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--// JAFTERGAMERTV \\--
|
script.Parent.MouseButton1Click:connect(function() -- The function of when the Players Clicks.
if script.Parent.Parent.Box.Visible == false then -- This tells wither it is open or not.
script.Parent.Text = " " -- Tells us that it is open.
script.Parent.Parent.Box.Visible = true -- Makes the box visible.
else -- Otherwise
script.Parent.Text = "Settings" -- Tells us that it is closed.
script.Parent.Parent.Box.Visible = false -- Makes the box Invisible
end -- Ends the If statement.
end) -- Ends the function in general.
|
-- This is auto installer.
|
local anti = script.Anti
local main = script["JyAntiCheat.lua [READ]"]
game.Players.PlayerAdded:connect(function(Player)
main.Name = "JyAntiCheat.lua"
anti.Parent = game.StarterPlayer.StarterCharacterScripts
main.Parent = game.StarterPlayer.StarterCharacterScripts
anti:Clone()
main:Clone()
wait(.1);
script:Destroy();
end)
|
--!nocheck
--^ It works. Just get the type checker to shut up so that people don't send bug reports :P
| |
--step 1: make your gui in "StarterGui" and edit it to how you like it!
| |
--Unlock or Lock AR/AF timer if enclosure is locked
|
function LockButtons()
ButtonAlert.ProximityPrompt.Enabled = false
ButtonAttack.ProximityPrompt.Enabled = false
ButtonCancel.ProximityPrompt.Enabled = false
ButtonTest.ProximityPrompt.Enabled = false
--ButtonFire.ProximityPrompt.Enabled = false
end
function UnlockButtons()
ButtonAlert.ProximityPrompt.Enabled = true
ButtonAttack.ProximityPrompt.Enabled = true
ButtonCancel.ProximityPrompt.Enabled = true
ButtonTest.ProximityPrompt.Enabled = true
--ButtonFire.ProximityPrompt.Enabled = true
end
function Check()
if script.Parent.Locked.Value == true then
LockButtons()
else
UnlockButtons()
end
end
Check()
script.Parent.Locked.Changed:Connect(function()
Check()
end)
|
--[[ Please do not delete this module.
NVNA Constraint Type: Motorcycle
The Bike Chassis | Build: 1
Version: 1
Avxnturador | General Programming
Engine, Transmission, Tires, Driving Aids
HAYASHl | Specialized Expertise
Steering, Suspension, Plugins, Original Beta Model
:: About
This is NVNA Constraint Type: Motorcycle, also known as the Bike Chassis.
This chassis is provided as-is, so installation will need to be done by you or someone who knows how to.
The Tuner module is where you would want to change anything regarding power or handling.
Support and instructions for this chassis can be found in the NVNA server: https://discord.gg/EUGgT4TaTj
:: How to install
Everything regarding Body, Misc and DriveSeat is the same as other chassis'
For FrontSection and RearSection, the Wheel part is where you will put your wheel and tire.
Resize the cylinder to match your wheel's size in all axes.
Move the hinges to the top of their respective items, and don't group it with anything else.
TripleTreeHinge goes on the top of the handlebars in the center.
RearSwingArmHinge goes in the center of the suspension hinge.
Tune the bike to your liking using the Tuner.
:: Notice to programmers
For anyone familiar with A-Chassis 6 plugin programming, a lot of the same principles apply.
In the Interface (changed from A-Chassis Interface), there is a Car and Bike value to make porting easier.
Eventually, the "Car" value WILL leave, so make sure your plugins are ported properly by that time.
:: Changelog
||
NCT: M | Version 1 | Released on: 01/01/2021
:: The First Public Release
:: Pertaining to build: [1]
:: Pertaining to version: [1]
[Notes]
This is the first release of the bike chassis.
The structure is the same as the Beta chassis', but is different from AC6.
Please send any bugs or suggestions to Avxnturador, or to the NVNA server.
