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------------------------------------------------------WeldArm---------------------------------------------------------------
Tool = script.Parent; local arms = nil local torso = nil local welds = {} local neck = nil local orginalC0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) function Equip(mouse) wait(0.01) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} head = Tool.Parent:FindFirstChild("Head") torso = Tool.Parent:FindFirstChild("Torso") if neck == nil then neck = Tool.Parent:FindFirstChild("Torso").Neck end if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Name = "weld1" weld1.Part0 = head weld1.Parent = head weld1.Part1 = arms[1] welds[1] = weld1 local weld2 = Instance.new("Weld") weld2.Name = "weld2" weld2.Part0 = head weld2.Parent = head weld2.Part1 = arms[2] welds[2] = weld2
--["Walk"] = "rbxassetid://1136173829",
["Walk"] = "http://www.roblox.com/asset/?id=507767714", ["Idle"] = "http://www.roblox.com/asset/?id=507766666", ["SwingTool"] = "rbxassetid://1262318281" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end local fallConstant = -2 run.Heartbeat:connect(function() local part,pos,norm,mat = workspace:FindPartOnRay(Ray.new(root.Position,Vector3.new(0,-10,0)),char) if target.Value then local facingCFrame = CFrame.new(Vector3.new(root.CFrame.X,pos.Y+10,root.CFrame.Z),CFrame.new(target.Value.CFrame.X,pos.Y+10,target.Value.CFrame.Z).p) bg.CFrame = facingCFrame else --bg.CFrame = CFrame.new(root.CFrame.X,pos.Y+3,root.CFrame.Z) end if target.Value then bv.P = 100000 bv.Velocity = root.CFrame.lookVector*10 if not part then bv.Velocity = bv.Velocity+Vector3.new(0,fallConstant,0) fallConstant = fallConstant-1 else fallConstant = -2 end if not anims["Walk"].IsPlaying then anims["Walk"]:Play() end else bv.P = 0 bv.Velocity = Vector3.new(0,0,0) anims["Walk"]:Stop() anims["Idle"]:Play() end end) while true do local thresh,nearest = 60,nil for _,player in next,game.Players:GetPlayers() do if player.Character and player.Character.PrimaryPart then local dist = (player.Character.PrimaryPart.Position-root.Position).magnitude if dist < thresh then thresh = dist nearest = player.Character.PrimaryPart end end end if nearest then if thresh < 10 then anims["SwingTool"]:Play() nearest.Parent.Humanoid:TakeDamage(24) target.Value = nil task.wait(1) end target.Value = nearest else target.Value = nil end task.wait(1) end
--[[Engine]] --Torque Curve
Tune.Horsepower = 4500 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 2000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 4500 -- Use sliders to manipulate values Tune.Redline = 10000 Tune.EqPoint = 7500 Tune.PeakSharpness = 16 Tune.CurveMult = 4
--[=[ @interface KnitOptions .ServicePromises boolean? .Middleware Middleware? .PerServiceMiddleware PerServiceMiddleware? @within KnitClient - `ServicePromises` defaults to `true` and indicates if service methods use promises. - Each service will go through the defined middleware, unless the service has middleware defined in `PerServiceMiddleware`. ]=]
type KnitOptions = { ServicePromises: boolean, Middleware: Middleware?, PerServiceMiddleware: PerServiceMiddleware?, } local defaultOptions: KnitOptions = { ServicePromises = true, Middleware = nil, PerServiceMiddleware = {}, } local selectedOptions = nil
--[[ This script removes the border part. The border parts are there to make sure when you pawn the model in, that it's not tilted.]]
wait() script.Parent:Destroy()
-- Services
local Players = game:GetService('Players') local TweenService = game:GetService('TweenService') local Debris = game:GetService('Debris')
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg) local emote = "" if (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end end)
--for _,Spawn in next,Rep.Spawns:GetDescendants() do -- if Spawn:IsA("BasePart") and allowedParents[Spawn.Parent.Name] then -- if not Spawn:FindFirstChild("Radius") then -- table.insert(_G.Safezones, {["Position"] = Spawn.Position, ["Magnitude"] = 30}) -- else -- local radi = Spawn:FindFirstChild("Radius").Value -- table.insert(_G.Safezones, {["Position"] = Spawn.Position, ["Magnitude"] = radi}) -- end -- end --end
-- NPC animation script (will be added to dropper)
local Worker = script.Parent while true do local animationTrack = Worker.Char.Humanoid:LoadAnimation(Worker.Animations.WorkerAnim) animationTrack:Play() wait(1) end
--reset
script.Parent.Mode.Value = 1 end end) script.Parent.Mode.Changed:connect(function() if script.Parent.Mode.Value == 1 then script.Parent.B1.Transparency = 0 script.Parent.Main.Transparency = 1 script.Parent.B2.Transparency = 1 elseif script.Parent.Mode.Value == 2 then script.Parent.B1.Transparency = 1 script.Parent.Main.Transparency = 0 script.Parent.B2.Transparency = 1 elseif script.Parent.Mode.Value == 3 then script.Parent.B1.Transparency = 1 script.Parent.Main.Transparency = 1 script.Parent.B2.Transparency = 0 end end) script.Parent.Main.ClickDetector.MouseClick:connect (ChangeMode)
--[[ Is the given object a Promise instance? ]]
function Promise.is(object) if type(object) ~= "table" then return false end return object._type == "Promise" end
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = true --- Automatically operates the bolt on reload if needed ,SlideLock = false ,MoveBolt = false ,BoltLock = false ,CanBreachDoor = true ,CanBreak = true --- Weapon can jam? ,JamChance = 1000 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = true --- Include the chambered bullet on next reload ,Chambered = false --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = true --- You can check the magazine ,ArcadeMode = false --- You can see the bullets left in magazine ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 8 ,GunFOVReduction = 8 ,BoltExtend = Vector3.new(0, 0, 0.4) ,SlideExtend = Vector3.new(0, 0, 0.4)
--[[ local missile = Instance.new("Part") missile.Position = spawnPos missile.Size = Vector3.new(2,2,2) missile.Velocity = v * 200 missile.BrickColor = BrickColor.random() -- BrickColor.new(26) missile.Shape = 0 missile.BottomSurface = 0 missile.TopSurface = 0 missile.Name = "Cannon Shot" missile.Elasticity = 1 missile.Reflectance = 0 missile.Friction = 0 Tool.Handle.Boing:clone().Parent = missile local new_script = script.Parent.CannonBall:clone() new_script.Disabled = false new_script.Parent = missile local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vPlayer creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace ]]
connection:disconnect() wait() Tool.Parent = game.Workspace Tool.Handle.Position = spawnPos Tool.Handle.Velocity = v * 175 end
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); local u2 = Random.new(); return function(p1, p2) if p2 then p1 = u2:NextNumber(p1, p2); end; task.wait(p1); end;
-- local input = game:GetService('UserInputService');
Mouse.KeyDown:connect(function(key) key = string.lower(key) if string.byte(key) == 48 then -- Shift Number if Debounce == false then Debounce = true C.Humanoid.WalkSpeed = 28 -- Você pode mudar pra tal numero for i=1,10 do game.Workspace.CurrentCamera.FieldOfView = (70 + (i * 2)) wait() end; end; end; end);
------------------------------------------------------------------------ -- emit a set list instruction if enough elements (LFIELDS_PER_FLUSH) -- * used in constructor() ------------------------------------------------------------------------
function luaY:closelistfield(fs, cc) if cc.v.k == "VVOID" then return end -- there is no list item luaK:exp2nextreg(fs, cc.v) cc.v.k = "VVOID" if cc.tostore == luaP.LFIELDS_PER_FLUSH then luaK:setlist(fs, cc.t.info, cc.na, cc.tostore) -- flush cc.tostore = 0 -- no more items pending end end
-- Placeholder texture can be any roblox asset link
local initialTexture = "" local RowCount = 5 local ColCount = 3 local perImageSpriteCount = RowCount * ColCount local width = 320 local height = 200 local framesInTotal = 26 assert(numImages * RowCount * ColCount >= framesInTotal) local animPeriod = 1 -- period for the whole animation, in seconds assert(animPeriod > 0) local curImageIdx = 0 local curSpriteIdx = 0 local fps = framesInTotal / animPeriod local accumulatedTime = 0 local function AnimateImageSpriteSheet(dt) accumulatedTime = math.fmod(accumulatedTime + dt, animPeriod) curSpriteIdx = math.floor(accumulatedTime * fps) local prevImageIndex = curImageIdx curImageIdx = math.floor(curSpriteIdx / perImageSpriteCount) if prevImageIndex ~= curImageIdx then imageInstance.Image = imageAssetIDs[curImageIdx + 1] end local localSpriteIndex = curSpriteIdx - curImageIdx * perImageSpriteCount local row = math.floor(localSpriteIndex / ColCount) local col = localSpriteIndex - row * ColCount imageInstance.ImageRectOffset = Vector2.new(col * width, row * height) end Animator.Connection = nil Animator.Init = function() Animator.Connection = game:GetService("RunService").RenderStepped:Connect(AnimateImageSpriteSheet) end Animator.Stop = function() if Animator.Connection then imageInstance.Image = initialTexture Animator.Connection:Disconnect() end end return Animator
--------------------------------- ---Day/Night Script for Blocks--- ---------------------------------
b = script.Parent local oh,om = 6,10 -- Open Time (hours,minutes) DON'T TOUCH! local ch,cm = 17,30 -- Close Time (hours, minutes) DON'T TOUCH! local l = game:service("Lighting") if (om == nil) then om = 0 end if (cm == nil) then cm = 0 end function TimeChanged() local ot = (oh + (om/60)) * 60 local ct = (ch + (cm/60)) * 60 if (ot < ct) then if (l:GetMinutesAfterMidnight() >= ot) and (l:GetMinutesAfterMidnight() <= ct) then b.Material = ("SmoothPlastic") b.Color = Color3.fromRGB(255, 195, 0) else b.Material = ("Neon") b.Color = Color3.fromRGB(180, 135, 0) end elseif (ot > ct) then if (l:GetMinutesAfterMidnight() >= ot) or (l:GetMinutesAfterMidnight() <= ct) then b.Material = ("SmoothPlastic") b.Color = Color3.fromRGB(255, 195, 0) else b.Material = ("Neon") b.Color = Color3.fromRGB(180, 135, 0) end end end TimeChanged() game.Lighting.Changed:connect(function(property) if (property == "TimeOfDay") then TimeChanged() end end)
--Unordered service loading
for _,Module in packages:GetChildren() do if string.find(string.lower(Module.Name), "service") and Module.Name ~= "ServiceBag" then serviceBag:GetService(Module) end end serviceBag:Init() serviceBag:Start()
--SMOOTHDRIVE TECHNOLOGY BOGIE CONTROLLER --Copyright 2017 NsNidPL. All rights resrved.
-- Connections
Players.PlayerAdded:Connect(onPlayerAdded)
--doomSuite = { --fogColor = Color3.fromRGB(205, 0, 29), --fogDist = 1200, --brightness = 2.5, --},
} return module
-- spawn a random ore
local oreName = oreBank[math.random(1,#oreBank)] GU.SpawnItem(oreName,1,root.CFrame*CFrame.new(0,1,0)) end end) AttitudeCoroutine() while true do if mode == "charLock" then targetLocation = (charRoot.CFrame*CFrame.new(-3,-2.6,1)).p targetLook = charRoot.CFrame*CFrame.new(charRoot.CFrame.lookVector*1000) end bg.CFrame = targetLook bp.Position = targetLocation wait() end
-- FACES
x2FacesButton.MouseEnter:Connect(function() x2FacesButton.Text = "179 R$" x2FacesButton.TextColor3 = Color3.fromRGB(0, 255, 0) end) x2FacesButton.MouseLeave:Connect(function() x2FacesButton.Text = "BUY" x2FacesButton.TextColor3 = Color3.fromRGB(255, 255, 255) end)
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow(button) local windowName = button.Name -- Find the corresponding frame in the AppManager using the window name local window = gui:FindFirstChild(windowName) if window then if window.Visible == false then -- Close other windows for _, child in ipairs(gui:GetChildren()) do if child:IsA("Frame") and child.Visible then end end local startPos = UDim2.new(0.0, 0, 0.978, 0) window.Position = startPos -- Set the initial size of the window to be zero window.Size = UDim2.new(1, 0, 0.022, 0) -- Show the window and tween its position and size from the button position and size to its original position and size window.Visible = true window:TweenSizeAndPosition( UDim2.new(1, 0, 0.597, 0), UDim2.new(0, 0, 0.403, 0), 'Out', 'Quad', 0.2 ) end end end
--- Transparency ---
button.MouseEnter:Connect(function() TweenService:Create(leftarrow, Info, {TextTransparency = 0}):Play() TweenService:Create(rightarrow, Info, {TextTransparency = 0}):Play() end) button.MouseLeave:Connect(function() TweenService:Create(leftarrow, Info, {TextTransparency = 1}):Play() TweenService:Create(rightarrow, Info, {TextTransparency = 1}):Play() end)
-- Local Functions
local MakeFlag local function DestroyFlag(flagObject) flagObject.Flag:Destroy() for player, object in pairs(FlagCarriers) do if object == flagObject then FlagCarriers[player] = nil end end end local function OnCarrierDied(player) local flagObject = FlagCarriers[player] if flagObject then local flagPole = flagObject.FlagPole local flagBanner = flagObject.FlagBanner flagPole.CanCollide = false flagBanner.CanCollide = false flagPole.Anchored = true flagBanner.Anchored = true flagObject.PickedUp = false FlagCarriers[player] = nil if Configurations.RETURN_FLAG_ON_DROP then wait(Configurations.FLAG_RESPAWN_TIME) if not flagObject.AtSpawn and not flagObject.PickedUp then DestroyFlag(flagObject) MakeFlag(flagObject) ReturnFlag:Fire(flagObject.FlagBanner.BrickColor) end end end end local function PickupFlag(player, flagObject) FlagCarriers[player] = flagObject flagObject.AtSpawn = false flagObject.PickedUp = true local torso = player.Character:FindFirstChild('Torso') local flagPole = flagObject.FlagPole local flagBanner = flagObject.FlagBanner flagPole.Anchored = false flagBanner.Anchored = false flagPole.CanCollide = false flagBanner.CanCollide = false local weld = Instance.new('Weld', flagPole) weld.Name = 'PlayerFlagWeld' weld.Part0 = flagPole weld.Part1 = torso weld.C0 = CFrame.new(0,0,-1) end local function BindFlagTouched(flagObject) local flagPole = flagObject.FlagPole local flagBanner = flagObject.FlagBanner flagPole.Touched:connect(function(otherPart) local player = Players:GetPlayerFromCharacter(otherPart.Parent) if not player then return end if not player.Character then return end local humanoid = player.Character:FindFirstChild('Humanoid') if not humanoid then return end if humanoid.Health <= 0 then return end if flagBanner.BrickColor ~= player.TeamColor and not flagObject.PickedUp then PickupFlag(player, flagObject) elseif flagBanner.BrickColor == player.TeamColor and not flagObject.AtSpawn and Configurations.FLAG_RETURN_ON_TOUCH then DestroyFlag(flagObject) MakeFlag(flagObject) ReturnFlag:Fire(flagObject.FlagBanner.BrickColor) end end) end function MakeFlag(flagObject) flagObject.Flag = flagObject.FlagCopy:Clone() flagObject.Flag.Parent = flagObject.FlagContainer flagObject.FlagPole = flagObject.Flag.FlagPole flagObject.FlagBanner = flagObject.Flag.FlagBanner flagObject.FlagBanner.CanCollide = false flagObject.AtSpawn = true flagObject.PickedUp = false BindFlagTouched(flagObject) end local function BindBaseTouched(flagObject) local flagBase = flagObject.FlagBase flagBase.Touched:connect(function(otherPart) local player = Players:GetPlayerFromCharacter(otherPart.Parent) if not player then return end if flagBase.BrickColor == player.TeamColor and FlagCarriers[player] then CaptureFlag:Fire(player) local otherFlag = FlagCarriers[player] DestroyFlag(otherFlag) MakeFlag(otherFlag) end end) end local function OnPlayerAdded(player) player.CharacterAdded:connect(function(character) character:WaitForChild('Humanoid').Died:connect(function() OnCarrierDied(player) end) end) player.CharacterRemoving:connect(function() OnCarrierDied(player) end) end
-- Local player
local player = Players.LocalPlayer local character = player.Character or player.CharacterAdded:wait() local humanoidRoot = character:WaitForChild("HumanoidRootPart")
-- Output from buffer.
