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-- When a player with the game pass joins, give them the admin tools
local function OnPlayerAdded(player) if GamePassService:PlayerHasPass(player, GamePassIdObject.Value) then local starterGear = WaitForChild(player, 'StarterGear') CloneAdminTools(starterGear) if player.Character then -- They've already loaded and won't get their StarterGear until next spawn local backpack = WaitForChild(player, 'Backpack') CloneAdminTools(backpack) end end end
--hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame*CFrame.new(r(vary.X),1+math.random(0,vary.Y*100)/100,r(vary.Z)))
hit:SetPrimaryPartCFrame(box.PrimaryPart.CFrame*CFrame.new(math.random(-100,100)/100,math.random(100,200)/100,math.random(-100,100)/100)) end -- end of if hit is a basepart or model hit.Parent = contents end end)
--[=[ Observes all children @param parent Instance @param predicate ((value: Instance) -> boolean)? -- Optional filter @return Observable<Brio<Instance>> ]=]
function RxInstanceUtils.observeChildrenBrio(parent, predicate) assert(typeof(parent) == "Instance", "Bad parent") assert(type(predicate) == "function" or predicate == nil, "Bad predicate") return Observable.new(function(sub) local maid = Maid.new() local function handleChild(child) if not predicate or predicate(child) then local value = Brio.new(child) maid[child] = value sub:Fire(value) end end maid:GiveTask(parent.ChildAdded:Connect(handleChild)) maid:GiveTask(parent.ChildRemoved:Connect(function(child) maid[child] = nil end)) for _, child in pairs(parent:GetChildren()) do handleChild(child) end return maid end) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 500 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 900 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8500 -- Use sliders to manipulate values Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--debris
script.debris.ChildAdded:Connect(function(v) game.TweenService:Create(v,TweenInfo.new(3),{Transparency = 1}):Play() wait(debrislife) v:Destroy() end)
--use this to determine if you want this human to be harmed or not, returns boolean
local function boom() wait(2) Used = true Object.Anchored = false Object.Transparency = 1 Object.CanCollide = true Object.Sparks.Enabled = false Object.Orientation = Vector3.new(0,0,0) Object.Fuse:Stop() Object.Explode:Play() Object.Dist:Play() Object.Explosion:Emit(100) Object.Smoke1:Emit(70) Object.Smoke2:Emit(70) Object.Sparks5:Emit(150) Object.Sparks2:Emit(1950) Object.Sparks3:Emit(1950) Object.Sparks4:Emit(1950) Explode() end boom()
---------------------------------------------------------------- --\\DOORS & BREACHING SYSTEM ----------------------------------------------------------------
local DoorsFolder = ACS_Workspace:FindFirstChild("Doors") local DoorsFolderClone = DoorsFolder:Clone() local BreachClone = ACS_Workspace.Breach:Clone() BreachClone.Parent = ServerStorage DoorsFolderClone.Parent = ServerStorage function ToggleDoor(Door) local Hinge = Door.Door:FindFirstChild("Hinge") if not Hinge then return end local HingeConstraint = Hinge.HingeConstraint if HingeConstraint.TargetAngle == 0 then HingeConstraint.TargetAngle = -90 elseif HingeConstraint.TargetAngle == -90 then HingeConstraint.TargetAngle = 0 end end Evt.DoorEvent.OnServerEvent:Connect(function(Player,Door,Mode,Key) if Door ~= nil then if Mode == 1 then if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then if Door:FindFirstChild("RequiresKey") then local Character = Player.Character if Character:FindFirstChild(Key) ~= nil or Player.Backpack:FindFirstChild(Key) ~= nil then if Door.Locked.Value == true then Door.Locked.Value = false end ToggleDoor(Door) end end else ToggleDoor(Door) end elseif Mode == 2 then if Door:FindFirstChild("Locked") == nil or (Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == false) then ToggleDoor(Door) end elseif Mode == 3 then if Door:FindFirstChild("RequiresKey") then local Character = Player.Character Key = Door.RequiresKey.Value if Character:FindFirstChild(Key) ~= nil or Player.Backpack:FindFirstChild(Key) ~= nil then if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then Door.Locked.Value = false else Door.Locked.Value = true end end end elseif Mode == 4 then if Door:FindFirstChild("Locked") ~= nil and Door.Locked.Value == true then Door.Locked.Value = false end end end end) Evt.MedSys.Collapse.OnServerEvent:Connect(function(Player) if not Player or not Player.Character then return; end; local Human = Player.Character:FindFirstChild("Humanoid") local PClient = Player.Character:FindFirstChild("ACS_Client") if not Human or not PClient then return; end; local Dor = PClient.Variaveis.Dor local Sangue = PClient.Variaveis.Sangue if (Sangue.Value <= 3500) or (Dor.Value >= 200) or PClient:GetAttribute("Collapsed") then -- Man this Guy's Really wounded, Human.PlatformStand = true Human.AutoRotate = false PClient:SetAttribute("Collapsed",true) elseif (Sangue.Value > 3500) and (Dor.Value < 200) and not PClient:GetAttribute("Collapsed") then -- YAY A MEDIC ARRIVED! =D Human.PlatformStand = false Human.AutoRotate = true PClient:SetAttribute("Collapsed",false) end end) Evt.MedSys.MedHandler.OnServerEvent:Connect(function(Player, Victim, Mode) if not Player or not Player.Character then return; end; if not Player.Character:FindFirstChild("Humanoid") or Player.Character.Humanoid.Health <= 0 then return; end; local P1_Client = Player.Character:FindFirstChild("ACS_Client") if not P1_Client then warn(Player.Name.."'s Action Failed: Missing ACS_Client"); return; end; if P1_Client:GetAttribute("Collapsed") then return; end; if Victim then --Multiplayer functions if not Victim.Character or not Victim.Character:FindFirstChild("HumanoidRootPart") or not Player.Character:FindFirstChild("HumanoidRootPart") then return; end; if (Player.Character.HumanoidRootPart.Position - Victim.Character.HumanoidRootPart.Position).Magnitude > 15 then warn(Player.Name.." is too far to treat "..Victim.Name); return; end; local P2_Client = Victim.Character:FindFirstChild("ACS_Client") if not P2_Client then warn(Player.Name.."'s Action Failed: Missing "..Victim.Name.."'s ACS_Client"); return; end; if Mode == 1 and P1_Client.Kit.Bandage.Value > 0 and P2_Client:GetAttribute("Bleeding") then P1_Client.Kit.Bandage.Value = P1_Client.Kit.Bandage.Value - 1 P2_Client:SetAttribute("Bleeding",false) return; elseif Mode == 2 and P1_Client.Kit.Splint.Value > 0 and P2_Client:GetAttribute("Injured") then P1_Client.Kit.Splint.Value = P1_Client.Kit.Splint.Value - 1 P2_Client:SetAttribute("Injured",false) return; elseif Mode == 3 and (P2_Client:GetAttribute("Bleeding") == true or P2_Client:GetAttribute("Tourniquet")) then --Tourniquet works a little different :T if P2_Client:GetAttribute("Tourniquet")then P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value + 1 P2_Client:SetAttribute("Tourniquet",false) return; end if P1_Client.Kit.Tourniquet.Value <= 0 then return; end; P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value - 1 P2_Client:SetAttribute("Tourniquet",true) return; elseif Mode == 4 and P1_Client.Kit.PainRelief.Value > 0 and P2_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.PainRelief.Value = P1_Client.Kit.PainRelief.Value - 1 P2_Client.Variaveis.Dor.Value = math.clamp(P2_Client.Variaveis.Dor.Value - math.random(35,65),0,300) Evt.MedSys.MedHandler:FireClient(Victim,4) return; elseif Mode == 5 and P1_Client.Kit.EnergyShot.Value > 0 and Victim.Character.Humanoid.Health < Victim.Character.Humanoid.MaxHealth then P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1 local HealValue = math.random(15,25) if Victim.Character.Humanoid.Health + HealValue < Victim.Character.Humanoid.MaxHealth then Victim.Character.Humanoid:TakeDamage(-HealValue) else Victim.Character.Humanoid.Health = Victim.Character.Humanoid.MaxHealth end Evt.MedSys.MedHandler:FireClient(Victim,5) return; elseif Mode == 6 and P1_Client.Kit.Suppressant.Value > 0 and P2_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.Suppressant.Value = P1_Client.Kit.Suppressant.Value - 1 P2_Client.Variaveis.Dor.Value = 0 Evt.MedSys.MedHandler:FireClient(Victim,6) return; elseif Mode == 7 and P1_Client.Kit.EnergyShot.Value > 0 and P2_Client:GetAttribute("Collapsed")then P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1 local HealValue = math.random(45,55) if Victim.Character.Humanoid.Health + HealValue < Victim.Character.Humanoid.MaxHealth then Victim.Character.Humanoid:TakeDamage(-HealValue) else Victim.Character.Humanoid.Health = Victim.Character.Humanoid.MaxHealth end P2_Client:SetAttribute("Collapsed",false) Evt.MedSys.MedHandler:FireClient(Victim,7) return; elseif Mode == 8 and P1_Client.Kit.BloodBag.Value > 0 and P2_Client.Variaveis.Sangue.Value < P2_Client.Variaveis.Sangue.MaxValue then P1_Client.Kit.BloodBag.Value = P1_Client.Kit.BloodBag.Value - 1 P2_Client.Variaveis.Sangue.Value = P2_Client.Variaveis.Sangue.Value + 2000 return; else warn(Player.Name.."'s Action Failed: Unknow Method") end return; end --Self treat if Mode == 1 and P1_Client.Kit.Bandage.Value > 0 and P1_Client:GetAttribute("Bleeding") then P1_Client.Kit.Bandage.Value = P1_Client.Kit.Bandage.Value - 1 P1_Client:SetAttribute("Bleeding",false) return; elseif Mode == 2 and P1_Client.Kit.Splint.Value > 0 and P1_Client:GetAttribute("Injured") then P1_Client.Kit.Splint.Value = P1_Client.Kit.Splint.Value - 1 P1_Client:SetAttribute("Injured",false) return; elseif Mode == 3 and (P1_Client:GetAttribute("Bleeding") or P1_Client:GetAttribute("Tourniquet")) then --Tourniquet works a little diferent :T if P1_Client:GetAttribute("Tourniquet") then P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value + 1 P1_Client:SetAttribute("Tourniquet",false) return; end if P1_Client.Kit.Tourniquet.Value <= 0 then return; end; P1_Client.Kit.Tourniquet.Value = P1_Client.Kit.Tourniquet.Value - 1 P1_Client:SetAttribute("Tourniquet",true) return; elseif Mode == 4 and P1_Client.Kit.PainRelief.Value > 0 and P1_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.PainRelief.Value = P1_Client.Kit.PainRelief.Value - 1 P1_Client.Variaveis.Dor.Value = math.clamp(P1_Client.Variaveis.Dor.Value - math.random(35,65),0,300) Evt.MedSys.MedHandler:FireClient(Player,4) return; elseif Mode == 5 and P1_Client.Kit.EnergyShot.Value > 0 and Player.Character.Humanoid.Health < Player.Character.Humanoid.MaxHealth then P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1 local HealValue = math.random(15,25) if Player.Character.Humanoid.Health + HealValue < Player.Character.Humanoid.MaxHealth then Player.Character.Humanoid:TakeDamage(-HealValue) else Player.Character.Humanoid.Health = Player.Character.Humanoid.MaxHealth end Evt.MedSys.MedHandler:FireClient(Player,5) return; elseif Mode == 6 and P1_Client.Kit.Suppressant.Value > 0 and P1_Client.Variaveis.Dor.Value > 0 then P1_Client.Kit.Suppressant.Value = P1_Client.Kit.Suppressant.Value - 1 P1_Client.Variaveis.Dor.Value = math.clamp(P1_Client.Variaveis.Dor.Value - math.random(125,175),0,300) Evt.MedSys.MedHandler:FireClient(Player,6) return; elseif Mode == 7 and P1_Client.Kit.EnergyShot.Value > 0 and Player.Character.Humanoid.Health < Player.Character.Humanoid.MaxHealth then P1_Client.Kit.EnergyShot.Value = P1_Client.Kit.EnergyShot.Value - 1 local HealValue = math.random(45,55) if Player.Character.Humanoid.Health + HealValue < Player.Character.Humanoid.MaxHealth then Player.Character.Humanoid:TakeDamage(-HealValue) else Player.Character.Humanoid.Health = Player.Character.Humanoid.MaxHealth end Evt.MedSys.MedHandler:FireClient(Player,7) return; elseif Mode == 8 and P1_Client.Kit.BloodBag.Value > 0 and P1_Client.Variaveis.Sangue.Value < P1_Client.Variaveis.Sangue.MaxValue then P1_Client.Kit.BloodBag.Value = P1_Client.Kit.BloodBag.Value - 1 P1_Client.Variaveis.Sangue.Value = P1_Client.Variaveis.Sangue.Value + 2000 return; else warn(Player.Name.."'s Action Failed: Unknow Method") end return; end) Evt.Drag.OnServerEvent:Connect(function(player,Victim) if not player or not player.Character then return; end; local P1_Client = player.Character:FindFirstChild("ACS_Client") local Human = player.Character:FindFirstChild("Humanoid") if not P1_Client then return; end; if Victim then P1_Client:SetAttribute("DragPlayer",Victim.Name) else P1_Client:SetAttribute("DragPlayer","") P1_Client:SetAttribute("Dragging",false) end local target = P1_Client:GetAttribute("DragPlayer") if P1_Client:GetAttribute("Collapsed") or target == "" then return; end; local player2 = game.Players:FindFirstChild(target) if not player2 or not player2.Character then return; end; local PlHuman = player2.Character:FindFirstChild("Humanoid") local P2_Client = player2.Character:FindFirstChild("ACS_Client") if not PlHuman or not P2_Client then return; end; if P1_Client:GetAttribute("Dragging") then return; end; if not P2_Client:GetAttribute("Collapsed") then return; end; P1_Client:SetAttribute("Dragging",true) while P1_Client:GetAttribute("Dragging") and target ~= "" and P2_Client:GetAttribute("Collapsed") and PlHuman.Health > 0 and Human.Health > 0 and not P1_Client:GetAttribute("Collapsed") do wait() player2.Character.Torso.Anchored = true player2.Character.Torso.CFrame = Human.Parent.Torso.CFrame*CFrame.new(0,0.75,1.5)*CFrame.Angles(math.rad(0), math.rad(0), math.rad(90)) end player2.Character.Torso.Anchored = false end) function BreachFunction(Player,Mode,BreachPlace,Pos,Norm,Hit) if Mode == 1 then if Player.Character.ACS_Client.Kit.BreachCharges.Value > 0 then Player.Character.ACS_Client.Kit.BreachCharges.Value = Player.Character.ACS_Client.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace.Destroyable C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Destroyable.Charge weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) if C4 and C4:FindFirstChild("Center") then local att = Instance.new("Attachment") att.CFrame = C4.Center.CFrame att.Parent = workspace.Terrain local aw = Engine.FX.ExpEffect:Clone() aw.Parent = att aw.Enabled = false aw:Emit(35) Debris:AddItem(aw,aw.Lifetime.Max) local Exp = Instance.new("Explosion") Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 10 S.MaxDistance = 1000 S.SoundId = "rbxassetid://"..Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = att S.PlayOnRemove = true S:Destroy() for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/35) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end Debris:AddItem(BreachPlace.Destroyable,0) end end elseif Mode == 2 then local aw = Engine.FX.DoorBreachFX:Clone() aw.Parent = BreachPlace.Door.Door aw.RollOffMaxDistance = 100 aw.RollOffMinDistance = 5 aw:Play() BreachPlace.Destroyed.Value = true if BreachPlace.Door:FindFirstChild("Hinge") ~= nil then BreachPlace.Door.Hinge:Destroy() end if BreachPlace.Door:FindFirstChild("Knob") ~= nil then BreachPlace.Door.Knob:Destroy() end local forca = Instance.new("BodyForce") forca.Force = -Norm * BreachPlace.Door.Door:GetMass() * Vector3.new(50,0,50) forca.Parent = BreachPlace.Door.Door Debris:AddItem(BreachPlace,3) elseif Mode == 3 then if Player.Character.ACS_Client.Kit.Fortifications.Value > 0 then Player.Character.ACS_Client.Kit.Fortifications.Value = Player.Character.ACS_Client.Kit.Fortifications.Value - 1 BreachPlace.Fortified.Value = true local C4 = Instance.new('Part') C4.Parent = BreachPlace.Destroyable C4.Size = Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5) C4.Material = Enum.Material.DiamondPlate C4.Anchored = true C4.CFrame = Hit.CFrame local S = Engine.FX.FortFX:Clone() S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 1 S.Parent = C4 S.PlayOnRemove = true S:Destroy() end end end Evt.Breach.OnServerInvoke = BreachFunction function UpdateLog(Player,humanoid) local tag = humanoid:findFirstChild("creator") if tag ~= nil then local hours = os.date("*t")["hour"] local mins = os.date("*t")["min"] local sec = os.date("*t")["sec"] local TagType = tag:findFirstChild("type") if tag.Value.Name == Player.Name then local String = Player.Name.." Died | "..hours..":"..mins..":"..sec table.insert(CombatLog,String) else local String = tag.Value.Name.." Killed "..Player.Name.." | "..hours..":"..mins..":"..sec table.insert(CombatLog,String) end if #CombatLog > 50 then Backup = Backup + 1 warn("ACS: Cleaning Combat Log | Backup: "..Backup) warn(CombatLog) CombatLog = {} end end end
--[[ Implementation ]]
local function isAlive() return maid.humanoid.Health > 0 and maid.humanoid:GetState() ~= Enum.HumanoidStateType.Dead end local function destroy() maid:destroy() end local function patrol() while isAlive() do if not attacking then local position = getRandomPointInCircle(startPosition, PATROL_RADIUS) maid.humanoid.WalkSpeed = PATROL_WALKSPEED maid.humanoid:MoveTo(position) end wait(random:NextInteger(MIN_REPOSITION_TIME, MAX_REPOSITION_TIME)) end end local function isInstaceAttackable(targetInstance) local isAttackable = false local targetHumanoid = targetInstance and targetInstance.Parent and targetInstance.Parent:FindFirstChild("Humanoid") if not targetHumanoid then return false end -- Determine if they are attackable, depening on the attack mode local isEnemy = false if ATTACK_MODE == 1 then -- Attack characters with the SoldierEnemy tag if CollectionService:HasTag(targetInstance.Parent, "SoldierEnemy") and not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then isEnemy = true end elseif ATTACK_MODE == 2 then -- Attack all humanoids without the SoldierFriend tag if not CollectionService:HasTag(targetInstance.Parent, "SoldierFriend") then isEnemy = true end elseif ATTACK_MODE == 3 then -- Attack all humanoids isEnemy = true end if isEnemy then local distance = (maid.humanoidRootPart.Position - targetInstance.Position).Magnitude if distance <= ATTACK_RADIUS then local ray = Ray.new( maid.humanoidRootPart.Position, (targetInstance.Parent.HumanoidRootPart.Position - maid.humanoidRootPart.Position).Unit * distance ) local part = Workspace:FindPartOnRayWithIgnoreList(ray, { targetInstance.Parent, maid.instance, }, false, true) if targetInstance ~= maid.instance and targetInstance:IsDescendantOf(Workspace) and targetHumanoid.Health > 0 and targetHumanoid:GetState() ~= Enum.HumanoidStateType.Dead and not part then isAttackable = true end end end return isAttackable end local function fireGun() -- Do damage to the target local targetHunanoid = target.Parent:FindFirstChild("Humanoid") targetHunanoid:TakeDamage(ATTACK_DAMAGE) -- Play the firing animation maid.attackAnimation:Play() -- Play the firing sound effect maid.gunFireSound:Play() -- Muzzle flash local firingPositionAttachment = maid.instance.Weapon.Handle.FiringPositionAttachment firingPositionAttachment.FireEffect:Emit(10) firingPositionAttachment.PointLight.Enabled = true wait(0.1) firingPositionAttachment.PointLight.Enabled = false end local function findTargets() -- Do a new search region if we are not already searching through an existing search region if not searchingForTargets and tick() - timeSearchEnded >= SEARCH_DELAY then searchingForTargets = true -- Create a new region local centerPosition = maid.humanoidRootPart.Position local topCornerPosition = centerPosition + Vector3.new(ATTACK_RADIUS, ATTACK_RADIUS, ATTACK_RADIUS) local bottomCornerPosition = centerPosition + Vector3.new(-ATTACK_RADIUS, -ATTACK_RADIUS, -ATTACK_RADIUS) searchRegion = Region3.new(bottomCornerPosition, topCornerPosition) searchParts = Workspace:FindPartsInRegion3(searchRegion, maid.instance, math.huge) newTarget = nil newTargetDistance = nil -- Reset to defaults searchIndex = 1 end if searchingForTargets then -- Search through our list of parts and find attackable humanoids local checkedParts = 0 while searchingForTargets and searchIndex <= #searchParts and checkedParts < MAX_PARTS_PER_HEARTBEAT do local currentPart = searchParts[searchIndex] if currentPart and isInstaceAttackable(currentPart) then local character = currentPart.Parent local distance = (character.HumanoidRootPart.Position - maid.humanoidRootPart.Position).magnitude -- Determine if the charater is the closest if not newTargetDistance or distance < newTargetDistance then newTarget = character.HumanoidRootPart newTargetDistance = distance end end searchIndex = searchIndex + 1 checkedParts = checkedParts + 1 end if searchIndex >= #searchParts then target = newTarget searchingForTargets = false timeSearchEnded = tick() end end end local function attack() attacking = true local originalWalkSpeed = maid.humanoid.WalkSpeed maid.humanoid.WalkSpeed = 0 maid.attackIdleAnimation:Play() local shotsFired = 0 while attacking and isInstaceAttackable(target) and isAlive() do fireGun() shotsFired = (shotsFired + 1) % CLIP_CAPACITY if shotsFired == CLIP_CAPACITY - 1 then wait(RELOAD_DELAY) else wait(ATTACK_DELAY) end end maid.humanoid.WalkSpeed = originalWalkSpeed maid.attackIdleAnimation:Stop() attacking = false end
--Connect functions to seat exit
function module.OnSeatExitEvent(func) table.insert(module.OnExitFunctions, func) end function module.DisconnectFromSeatExitEvent(func) local newExitFunctions = {} for _, v in ipairs(module.OnExitFunctions) do if v ~= func then table.insert(newExitFunctions, v) end end module.OnExitFunctions = newExitFunctions end
--[=[ Trims the string of the given pattern @param str string @param pattern string? -- Defaults to whitespace @return string ]=]
function String.trim(str: string, pattern: string?): string if not pattern then return str:match("^%s*(.-)%s*$") else -- When we find the first non space character defined by ^%s -- we yank out anything in between that and the end of the string -- Everything else is replaced with %1 which is essentially nothing return str:match("^"..pattern.."*(.-)"..pattern.."*$") end end
--[[Sword Part Class]]
-- local SwordPart = { Damage = 50, AttackTime = 0.5, CoolDown = 0, LastSwing = 0, LastHit = 0, Part= nil, Owner = nil,--player object that owns this sword OnHit = nil, OnHitHumanoid = nil, OnAttackReady = nil, OnAttack = nil, SwingSound = nil, HitSound = nil, SwingAnimation = nil, --animation track! ActiveConnections = {}, } do UTIL.MakeClass(SwordPart) function SwordPart.New(npart,nowner) local init= UTIL.DeepCopy(SwordPart) init.Part= npart init.Owner = nowner table.insert(init.ActiveConnections,init.Part.Touched:connect(function(hit) init:SwordTouch(hit) end)) init.OnHit = InternalEvent.New() init.OnHitHumanoid = InternalEvent.New() init.OnAttackReady = InternalEvent.New() init.OnAttack = InternalEvent.New() return init end function SwordPart:SwordTouch(hit) if tick()-self.LastSwing >self.AttackTime or tick()-self.LastHit<self.AttackTime then return end self.OnHit:Fire(hit) local character,humanoid = UTIL.FindCharacterAncestor(hit) if character and character ~= self.Owner.Character then --humanoid:TakeDamage(self.Damage) remoteEvent:FireServer(humanoid, self.Damage); self.OnHitHumanoid:Fire(humanoid,hit) self.LastHit = tick() if self.HitSound then self.HitSound:Play() end end end function SwordPart:DoSwing() if tick()-self.LastSwing<self.AttackTime+self.CoolDown then return end if self.SwingAnimation then self.SwingAnimation:Play() end if self.SwingSound then self.SwingSound:Play() end self.LastSwing = tick() self.OnAttack:Fire() end function SwordPart:Destroy() for _,i in pairs(self.ActiveConnections) do i:disconnect() end end end do local Handle = script.Parent local Tool = Handle.Parent local Player = game.Players.LocalPlayer local Character = UTIL.WaitForValidCharacter(Player) local SwingAni = UTIL.Instantiate"Animation" {AnimationId = "http://www.roblox.com/Asset?ID=89289879"} local HitSound = Handle:WaitForChild('Hit') local SwingSound = Handle:WaitForChild('Swing') local SwingAniTrack local Sword Tool.Equipped:connect(function(mouse) Sword = SwordPart.New(Handle,Player) Sword.Damage = 40 Sword.HitSound = HitSound Sword.SwingSound = SwingSound Character = UTIL.WaitForValidCharacter(Player) local Humanoid = Character:FindFirstChild('Humanoid') SwingAniTrack = Humanoid:LoadAnimation(SwingAni) Sword.SwingAnimation = SwingAniTrack mouse.Button1Down:connect(function() Sword:DoSwing() end) end) Tool.Unequipped:connect(function() Sword:Destroy() end) end
--[[** <returns> Whether or not the data store is a backup data store and thus won't save during :Save() or call :AfterSave(). </returns> **--]]
function DataStore:IsBackup() return self.backup ~= nil --some people haven't learned if x then yet, and will do if x == false then. end
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local DynamicThumbstick = setmetatable({}, BaseCharacterController) DynamicThumbstick.__index = DynamicThumbstick function DynamicThumbstick.new() local self = setmetatable(BaseCharacterController.new(), DynamicThumbstick) self.moveTouchObject = nil self.moveTouchLockedIn = false self.moveTouchFirstChanged = false self.moveTouchStartPosition = nil self.startImage = nil self.endImage = nil self.middleImages = {} self.startImageFadeTween = nil self.endImageFadeTween = nil self.middleImageFadeTweens = {} self.isFirstTouch = true self.thumbstickFrame = nil self.onRenderSteppedConn = nil self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT self.hasFadedBackgroundInPortrait = false self.hasFadedBackgroundInLandscape = false self.tweenInAlphaStart = nil self.tweenOutAlphaStart = nil return self end
--s.Pitch = 0.7 --s.Pitch = 0.7
while true do while s.Pitch<1 do s.Pitch=s.Pitch+0.010 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(0.001) end
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed
local Keyboard = require(script:WaitForChild("Keyboard")) local Gamepad = require(script:WaitForChild("Gamepad")) local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick")) local FFlagUserHideControlsWhenMenuOpen do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserHideControlsWhenMenuOpen") end) FFlagUserHideControlsWhenMenuOpen = success and result end local FFlagUserDynamicThumbstickSafeAreaUpdate do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserDynamicThumbstickSafeAreaUpdate") end) FFlagUserDynamicThumbstickSafeAreaUpdate = success and result end local TouchThumbstick = require(script:WaitForChild("TouchThumbstick"))
-- at max range
script.Parent.Explosion.PlayOnRemove = false swoosh:stop() shaft:remove()
--[=[ @param value any Set the top-level value of the property, but does not override any per-player data (e.g. set with `SetFor` or `SetFilter`). Any player without custom-set data will receive this new data. This is useful if certain players have specific values that should not be changed, but all other players should receive the same new value. ```lua -- Using just 'Set' overrides per-player data: remoteProperty:SetFor(somePlayer, "CustomData") remoteProperty:Set("Data") print(remoteProperty:GetFor(somePlayer)) --> "Data" -- Using 'SetTop' does not override: remoteProperty:SetFor(somePlayer, "CustomData") remoteProperty:SetTop("Data") print(remoteProperty:GetFor(somePlayer)) --> "CustomData" ``` ]=]
function RemoteProperty:SetTop(value: any) self._value = value for _,player in ipairs(Players:GetPlayers()) do if self._perPlayer[player] == nil then self._rs:Fire(player, value) end end end
--[[ Adds to the velocity of the internal springs, on top of the existing velocity of this Spring. This doesn't affect position. If the type doesn't match the current type of the spring, an error will be thrown. ]]
function class:addVelocity(deltaValue) local deltaType = typeof(deltaValue) if deltaType ~= self._currentType then parseError("springTypeMismatch", nil, deltaType, self._currentType) end local springDeltas = unpackType(deltaValue, deltaType) for index, delta in ipairs(springDeltas) do self._springVelocities[index] += delta end SpringScheduler.add(self) end
-- Connect change events
for _, i in pairs(script.Parent.Parent:GetChildren()) do if i:FindFirstChild("Close") then i:GetPropertyChangedSignal("Visible"):connect(update) end end
--[ LOCALS ]--
local AFKStatus = {} local AFKEvent = game.ReplicatedStorage:FindFirstChild("AFK")
-- Debris
local debris = ReplicatedStorage.Debris local debrisParts = debris:GetChildren() local destroyedModels = {}
--Tell if a seat is flipped
local function isFlipped(Seat) local UpVector = Seat.CFrame.upVector local Angle = math.deg(math.acos(UpVector:Dot(Vector3.new(0, 1, 0)))) return Angle >= MIN_FLIP_ANGLE end
--Similar to assert but warns instead of errors.
