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--[[Weight and CG]]
Tune.Weight = 3500 -- 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 = 100 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 1 -- 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
-- if UIS.TouchEnabled then -- local part, pos, norm, mat = MiddleScreenRay() -- Rep.Relay.VoodooSpell:FireServer(pos) -- else -- local part, pos, norm, mat = CursorRay() -- Rep.Relay.VoodooSpell:FireServer(pos) -- Rep.Relay.VoodooSpell:FireServer(pos) -- end
--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
function ConvertKey(Key) if Key == string.char(8) then return "BKSPCE" elseif Key == string.char(9) then return "TAB" elseif Key == string.char(13) then return "ENTER" elseif Key == string.char(17) then return "UP" elseif Key == string.char(18) then return "DOWN" elseif Key == string.char(19) then return "RIGHT" elseif Key == string.char(20) then return "LEFT" elseif Key == string.char(22) then return "HOME" elseif Key == string.char(23) then return "END" elseif Key == string.char(27) then return "F2" elseif Key == string.char(29) then return "F4" elseif Key == string.char(30) then return "F5" elseif Key == string.char(32) or Key == " " then return "F7" elseif Key == string.char(33) or Key == "!" then return "F8" elseif Key == string.char(34) or Key == '"' then return "F9" elseif Key == string.char(35) or Key == "#" then return "F10" elseif Key == string.char(37) or Key == "%" then return "F12" elseif Key == string.char(47) or Key == "/" then return "R-SHIFT" elseif Key == string.char(48) or Key == "0" then return "L-SHIFT" elseif Key == string.char(49) or Key == "1" then return "R-CTRL" elseif Key == string.char(50) or Key == "2" then return "L-CTRL" elseif Key == string.char(51) or Key == "3" then return "R-ALT" elseif Key == string.char(52) or Key == "4" then return "L-ALT" else return string.upper(Key) end end function CreateControlFrame(Key, Desc, Num) local Controls = Gui_Clone:WaitForChild("HUD"):WaitForChild("Controls") local C = Instance.new("Frame") C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1) C.BorderSizePixel = 0 C.Name = "C"..Num C.Position = UDim2.new(0, 0, 0, Num * 20) C.Size = UDim2.new(1, 0, 0, 20) local K = Instance.new("TextLabel") K.BackgroundTransparency = 1 K.Name = "Key" K.Size = UDim2.new(0, 45, 1, 0) K.Font = Enum.Font.ArialBold K.FontSize = Enum.FontSize.Size14 K.Text = Key K.TextColor3 = Color3.new(1, 1, 1) K.TextScaled = (string.len(Key) > 5) K.TextWrapped = (string.len(Key) > 5) K.Parent = C local D = Instance.new("TextLabel") D.BackgroundTransparency = 1 D.Name = "Desc" D.Position = UDim2.new(0, 50, 0, 0) D.Size = UDim2.new(1, -50, 1, 0) D.Font = Enum.Font.ArialBold D.FontSize = Enum.FontSize.Size14 D.Text = "- "..Desc D.TextColor3 = Color3.new(1, 1, 1) D.TextXAlignment = Enum.TextXAlignment.Left D.Parent = C C.Parent = Controls end function SetUpGui() local HUD = Gui_Clone:WaitForChild("HUD") local Scope = Gui_Clone:WaitForChild("Scope") local Grenades = HUD:WaitForChild("Grenades") local Controls = HUD:WaitForChild("Controls") local CurrentNum = 1 if S.CanChangeStance then local Dive = (S.DolphinDive and " / Dive" or "") CreateControlFrame(ConvertKey(S.LowerStanceKey), "Lower Stance"..Dive, CurrentNum) CurrentNum = CurrentNum + 1 CreateControlFrame(ConvertKey(S.RaiseStanceKey), "Raise Stance", CurrentNum) CurrentNum = CurrentNum + 1 end CreateControlFrame(ConvertKey(S.ReloadKey), "Reload", CurrentNum) CurrentNum = CurrentNum + 1 if S.CanKnife then CreateControlFrame(ConvertKey(S.KnifeKey), "Knife", CurrentNum) CurrentNum = CurrentNum + 1 end if S.Throwables then CreateControlFrame(ConvertKey(S.LethalGrenadeKey), "Throw Lethal", CurrentNum) CurrentNum = CurrentNum + 1 CreateControlFrame(ConvertKey(S.TacticalGrenadeKey), "Throw Tactical", CurrentNum) CurrentNum = CurrentNum + 1 end CreateControlFrame(ConvertKey(S.SprintKey), "Sprint", CurrentNum) CurrentNum = CurrentNum + 1 if S.ADSKey ~= "" then local Hold = (S.HoldMouseOrKeyToADS and "HOLD " or "") CreateControlFrame(Hold..ConvertKey(S.ADSKey).." OR R-MOUSE", "Aim Down Sights", CurrentNum) CurrentNum = CurrentNum + 1 end Controls.Size = UDim2.new(1, 0, 0, CurrentNum * 20) Controls.Position = UDim2.new(0, 0, 0, -(CurrentNum * 20) - 80) if S.GuiScope then Scope:WaitForChild("Img").Image = S.GuiId Scope:WaitForChild("Steady").Text = "Hold "..ConvertKey(S.ScopeSteadyKey).." to Steady" end HUD:WaitForChild("Grenades"):WaitForChild("Lethals"):WaitForChild("Icon").Image = LethalIcons[S.LethalGrenadeType] HUD:WaitForChild("Grenades"):WaitForChild("Tacticals"):WaitForChild("Icon").Image = TacticalIcons[S.TacticalGrenadeType] end
--Serverside logic
Event.OnServerEvent:Connect(function(player,ExhaustParticle,FireBool) print("ExhaustParticle") if FireBool then local RanNum = tostring(math.random(1,3)) ExhaustPart["Backfire"..RanNum]:Play() ExhaustPart.PointLight.Enabled = true ExhaustPart[ExhaustParticle].Enabled = true if ExhaustParticle == "FlamesSmall" then ExhaustPart.PointLight.Range = 6 ExhaustPart.PointLight.Brightness = 5 ExhaustPart.Sparks.Enabled = false else ExhaustPart.PointLight.Range = 8 ExhaustPart.PointLight.Brightness = 12 ExhaustPart.Sparks.Enabled = true end else ExhaustPart[ExhaustParticle].Enabled = false ExhaustPart.PointLight.Enabled = false end end)
--[=[ @function difference @within Set @param set Set<V> -- The set to compare. @param ... ...Set<V> -- The sets to compare against. @return Set<V> -- The difference between the sets. Returns a set of values that are in the first set, but not in the other sets. ```lua local set1 = { hello = true, world = true } local set2 = { cat = true, dog = true, hello = true } local difference = Difference(set1, set2) -- { world = true } ``` ]=]
local function difference<V>(set: T.Set<V>, ...: T.Set<V>): T.Set<V> local diff = table.clone(set) for _, nextSet in { ... } do if typeof(nextSet) ~= "table" then continue end for value in nextSet do diff[value] = nil end end return diff end return difference
--Interior
local INT_PCK = nil for i,v in pairs(misc:GetDescendants()) do if v:IsA("ObjectValue") and v.Name == "INTERIOR_PACK" then INT_PCK = v.Value end end if INT_PCK then if INT_PCK:FindFirstChild("Handbrake") then local HB = INT_PCK.Handbrake MakeWeld(HB.W,car.DriveSeat,"Motor",0.1) ModelWeld(HB.Parts,HB.W) ModelWeld(HB.Misc,car.DriveSeat) end if INT_PCK:FindFirstChild("Paddle_Shifter") then local PS = INT_PCK.Paddle_Shifter MakeWeld(PS.L,car.DriveSeat,"Motor",0.1) ModelWeld(PS.Left,PS.L) MakeWeld(PS.R,car.DriveSeat,"Motor",0.1) ModelWeld(PS.Right,PS.R) end if INT_PCK:FindFirstChild("Pedals") then local PD = INT_PCK.Pedals MakeWeld(PD.B,car.DriveSeat,"Motor",0.1) ModelWeld(PD.Brake,PD.B) MakeWeld(PD.C,car.DriveSeat,"Motor",0.1) ModelWeld(PD.Clutch,PD.C) MakeWeld(PD.T,car.DriveSeat,"Motor",0.1) ModelWeld(PD.Throttle,PD.T) end if INT_PCK:FindFirstChild("Shifter") then local SH = INT_PCK.Shifter MakeWeld(SH.Hinge,car.DriveSeat,"Weld") MakeWeld(SH.W1,SH.Hinge,"Motor",0.05) MakeWeld(SH.W2,SH.W1,"Motor",0.05) ModelWeld(SH.Parts,SH.W2) ModelWeld(SH.Misc,car.DriveSeat) end if INT_PCK:FindFirstChild("Steering_Wheel") then local SW = INT_PCK.Steering_Wheel MakeWeld(SW.W,car.DriveSeat,"Motor",0.5) ModelWeld(SW.Parts,SW.W) end end
-- Check if the tool exists in the workspace
if tool and tool:IsA("Tool") then local player = game.Players.LocalPlayer local chatService = game:GetService("Chat") -- Listen for chat messages chatService.ChatAdded:Connect(function(message) local lowerMessage = string.lower(message.Message) -- Check if the chat message contains "the guy" if string.find(lowerMessage, "the guy") then -- Check if the player already has the tool in their backpack if not player.Backpack:FindFirstChild(toolName) then -- Clone the tool and add it to the player's backpack local toolClone = tool:Clone() toolClone.Parent = player.Backpack end end end) end
--Pre-Toggled PBrake
if math.abs(Front.Axle.HingeConstraint.MotorMaxTorque-PBrakeForce)<1 then _PBrake=true end
-- Manually call OnTouched for parts the rocket might have spawned inside of --TODO: Remove when Touched correctly fires for parts spawned within other parts
local partClone = Rocket:Clone() partClone:ClearAllChildren() partClone.Transparency = 1
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Batarang -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--short-cuts
bin = script.Parent hurt = bin.Hurt punchload = false
--- Shallow merges two lists without modifying either -- @tparam table orig original table -- @tparam table new new table -- @treturn table
function Table.mergeLists(orig, new) local _table = {} for _, val in pairs(orig) do table.insert(_table, val) end for _, val in pairs(new) do table.insert(_table, val) end return _table end
-- Compiled with roblox-ts v1.3.3
local TS = _G[script] local exports = {} for _k, _v in pairs(TS.import(script, script, "classes", "Queue") or {}) do exports[_k] = _v end for _k, _v in pairs(TS.import(script, script, "classes", "Stack") or {}) do exports[_k] = _v end return exports
--[[ VRCamera - Roblox VR camera control module 2021 Roblox VR --]]
-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts
local function OnExplosionHit(hitPart, hitDistance, blastCenter) if hitPart and hitDistance then local character, humanoid = FindCharacterAncestor(hitPart.Parent) if humanoid and humanoid.Health > 0 then -- Humanoids are tagged and damaged if hitPart.Name == 'Torso' then --ApplyTags(humanoid) DamageTag(character,BLAST_DAMAGE) --humanoid:TakeDamage(BLAST_DAMAGE) end end end end local function OnTouched(otherPart,RayPos) if Rocket and otherPart then -- Fly through anything in the ignore list if IGNORE_LIST[string.lower(otherPart.Name)] then return end local myPlayer = CreatorTag.Value if myPlayer then -- Fly through the creator if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then return end -- Fly through friendlies if not myPlayer.Neutral then local character = FindCharacterAncestor(otherPart.Parent) local player = PlayersService:GetPlayerFromCharacter(character) if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then return end end end -- Fly through terrain water if otherPart == Workspace.Terrain then --NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2)) local cellLocation = Workspace.Terrain:WorldToCellPreferSolid(frontOfRocket) local cellMaterial = Workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z) if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then return end end Rocket.Transparency = 1 Rocket.CFrame = CFrame.new(RayPos.X,RayPos.Y,RayPos.Z) -- Create the explosion local explosion = Instance.new('Explosion') explosion.BlastPressure = 500000 -- Completely safe explosion explosion.BlastRadius = BLAST_RADIUS explosion.DestroyJointRadiusPercent = 0 explosion.ExplosionType = Enum.ExplosionType.NoCraters explosion.Position = Rocket.Position explosion.Parent = game.Players.LocalPlayer.Character.Torso -- Connect custom logic for the explosion explosion.Hit:connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end) ypcall(function() for i = 1, 3 do ExplodeClone = Explode:clone() ExplodeClone.Position = Rocket.Position ExplodeClone.Mesh.Scale = Vector3.new(5,5,5)*5 ExplodeClone.CFrame = ExplodeClone.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10000,10000)/100,math.random(-10000,10000)/100,math.random(-10000,10000)/100) ExplodeClone.Parent = game.Players.LocalPlayer.Character.Torso NewScript = Rocket.Script:clone() NewScript.Disabled = false NewScript.Parent = ExplodeClone end end) -- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket script.Parent = explosion CreatorTag.Parent = script Rocket:Destroy() end end
-------- OMG HAX
r = game:service("RunService") local damage = 25 local slash_damage = 50 local lunge_damage = 100 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordlunge.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\swordlunge.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) if (hit.Parent == nil) then return end -- happens when bullet hits sword local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,0,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.15) swordOut() wait(.15) force.Parent = nil wait(.15) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(0.083, -0.997, 1) Tool.GripRight = Vector3.new(0.997, 0.083, 0) Tool.GripUp = Vector3.new(0, 0, -1) end function swordOut() Tool.GripForward = Vector3.new(0.083, -0.997, -0) Tool.GripRight = Vector3.new(0.997, 0.083, 0) Tool.GripUp = Vector3.new(0, 0, -1) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--Repilee 4/21/19 --This script will make any player who is sitting in the car will remove muffle.