function ChangeBuffer:moveLinesTo(lines: Array<Diff>): () if not self:isLineEmpty() then self:pushLine() end for _, value in ipairs(self.lines) do table.insert(lines, value) end self.lines = {} end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Crimson",Paint) end)
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{71,61,59,41,30,56,58},t}, [49]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{71,61,59,41,30,56,58,20,19},t}, [59]={{71,61,59},t}, [63]={{71,61,59,41,30,56,58,23,62,63},t}, [34]={{71,61,59,41,39,35,34},t}, [21]={{71,61,59,41,30,56,58,20,21},t}, [48]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48},t}, [27]={{71,61,59,41,39,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{71,61,59,41,39,35,34,32,31},t}, [56]={{71,61,59,41,30,56},t}, [29]={{71,61,59,41,39,35,34,32,31,29},t}, [13]={n,f}, [47]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{71,61,59,41,39,35,34,32,31,29,28,44,45},t}, [57]={{71,61,59,41,30,56,57},t}, [36]={{71,61,59,41,39,35,37,36},t}, [25]={{71,61,59,41,39,35,34,32,31,29,28,27,26,25},t}, [71]={{71},t}, [20]={{71,61,59,41,30,56,58,20},t}, [60]={{71,61,60},t}, [8]={n,f}, [4]={n,f}, [75]={{71,72,76,73,75},t}, [22]={{71,61,59,41,30,56,58,20,21,22},t}, [74]={{71,72,76,73,74},t}, [62]={{71,61,59,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{71,61,59,41,39,35,37},t}, [2]={n,f}, [35]={{71,61,59,41,39,35},t}, [53]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{71,72,76,73},t}, [72]={{71,72},t}, [33]={{71,61,59,41,39,35,37,36,33},t}, [69]={{71,61,69},t}, [65]={{71,61,59,41,30,56,58,20,19,66,64,65},t}, [26]={{71,61,59,41,39,35,34,32,31,29,28,27,26},t}, [68]={{71,61,59,41,30,56,58,20,19,66,64,67,68},t}, [76]={{71,72,76},t}, [50]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{71,61,59,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{71,61,59,41,39,35,34,32,31,29,28,27,26,25,24},t}, [23]={{71,61,59,41,30,56,58,23},t}, [44]={{71,61,59,41,39,35,34,32,31,29,28,44},t}, [39]={{71,61,59,41,39},t}, [32]={{71,61,59,41,39,35,34,32},t}, [3]={n,f}, [30]={{71,61,59,41,30},t}, [51]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{71,61,59,41,30,56,58,20,19,66,64,67},t}, [61]={{71,61},t}, [55]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{71,61,59,41,39,40,38,42},t}, [40]={{71,61,59,41,39,40},t}, [52]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{71,61,59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{71,61,59,41},t}, [17]={n,f}, [38]={{71,61,59,41,39,40,38},t}, [28]={{71,61,59,41,39,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{71,61,59,41,30,56,58,20,19,66,64},t}, } return r
---Creator function return object keys
local KEY_BASE_FRAME = "BaseFrame" local KEY_BASE_MESSAGE = "BaseMessage" local KEY_UPDATE_TEXT_FUNC = "UpdateTextFunction" local KEY_GET_HEIGHT = "GetHeightFunction" local KEY_FADE_IN = "FadeInFunction" local KEY_FADE_OUT = "FadeOutFunction" local KEY_UPDATE_ANIMATION = "UpdateAnimFunction"
--None of this is mine...
Tool = script.Parent; local arms = nil local torso = nil local welds = {} script.act.OnServerEvent:Connect(function() wait(0.01) local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit me )': local plr = game.Players:GetPlayerFromCharacter(Tool.Parent) ui.Parent = plr.PlayerGui arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Name = "weld1" weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0) welds[1] = weld1 local weld2 = Instance.new("Weld") weld2.Name = "weld2" weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4) welds[2] = weld2 end else print("sh") end else print("arms") end end) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0) welds[1] = weld1 local weld2 = Instance.new("Weld") weld2.Name = "weld2" weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4) welds[2] = weld2 weld2.Name = "weld2" end else print("sh") end else print("arms") end; script.dct.OnServerEvent:Connect(function() local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"] ui:Destroy() if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil end else print("sh") end else end end)
--Prefabricate objects
local Camera = Instance.new("Camera") Camera.FieldOfView = 20 local ViewportFrame = Instance.new("ViewportFrame") ViewportFrame.BackgroundColor3 = Color3.new() ViewportFrame.BackgroundTransparency = 1 ViewportFrame.LightDirection = Vector3.new(0,1,0) ViewportFrame.Ambient = Color3.new(1,1,1) ViewportFrame.Size = UDim2.new(0,100,0,100) local Decal = Instance.new("Decal") Decal.Face = Enum.NormalId.Top
--todo: remove this once TouchTapInWorld is on all platforms
local touchWorkspaceEventEnabled = pcall(function() local test = UserInputService.TouchTapInWorld end) local function layoutGestureArea(portraitMode) if GestureArea and not GestureAreaManagedByControlScript then if portraitMode then GestureArea.Size = UDim2.new(1, 0, .6, 0) GestureArea.Position = UDim2.new(0, 0, 0, 0) else GestureArea.Size = UDim2.new(1, 0, .5, -18) GestureArea.Position = UDim2.new(0, 0, 0, 0) end end end
--[[ Version ]]
module.MajorVersion = 0 module.MinorVersion = 8 module.BuildVersion = "2018.05.16"
-------------------------
function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColor.new("CGA brown") FX.GATE.loop.Disabled = true FX.PHASER.BrickColor = BrickColor.new("CGA brown") FX.PHASER.loop.Disabled = true FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown") FX.SLIPROLL.loop.Disabled = true FX.FILTER.BrickColor = BrickColor.new("CGA brown") FX.FILTER.loop.Disabled = true FX.ECHO.BrickColor = BrickColor.new("CGA brown") FX.ECHO.loop.Disabled = true FX.TRANS.BrickColor = BrickColor.new("CGA brown") FX.TRANS.loop.Disabled = true FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown") FX.MultiTapDelay.loop.Disabled = true FX.DELAY.BrickColor = BrickColor.new("CGA brown") FX.DELAY.loop.Disabled = true FX.REVROLL.BrickColor = BrickColor.new("CGA brown") FX.REVROLL.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Gets a part from the cache, or creates one if no more are available.
function PartCacheStatic:GetPart(): BasePart assert(getmetatable(self) == PartCacheStatic, ERR_NOT_INSTANCE:format("GetPart", "PartCache.new")) if #self.Open == 0 then warn("No parts available in the cache! Creating [" .. self.ExpansionSize .. "] new part instance(s) - this amount can be edited by changing the ExpansionSize property of the PartCache instance... (This cache now contains a grand total of " .. tostring(#self.Open + #self.InUse + self.ExpansionSize) .. " parts.)") for i = 1, self.ExpansionSize, 1 do table.insert(self.Open, MakeFromTemplate(self.Template, self.CurrentCacheParent)) end end local part = self.Open[#self.Open] self.Open[#self.Open] = nil table.insert(self.InUse, part) return part end
-- Decompiled with the Synapse X Luau decompiler.
script.Parent.Humanoid:ApplyDescription(game.Players:GetHumanoidDescriptionFromUserId(game.CreatorId)); script.Parent.Humanoid.BodyDepthScale.Value = script.Parent.Humanoid.BodyDepthScale.Value * 100; script.Parent.Humanoid.BodyWidthScale.Value = script.Parent.Humanoid.BodyWidthScale.Value * 100; script.Parent.Humanoid.BodyHeightScale.Value = script.Parent.Humanoid.BodyHeightScale.Value * 100; script.Parent.Humanoid.HeadScale.Value = script.Parent.Humanoid.HeadScale.Value * 100; script.Parent.Humanoid.BodyProportionScale.Value = script.Parent.Humanoid.BodyProportionScale.Value;
--On lines 10 and 29 change Gold to the name of your money and Exp to the stat you wish to upgrade.
local Humanoid = script.Parent.Humanoid -- Change Enemy to the name of your Monsters Humanoid function PwntX_X() local tag = Humanoid:findFirstChild("creator") if tag ~= nil then if tag.Value ~= nil then local Leaderstats = tag.Value:findFirstChild("leaderstats") if Leaderstats ~= nil then Leaderstats.ABFightCoins.Value = Leaderstats.ABFightCoins.Value + 2 --How Much Money Given wait(0.1) script:remove() end end end end Humanoid.Died:connect(PwntX_X)
--- RUNTIME ---
Humanoid:GetPropertyChangedSignal("Health"):Connect(function() if Debounce == true then return end -- Clone script.Indicator to Character.Face, rotate, float via StudsOffset tween, and fade a BillboardGui damage indicator when the dummy is attacked -- Get the damage dealt local Damage = Humanoid.MaxHealth - Humanoid.Health Debounce = true Humanoid.Health += Damage Debounce = false -- Clone script.Indicator to Character.Face local Indicator = script.Indicator:Clone() Indicator.Enabled = true Indicator.Parent = Character.Face Indicator.TextLabel.Text = Damage -- Rotate the indicator a random amount of degrees Indicator.StudsOffset = Vector3.new(math.random(-15,15)/10,3,math.random(-50,50)/100) Indicator.TextLabel.Rotation = math.random(-30, 30) -- Float via StudsOffset tween and fade out over time with BillboardGui's TextTransparency property local Tween = TweenService:Create(Indicator, TweenInfo.new(3, Enum.EasingStyle.Cubic, Enum.EasingDirection.In), {StudsOffset = Vector3.new(Indicator.StudsOffset.X, math.random(30,60)/10, Indicator.StudsOffset.Z)}) Tween:Play() local Tween = TweenService:Create(Indicator.TextLabel, TweenInfo.new(3, Enum.EasingStyle.Cubic, Enum.EasingDirection.In), {TextTransparency = 1}) Tween:Play() local Tween = TweenService:Create(Indicator.TextLabel, TweenInfo.new(3, Enum.EasingStyle.Cubic, Enum.EasingDirection.In), {TextStrokeTransparency = 1}) Tween:Play() task.wait(3) Indicator:Destroy() end)
--mayo's pedal script
local mouse = game.Players.LocalPlayer:GetMouse() local car = script.Parent.Car.Value local handler = car:WaitForChild("PedalsFE") script.Parent.Values.Throttle.Changed:connect(function() local gas = script.Parent.Values.Throttle.Value^1*math.rad(32) handler:FireServer("PedalUpdate","Gas",gas) end) script.Parent.Values.Brake.Changed:connect(function() local bp = script.Parent.Values.Brake.Value^1*math.rad(26) handler:FireServer("PedalUpdate","Brake",bp) end) script.Parent.Values.Gear.Changed:connect(function() handler:FireServer("PedalUpdate","Clutch",0.55) end) script.Parent.Values.PBrake.Changed:connect(function() if script.Parent.Values.PBrake.Value == true then handler:FireServer("PBrake") end end) script.Parent.Values.Gear.Changed:connect(function() if script.Parent.Values.Gear.Changed then handler:FireServer("Pedal") wait(.15) handler:FireServer("Shift") end end) mouse.KeyDown:connect(function(key) if script.Parent.Values.MouseSteerOn.Value == false and key=="w" then handler:FireServer("Pedal") end end) mouse.KeyDown:connect(function(key) if script.Parent.Values.MouseSteerOn.Value == false and key=="s" then handler:FireServer("Pedal") end end) mouse.Button1Down:connect(function() if script.Parent.Values.MouseSteerOn.Value == true then handler:FireServer("Pedal") end end) mouse.Button2Down:connect(function() if script.Parent.Values.MouseSteerOn.Value == true then handler:FireServer("Pedal") end end)
--////////////////////////////// Methods --//////////////////////////////////////
local methods = {} methods.__index = methods function getClassicChatEnabled() if ChatSettings.ClassicChatEnabled ~= nil then return ChatSettings.ClassicChatEnabled end return Players.ClassicChat end function getBubbleChatEnabled() if ChatSettings.BubbleChatEnabled ~= nil then return ChatSettings.BubbleChatEnabled end return Players.BubbleChat end function bubbleChatOnly() return not getClassicChatEnabled() and getBubbleChatEnabled() end function methods:CreateGuiObjects(targetParent) local BaseFrame = Instance.new("Frame") BaseFrame.BackgroundTransparency = 1 BaseFrame.Active = ChatSettings.WindowDraggable BaseFrame.Parent = targetParent local ChatBarParentFrame = Instance.new("Frame") ChatBarParentFrame.Selectable = false ChatBarParentFrame.Name = "ChatBarParentFrame" ChatBarParentFrame.BackgroundTransparency = 1 ChatBarParentFrame.Parent = BaseFrame local ChannelsBarParentFrame = Instance.new("Frame") ChannelsBarParentFrame.Selectable = false ChannelsBarParentFrame.Name = "ChannelsBarParentFrame" ChannelsBarParentFrame.BackgroundTransparency = 1 ChannelsBarParentFrame.Position = UDim2.new(0, 0, 0, 0) ChannelsBarParentFrame.Parent = BaseFrame local ChatChannelParentFrame = Instance.new("Frame") ChatChannelParentFrame.Selectable = false ChatChannelParentFrame.Name = "ChatChannelParentFrame" ChatChannelParentFrame.BackgroundTransparency = 1 ChatChannelParentFrame.BackgroundColor3 = ChatSettings.BackGroundColor ChatChannelParentFrame.BackgroundTransparency = 0.6 ChatChannelParentFrame.BorderSizePixel = 0 ChatChannelParentFrame.Parent = BaseFrame local ChatResizerFrame = Instance.new("ImageButton") ChatResizerFrame.Selectable = false ChatResizerFrame.Image = "" ChatResizerFrame.BackgroundTransparency = 0.6 ChatResizerFrame.BorderSizePixel = 0 ChatResizerFrame.Visible = false ChatResizerFrame.BackgroundColor3 = ChatSettings.BackGroundColor ChatResizerFrame.Active = true if bubbleChatOnly() then ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 0, 0) else ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 1, -ChatResizerFrame.AbsoluteSize.Y) end ChatResizerFrame.Parent = BaseFrame local ResizeIcon = Instance.new("ImageLabel") ResizeIcon.Selectable = false ResizeIcon.Size = UDim2.new(0.8, 0, 0.8, 0) ResizeIcon.Position = UDim2.new(0.2, 0, 0.2, 0) ResizeIcon.BackgroundTransparency = 1 ResizeIcon.Image = "rbxassetid://261880743" ResizeIcon.Parent = ChatResizerFrame local function GetScreenGuiParent() --// Travel up parent list until you find the ScreenGui that the chat window is parented to local screenGuiParent = BaseFrame while (screenGuiParent and not screenGuiParent:IsA("ScreenGui")) do screenGuiParent = screenGuiParent.Parent end return screenGuiParent end local deviceType = DEVICE_DESKTOP local screenGuiParent = GetScreenGuiParent() if (screenGuiParent.AbsoluteSize.X <= PHONE_SCREEN_WIDTH) then deviceType = DEVICE_PHONE elseif (screenGuiParent.AbsoluteSize.X <= TABLET_SCREEN_WIDTH) then deviceType = DEVICE_TABLET end local checkSizeLock = false local function doCheckSizeBounds() if (checkSizeLock) then return end checkSizeLock = true if (not BaseFrame:IsDescendantOf(PlayerGui)) then return end local screenGuiParent = GetScreenGuiParent() local minWinSize = ChatSettings.MinimumWindowSize local maxWinSize = ChatSettings.MaximumWindowSize local forceMinY = ChannelsBarParentFrame.AbsoluteSize.Y + ChatBarParentFrame.AbsoluteSize.Y local minSizePixelX = (minWinSize.X.Scale * screenGuiParent.AbsoluteSize.X) + minWinSize.X.Offset local minSizePixelY = math.max((minWinSize.Y.Scale * screenGuiParent.AbsoluteSize.Y) + minWinSize.Y.Offset, forceMinY) local maxSizePixelX = (maxWinSize.X.Scale * screenGuiParent.AbsoluteSize.X) + maxWinSize.X.Offset local maxSizePixelY = (maxWinSize.Y.Scale * screenGuiParent.AbsoluteSize.Y) + maxWinSize.Y.Offset local absSizeX = BaseFrame.AbsoluteSize.X local absSizeY = BaseFrame.AbsoluteSize.Y if (absSizeX < minSizePixelX) then local offset = UDim2.new(0, minSizePixelX - absSizeX, 0, 0) BaseFrame.Size = BaseFrame.Size + offset elseif (absSizeX > maxSizePixelX) then local offset = UDim2.new(0, maxSizePixelX - absSizeX, 0, 0) BaseFrame.Size = BaseFrame.Size + offset end if (absSizeY < minSizePixelY) then local offset = UDim2.new(0, 0, 0, minSizePixelY - absSizeY) BaseFrame.Size = BaseFrame.Size + offset elseif (absSizeY > maxSizePixelY) then local offset = UDim2.new(0, 0, 0, maxSizePixelY - absSizeY) BaseFrame.Size = BaseFrame.Size + offset end local xScale = BaseFrame.AbsoluteSize.X / screenGuiParent.AbsoluteSize.X local yScale = BaseFrame.AbsoluteSize.Y / screenGuiParent.AbsoluteSize.Y BaseFrame.Size = UDim2.new(xScale, 0, yScale, 0) checkSizeLock = false end BaseFrame.Changed:connect(function(prop) if (prop == "AbsoluteSize") then doCheckSizeBounds() end end) ChatResizerFrame.DragBegin:connect(function(startUdim) BaseFrame.Draggable = false end) local function UpdatePositionFromDrag(atPos) if ChatSettings.WindowDraggable == false and ChatSettings.WindowResizable == false then return end local newSize = atPos - BaseFrame.AbsolutePosition + ChatResizerFrame.AbsoluteSize BaseFrame.Size = UDim2.new(0, newSize.X, 0, newSize.Y) if bubbleChatOnly() then ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 0, 0) else ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 1, -ChatResizerFrame.AbsoluteSize.Y) end end ChatResizerFrame.DragStopped:connect(function(endX, endY) BaseFrame.Draggable = ChatSettings.WindowDraggable --UpdatePositionFromDrag(Vector2.new(endX, endY)) end) local resizeLock = false ChatResizerFrame.Changed:connect(function(prop) if (prop == "AbsolutePosition" and not BaseFrame.Draggable) then if (resizeLock) then return end resizeLock = true UpdatePositionFromDrag(ChatResizerFrame.AbsolutePosition) resizeLock = false end end) local function CalculateChannelsBarPixelSize(textSize) if (deviceType == DEVICE_PHONE) then textSize = textSize or ChatSettings.ChatChannelsTabTextSizePhone else textSize = textSize or ChatSettings.ChatChannelsTabTextSize end local channelsBarTextYSize = textSize local chatChannelYSize = math.max(32, channelsBarTextYSize + 8) + 2 return chatChannelYSize end local function CalculateChatBarPixelSize(textSize) if (deviceType == DEVICE_PHONE) then textSize = textSize or ChatSettings.ChatBarTextSizePhone else textSize = textSize or ChatSettings.ChatBarTextSize end local chatBarTextSizeY = textSize local chatBarYSize = chatBarTextSizeY + (7 * 2) + (5 * 2) return chatBarYSize end if bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 0, 0) ChannelsBarParentFrame.Visible = false ChannelsBarParentFrame.Active = false ChatChannelParentFrame.Visible = false ChatChannelParentFrame.Active = false local useXScale = 0 local useXOffset = 0 local screenGuiParent = GetScreenGuiParent() if (deviceType == DEVICE_PHONE) then useXScale = ChatSettings.DefaultWindowSizePhone.X.Scale useXOffset = ChatSettings.DefaultWindowSizePhone.X.Offset elseif (deviceType == DEVICE_TABLET) then useXScale = ChatSettings.DefaultWindowSizeTablet.X.Scale useXOffset = ChatSettings.DefaultWindowSizeTablet.X.Offset else useXScale = ChatSettings.DefaultWindowSizeTablet.X.Scale useXOffset = ChatSettings.DefaultWindowSizeTablet.X.Offset end local chatBarYSize = CalculateChatBarPixelSize() BaseFrame.Size = UDim2.new(useXScale, useXOffset, 0, chatBarYSize) BaseFrame.Position = ChatSettings.DefaultWindowPosition else local screenGuiParent = GetScreenGuiParent() if (deviceType == DEVICE_PHONE) then BaseFrame.Size = ChatSettings.DefaultWindowSizePhone elseif (deviceType == DEVICE_TABLET) then BaseFrame.Size = ChatSettings.DefaultWindowSizeTablet else BaseFrame.Size = ChatSettings.DefaultWindowSizeDesktop end BaseFrame.Position = ChatSettings.DefaultWindowPosition end if (deviceType == DEVICE_PHONE) then ChatSettings.ChatWindowTextSize = ChatSettings.ChatWindowTextSizePhone ChatSettings.ChatChannelsTabTextSize = ChatSettings.ChatChannelsTabTextSizePhone ChatSettings.ChatBarTextSize = ChatSettings.ChatBarTextSizePhone end local function UpdateDraggable(enabled) BaseFrame.Active = enabled BaseFrame.Draggable = enabled end local function UpdateResizable(enabled) ChatResizerFrame.Visible = enabled ChatResizerFrame.Draggable = enabled local frameSizeY = ChatBarParentFrame.Size.Y.Offset if (enabled) then ChatBarParentFrame.Size = UDim2.new(1, -frameSizeY - 2, 0, frameSizeY) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -frameSizeY) end else ChatBarParentFrame.Size = UDim2.new(1, 0, 0, frameSizeY) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -frameSizeY) end end end local function UpdateChatChannelParentFrameSize() local channelsBarSize = CalculateChannelsBarPixelSize() local chatBarSize = CalculateChatBarPixelSize() if (ChatSettings.ShowChannelsBar) then ChatChannelParentFrame.Size = UDim2.new(1, 0, 1, -(channelsBarSize + chatBarSize + 2 + 2)) ChatChannelParentFrame.Position = UDim2.new(0, 0, 0, channelsBarSize + 2) else ChatChannelParentFrame.Size = UDim2.new(1, 0, 1, -(chatBarSize + 2 + 2)) ChatChannelParentFrame.Position = UDim2.new(0, 0, 0, 2) end end local function UpdateChatChannelsTabTextSize(size) local channelsBarSize = CalculateChannelsBarPixelSize(size) ChannelsBarParentFrame.Size = UDim2.new(1, 0, 0, channelsBarSize) UpdateChatChannelParentFrameSize() end local function UpdateChatBarTextSize(size) local chatBarSize = CalculateChatBarPixelSize(size) ChatBarParentFrame.Size = UDim2.new(1, 0, 0, chatBarSize) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -chatBarSize) end ChatResizerFrame.Size = UDim2.new(0, chatBarSize, 0, chatBarSize) ChatResizerFrame.Position = UDim2.new(1, -chatBarSize, 1, -chatBarSize) UpdateChatChannelParentFrameSize() UpdateResizable(ChatSettings.WindowResizable) end local function UpdateShowChannelsBar(enabled) ChannelsBarParentFrame.Visible = enabled UpdateChatChannelParentFrameSize() end UpdateChatChannelsTabTextSize(ChatSettings.ChatChannelsTabTextSize) UpdateChatBarTextSize(ChatSettings.ChatBarTextSize) UpdateDraggable(ChatSettings.WindowDraggable) UpdateResizable(ChatSettings.WindowResizable) UpdateShowChannelsBar(ChatSettings.ShowChannelsBar) ChatSettings.SettingsChanged:connect(function(setting, value) if (setting == "WindowDraggable") then UpdateDraggable(value) elseif (setting == "WindowResizable") then UpdateResizable(value) elseif (setting == "ChatChannelsTabTextSize") then UpdateChatChannelsTabTextSize(value) elseif (setting == "ChatBarTextSize") then UpdateChatBarTextSize(value) elseif (setting == "ShowChannelsBar") then UpdateShowChannelsBar(value) end end) self.GuiObject = BaseFrame self.GuiObjects.BaseFrame = BaseFrame self.GuiObjects.ChatBarParentFrame = ChatBarParentFrame self.GuiObjects.ChannelsBarParentFrame = ChannelsBarParentFrame self.GuiObjects.ChatChannelParentFrame = ChatChannelParentFrame self.GuiObjects.ChatResizerFrame = ChatResizerFrame self.GuiObjects.ResizeIcon = ResizeIcon self:AnimGuiObjects() end function methods:GetChatBar() return self.ChatBar end function methods:RegisterChatBar(ChatBar) self.ChatBar = ChatBar self.ChatBar:CreateGuiObjects(self.GuiObjects.ChatBarParentFrame) end function methods:RegisterChannelsBar(ChannelsBar) self.ChannelsBar = ChannelsBar self.ChannelsBar:CreateGuiObjects(self.GuiObjects.ChannelsBarParentFrame) end function methods:RegisterMessageLogDisplay(MessageLogDisplay) self.MessageLogDisplay = MessageLogDisplay self.MessageLogDisplay.GuiObject.Parent = self.GuiObjects.ChatChannelParentFrame end function methods:AddChannel(channelName) if (self:GetChannel(channelName)) then error("Channel '" .. channelName .. "' already exists!") return end local channel = moduleChatChannel.new(channelName, self.MessageLogDisplay) self.Channels[channelName:lower()] = channel channel:SetActive(false) local tab = self.ChannelsBar:AddChannelTab(channelName) tab.NameTag.MouseButton1Click:connect(function() self:SwitchCurrentChannel(channelName) end) channel:RegisterChannelTab(tab) return channel end function methods:GetFirstChannel() --// Channels are not indexed numerically, so this function is necessary. --// Grabs and returns the first channel it happens to, or nil if none exist. for i, v in pairs(self.Channels) do return v end return nil end function methods:RemoveChannel(channelName) if (not self:GetChannel(channelName)) then error("Channel '" .. channelName .. "' does not exist!") end local indexName = channelName:lower() local needsChannelSwitch = false if (self.Channels[indexName] == self:GetCurrentChannel()) then needsChannelSwitch = true self:SwitchCurrentChannel(nil) end self.Channels[indexName]:Destroy() self.Channels[indexName] = nil self.ChannelsBar:RemoveChannelTab(channelName) if (needsChannelSwitch) then local generalChannelExists = (self:GetChannel(ChatSettings.GeneralChannelName) ~= nil) local removingGeneralChannel = (indexName == ChatSettings.GeneralChannelName:lower()) local targetSwitchChannel = nil if (generalChannelExists and not removingGeneralChannel) then targetSwitchChannel = ChatSettings.GeneralChannelName else local firstChannel = self:GetFirstChannel() targetSwitchChannel = (firstChannel and firstChannel.Name or nil) end self:SwitchCurrentChannel(targetSwitchChannel) end if not ChatSettings.ShowChannelsBar then if self.ChatBar.TargetChannel == channelName then self.ChatBar:SetChannelTarget(ChatSettings.GeneralChannelName) end end end function methods:GetChannel(channelName) return channelName and self.Channels[channelName:lower()] or nil end function methods:GetTargetMessageChannel() if (not ChatSettings.ShowChannelsBar) then return self.ChatBar.TargetChannel else local curChannel = self:GetCurrentChannel() return curChannel and curChannel.Name end end function methods:GetCurrentChannel() return self.CurrentChannel end function methods:SwitchCurrentChannel(channelName) if (not ChatSettings.ShowChannelsBar) then local targ = self:GetChannel(channelName) if (targ) then self.ChatBar:SetChannelTarget(targ.Name) end channelName = ChatSettings.GeneralChannelName end local cur = self:GetCurrentChannel() local new = self:GetChannel(channelName) if new == nil then error(string.format("Channel '%s' does not exist.", channelName)) end if (new ~= cur) then if (cur) then cur:SetActive(false) local tab = self.ChannelsBar:GetChannelTab(cur.Name) tab:SetActive(false) end if (new) then new:SetActive(true) local tab = self.ChannelsBar:GetChannelTab(new.Name) tab:SetActive(true) end self.CurrentChannel = new end end function methods:UpdateFrameVisibility() self.GuiObject.Visible = (self.Visible and self.CoreGuiEnabled) end function methods:GetVisible() return self.Visible end function methods:SetVisible(visible) self.Visible = visible self:UpdateFrameVisibility() end function methods:GetCoreGuiEnabled() return self.CoreGuiEnabled end function methods:SetCoreGuiEnabled(enabled) self.CoreGuiEnabled = enabled self:UpdateFrameVisibility() end function methods:EnableResizable() self.GuiObjects.ChatResizerFrame.Active = true end function methods:DisableResizable() self.GuiObjects.ChatResizerFrame.Active = false end function methods:FadeOutBackground(duration) self.ChannelsBar:FadeOutBackground(duration) self.MessageLogDisplay:FadeOutBackground(duration) self.ChatBar:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInBackground(duration) self.ChannelsBar:FadeInBackground(duration) self.MessageLogDisplay:FadeInBackground(duration) self.ChatBar:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeOutText(duration) self.MessageLogDisplay:FadeOutText(duration) self.ChannelsBar:FadeOutText(duration) end function methods:FadeInText(duration) self.MessageLogDisplay:FadeInText(duration) self.ChannelsBar:FadeInText(duration) end function methods:AnimGuiObjects() self.GuiObjects.ChatChannelParentFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.ChatResizerFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.ResizeIcon.ImageTransparency = self.AnimParams.Background_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(0) end function methods:Update(dtScale) self.ChatBar:Update(dtScale) self.ChannelsBar:Update(dtScale) self.MessageLogDisplay:Update(dtScale) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end
--[[Main.Radios.BuyRadio.Get.MouseButton1Click:connect(function() game.ReplicatedStorage.GetRadio:FireServer(); end)]]
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data) local gui = script.Parent.Parent local playergui = service.PlayerGui local str = data.Message local time = data.Time or 15 --client.UI.Make("HintHolder") local container = client.UI.Get("HintHolder",nil,true) if not container then local holder = service.New("ScreenGui") local hTable = client.UI.Register(holder) local frame = service.New("ScrollingFrame", holder) client.UI.Prepare(holder) hTable.Name = "HintHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(1, 0, 0,150) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) container = hTable hTable:Ready() end container = container.Object.Frame --// First things first account for notif :) local notif = client.UI.Get("Notif") if notif then container.Position = UDim2.new(0,0,0,30) else container.Position = UDim2.new(0,0,0,0) end local children = container:children() gui.Position = UDim2.new(0,0,0,-100) gui.Frame.msg.Text = str local bounds = gui.Frame.msg.TextBounds.X local function moveGuis(m,ignore) m = m or 0 local max = #container:children() for i,v in pairs(container:children()) do if v~=ignore then local y = (i+m)*28 v.Position = UDim2.new(0,0,0,y) if i~=max then v.Size = UDim2.new(1,0,0,28) end end end end local lom = -1 moveGuis(-1) gui.Parent = container if #container:children()>5 then lom = -2 end UDim2.new(0,0,0,(#container:children()+lom)*28) moveGuis(-1) --gui:TweenPosition(UDim2.new(0,0,0,(#container:children()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end) if #container:children()>5 then local gui = container:children()[1] moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end wait(data.Time or 5) if gui and gui.Parent then moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end end
--CONFIG VARIABLES
local tweenTime = 13 local closeWaitTime = 3 local easingStyle = Enum.EasingStyle.Quad local easingDirection = Enum.EasingDirection.InOut local repeats = 0 local reverse = false local delayTime = 0
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow() if window.Visible then window.Visible = false end end
-- UTC (year, month, day, hour, minute)
local FIRST_EVER_SHOW = DateTime.fromUniversalTime(year, month, day, hour, minute, second, millisecond).UnixTimestampMillis/1000
--Functions--