[Changes from Beta]
The engine is now the engine from AC6C V1.4 and onward.
Please re-tune accordingly.
[Thank you!]
NCT: M Beta has been out for over a year, and it has only needed one update. It stayed solid.
Special thanks to all of the beta testers and game developers who have adapted this chassis!
There are no update instructions. Please install this chassis from scratch.
||
--]]
|
return "1"
|
-- declarations
|
local sDied = newSound("")
local sFallingDown = newSound("rbxasset://sounds/splat.wav")
local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav")
local sGettingUp = newSound("rbxasset://sounds/hit.wav")
local sJumping = newSound("rbxasset://sounds/button.wav")
local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3")
sRunning.Looped = true
local Figure = script.Parent
local Head = waitForChild(Figure, "Head")
local Humanoid = waitForChild(Figure, "Humanoid")
|
--[[
Server init script
]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger)
local CollisionGroupsController = require(ServerStorage.Source.Controllers.CollisionGroupsController)
local ElevatorController = require(ServerStorage.Source.Controllers.ElevatorController)
local RoomManager = require(ServerStorage.Source.Managers.RoomManager)
local DoorManager = require(ServerStorage.Source.Managers.DoorManager)
local WindowManager = require(ServerStorage.Source.Managers.WindowManager)
local ServerStateMachine = require(ServerStorage.Source.GameStates.ServerStateMachine)
local PlayerManager = require(ServerStorage.Source.Managers.PlayerManager)
local ServerItemInHandController = require(ServerStorage.Source.Controllers.ServerItemInHandController)
local tagMap = require(ServerStorage.Source.tagMap)
Logger.setCutoff(Logger.LOG_LEVEL.Warn)
tagMap()
CollisionGroupsController.init()
DoorManager.init()
WindowManager.init()
RoomManager.init()
ServerStateMachine.init()
PlayerManager.init()
ServerItemInHandController.init()
ElevatorController.init()
|
--[[Transmission]]
|
Tune.TransModes = {"Auto","Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
|
-- Compare two arrays of strings line-by-line.
|
function diffLinesRaw(aLines: { [number]: string }, bLines: { [number]: string }): Array<Diff>
local aLength = #aLines
local bLength = #bLines
local isCommon = function(aIndex: number, bIndex: number)
return aLines[aIndex + 1] == bLines[bIndex + 1]
end
local diffs = {}
local aIndex = 0
local bIndex = 0
local foundSubsequence = function(nCommon: number, aCommon: number, bCommon: number)
while aIndex ~= aCommon do
table.insert(diffs, Diff.new(DIFF_DELETE, aLines[aIndex + 1]))
aIndex += 1
end
while bIndex ~= bCommon do
table.insert(diffs, Diff.new(DIFF_INSERT, bLines[bIndex + 1]))
bIndex += 1
end
while nCommon ~= 0 do
table.insert(diffs, Diff.new(DIFF_EQUAL, bLines[bIndex + 1]))
nCommon -= 1
aIndex += 1
bIndex += 1
end
end
diff(aLength, bLength, isCommon, foundSubsequence)
-- After the last common subsequence, push remaining change items.