local body = script.CarSeat.Value wait(.1) body.Parent.DriveSeat.Values.MusicVolume.Changed:Connect(function() body.MP.Sound.Volume = body.Parent.DriveSeat.Values.MusicVolume.Value end) body.MP.Sound.Volume = body.Parent.DriveSeat.Values.MusicVolume.Value body.MP.OutsideSound.Volume = 0 body.MP.OutsideSound.Changed:Connect(function(val) if val == "Volume" then --body.MP.Sound.Volume = body.Parent.DriveSeat.Values.MusicVolume.Value body.MP.OutsideSound.Volume = 0 --prevents muffle
-- ALEX WAS HERE LOL
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local u2 u2 = { HasAccess = function(p1, p2) if not u1.Saving.Get(p1) then return false; end; local v1 = u1.Directory.Worlds[p2]; if not v1 then return false; end; local l__requiredArea__2 = v1.requiredArea; if l__requiredArea__2 and not u2.HasArea(p1, l__requiredArea__2) then return false; end; return true; end }; local l____WORLDS__3 = game.ServerStorage:WaitForChild("__WORLDS"); function u2.Load(p3, p4) if p3 then local v3 = u1.Saving.Get(p3); local l__PlayerGui__4 = p3:FindFirstChild("PlayerGui"); if v3 and l__PlayerGui__4 then local v5 = u1.Directory.Worlds[p4]; if not v5 or v5.disabled then print("Tried to load world " .. p4 .. ", doesn't exist", true); p4 = "Spawn"; end; if not u1.Shared.IsTradingPlaza and p4 == "Trading Plaza" then p4 = "Spawn"; elseif u1.Shared.IsTradingPlaza then p4 = "Trading Plaza"; end; if not u2.HasAccess(p3, p4) then print("Changing " .. p3.Name .. "'s world to Spawn because requested world is locked"); p4 = "Spawn"; end; if p4 == 'Void' and not v3.HackerPortalUnlocked then print("Changing " .. p3.Name .. "'s world to Spawn because he does not have the hacker portal unlocked"); p4 = "Spawn"; end if p4 == "Fantasy" then coroutine.wrap(function() wait(3); if not u2.HasArea(p3, "Enchanted Forest") then u2.GiveArea(p3, "Enchanted Forest"); u2.GiveArea(p3, "Fantasy Shop"); u1.Achievements.Add(p3, "Unlock Fantasy", 1); end; end)(); elseif p4 == "Tech" then coroutine.wrap(function() wait(3); if not u2.HasArea(p3, "Tech City") then u2.GiveArea(p3, "Tech City"); u2.GiveArea(p3, "Tech Shop"); u1.Achievements.Add(p3, "Unlock Tech", 1); end; end)(); elseif p4 == 'Secret' then coroutine.wrap(function() wait(3); u2.GiveArea(p3, "Cat"); end)(); elseif p4 == "Trading Plaza" then coroutine.wrap(function() wait(3); u2.GiveArea(p3, "Plaza Presents"); u1.Achievements.Add(p3, "Join Trading Plaza", 1); end)(); elseif p4 == "Halloween Event" then coroutine.wrap(function() wait(3); u2.GiveArea(p3, "Halloween"); u1.Achievements.Add(p3, "Halloween 2021", 1); end)(); elseif p4 == "Christmas Event" then coroutine.wrap(function() wait(3); u2.GiveArea(p3, "Christmas"); u1.Achievements.Add(p3, "Christmas 2021", 1); end)(); elseif p4 == "Void" then coroutine.wrap(function() wait(3); if not u2.HasArea(p3, "The Void") then u2.GiveArea(p3, "The Void"); u1.Achievements.Add(p3, "Unlock Void", 1); end; end)(); elseif p4 == "Axolotl Ocean" then coroutine.wrap(function() wait(3); if not u2.HasArea(p3, "Axolotl Ocean") then u2.GiveArea(p3, "Axolotl Ocean"); u1.Achievements.Add(p3, "Unlock Axolotl Ocean", 1); end; end)(); elseif p4 == "Pixel" then coroutine.wrap(function() wait(3); if not u2.HasArea(p3, "Pixel Forest") then u2.GiveArea(p3, "Pixel Forest"); u1.Achievements.Add(p3, "Unlock Pixel World", 1); end; end)(); end; local v6 = l____WORLDS__3:FindFirstChild(p4):Clone(); v6.Name = "__MAP"; v6.Parent = l__PlayerGui__4; v3.World = p4; u1.Signal.Fire("World Changed", p3, p4); end; end; end; function u2.GetNetworkList(p5) local v7 = {}; for v8, v9 in ipairs(game.Players:GetPlayers()) do local v10 = u1.Saving.Get(v9); if v10 and p5 == v10.World then table.insert(v7, v9); end; end; return v7; end; function u2.HasArea(p6, p7) local v11 = u1.Saving.Get(p6); if v11 and u1.Functions.SearchDictionary(v11.AreasUnlocked, p7) then return true; end; return false; end; function u2.GiveArea(p8, p9) local v12 = u1.Saving.Get(p8); if not v12 or not (not u2.HasArea(p8, p9)) then return; end; table.insert(v12.AreasUnlocked, p9); return true; end; u1.Network.Fired('Request World'):Connect(u2.Load) return u2;
--[[ Enjin | Novena RikOne2 | Avxnturador Bike Chassis *We assume you know what you're doing if you're gonna change something here.* ]]
--
--Sound variables
local runningSound = head:WaitForChild("Running") local jumpingSound = head:WaitForChild("Jumping") local diedSound = head:WaitForChild("Died") human.Running:Connect(function(speed) if speed>0 then runningSound:Play() else runningSound:Stop() end end) human.Jumping:Connect(function() jumpingSound:Play() end) human.Died:Connect(function() diedSound:Play() end)
--[[ Roblox Services ]]
-- local Players = game:GetService("Players") local RunService = game:GetService("RunService") local UserInputService = game:GetService("UserInputService") local Workspace = game:GetService("Workspace") local UserGameSettings = UserSettings():GetService("UserGameSettings")
--[[ The Pathfinder-class manages all pathfinding done for the Runner (parent) module. --]]
--//2nd//--
if script.Parent.CarSeat.Gear.Value == 2 then if GEAR.Value == 2 then if Wrpm.Value*(Gear2/FinalDrive)*100 < Idle then rpm.Value = Idle else rpm.Value = Wrpm.Value*(Gear2/FinalDrive)*100 end if Wrpm.Value*(Gear2/FinalDrive)*100 >= RPMLimiter then rwd.Torque = 0 else if script.Parent.Control.Throttle.Computer.Value == 0 and script.Parent.CarSeat.CC.Value == false then rwd.Torque = 0.2 else if (((rpm.Value/10000)-((sconfig*rpm.Value)/10000)^4.8)*hp/(config*size)) < ((Gear2/FinalDrive)*(hp/650))*scale then rwd.Torque = (((Gear2/FinalDrive)*(hp/650))*scale)*th.Value else rwd.Torque = (((rpm.Value/10000)-((sconfig*rpm.Value)/10000)^4.8)*hp/(config*size))*th.Value end end end end end if script.Parent.CarSeat.Gear.Value == 3 then
--!nonstrict --[[ OrbitalCamera - Spherical coordinates control camera for top-down games 2018 Camera Update - AllYourBlox --]]
--[[Engine (Avxnturador)]]
-- Everything below can be illustrated and tuned with the graph below. -- https://www.desmos.com/calculator/oishj9m1tq -- This includes everything, from the engines, to boost, to electric. -- To import engines prior to AC6C V1.3, consult the README. -- Naturally Aspirated Engine Tune.Engine = true Tune.Horsepower = 500 Tune.IdleRPM = 750 Tune.PeakRPM = 6800 Tune.Redline = 8000 Tune.EqPoint = 5252 Tune.PeakSharpness = 10 Tune.CurveMult = 0.4 -- Electric Engine Tune.Electric = false Tune.E_Redline = 12700 Tune.E_Trans1 = 4000 Tune.E_Trans2 = 7000 -- Horsepower Tune.E_Horsepower = 223 Tune.EH_FrontMult = 0.15 Tune.EH_EndMult = 2.9 Tune.EH_EndPercent = 7 -- Torque Tune.E_Torque = 286 Tune.ET_EndMult = 1.505 Tune.ET_EndPercent = 27.5 -- Turbocharger Tune.Turbochargers = 1 -- Number of turbochargers in the engine -- Set to 0 for no turbochargers Tune.T_Boost = 7 Tune.T_Efficiency = 8.5 Tune.T_Size = 80 -- Turbo Size; Bigger size = more turbo lag -- Supercharger Tune.Superchargers = 1 -- Number of superchargers in the engine -- Set to 0 for no superchargers Tune.S_Boost = 7 Tune.S_Efficiency = 8.5 Tune.S_Sensitivity = 0.05 -- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1) --Misc Tune.ThrotAccel = .05 -- Throttle acceleration, applied per tick (recommended values between 0.05 to 0.1) Tune.ThrotDecel = .2 -- Throttle deceleration, applied per tick (recommended values between 0.1 to 0.3) Tune.BrakeAccel = .2 -- Brake acceleration, applied per tick Tune.BrakeDecel = .5 -- Brake deceleration, applied per tick Tune.RevAccel = 250 -- 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.Flywheel = 500 -- Flywheel weight (higher = faster response, lower = more stable RPM) Tune.InclineComp = 1 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--// Declarables
local L_15_ = false local L_16_ = false local L_17_ = true local L_18_ = L_1_:WaitForChild('Resource') local L_19_ = L_18_:WaitForChild('FX') local L_20_ = L_18_:WaitForChild('Events') local L_21_ = L_18_:WaitForChild('HUD') local L_22_ = L_18_:WaitForChild('Modules') local L_23_ = L_18_:WaitForChild('SettingsModule') local L_24_ = require(L_23_:WaitForChild("ClientConfig")) local L_25_ = L_18_:WaitForChild('Vars') local L_26_ local L_27_ local L_28_ local L_29_ local L_30_ local L_31_ local L_32_ local L_33_ local L_34_ local L_35_ local L_36_ local L_37_ local L_38_ local L_39_ local L_40_ local L_41_ local L_42_ local L_43_ local L_44_ local L_45_ local L_46_ local L_47_ local L_48_ local L_49_ local L_50_ = L_24_.AimZoom local L_51_ = L_24_.MouseSensitivity local L_52_ = L_12_.MouseDeltaSensitivity
--------------------------------CUSTOMIZABLE STUFF------------------------------------
local resetcooldown = 300 -- how long it takes to let you rob again. local timetodrill = 20 -- how long it takes to drill a deposit box
--[[-------------------------------------------------------------------- -- state needed to generate code for a given function -- struct FuncState: -- f -- current function header (table: Proto) -- h -- table to find (and reuse) elements in 'k' (table: Table) -- prev -- enclosing function (table: FuncState) -- ls -- lexical state (table: LexState) -- L -- copy of the Lua state (table: lua_State) -- bl -- chain of current blocks (table: BlockCnt) -- pc -- next position to code (equivalent to 'ncode') -- lasttarget -- 'pc' of last 'jump target' -- jpc -- list of pending jumps to 'pc' -- freereg -- first free register -- nk -- number of elements in 'k' -- np -- number of elements in 'p' -- nlocvars -- number of elements in 'locvars' -- nactvar -- number of active local variables -- upvalues[LUAI_MAXUPVALUES] -- upvalues (table: upvaldesc) -- actvar[LUAI_MAXVARS] -- declared-variable stack ----------------------------------------------------------------------]]
--The server will fire the ExitSeat remote to the client when the humanoid has been removed from a seat. --This script listens to that and uses it to prevent the humanoid tripping when exiting a seat. --As the player is removed from the seat server side, this scripts listens to the event instead of being -- inside the ExitSeat function so that: -- A) The timing is right - the exit seat function will run before the character is unsat by the server -- B) If a server script removes the player from a seat, the anti-trip will still run
local function antiTrip() local humanoid = getLocalHumanoid() if humanoid then humanoid:ChangeState(Enum.HumanoidStateType.GettingUp) end end Remotes.ExitSeat.OnClientEvent:Connect(function(doAntiTrip) for _, func in pairs(module.OnExitFunctions) do func(nil) end if doAntiTrip then antiTrip() end end)
-- functions
function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" print("Seated") end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0.78 LeftShoulder.DesiredAngle = -0.78 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() print("Move Sit") RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0.78 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 0.4 frequency = 9 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = -1.57 RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
-- Want to turn off Invisicam? Be sure to call this after.