UIS.InputBegan:Connect(function(input, isTyping) if isTyping then return end if input.KeyCode == Enum.KeyCode.F and Enabled == true and Usable == true then ButtonDown = true Key = "F" script.Function:FireServer("Mochi Roll", mouse.Hit.Position) local BV = Instance.new("BodyVelocity") BV.MaxForce = Vector3.new(25000,0,25000) BV.Parent = c.HumanoidRootPart while ButtonDown == true do c.HumanoidRootPart.CFrame = CFrame.new(c.HumanoidRootPart.Position, Vector3.new(mouse.Hit.Position.X,c.HumanoidRootPart.Position.Y,mouse.Hit.Position.Z)) BV.Velocity = c.HumanoidRootPart.CFrame.lookVector * 75 RS.Heartbeat:Wait() end Enabled = true BV:Destroy() end end) UIS.InputEnded:Connect(function(input, IsTyping) if IsTyping then return end if input.KeyCode == Enum.KeyCode.F and Key == "F" then --FireServer-- script.Function:FireServer("Release", mouse.Hit.Position) ButtonDown = false Key = nil end end)
--[[ ROBLOX TODO: add default generic param when possible original code: export const setState = <State extends MatcherState = MatcherState>( ]]
local function setState<State>(state: Partial<State>): () Object.assign(_G[JEST_MATCHERS_OBJECT].state, state) end
--[=[ @within Comm @prop ServerComm ServerComm ]=] --[=[ @within Comm @prop ClientComm ClientComm ]=]
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LocalMouse.WheelForward:connect(function() if (CameraZoomCount + 1) <= MaxCameraZoomCount then CameraZoomCount = CameraZoomCount + 1 end end) LocalMouse.WheelBackward:connect(function() if (CameraZoomCount - 1) >= -MaxCameraZoomCount then CameraZoomCount = CameraZoomCount - 1 end end) RunService.RenderStepped:connect(function(delta) if LocalPlayer.Character then local Head = LocalPlayer.Character:WaitForChild('Head') local Diff = CameraZoomCount * delta LocalCamera.CFrame = LocalCamera.CFrame:lerp( CFrame.new(Head.CFrame.X, Head.CFrame.Y, Head.CFrame.Z) * CFrame.new(0, 10, -12.5) * CFrame.new(0, -Diff + (0.7 ^ CameraZoomCount), Diff) * CFrame.Angles(0, math.rad(180), 0) * CFrame.Angles(math.rad(-45 + (1.75 ^ CameraZoomCount) + (CameraZoomCount * 2)), 0, 0), 0.25) end end)
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
local onlyTriggersForThrottle = false local ZERO_VECTOR3 = Vector3.new(0,0,0) local betterHandlingInputStatesFlagExists, betterHandlingInputStatesFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserBetterHandlingVehicleInputStates") end) local FFlagBetterHandlingVehicleInputStates = betterHandlingInputStatesFlagExists and betterHandlingInputStatesFlagEnabled local FFlagUserClickToMoveFollowPathRefactorSuccess, FFlagUserClickToMoveFollowPathRefactorResult = pcall(function() return UserSettings():IsUserFeatureEnabled("UserClickToMoveFollowPathRefactor") end) local FFlagUserClickToMoveFollowPathRefactor = FFlagUserClickToMoveFollowPathRefactorSuccess and FFlagUserClickToMoveFollowPathRefactorResult local AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE = 35
---------------Explosion Properties-----------
local Force = 150000 local Radius = 7
-- Connect mobile sprint button state change to update walk speed
if UserInputService.TouchEnabled then local sprintButton = game:GetService("ReplicatedStorage"):WaitForChild("SprintButton") sprintButton.ButtonStateChanged:Connect(updateWalkSpeed) end
-- setup helper functions
local insertBoundingBoxOverlapVector = Vector3.new(.3, .3, .3) -- we can still stamp if our character extrudes into the target stamping space by .3 or fewer units
--made by Bertox --lul
script.Parent.Parent.Parent.Parent.Electrics.Changed:connect(function() if script.Parent.Parent.Parent.Parent.Electrics.Value == true then script.Parent.Material = Enum.Material.Neon else script.Parent.Material = Enum.Material.Glass end end)
-- Directions of resizing for each handle's dragged face
local AxisSizeMultipliers = { [Enum.NormalId.Top] = Vector3.new(0, 1, 0); [Enum.NormalId.Bottom] = Vector3.new(0, 1, 0); [Enum.NormalId.Front] = Vector3.new(0, 0, 1); [Enum.NormalId.Back] = Vector3.new(0, 0, 1); [Enum.NormalId.Left] = Vector3.new(1, 0, 0); [Enum.NormalId.Right] = Vector3.new(1, 0, 0); };
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 10 local lunge_damage = 15 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.1) swordOut() wait(.1) force.Parent = nil wait(.2) 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)
-- Modules
local ActionManager = {} local Actions = {}
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Army Hat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(1, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -0.15, 0.03) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-----------------------------------------------------------------------------------------------
local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local gauges = script.Parent local values = script.Parent.Parent.Values local isOn = script.Parent.Parent.IsOn local RPM = 0 local RPM2 = 0 gauges:WaitForChild("Tach") gauges:WaitForChild("ln") gauges:WaitForChild("bln") gauges:WaitForChild("Gear") car.DriveSeat.HeadsUpDisplay = false local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000) local BST = 0 if _Tune.Aspiration == "Single" then BST = _Tune.Boost end if _Tune.Aspiration == "Double" then BST = _Tune.Boost*2 end if _Tune.Aspiration == "Super" then BST = _Tune.Boost end
-- -- Go through each valid target to see if within field of view and if there is -- -- clear line of sight. Field of view treated as wedge in front of character. -- for _, character in pairs(characters) do -- local toTarget = (character.HumanoidRootPart.Position - model.HumanoidRootPart.Position) -- toTarget = Vector3.new(toTarget.X, 0, toTarget.Z) -- local angle = math.acos(toTarget:Dot(model.HumanoidRootPart.CFrame.lookVector)/toTarget.magnitude) -- if math.deg(angle) < configs["FieldOfView"]/2 then -- ZombieTarget = character -- -- raycast to see if target is actually visible -- local toTarget = Ray.new(model.HumanoidRootPart.Position, (ZombieTarget.HumanoidRootPart.Position - model.HumanoidRootPart.Position)) -- local part, position = game.Workspace:FindPartOnRayWithIgnoreList(toTarget, zombies) -- if part and part.Parent == ZombieTarget then -- return true -- end -- ZombieTarget = nil -- end -- end
end return false end CanSeeTarget.TransitionState = PursueState -- TargetDead: Check if target is dead. local TargetDead = StateMachine.NewCondition() TargetDead.Name = "TargetDead" TargetDead.Evaluate = function() if ZombieTarget and ZombieTarget.Humanoid then return ZombieTarget.Humanoid.Health <= 0 end return true end TargetDead.TransitionState = IdleState -- GotDamaged: Check if NPC has taken damage local lastHealth = model.Humanoid.Health local GotDamaged = StateMachine.NewCondition() GotDamaged.Name = "GotDamaged" GotDamaged.Evaluate = function() if model then if lastHealth > model.Humanoid.Health then return true end end return false end GotDamaged.TransitionState = SearchState -- GotBored: Used to provide random state change. local GotBored = StateMachine.NewCondition() GotBored.Name = "GotBored" GotBored.Evaluate = function() local now = os.time() if now - lastBored > configs["BoredomDuration"] then local roll = math.random() if roll < configs["ChanceOfBoredom"] then lastBored = now if GotBored.TransitionState == SearchState then GotBored.TransitionState = IdleState else GotBored.TransitionState = SearchState end return true end end return false end GotBored.TransitionState = IdleState -- LostTarget: Checks clear line of sight local LostTarget = StateMachine.NewCondition() LostTarget.Name = "LostTarget" LostTarget.Evaluate = function() if true then return false end if ZombieTarget then if (ZombieTarget.HumanoidRootPart.Position - model.HumanoidRootPart.Position).magnitude > 10 then local toTarget = Ray.new(model.HumanoidRootPart.Position, (ZombieTarget.HumanoidRootPart.Position - model.HumanoidRootPart.Position)) local part, position = game.Workspace:FindPartOnRay(toTarget, model) if not part or part.Parent ~= ZombieTarget then --print("Lost target!") ZombieTargetLastLocation = ZombieTarget.HumanoidRootPart.Position ZombieTarget = nil return true end end end return false end LostTarget.TransitionState = HuntState local WithinRange = StateMachine.NewCondition() WithinRange.Name = "WithinRange" WithinRange.Evaluate = function() if ZombieTarget then if model:FindFirstChild("HumanoidRootPart") then local distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude if distance < configs["AttackRange"] then --print("Within attack range!") return true end end end return false end WithinRange.TransitionState = AttackState local OutsideRange = StateMachine.NewCondition() OutsideRange.Name = "OutsideRange" OutsideRange.Evaluate = function() if ZombieTarget then if model:FindFirstChild("HumanoidRootPart") and ZombieTarget:FindFirstChild("HumanoidRootPart") then local distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude if distance > configs["AttackRange"] then --print("Outside attack range!") return true end end end return false end OutsideRange.TransitionState = PursueState table.insert(IdleState.Conditions, CanSeeTarget) table.insert(IdleState.Conditions, GotDamaged) table.insert(IdleState.Conditions, GotBored) table.insert(SearchState.Conditions, GotBored) table.insert(SearchState.Conditions, CanSeeTarget) table.insert(PursueState.Conditions, LostTarget) table.insert(PursueState.Conditions, WithinRange) table.insert(PursueState.Conditions, TargetDead) table.insert(AttackState.Conditions, OutsideRange) table.insert(AttackState.Conditions, TargetDead) table.insert(HuntState.Conditions, GotBored) table.insert(HuntState.Conditions, CanSeeTarget) -- Setup arms damage local canHit = true local lastHit = os.time() local function handleHit(other, zombieArm) if canHit then if other and other.Parent and other.Parent.Name ~= "Zombie" and other.Parent:FindFirstChild("Humanoid") then local enemy = other.Parent if enemy.Humanoid.WalkSpeed > 0 then local shield = enemy:FindFirstChild("Shield") if shield then model:BreakJoints() end local killBehaviour = require(game.ServerScriptService.Server_Main.Behaviours.Kill) killBehaviour:ExecuteBehaviour(zombieArm, enemy) end end else local now = os.time() if now - lastHit > configs["DamageCooldown"] then lastHit = now canHit = true end end end local leftHitConnect, rightHitConnect leftHitConnect = model:FindFirstChild("Left Arm").Touched:connect(function(other) handleHit(other, model:FindFirstChild("Left Arm")) end) rightHitConnect = model:FindFirstChild("Right Arm").Touched:connect(function(other) handleHit(other, model:FindFirstChild("Right Arm")) end) --ZombieAI.Animate(model) --updateDisplay() --updateDisplay(model.BillboardGui.TextLabel, StateMachine.CurrentState) local thread = coroutine.create(function() while true do wait() -- calculate repulsion force if model == nil then break end if model:FindFirstChild("HumanoidRootPart") == nil then break end local humanoids = HumanoidList:GetCurrent() local localZombies = {} for _, humanoid in pairs(humanoids) do if humanoid and humanoid ~= model.Humanoid and humanoid.Parent and humanoid.Parent:FindFirstChild("HumanoidRootPart") then local HumanoidRootPart = humanoid.Parent:FindFirstChild("HumanoidRootPart") if HumanoidRootPart ~= nil and model ~= nil then if model:FindFirstChild("HumanoidRootPart") then local distance = (model.HumanoidRootPart.Position - HumanoidRootPart.Position).magnitude if distance <= 2.5 then table.insert(localZombies, HumanoidRootPart.Position) end end end end end local repulsionDirection = AIUtilities:GetRepulsionVector(model.HumanoidRootPart.Position, localZombies) if repulsionDirection.magnitude > 0 then --print("replusion direction: " .. tostring(repulsionDirection)) end model.HumanoidRootPart.RepulsionForce.force = repulsionDirection if StateMachine.CurrentState and model.Configurations.Debug.Value then model.BillboardGui.TextLabel.Visible = true model.BillboardGui.TextLabel.Text = StateMachine.CurrentState.Name end if not model.Configurations.Debug.Value then model.BillboardGui.TextLabel.Visible = false end end end) coroutine.resume(thread) StateMachine.SwitchState(IdleState) zombie.Stop = function() StateMachine.SwitchState(nil) end return zombie end return ZombieAI
--[[ ___ _____ / _ |/ ___/ Avxnturador | Novena / __ / /__ /_/ |_\___/ LuaInt | Novena *I assume you know what you're doing if you're gonna change something here.* ]]
-- --[[START]] script.Parent:WaitForChild("Car") script.Parent:WaitForChild("IsOn") script.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Values") --[[Dependencies]] local player = game.Players.LocalPlayer local mouse = player:GetMouse() local UserInputService = game:GetService("UserInputService") local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) --[[Output Scaling Factor]] local hpScaling = _Tune.WeightScaling*10 local FBrakeForce = _Tune.BrakeForce*_Tune.BrakeBias--luaint edit local RBrakeForce = _Tune.BrakeForce*(1-_Tune.BrakeBias)--luaint edit local PBrakeForce = _Tune.PBrakeForce local EBrakeForce = _Tune.EBrakeForce local SteerOuter = _Tune.SteerOuter--luaint edit local SteerInner = _Tune.SteerInner--luaint edit local RSteerOuter = _Tune.RSteerOuter local RSteerInner = _Tune.RSteerInner if not workspace:PGSIsEnabled() then error("PGS is not enabled: A-Chassis will not work.") end --[[Status Vars]] local _IsOn = _Tune.AutoStart if _Tune.AutoStart and (_Tune.Engine or _Tune.Electric) then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _InThrot=0 local _IThrot=_Tune.IdleThrottle/100 local _GBrake=0 local _InBrake=0 local _IBrake=0 local _ClPressing = false local _PlayerClutch = false local _Clutch = 0 local _ClutchKick = 0 local _ClutchModulate = 0 local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _ShiftUp = false local _ShiftDn = false local _Shifting = false local _spLimit = 0 local _Boost = 0 local _TCount = 0 local _TPsi = 0 local _TBoost = 0 local _SCount = 0 local _SPsi = 0 local _SBoost = 0 local _NH = 0 local _NT = 0 local _EH = 0 local _ET = 0 local _TH = 0 local _TT = 0 local _SH = 0 local _ST = 0 local _BH = 0 local _BT = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _TCSAmt = 0 local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false --[[Shutdown]] car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then script.Parent:Destroy() end end) --[[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 (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<=1) and _Tune.AutoShiftVers == "New") or _TMode=="Semi") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftDn then _ShiftDn = true end --Shift Up [Manual Transmission] elseif (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_IsOn and ((_TMode=="Auto" and _CGear<1) and _Tune.AutoShiftVers == "New") or _TMode=="Semi") or _TMode=="Manual") and input.UserInputState == Enum.UserInputState.Begin then if not _ShiftUp then _ShiftUp = true end --Toggle Clutch elseif (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 _ClPressing = true _PlayerClutch = true elseif input.UserInputState == Enum.UserInputState.End then _ClPressing = false _PlayerClutch = false end --Toggle PBrake elseif 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 ((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 and _IsOn then _IThrot = 1 else _IThrot = _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 _IBrake = 1 else _IBrake = 