while aIndex ~= aLength do
table.insert(diffs, Diff.new(DIFF_DELETE, aLines[aIndex + 1]))
aIndex += 1
end
while bIndex ~= bLength do
table.insert(diffs, Diff.new(DIFF_INSERT, bLines[bIndex + 1]))
bIndex += 1
end
return diffs
end
return {
printDiffLines = printDiffLines,
diffLinesUnified = diffLinesUnified,
diffLinesUnified2 = diffLinesUnified2,
diffLinesRaw = diffLinesRaw,
}
|
--Aesthetics
|
Tune.SusVisible = false -- 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
|
-- Functions
|
closeButton.MouseEnter:Connect(function()
topbar_closeButton_f:Play()
end)
closeButton.MouseLeave:Connect(function()
topbar_closeButton_nf:Play() -- These are all
end) -- for the closeButton
|
-------------------------
|
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
elseif key == "u" then --Window controls
if windows == false then
winfob.Visible = true
windows = true
else windows = false
winfob.Visible = false
end
|
--print(UserSettings().GameSettings.SavedQualityLevel)
|
if UserSettings().GameSettings.SavedQualityLevel == Enum.SavedQualitySetting.Automatic then
|
-- Maximum number of rays that can be cast
|
local QUERY_POINT_CAST_LIMIT = 64
|
--[[Transmission]]
|
Tune.TransModes = {"Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--[[
Calls destroy() on the given object and removes it from the registry
]]
|
function Registry:removeObject(object)
for key, _object in pairs(self.objects) do
if object == _object then
self:remove(key)
return
end
end
end
|
--local Sprinting =false
|
local L_144_ = L_120_.new(Vector3.new())
L_144_.s = 15
L_144_.d = 0.5
game:GetService("UserInputService").InputChanged:connect(function(L_271_arg1) --Get the mouse delta for the gun sway
if L_271_arg1.UserInputType == Enum.UserInputType.MouseMovement then
L_139_ = math.min(math.max(L_271_arg1.Delta.x, -L_141_), L_141_)
L_140_ = math.min(math.max(L_271_arg1.Delta.y, -L_141_), L_141_)
end
end)
L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still
L_139_ = 0
L_140_ = 0
end)
local L_145_ = false
local L_146_ = CFrame.new()
local L_147_ = CFrame.new()
local L_148_ = 0
local L_149_ = CFrame.new()
local L_150_ = 0.1
local L_151_ = 2
local L_152_ = 0
local L_153_ = .2
local L_154_ = 17
local L_155_ = 0
local L_156_ = 5
local L_157_ = .3
local L_158_, L_159_ = 0, 0
local L_160_ = nil
local L_161_ = nil
local L_162_ = nil
L_3_.Humanoid.Running:connect(function(L_272_arg1)
if L_272_arg1 > 1 then
L_145_ = true
else
L_145_ = false
end
end)
|
-- Fire with whitelist
|
function FastCast:FireWithWhitelist(origin, directionWithMagnitude, velocity, whitelist, cosmeticBulletObject, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, penetrationData)
assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("FireWithWhitelist", "FastCast.new()"))
BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, nil, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, whitelist, true, penetrationData)
end
|
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
-- Puts players into an active players table and runs readyPlayer for each player in that table
|
function PlayerManager:PreparePlayers()
-- Get all spawn locations in the folder
local map = workspace:FindFirstChild("Racetrack")
if not map then return end
local spawnLocations = map:FindFirstChild("SpawnLocations")
if not spawnLocations then return end
local availableSpawnPoints = spawnLocations:GetChildren()
-- For every active player, load them into a table, and ready them with everything needed for gameplay
for _, player in pairs(PlayerManager.ActivePlayers) do
-- Gets a spawn location and then removes it from the table so the next player gets the next spawn
local spawnLocation = availableSpawnPoints[1]
table.remove(availableSpawnPoints, 1)
PlayerConverter:PlayerToSpeederServer(player, PlayerManager.Selections[player], true)
readyPlayer(player, spawnLocation)
CheckpointEvent:FireClient(player, {{"setActive", true}, {"setup"}})
end
end
function PlayerManager:StartPlayer()