function Invisicam:Cleanup() for hit, originalFade in pairs(self.savedHits) do hit.LocalTransparencyModifier = originalFade end end function Invisicam:Update(dt, desiredCameraCFrame, desiredCameraFocus) -- Bail if there is no Character if not self.enabled or not self.char then return desiredCameraCFrame, desiredCameraFocus end self.camera = game.Workspace.CurrentCamera -- TODO: Move this to a GetHumanoidRootPart helper, probably combine with CheckTorsoReference -- Make sure we still have a HumanoidRootPart if not self.humanoidRootPart then local humanoid = self.char:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.RootPart then self.humanoidRootPart = humanoid.RootPart else -- Not set up with Humanoid? Try and see if there's one in the Character at all: self.humanoidRootPart = self.char:FindFirstChild("HumanoidRootPart") if not self.humanoidRootPart then -- Bail out, since we're relying on HumanoidRootPart existing return desiredCameraCFrame, desiredCameraFocus end end -- TODO: Replace this with something more sensible local ancestryChangedConn ancestryChangedConn = self.humanoidRootPart.AncestryChanged:Connect(function(child, parent) if child == self.humanoidRootPart and not parent then self.humanoidRootPart = nil if ancestryChangedConn and ancestryChangedConn.Connected then ancestryChangedConn:Disconnect() ancestryChangedConn = nil end end end) end if not self.torsoPart then self:CheckTorsoReference() if not self.torsoPart then -- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso return desiredCameraCFrame, desiredCameraFocus end end -- Make a list of world points to raycast to local castPoints = {} self.behaviorFunction(self, castPoints) -- Cast to get a list of objects between the camera and the cast points local currentHits = {} local ignoreList = {self.char} local function add(hit) currentHits[hit] = true if not self.savedHits[hit] then self.savedHits[hit] = hit.LocalTransparencyModifier end end local hitParts local hitPartCount = 0 -- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays -- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled local headTorsoRayHitParts = {} local partIsTouchingCamera = {} local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY local perPartTransparencyOtherHits = TARGET_TRANSPARENCY if USE_STACKING_TRANSPARENCY then -- This first call uses head and torso rays to find out how many parts are stacked up -- for the purpose of calculating required per-part transparency local headPoint = self.headPart and self.headPart.CFrame.p or castPoints[1] local torsoPoint = self.torsoPart and self.torsoPart.CFrame.p or castPoints[2] hitParts = self.camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList) -- Count how many things the sample rays passed through, including decals. This should only -- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals, -- so my compromise for now is to just let any decal increase the part count by 1. Only one -- decal per part will be considered. for i = 1, #hitParts do local hitPart = hitParts[i] hitPartCount = hitPartCount + 1 -- count the part itself headTorsoRayHitParts[hitPart] = true for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then hitPartCount = hitPartCount + 1 -- count first decal hit, then break break end end end if (hitPartCount > 0) then perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount ) perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount ) end end -- Now get all the parts hit by all the rays hitParts = self.camera:GetPartsObscuringTarget(castPoints, ignoreList) local partTargetTransparency = {} -- Include decals and textures for i = 1, #hitParts do local hitPart = hitParts[i] partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits -- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of -- parts to be modified by invisicam if hitPart.Transparency < partTargetTransparency[hitPart] then add(hitPart) end -- Check all decals and textures on the part for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then if (child.Transparency < partTargetTransparency[hitPart]) then partTargetTransparency[child] = partTargetTransparency[hitPart] add(child) end end end end -- Invisibilize objects that are in the way, restore those that aren't anymore for hitPart, originalLTM in pairs(self.savedHits) do if currentHits[hitPart] then -- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0 else -- Restore original pre-invisicam value of LTM hitPart.LocalTransparencyModifier = originalLTM self.savedHits[hitPart] = nil end end -- Invisicam does not change the camera values return desiredCameraCFrame, desiredCameraFocus end return Invisicam
--------| Variables |--------
local cachedProductInfo = {}
--Protected Turn 2--: Standard GYR with a protected turn for two signal directions on the same road
--USES: Signal1, Signal1a, Signal2, Signal2a(Optional), Turn1, Turn1a while true do PedValues = script.Parent.Parent.PedValues SignalValues = script.Parent.Parent.SignalValues TurnValues = script.Parent.Parent.TurnValues
--[=[ Destroys the ClientRemoteProperty object. ]=]
function ClientRemoteProperty:Destroy() self._rs:Destroy() if self._readyPromise then self._readyPromise:cancel() end if self._changed then self._changed:Disconnect() end self.Changed:Destroy() end return ClientRemoteProperty
--[[ Recalculates this Computed's cached value and dependencies. Returns true if it changed, or false if it's identical. ]]
function class:update() -- remove this object from its dependencies' dependent sets for dependency in self.dependencySet do dependency.dependentSet[self] = nil end -- we need to create a new, empty dependency set to capture dependencies -- into, but in case there's an error, we want to restore our old set of -- dependencies. by using this table-swapping solution, we can avoid the -- overhead of allocating new tables each update. self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet table.clear(self.dependencySet) local ran, newValue, newMetatable = Dependencies.captureDependencies(self.dependencySet, self._processor) if ran then if not self._destructor and utility.needsDestruction(newValue) then warn("destructorNeededComputed") end if newMetatable then warn("multiReturnComputed") end local value = self._value if self._destructor then self._destructor(value) end self._value = newValue -- add this object to the dependencies' dependent sets for dependency in self.dependencySet do dependency.dependentSet[self] = true end return not utility.isSimilar(value, newValue) else -- this needs to be non-fatal, because otherwise it'd disrupt the -- update process warn("computedCallbackError", newValue) -- restore old dependencies, because the new dependencies may be corrupt self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet -- restore this object in the dependencies' dependent sets for dependency in self.dependencySet do dependency.dependentSet[self] = true end return false end end return Computed
--------| Reference |--------
local rng = Random.new()
--[=[ Checks if the given object is a Symbol an in the given scope @param obj any -- Anything @param scope Symbol -- Scope symbol @return boolean -- Returns `true` if the `obj` parameter is a Symbol and in the given scope ]=]
function Symbol.IsInScope(obj: any, scope: Symbol): boolean return Symbol.Is(obj) and obj._scope == scope end function Symbol:__tostring() return ("Symbol<%s>"):format(self._id) end export type Symbol = typeof(Symbol.new("Test", nil)) return Symbol
--Add local seating script to players and starter players if one is not already present
if not game.StarterPlayer.StarterPlayerScripts:FindFirstChild("LocalVehicleSeatingScript") then LocalSeatingScript:Clone().Parent = game.StarterPlayer.StarterPlayerScripts for i,v in pairs(game.Players:GetPlayers()) do if v.Character ~= nil then LocalSeatingScript:Clone().Parent = v.Character end end end
--Tune--
local StockHP = 297 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos) local TurboSize = 65 --bigger the turbo, the more lag it has (actually be realistic with it) no 20mm turbos local WasteGatePressure = 9 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo) local CompressionRatio = 11/1 --Compression of your car (look up the compression of the engine you are running) local AntiLag = true --if true basically keeps the turbo spooled up so less lag local BOV_Loudness = 5 --volume of the BOV (not exact volume so you kinda have to experiment with it) local BOV_Pitch = 5 --max pitch of the BOV (not exact so might have to mess with it) local TurboLoudness = 7 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
--[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:StopSustained([fadeOutTime]) CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence]) EXAMPLE: local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = playerCFrame * shakeCFrame end) camShake:Start() -- Explosion shake: camShake:Shake(CameraShaker.Presets.Explosion) wait(1) -- Custom shake: camShake:ShakeOnce(3, 1, 0.2, 1.5) -- Sustained shake: camShake:ShakeSustain(CameraShaker.Presets.Earthquake) -- Stop all sustained shakes: camShake:StopSustained(1) -- Argument is the fadeout time (defaults to the same as fadein time if not supplied) -- Stop only one sustained shake: shakeInstance = camShake:ShakeSustain(CameraShaker.Presets.Earthquake) wait(2) shakeInstance:StartFadeOut(1) -- Argument is the fadeout time NOTE: This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written permission by the developer, Road Turtle Games, to port this to Roblox. Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148 GitHub repository: https://github.com/Sleitnick/RbxCameraShaker --]]
local CameraShaker = {} CameraShaker.__index = CameraShaker local profileBegin = debug.profilebegin local profileEnd = debug.profileend local profileTag = "CameraShakerUpdate" local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local RAD = math.rad local v3Zero = V3() local CameraShakeInstance = require(script.CameraShakeInstance) local CameraShakeState = CameraShakeInstance.CameraShakeState local defaultPosInfluence = V3(0, 0, 0) local defaultRotInfluence = V3(1, 1, 1) CameraShaker.CameraShakeInstance = CameraShakeInstance CameraShaker.Presets = require(script.CameraShakePresets) function CameraShaker.new(renderPriority, callback) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:StopSustained(duration) for _,c in pairs(self._camShakeInstances) do if (c.fadeOutDuration == 0) then c:StartFadeOut(duration or c.fadeInDuration) end end end function CameraShaker:Update(dt) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then local shake = c:UpdateShake(dt) posAddShake = posAddShake + (shake * c.PositionInfluence) rotAddShake = rotAddShake + (shake * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
--Delete it because the old one name PurchaseHandler will delete purchases before the new one --called PurchaseHandlerNew can get to it.
for k = 1,#tycoons,1 do tycoons[k].PurchaseHandler:Destroy() end print("Latest-----------------2020/06/03") local content = script:WaitForChild("Content") content.PlayerStatManager.Parent = script.Parent
-- Enums --
elseif (itemType == 'Enum') then Enums[item.Name] = item item.EnumItems = {} elseif (itemType == 'EnumItem') then Enums[item.Enum].EnumItems[item.Name] = item end end return { Classes = Classes; Enums = Enums; GetProperties = getProperties; IsEnum = isEnum; } end
--thats the end of the script people! HOPE YOU LIKE IT!