local function assertwarn(requirement: boolean, messageIfNotMet: string) if requirement == false then warn(messageIfNotMet) end end
--//Set Body Position --Body_Position.Position = head.CFrame.p
--[[ The Module ]]
-- local BaseCamera = require(script.Parent:WaitForChild("BaseCamera")) local ClassicCamera = setmetatable({}, BaseCamera) ClassicCamera.__index = ClassicCamera function ClassicCamera.new() local self = setmetatable(BaseCamera.new(), ClassicCamera) self.isFollowCamera = false self.isCameraToggle = false self.lastUpdate = tick() self.cameraToggleSpring = Util.Spring.new(5, 0) return self end function ClassicCamera:GetCameraToggleOffset(dt: number) if self.isCameraToggle then local zoom = self.currentSubjectDistance if CameraInput.getTogglePan() then self.cameraToggleSpring.goal = math.clamp(Util.map(zoom, 0.5, self.FIRST_PERSON_DISTANCE_THRESHOLD, 0, 1), 0, 1) else self.cameraToggleSpring.goal = 0 end local distanceOffset: number = math.clamp(Util.map(zoom, 0.5, 64, 0, 1), 0, 1) + 1 return Vector3.new(0, self.cameraToggleSpring:step(dt)*distanceOffset, 0) end return Vector3.new() end
-- DefaultValue for spare ammo
local SpareAmmo = 600
-------------------------------------------------------------------------------
function tagHumanoid(humanoid) local plr=game.Players:playerFromCharacter(sp.Parent) if plr~=nil then local tag=Instance.new("ObjectValue") tag.Value=plr tag.Name="creator" tag.Parent=humanoid delay(2,function() if tag~=nil then tag.Parent=nil end end) end end function reload(mouse) reloading=true mouse.Icon=ReloadCursor while sp.Ammo.Value<ClipSize and reloading and enabled do wait(ReloadTime/ClipSize) if reloading then sp.Ammo.Value=sp.Ammo.Value+1 check() else break end end check() mouse.Icon=Cursors[1] reloading=false end function onKeyDown(key,mouse) key=key:lower() if key=="r" and not reloading then reload(mouse) end end function movecframe(p,pos) p.Parent=game.Lighting p.Position=pos p.Parent=game.Workspace end function fire(aim) sp.Handle.Fire:Play() t=r.Stepped:wait() last6=last5 last5=last4 last4=last3 last3=last2 last2=last last=t local bullet=Bullet:clone() local totalDist=0 Lengthdist=-RayLength/.5 local startpoint=sp.Handle.CFrame*BarrlePos local dir=(aim)-startpoint dir=computeDirection(dir) local cfrm=CFrame.new(startpoint, dir+startpoint) local hit,pos,normal,time=raycast(game.Workspace, startpoint, cfrm*Vector3.new(0,0,Lengthdist)-startpoint, function(brick) if brick.Name=="Glass" then return true elseif brick.Name=="Bullet" or brick.Name=="BulletTexture" then return false elseif brick:IsDescendantOf(sp.Parent) then return false elseif brick.Name=="Handle" then if brick.Parent:IsDescendantOf(sp.Parent) then return false else return true end end return true end) bullet.Parent=game.Workspace if hit~=nil then local humanoid=hit.Parent:FindFirstChild("Humanoid") if humanoid~=nil then local damage=math.random(BaseDamage-(BaseDamage*.25),BaseDamage+(BaseDamage*.25)) if hit.Name=="Head" then damage=damage*1.3 elseif hit.Name=="Torso" then else damage=damage*.75 end if humanoid.Health>0 then local eplr=game.Players:playerFromCharacter(humanoid.Parent) local plr=game.Players:playerFromCharacter(sp.Parent) if eplr~=nil and plr~=nil then -- if eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then tagHumanoid(humanoid) humanoid:TakeDamage(damage) -- end else tagHumanoid(humanoid) humanoid:TakeDamage(damage) end end end if (hit.Name == "Part10") or (hit.Name == "Part11") or (hit.Name == "Part21") or (hit.Name == "Part23") or (hit.Name == "Part24") or (hit.Name == "Part8") then rand = math.random(1,5) if rand == 3 then workspace.GlassSound:play() hit:breakJoints() end end if (hit.Parent:findFirstChild("Hit")) then hit.Parent.Health.Value = hit.Parent.Health.Value - BaseDamage/3 end distance=(startpoint-pos).magnitude bullet.CFrame=cfrm*CFrame.new(0,0,-distance/2) bullet.Mesh.Scale=Vector3.new(.15,.15,distance) else bullet.CFrame=cfrm*CFrame.new(0,0,-RayLength/2) bullet.Mesh.Scale=Vector3.new(.15,.15,RayLength) end if pos~=nil then end local deb=game:FindFirstChild("Debris") if deb==nil then local debris=Instance.new("Debris") debris.Parent=game end check() game.Debris:AddItem(bullet,.05) end function onButton1Up(mouse) down=false end function onButton1Down(mouse) h=sp.Parent:FindFirstChild("Humanoid") if not enabled or reloading or down or h==nil then return end if sp.Ammo.Value>0 and h.Health>0 then --[[if sp.Ammo.Value<=0 then if not reloading then reload(mouse) end return end]] down=true enabled=false while down do if sp.Ammo.Value<=0 then break end if burst then local startpoint=sp.Handle.CFrame*BarrlePos local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag)) fire(mouse.Hit.p+rndm) sp.Ammo.Value=sp.Ammo.Value-1 if sp.Ammo.Value<=0 then break end wait(.05) local startpoint=sp.Handle.CFrame*BarrlePos local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude local rndm2=Vector3.new(math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2)) fire(mouse.Hit.p+rndm+rndm2) sp.Ammo.Value=sp.Ammo.Value-1 if sp.Ammo.Value<=0 then break end wait(.05) fire(mouse.Hit.p+rndm+rndm2+rndm2) sp.Ammo.Value=sp.Ammo.Value-1 elseif shot then sp.Ammo.Value=sp.Ammo.Value-1 local startpoint=sp.Handle.CFrame*BarrlePos local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag)) fire(mouse.Hit.p+rndm) local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude local rndm2=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2)) fire(mouse.Hit.p+rndm+rndm2) local rndm3=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2)) fire(mouse.Hit.p+rndm+rndm3) local rndm4=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2)) fire(mouse.Hit.p+rndm+rndm4) else sp.Ammo.Value=sp.Ammo.Value-1 local startpoint=sp.Handle.CFrame*BarrlePos local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag)) fire(mouse.Hit.p+rndm) end wait(Firerate) if not automatic then break end end enabled=true else sp.Handle.Trigger:Play() end end function onEquippedLocal(mouse) if mouse==nil then print("Mouse not found") return end mouse.Icon=Cursors[1] mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end) mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) check() equiped=true if #Cursors>1 then while equiped do t=r.Stepped:wait() local action=sp.Parent:FindFirstChild("Pose") if action~=nil then if sp.Parent.Pose.Value=="Standing" then Spread=MinSpread else Spread=MinSpread+((4/10)*(MaxSpread-MinSpread)) end else Spread=MinSpread end if t-last<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last2<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last3<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last4<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last5<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last6<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if not reloading then local percent=(Spread-MinSpread)/(MaxSpread-MinSpread) for i=0,#Cursors-1 do if percent>(i/(#Cursors-1))-((1/(#Cursors-1))/2) and percent<(i/(#Cursors-1))+((1/(#Cursors-1))/2) then mouse.Icon=Cursors[i+1] end end end wait(Firerate*.9) end end end function onUnequippedLocal(mouse) equiped=false reloading=false end sp.Equipped:connect(onEquippedLocal) sp.Unequipped:connect(onUnequippedLocal) check()
--[[ game:GetService("RunService").Stepped:Connect(function() camera.CFrame = CFrame.new(player.Character.HumanoidRootPart.Position) * CFrame.new(0, 0, 30) end) --]]
local function onUpdate() if player.Character and player.Character:FindFirstChild("HumanoidRootPart") then camera.CFrame = CFrame.new(player.Character.HumanoidRootPart.Position) * CFrame.new(0, 0, 30) end end RunService:BindToRenderStep("Control", Enum.RenderPriority.Input.Value, onUpdate)
--[=[ @return deltaScreenPosition: Vector2 :::info Only When Mouse Locked Getting the mouse delta is only intended for when the mouse is locked. If the mouse is _not_ locked, this will return a zero Vector2. The mouse can be locked using the `mouse:Lock()` and `mouse:LockCenter()` method. ]=]
function Mouse:GetDelta() return UserInputService:GetMouseDelta() end
-- elseif inputType.Value >= Enum.UserInputType.Gamepad1.Value and inputType.Value <= Enum.UserInputType.Gamepad8.Value then
--[[** Takes a table where keys are child names and values are functions to check the children against. Pass an instance tree into the function. If at least one child passes each check, the overall check passes. Warning! If you pass in a tree with more than one child of the same name, this function will always return false @param checkTable The table to check against @returns A function that checks an instance tree **--]]
function t.children(checkTable) assert(checkChildren(checkTable)) return function(value) local instanceSuccess, instanceErrMsg = t.Instance(value) if not instanceSuccess then return false, instanceErrMsg or "" end local childrenByName = {} for _, child in ipairs(value:GetChildren()) do local name = child.Name if checkTable[name] then if childrenByName[name] then return false, string.format("Cannot process multiple children with the same name %q", name) end childrenByName[name] = child end end for name, check in pairs(checkTable) do local success, errMsg = check(childrenByName[name]) if not success then return false, string.format("[%s.%s] %s", value:GetFullName(), name, errMsg or "") end end return true end end end return t
-- ANIMATOR
export type RawAnimationIndex = { id: string, weight: number } export type AnimationIndex = { animation: Animation, animationTrack: AnimationTrack, weight: number } export type AnimationList = Array<AnimationIndex> export type AnimationTable = Map<string, AnimationList> export type AnimatorInstanceType = AnimatorType & { StateFunctions: {}, Humanoid: Humanoid, Character: CharacterType, CoreAnimations: AnimationTable, Tracks: Map<string, AnimationTrack>, CoreAnimationTrack: AnimationTrack?, CoreAnimation: Animation?, Connections: {}, State: string, Speed: number, } export type AnimatorType = { Humanoid } export type AnimatorOptionsType = { priority: Enum.AnimationPriority?, speed: number?, transition: number?, weight: number, }
--// # key, Yelp
mouse.KeyDown:connect(function(key) if key=="t" then if veh.Lightbar.middle.Yelp.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62) else veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Play() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(215, 135, 110) script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end end)
--[[ Native: tween = Tween.FromService(instance, tweenInfo, properties) See Wiki page on Tween object for methods and such Custom: tween = Tween.new(tweenInfo, callbackFunction) tween.TweenInfo tween.Callback tween.PlaybackState tween:Play() tween:Pause() tween:Cancel() tween.Completed(playbackState) tween.PlaybackStateChanged(playbackState) Custom Example: tween = Tween.new(TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, true, 0), function(n) print(n) end) tween:Play() tween.Completed:Wait() --]]
