------------------------------------------ -- Translates binary operator tokens if found, otherwise returns -- OPR_NOBINOPR. Code generation uses OPR_* style tokens. -- * used in subexpr() ------------------------------------------------------------------------
luaY.getbinopr_table = { ["+"] = "OPR_ADD", ["-"] = "OPR_SUB", ["*"] = "OPR_MUL", ["/"] = "OPR_DIV", ["%"] = "OPR_MOD", ["^"] = "OPR_POW", ["TK_CONCAT"] = "OPR_CONCAT", ["TK_NE"] = "OPR_NE", ["TK_EQ"] = "OPR_EQ", ["<"] = "OPR_LT", ["TK_LE"] = "OPR_LE", [">"] = "OPR_GT", ["TK_GE"] = "OPR_GE", ["TK_AND"] = "OPR_AND", ["TK_OR"] = "OPR_OR", } function luaY:getbinopr(op) local opr = self.getbinopr_table[op] if opr then return opr else return "OPR_NOBINOPR" end end