--TheNexusAvenger --Configuration of the rocket launcher.
return { --Reload time of the rocket. ROCKET_RELOAD_TIME = 3, --Times for showing rocket. ROCKET_RELOAD_WAIT_TO_SHOW_TIME = 1, ROCKET_RELOAD_VISIBLE_TIME = 0.45, --Speed of the rocket. ROCKET_LAUNCH_SPEED = 60, --List of the instances to ignore by name. Case does not matter. IGNORE_LIST = { rocket = true, effect = true, water = true, handle = true, reflector = true, }, --Blast radius of the rocket. BLAST_RADIUS = 7, --Force of rocket launcher blast. FORCE_GRANULARITY = 2, BLAST_PRESSURE = 750000, --Time before the rocket disappears after launching. ROCKET_DECAY_TIME = 30, --Maximum and minimum damage of the rocket on characters. MAX_DAMAGE = 80, MIN_DAMAGE = 42, }
--Stickmasterluke --A nice simple axe
sp=script.Parent r=game:service("RunService") anims={"RightSlash","LeftSlash","OverHeadSwing"} basedamage=0 + (script.Parent.AddDam.Value/4) slashdamage=15 + script.Parent.AddDam.Value swingdamage=15 + script.Parent.AddDam.Value damage=basedamage sword=sp.Handle sp.Taunting.Value=false local SlashSound=Instance.new("Sound") SlashSound.SoundId="rbxasset://sounds\\swordslash.wav" SlashSound.Parent=sword SlashSound.Volume=.7 local UnsheathSound=Instance.new("Sound") UnsheathSound.SoundId="rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent=sword UnsheathSound.Volume=0 function blow(hit) if (hit.Parent==nil) then return end -- happens when bullet hits sword local humanoid=hit.Parent:findFirstChild("Humanoid") local vCharacter=sp.Parent local vPlayer=game.Players:playerFromCharacter(vCharacter) local hum=vCharacter:findFirstChild("Humanoid") -- non-nil if sp held by a character if humanoid~=nil and humanoid~=hum and hum~=nil then -- final check, make sure sword is in-hand local right_arm=vCharacter:FindFirstChild("Right Arm") if (right_arm~=nil) then local joint=right_arm:FindFirstChild("RightGrip") if (joint~=nil and (joint.Part0==sword or joint.Part1==sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag=Instance.new("ObjectValue") creator_tag.Value=player creator_tag.Name="creator" creator_tag.Parent=humanoid end function untagHumanoid(humanoid) if humanoid~=nil then local tag=humanoid:findFirstChild("creator") if tag~=nil then tag.Parent=nil end end end sp.Enabled=true function onActivated() if sp.Enabled and not sp.Taunting.Value then sp.Enabled=false local character=sp.Parent; local humanoid=character.Humanoid if humanoid==nil then print("Humanoid not found") return end SlashSound:play() newanim=anims[math.random(1,#anims)] while newanim==sp.RunAnim.Value do newanim=anims[math.random(1,#anims)] end sp.RunAnim.Value=newanim if newanim=="OverHeadSwing" then damage=swingdamage else damage=slashdamage end wait(1) damage=basedamage sp.Enabled=true end end function onEquipped() UnsheathSound:play() end sp.Activated:connect(onActivated) sp.Equipped:connect(onEquipped) connection=sword.Touched:connect(blow)
----------------- --| Constants |-- -----------------
local GRAVITY_ACCELERATION = 196.2 local RELOAD_TIME = tool.Configurations.ReloadTime.Value -- Seconds until tool can be used again local ROCKET_SPEED = tool.Configurations.RocketSpeed.Value -- Speed of the projectile local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534' local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25) local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27) local RocketScript = script:WaitForChild('Rocket') local SwooshSound = script:WaitForChild('Swoosh') local BoomSound = script:WaitForChild('Boom') local attackCooldown = tool.Configurations.AttackCooldown.Value local damage = tool.Configurations.Damage.Value local reloadTime = tool.Configurations.ReloadTime.Value local function createEvent(eventName) local event = game.ReplicatedStorage:FindFirstChild(eventName) if not event then event = Instance.new("RemoteEvent", game.ReplicatedStorage) event.Name = eventName end return event end local updateEvent = createEvent("ROBLOX_RocketUpdateEvent") local equipEvent = createEvent("ROBLOX_RocketEquipEvent") local unequipEvent = createEvent("ROBLOX_RocketUnequipEvent") local fireEvent = createEvent("ROBLOX_RocketFireEvent") updateEvent.OnServerEvent:connect(function(player, neckC0, rshoulderC0) local character = player.Character local humanoid = character.Humanoid if humanoid.Health <= 0 then return end if humanoid.RigType == Enum.HumanoidRigType.R6 then character.Torso.Neck.C0 = neckC0 character.Torso:FindFirstChild("Right Shoulder").C0 = rshoulderC0 gunWeld = character:FindFirstChild("Right Arm"):WaitForChild("RightGrip") elseif humanoid.RigType == Enum.HumanoidRigType.R15 then character.Head.Neck.C0 = neckC0 character.RightUpperArm.RightShoulder.C0 = rshoulderC0 gunWeld = character.RightHand:WaitForChild("RightGrip") end end) equipEvent.OnServerEvent:connect(function(player) player.Character.Humanoid.AutoRotate = false end) unequipEvent.OnServerEvent:connect(function(player) player.Character.Humanoid.AutoRotate = true end)
-- CastBehavior.CosmeticBulletTemplate = CosmeticBullet -- Uncomment if you just want a simple template part and aren't using PartCache
CastBehavior.CosmeticBulletProvider = CosmeticPartProvider -- Comment out if you aren't using PartCache. CastBehavior.CosmeticBulletContainer = CosmeticBulletsFolder CastBehavior.Acceleration = BULLET_GRAVITY CastBehavior.AutoIgnoreContainer = false -- We already do this! We don't need the default value of true (see the bottom of this script)
-- Local private variables and constants
local UNIT_X = Vector3.new(1,0,0) local UNIT_Y = Vector3.new(0,1,0) 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 local VR_PITCH_FRACTION = 0.25 local tweenAcceleration = math.rad(220) --Radians/Second^2 local tweenSpeed = math.rad(0) --Radians/Second local tweenMaxSpeed = math.rad(250) --Radians/Second local TIME_BEFORE_AUTO_ROTATE = 2.0 --Seconds, used when auto-aligning camera with vehicles local PORTRAIT_OFFSET = Vector3.new(0,-3,0) local bindAtPriorityFlagExists, bindAtPriorityFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPlayerScriptsBindAtPriority") end) local FFlagPlayerScriptsBindAtPriority = bindAtPriorityFlagExists and bindAtPriorityFlagEnabled
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
function RayCast(startPos, vec, rayLength) local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle) if hitObject and hitPos then local distance = rayLength - (hitPos - startPos).magnitude if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then -- there is a chance here for potential infinite recursion return RayCast(hitPos, vec, distance) end end return hitObject, hitPos end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new("ObjectValue") creatorTag.Value = player creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new("StringValue") weaponIconTag.Value = IconURL weaponIconTag.Name = "icon" weaponIconTag.Parent = creatorTag end local function CreateBullet(bulletPos) local bullet = Instance.new('Part', Workspace) bullet.FormFactor = Enum.FormFactor.Custom bullet.Size = Vector3.new(0.1, 0.1, 0.1) bullet.BrickColor = BrickColor.new("Black") bullet.Shape = Enum.PartType.Block bullet.CanCollide = false bullet.CFrame = CFrame.new(bulletPos) bullet.Anchored = true bullet.TopSurface = Enum.SurfaceType.Smooth bullet.BottomSurface = Enum.SurfaceType.Smooth bullet.Name = 'Bullet' DebrisService:AddItem(bullet, 2.5) return bullet end local function Reload() if not Reloading then Reloading = true -- Don't reload if you are already full or have no extra ammo if AmmoInClip ~= ClipSize and SpareAmmo > 0 then if RecoilTrack then RecoilTrack:Stop() end if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = true end end script.Parent.Handle.Reload:Play() wait(ReloadTime) -- Only use as much ammo as you have local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo) AmmoInClip = AmmoInClip + ammoToUse SpareAmmo = SpareAmmo - ammoToUse UpdateAmmo(AmmoInClip) WeaponGui.Reload.Visible = false end Reloading = false end end function OnFire() if IsShooting then return end if MyHumanoid and MyHumanoid.Health > 0 then if RecoilTrack and AmmoInClip > 0 then RecoilTrack:Play() end IsShooting = true while LeftButtonDown and AmmoInClip > 0 and not Reloading do if Spread and not DecreasedAimLastShot then Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount) UpdateCrosshair(Spread) end DecreasedAimLastShot = not DecreasedAimLastShot if Handle:FindFirstChild('FireSound') then Handle.FireSound:Play() Handle.Flash.Enabled = true end if MyMouse then local targetPoint = MyMouse.Hit.p local shootDirection = (targetPoint - Handle.Position).unit -- Adjust the shoot direction randomly off by a little bit to account for recoil shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread, (0.5 - math.random()) * 2 * Spread) * shootDirection local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range) local bullet -- Create a bullet here if hitObject then bullet = CreateBullet(bulletPos) end if hitObject and hitObject.Parent then local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid") if hitHumanoid then local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent) if MyPlayer.Neutral or hitPlayer then TagHumanoid(hitHumanoid, MyPlayer) hitHumanoid:TakeDamage(Damage) if bullet then bullet:Destroy() bullet = nil --bullet.Transparency = 1 end Spawn(UpdateTargetHit) end end end AmmoInClip = AmmoInClip - 1 UpdateAmmo(AmmoInClip) end wait(FireRate) end Handle.Flash.Enabled = false IsShooting = false if AmmoInClip == 0 then Handle.Tick:Play() WeaponGui.Reload.Visible = true end if RecoilTrack then RecoilTrack:Stop() end end end local TargetHits = 0 function UpdateTargetHit() TargetHits = TargetHits + 1 if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = true end wait(0.5) TargetHits = TargetHits - 1 if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then WeaponGui.Crosshair.TargetHitImage.Visible = false end end function UpdateCrosshair(value, mouse) if WeaponGui then local absoluteY = 650 WeaponGui.Crosshair:TweenSize( UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.33) end end function UpdateAmmo(value) if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then WeaponGui.Crosshair.ReloadingLabel.Visible = false end end if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo end end function OnMouseDown() LeftButtonDown = true OnFire() end function OnMouseUp() LeftButtonDown = false end function OnKeyDown(key) if string.lower(key) == 'r' then Reload() end end function OnEquipped(mouse) Handle.EquipSound:Play() RecoilAnim = WaitForChild(Tool, 'Recoil') FireSound = WaitForChild(Handle, 'FireSound') MyCharacter = Tool.Parent MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter) MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyTorso = MyCharacter:FindFirstChild('Torso') MyMouse = mouse WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone() if WeaponGui and MyPlayer then WeaponGui.Parent = MyPlayer.PlayerGui UpdateAmmo(AmmoInClip) end if RecoilAnim then RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim) end if MyMouse then -- Disable mouse icon MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154" MyMouse.Button1Down:connect(OnMouseDown) MyMouse.Button1Up:connect(OnMouseUp) MyMouse.KeyDown:connect(OnKeyDown) end end
--Main
local Linear: any = {} Linear.__index = Linear function Linear.new(...: Vector3): () local points: {Vector3} = {...} local length: number do length = 0 for i, point in ipairs(points) do if i == 1 then continue end local prevPoint: Vector3 = points[i - 1] length += (point - prevPoint).Magnitude end end return setmetatable({ Points = points, Length = length }, Linear) end function Linear:Get(val: number): Vector3 val = math.clamp(val, 0, 1) local points: {Vector3} = self.Points local length: number = self.Length local targetLength: number = length * val local currentLength: number = 0 local i: number = 1 local foundPoint: Vector3 = points[1] while true do local thisPoint: Vector3, nextPoint: Vector3 = points[i], points[i + 1] local thisLength: number = (nextPoint - thisPoint).Magnitude if currentLength + thisLength > targetLength then --Mid point must be somewhere between this point and next point local remainingLength: number = targetLength - currentLength foundPoint = thisPoint + (nextPoint - thisPoint).Unit * remainingLength break end currentLength += thisLength i += 1 if i == #points then foundPoint = points[#points] break end end return foundPoint end return { Raw = Linear, new = Linear.new }
--If both DriverControls are enabled and touch controls are enabled then the accelerate and brake buttons will appear.