local Tween = {} Tween.__index = Tween Tween.Easing = require(script:WaitForChild("Easing")) function Tween.new(tweenInfo, callback) do -- Verify callback is function: assert(typeof(callback) == "function", "Callback argument must be a function") -- Verify tweenInfo: local typeOfTweenInfo = typeof(tweenInfo) assert(typeOfTweenInfo == "TweenInfo" or typeOfTweenInfo == "table", "TweenInfo must be of type TweenInfo or table") -- Defaults: if (typeOfTweenInfo == "table") then if (tweenInfo.Time == nil) then tweenInfo.Time = 1 end if (tweenInfo.EasingStyle == nil) then tweenInfo.EasingStyle = Enum.EasingStyle.Quad end if (tweenInfo.EasingDirection == nil) then tweenInfo.EasingDirection = Enum.EasingDirection.Out end if (tweenInfo.RepeatCount == nil) then tweenInfo.RepeatCount = 0 end if (tweenInfo.Reverses == nil) then tweenInfo.Reverses = false end if (tweenInfo.DelayTime == nil) then tweenInfo.DelayTime = 0 end end end local completed = Instance.new("BindableEvent") local playbackStateChanged = Instance.new("BindableEvent") local self = setmetatable({ TweenInfo = tweenInfo; Callback = callback; PlaybackState = Enum.PlaybackState.Begin; Completed = completed.Event; PlaybackStateChanged = playbackStateChanged.Event; _id = "tween_" .. game:GetService("HttpService"):GenerateGUID(false); _playing = false; _paused = false; _completed = completed; _playbackStateChanged = playbackStateChanged; _elapsedTime = 0; _repeated = 0; _reversing = false; _elapsedDelayTime = 0; }, Tween) return self end function Tween:ResetState() self._playing = false self._paused = false self._elapsedTime = 0 self._repeated = 0 self._reversing = false self._elapsedDelayTime = 0 end function Tween:SetPlaybackState(state) local lastState = self.PlaybackState self.PlaybackState = state if (state ~= lastState) then self._playbackStateChanged:Fire(state) end end function Tween:Play() if (self._playing and not self._paused) then return end self._playing = true self._paused = false -- Resolve easing function: local easingFunc if (typeof(self.TweenInfo) == "TweenInfo") then easingFunc = Tween.Easing[self.TweenInfo.EasingDirection.Name][self.TweenInfo.EasingStyle.Name] else local dir, style dir = typeof(self.TweenInfo.EasingDirection) == "EnumItem" and self.TweenInfo.EasingDirection.Name or self.TweenInfo.EasingDirection style = typeof(self.TweenInfo.EasingStyle) == "EnumItem" and self.TweenInfo.EasingStyle.Name or self.TweenInfo.EasingStyle easingFunc = Tween.Easing[dir][style] if (not self.TweenInfo.RepeatCount) then self.TweenInfo.RepeatCount = 0 end end local tick = tick local elapsed = self._elapsedTime local duration = self.TweenInfo.Time local last = tick() local callback = self.Callback local reverses = self.TweenInfo.Reverses local elapsedDelay = self._elapsedDelayTime local durationDelay = self.TweenInfo.DelayTime local reversing = self._reversing local function OnCompleted() callback(easingFunc(duration, 0, 1, duration)) game:GetService("RunService"):UnbindFromRenderStep(self._id) self.PlaybackState = Enum.PlaybackState.Completed self._completed:Fire(self.PlaybackState) self:ResetState() end local function IsDelayed(dt) if (elapsedDelay >= durationDelay) then return false end elapsedDelay = (elapsedDelay + dt) self._elapsedDelayTime = elapsedDelay if (elapsedDelay < durationDelay) then self:SetPlaybackState(Enum.PlaybackState.Delayed) else self:SetPlaybackState(Enum.PlaybackState.Playing) end return (elapsedDelay < durationDelay) end -- Tween: game:GetService("RunService"):BindToRenderStep(self._id, Enum.RenderPriority.Camera.Value - 1, function() local now = tick() local dt = (now - last) last = now if (IsDelayed(dt)) then return end elapsed = (elapsed + dt) self._elapsedTime = elapsed local notDone = (elapsed < duration) if (notDone) then if (reversing) then callback(easingFunc(elapsed, 1, -1, duration)) else callback(easingFunc(elapsed, 0, 1, duration)) end else if ((self._repeated < self.TweenInfo.RepeatCount) or reversing) then if (reverses) then reversing = (not reversing) self._reversing = reversing end if ((not reverses) or (reversing)) then self._repeated = (self._repeated + 1) end if (not reversing) then self._elapsedDelayTime = 0 elapsedDelay = 0 end self._elapsedTime = 0 elapsed = 0 else OnCompleted() end end end) end function Tween:Pause() if ((not self._playing) or (self._paused)) then return end self._paused = true self:SetPlaybackState(Enum.PlaybackState.Paused) game:GetService("RunService"):UnbindFromRenderStep(self._id) end function Tween:Cancel() if (not self._playing) then return end game:GetService("RunService"):UnbindFromRenderStep(self._id) self:ResetState() self:SetPlaybackState(Enum.PlaybackState.Cancelled) self._completed:Fire(self.PlaybackState) end function Tween.fromService(...) return game:GetService("TweenService"):Create(...) end Tween.FromService = Tween.fromService Tween.New = Tween.new return Tween
------------------------------------------------------------------------ -- creates and sets a nil object -- * used only in luaK:exp2RK() ------------------------------------------------------------------------
function luaK:nilK(fs) local k, v = {}, {} -- TValue self:setnilvalue(v) -- cannot use nil as key; instead use table itself to represent nil self:sethvalue(k, fs.h) return self:addk(fs, k, v) end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) if speed>0.01 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 playToolAnimation("toolnone", toolTransitionTime, Humanoid) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid) return end end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end local lastTick = 0 function move(time) local amplitude = 1 local frequency = 1 local deltaTime = time - lastTick lastTick = time local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.1, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
--[[Engine]]
--Torque Curve Tune.Horsepower = 10 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 3000 -- Use sliders to manipulate values Tune.Redline = 6000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6000 Tune.PeakSharpness = 2 Tune.CurveMult = .2 --Incline Compensation Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 450 -- RPM acceleration when clutch is off Tune.RevDecay = 150 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--[[Weight and CG]]
Tune.Weight = 1240 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 2 Tune.RCamber = 2.5 Tune.FCaster = 0 Tune.FToe = 0 Tune.RToe = 0
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F07 then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F07.Position clicker = true end function DoorOpen() while Shaft06.MetalDoor.Transparency < 1.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency + .1 wait(0.000001) end Shaft06.MetalDoor.CanCollide = false end
--sort by keys
newTable.xsort = function(tbl, sort) local keys = newTable.keys(tbl) table.sort(keys, sort) return function() if #keys == 0 then return nil end local nextValue = table.remove(keys, 1) return nextValue, tbl[nextValue] end end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Base.Smasher.NoHumor.Value == true end
--Unequip a title for a player
function functions.UnequipTitle(plr: Player) local plrStats = plr.leaderstats local plrEquippedTitle = plrStats.EquippedTitle if plrEquippedTitle.Value ~= "" then local char = plr.Character if char.HumanoidRootPart:FindFirstChild("TITLE BILLBOARD GUI") then char.HumanoidRootPart["TITLE BILLBOARD GUI"]:Destroy() end plrEquippedTitle.Value = "" end end
------------------------------------------------------------------------ -- -- * used in luaK:infix() ------------------------------------------------------------------------
function luaK:goiffalse(fs, e) local pc -- pc of last jump self:dischargevars(fs, e) local k = e.k if k == "VNIL" or k == "VFALSE"then pc = self.NO_JUMP -- always false; do nothing elseif k == "VTRUE" then pc = self:jump(fs) -- always jump elseif k == "VJMP" then pc = e.info else pc = self:jumponcond(fs, e, true) end e.t = self:concat(fs, e.t, pc) -- insert last jump in `t' list self:patchtohere(fs, e.f) e.f = self.NO_JUMP end
------------------------------------------------------------
local pos1 = Danger.Position.X local pos2 = Danger.Position.Y local pos3 = Danger.Position.Z
--[[[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.ButtonR2 , ToggleABS = Enum.KeyCode.ButtonR2 , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.ButtonR2 , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.Lighting.flashcurrent.Value = "12"
--local gridlayout = frame:WaitForChild("UIGridLayout")
--
local line_verbs = { CR = 0, LF = 1, CRLF = 2, ANYRLF = 3, ANY = 4, NUL = 5, }; local function is_newline(str_arr, i, verb_flags) local line_verb_n = verb_flags.newline; local chr = str_arr[i]; if line_verb_n == 0 then -- carriage return return chr == 0x0D; elseif line_verb_n == 2 then -- carriage return followed by line feed return chr == 0x0A and str_arr[i - 1] == 0x20; elseif line_verb_n == 3 then -- any of the above return chr == 0x0A or chr == 0x0D; elseif line_verb_n == 4 then -- any of Unicode newlines return chr == 0x0A or chr == 0x0B or chr == 0x0C or chr == 0x0D or chr == 0x85 or chr == 0x2028 or chr == 0x2029; elseif line_verb_n == 5 then -- null return chr == 0; end; -- linefeed return chr == 0x0A; end; local function tkn_char_match(tkn_part, str_arr, i, flags, verb_flags) local chr = str_arr[i]; if not chr then return false; elseif flags.ignoreCase and chr >= 0x61 and chr <= 0x7A then chr -= 0x20; end; if type(tkn_part) == "number" then return tkn_part == chr; elseif tkn_part[1] == "charset" then for _, v in ipairs(tkn_part[3]) do if tkn_char_match(v, str_arr, i, flags, verb_flags) then return not tkn_part[2]; end; end; return tkn_part[2]; elseif tkn_part[1] == "range" then return chr >= tkn_part[2] and chr <= tkn_part[3] or flags.ignoreCase and chr >= 0x41 and chr <= 0x5A and (chr + 0x20) >= tkn_part[2] and (chr + 0x20) <= tkn_part[3]; elseif tkn_part[1] == "class" then local char_class = tkn_part[2]; local negate = tkn_part[3]; local match = false; -- if and elseifs :( -- Might make these into tables in the future if char_class == "xdigit" then match = chr >= 0x30 and chr <= 0x39 or chr >= 0x41 and chr <= 0x46 or chr >= 0x61 and chr <= 0x66; elseif char_class == "ascii" then match = chr <= 0x7F; -- cannot be accessed through POSIX classes elseif char_class == "vertical_tab" then match = chr >= 0x0A and chr <= 0x0D or chr == 0x2028 or chr == 0x2029; -- elseif flags.unicode then local current_category = u_categories[chr] or 'Cn'; local first_category = current_category:sub(1, 1); if char_class == "alnum" then match = first_category == 'L' or current_category == 'Nl' or current_category == 'Nd'; elseif char_class == "alpha" then match = first_category == 'L' or current_category == 'Nl'; elseif char_class == "blank" then match = current_category == 'Zs' or chr == 0x09; elseif char_class == "cntrl" then match = current_category == 'Cc'; elseif char_class == "digit" then match = current_category == 'Nd'; elseif char_class == "graph" then match = first_category ~= 'P' and first_category ~= 'C'; elseif char_class == "lower" then match = current_category == 'Ll'; elseif char_class == "print" then match = first_category ~= 'C'; elseif char_class == "punct" then match = first_category == 'P'; elseif char_class == "space" then match = first_category == 'Z' or chr >= 0x09 and chr <= 0x0D; elseif char_class == "upper" then match = current_category == 'Lu'; elseif char_class == "word" then match = first_category == 'L' or current_category == 'Nl' or current_category == 'Nd' or current_category == 'Pc'; end; elseif char_class == "alnum" then match = chr >= 0x30 and chr <= 0x39 or chr >= 0x41 and chr <= 0x5A or chr >= 0x61 and chr <= 0x7A; elseif char_class == "alpha" then match = chr >= 0x41 and chr <= 0x5A or chr >= 0x61 and chr <= 0x7A; elseif char_class == "blank" then match = chr == 0x09 or chr == 0x20; elseif char_class == "cntrl" then match = chr <= 0x1F or chr == 0x7F; elseif char_class == "digit" then match = chr >= 0x30 and chr <= 0x39; elseif char_class == "graph" then match = chr >= 0x21 and chr <= 0x7E; elseif char_class == "lower" then match = chr >= 0x61 and chr <= 0x7A; elseif char_class == "print" then match = chr >= 0x20 and chr <= 0x7E; elseif char_class == "punct" then match = class_ascii_punct[chr]; elseif char_class == "space" then match = chr >= 0x09 and chr <= 0x0D or chr == 0x20; elseif char_class == "upper" then match = chr >= 0x41 and chr <= 0x5A; elseif char_class == "word" then match = chr >= 0x30 and chr <= 0x39 or chr >= 0x41 and chr <= 0x5A or chr >= 0x61 and chr <= 0x7A or chr == 0x5F; end; if negate then return not match; end; return match; elseif tkn_part[1] == "category" then local chr_category = u_categories[chr] or 'Cn'; local category_v = tkn_part[3]; local category_len = #category_v; if category_len == 3 then local match = false; if category_v == "Xan" or category_v == "Xwd" then match = chr_category:find("^[LN]") or category_v == "Xwd" and chr == 0x5F; elseif category_v == "Xps" or category_v == "Xsp" then match = chr_category:sub(1, 1) == 'Z' or chr >= 0x09 and chr <= 0x0D; elseif category_v == "Xuc" then match = tkn_char_match(xuc_chr, str_arr, i, flags, verb_flags); end; if tkn_part[2] then return not match; end return match; elseif chr_category:sub(1, category_len) == category_v then return not tkn_part[2]; end; return tkn_part[2]; elseif tkn_part[1] == 0x2E then return flags.dotAll or not is_newline(str_arr, i, verb_flags); elseif tkn_part[1] == 0x4E then return not is_newline(str_arr, i, verb_flags); elseif tkn_part[1] == 0x52 then if verb_flags.newline_seq == 0 then -- CR, LF or CRLF return chr == 0x0A or chr == 0x0D; end; -- any unicode newline return chr == 0x0A or chr == 0x0B or chr == 0x0C or chr == 0x0D or chr == 0x85 or chr == 0x2028 or chr == 0x2029; end; return false; end; local function find_alternation(token, i, count) while true do local v = token[i]; local is_table = type(v) == "table"; if v == alternation then return i, count; elseif is_table and v[1] == 0x28 then if count then count += v.count; end; i = v[3]; elseif is_table and v[1] == "quantifier" and type(v[5]) == "table" and v[5][1] == 0x28 then if count then count += v[5].count; end; i = v[5][3]; elseif not v or is_table and v[1] == 0x29 then return nil, count; elseif count then if is_table and v[1] == "quantifier" then count += v[3]; else count += 1; end; end; i += 1; end; end; local function re_rawfind(token, str_arr, init, flags, verb_flags, as_bool) local tkn_i, str_i, start_i = 0, init, init; local states = { }; while tkn_i do if tkn_i == 0 then tkn_i += 1; local next_alt = find_alternation(token, tkn_i); if next_alt then table.insert(states, 1, { "alternation", next_alt, str_i }); end; continue; end; local ctkn = token[tkn_i]; local tkn_type = type(ctkn) == "table" and ctkn[1]; if not ctkn then break; elseif ctkn == "ACCEPT" then local not_lookaround = true; local close_i = tkn_i; repeat close_i += 1; local is_table = type(token[close_i]) == "table"; local close_i_tkn = token[close_i]; if is_table and (close_i_tkn[1] == 0x28 or close_i_tkn[1] == "quantifier" and type(close_i_tkn[5]) == "table" and close_i_tkn[5][1] == 0x28) then close_i = close_i_tkn[1] == "quantifier" and close_i_tkn[5][3] or close_i_tkn[3]; elseif is_table and close_i_tkn[1] == 0x29 and (close_i_tkn[4] == 0x21 or close_i_tkn[4] == 0x3D) then not_lookaround = false; tkn_i = close_i; break; end; until not close_i_tkn; if not_lookaround then break; end; elseif ctkn == "PRUNE" or ctkn == "SKIP" then table.insert(states, 1, { ctkn, str_i }); tkn_i += 1; elseif tkn_type == 0x28 then table.insert(states, 1, { "group", tkn_i, str_i, nil, ctkn[2], ctkn[3], ctkn[4] }); tkn_i += 1; local next_alt, count = find_alternation(token, tkn_i, (ctkn[4] == 0x21 or ctkn[4] == 0x3D) and ctkn[5] and 0); if next_alt then table.insert(states, 1, { "alternation", next_alt, str_i }); end; if count then str_i -= count; end; elseif tkn_type == 0x29 and ctkn[4] ~= 0x21 then if ctkn[4] == 0x21 or ctkn[4] == 0x3D then while true do local selected_match_start; local selected_state = table.remove(states, 1); if selected_state[1] == "group" and selected_state[2] == ctkn[3] then if (ctkn[4] == 0x21 or ctkn[4] == 0x3D) and not ctkn[5] then str_i = selected_state[3]; end; if selected_match_start then table.insert(states, 1, selected_match_start); end; break; elseif selected_state[1] == "matchStart" and not selected_match_start and ctkn[4] == 0x3D then selected_match_start = selected_state; end; end; elseif ctkn[4] == 0x3E then repeat local selected_state = table.remove(states, 1); until not selected_state or selected_state[1] == "group" and selected_state[2] == ctkn[3]; else for i, v in ipairs(states) do if v[1] == "group" and v[2] == ctkn[3] then if v.jmp then -- recursive match tkn_i = v.jmp; end; v[4] = str_i; if v[7] == "quantifier" and v[10] + 1 < v[9] then if token[ctkn[3]][4] ~= "lazy" or v[10] + 1 < v[8] then tkn_i = ctkn[3]; end; local ctkn1 = token[ctkn[3]]; local new_group = { "group", v[2], str_i, nil, ctkn1[5][2], ctkn1[5][3], "quantifier", ctkn1[2], ctkn1[3], v[10] + 1, v[11], ctkn1[4] }; table.insert(states, 1, new_group); if v[11] then table.insert(states, 1, { "alternation", v[11], str_i }); end; end; break; end; end; end; tkn_i += 1; elseif tkn_type == 0x4B then table.insert(states, 1, { "matchStart", str_i }); tkn_i += 1; elseif tkn_type == 0x7C then local close_i = tkn_i; repeat close_i += 1; local is_table = type(token[close_i]) == "table"; local close_i_tkn = token[close_i]; if is_table and (close_i_tkn[1] == 0x28 or close_i_tkn[1] == "quantifier" and type(close_i_tkn[5]) == "table" and close_i_tkn[5][1] == 0x28) then close_i = close_i_tkn[1] == "quantifier" and close_i_tkn[5][3] or close_i_tkn[3]; end; until is_table and close_i_tkn[1] == 0x29 or not close_i_tkn; if token[close_i] then for _, v in ipairs(states) do if v[1] == "group" and v[6] == close_i then tkn_i = v[6]; break; end; end; else tkn_i = close_i; end; elseif tkn_type == "recurmatch" then table.insert(states, 1, { "group", ctkn[3], str_i, nil, nil, token[ctkn[3]][3], nil, jmp = tkn_i }); tkn_i = ctkn[3] + 1; local next_alt, count = find_alternation(token, tkn_i); if next_alt then table.insert(states, 1, { "alternation", next_alt, str_i }); end; else local match; if ctkn == "FAIL" then match = false; elseif tkn_type == 0x29 then repeat local selected_state = table.remove(states, 1); until selected_state[1] == "group" and selected_state[2] == ctkn[3]; elseif tkn_type == "quantifier" then if type(ctkn[5]) == "table" and ctkn[5][1] == 0x28 then local next_alt = find_alternation(token, tkn_i + 1); if next_alt then table.insert(states, 1, { "alternation", next_alt, str_i }); end; table.insert(states, next_alt and 2 or 1, { "group", tkn_i, str_i, nil, ctkn[5][2], ctkn[5][3], "quantifier", ctkn[2], ctkn[3], 0, next_alt, ctkn[4] }); if ctkn[4] == "lazy" and ctkn[2] == 0 then tkn_i = ctkn[5][3]; end; match = true; else local start_i, end_i; local pattern_count = 1; local is_backref = type(ctkn[5]) == "table" and ctkn[5][1] == "backref"; if is_backref then pattern_count = 0; local group_n = ctkn[5][2]; for _, v in ipairs(states) do if v[1] == "group" and v[5] == group_n then start_i, end_i = v[3], v[4]; pattern_count = end_i - start_i; break; end; end; end; local min_max_i = str_i + ctkn[2] * pattern_count; local mcount = 0; while mcount < ctkn[3] do if is_backref then if start_i and end_i then local org_i = str_i; if utf8_sub(str_arr.s, start_i, end_i) ~= utf8_sub(str_arr.s, org_i, str_i + pattern_count) then break; end; else break; end; elseif not tkn_char_match(ctkn[5], str_arr, str_i, flags, verb_flags) then break; end; str_i += pattern_count; mcount += 1; end; match = mcount >= ctkn[2]; if match and ctkn[4] ~= "possessive" then if ctkn[4] == "lazy" then min_max_i, str_i = str_i, min_max_i; end; table.insert(states, 1, { "quantifier", tkn_i, str_i, math.min(min_max_i, str_arr.n + 1), (ctkn[4] == "lazy" and 1 or -1) * pattern_count }); end; end; elseif tkn_type == "backref" then local start_i, end_i; local group_n = ctkn[2]; for _, v in ipairs(states) do if v[1] == "group" and v[5] == group_n then start_i, end_i = v[3], v[4]; break; end; end; if start_i and end_i then local org_i = str_i; str_i += end_i - start_i; match = utf8_sub(str_arr.s, start_i, end_i) == utf8_sub(str_arr.s, org_i, str_i); end; else local chr = str_arr[str_i]; if tkn_type == 0x24 or tkn_type == 0x5A or tkn_type == 0x7A then match = str_i == str_arr.n + 1 or tkn_type == 0x24 and flags.multiline and is_newline(str_arr, str_i + 1, verb_flags) or tkn_type == 0x5A and str_i == str_arr.n and is_newline(str_arr, str_i, verb_flags); elseif tkn_type == 0x5E or tkn_type == 0x41 or tkn_type == 0x47 then match = str_i == 1 or tkn_type == 0x5E and flags.multiline and is_newline(str_arr, str_i - 1, verb_flags) or tkn_type == 0x47 and str_i == init; elseif tkn_type == 0x42 or tkn_type == 0x62 then local start_m = str_i == 1 or flags.multiline and is_newline(str_arr, str_i - 1, verb_flags); local end_m = str_i == str_arr.n + 1 or flags.multiline and is_newline(str_arr, str_i, verb_flags); local w_m = tkn_char_match(ctkn[2], str_arr[str_i - 1], flags) and 0 or tkn_char_match(ctkn[2], chr, flags) and 1; if w_m == 0 then match = end_m or not tkn_char_match(ctkn[2], chr, flags); elseif w_m then match = start_m or not tkn_char_match(ctkn[2], str_arr[str_i - 1], flags); end; if tkn_type == 0x42 then match = not match; end; else match = tkn_char_match(ctkn, str_arr, str_i, flags, verb_flags); str_i += 1; end; end; if not match then while true do local prev_type, prev_state = states[1] and states[1][1], states[1]; if not prev_type or prev_type == "PRUNE" or prev_type == "SKIP" then if prev_type then table.clear(states); end; if start_i > str_arr.n then if as_bool then return false; end; return nil; end; start_i = prev_type == "SKIP" and prev_state[2] or start_i + 1; tkn_i, str_i = 0, start_i; break; elseif prev_type == "alternation" then tkn_i, str_i = prev_state[2], prev_state[3]; local next_alt, count = find_alternation(token, tkn_i + 1); if next_alt then prev_state[2] = next_alt; else table.remove(states, 1); end; if count then str_i -= count; end; break; elseif prev_type == "group" then if prev_state[7] == "quantifier" then if prev_state[12] == "greedy" and prev_state[10] >= prev_state[8] or prev_state[12] == "lazy" and prev_state[10] < prev_state[9] and not prev_state[13] then tkn_i, str_i = prev_state[12] == "greedy" and prev_state[6] or prev_state[2], prev_state[3]; if prev_state[12] == "greedy" then table.remove(states, 1); break; elseif prev_state[10] >= prev_state[8] then prev_state[13] = true; break; end; end; elseif prev_state[7] == 0x21 then table.remove(states, 1); tkn_i, str_i = prev_state[6], prev_state[3]; break; end; elseif prev_type == "quantifier" then if math.sign(prev_state[4] - prev_state[3]) == math.sign(prev_state[5]) then prev_state[3] += prev_state[5]; tkn_i, str_i = prev_state[2], prev_state[3]; break; end; end; -- keep match out state and recursive state, can be safely removed -- prevents infinite loop table.remove(states, 1); end; end; tkn_i += 1; end; end; if as_bool then return true; end; local match_start_ran = false; local span = table.create(token.group_n); span[0], span.n = { start_i, str_i }, token.group_n; for _, v in ipairs(states) do if v[1] == "matchStart" and not match_start_ran then span[0][1], match_start_ran = v[2], true; elseif v[1] == "group" and v[5] and not span[v[5]] then span[v[5]] = { v[3], v[4] }; end; end; return span; end;
--// States
local L_64_ = false local L_65_ = false local L_66_ = false local L_67_ = false local L_68_ = false local L_69_ = true local L_70_ = false local L_71_ = false local L_72_ = false local L_73_ = false local L_74_ = false local L_75_ = false local L_76_ = false local L_77_ = false local L_78_ = false local L_79_ = false local L_80_ = false local L_81_ = false local L_82_ = false local L_83_ = false local L_84_ = true local L_85_ = true local L_86_ = false local L_87_ local L_88_ local L_89_ local L_90_ local L_91_ local L_92_ = L_24_.FireMode local L_93_ = 0 local L_94_ = false local L_95_ = true local L_96_ = false local L_97_ = 70
-- if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end
--Power Rear Wheels if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end --Determine Wheel Size local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end --Pre-Toggled PBrake for i,v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake=true end end
-- the toggleables
local walkSpeed = 16 local aggroRange = 60 local stateData = { ["state"] = "Idle", ["targ"] = nil, ["lastOrder"] = 0, } local animController = char:WaitForChild("AnimationController") local preAnims = {
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(char) end
-- -- TO HIDE MANUALLY:
topHint.Delete.Disabled = false
-- Deprecated in favour of GetMessageModeTextButton -- Retained for compatibility reasons.