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 _IThrot = _Tune.IdleThrottle/100 _IBrake = 0 _GSteerT = 0 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 _TCS = not _TCS 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 input.KeyCode == _CTRL["ContlrThrottle"] then if _IsOn then _IThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) else _IThrot = _Tune.IdleThrottle/100 end --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _IBrake = input.Position.Z end end else _IThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _IBrake = 0 end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput) --[[Drivetrain Initialize]] local Drive={} --Power Front Wheels if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end --Power Rear Wheels if _Tune.Config == "RWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="RL" or v.Name=="RR" or v.Name=="R" then table.insert(Drive,v) end end end --Determine Wheel Size local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end --Pre-Toggled PBrake for i,v in pairs(car.Wheels:GetChildren()) do if math.abs(v["#BV"].MotorMaxTorque-PBrakeForce)<1 then _PBrake=true end end --[[Throttle and Brake Input Smoothening]] function Inputs(dt) local deltaTime = (60/(1/dt)) if _InThrot <= _IThrot then _InThrot = math.min(_IThrot,_InThrot+(_Tune.ThrotAccel*deltaTime)) else _InThrot = math.max(_IThrot,_InThrot-(_Tune.ThrotDecel*deltaTime)) end if _InBrake <= _IBrake then _InBrake = math.min(_IBrake,_InBrake+(_Tune.BrakeAccel*deltaTime)) else _InBrake = math.max(_IBrake,_InBrake-(_Tune.BrakeDecel*deltaTime)) end end --[[Steering]] if _Tune.SteeringType == 'New' then--luaint edit SteerOuter = (_Tune.LockToLock*180)/_Tune.SteerRatio SteerInner = math.min(SteerOuter-(SteerOuter*(1-_Tune.Ackerman)),SteerOuter*1.2) end function Steering(dt) local deltaTime = (60/(1/dt)) --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end --Interpolate Steering if _GSteerC < _GSteerT then if _GSteerC<0 then _GSteerC = math.min(_GSteerT,_GSteerC+(_Tune.ReturnSpeed*deltaTime)) else _GSteerC = math.min(_GSteerT,_GSteerC+(_Tune.SteerSpeed*deltaTime)) end else if _GSteerC>0 then _GSteerC = math.max(_GSteerT,_GSteerC-(_Tune.ReturnSpeed*deltaTime)) else _GSteerC = math.max(_GSteerT,_GSteerC-(_Tune.SteerSpeed*deltaTime)) end end --Steer Decay Multiplier local sDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) local rsDecay = (1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerDecay,1-(_Tune.MinSteer/100))) --Apply Steering for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="F" then v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) elseif v.Name=="FL" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerOuter*sDecay),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerInner*sDecay),0)--luaint edit end elseif v.Name=="FR" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerInner*sDecay),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*SteerOuter*sDecay),0)--luaint edit end elseif v.Name=='R' then if _Tune.FWSteer=='None' then elseif _Tune.FWSteer=='Static' then v.Arm.Steer.CFrame=car.Wheels.R.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.min(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit elseif _Tune.FWSteer=='Speed' then v.Arm.Steer.CFrame=car.Wheels.R.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerInner*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit elseif _Tune.FWSteer=='Both' then v.Arm.Steer.CFrame=car.Wheels.R.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit end elseif v.Name=='RL' then if _Tune.FWSteer=='None' then elseif _Tune.FWSteer=='Static' then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.min(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.min(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit end elseif _Tune.FWSteer=='Speed' then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerOuter*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerInner*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit end elseif _Tune.FWSteer=='Both' then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.RL.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit end end elseif v.Name=='RR' then if _Tune.FWSteer=='None' then elseif _Tune.FWSteer=='Static' then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.min(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.min(0,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit end elseif _Tune.FWSteer=='Speed' then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerInner*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*RSteerOuter*rsDecay*math.min(1,(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit end elseif _Tune.FWSteer=='Both' then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerInner*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit else v.Arm.Steer.CFrame=car.Wheels.RR.Base.CFrame*CFrame.Angles(0,math.rad(_GSteerC*RSteerOuter*rsDecay*math.max(-1,1-(car.DriveSeat.Velocity.Magnitude/_Tune.RSteerSpeed))),0)--luaint edit end end end end end --[[Engine]] local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) --Electric Only Setup if not _Tune.Engine and _Tune.Electric then _Tune.Redline = _Tune.E_Redline _Tune.PeakRPM = _Tune.E_Trans2 _Tune.Turbochargers = 0 _Tune.Superchargers = 0 _Tune.Clutch = false _Tune.IdleRPM = 0 _Tune.ClutchType = "Clutch" _Tune.AutoShiftType = "DCT" _Tune.ShiftUpTime = 0.1 _Tune.ShiftDnTime = 0.1 end --Aspiration Setup _TCount = _Tune.Turbochargers _TPsi = _Tune.T_Boost*_Tune.Turbochargers _SCount = _Tune.Superchargers _SPsi = _Tune.S_Boost*_Tune.Superchargers --Engine Curve local HP=_Tune.Horsepower/100 local HP_T=((_Tune.Horsepower*((_TPsi)*(_Tune.T_Efficiency/10))/7.5)/2)/100 local HP_S=((_Tune.Horsepower*((_SPsi)*(_Tune.S_Efficiency/10))/7.5)/2)/100 local Peak=_Tune.PeakRPM/1000 local Sharpness=_Tune.PeakSharpness local CurveMult=_Tune.CurveMult local EQ=_Tune.EqPoint/1000 function CurveN(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveN = CurveN(_Tune.PeakRPM) function CurveT(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP_T/(Peak^2),CurveMult^(Peak/HP_T))+HP_T)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveT = CurveT(_Tune.PeakRPM) function CurveS(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP_S/(Peak^2),CurveMult^(Peak/HP_S))+HP_S)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveS = CurveS(_Tune.PeakRPM) --Electric Curve local EHP=_Tune.E_Horsepower/100 local ETQ=_Tune.E_Torque/100 local ETrans1=_Tune.E_Trans1/1000 local ETrans2=_Tune.E_Trans2/1000 local ELimit=_Tune.E_Redline/1000 function elecHP(RPM) RPM=RPM/1000 local retVal=1e-9 if RPM<=ETrans1 then retVal=((((RPM/ETrans1)^_Tune.EH_FrontMult)/(1/EHP))*(RPM/ETrans1))+((((RPM/ETrans1)^(1/_Tune.EH_FrontMult))/(1/EHP))*(1-(RPM/ETrans1))) elseif ETrans1<RPM and RPM<ETrans2 then retVal=EHP elseif ETrans2<=RPM then retVal=EHP-(((RPM-ETrans2)/(ELimit-ETrans2))^_Tune.EH_EndMult)/(1/(EHP*(_Tune.EH_EndPercent/100))) else error( "\n\t [AC6C]: Drive initialization failed!" .."\n\t An unknown error occured when initializing electric horsepower." .."\n\t Please send a screenshot of this message to Avxnturador." .."\n\t R: "..RPM..", T1: "..ETrans1", T2: "..ETrans2", L: "..ELimit".") end return retVal end function elecTQ(RPM) RPM=RPM/1000 local retVal=1e-9 if RPM<ETrans1 then retVal=ETQ elseif ETrans1<=RPM then retVal=ETQ-(((RPM-ETrans1)/(ELimit-ETrans1))^_Tune.ET_EndMult)/(1/(ETQ*(_Tune.ET_EndPercent/100))) else error( "\n\t [AC6C]: Drive initialization failed!" .."\n\t An unknown error occured when initializing electric torque." .."\n\t Please send a screenshot of this message to Avxnturador." .."\n\t R: "..RPM..", T1: "..ETrans1", T2: "..ETrans2", L: "..ELimit".") end return retVal end --Plot Current Naturally Aspirated Engine Horsepower function GetNCurve(x,gear) local hp=(math.max(CurveN(x)/(PeakCurveN/HP),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Plot Current Electric Horsepower function GetECurve(x,gear) local hp=(math.max(elecHP(x),0))*100 local tq=(math.max(elecTQ(x),0))*100 if gear~=0 then return hp,math.max(tq*_Tune.Ratios[gear+2]*fFD*hpScaling,0) else return 0,0 end end --Plot Current Turbocharger Horsepower function GetTCurve(x,gear) local hp=(math.max(CurveT(x)/(PeakCurveT/HP_T),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Plot Current Supercharger Horsepower function GetSCurve(x,gear) local hp=(math.max(CurveS(x)/(PeakCurveS/HP_S),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Output Cache local NCache = {} local ECache = {} local TCache = {} local SCache = {} for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local ehpPlot = {} local thpPlot = {} local shpPlot = {} for rpm = 0, math.ceil((_Tune.Redline+100)/100) do local ntqPlot = {} local etqPlot = {} local ttqPlot = {} local stqPlot = {} if rpm~=0 then if _Tune.Engine then ntqPlot.Horsepower,ntqPlot.Torque = GetNCurve(rpm*100,gear-2) if _TCount~=0 then ttqPlot.Horsepower,ttqPlot.Torque = GetTCurve(rpm*100,gear-2) else ttqPlot.Horsepower,ttqPlot.Torque = 0,0 end if _SCount~=0 then stqPlot.Horsepower,stqPlot.Torque = GetSCurve(rpm*100,gear-2) else stqPlot.Horsepower,stqPlot.Torque = 0,0 end else ntqPlot.Horsepower,ntqPlot.Torque = 0,0 ttqPlot.Horsepower,ttqPlot.Torque = 0,0 stqPlot.Horsepower,stqPlot.Torque = 0,0 end if _Tune.Electric then etqPlot.Horsepower,etqPlot.Torque = GetECurve(rpm*100,gear-2) else etqPlot.Horsepower,etqPlot.Torque = 0,0 end else ntqPlot.Horsepower,ntqPlot.Torque = 0,0 etqPlot.Horsepower,etqPlot.Torque = 0,0 ttqPlot.Horsepower,ttqPlot.Torque = 0,0 stqPlot.Horsepower,stqPlot.Torque = 0,0 end if _Tune.Engine then nhp,ntq = GetNCurve((rpm+1)*100,gear-2) if _TCount~=0 then thp,ttq = GetTCurve((rpm+1)*100,gear-2) else thp,ttq = 0,0 end if _SCount~=0 then shp,stq = GetSCurve((rpm+1)*100,gear-2) else shp,stq = 0,0 end else nhp,ntq = 0,0 thp,ttq = 0,0 shp,stq = 0,0 end if _Tune.Electric then ehp,etq = GetECurve((rpm+1)*100,gear-2) else ehp,etq = 0,0 end ntqPlot.HpSlope,ntqPlot.TqSlope = (nhp-ntqPlot.Horsepower),(ntq-ntqPlot.Torque) etqPlot.HpSlope,etqPlot.TqSlope = (ehp-etqPlot.Horsepower),(etq-etqPlot.Torque) ttqPlot.HpSlope,ttqPlot.TqSlope = (thp-ttqPlot.Horsepower),(ttq-ttqPlot.Torque) stqPlot.HpSlope,stqPlot.TqSlope = (shp-stqPlot.Horsepower),(stq-stqPlot.Torque) nhpPlot[rpm] = ntqPlot ehpPlot[rpm] = etqPlot thpPlot[rpm] = ttqPlot shpPlot[rpm] = stqPlot end table.insert(NCache,nhpPlot) table.insert(ECache,ehpPlot) table.insert(TCache,thpPlot) table.insert(SCache,shpPlot) end --Powertrain wait() --Automatic Transmission function Auto() local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _IsOn then if _Tune.AutoShiftVers == "Old" and _CGear == 0 then _CGear = 1 _ClPressing = false end if _CGear >= 1 then if (_CGear==1 and _InBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5) and _Tune.AutoShiftVers == "Old" then _CGear = -1 _ClPressing = false elseif car.DriveSeat.Velocity.Magnitude > 5 then if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if not _ShiftUp and not _Shifting then _ShiftUp = true end elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) and _CGear>1 then if not _ShiftDn and not _Shifting then _ShiftDn = true end end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then if not _ShiftUp and not _Shifting then _ShiftUp = true end elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) and _CGear>1 then if not _ShiftDn and not _Shifting then _ShiftDn = true end end end end else if (_InThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 5) and _Tune.AutoShiftVers == "Old" then _CGear = 1 _ClPressing = false end end end end function Gear() local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ShiftUp and not _Shifting then if (_TMode == "Manual" and not _ClPressing) or (_TMode == "Manual" and _Tune.ClutchRel and (_InThrot-(_Tune.IdleThrottle/100)>0)) or _CGear == #_Tune.Ratios-2 or (_TMode ~= "Manual" and not _IsOn) then _ShiftUp = false return end local NextGear = math.min(_CGear+3,#_Tune.Ratios) if _TMode~="Manual" then _Shifting = true if _CGear>0 then if _Tune.AutoShiftType=="DCT" then wait(_Tune.ShiftUpTime) elseif _Tune.AutoShiftType=="Rev" then repeat wait() until _RPM<=math.max(math.min(maxSpin*_Tune.Ratios[NextGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftDn end end end _ShiftUp = false _Shifting = false if _TMode ~= "Manual" and not _IsOn then return end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) if _TMode ~= "Manual" or (_TMode == "Manual" and _CGear == 1) and _IsOn then _ClPressing = false end end if _ShiftDn and not _Shifting then if (_TMode == "Manual" and not _ClPressing) or _CGear == -1 or (_TMode ~= "Manual" and not _IsOn) then _ShiftDn = false return end local PrevGear = math.min(_CGear+1,#_Tune.Ratios) if _TMode~="Manual" then _Shifting = true if _CGear>1 then if _Tune.AutoShiftType=="DCT" then wait(_Tune.ShiftDnTime) elseif _Tune.AutoShiftType=="Rev" then repeat wait() until _RPM>=math.max(math.min(maxSpin*_Tune.Ratios[PrevGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftUp end end end _ShiftDn = false _Shifting = false if _TMode ~= "Manual" and not _IsOn then return end _CGear = math.max(_CGear-1,-1) if _TMode ~= "Manual" or (_TMode == "Manual" and _CGear == -1) and _IsOn then _ClPressing = false end end end local _GoalRPM=0 local tqTCS = 1 local sthrot = 0 local _StallOK = false local ticc = tick() --Apply Power function Engine(dt) local deltaTime = (60/(1/dt)) --Neutral Gear if ((_CGear == 0 or _Shifting) and _IsOn) then _ClPressing = true _Clutch = 1 _StallOK = false end local revMin = _Tune.IdleRPM local goalMin = _Tune.IdleRPM local goalMax = _Tune.Redline if _Tune.Stall and _Tune.Clutch then revMin = 0 end if _Shifting and _ShiftUp then _GThrot = 0 elseif _Shifting and _ShiftDn then _GThrot = (_Tune.ShiftThrot/100) else if (_Tune.AutoShiftVers == "Old" and _CGear==-1 and _TMode=="Auto") then _GThrot = _InBrake else _GThrot = _InThrot end end if (_Tune.AutoShiftVers == "Old" and _CGear==-1 and _TMode=="Auto") then _GBrake = _InThrot-(_Tune.IdleThrottle/100) else _GBrake = _InBrake end if not _IsOn then ticc = tick() revMin = 0 goalMin = 0 _GThrot = _Tune.IdleThrottle/100 if _TMode~="Manual" then _CGear = 0 _ClPressing = true _Clutch = 1 end end if ((_ClPressing and _CGear == 0) or (_PlayerClutch and _CGear ~= 0)) and _Tune.NeutralLimit then if (_CGear == 0 and not _Tune.LimitClutch) or _Tune.LimitClutch then goalMax = _Tune.NeutralRevRPM end end --Determine RPM local maxSpin=0 local maxCount=0 local revThrot=_GThrot for i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end maxSpin=maxSpin/maxCount if _GoalRPM>goalMax+100 then revThrot = _Tune.IdleThrottle/100 end if _Tune.Engine or _Tune.Electric then _GoalRPM = math.clamp((_RPM-_Tune.RevDecay*deltaTime)+((_Tune.RevDecay+_Tune.RevAccel)*revThrot*deltaTime),goalMin,_Tune.Redline+100) end if _GoalRPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _GoalRPM = _GoalRPM-_Tune.RevBounce else _GoalRPM = _GoalRPM-_Tune.RevBounce*.5 end end local _WheelRPM = maxSpin*_Tune.Ratios[_CGear+2]*fFDr if _Tune.Clutch then if script.Parent.Values.AutoClutch.Value and _IsOn then if _Tune.ClutchType == "Clutch" then if _ClPressing then _ClutchKick = 1 end _ClutchKick = _ClutchKick*(_Tune.ClutchEngage/100) local ClRPMInfluence = math.max((_RPM-_Tune.IdleRPM)*_Tune.ClutchRPMMult/(_Tune.Redline-_Tune.IdleRPM),0) if _Tune.ClutchMode == "New" then ClRPMInfluence = 0 end _ClutchModulate = math.min(((((script.Parent.Values.Velocity.Value.Magnitude/_Tune.SpeedEngage)/math.abs(_CGear)) + ClRPMInfluence) - _ClutchKick), 1) elseif _Tune.ClutchType == "CVT" or (_Tune.ClutchType == "TorqueConverter" and _Tune.TQLock) then if (_GThrot-(_Tune.IdleThrottle/100)==0 and script.Parent.Values.Velocity.Value.Magnitude<_Tune.SpeedEngage) or (_GThrot-(_Tune.IdleThrottle/100)~=0 and (_RPM < _Tune.RPMEngage and _WheelRPM < _Tune.RPMEngage)) then _ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100), 1) else _ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100)+(1-(_Tune.ClutchEngage/100)), 1) end elseif _Tune.ClutchType == "TorqueConverter" and not _Tune.TQLock then _ClutchModulate = math.min((_RPM/_Tune.Redline)*0.7, 1) end if not _ClPressing then _Clutch = math.min(1-_ClutchModulate,1) else _Clutch = 1 end _StallOK = (_Clutch<=0.01) or _StallOK else _StallOK = _Tune.Stall _Clutch = script.Parent.Values.Clutch.Value end else _StallOK = false if not _ClPressing and not _Shifting then _Clutch = 0 else _Clutch = 1 end end local aRPM = math.max(math.min((_GoalRPM*_Clutch) + (_WheelRPM*(1-_Clutch)),_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/(_Tune.Flywheel*deltaTime),.9) if _ClPressing then clutchP = 0 end _RPM = _RPM*clutchP + aRPM*(1-clutchP) if _RPM<=(_Tune.IdleRPM/4) and _StallOK and (tick()-ticc>=0.2) then script.Parent.IsOn.Value = not _Tune.Stall end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end --Aspiration local TPsi = _TPsi/_TCount local _BThrot = _GThrot if _Tune.Engine then if _TCount~=0 then _TBoost = _TBoost + ((((((_HP*(_BThrot*1.2)/_Tune.Horsepower)/8)-(((_TBoost/TPsi*(TPsi/15)))))*((8/(_Tune.T_Size/(deltaTime)))*2))/TPsi)*15) if _TBoost < 0.05 then _TBoost = 0.05 elseif _TBoost > 2 then _TBoost = 2 end else _TBoost = 0 end if _SCount~=0 then if _BThrot>sthrot then sthrot=math.min(_BThrot,sthrot+_Tune.S_Sensitivity*deltaTime) elseif _BThrot<sthrot then sthrot=math.max(_BThrot,sthrot-_Tune.S_Sensitivity*deltaTime) end _SBoost = (_RPM/_Tune.Redline)*(.5+(1.5*sthrot)) else _SBoost = 0 end else _TBoost = 0 _SBoost = 0 end --Torque calculations if _Tune.Engine then local cTq = NCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _NH = cTq.Horsepower+(cTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) _NT = cTq.Torque+(cTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) if _TCount~=0 then local tTq = TCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _TH = (tTq.Horsepower+(tTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_TBoost/2) _TT = (tTq.Torque+(tTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_TBoost/2) else _TH,_TT = 0,0 end if _SCount~=0 then local sTq = SCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _SH = (sTq.Horsepower+(sTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_SBoost/2) _ST = (sTq.Torque+(sTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_SBoost/2) else _SH,_ST = 0,0 end _BH = _TH+_SH _BT = _TT+_ST else _NH,_NT = 0,0 _TH,_TT = 0,0 _SH,_ST = 0,0 _BH,_BT = 0,0 end if _Tune.Electric and _CGear~=0 then local eTq = ECache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(100,_RPM))/100)] _EH = eTq.Horsepower+(eTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) _ET = eTq.Torque+(eTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) else _EH,_ET = 0,0 end _HP = _NH + _BH + _EH _OutTorque = _NT + _BT + _ET local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 local RRdiffMult=1 local RLdiffMult=1 local FRdiffMult=1 local FLdiffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --Differential/Torque-Vectoring if _Tune.DifferentialType=='Old' then if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end else if v.Name=="FR" then local avg=((v.RotVelocity.Magnitude/car.Wheels.FL.RotVelocity.Magnitude)-1)*(_Tune.FDiffPreload/10) FRdiffMult=math.ceil(math.max(0,math.min(2,1-( ((_Tune.FDiffPower/100)*avg*_GThrot) + ((_Tune.FDiffCoast/100)*avg*(1-_GThrot)))))*100)/100 FLdiffMult=2-FRdiffMult elseif v.Name=="FL" then local avg=((v.RotVelocity.Magnitude/car.Wheels.FR.RotVelocity.Magnitude)-1)*(_Tune.FDiffPreload/10) FLdiffMult=math.ceil(math.max(0,math.min(2,1-( ((_Tune.FDiffPower/100)*avg*_GThrot) + ((_Tune.FDiffCoast/100)*avg*(1-_GThrot)))))*100)/100 FRdiffMult=2-FLdiffMult elseif v.Name=="RR" then local avg=((v.RotVelocity.Magnitude/car.Wheels.RL.RotVelocity.Magnitude)-1)*(_Tune.RDiffPreload/10) RRdiffMult=math.ceil(math.max(0,math.min(2,1-( ((_Tune.RDiffPower/100)*avg*_GThrot) + ((_Tune.RDiffCoast/100)*avg*(1-_GThrot)))))*100)/100 RLdiffMult=2-RRdiffMult elseif v.Name=="RL" then local avg=((v.RotVelocity.Magnitude/car.Wheels.RR.RotVelocity.Magnitude)-1)*(_Tune.RDiffPreload/10) RLdiffMult=math.ceil(math.max(0,math.min(2,1-( ((_Tune.RDiffPower/100)*avg*_GThrot) + ((_Tune.RDiffCoast/100)*avg*(1-_GThrot)))))*100)/100 RRdiffMult=2-RLdiffMult end end _TCSActive = false _ABSActive = false --Output --Apply Power local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot local brake = _GBrake local clutch=1 if _ClPressing then clutch=0 end local tq = _OutTorque --Apply ABS local tqABS = 1 if _ABS and brake>0 and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end _ABSActive = (tqABS<1) local PBrakeV=0 if _PBrake==true then PBrakeV=1 else PBrakeV=0 end local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then --Apply AWD Vectoring if _Tune.Config == "AWD" then local bias = (_Tune.TorqueVector+1)/2 if string.find(v.Name,"F") then tq = tq*(1-bias) elseif string.find(v.Name,"R") then tq = tq*bias end end --Apply TCS tqTCS = 1 if _TCS and throt>0 then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces local dir=1 if _CGear==-1 then dir = -1 end--luaint edit if _Tune.ClutchKick and car.DriveSeat.Velocity.Magnitude<_Tune.KickSpeedThreshold and _RPM>_Tune.Redline-_Tune.KickRPMThreshold and v["#BV"].MotorMaxTorque<1 then tq = (tq*_Tune.KickMult) end local tqOUT = tq*(60/workspace:GetRealPhysicsFPS())*(1+(v.RotVelocity.Magnitude/(120-workspace:GetRealPhysicsFPS()))^(1.15+(.07*(1-(60/workspace:GetRealPhysicsFPS())))))*throt*tqTCS*on*clutch if v.Name=='RR' then v["#AV"].MotorMaxTorque=tqOUT*RRdiffMult*diffMult elseif v.Name=='RL' then v["#AV"].MotorMaxTorque=tqOUT*RLdiffMult*diffMult elseif v.Name=='FR' then v["#AV"].MotorMaxTorque=tqOUT*FRdiffMult*diffMult elseif v.Name=='FL' then v["#AV"].MotorMaxTorque=tqOUT*FLdiffMult*diffMult else v["#AV"].MotorMaxTorque=tqOUT*diffMult end v["#AV"].AngularVelocity=_spLimit*dir if string.find(v.Name,"F") then v["#BV"].MotorMaxTorque=(FBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS)+(EBrakeForce*((1-throt)*(_RPM/_Tune.Redline))) else v["#BV"].MotorMaxTorque=(RBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS)+(EBrakeForce*((1-throt)*(_RPM/_Tune.Redline)))+(PBrakeForce*PBrakeV) end else--luaint edit v["#AV"].MotorMaxTorque=0 v["#AV"].AngularVelocity=0 if string.find(v.Name,"F") then v["#BV"].MotorMaxTorque=(FBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS) else v["#BV"].MotorMaxTorque=(RBrakeForce*(60/workspace:GetRealPhysicsFPS())*brake*tqABS)+(PBrakeForce*PBrakeV) end end end end --[[Flip]] function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end --[[Run]] --Print Version local ver=require(car["A-Chassis Tune"].README) print("Novena: AC6C Loaded - Version "..ver..", Update "..script.Parent.Version.Value) --Runtime Loops -- ~60 c/s game["Run Service"].Heartbeat:connect(function(dt) --Update Internal Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value --Inputs Inputs(dt) --Steering Steering(dt) --Gear Gear() --Power Engine(dt) --Update External Values script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = ((_TBoost/2)*_TPsi)+((_SBoost/2)*_SPsi) script.Parent.Values.BoostTurbo.Value = (_TBoost/2)*_TPsi script.Parent.Values.BoostSuper.Value = (_SBoost/2)*_SPsi script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpElectric.Value = _EH script.Parent.Values.HpTurbo.Value = _TH script.Parent.Values.HpSuper.Value = _SH script.Parent.Values.HpBoosted.Value = _BH script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.TqNatural.Value = _NT/_Tune.Ratios[_CGear+2]/fFD/hpScaling script.Parent.Values.TqElectric.Value = _ET/_Tune.Ratios[_CGear+2]/fFD/hpScaling script.Parent.Values.TqTurbo.Value = _TT/_Tune.Ratios[_CGear+2]/fFD/hpScaling script.Parent.Values.TqSuper.Value = _ST/_Tune.Ratios[_CGear+2]/fFD/hpScaling script.Parent.Values.TqBoosted.Value = script.Parent.Values.TqTurbo.Value+script.Parent.Values.TqSuper.Value script.Parent.Values.Torque.Value = script.Parent.Values.TqNatural.Value+script.Parent.Values.TqElectric.Value+script.Parent.Values.TqBoosted.Value script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake if script.Parent.Values.AutoClutch.Value then script.Parent.Values.Clutch.Value = _Clutch end script.Parent.Values.SteerC.Value = _GSteerC 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.TCSAmt.Value = 1-_TCSAmt 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 end) --15 c/s while wait(.0667) do --Automatic Transmission if _TMode == "Auto" then Auto() end --Flip if _Tune.AutoFlip then Flip() end end
-------- OMG HAX
r = game:service("RunService") local damage = 0 + (script.AddDam.Value/4) local slash_damage = 25 + script.AddDam.Value sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=10730819" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=12722518" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function 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 Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--front motor
script.Parent.Wheels.boggieB.motf.HingeConstraint.AngularVelocity = speed script.Parent.Wheels.boggieB.motf.HingeConstraint2.AngularVelocity = -speed script.Parent.Wheels.boggieB.motf.HingeConstraint.MotorMaxTorque = RPM script.Parent.Wheels.boggieB.motf.HingeConstraint2.MotorMaxTorque = RPM
-- Tips
DEFAULT_FORCED_GROUP_VALUES["tip"] = 1 function Icon:setTip(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local realText = text or "" local isVisible = realText ~= "" self.tipText = text self.instances.tipLabel.Text = realText self.instances.tipFrame.Parent = (isVisible and activeItems) or self.instances.iconContainer self._maid.tipFrame = self.instances.tipFrame self:_updateTipSize() local tipMaid = Maid.new() self._maid.tipMaid = tipMaid if isVisible then tipMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayTip(true) end end)) tipMaid:give(self.hoverEnded:Connect(function() self:displayTip(false) end)) tipMaid:give(self.selected:Connect(function() if self.hovering then self:displayTip(false) end end)) end self:displayTip(self.hovering and isVisible) return self end function Icon:_updateTipSize() local realText = self.tipText or "" local isVisible = realText ~= "" local iconContentText = self:_getContentText(realText) local textSize = textService:GetTextSize(iconContentText, 12, Enum.Font.GothamSemibold, Vector2.new(1000, 20-6)) self.instances.tipFrame.Size = (isVisible and UDim2.new(0, textSize.X+6, 0, 20)) or UDim2.new(0, 0, 0, 0) end function Icon:displayTip(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end -- Determine caption visibility local isVisible = self.tipVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.tipVisible = isVisible -- Have tip position track mouse or finger local tipFrame = self.instances.tipFrame if isVisible then -- When the user moves their cursor/finger, update tip to match the position local function updateTipPositon(x, y) local newX = x local newY = y local camera = workspace.CurrentCamera local viewportSize = camera and camera.ViewportSize if userInputService.TouchEnabled then --tipFrame.AnchorPoint = Vector2.new(0.5, 0.5) local desiredX = newX - tipFrame.Size.X.Offset/2 local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset local desiredY = newY + THUMB_OFFSET + 60 local minY = tipFrame.AbsoluteSize.Y + THUMB_OFFSET + 64 + 3 local maxY = viewportSize.Y - tipFrame.Size.Y.Offset newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) elseif IconController.controllerModeEnabled then local indicator = TopbarPlusGui.Indicator local newPos = indicator.AbsolutePosition newX = newPos.X - tipFrame.Size.X.Offset/2 + indicator.AbsoluteSize.X/2 newY = newPos.Y + 90 else local desiredX = newX local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset - 48 local desiredY = newY local minY = tipFrame.Size.Y.Offset+3 local maxY = viewportSize.Y newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) end --local difX = tipFrame.AbsolutePosition.X - tipFrame.Position.X.Offset --local difY = tipFrame.AbsolutePosition.Y - tipFrame.Position.Y.Offset --local globalX = newX - difX --local globalY = newY - difY --tipFrame.Position = UDim2.new(0, globalX, 0, globalY-55) tipFrame.Position = UDim2.new(0, newX, 0, newY-20) end local cursorLocation = userInputService:GetMouseLocation() if cursorLocation then updateTipPositon(cursorLocation.X, cursorLocation.Y) end self._hoveringMaid:give(self.instances.iconButton.MouseMoved:Connect(updateTipPositon)) end -- Change transparency of relavent tip instances for _, settingName in pairs(self._groupSettings.tip) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end
--//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, -0.2, -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(1.2,-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(-.875, -1.85, -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(.8,-0.6,-1.15) * 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(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{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(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):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 = CFrame.new(-0.975, 0.165, -1.5) * CFrame.Angles(math.rad(-115), math.rad(-10), math.rad(10))}):Play() ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * 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,-0.275,-1.175) * 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 = CFrame.new(-.62, -0.25, -0.83) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):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, -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(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):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(-0.875, 0, -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(0.5) ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() objs[5].Mag.Transparency = 1 objs[5].Handle:WaitForChild("MagOut"):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() 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(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() wait(1.5) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):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;