function VehicleGui:EnableDriverControls() self.driverControlsEnabled = true if self.touchEnabled then self:DisplayTouchDriveControls() end end function VehicleGui:EnableSpeedo() self.speedoFrame.Visible = true end function VehicleGui:DisableSpeedo() self.speedoFrame.Visible = false end function VehicleGui:DisplayTouchDriveControls() self.brakeButton.Visible = true self.accelButton.Visible = true --Read button inputs local ADown = false local BDown = false local HDown = false local function ProcessTouchThrottle() if (ADown and BDown) or (not ADown and not BDown) then self.throttleInput = 0 elseif ADown then self.throttleInput = 1 elseif BDown then self.throttleInput = -1 end if HDown then self.handBrakeInput = 1 else self.handBrakeInput = 0 end end --Accel self.accelButton.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.Touch then ADown = true self.accelButton.ImageTransparency = 1 self.accelButton.Pressed.ImageTransparency = 0 ProcessTouchThrottle() end end) self.accelButton.InputEnded:Connect(function(input) if input.UserInputType == Enum.UserInputType.Touch then ADown = false self.accelButton.ImageTransparency = 0 self.accelButton.Pressed.ImageTransparency = 1 ProcessTouchThrottle() end end) --Brake local lastBrakeTapTime = 0 local brakeLastInputBegan = 0 self.brakeButton.InputBegan:Connect(function(input) if input.UserInputType == Enum.UserInputType.Touch then if tick() - lastBrakeTapTime <= DOUBLE_TAP_THRESHOLD then HDown = true else brakeLastInputBegan = tick() BDown = true end self.brakeButton.ImageTransparency = 1 self.brakeButton.Pressed.ImageTransparency = 0 ProcessTouchThrottle() end end) self.brakeButton.InputEnded:Connect(function(input) if input.UserInputType == Enum.UserInputType.Touch then if not HDown then if tick() - brakeLastInputBegan <= SINGLE_TAP_THRESHOLD then lastBrakeTapTime = tick() end end brakeLastInputBegan = 0 HDown = false BDown = false self.brakeButton.ImageTransparency = 0 self.brakeButton.Pressed.ImageTransparency = 1 ProcessTouchThrottle() end end) end function VehicleGui:EnableTouchControls() if self.touchEnabled then return end self.touchEnabled = true disableJumpButton() self:ConfigureButtons() if self.driverControlsEnabled then self:DisplayTouchDriveControls() end end function VehicleGui:DisableTouchControls() if not self.touchEnabled then return end self.touchEnabled = false enableJumpButton() self.brakeButton.Visible = false self.accelButton.Visible = false end function VehicleGui:EnableKeyboardUI() self.speedoFrame.Size = UDim2.new(0, 400, 0, 90) self.speedoOn.Size = self.speedoFrame.Size self.speedoOff.Size = self.speedoFrame.Size self.speedoFrame.Position = UDim2.new(0.5, 0, 1, -40) self.speedoOn.Image = "rbxassetid://2848312414" self.speedoOff.Image = "rbxassetid://2848312878" self.speedText.TextSize = 40 self.speedText.Size = UDim2.new(0, 60, 0, 40) self.speedText.Position = UDim2.new(0, 215, 0, 94) self.unitText.TextSize = 20 self.unitText.Size = UDim2.new(0, 30, 0, 20) self.unitText.Position = UDim2.new(0, 225, 0, 90) self:DisableTouchControls() end function VehicleGui:EnableTouchUI() self.speedoFrame.Size = UDim2.new(0, 240, 0, 54) self.speedoOn.Size = self.speedoFrame.Size self.speedoOff.Size = self.speedoFrame.Size self.speedoFrame.Position = UDim2.new(0.5, 0, 1, -20) self.speedoOn.Image = "rbxassetid://2847843718" self.speedoOff.Image = "rbxassetid://2847843839" self.speedText.TextSize = 24 self.speedText.Size = UDim2.new(0, 24*3*0.5, 0, 24) self.speedText.Position = UDim2.new(0, 120, 0, 54) self.unitText.TextSize = 12 self.unitText.Size = UDim2.new(0, 12*3*0.5, 0, 12) self.unitText.Position = UDim2.new(0, 125, 0, 54) self:EnableTouchControls() end function VehicleGui:EnableGamepadUI() self.speedoFrame.Size = UDim2.new(0, 600, 0, 135) self.speedoOn.Size = self.speedoFrame.Size self.speedoOff.Size = self.speedoFrame.Size self.speedoFrame.Position = UDim2.new(0.5, 0, 1, -40) self.speedoOn.Image = "rbxassetid://2836208803" self.speedoOff.Image = "rbxassetid://2836208488" self.speedText.TextSize = 60 self.speedText.Size = UDim2.new(0, 90, 0, 60) self.speedText.Position = UDim2.new(0, 315, 0, 140) self.unitText.TextSize = 30 self.unitText.Size = UDim2.new(0, 45, 0, 30) self.unitText.Position = UDim2.new(0, 325, 0, 135) self:DisableTouchControls() end return VehicleGui
--[[ Adds a change listener. When the watched state changes value, the listener will be fired. Returns a function which, when called, will disconnect the change listener. As long as there is at least one active change listener, this Observer will be held in memory, preventing GC, so disconnecting is important. ]]
function class:onChange(callback: () -> ()): () -> () self._numChangeListeners += 1 self._changeListeners[callback] = true -- disallow gc (this is important to make sure changes are received) strongRefs[self] = true local disconnected = false return function() if disconnected then return end disconnected = true self._changeListeners[callback] = nil self._numChangeListeners -= 1 if self._numChangeListeners == 0 then -- allow gc if all listeners are disconnected strongRefs[self] = nil end end end local function Observer(watchedState: PubTypes.Value<any>): Types.Observer local self = setmetatable({ type = "State", kind = "Observer", dependencySet = {[watchedState] = true}, dependentSet = {}, _changeListeners = {}, _numChangeListeners = 0 }, CLASS_METATABLE) initDependency(self) -- add this object to the watched state's dependent set watchedState.dependentSet[self] = true return self end return Observer
--[[Engine]]
--Torque Curve Tune.Horsepower = 510
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Fog",Paint) end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Darkgreen",Paint) end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 50 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6500 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=90; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(10000000000000000000000000000); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=30.9; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=9200; JeffTheKillerHumanoid.JumpPower=90; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--[[ We need a lot of information to determine which collisions to filter, but they are all condensed into one place to minimize redundant loops in case someone is spam-spawning characters with hundreds of limbs. Returns the following information: limbs: { ["Arm"] = { LeftUpperArm, LeftLowerArm, LeftHand, RightUpperArm, RightLowerArm, RightHand}, ["Head"] = { Head }, ["Torso"] = { LowerTorso, UpperTorso }, ... } limbRootParts: { {Part=Head, Type=Head}, {Part=LeftUpperArm, Type="Arm"}, {Part=RightUpperArm, Type="Arm"}, ... } limbParents: { ["Arm"] = { "Torso" }, ["Head"] = { "Torso" }, ["Torso"] = {}, ... } --]]
function getLimbs(characterRoot, attachmentMap) local limbs = {} local limbRootParts = {} local limbParents = {} local function parsePart(part, lastLimb) if part.Name ~= "HumanoidRootPart" then local limbType = getLimbType(part.Name) limbs[limbType] = limbs[limbType] or {} table.insert(limbs[limbType], part) --//local limbData = limbs[limbType] if limbType ~= lastLimb then limbParents[limbType] = limbParents[limbType] or {} if lastLimb then limbParents[limbType][lastLimb] = true end table.insert(limbRootParts, {Part=part, Type=limbType}) lastLimb = limbType end end for _,v in pairs(part:GetChildren()) do if v:isA("Attachment") and attachmentMap[v.Name] then local part1 = attachmentMap[v.Name].Attachment1.Parent if part1 and part1 ~= part then parsePart(part1, lastLimb) end end end end parsePart(characterRoot) return limbs, limbRootParts, limbParents end function createNoCollision(part0, part1) local noCollision = Instance.new("NoCollisionConstraint") noCollision.Name = part0.Name.."<->"..part1.Name noCollision.Part0 = part0 noCollision.Part1 = part1 return noCollision end return function(attachmentMap, characterRoot) local noCollisionConstraints = Instance.new("Folder") noCollisionConstraints.Name = "NoCollisionConstraints" local limbs, limbRootParts, limbParents = getLimbs(characterRoot, attachmentMap) --[[ Disable collisions between all limb roots (e.g. left/right shoulders, head, etc) unless one of them is a parent of the other (handled in next step). This is to ensure limbs maintain free range of motion and we don't have issues like - Large shoulders clipping with the head and all of them being unable to move - Legs being stuck together because rotating would cause the collision boxes to intersect --]] for i=1, #limbRootParts do for j=i+1, #limbRootParts do local limbType0, limbType1 = limbRootParts[i].Type, limbRootParts[j].Type if not (limbParents[limbType0][limbType1] or limbParents[limbType1][limbType0]) then createNoCollision(limbRootParts[i].Part, limbRootParts[j].Part).Parent = noCollisionConstraints end end end --[[ Disable collisions between limbs and their parent limbs. This is mostly to address bundle torsos having insane hitboxes that touch more than just limb roots --]] for limbType, parts in pairs(limbs) do for parentLimbType,_ in pairs(limbParents[limbType]) do for _,part2 in pairs(limbs[parentLimbType]) do for _,part in pairs(parts) do createNoCollision(part, part2).Parent = noCollisionConstraints end end end end return noCollisionConstraints end
-- newAnimal:SetPrimaryPartCFrame(oldCF) -- newAnimal.Parent = workspace.Structures
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Valkyrie Helm" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(1, 0.8, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentForward = Vector3.new (0, -0.255, -0.967) h.AttachmentPos = Vector3.new(0, -0.34, -0.24) h.AttachmentRight = Vector3.new (1, 0, 0) h.AttachmentUp = Vector3.new (0, 0.967, -0.255) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--Make the character temporarily invisible & Invincible --Make Player Camera follow one of the orbs --(Possibly) Create sparkles splash effect --Spawn the Character at the targeted destination
local Light_Segments = 10 local LightBallAnimations = {} local TrackOrb,FixCam = script:WaitForChild("TrackOrb"),script:WaitForChild("FixCam") local AffectedParts = {} local Parts = Character:GetDescendants() for i=1,#Parts do if Parts[i]:IsA("BasePart") then AffectedParts[#AffectedParts+1] = {Part = Parts[i], Transparency = Parts[i].Transparency,CanCollide = Parts[i].CanCollide,Anchored = Parts[i].Anchored} Parts[i].CanCollide = false Parts[i].Transparency = 1 Parts[i].Anchored = true end end local ForceFieldExists = Character:FindFirstChildOfClass("ForceField") local ForceField if ForceFieldExists then ForceFieldExists.Visible = false end if not ForceFieldExists then -- give invincibility when travelling ForceField = Create("ForceField"){ Name = "Invincibility", Visible = false, Parent = Character } end local HeldTool = Character:FindFirstChildOfClass("Tool") if HeldTool then Humanoid:UnequipTools() end
--Made by Luckymaxer
Humanoid = script.Parent Humanoid.PlatformStand = true Humanoid.AutoRotate = false Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false elseif Property == "PlatformStand" then Humanoid.PlatformStand = true elseif Property == "AutoRotate" then Humanoid.AutoRotate = false end end)