function methods:GetMessageModeTextLabel() return self:GetMessageModeTextButton() end function methods:IsFocused() if self.UserHasChatOff then return false end return self:GetTextBox():IsFocused() end function methods:GetVisible() return self.GuiObject.Visible end function methods:CaptureFocus() if not self.UserHasChatOff then self:GetTextBox():CaptureFocus() end end function methods:ReleaseFocus(didRelease) self:GetTextBox():ReleaseFocus(didRelease) end function methods:ResetText() self:GetTextBox().Text = "" end function methods:SetText(text) self:GetTextBox().Text = text end function methods:GetEnabled() return self.GuiObject.Visible end function methods:SetEnabled(enabled) if self.UserHasChatOff then -- The chat bar can not be removed if a user has chat turned off so that -- the chat bar can display a message explaining that chat is turned off. self.GuiObject.Visible = true else self.GuiObject.Visible = enabled end end function methods:SetTextLabelText(text) if not self.UserHasChatOff then self.TextLabel.Text = text end end function methods:SetTextBoxText(text) self.TextBox.Text = text end function methods:GetTextBoxText() return self.TextBox.Text end function methods:ResetSize() self.TargetYSize = 0 self:TweenToTargetYSize() end local function measureSize(textObj) return TextService:GetTextSize( textObj.Text, textObj.TextSize, textObj.Font, Vector2.new(textObj.AbsoluteSize.X, 10000) ) end function methods:CalculateSize() if self.CalculatingSizeLock then return end self.CalculatingSizeLock = true local textSize = nil local bounds = nil if self:IsFocused() or self.TextBox.Text ~= "" then textSize = self.TextBox.TextSize bounds = measureSize(self.TextBox).Y else textSize = self.TextLabel.TextSize bounds = measureSize(self.TextLabel).Y end local newTargetYSize = bounds - textSize if (self.TargetYSize ~= newTargetYSize) then self.TargetYSize = newTargetYSize self:TweenToTargetYSize() end self.CalculatingSizeLock = false end function methods:TweenToTargetYSize() local endSize = UDim2.new(1, 0, 1, self.TargetYSize) local curSize = self.GuiObject.Size local curAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = endSize local endAbsoluteSizeY = self.GuiObject.AbsoluteSize.Y self.GuiObject.Size = curSize local pixelDistance = math.abs(endAbsoluteSizeY - curAbsoluteSizeY) local tweeningTime = math.min(1, (pixelDistance * (1 / self.TweenPixelsPerSecond))) -- pixelDistance * (seconds per pixels) local success = pcall(function() self.GuiObject:TweenSize(endSize, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, tweeningTime, true) end) if (not success) then self.GuiObject.Size = endSize end end function methods:SetTextSize(textSize) if not self:IsInCustomState() then if self.TextBox then self.TextBox.TextSize = textSize end if self.TextLabel then self.TextLabel.TextSize = textSize end end end function methods:GetDefaultChannelNameColor() if ChatSettings.DefaultChannelNameColor then return ChatSettings.DefaultChannelNameColor end return Color3.fromRGB(35, 76, 142) end function methods:SetChannelTarget(targetChannel) local messageModeTextButton = self.GuiObjects.MessageModeTextButton local textBox = self.TextBox local textLabel = self.TextLabel self.TargetChannel = targetChannel if not self:IsInCustomState() then if targetChannel ~= ChatSettings.GeneralChannelName then messageModeTextButton.Size = UDim2.new(0, 1000, 1, 0) local localizedTargetChannel = targetChannel if ChatLocalization.tryLocalize then localizedTargetChannel = ChatLocalization:tryLocalize(targetChannel) end messageModeTextButton.Text = string.format("[%s] ", localizedTargetChannel) local channelNameColor = self:GetChannelNameColor(targetChannel) if channelNameColor then messageModeTextButton.TextColor3 = channelNameColor else messageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor() end local xSize = messageModeTextButton.TextBounds.X messageModeTextButton.Size = UDim2.new(0, xSize, 1, 0) textBox.Size = UDim2.new(1, -xSize, 1, 0) textBox.Position = UDim2.new(0, xSize, 0, 0) textLabel.Size = UDim2.new(1, -xSize, 1, 0) textLabel.Position = UDim2.new(0, xSize, 0, 0) else messageModeTextButton.Text = "" messageModeTextButton.Size = UDim2.new(0, 0, 0, 0) textBox.Size = UDim2.new(1, 0, 1, 0) textBox.Position = UDim2.new(0, 0, 0, 0) textLabel.Size = UDim2.new(1, 0, 1, 0) textLabel.Position = UDim2.new(0, 0, 0, 0) end end end function methods:IsInCustomState() return self.InCustomState end function methods:ResetCustomState() if self.InCustomState then self.CustomState:Destroy() self.CustomState = nil self.InCustomState = false self.ChatBarParentFrame:ClearAllChildren() self:CreateGuiObjects(self.ChatBarParentFrame) self:SetTextLabelText( ChatLocalization:Get( "GameChat_ChatMain_ChatBarText", 'To chat click here or press "/" key' ) ) end end function methods:EnterWhisperState(player) self:ResetCustomState() if WhisperModule.CustomStateCreator then self.CustomState = WhisperModule.CustomStateCreator( player, self.ChatWindow, self, ChatSettings ) self.InCustomState = true else local playerName if ChatSettings.PlayerDisplayNamesEnabled then playerName = player.DisplayName else playerName = player.Name end self:SetText("/w " .. playerName) end self:CaptureFocus() end function methods:GetCustomMessage() if self.InCustomState then return self.CustomState:GetMessage() end return nil end function methods:CustomStateProcessCompletedMessage(message) if self.InCustomState then return self.CustomState:ProcessCompletedMessage() end return false end function methods:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeOutText(duration) end function methods:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) self:FadeInText(duration) end function methods:FadeOutText(duration) self.AnimParams.Text_TargetTransparency = 1 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInText(duration) self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:AnimGuiObjects() self.GuiObject.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextBoxFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.TextLabel.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.TextBox.TextTransparency = self.AnimParams.Text_CurrentTransparency self.GuiObjects.MessageModeTextButton.TextTransparency = self.AnimParams.Text_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Text_TargetTransparency = 0.4 self.AnimParams.Text_CurrentTransparency = 0.4 self.AnimParams.Text_NormalizedExptValue = 1 self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = 1 end function methods:Update(dtScale) self.AnimParams.Text_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Text_CurrentTransparency, self.AnimParams.Text_TargetTransparency, self.AnimParams.Text_NormalizedExptValue, dtScale ) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end function methods:SetChannelNameColor(channelName, channelNameColor) self.ChannelNameColors[channelName] = channelNameColor if self.GuiObjects.MessageModeTextButton.Text == channelName then self.GuiObjects.MessageModeTextButton.TextColor3 = channelNameColor end end function methods:GetChannelNameColor(channelName) return self.ChannelNameColors[channelName] end
--[[Rear]]
-- Tune.RTireProfile = 1 -- Tire profile, aggressive or smooth Tune.RProfileHeight = .45 -- Profile height, conforming to tire Tune.RTireCompound = 0 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.RTireFriction = 3 -- Your tire's friction in the best conditions.
----- Private Functions -----
local function ProcessReceipt(receipt_info) local ProductId = receipt_info.ProductId local player = Players:GetPlayerByUserId(receipt_info.PlayerId) if player == nil then return Enum.ProductPurchaseDecision.NotProcessedYet end local profile = PlayerData.Profiles[player] if not profile then return end local ProductToBuy, amount = EggConfig.GetEggFromProduct(ProductId) local pets = HatchBind:Invoke(player, ProductToBuy, amount) task.wait(1.5) Remotes.Eggs.EggProductPurchased:FireClient(player, ProductToBuy, pets) end
--Door Sound --Local Setting(Do not touch)
SP = script.Parent.Parent Data = SP.Data Floor = Data.Floor Motor = Data.Motor Car = SP.Car Door = Data.Door Direction = Data.Direction TCarG = Car:GetChildren() Floors = SP.Floors TFloorsG = Floors:GetChildren() TotalFloors = 0
--Hand
local RHL = character.RightHand:FindFirstChild("RightWristRigAttachment") local RHR = character.LeftHand:FindFirstChild("LeftWristRigAttachment")
---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change--
local repStorage = game:GetService("ReplicatedStorage") local remote = repStorage:FindFirstChild("Rebirth") remote.OnServerEvent:Connect(function(plr, x) if plr.leaderstats.Coins.Value >= 100 * (x.Value + 1) then x.Value = x.Value + 1 plr.leaderstats.Coins.Value = 0 plr.leaderstats.Clicks.Value = 0 end end)
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = -0.2 Tune.RCamber = 0 Tune.FToe = 0 Tune.RToe = 0
-- New raycast parameters.