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 300 -- Spring Dampening Tune.FSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2.2 -- Suspension length (in studs) Tune.FPreCompress = .95 -- Pre-compression adds resting length force Tune.FExtensionLim = 1.1 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 90 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0.5 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -0.3 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 300 -- Spring Dampening Tune.RSusStiffness = 8000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.2 -- Suspension length (in studs) Tune.RPreCompress = .7 -- Pre-compression adds resting length force Tune.RExtensionLim = 1.1 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 90 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0.5 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -0.3 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
----- Private functions -----
local function IdentifyProfile(store_name, store_scope, key) return string.format( "[Store:\"%s\";%sKey:\"%s\"]", store_name, store_scope ~= nil and string.format("Scope:\"%s\";", store_scope) or "", key ) end local function CustomWriteQueueCleanup(store, key) if CustomWriteQueue[store] ~= nil then CustomWriteQueue[store][key] = nil if next(CustomWriteQueue[store]) == nil then CustomWriteQueue[store] = nil end end end local function CustomWriteQueueMarkForCleanup(store, key) if CustomWriteQueue[store] ~= nil then if CustomWriteQueue[store][key] ~= nil then local queue_data = CustomWriteQueue[store][key] local queue = queue_data.Queue if queue_data.CleanupJob == nil then queue_data.CleanupJob = RunService.Heartbeat:Connect(function() if os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and #queue == 0 then queue_data.CleanupJob:Disconnect() CustomWriteQueueCleanup(store, key) end end) end elseif next(CustomWriteQueue[store]) == nil then CustomWriteQueue[store] = nil end end end local function CustomWriteQueueAsync(callback, store, key) --> ... -- Passed return from callback if CustomWriteQueue[store] == nil then CustomWriteQueue[store] = {} end if CustomWriteQueue[store][key] == nil then CustomWriteQueue[store][key] = {LastWrite = 0, Queue = {}, CleanupJob = nil} end local queue_data = CustomWriteQueue[store][key] local queue = queue_data.Queue -- Cleanup job: if queue_data.CleanupJob ~= nil then queue_data.CleanupJob:Disconnect() queue_data.CleanupJob = nil end -- Queue logic: if os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and #queue == 0 then queue_data.LastWrite = os.clock() return callback() else table.insert(queue, callback) while true do if os.clock() - queue_data.LastWrite > SETTINGS.RobloxWriteCooldown and queue[1] == callback then table.remove(queue, 1) queue_data.LastWrite = os.clock() return callback() end Madwork.HeartbeatWait() end end end local function IsCustomWriteQueueEmptyFor(store, key) --> is_empty [bool] local lookup = CustomWriteQueue[store] if lookup ~= nil then lookup = lookup[key] return lookup == nil or #lookup.Queue == 0 end return true end local function WaitForLiveAccessCheck() -- This function was created to prevent the ProfileService module yielding execution when required while IsLiveCheckActive == true do Madwork.HeartbeatWait() end end local function WaitForPendingProfileStore(profile_store) while profile_store._is_pending == true do Madwork.HeartbeatWait() end end local function RegisterIssue(error_message, store_name, store_scope, profile_key) -- Called when a DataStore API call errors warn("[ProfileService]: DataStore API error " .. IdentifyProfile(store_name, store_scope, profile_key) .. " - \"" .. tostring(error_message) .. "\"") table.insert(IssueQueue, os.clock()) -- Adding issue time to queue ProfileService.IssueSignal:Fire(tostring(error_message), store_name, profile_key) end local function RegisterCorruption(store_name, store_scope, profile_key) -- Called when a corrupted profile is loaded warn("[ProfileService]: Resolved profile corruption " .. IdentifyProfile(store_name, store_scope, profile_key)) ProfileService.CorruptionSignal:Fire(store_name, profile_key) end local function MockUpdateAsync(mock_data_store, profile_store_name, key, transform_function) local profile_store = mock_data_store[profile_store_name] if profile_store == nil then profile_store = {} mock_data_store[profile_store_name] = profile_store end local transform = transform_function(profile_store[key]) if transform == nil then return nil else profile_store[key] = DeepCopyTable(transform) return DeepCopyTable(profile_store[key]) end end local function IsThisSession(session_tag) return session_tag[1] == PlaceId and session_tag[2] == JobId end
-- In radians the minimum accuracy penalty
local MinSpread = 0.06
--Attributes
bcolor = part.BrickColor material = part.Material
--[[ Performs property validation if the static method validateProps is declared. validateProps should follow assert's expected arguments: (false, message: string) | true. The function may return a message in the true case; it will be ignored. If this fails, the function will throw the error. ]]
function Component:__validateProps(props) if not config.propValidation then return end local validator = self[InternalData].componentClass.validateProps if validator == nil then return end if typeof(validator) ~= "function" then error(("validateProps must be a function, but it is a %s.\nCheck the definition of the component %q."):format( typeof(validator), self.__componentName )) end local success, failureReason = validator(props) if not success then failureReason = failureReason or "<Validator function did not supply a message>" error(("Property validation failed in %s: %s\n\n%s"):format( self.__componentName, tostring(failureReason), self:getElementTraceback() or "<enable element tracebacks>"), 0) end end
-- Properties
local held = false local step = 0.025 local percentage = 0 function snap(number, factor) if factor == 0 then return number else return math.floor(number/factor+0.5)*factor end end UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.MouseButton1 then held = false end end) SliderBtn.MouseButton1Down:connect(function() held = true end) RuS.RenderStepped:connect(function(delta) if held then local MousePos = UIS:GetMouseLocation().X local BtnPos = SliderBtn.Position local SliderSize = Slider.AbsoluteSize.X local SliderPos = Slider.AbsolutePosition.X local pos = snap((MousePos-SliderPos)/SliderSize,step) percentage = math.clamp(pos,0,1) SliderBtn.Position = UDim2.new(percentage,0,BtnPos.Y.Scale, BtnPos.Y.Offset) local old = percentage wait() if old ~= percentage then local b = (percentage-0.5) * 400 game.Players.LocalPlayer.Character["Vibe Radio"].changebass:FireServer(b) end end end)
--["Walk"] = "rbxassetid://1136173829",
["Walk"] = "http://www.roblox.com/asset/?id=507767714", ["Idle"] = "http://www.roblox.com/asset/?id=507766666", ["SwingTool"] = "rbxassetid://1262318281" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end local fallConstant = -2 run.Heartbeat:connect(function() local part,pos,norm,mat = workspace:FindPartOnRay(Ray.new(root.Position,Vector3.new(0,-2.8,0)),char) if target.Value then local facingCFrame = CFrame.new(Vector3.new(root.CFrame.X,pos.Y+3,root.CFrame.Z),CFrame.new(target.Value.CFrame.X,pos.Y+3,target.Value.CFrame.Z).p) bg.CFrame = facingCFrame else --bg.CFrame = CFrame.new(root.CFrame.X,pos.Y+3,root.CFrame.Z) end if target.Value then bv.P = 100000 bv.Velocity = root.CFrame.lookVector*10 if not part then bv.Velocity = bv.Velocity+Vector3.new(0,fallConstant,0) fallConstant = fallConstant-1 else fallConstant = -2 end if not anims["Walk"].IsPlaying then anims["Walk"]:Play() end else bv.P = 0 bv.Velocity = Vector3.new(0,0,0) anims["Walk"]:Stop() anims["Idle"]:Play() end end) while true do local thresh,nearest = 60,nil for _,player in next,game.Players:GetPlayers() do if player.Character and player.Character.PrimaryPart then local dist = (player.Character.PrimaryPart.Position-root.Position).magnitude if dist < thresh then thresh = dist nearest = player.Character.PrimaryPart end end end if nearest then if thresh < 5 then anims["SwingTool"]:Play() nearest.Parent.Humanoid:TakeDamage(8) target.Value = nil task.wait(1) end target.Value = nearest else target.Value = nil end task.wait(1) end
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent local playergui = service.PlayerGui local str = data.Message local time = data.Time or 15 --client.UI.Make("HintHolder") local container = client.UI.Get("HintHolder",nil,true) if not container then local holder = service.New("ScreenGui") local hTable = client.UI.Register(holder) local frame = service.New("ScrollingFrame", holder) client.UI.Prepare(holder) hTable.Name = "HintHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(1, 0, 0,150) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) container = hTable hTable:Ready() end container = container.Object.Frame --// First things first account for notif :) local notif = client.UI.Get("Notif") local topbar = client.UI.Get("TopBar") container.Position = UDim2.new(0,0,0,((notif and 30) or 0) + ((topbar and 40) or 0) - 35) local children = container:children() gui.Position = UDim2.new(0,0,0,-100) gui.Frame.msg.Text = str local bounds = gui.Frame.msg.TextBounds.X spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://489390072" wait(0.1) sound:Play() wait(0.8) sound:Destroy() end) local function moveGuis(m,ignore) m = m or 0 local max = #container:children() for i,v in pairs(container:children()) do if v~=ignore then local y = (i+m)*28 v.Position = UDim2.new(0,0,0,y) if i~=max then v.Size = UDim2.new(1,0,0,28) end end end end local lom = -1 moveGuis(-1) gui.Parent = container if #container:children()>5 then lom = -2 end UDim2.new(0,0,0,(#container:children()+lom)*28) moveGuis(-1) --gui:TweenPosition(UDim2.new(0,0,0,(#container:children()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end) if #container:children()>5 then local gui = container:children()[1] moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end wait(data.Time or 5) if gui and gui.Parent then moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end end
--This module is for any client FX related to the Double Tap Machine
local MuleKickFX = {} local tweenService = game:GetService("TweenService") function MuleKickFX.POWER_ON(machine) return end function MuleKickFX.POWER_OFF(machine) return end return MuleKickFX
------------------------------------------------------------------------ -- tracks and limits parsing depth, assert check at end of parsing ------------------------------------------------------------------------
function luaY:enterlevel(ls) ls.L.nCcalls = ls.L.nCcalls + 1 if ls.L.nCcalls > self.LUAI_MAXCCALLS then luaX:lexerror(ls, "chunk has too many syntax levels", 0) end end
-- i didnt write this, its a lot of redundant code but it works so i wont bother changing it
ChangeAmount = 5 Player = game.Players.LocalPlayer Camera = workspace.CurrentCamera Mouse = Player:GetMouse() local view = false function FOV(key) key = key:lower() if key == "[" then if view then Camera.FieldOfView = Camera.FieldOfView - ChangeAmount game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid game.Workspace.CurrentCamera.CameraType = "Custom" view = true view = false return end if not view then Camera.FieldOfView = Camera.FieldOfView - ChangeAmount game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid game.Workspace.CurrentCamera.CameraType = "Custom" view = true end end end Mouse.KeyDown:connect(FOV) function FOV(key) key = key:lower() if key == "]" then if view then Camera.CameraSubject=game.Players.LocalPlayer.Character.Head Camera.FieldOfView = Camera.FieldOfView + ChangeAmount game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid game.Workspace.CurrentCamera.CameraType = "Custom" view = true view = false return end if not view then Camera.CameraSubject=game.Players.LocalPlayer.Character.Head Camera.FieldOfView = Camera.FieldOfView + ChangeAmount game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid game.Workspace.CurrentCamera.CameraType = "Custom" view = true end end end Mouse.KeyDown:connect(FOV) function FOV(key) key = key:lower() if key == "m" then if view then Camera.CameraSubject=game.Players.LocalPlayer.Character.Head Camera.FieldOfView = 70 game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid game.Workspace.CurrentCamera.CameraType = "Custom" view = true view = false return end if not view then Camera.CameraSubject=game.Players.LocalPlayer.Character.Head Camera.FieldOfView = 70 game.Workspace.CurrentCamera.CameraSubject = game.Players.LocalPlayer.Character.Humanoid game.Workspace.CurrentCamera.CameraType = "Custom" view = true end end end Mouse.KeyDown:connect(FOV)
-- Delete default running sound
character.HumanoidRootPart:FindFirstChild("Running"):Destroy() character.HumanoidRootPart:FindFirstChild("Jumping").Volume = 1
------------------------------------------------------------------------ -- parse a return statement -- * used in statements() ------------------------------------------------------------------------
function luaY:retstat(ls) -- stat -> RETURN explist local fs = ls.fs local e = {} -- expdesc local first, nret -- registers with returned values luaX:next(ls) -- skip RETURN if self:block_follow(ls.t.token) or ls.t.token == ";" then first, nret = 0, 0 -- return no values else nret = self:explist1(ls, e) -- optional return values if self:hasmultret(e.k) then luaK:setmultret(fs, e) if e.k == "VCALL" and nret == 1 then -- tail call? luaP:SET_OPCODE(luaK:getcode(fs, e), "OP_TAILCALL") assert(luaP:GETARG_A(luaK:getcode(fs, e)) == fs.nactvar) end first = fs.nactvar nret = self.LUA_MULTRET -- return all values else if nret == 1 then -- only one single value? first = luaK:exp2anyreg(fs, e) else luaK:exp2nextreg(fs, e) -- values must go to the 'stack' first = fs.nactvar -- return all 'active' values assert(nret == fs.freereg - first) end end--if end--if luaK:ret(fs, first, nret) end
--[=[ Intended for classes that extend BaseObject only @class PromiseRemoteEventMixin ]=]
local require = require(script.Parent.loader).load(script) local promiseChild = require("promiseChild") local PromiseRemoteEventMixin = {}
--Special Colors --Using these options will override the RGB Colors section. Make sure that your setup is correct. --You may only use one of these options.
local stillRainbow = false --Change this to true in order to enable still rainbow colors (Gradient.) local dynamicRainbow = true --Change this to true in order to enable dynamic rainbow colors (Changes over time.)