-- 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 function methods:CalculateSize() if self.CalculatingSizeLock then return end self.CalculatingSizeLock = true local lastPos = self.GuiObject.Size self.GuiObject.Size = UDim2.new(1, 0, 0, 1000) local textSize = nil local bounds = nil if self:IsFocused() or self.TextBox.Text ~= "" then textSize = self.TextBox.textSize bounds = self.TextBox.TextBounds.Y else textSize = self.TextLabel.textSize bounds = self.TextLabel.TextBounds.Y end self.GuiObject.Size = lastPos 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) messageModeTextButton.Text = string.format("[%s] ", targetChannel) 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('To chat click here or press "/" key') end 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
--!strict
export type WeakMap<T, V> = { -- method definitions get: (self: WeakMap<T, V>, T) -> V, set: (self: WeakMap<T, V>, T, V) -> WeakMap<T, V>, has: (self: WeakMap<T, V>, T) -> boolean, } local WeakMap = {} WeakMap.__index = WeakMap function WeakMap.new(): WeakMap<any, any> local weakMap = setmetatable({}, { __mode = "k" }) return (setmetatable({ _weakMap = weakMap }, WeakMap) :: any) :: WeakMap<any, any> end function WeakMap:get(key) return self._weakMap[key] end function WeakMap:set(key, value) self._weakMap[key] = value return self end function WeakMap:has(key): boolean return self._weakMap[key] ~= nil end return WeakMap
--------------| SYSTEM SETTINGS |--------------
Prefix = ":"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 0; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
-- [[ VR Support Section ]] --
function BaseCamera:GetCameraHeight() if VRService.VREnabled and not self.inFirstPerson then return math.sin(VR_ANGLE) * self.currentSubjectDistance end return 0 end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__ReplicatedStorage__2 = game.ReplicatedStorage; local v3 = require(game.ReplicatedStorage.Modules.Lightning); local v4 = require(game.ReplicatedStorage.Modules.Xeno); local v5 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__6 = game.TweenService; local l__Debris__7 = game.Debris; function v1.RunStompFx(p1, p2, p3, p4) local v8 = game.ReplicatedStorage.KillFX.Sero.Cero:Clone(); v8.PrimaryPart.CFrame = CFrame.new(p2.CFrame.p) * CFrame.new(math.random(-25, 25), math.random(7, 15), math.random(-25, 25)); v8.PrimaryPart.CFrame = CFrame.lookAt(v8.PrimaryPart.CFrame.p, p2.Position + CFrame.new(0, 5, 0).Position); v8.Parent = workspace.Ignored.Animations; for v9, v10 in pairs(v8:GetChildren()) do if v10:IsA("BasePart") and v10.Name ~= "HumanoidRootPart" then game.TweenService:Create(v10, TweenInfo.new(0.7, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut), { Transparency = 0 }):Play(); end; end; game.Debris:AddItem(v8, 3); v8.gg:Play(); local v11 = v8.AnimationController:LoadAnimation(v8.Animation); v11:Play(); v11:AdjustSpeed(0.7); v11:GetMarkerReachedSignal("Blast"):Connect(function() v8.ar:Play(); v11:AdjustSpeed(1.3); local v12 = game.ReplicatedStorage.KillFX.Sero.Beam:Clone(); local l__Magnitude__13 = (p2.Position - v8.Head.Attachment.WorldPosition).Magnitude; v12.Parent = v8; v12.CFrame = CFrame.lookAt(v8.Head.Attachment.WorldPosition, p2.Position) * CFrame.new(0, 0, -l__Magnitude__13 / 2) * CFrame.Angles(1.5707963267948966, 0, 0); task.delay(0.1, function() for v14, v15 in pairs(p2.Parent:GetDescendants()) do if v15:IsA("BasePart") then v15.Transparency = 1; end; end; v12.Sound:Play(); local v16 = game.ReplicatedStorage.KillFX.Sero.Particle:Clone(); local v17 = Instance.new("Attachment", p2); v16.Parent = p2; for v18, v19 in pairs(v16:GetChildren()) do v19.Enabled = true; v19.Parent = v17; end; task.wait(0.25); for v20, v21 in pairs(v17:GetChildren()) do v21.Enabled = false; end; end); task.delay(0, function() game.TweenService:Create(v12, TweenInfo.new(0.4, Enum.EasingStyle.Bounce), { Transparency = 0.5, Size = Vector3.new(7, l__Magnitude__13 + 15, 7) }):Play(); while true do v12.Attachment.Position = Vector3.new(0, v12.Size.Y / 2, 0); v12.Attachment1.Position = Vector3.new(0, -v12.Size.Y / 2, 0); v12.CFrame = CFrame.lookAt(v8.Head.Attachment.WorldPosition, p2.Position) * CFrame.new(0, 0, -l__Magnitude__13 / 2 - 10) * CFrame.Angles(1.5707963267948966, 0, 0); task.wait(); if v8.Parent == nil then break; end; end; end); v8.Sound:Play(); task.delay(0.25, function() for v22, v23 in pairs(v8:GetChildren()) do if v23:IsA("BasePart") and v23.Name ~= "HumanoidRootPart" then game.TweenService:Create(v23, TweenInfo.new(1, Enum.EasingStyle.Cubic, Enum.EasingDirection.InOut), { Transparency = 1 }):Play(); end; end; task.wait(0.25); for v24, v25 in pairs(v12.Beam:GetChildren()) do v25.Enabled = false; end; game.TweenService:Create(v12, TweenInfo.new(0.5, Enum.EasingStyle.Quart), { Transparency = 0, Size = Vector3.new(0, l__Magnitude__13 + 15, 0) }):Play(); end); end); return nil; end; return v1;
-- Define the duration of the tween animation
local tweenDuration = 0.2
-- Filter certain DOM attributes (e.g. src, href) if their values are empty strings. -- This prevents e.g. <img src=""> from making an unnecessary HTTP request for certain browsers.
exports.enableFilterEmptyStringAttributesDOM = true
-- Leaderboard
function loadLeaderstats(player) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local highScore = Instance.new("IntValue") highScore.Name = "High Score" highScore.Parent = stats highScore.Value = 0 local currentScore = Instance.new("IntValue") currentScore.Name = "Score" currentScore.Parent = stats stats.Parent = player end function initialiseRunStats(player) if player:FindFirstChild("RunStats") then player.RunStats.Distance.Value = 0 player.RunStats.CoinsCollected.Value = 0 end end function showResults(player) local resultsGUI = game.ServerStorage.GUIs.PostRunGUI:Clone() resultsGUI.Frame.DistanceValue.Text = player.RunStats.Distance.Value resultsGUI.Frame.CoinsValue.Text = player.RunStats.CoinsCollected.Value resultsGUI.Frame.ScoreValue.Text = player.leaderstats.Score.Value resultsGUI.Parent = player.PlayerGui return resultsGUI end function initialiseNewRun(player, delayTime, charExpected, showLastResults) if not path then while not path do wait() end end local lastResultsGUI = nil if showLastResults then lastResultsGUI = showResults(player) end if delayTime ~= 0 then wait(delayTime) end if lastResultsGUI ~= nil then lastResultsGUI:Destroy() end if player and player.Parent then -- charExpected is needed to avoid calling LoadCharacter on players leaving the game if player.Character or charExpected == false then player:LoadCharacter() initialiseRunStats(player) local playersPath = path() lastActivePath[player.Name] = playersPath playersPath:init(player.Name) end end end function setUpPostRunStats(player) local folder = Instance.new("Folder") folder.Name = "RunStats" folder.Parent = player local currentDistance = Instance.new("IntValue") currentDistance.Name = "Distance" currentDistance.Value = 0 currentDistance.Parent = folder local coinsCollected = Instance.new("IntValue") coinsCollected.Name = "CoinsCollected" coinsCollected.Value = 0 coinsCollected.Parent = folder end function onPlayerEntered(player) player.CharacterAdded:connect(function(character) local humanoid = character:WaitForChild("Humanoid") if humanoid then humanoid.Died:connect(function() initialiseNewRun(player, 3, true, true) end) end end) -- Initial loading loadLeaderstats(player) setUpPostRunStats(player) -- Start game initialiseNewRun(player, 0, false, false) end game.Players.PlayerAdded:connect(onPlayerEntered) function onPlayerRemoving(player) local track = game.Workspace.Tracks:FindFirstChild(player.Name) if track ~= nil then track:Destroy() end end game.Players.PlayerRemoving:connect(onPlayerRemoving) for _, player in pairs(game.Players:GetChildren()) do onPlayerEntered(player) end
--//////////////////////////////////////////////////////////////////////////////////////////// --///////////// Code to talk to topbar and maintain set/get core backwards compatibility stuff --////////////////////////////////////////////////////////////////////////////////////////////
local Util = {} do function Util.Signal() local sig = {} local mSignaler = Instance.new('BindableEvent') local mArgData = nil local mArgDataCount = nil function sig:fire(...) mArgData = {...} mArgDataCount = select('#', ...) mSignaler:Fire() end function sig:connect(f) if not f then error("connect(nil)", 2) end return mSignaler.Event:connect(function() f(unpack(mArgData, 1, mArgDataCount)) end) end function sig:wait() mSignaler.Event:wait() assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(mArgData, 1, mArgDataCount) end return sig end end function SetVisibility(val) ChatWindow:SetVisible(val) moduleApiTable.VisibilityStateChanged:fire(val) moduleApiTable.Visible = val if (moduleApiTable.IsCoreGuiEnabled) then if (val) then InstantFadeIn() else InstantFadeOut() end end end local DoChatBarFocus = nil do moduleApiTable.TopbarEnabled = true moduleApiTable.MessageCount = 0 moduleApiTable.Visible = true moduleApiTable.IsCoreGuiEnabled = true function moduleApiTable:ToggleVisibility() SetVisibility(not ChatWindow:GetVisible()) end function moduleApiTable:SetVisible(visible) if (ChatWindow:GetVisible() ~= visible) then SetVisibility(visible) end end function moduleApiTable:FocusChatBar() ChatBar:CaptureFocus() end function moduleApiTable:EnterWhisperState(player) ChatBar:EnterWhisperState(player) end function moduleApiTable:GetVisibility() return ChatWindow:GetVisible() end function moduleApiTable:GetMessageCount() return self.MessageCount end function moduleApiTable:TopbarEnabledChanged(enabled) self.TopbarEnabled = enabled self.CoreGuiEnabled:fire(game:GetService("StarterGui"):GetCoreGuiEnabled(Enum.CoreGuiType.Chat)) end function moduleApiTable:IsFocused(useWasFocused) return ChatBar:IsFocused() end moduleApiTable.ChatBarFocusChanged = Util.Signal() moduleApiTable.VisibilityStateChanged = Util.Signal() moduleApiTable.MessagesChanged = Util.Signal() moduleApiTable.MessagePosted = Util.Signal() moduleApiTable.CoreGuiEnabled = Util.Signal() moduleApiTable.ChatMakeSystemMessageEvent = Util.Signal() moduleApiTable.ChatWindowPositionEvent = Util.Signal() moduleApiTable.ChatWindowSizeEvent = Util.Signal() moduleApiTable.ChatBarDisabledEvent = Util.Signal() function moduleApiTable:fChatWindowPosition() return ChatWindow.GuiObject.Position end function moduleApiTable:fChatWindowSize() return ChatWindow.GuiObject.Size end function moduleApiTable:fChatBarDisabled() return not ChatBar:GetEnabled() end if FFlagUserHandleChatHotKeyWithContextActionService then local TOGGLE_CHAT_ACTION_NAME = "ToggleChat" -- Callback when chat hotkey is pressed local function handleAction(actionName, inputState, inputObject) if actionName == TOGGLE_CHAT_ACTION_NAME and inputState == Enum.UserInputState.Begin and canChat and inputObject.UserInputType == Enum.UserInputType.Keyboard then DoChatBarFocus() end end ContextActionService:BindAction(TOGGLE_CHAT_ACTION_NAME, handleAction, true, Enum.KeyCode.Slash) else function moduleApiTable:SpecialKeyPressed(key, modifiers) if (key == Enum.SpecialKey.ChatHotkey) then if canChat then DoChatBarFocus() end end end end end moduleApiTable.CoreGuiEnabled:connect(function(enabled) moduleApiTable.IsCoreGuiEnabled = enabled enabled = enabled and (moduleApiTable.TopbarEnabled or ChatSettings.ChatOnWithTopBarOff) ChatWindow:SetCoreGuiEnabled(enabled) if (not enabled) then ChatBar:ReleaseFocus() InstantFadeOut() else InstantFadeIn() end end) function trimTrailingSpaces(str) local lastSpace = #str while lastSpace > 0 do --- The pattern ^%s matches whitespace at the start of the string. (Starting from lastSpace) if str:find("^%s", lastSpace) then lastSpace = lastSpace - 1 else break end end return str:sub(1, lastSpace) end moduleApiTable.ChatMakeSystemMessageEvent:connect(function(valueTable) if (valueTable["Text"] and type(valueTable["Text"]) == "string") then while (not DidFirstChannelsLoads) do wait() end local channel = ChatSettings.GeneralChannelName local channelObj = ChatWindow:GetChannel(channel) if (channelObj) then local messageObject = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channel, IsFiltered = true, MessageLength = string.len(valueTable.Text), MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(valueTable.Text)), Message = trimTrailingSpaces(valueTable.Text), MessageType = ChatConstants.MessageTypeSetCore, Time = os.time(), ExtraData = valueTable, } channelObj:AddMessageToChannel(messageObject) ChannelsBar:UpdateMessagePostedInChannel(channel) moduleApiTable.MessageCount = moduleApiTable.MessageCount + 1 moduleApiTable.MessagesChanged:fire(moduleApiTable.MessageCount) end end end) moduleApiTable.ChatBarDisabledEvent:connect(function(disabled) if canChat then ChatBar:SetEnabled(not disabled) if (disabled) then ChatBar:ReleaseFocus() end end end) moduleApiTable.ChatWindowSizeEvent:connect(function(size) ChatWindow.GuiObject.Size = size end) moduleApiTable.ChatWindowPositionEvent:connect(function(position) ChatWindow.GuiObject.Position = position end)