local CastParams = RaycastParams.new() CastParams.IgnoreWater = true CastParams.FilterType = Enum.RaycastFilterType.Blacklist CastParams.FilterDescendantsInstances = {}
-- Import relevant references
Selection = Core.Selection; Create = Core.Create; Support = Core.Support; Security = Core.Security; Support.ImportServices();
--------------------------------------------------------------------------
local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values")
-- LOCAL
local starterGui = game:GetService("StarterGui") local guiService = game:GetService("GuiService") local hapticService = game:GetService("HapticService") local runService = game:GetService("RunService") local userInputService = game:GetService("UserInputService") local tweenService = game:GetService("TweenService") local players = game:GetService("Players") local VRService = game:GetService("VRService") local voiceChatService = game:GetService("VoiceChatService") local localizationService = game:GetService("LocalizationService") local iconModule = script.Parent local TopbarPlusReference = require(iconModule.TopbarPlusReference) local referenceObject = TopbarPlusReference.getObject() local leadPackage = referenceObject and referenceObject.Value if leadPackage and leadPackage.IconController ~= script then return require(leadPackage.IconController) end if not referenceObject then TopbarPlusReference.addToReplicatedStorage() end local IconController = {} local Signal = require(iconModule.Signal) local TopbarPlusGui = require(iconModule.TopbarPlusGui) local topbarIcons = {} local forceTopbarDisabled = false local menuOpen local topbarUpdating = false local cameraConnection local controllerMenuOverride local isStudio = runService:IsStudio() local localPlayer = players.LocalPlayer local voiceChatIsEnabledForUserAndWithinExperience = false local disableControllerOption = false local STUPID_CONTROLLER_OFFSET = 32
--[=[ Folds an array of values or promises into a single value. The array is traversed sequentially. The reducer function can return a promise or value directly. Each iteration receives the resolved value from the previous, and the first receives your defined initial value. The folding will stop at the first rejection encountered. ```lua local basket = {"blueberry", "melon", "pear", "melon"} Promise.fold(basket, function(cost, fruit) if fruit == "blueberry" then return cost -- blueberries are free! else -- call a function that returns a promise with the fruit price return fetchPrice(fruit):andThen(function(fruitCost) return cost + fruitCost end) end end, 0) ``` @since v3.1.0 @param list {T | Promise<T>} @param reducer (accumulator: U, value: T, index: number) -> U | Promise<U> @param initialValue U ]=]
function Promise.fold(list, reducer, initialValue) assert(type(list) == "table", "Bad argument #1 to Promise.fold: must be a table") assert(isCallable(reducer), "Bad argument #2 to Promise.fold: must be a function") local accumulator = Promise.resolve(initialValue) return Promise.each(list, function(resolvedElement, i) accumulator = accumulator:andThen(function(previousValueResolved) return reducer(previousValueResolved, resolvedElement, i) end) end):andThen(function() return accumulator end) end
--[[ Assigns a new spot on a canvas for the current player. Complex logic for multiple cases, but we broke these down into a table form in Confluence. Refer to the tech spec for more information! https://confluence.rbx.com/display/SOCIAL/Surface+Art+Tech+Spec#SurfaceArtTechSpec-spot-assigning-logic Parameters: - canvas (Canvas): current Canvas object that player wants to apply an art on ]]
function PlayerSpots:assignSpot(player, canvas) -- Removes previous spot that has no art placed. This happens if player gets a spot but cancels before placing an art self:_removeUnusedSpots(player) local playerHasQuota = #self.placedSpots < self.quota local canvasHasSpot = not canvas:isFull() local playerHasArtOnSurface = self:_hasArtOnCanvas(canvas) if canvasHasSpot and playerHasQuota then return self:_assignRandomSpot(canvas) elseif canvasHasSpot and not playerHasQuota then self:_removeOldestArt() return self:_assignRandomSpot(canvas) elseif not canvasHasSpot and playerHasArtOnSurface then self:_removeOldestArtFromCanvas(canvas) return self:_assignRandomSpot(canvas) elseif canvasHasSpot and not playerHasQuota and not playerHasArtOnSurface then self:_removeOldestArtFromOtherCanvas(canvas) return self:_assignRandomSpot(canvas) elseif not canvasHasSpot and not playerHasArtOnSurface then return false, constants.Errors.SpotNotAvailable end end
-- May return NaN or inf or -inf -- This is a way of finding the angle between the two vectors:
local function findAngleBetweenXZVectors(vec2, vec1) return math_atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end local function GetValueObject(name, defaultValue) local valueObj = script:FindFirstChild(name) if valueObj then return valueObj.Value end return defaultValue end local function LoadOrCreateNumberValueParameter(name, valueType, updateFunction) local valueObj = script:FindFirstChild(name) if valueObj and valueObj:isA(valueType) then -- Value object exists and is the correct type, use its value externalProperties[name] = valueObj.Value elseif externalProperties[name] ~= nil then -- Create missing (or replace incorrectly-typed) valueObject with default value valueObj = Instance.new(valueType) valueObj.Name = name valueObj.Parent = script valueObj.Value = externalProperties[name] else print("externalProperties table has no entry for ",name) return end if updateFunction then if changedSignalConnections[name] then changedSignalConnections[name]:disconnect() end changedSignalConnections[name] = valueObj.Changed:connect(function(newValue) externalProperties[name] = newValue updateFunction() end) end end local function SetAndBoundsCheckAzimuthValues() minAzimuthAbsoluteRad = math.rad(externalProperties["ReferenceAzimuth"]) - math.abs(math.rad(externalProperties["CWAzimuthTravel"])) maxAzimuthAbsoluteRad = math.rad(externalProperties["ReferenceAzimuth"]) + math.abs(math.rad(externalProperties["CCWAzimuthTravel"])) useAzimuthLimits = externalProperties["UseAzimuthLimits"] if useAzimuthLimits then curAzimuthRad = math.max(curAzimuthRad, minAzimuthAbsoluteRad) curAzimuthRad = math.min(curAzimuthRad, maxAzimuthAbsoluteRad) end end local function SetAndBoundsCheckElevationValues() -- These degree values are the direct user input values. It is deliberate that they are -- ranged checked only against the extremes, and not against each other. Any time one -- is changed, both of the internal values in radians are recalculated. This allows for -- A developer to change the values in any order and for the end results to be that the -- internal values adjust to match intent as best as possible. local minElevationDeg = math.max(externalProperties["MinElevation"], MIN_ALLOWED_ELEVATION_DEG) local maxElevationDeg = math.min(externalProperties["MaxElevation"], MAX_ALLOWED_ELEVATION_DEG) -- Set internal values in radians minElevationRad = math.rad(math.min(minElevationDeg, maxElevationDeg)) maxElevationRad = math.rad(math.max(minElevationDeg, maxElevationDeg)) curElevationRad = math.max(curElevationRad, minElevationRad) curElevationRad = math.min(curElevationRad, maxElevationRad) end local function SetAndBoundsCheckDistanceValues() minDistance = externalProperties["MinDistance"] maxDistance = externalProperties["MaxDistance"] curDistance = math.max(curDistance, minDistance) curDistance = math.min(curDistance, maxDistance) end
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local Vida = script.Parent.Stats.Frame.Vida local Consciente = script.Parent.Stats.Frame.Consciente local Dor = script.Parent.Stats.Frame.Dor local Ferido = script.Parent.Stats.Frame.Ferido local Sangrando = script.Parent.Stats.Frame.Sangrando local BleedTween = TS:Create(Sangrando, TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,true), {TextColor3 = Color3.fromRGB(255, 0, 0)} ) BleedTween:Play() RS.RenderStepped:connect(function() if script.Parent.Visible == true then if Target.Value ~= nil then local player = game.Players:FindFirstChild(Target.Value.Name) local P2_Client = player.Character:FindFirstChild("ACS_Client") if player and P2_Client then local vHuman = player.Character.Humanoid local vSang = player.Character.ACS_Client.Variaveis.Sangue local pie = (vHuman.Health / vHuman.MaxHealth) script.Parent.Overview.Frame.VidaBar.Bar.Size = UDim2.new(pie, 0, 1, 0) local Pizza = (vSang.Value / vSang.MaxValue) script.Parent.Overview.Frame.SangueBar.Bar.Size = UDim2.new(Pizza, 0, 1, 0) else Target.Value = nil end else local pie = (Human.Health / Human.MaxHealth) script.Parent.Overview.Frame.VidaBar.Bar.Size = UDim2.new(pie, 0, 1, 0) local Pizza = (Saude.Variaveis.Sangue.Value / Saude.Variaveis.Sangue.MaxValue) script.Parent.Overview.Frame.SangueBar.Bar.Size = UDim2.new(Pizza, 0, 1, 0) end if Target.Value == nil then if Human.Health <= 0 then Vida.Text = "Dead" Vida.TextColor3 = Color3.fromRGB(255,0,0) Consciente.Visible = false elseif Human.Health <= (Human.MaxHealth * .5) then Vida.Text = "High Risk" Vida.TextColor3 = Color3.fromRGB(255,0,0) Consciente.Visible = true elseif Human.Health <= (Human.MaxHealth * .75) then Vida.Text = "Low Risk" Vida.TextColor3 = Color3.fromRGB(255,255,0) Consciente.Visible = true elseif Human.Health <= (Human.MaxHealth) then Vida.Text = "Healthy" Vida.TextColor3 = Color3.fromRGB(255,255,255) Consciente.Visible = true end if Saude:GetAttribute("Collapsed") == true then Consciente.Text = "Unconscious" else Consciente.Text = "Conscious" end if Saude.Variaveis.Dor.Value <= 0 then Dor.Text = "No pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) Dor.Visible = false elseif Saude.Variaveis.Dor.Value <= 50 then Dor.Text = "Minor pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) Dor.Visible = true elseif Saude.Variaveis.Dor.Value < 100 then Dor.Text = "Major pain" Dor.TextColor3 = Color3.fromRGB(255,255,0) Dor.Visible = true elseif Saude.Variaveis.Dor.Value >= 100 then Dor.Text = "Extreme pain" Dor.TextColor3 = Color3.fromRGB(255,0,0) Dor.Visible = true end if Saude:GetAttribute("Injured") == true then Ferido.Visible = true else Ferido.Visible = false end if Saude:GetAttribute("Bleeding") == true or Saude:GetAttribute("Tourniquet")then if Saude:GetAttribute("Tourniquet") then Sangrando.Text = 'Tourniquet' else Sangrando.Text = 'Bleeding' end Sangrando.Visible = true else Sangrando.Visible = false end else local player2 = game.Players:FindFirstChild(Target.Value.Name) local PlHuman = player2.Character.Humanoid local PlSaude = player2.Character.ACS_Client if PlHuman.Health > 0 then if PlHuman.Health <= 0 then Vida.Text = "Dead" Vida.TextColor3 = Color3.fromRGB(255,0,0) Consciente.Visible = false elseif PlHuman.Health <= (PlHuman.MaxHealth * .5) then Vida.Text = "High Risk" Vida.TextColor3 = Color3.fromRGB(255,0,0) Consciente.Visible = true elseif PlHuman.Health <= (PlHuman.MaxHealth * .75) then Vida.Text = "Low Risk" Vida.TextColor3 = Color3.fromRGB(255,255,0) Consciente.Visible = true elseif PlHuman.Health <= (PlHuman.MaxHealth) then Vida.Text = "Healthy" Vida.TextColor3 = Color3.fromRGB(255,255,255) Consciente.Visible = true end if PlSaude:GetAttribute("Collapsed") == true then Consciente.Text = "Unconscious" else Consciente.Text = "Conscious" end if PlSaude.Variaveis.Dor.Value <= 0 then Dor.Text = "No pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) Dor.Visible = false elseif PlSaude.Variaveis.Dor.Value <= 50 then Dor.Text = "Minor pain" Dor.TextColor3 = Color3.fromRGB(255,255,255) Dor.Visible = true elseif PlSaude.Variaveis.Dor.Value < 100 then Dor.Text = "Major pain" Dor.TextColor3 = Color3.fromRGB(255,255,0) Dor.Visible = true elseif PlSaude.Variaveis.Dor.Value >= 100 then Dor.Text = "Extreme pain" Dor.TextColor3 = Color3.fromRGB(255,0,0) Dor.Visible = true end if PlSaude:GetAttribute("Injured") == true then Ferido.Visible = true else Ferido.Visible = false end if PlSaude:GetAttribute("Bleeding") == true or PlSaude:GetAttribute("Tourniquet") then if PlSaude:GetAttribute("Tourniquet")then Sangrando.Text = 'Tourniquet' else Sangrando.Text = 'Bleeding' end Sangrando.Visible = true else Sangrando.Visible = false end end end end end)
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Takes the range of entries in this table in the range [start, finish] and returns that range as a table.
Table.range = function (tbl, start, finish) return table.move(tbl, start, finish, 1, table.create(finish - start + 1)) end
--[[ This loads HD Admin into your game. Require the 'HD Admin Main Module' by ForeverHD for automatic updates. You can view the HD Admin Main Module here: https://www.roblox.com/library/2686494999/HD-Admin-Main-Module --]]
local loaderFolder = script.Parent.Parent local mainModule = require(2686494999) mainModule:Initialize(loaderFolder) loaderFolder:Destroy()
--[=[ @within TableUtil @function IsEmpty @param tbl table @return boolean Returns `true` if the given table is empty. This is simply performed by checking if `next(tbl)` is `nil` and works for both arrays and dictionaries. This is useful when needing to check if a table is empty but not knowing if it is an array or dictionary. ```lua TableUtil.IsEmpty({}) -- true TableUtil.IsEmpty({"abc"}) -- false TableUtil.IsEmpty({abc = 32}) -- false ``` ]=]
local function IsEmpty(tbl) return next(tbl) == nil end
--- Cleans up all tasks
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() elseif Task.disconnect then -- for pseudo RBXScriptConnection Task:disconnect() end Index, Task = next(Tasks) end end Maid.Destroy = Maid.DoCleaning return Maid
-- If you want to change the hat that you are trying on, change the "Mesh" Just delete the one in the brick that this script is in, -- and copy a mesh from a different hat, that you want to try on with this script.
--//trunk
local tk = Instance.new("Motor", script.Parent.Parent.Misc.TK.SS) tk.MaxVelocity = 0.02 tk.Part0 = script.Parent.TK tk.Part1 = tk.Parent
--Fix network issues
for i,v in ipairs(script.Parent:GetDescendants()) do if v:IsA("BasePart") and v:CanSetNetworkOwnership() == true then v:SetNetworkOwner(nil) end end
-- Local private variables and constants
local UNIT_Z = Vector3.new(0,0,1) local X1_Y0_Z1 = Vector3.new(1,0,1) --Note: not a unit vector, used for projecting onto XZ plane local ZERO_VECTOR3 = Vector3.new(0,0,0) local ZERO_VECTOR2 = Vector2.new(0,0) local TAU = 2 * math.pi
--[[Engine]] --Torque Curve
Tune.Horsepower = 265 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6980 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16
--[[ Helper functions ]]
local random = Random.new() local function getRandomPointInCircle(centerPosition, circleRadius) local radius = math.sqrt(random:NextNumber()) * circleRadius local angle = random:NextNumber(0, math.pi * 2) local x = centerPosition.X + radius * math.cos(angle) local z = centerPosition.Z + radius * math.sin(angle) local position = Vector3.new(x, centerPosition.Y, z) return position end
----- Private variables -----
local FreeRunnerThread = nil
-- Setup animation objects
function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:connect(scriptChildModified) script.ChildRemoved:connect(scriptChildModified) for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
--[[** ensures value is NaN @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.nan(value) if value ~= value then return true else return false, "unexpected non-NaN value" end end
-- elseif input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonL3 then -- if (state == Enum.UserInputState.Begin) then -- self.L3ButtonDown = true -- elseif (state == Enum.UserInputState.End) then -- self.L3ButtonDown = false -- self.currentZoomSpeed = 1.00 -- end -- end
end function BaseCamera:DoKeyboardZoom(name, state, input) if not self.hasGameLoaded and VRService.VREnabled then return Enum.ContextActionResult.Pass end if state ~= Enum.UserInputState.Begin then return Enum.ContextActionResult.Pass end if self.distanceChangeEnabled and Players.LocalPlayer.CameraMode ~= Enum.CameraMode.LockFirstPerson then if input.KeyCode == Enum.KeyCode.I then self:SetCameraToSubjectDistance( self.currentSubjectDistance - 5 ) elseif input.KeyCode == Enum.KeyCode.O then self:SetCameraToSubjectDistance( self.currentSubjectDistance + 5 ) end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:BindAction(actionName, actionFunc, createTouchButton, ...) table.insert(self.boundContextActions, actionName) ContextActionService:BindActionAtPriority(actionName, actionFunc, createTouchButton, CAMERA_ACTION_PRIORITY, ...) end function BaseCamera:BindGamepadInputActions() self:BindAction("BaseCameraGamepadPan", function(name, state, input) return self:GetGamepadPan(name, state, input) end, false, Enum.KeyCode.Thumbstick2) self:BindAction("BaseCameraGamepadZoom", function(name, state, input) return self:DoGamepadZoom(name, state, input) end, false, Enum.KeyCode.DPadLeft, Enum.KeyCode.DPadRight, Enum.KeyCode.ButtonR3) end function BaseCamera:BindKeyboardInputActions() self:BindAction("BaseCameraKeyboardPanArrowKeys", function(name, state, input) return self:DoKeyboardPanTurn(name, state, input) end, false, Enum.KeyCode.Left, Enum.KeyCode.Right) self:BindAction("BaseCameraKeyboardPan", function(name, state, input) return self:DoKeyboardPan(name, state, input) end, false, Enum.KeyCode.Comma, Enum.KeyCode.Period, Enum.KeyCode.PageUp, Enum.KeyCode.PageDown) self:BindAction("BaseCameraKeyboardZoom", function(name, state, input) return self:DoKeyboardZoom(name, state, input) end, false, Enum.KeyCode.I, Enum.KeyCode.O) end local function isInDynamicThumbstickArea(input) local playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") local touchGui = playerGui and playerGui:FindFirstChild("TouchGui") local touchFrame = touchGui and touchGui:FindFirstChild("TouchControlFrame") local thumbstickFrame = touchFrame and touchFrame:FindFirstChild("DynamicThumbstickFrame") if not thumbstickFrame then return false end local frameCornerTopLeft = thumbstickFrame.AbsolutePosition local frameCornerBottomRight = frameCornerTopLeft + thumbstickFrame.AbsoluteSize if input.Position.X >= frameCornerTopLeft.X and input.Position.Y >= frameCornerTopLeft.Y then if input.Position.X <= frameCornerBottomRight.X and input.Position.Y <= frameCornerBottomRight.Y then return true end end return false end
--[=[ @param fn (...: any) -> () @return Connection Connects a function to the remote signal. The function will be called anytime the equivalent server-side RemoteSignal is fired at this specific client that created this client signal. ]=]
function ClientRemoteSignal:Connect(fn: (...any) -> ()) if self._directConnect then return self._re.OnClientEvent:Connect(fn) else return self._signal:Connect(fn) end end
-- Sets the position of the falling object -- This function checks if the object is a Part or a Model, as those are positioned differently
local function positionFallingObject(object) local objectCFrame = getRandomCFrameInVolume(dropZone) if object:IsA("BasePart") then object.CFrame = objectCFrame elseif object:IsA("Model") then if not object.PrimaryPart then object.PrimaryPart = object:FindFirstChildWhichIsA("BasePart", true) end object.PrimaryPart.CFrame = objectCFrame end object.Parent = game.Workspace end
-- In radians the minimum accuracy penalty
local MinSpread = 0.001
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ReplicatedFirst = game:GetService("ReplicatedFirst") local Players = game:GetService("Players") local CollectionService = game:GetService("CollectionService") local Conf = require(ReplicatedFirst.Configurations.MainConfiguration) local Util = require(ReplicatedStorage.Libraries.Util) local MatchmakingDestination = require(ReplicatedStorage.Libraries.MatchmakingDestination) local WeaponsSystem = require(ReplicatedStorage.WeaponsSystem.WeaponsSystem) local DamageHandler = require(ReplicatedStorage.Core.DamageHandler)
-- The next configurations are ONLY for Roblox Ad Boards.