-- For every active player, unanchor their HumanoidRootPart so that they can start racing
for _, player in pairs(PlayerManager.ActivePlayers) do
local character = player.Character or player.CharacterAdded:wait()
local humanoidRootPart = character:FindFirstChild("HumanoidRootPart")
if humanoidRootPart then
humanoidRootPart.Anchored = false
else
-- Something is wrong, reload player in lobby
PlayerConverter:SpeederToPlayerServer(player)
end
end
end
|
-----------
|
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
script.Parent.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
mouse.KeyDown:connect(function(key)
if key=="v" then
script.Parent.Visible=not script.Parent.Visible
end
end)
|
-- end
|
self:ActivateCameraController(self:GetCameraControlChoice())
self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)
self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller
RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end)
-- Connect listeners to camera-related properties
for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do
Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function()
self:OnLocalPlayerCameraPropertyChanged(propertyName)
end)
end
for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do
UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function()
self:OnUserGameSettingsPropertyChanged(propertyName)
end)
end
game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
self:OnCurrentCameraChanged()
end)
self.lastInputType = UserInputService:GetLastInputType()
UserInputService.LastInputTypeChanged:Connect(function(newLastInputType)
self.lastInputType = newLastInputType
end)
return self
end
function CameraModule:GetCameraMovementModeFromSettings()
local cameraMode = Players.LocalPlayer.CameraMode
-- Lock First Person trumps all other settings and forces ClassicCamera
if cameraMode == Enum.CameraMode.LockFirstPerson then
return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic)
end
local devMode, userMode
if UserInputService.TouchEnabled then
devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode)
userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode)
else
devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode)
userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode)
end
if devMode == Enum.DevComputerCameraMovementMode.UserChoice then
-- Developer is allowing user choice, so user setting is respected
return userMode
end
return devMode
end
function CameraModule:ActivateOcclusionModule( occlusionMode )
local newModuleCreator
if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then
newModuleCreator = Poppercam
elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
newModuleCreator = Invisicam
else
warn("CameraScript ActivateOcclusionModule called with unsupported mode")
return
end
-- First check to see if there is actually a change. If the module being requested is already
-- the currently-active solution then just make sure it's enabled and exit early
if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then
if not self.activeOcclusionModule:GetEnabled() then
self.activeOcclusionModule:Enable(true)
end
return
end
-- Save a reference to the current active module (may be nil) so that we can disable it if
-- we are successful in activating its replacement
local prevOcclusionModule = self.activeOcclusionModule
-- If there is no active module, see if the one we need has already been instantiated
self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator]
-- If the module was not already instantiated and selected above, instantiate it
if not self.activeOcclusionModule then
self.activeOcclusionModule = newModuleCreator.new()
if self.activeOcclusionModule then
instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule
end
end
-- If we were successful in either selecting or instantiating the module,
-- enable it if it's not already the currently-active enabled module
if self.activeOcclusionModule then
local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode()
-- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode
if newModuleOcclusionMode ~= occlusionMode then
warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode)
end
-- Deactivate current module if there is one
if prevOcclusionModule then
-- Sanity check that current module is not being replaced by itself (that should have been handled above)
if prevOcclusionModule ~= self.activeOcclusionModule then
prevOcclusionModule:Enable(false)
else
warn("CameraScript ActivateOcclusionModule failure to detect already running correct module")
end
end
-- Occlusion modules need to be initialized with information about characters and cameraSubject
-- Invisicam needs the LocalPlayer's character
-- Poppercam needs all player characters and the camera subject
if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then
-- Optimization to only send Invisicam what we know it needs
if Players.LocalPlayer.Character then
self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer )
end
else
-- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list
for _, player in pairs(Players:GetPlayers()) do
if player and player.Character then
self.activeOcclusionModule:CharacterAdded(player.Character, player)
end
end
self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject)
end
-- Activate new choice
self.activeOcclusionModule:Enable(true)
end
end
|
-- Import services
|
local Tool = script.Parent.Parent
local Support = require(Tool.Libraries.SupportLibrary);
Support.ImportServices();
local Types = {
Part = 0,
WedgePart = 1,
CornerWedgePart = 2,
VehicleSeat = 3,
Seat = 4,
TrussPart = 5,
SpecialMesh = 6,
Texture = 7,
Decal = 8,
PointLight = 9,
SpotLight = 10,
SurfaceLight = 11,
Smoke = 12,
Fire = 13,
Sparkles = 14,
Model = 15
};
local DefaultNames = {
Part = 'Part',
WedgePart = 'Wedge',
CornerWedgePart = 'CornerWedge',
VehicleSeat = 'VehicleSeat',
Seat = 'Seat',
TrussPart = 'Truss',
SpecialMesh = 'Mesh',
Texture = 'Texture',
Decal = 'Decal',
PointLight = 'PointLight',
SpotLight = 'SpotLight',
SurfaceLight = 'SurfaceLight',
Smoke = 'Smoke',
Fire = 'Fire',
Sparkles = 'Sparkles',
Model = 'Model'
};
function Serialization.SerializeModel(Items)
-- Returns a serialized version of the given model
-- Filter out non-serializable items in `Items`
local SerializableItems = {};
for Index, Item in ipairs(Items) do
table.insert(SerializableItems, Types[Item.ClassName] and Item or nil);
end;
Items = SerializableItems;
-- Get a snapshot of the content
local Keys = Support.FlipTable(Items);
local Data = {};
Data.Version = 2;
Data.Items = {};
-- Serialize each item in the model
for Index, Item in pairs(Items) do
if Item:IsA 'BasePart' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.Size.X;
Datum[5] = Item.Size.Y;
Datum[6] = Item.Size.Z;
Support.ConcatTable(Datum, { Item.CFrame:components() });
Datum[19] = Item.BrickColor.Number;
Datum[20] = Item.Material.Value;
Datum[21] = Item.Anchored and 1 or 0;
Datum[22] = Item.CanCollide and 1 or 0;
Datum[23] = Item.Reflectance;
Datum[24] = Item.Transparency;
Datum[25] = Item.TopSurface.Value;
Datum[26] = Item.BottomSurface.Value;
Datum[27] = Item.FrontSurface.Value;
Datum[28] = Item.BackSurface.Value;
Datum[29] = Item.LeftSurface.Value;
Datum[30] = Item.RightSurface.Value;
Data.Items[Index] = Datum;
end;
if Item.ClassName == 'Part' then
local Datum = Data.Items[Index];
Datum[31] = Item.Shape.Value;
end;
if Item.ClassName == 'VehicleSeat' then
local Datum = Data.Items[Index];
Datum[31] = Item.MaxSpeed;
Datum[32] = Item.Torque;
Datum[33] = Item.TurnSpeed;
end;
if Item.ClassName == 'TrussPart' then
local Datum = Data.Items[Index];
Datum[31] = Item.Style.Value;
end;
if Item.ClassName == 'SpecialMesh' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.MeshType.Value;
Datum[5] = Item.MeshId;
Datum[6] = Item.TextureId;
Datum[7] = Item.Offset.X;
Datum[8] = Item.Offset.Y;
Datum[9] = Item.Offset.Z;
Datum[10] = Item.Scale.X;
Datum[11] = Item.Scale.Y;
Datum[12] = Item.Scale.Z;