-- parry
end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--[[ Finds an empty canvas spot and returns it. Returns: - isSuccess (boolean): true if spot can be found, false if the canvas is full ]]
function Canvas:getEmptySpot() if self:isFull() then return false, constants.Errors.CanvasFull end local emptySpots = {} for _, spot in ipairs(self.spots) do if not spot:hasArt() then table.insert(emptySpots, spot) end end local spotIndex = self.rng:NextInteger(1, #emptySpots) return true, emptySpots[spotIndex] end
--Check if player has access to panel, and copy the appropriate version to their PlayerGUI
function givePanel(player) for i, v in next, _G.panelAdmins do if i == player.UserId then local kick, ban, unban, shutdown, kill, broadcast = false, false, false, false, false, false for s in string.gmatch(v, "%a+") do if s == "kick" then kick = true elseif s == "ban" then ban = true elseif s == "unban" then unban = true elseif s == "shutdown" then shutdown = true elseif s == "kill" then kill = true elseif s == "broadcast" then broadcast = true end end local panel = script.PartnerPanelGui:Clone() if not kick then panel.MenuFrame.KickPlayer:Destroy() panel.KickMenuFrame:Destroy() panel.Events.KickFunction:Destroy() end if not ban then panel.MenuFrame.BanPlayer:Destroy() panel.BanMenuFrame:Destroy() panel.Events.BanFunction:Destroy() end if not unban then panel.MenuFrame.UnbanPlayer:Destroy() panel.UnbanMenuFrame:Destroy() panel.Events.UnbanFunction:Destroy() end if not shutdown then panel.MenuFrame.ShutdownServer:Destroy() panel.Events.ShutdownEvent:Destroy() end if not kill then panel.MenuFrame.KillPlayer:Destroy() panel.KillMenuFrame:Destroy() panel.Events.KillFunction:Destroy() end if not broadcast then panel.MenuFrame.BroadcastMessage:Destroy() panel.BroadcastMenuFrame:Destroy() panel.Events.BroadcastEvent:Destroy() end panel.Parent = player.PlayerGui break end end end function thread() while true do if workspace.FilteringEnabled == false then script:Remove() warn("FilteringEnabled is required to run the Kaixeleron admin panel.") break end wait() end end spawn(thread)
--[=[ @within Plasma @function row @tag widgets @param options {padding: Vector2} @param children () -> () -- Children Lays out children horizontally ]=]
local Runtime = require(script.Parent.Parent.Runtime) local automaticSize = require(script.Parent.Parent.automaticSize) return Runtime.widget(function(options, fn) if type(options) == "function" and fn == nil then fn = options options = {} end if options.padding then if type(options.padding) == "number" then options.padding = UDim.new(0, options.padding) end else options.padding = UDim.new(0, 10) end local refs = Runtime.useInstance(function(ref) local Frame = Instance.new("Frame") Frame.BackgroundTransparency = 1 local UIListLayout = Instance.new("UIListLayout") UIListLayout.SortOrder = Enum.SortOrder.LayoutOrder UIListLayout.FillDirection = Enum.FillDirection.Horizontal UIListLayout.Padding = options.padding UIListLayout.Parent = Frame ref.frame = Frame automaticSize(Frame) return Frame end) local frame = refs.frame frame.UIListLayout.HorizontalAlignment = options.alignment or Enum.HorizontalAlignment.Left Runtime.scope(fn) end)
-- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.
settings.UseGlobalBackgroundMusic = true -- If you want to play Global Background Music for everyone in your game, set this to true. settings.UseMusicZones = true -- If you are using the Background Music Zones to play specific music in certain areas, set this to true. settings.DisplayMuteButton = true -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music. settings.MusicFadeoutTime = 2 -- How long music takes to fade out, in seconds. settings.MusicOnlyPlaysWithinZones = false -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play. return settings
-- Public Constructors
function RadioButtonLabelClass.new(frame) local self = setmetatable({}, RadioButtonLabelClass) self._Maid = Lazy.Utilities.Maid.new() self.Frame = frame self.Button = frame.RadioContainer.RadioButton init(self) self:SetValue(false) return self end function RadioButtonLabelClass.Create(text) local cbLabel = RADIOBUTTON_LABEL:Clone() cbLabel.Label.Text = text return RadioButtonLabelClass.new(cbLabel) end
-- Connect the "leaderboardSetup()" function to the "PlayerAdded" event
Players.PlayerAdded:Connect(leaderboardSetup)
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "OwO broke ground" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--PROBABLY WOULDNT TOUCH ABOVE UNLESS YOU KNOW WHAT YOURE DOING
Tool.Equipped:Connect(function() CheckTables() --Check if Table with list of Sounds and Animations are made. If not, make them. Please do not delete this CanSwing = false if Settings.EquipAnim == true and Tool.Animations:findFirstChild("Equip") and Hum then --if equip animation true and requirements are met, do this local EA = Chr.Humanoid:LoadAnimation(Tool.Animations.Equip) EA:Play() if Tool.Sounds:findFirstChild("Equip") then Tool.Sounds.Equip:Play() end EA.Stopped:wait() elseif Settings.EquipAnim == true then --if equip is true but you're missing an animation, print that so we know print(Plr.Name .. "'s equip animation failed, requirement not met.") end CanSwing = true end) Tool.Activated:Connect(function() if CanSwing == true and Hum.Health > 0 then --if youre able to swing and you arent dead CanSwing = false CanDamage = true local Swing = PickThing("Swing") local Sound = PickThing("Sound") --go though swings if more than one local SA = Hum:LoadAnimation(Swing) SA:Play() Sound:Play() wait(Settings.Cooldown) CanDamage = false CanSwing = true end end) Tool.Unequipped:Connect(function() CanSwing = false CanDamage = false end) Settings.Hitbox.Touched:Connect(function(Hit) local Mod = Hit.Parent if CanDamage == true then while not Mod:FindFirstChild("Humanoid") and Mod.Parent ~= game do Mod = Mod.Parent end local Hum = Mod:FindFirstChild("Humanoid") if game.Players:findFirstChild(Hum.Parent.Name) then else if Settings.KillNPCs == true then -- Check if target is not already dead if Hum.Health > 0 then Hum:TakeDamage(Settings.Damage) CanDamage = false -- Check if target is now dead if Hum.Health <= 0 then -- Increment Plr.leaderstats.Kills.Value by 1 Plr.leaderstats.Kills.Value = Plr.leaderstats.Kills.Value + 1 end end else return end end end end)
-----------------------------------------
while true do -- Makes a loop brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame + Vector3.new (moveX, moveY, moveZ) -- Up we go! :D wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) brick.CFrame = brick.CFrame - Vector3.new (moveX, moveY, moveZ) -- Downzy Wonzy wait (time) end -- Ends loop
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local CachedHumanoid = nil local DPadFrame = nil local TouchObject = nil local OnInputEnded = nil -- defined in Create()
-- << VARIABLES >>
local frame = main.gui.MainFrame.Pages.About local info = frame.Info local updatesFrame = frame.Updates local creditsFrame = frame.Credits
-- setup emote chat hook --[[game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg) local emote = "" if msg == "/e dance" then emote = dances[math.random(1, #dances)] elseif (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end end) ]]
-- Components
local ScopeOutTooltip = require(script:WaitForChild 'ScopeOutTooltip') local ScopeLockTooltip = require(script:WaitForChild 'ScopeLockTooltip') local ScopeInTooltip = require(script:WaitForChild 'ScopeInTooltip') local AltTooltip = require(script:WaitForChild 'AltTooltip') local function HotkeyTooltip(props) local Tooltip = nil -- Select appropriate tooltip if props.IsAltDown then if props.IsScopeParent then Tooltip = Roact.createElement(ScopeOutTooltip, props) elseif props.IsScope and (not props.IsScopeLocked) then Tooltip = Roact.createElement(ScopeLockTooltip, props) elseif props.IsScopable then Tooltip = Roact.createElement(ScopeInTooltip, props) end elseif props.DisplayAltHotkey then Tooltip = Roact.createElement(AltTooltip, props) end -- Return tooltip with spacer return Roact.createFragment({ Tooltip = Tooltip; Spacer = Tooltip and Roact.createElement('Frame', { BackgroundTransparency = 1; Size = UDim2.new(0, 0, 1, 0); LayoutOrder = props.LayoutOrder and (props.LayoutOrder - 1) or 2; }); }) end return HotkeyTooltip
--[=[ Converts a table to a list. @param _table table -- Table to convert to a list @return table ]=]
function Table.toList(_table) local list = {} for _, item in pairs(_table) do table.insert(list, item) end return list end
-- ROBLOX deviation: omitting DOMCollection, DOMElement, Immutable, ReactElement, ReactTestComponent
--[=[ Lua-side duplication of the API of events on Roblox objects. Signals are needed for to ensure that for local events objects are passed by reference rather than by value where possible, as the BindableEvent objects always pass signal arguments by value, meaning tables will be deep copied. Roblox's deep copy method parses to a non-lua table compatable format. This class is designed to work both in deferred mode and in regular mode. It follows whatever mode is set. ```lua local signal = Signal.new() local arg = {} signal:Connect(function(value) assert(arg == value, "Tables are preserved when firing a Signal") end) signal:Fire(arg) ``` :::info Why this over a direct [BindableEvent]? Well, in this case, the signal prevents Roblox from trying to serialize and desialize each table reference fired through the BindableEvent. ::: @class Signal ]=]
local HttpService = game:GetService("HttpService") local ENABLE_TRACEBACK = false local Signal = {} Signal.__index = Signal Signal.ClassName = "Signal"
--// updated by bus, because this man's code is garbage. --// Config
local Sensitivity = 1.5 -- how quick/snappy the Sway movements are. Don't go above 2 local SwaySize = 1 -- how large/powerful the Sway is. Don't go above 2 local IncludeStrafe = false -- if true the fps arms will Sway when the Character is strafing local IncludeWalkSway = true -- if true, fps arms will Sway when you are walking local IncludeCameraSway = true -- if true, fps arms will Sway when you move the camera local IncludeJumpSway = true -- if true, jumping will have an effect on the Viewmodel local HeadOffset = Vector3.new(0,0,0) -- the offset from the default camera position of the head. (0,1,0) will put the camera one stud above the head. local baseArmTransparency = 0 -- the transparency of the arms in first person; set to 1 for invisible and set to 0 for fully visible.