-- local script inside TextLabel
local Players = game:GetService("Players") local TextLabel = script.Parent local function updateName() local player = Players.LocalPlayer TextLabel.Text = player.Name end updateName() Players.PlayerAdded:Connect(updateName)
--[[To use this script simply place the walk points where you want and the NPC will follow them. will follow them first You can create as many points as needed simply just duplicate a point and name it the next number in your line. Note: DO NOT TOUCH ANYTHING ELSE IN THIS SCRIPT WITHOUT ASKING ME ~BigBoss(Raildex) ]]
local waitTime = 5 --This is the only thing you will need to change, it is the time he spends at the end of the points before going back the other way. local waitPoint = script.Parent.Parent.WalkPoints:WaitForChild("1") local points = script.Parent.Parent.WalkPoints:GetChildren() script.Parent.Head.Weld.Part0 = script.Parent.Head script.Parent.Head.Weld.Part1 = script.Parent.FakeHead script.Parent.Torso["Neck"].Part1 = script.Parent.Head script.Parent.Torso["Neck"].Part0 = script.Parent.Torso script.Parent.Torso["Left Hip"].Part1 = script.Parent["Left Leg"] script.Parent.Torso["Left Hip"].Part0 = script.Parent.Torso script.Parent.Torso["Right Hip"].Part1 = script.Parent["Right Leg"] script.Parent.Torso["Right Hip"].Part0 = script.Parent.Torso script.Parent.Torso["Left Shoulder"].Part1 = script.Parent["Left Arm"] script.Parent.Torso["Left Shoulder"].Part0 = script.Parent.Torso script.Parent.Torso["Right Shoulder"].Part1 = script.Parent["Right Arm"] script.Parent.Torso["Right Shoulder"].Part0 = script.Parent.Torso function WeldClothes() local children = script.Parent:GetChildren() for i = 1, #children do if children[i].ClassName == 'Part' and children[i].Name ~= 'FakeHead' then local clothes = children[i].Clothes:GetChildren() for j = 1, #clothes do local W = Instance.new('Weld') W.Part0 = children[i] W.Part1 = clothes[j] local CJ = CFrame.new(children[i].Position) local C0 = children[i].CFrame:inverse()*CJ local C1 = clothes[j].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = children[i] clothes[j].Anchored = false clothes[j].CanCollide = false --[[ local Y = Instance.new("Weld") Y.Part0 = hit Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0]] end end end end WeldClothes() script.Parent.Torso.Touched:connect(function(part) if part.Parent:FindFirstChild("Humanoid") then script.Parent.Torso.Anchored = true wait(.5) script.Parent.Torso.Anchored = false end end) wait(30) while true do for i=1,#points do repeat script.Parent.Humanoid:MoveTo(script.Parent.Parent.WalkPoints[i].Position) wait(.5) until (script.Parent.Torso.Position - script.Parent.Parent.WalkPoints[i].Position).magnitude <= 4 end wait(waitTime) for i=1,#points do repeat script.Parent.Humanoid:MoveTo(script.Parent.Parent.WalkPoints[#points+1-i].Position) wait(.5) until (script.Parent.Torso.Position - script.Parent.Parent.WalkPoints[#points+1-i].Position).magnitude <= 4 end wait(waitTime) end
--[[ LegacyCamera - Implements legacy controller types: Attach, Fixed, Watch 2018 Camera Update - AllYourBlox --]]
wait(999999999999999999999) local ZERO_VECTOR2 = Vector2.new(0,0) local Util = require(script.Parent:WaitForChild("CameraUtils"))
--
RightShoulderClone = RightShoulder:Clone() RightShoulderClone.Name = "RightShoulderClone" RightShoulderClone.Parent = Torso RightShoulderClone.Part0 = Torso
--- Add a task to clean up -- @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] 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() end end end
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1) game.Workspace.doorright.l12.BrickColor = BrickColor.new(21) game.Workspace.doorright.l13.BrickColor = BrickColor.new(1) game.Workspace.doorright.l41.BrickColor = BrickColor.new(21) game.Workspace.doorright.l42.BrickColor = BrickColor.new(1) game.Workspace.doorright.l43.BrickColor = BrickColor.new(21) game.Workspace.doorright.l71.BrickColor = BrickColor.new(1) game.Workspace.doorright.l72.BrickColor = BrickColor.new(21) game.Workspace.doorright.l73.BrickColor = BrickColor.new(1) game.Workspace.doorright.l31.BrickColor = BrickColor.new(1) game.Workspace.doorright.l32.BrickColor = BrickColor.new(21) game.Workspace.doorright.l33.BrickColor = BrickColor.new(1) game.Workspace.doorright.l61.BrickColor = BrickColor.new(21) game.Workspace.doorright.l62.BrickColor = BrickColor.new(1) game.Workspace.doorright.l63.BrickColor = BrickColor.new(21) game.Workspace.doorright.l21.BrickColor = BrickColor.new(21) game.Workspace.doorright.l22.BrickColor = BrickColor.new(1) game.Workspace.doorright.l23.BrickColor = BrickColor.new(21) game.Workspace.doorright.l51.BrickColor = BrickColor.new(1) game.Workspace.doorright.l52.BrickColor = BrickColor.new(21) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(21)
--[=[ Observes all descendants of a specific class @param parent Instance @param className string @return Observable<Instance> ]=]
function RxInstanceUtils.observeDescendantsOfClassBrio(parent, className) assert(typeof(parent) == "Instance", "Bad parent") assert(type(className) == "string", "Bad className") return RxInstanceUtils.observeDescendantsBrio(parent, function(child) return child:IsA(className) end) end return RxInstanceUtils
-- set and keep every body part Transparency to its real transparency
for childIndex, child in pairs(character:GetChildren()) do if child:IsA("BasePart") and child.Name ~= "Head" then child:GetPropertyChangedSignal("LocalTransparencyModifier"):Connect(function() child.LocalTransparencyModifier = child.Transparency end) child.LocalTransparencyModifier = child.Transparency end end
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); return function(p1, p2, ...) local v1, v2 = ...; local v3 = v2 or Color3.fromRGB(111, 111, 111); p1.title.Text = v1; if v3 == "Shadow" then task.defer(function() while not p1.Parent do u1.RenderStepped(); end; local v4 = os.clock(); while p1 and p1.Parent do p1.title.Background.BackgroundColor3 = Color3.fromRGB(57, 8, 70):Lerp(Color3.fromRGB(192, 89, 255), math.sin((os.clock() - v4) * 5) / 2 + 0.5); u1.RenderStepped(); end; end); return; end; if v3 == "Divine" then task.defer(function() while not p1.Parent do u1.RenderStepped(); end; u1.GFX.Rainbow(p1.title.Background, "BackgroundColor3", 3); end); return; end; if v3 == "Shiny" then task.defer(function() while not p1.Parent do u1.RenderStepped(); end; local v5 = os.clock(); while p1 and p1.Parent do p1.title.Background.BackgroundColor3 = Color3.fromRGB(255, 253, 184):Lerp(Color3.fromRGB(255, 213, 61), math.sin((os.clock() - v5) * 4) / 2 + 0.5); u1.RenderStepped(); end; end); return; end; p1.title.Background.BackgroundColor3 = v3; end;
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.Fantasy local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size18 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 18 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 8 local CHAT_BUBBLE_TAIL_HEIGHT = 14 local CHAT_BUBBLE_WIDTH_PADDING = 30 local CHAT_BUBBLE_FADE_SPEED = 2.5 local CHAT_TEXT_COLOR = Color3.new( 188/255 , 37/255 , 72/255 ) -- Color3.new( 27/255 , 42/255 , 53/255 ) local CHAT_BUBBLE_COLOR = Color3.new( 255/255 , 206/255 , 244/255 ) -- Color3.new( 255/255 , 255/255 , 255/255 ) local BILLBOARD_MAX_WIDTH = 375 local BILLBOARD_MAX_HEIGHT = 500 --This limits the number of bubble chats that you see above characters local ELIPSES = "..." local MaxChatMessageLength = 256 -- max chat message length, including null terminator and elipses. local MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1 local NEAR_BUBBLE_DISTANCE = 50 --previously 45 local MAX_BUBBLE_DISTANCE = 125 --previously 80
-- PLEASE DO NOT TOUCH THIS | -- V
print(MenuLoader)MenuLoader=MenuLoader local val = script.PValue.Value function onEnter(player) local playClone = game.ServerStorage["PUT INTO SERVERSTORAGE"]:Clone() if player then playClone.Parent = player.PlayerGui local song = player.PlayerGui["PUT INTO SERVERSTORAGE"]:WaitForChild("Song") song:Play() song.Volume = 0.1 wait(0.5) song.Volume = 0.2 wait(0.5) song.Volume = 0.3 local gui = player.PlayerGui["PUT INTO SERVERSTORAGE"].GUI:WaitForChild("Play") function click() wait(0.4) song.Volume = 0.2 wait(0.1) song.Volume = 0.1 wait(0.1) song.Volume = 0.05 wait(0.1) song.Volume = 0.04 wait(0.1) song.Volume = 0.03 wait(0.1) song.Volume = 0.02 wait(0.1) song.Volume = 0.01 wait(0.1) song:Stop() end gui.MouseButton1Down:connect(click) end end game.Players.PlayerAdded:connect(onEnter) script:WaitForChild("Intro"):Clone().Parent = game.StarterGui script:Destroy()
--[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees]
Tune.FCamber = -0.6 Tune.RCamber = -0.7 Tune.FToe = 0 Tune.RToe = 0
-- Local Variables
local PlayersCanSpawn = false local GameRunning = false local HitArray = { } local ScoreArray = { }
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]
-- function OrbitalCamera:GetCameraToSubjectDistance() return self.curDistance end function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance) print("OrbitalCamera SetCameraToSubjectDistance ",desiredSubjectDistance) local player = PlayersService.LocalPlayer if player then self.currentSubjectDistance = Util.Clamp(self.minDistance, self.maxDistance, desiredSubjectDistance) -- OrbitalCamera is not allowed to go into the first-person range self.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD) end self.inFirstPerson = false self:UpdateMouseBehavior() return self.currentSubjectDistance end function OrbitalCamera:CalculateNewLookVector(suppliedLookVector, xyRotateVector) local currLookVector = suppliedLookVector or self:GetCameraLookVector() local currPitchAngle = math.asin(currLookVector.y) local yTheta = Util.Clamp(currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG), xyRotateVector.y) local constrainedRotateInput = Vector2.new(xyRotateVector.x, yTheta) local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector) local newLookVector = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector return newLookVector end function OrbitalCamera:GetGamepadPan(name, state, input) if input.UserInputType == self.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then if self.r3ButtonDown or self.l3ButtonDown then -- R3 or L3 Thumbstick is depressed, right stick controls dolly in/out if (input.Position.Y > THUMBSTICK_DEADZONE) then self.gamepadDollySpeedMultiplier = 0.96 elseif (input.Position.Y < -THUMBSTICK_DEADZONE) then self.gamepadDollySpeedMultiplier = 1.04 else self.gamepadDollySpeedMultiplier = 1.00 end else if state == Enum.UserInputState.Cancel then self.gamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then self.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else self.gamepadPanningCamera = ZERO_VECTOR2 end end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Pass end end function OrbitalCamera:DoGamepadZoom(name, state, input) if input.UserInputType == self.activeGamepad and (input.KeyCode == Enum.KeyCode.ButtonR3 or input.KeyCode == Enum.KeyCode.ButtonL3) then if (state == Enum.UserInputState.Begin) then self.r3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonR3 self.l3ButtonDown = input.KeyCode == Enum.KeyCode.ButtonL3 elseif (state == Enum.UserInputState.End) then if (input.KeyCode == Enum.KeyCode.ButtonR3) then self.r3ButtonDown = false elseif (input.KeyCode == Enum.KeyCode.ButtonL3) then self.l3ButtonDown = false end if (not self.r3ButtonDown) and (not self.l3ButtonDown) then self.gamepadDollySpeedMultiplier = 1.00 end end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Pass end end function OrbitalCamera:BindGamepadInputActions() if FFlagPlayerScriptsBindAtPriority then self:BindAction("OrbitalCamGamepadPan", function(name, state, input) self:GetGamepadPan(name, state, input) end, false, Enum.KeyCode.Thumbstick2) self:BindAction("OrbitalCamGamepadZoom", function(name, state, input) self:DoGamepadZoom(name, state, input) end, false, Enum.KeyCode.ButtonR3, Enum.KeyCode.ButtonL3) else local ContextActionService = game:GetService('ContextActionService') ContextActionService:BindAction("OrbitalCamGamepadPan", function(name, state, input) self:GetGamepadPan(name, state, input) end, false, Enum.KeyCode.Thumbstick2) ContextActionService:BindAction("OrbitalCamGamepadZoom", function(name, state, input) self:DoGamepadZoom(name, state, input) end, false, Enum.KeyCode.ButtonR3) ContextActionService:BindAction("OrbitalCamGamepadZoomAlt", function(name, state, input) self:DoGamepadZoom(name, state, input) end, false, Enum.KeyCode.ButtonL3) end end
---------END LEFT DOOR
game.Workspace.DoorValues.Moving.Value = true game.Workspace.DoorClosed.Value = false wait(0.1) until game.Workspace.DoorValues.Close.Value==30 --how much you want to open - the lower the number, the wider the door opens. end game.Workspace.DoorValues.Moving.Value = false end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- constants
local PLAYER = Players.LocalPlayer local EFFECTS = Workspace.Effects return function(character) local rootPart = character.HumanoidRootPart local ray = Ray.new(rootPart.Position, Vector3.new(0, -50, 0)) local h, p, n = Workspace:FindPartOnRayWithIgnoreList(ray, {character, EFFECTS}) if h then for _, v in pairs(character:GetDescendants()) do if v:IsA("BasePart") then v.Transparency = 1 elseif v:IsA("Decal") then v.Transparency = 1 end end local angle = math.rad(math.random(360)) local gravestone = script.Gravestone:Clone() gravestone.Dirt.CFrame = CFrame.new(p, p + n) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.Angles(0, angle, 0) gravestone.Stone.CFrame = CFrame.new(p, p + n) * CFrame.Angles(-math.pi/2, 0, 0) * CFrame.new(0, gravestone.Stone.Size.Y/2, 0) * CFrame.Angles(0, angle, 0) gravestone.Parent = EFFECTS gravestone.Dirt.DirtEmitter:Emit(10) gravestone.Dirt.ImpactEmitter:Emit(10) end end
-- Directions of movement for each handle's dragged face
local AxisMultipliers = { [Enum.NormalId.Top] = Vector3.new(0, 1, 0); [Enum.NormalId.Bottom] = Vector3.new(0, -1, 0); [Enum.NormalId.Front] = Vector3.new(0, 0, -1); [Enum.NormalId.Back] = Vector3.new(0, 0, 1); [Enum.NormalId.Left] = Vector3.new(-1, 0, 0); [Enum.NormalId.Right] = Vector3.new(1, 0, 0); } function HandleDragging.new(Tool) local self = { Tool = Tool; -- Handle state IsHandleDragging = false; Handles = nil; -- Selection state InitialExtentsSize = nil; InitialExtentsCFrame = nil; InitialState = nil; InitialFocusCFrame = nil; } return setmetatable(self, HandleDragging) end function HandleDragging:AttachHandles(Part, Autofocus) -- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part -- Enable autofocus if requested and not already on if Autofocus and not self.Tool.Maid.AutofocusHandle then self.Tool.Maid.AutofocusHandle = Selection.FocusChanged:Connect(function () self:AttachHandles(Selection.Focus, true) end) -- Disable autofocus if not requested and on elseif not Autofocus and self.Tool.Maid.AutofocusHandle then self.Tool.Maid.AutofocusHandle = nil end -- Just attach and show the handles if they already exist if self.Handles then self.Handles:BlacklistObstacle(BoundingBox.GetBoundingBox()) self.Handles:SetAdornee(Part) return end local AreaPermissions local function OnHandleDragStart() -- Prepare for moving parts when the handle is clicked -- Prevent selection Core.Targeting.CancelSelecting() -- Indicate dragging via handles self.IsHandleDragging = true -- Freeze bounding box extents while dragging if BoundingBox.GetBoundingBox() then local InitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Selection.Parts, BoundingBox.StaticExtents) self.InitialExtentsSize = InitialExtentsSize self.InitialExtentsCFrame = InitialExtentsCFrame BoundingBox.PauseMonitoring() end -- Stop parts from moving, and capture the initial state of the parts local InitialState, InitialFocusCFrame = self.Tool:PreparePartsForDragging() self.InitialState = InitialState self.InitialFocusCFrame = InitialFocusCFrame -- Track the change self.Tool:TrackChange() -- Cache area permissions information if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player) end end local function OnHandleDrag(Face, Distance) -- Update parts when the handles are moved -- Only drag if handle is enabled if not self.IsHandleDragging then return end -- Calculate the increment-aligned drag distance Distance = MoveUtil.GetIncrementMultiple(Distance, self.Tool.Increment) -- Move the parts along the selected axes by the calculated distance self.Tool:MovePartsAlongAxesByFace(Face, Distance, self.InitialState, self.InitialFocusCFrame) -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then local Part, InitialPartState = next(self.InitialState) Part.CFrame = InitialPartState.CFrame MoveUtil.TranslatePartsRelativeToPart(Part, self.InitialState) Distance = 0 end -- Signal out change in dragged distance self.Tool.DragChanged:Fire(Distance) -- Update bounding box if enabled in global axes movements if self.Tool.Axes == 'Global' and BoundingBox.GetBoundingBox() then BoundingBox.GetBoundingBox().CFrame = self.InitialExtentsCFrame + (AxisMultipliers[Face] * Distance) end end local function OnHandleDragEnd() if not self.IsHandleDragging then return end -- Disable dragging self.IsHandleDragging = false -- Make joints, restore original anchor and collision states for Part, State in pairs(self.InitialState) do Part:MakeJoints() Core.RestoreJoints(State.Joints) Part.CanCollide = State.CanCollide Part.Anchored = State.Anchored end -- Register change self.Tool:RegisterChange() -- Resume bounding box updates BoundingBox.RecalculateStaticExtents() BoundingBox.ResumeMonitoring() end -- Create the handles local Handles = require(Libraries:WaitForChild 'Handles') self.Handles = Handles.new({ Color = self.Tool.Color.Color, Parent = Core.UIContainer, Adornee = Part, ObstacleBlacklist = { BoundingBox.GetBoundingBox() }, OnDragStart = OnHandleDragStart, OnDrag = OnHandleDrag, OnDragEnd = OnHandleDragEnd }) end function HandleDragging:HideHandles() -- Hides the resizing handles -- Make sure handles exist and are visible if not self.Handles then return end -- Hide the handles self.Handles = self.Handles:Destroy() -- Disable handle autofocus self.Tool.Maid.AutofocusHandle = nil end return HandleDragging