config.OffButtonEnabled = true -- If the turn off boards button is displayed. config.EvacuateButtonEnabled = true -- If the evacuate button is displayed. config.AdvertisementButtonEnabled = true -- If the Advertisement button is displayed.
--and now BLINKERS!!!!
function left() FL.Material = "Neon" RL.Material = "Neon" end function unleft() FL.Material = "SmoothPlastic" RL.Material = "SmoothPlastic" end function right() FR.Material = "Neon" RR.Material = "Neon" end function unright() FR.Material = "SmoothPlastic" RR.Material = "SmoothPlastic" end while true do wait(0.2)--no crash m8!!! -- if seat.Lights.Value == true then --lights lightson() else lightsoff() end -- if seat.dGear.Value == "R" then --reverse lights reverse() else unreverse() end -- if seat.Parent.Throttle == -1 then brake() else unbrake() end --and now... BLINKERS!!! if seat.Blinked.Value == true then if seat.BLeft.Value == true then left() else unleft() end if seat.BRight.Value == true then right() else unright() end else unright() unleft() end end
------------------------------------------------------------------------------------------------------------------------------------------------
if script.Parent:FindFirstChild("Arm1") then local g = script.Parent.Arm1:Clone() g.Parent = File for _,i in pairs(g:GetChildren()) do if i:IsA("Part") or i:IsA("UnionOperation") or i:IsA("MeshPart") then i.CanCollide = false i.Anchored = false local Y = Instance.new("Weld") Y.Part0 = Player.Character["Left Arm"] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Player.Character["Left Arm"] end end end
-- map a value from one range to another
local function map(x, inMin, inMax, outMin, outMax) return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound) sound.TimePosition = 0 sound.Playing = true end local function shallowCopy(t) local out = {} for k, v in pairs(t) do out[k] = v end return out end local function initializeSoundSystem(player, humanoid, rootPart) local sounds = {} -- initialize sounds for name, props in pairs(SOUND_DATA) do local sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.EmitterSize = 5 sound.MaxDistance = 150 sound.Volume = 0 for propName, propValue in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds = {} local function stopPlayingLoopedSounds(except) for sound in pairs(shallowCopy(playingLoopedSounds)) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks local stateTransitions = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.Velocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters = { [sounds.Climbing] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt, sound, vel) if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState() local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.Velocity) end end end) local humanoidAncestryChangedConn local rootPartAncestryChangedConn local characterAddedConn local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
--Get the datastore.
local PlayersItems = game:GetService("DataStoreService"):GetDataStore("Items")
-- << SETUP >>
for _,revent in pairs(main.signals:GetChildren()) do if revent:IsA("RemoteEvent") then revent.OnClientEvent:Connect(function(args) if not main.initialized then main.client.Signals.Initialized.Event:Wait() end --------------------------------------------- if revent.Name == "ChangeStat" then local statName, newValue = args[1], args[2] main.pdata[statName] = newValue if statName == "Donor" then main:GetModule("PageSpecial"):UpdateDonorFrame() end elseif revent.Name == "InsertStat" then local locationName, newValue = args[1], args[2] table.insert(main.pdata[locationName], newValue) elseif revent.Name == "RemoveStat" then local locationName, newValue = args[1], args[2] for i,v in pairs(main.pdata[locationName]) do if tostring(v) == tostring(newValue) then table.remove(main.pdata[locationName], i) break end end elseif revent.Name == "Notice" or revent.Name == "Error" then main:GetModule("Notices"):Notice(revent.Name, args[1], args[2], args[3]) elseif revent.Name == "ShowPage" then main:GetModule("GUIs"):ShowSpecificPage(args[1], args[2]) elseif revent.Name == "ShowBannedUser" then main:GetModule("GUIs"):ShowSpecificPage("Admin", "Banland") if type(args) == "table" then main:GetModule("cf"):ShowBannedUser(args) end elseif revent.Name == "SetCameraSubject" then main:GetModule("cf"):SetCameraSubject(args) elseif revent.Name == "Clear" then main:GetModule("Messages"):ClearMessageContainer() elseif revent.Name == "ShowWarning" then main:GetModule("cf"):ShowWarning(args) elseif revent.Name == "Message" then main:GetModule("Messages"):Message(args) elseif revent.Name == "Hint" then main:GetModule("Messages"):Hint(args) elseif revent.Name == "GlobalAnnouncement" then main:GetModule("Messages"):GlobalAnnouncement(args) elseif revent.Name == "SetCoreGuiEnabled" then main.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[args[1]], args[2]) elseif revent.Name == "CreateLog" then main:GetModule("cf"):CreateNewCommandMenu(args[1], args[2], 5) elseif revent.Name == "CreateAlert" then main:GetModule("cf"):CreateNewCommandMenu("alert", {args[1], args[2]}, 8, true) elseif revent.Name == "CreateBanMenu" then main:GetModule("cf"):CreateNewCommandMenu("banMenu", args, 6) elseif revent.Name == "CreatePollMenu" then main:GetModule("cf"):CreateNewCommandMenu("pollMenu", args, 9) elseif revent.Name == "CreateMenu" then main:GetModule("cf"):CreateNewCommandMenu(args.MenuName, args.Data, args.TemplateId) elseif revent.Name == "CreateCommandMenu" then local title = args[1] local details = args[2] local menuType = args[3] main:GetModule("cf"):CreateNewCommandMenu(title, details, menuType) elseif revent.Name == "RankChanged" then main:GetModule("cf"):UpdateIconVisiblity() main:GetModule("PageAbout"):UpdateRankName() main:GetModule("GUIs"):DisplayPagesAccordingToRank(true) if main.initialized then main:GetModule("PageCommands"):CreateCommands() end elseif revent.Name == "ExecuteClientCommand" then local speaker, args, commandName, other = args[1], args[2], args[3], args[4] local unFunction = other.UnFunction local functionType = "Function" if unFunction then functionType = "UnFunction" end local clientCommand = main:GetModule("ClientCommands")[commandName] if clientCommand then local Function = clientCommand[functionType] if Function then Function(speaker, args, clientCommand) end end elseif revent.Name == "ReplicationEffectClientCommand" then local commandName = args[1] local speaker = args[2] local rArgs = args[3] local clientCommand = main:GetModule("ClientCommands")[commandName] if clientCommand then local replicationEffect = clientCommand.ReplicationEffect if replicationEffect then replicationEffect(speaker, rArgs, clientCommand) end end elseif revent.Name == "ActivateClientCommand" then local commandName = args[1] local extraDetails = args[2] --Custom speed local speed = extraDetails and ((extraDetails.Speed ~= 0 and extraDetails.Speed) or nil) if speed then main.commandSpeeds[commandName] = speed local oldMenu = main.gui:FindFirstChild("CommandMenufly") main:GetModule("cf"):DestroyCommandMenuFrame(oldMenu) end --Deactivate other flight commands if main.commandSpeeds[commandName] then for otherCommandName, _ in pairs(main.commandSpeeds) do if otherCommandName ~= commandName then main:GetModule("cf"):DeactivateCommand(otherCommandName) end end end --Activate command main.commandsAllowedToUse[commandName] = true main:GetModule("cf"):ActivateClientCommand(commandName, extraDetails) --Setup command menu local menuDetails, menuType for menuTypeName, menuCommands in pairs(main.commandsWithMenus) do menuDetails = menuCommands[commandName] if menuDetails then menuType = tonumber(menuTypeName:match("%d+")) break end end if menuDetails then main:GetModule("cf"):CreateNewCommandMenu(commandName, menuDetails, menuType) end elseif revent.Name == "DeactivateClientCommand" then main:GetModule("cf"):DeactivateCommand(args[1]) elseif revent.Name == "FadeInIcon" then local topBarFrame = main.gui.CustomTopBar local imageButton = topBarFrame.ImageButton imageButton.ImageTransparency = 1 main.tweenService:Create(imageButton, TweenInfo.new(1), {ImageTransparency = 0}):Play() elseif revent.Name == "ChangeMainVariable" then main[args[1]] = args end --------------------------------------------- end) elseif revent:IsA("RemoteFunction") then function revent.OnClientInvoke(args) if not main.initialized then main.client.Signals.Initialized.Event:Wait() end --------------------------------------------- if revent.Name == "GetLocalDate" then return os.date("*t", args) end end end end return module
-- Returns the current angle being used -- by Roblox's shadow mapping system.
function FpsCamera:GetShadowAngle() local angle = Lighting:GetSunDirection() if angle.Y < -0.3 then -- Use the moon's angle instead. angle = Lighting:GetMoonDirection() end return angle end
--!strict -- upstream: https://github.com/facebook/react/blob/a457e02ae3a2d3903fcf8748380b1cc293a2445e/packages/react/src/IsSomeRendererActing.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
--end --End of Function KeyDown()
function KU(key) key = key:lower() if(key == "d") then faster = false wait(.1) faster = false end if(key == "a") then slower = false wait(.1) slower = false end if(key == "w") then uper = false wait(.1) uper = false end if(key == "s") then downer = false wait(.1) downer = false end if(key == "t") then minigun_shoot = false end if(key == "z") then show_ammo = false end if(key == "q") then startLock = false end
--[[ Returns first value (success), and packs all following values. ]]
local function packResult(success, ...) return success, select("#", ...), { ... } end local function makeErrorHandler(traceback) assert(traceback ~= nil, "traceback is nil") return function(err) -- If the error object is already a table, forward it directly. -- Should we extend the error here and add our own trace? if type(err) == "table" then return err end return Error.new({ error = err, kind = Error.Kind.ExecutionError, trace = debug.traceback(tostring(err), 2), context = "Promise created at:\n\n" .. traceback, }) end end
--PARÁMETROS
local parada = script.Parent.Parent.Parada.Value --TIEMPO DE PARADA
-- / Player / --
local PlayerGui = MainGui.Parent local Player = PlayerGui.Parent local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character:WaitForChild("Humanoid") local PlayerStats = Player:WaitForChild("PlayerStats") local Oxygen = PlayerStats:WaitForChild("Oxygen") -- / Game Assets / -- local GameAssets = game.ServerStorage.GameAssets
-- Convenience function so that calling code does not have to first get the activeController -- and then call GetMoveVector on it. When there is no active controller, this function returns the -- zero vector
function ControlModule:GetMoveVector(): Vector3 if self.activeController then return self.activeController:GetMoveVector() end return Vector3.new(0,0,0) end function ControlModule:GetActiveController() return self.activeController end