--======================================-- --==============Weld Parents(WPR)==============-- --======================================--
w1.Parent = bin.Handle w2.Parent = bin.Handle w3.Parent = bin.Handle w4.Parent = bin.Handle w5.Parent = bin.Handle w6.Parent = bin.Handle w7.Parent = bin.Handle w8.Parent = bin.Handle w9.Parent = bin.Handle w10.Parent = bin.Handle w11.Parent = bin.Handle w12.Parent = bin.Handle
------------------- ---[[Functions]]--- -------------------
local function HasProperty(object, prop) local success, val = pcall(function() return object[prop] end) return success and val ~= object:FindFirstChild(prop) end
-- FOLDERS --
local Modules = RS:WaitForChild("Modules") local Remotes = RS:WaitForChild("Remotes") local Hitboxes = RS:WaitForChild("Hitboxes") local FX = RS:WaitForChild("FX") local Sounds = RS:WaitForChild("Sounds")
--[[ Recursively iterates through the object to construct strings and add it to the localization table @param localeId string -- The localizationid to add @param baseKey string -- the key to add @param object any -- The value to iterate over ]]
local function recurseAdd(localizationTable, localeId, baseKey, object) if baseKey ~= "" then baseKey = baseKey .. "." end for index, value in pairs(object) do local key = baseKey .. index if type(value) == "table" then recurseAdd(localizationTable, localeId, key, value) elseif type(value) == "string" then local source = "" local context = "" if localeId == "en" then source = value end localizationTable:SetEntryValue(key, source, context, localeId, value) else error("Bad type for value in '" .. key .. "'.") end end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 600 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1090 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5400 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent._Index local Package = require(PackageIndex["CollisionMatchers2D"]["CollisionMatchers2D"]) return Package
--Evento animación de muerte
Humanoid.HealthChanged:Connect(function(Health) if Health <= 0 then script.Parent.HumanoidRootPart.Anchored = true DeathAnimation:Play() wait(1.20) --Aquí colocar tiempo para que empieze a desaparecer el NPC for i, v in pairs( NPC:GetDescendants()) do if v:IsA("Part") or v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("Decal") then local deathFade = TweenService:Create(v, TweenInfo.new(0.4), {Transparency = 1}) deathFade:Play() end end wait(0.5) NPC:Remove() wait(4) --Aquí colocar tiempo para que el NPC haga respawn newNPC.Parent = game.Workspace end end)
-- Local Variables
local TimeObject = game.Workspace:WaitForChild('MapPurgeProof'):WaitForChild('Time') local ScreenGui = script.Parent.ScreenGui local Timer = ScreenGui.ScoreFrame.Timer local Events = game.ReplicatedStorage.Events local DisplayTimerInfo = Events.DisplayTimerInfo
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function methods:SendSystemMessage(message, extraData) local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end self:InternalAddMessageToHistoryLog(messageObj) for i, speaker in pairs(self.Speakers) do speaker:InternalSendSystemMessage(messageObj, self.Name) end return messageObj end function methods:SendSystemMessageToSpeaker(message, speakerName, extraData) local speaker = self.Speakers[speakerName] if (speaker) then local messageObj = self:InternalCreateMessageObject(message, nil, true, extraData) speaker:InternalSendSystemMessage(messageObj, self.Name) elseif RunService:IsStudio() then warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a system message", speakerName, self.Name)) end end function methods:SendMessageObjToFilters(message, messageObj, fromSpeaker) local oldMessage = messageObj.Message messageObj.Message = message self:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) self.ChatService:InternalDoMessageFilter(fromSpeaker.Name, messageObj, self.Name) local newMessage = messageObj.Message messageObj.Message = oldMessage return newMessage end function methods:CanCommunicateByUserId(userId1, userId2) if RunService:IsStudio() then return true end -- UserId is set as 0 for non player speakers. if userId1 == 0 or userId2 == 0 then return true end local success, canCommunicate = pcall(function() return Chat:CanUsersChatAsync(userId1, userId2) end) return success and canCommunicate end function methods:CanCommunicate(speakerObj1, speakerObj2) local player1 = speakerObj1:GetPlayer() local player2 = speakerObj2:GetPlayer() if player1 and player2 then return self:CanCommunicateByUserId(player1.UserId, player2.UserId) end return true end function methods:SendMessageToSpeaker(message, speakerName, fromSpeakerName, extraData) local speakerTo = self.Speakers[speakerName] local speakerFrom = self.ChatService:GetSpeaker(fromSpeakerName) if speakerTo and speakerFrom then local isMuted = speakerTo:IsSpeakerMuted(fromSpeakerName) if isMuted then return end if not self:CanCommunicate(speakerTo, speakerFrom) then return end -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. local isFiltered = speakerName == fromSpeakerName local messageObj = self:InternalCreateMessageObject(message, fromSpeakerName, isFiltered, extraData) message = self:SendMessageObjToFilters(message, messageObj, fromSpeakerName) speakerTo:InternalSendMessage(messageObj, self.Name) local textContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI( messageObj.FromSpeaker, message, textContext ) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult messageObj.IsFiltered = true speakerTo:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end elseif RunService:IsStudio() then warn(string.format("Speaker '%s' is not in channel '%s' and cannot be sent a message", speakerName, self.Name)) end end function methods:KickSpeaker(speakerName, reason) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end local messageToSpeaker = "" local messageToChannel = "" local playerName = speaker:GetNameForDisplay() if (reason) then messageToSpeaker = string.format("You were kicked from '%s' for the following reason(s): %s", self.Name, reason) messageToChannel = string.format("%s was kicked for the following reason(s): %s", playerName, reason) else messageToSpeaker = string.format("You were kicked from '%s'", self.Name) messageToChannel = string.format("%s was kicked", playerName) end self:SendSystemMessageToSpeaker(messageToSpeaker, speakerName) speaker:LeaveChannel(self.Name) self:SendSystemMessage(messageToChannel) end function methods:MuteSpeaker(speakerName, reason, length) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = (length == 0 or length == nil) and 0 or (os.time() + length) if (reason) then local playerName = speaker:GetNameForDisplay() self:SendSystemMessage(string.format("%s was muted for the following reason(s): %s", playerName, reason)) end local success, err = pcall(function() self.eSpeakerMuted:Fire(speakerName, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eMuted:Fire(self.Name, reason, length) end) if not success and err then print("Error mutting speaker: " ..err) end end end function methods:UnmuteSpeaker(speakerName) local speaker = self.ChatService:GetSpeaker(speakerName) if (not speaker) then error("Speaker \"" .. speakerName .. "\" does not exist!") end self.Mutes[speakerName:lower()] = nil local success, err = pcall(function() self.eSpeakerUnmuted:Fire(speakerName) end) if not success and err then print("Error unmuting speaker: " ..err) end local spkr = self.ChatService:GetSpeaker(speakerName) if (spkr) then local success, err = pcall(function() spkr.eUnmuted:Fire(self.Name) end) if not success and err then print("Error unmuting speaker: " ..err) end end end function methods:IsSpeakerMuted(speakerName) return (self.Mutes[speakerName:lower()] ~= nil) end function methods:GetSpeakerList() local list = {} for i, speaker in pairs(self.Speakers) do table.insert(list, speaker.Name) end return list end function methods:RegisterFilterMessageFunction(funcId, func, priority) if self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' already exists", funcId)) end self.FilterMessageFunctions:AddFunction(funcId, func, priority) end function methods:FilterMessageFunctionExists(funcId) return self.FilterMessageFunctions:HasFunction(funcId) end function methods:UnregisterFilterMessageFunction(funcId) if not self.FilterMessageFunctions:HasFunction(funcId) then error(string.format("FilterMessageFunction '%s' does not exists", funcId)) end self.FilterMessageFunctions:RemoveFunction(funcId) end function methods:RegisterProcessCommandsFunction(funcId, func, priority) if self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' already exists", funcId)) end self.ProcessCommandsFunctions:AddFunction(funcId, func, priority) end function methods:ProcessCommandsFunctionExists(funcId) return self.ProcessCommandsFunctions:HasFunction(funcId) end function methods:UnregisterProcessCommandsFunction(funcId) if not self.ProcessCommandsFunctions:HasFunction(funcId) then error(string.format("ProcessCommandsFunction '%s' does not exist", funcId)) end self.ProcessCommandsFunctions:RemoveFunction(funcId) end local function ShallowCopy(table) local copy = {} for i, v in pairs(table) do copy[i] = v end return copy end function methods:GetHistoryLog() return ShallowCopy(self.ChatHistory) end function methods:GetHistoryLogForSpeaker(speaker) local userId = -1 local player = speaker:GetPlayer() if player then userId = player.UserId end local chatlog = {} for i = 1, #self.ChatHistory do local logUserId = self.ChatHistory[i].SpeakerUserId if self:CanCommunicateByUserId(userId, logUserId) then local messageObj = ShallowCopy(self.ChatHistory[i]) --// Since we're using the new filter API, we need to convert the stored filter result --// into an actual string message to send to players for their chat history. --// System messages aren't filtered the same way, so they just have a regular --// text value in the Message field. if (messageObj.MessageType == ChatConstants.MessageTypeDefault or messageObj.MessageType == ChatConstants.MessageTypeMeCommand) then local filterResult = messageObj.FilterResult if (messageObj.IsFilterResult) then if (player) then messageObj.Message = filterResult:GetChatForUserAsync(player.UserId) else messageObj.Message = filterResult:GetNonChatStringForBroadcastAsync() end else messageObj.Message = filterResult end end table.insert(chatlog, messageObj) end end return chatlog end
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = .8 , FTargetFriction = 0.93 , FMinFriction = .1 , RWearSpeed = .8 , RTargetFriction = 0.97 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
-- Get reference to the Dock frame
local dock = script.Parent.Parent.AdmDockShelf