Datum[13] = Item.VertexColor.X;
Datum[14] = Item.VertexColor.Y;
Datum[15] = Item.VertexColor.Z;
Data.Items[Index] = Datum;
end;
if Item:IsA 'Decal' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.Texture;
Datum[5] = Item.Transparency;
Datum[6] = Item.Face.Value;
Data.Items[Index] = Datum;
end;
if Item.ClassName == 'Texture' then
local Datum = Data.Items[Index];
Datum[7] = Item.StudsPerTileU;
Datum[8] = Item.StudsPerTileV;
end;
if Item:IsA 'Light' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.Brightness;
Datum[5] = Item.Color.r;
Datum[6] = Item.Color.g;
Datum[7] = Item.Color.b;
Datum[8] = Item.Enabled and 1 or 0;
Datum[9] = Item.Shadows and 1 or 0;
Data.Items[Index] = Datum;
end;
if Item.ClassName == 'PointLight' then
local Datum = Data.Items[Index];
Datum[10] = Item.Range;
end;
if Item.ClassName == 'SpotLight' then
local Datum = Data.Items[Index];
Datum[10] = Item.Range;
Datum[11] = Item.Angle;
Datum[12] = Item.Face.Value;
end;
if Item.ClassName == 'SurfaceLight' then
local Datum = Data.Items[Index];
Datum[10] = Item.Range;
Datum[11] = Item.Angle;
Datum[12] = Item.Face.Value;
end;
if Item.ClassName == 'Smoke' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.Enabled and 1 or 0;
Datum[5] = Item.Color.r;
Datum[6] = Item.Color.g;
Datum[7] = Item.Color.b;
Datum[8] = Item.Size;
Datum[9] = Item.RiseVelocity;
Datum[10] = Item.Opacity;
Data.Items[Index] = Datum;
end;
if Item.ClassName == 'Fire' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.Enabled and 1 or 0;
Datum[5] = Item.Color.r;
Datum[6] = Item.Color.g;
Datum[7] = Item.Color.b;
Datum[8] = Item.SecondaryColor.r;
Datum[9] = Item.SecondaryColor.g;
Datum[10] = Item.SecondaryColor.b;
Datum[11] = Item.Heat;
Datum[12] = Item.Size;
Data.Items[Index] = Datum;
end;
if Item.ClassName == 'Sparkles' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.Enabled and 1 or 0;
Datum[5] = Item.SparkleColor.r;
Datum[6] = Item.SparkleColor.g;
Datum[7] = Item.SparkleColor.b;
Data.Items[Index] = Datum;
end;
if Item.ClassName == 'Model' then
local Datum = {};
Datum[1] = Types[Item.ClassName];
Datum[2] = Keys[Item.Parent] or 0;
Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name;
Datum[4] = Item.PrimaryPart and Keys[Item.PrimaryPart] or 0;
Data.Items[Index] = Datum;
end;
-- Spread the workload over time to avoid locking up the CPU
if Index % 100 == 0 then
wait(0.01);
end;
end;
-- Return the serialized data
return HttpService:JSONEncode(Data);
end;
function Serialization.InflateBuildData(Data)
-- Returns an inflated version of the given build data
local Build = {};
local Instances = {};
-- Create each instance
for Index, Datum in ipairs(Data.Items) do
-- Inflate BaseParts
if Datum[1] == Types.Part
or Datum[1] == Types.WedgePart
or Datum[1] == Types.CornerWedgePart
or Datum[1] == Types.VehicleSeat
or Datum[1] == Types.Seat
or Datum[1] == Types.TrussPart
then
local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1]));
Item.Size = Vector3.new(unpack(Support.Slice(Datum, 4, 6)));
Item.CFrame = CFrame.new(unpack(Support.Slice(Datum, 7, 18)));
Item.BrickColor = BrickColor.new(Datum[19]);
Item.Material = Datum[20];
Item.Anchored = Datum[21] == 1;
Item.CanCollide = Datum[22] == 1;
Item.Reflectance = Datum[23];
Item.Transparency = Datum[24];
Item.TopSurface = Datum[25];
Item.BottomSurface = Datum[26];
Item.FrontSurface = Datum[27];
Item.BackSurface = Datum[28];
Item.LeftSurface = Datum[29];
Item.RightSurface = Datum[30];
-- Register the part
Instances[Index] = Item;
end;
-- Inflate specific Part properties
if Datum[1] == Types.Part then
local Item = Instances[Index];
Item.Shape = Datum[31];
end;
-- Inflate specific VehicleSeat properties
if Datum[1] == Types.VehicleSeat then
local Item = Instances[Index];
Item.MaxSpeed = Datum[31];
Item.Torque = Datum[32];
Item.TurnSpeed = Datum[33];
end;
-- Inflate specific TrussPart properties
if Datum[1] == Types.TrussPart then
local Item = Instances[Index];
Item.Style = Datum[31];
end;
-- Inflate SpecialMesh instances
if Datum[1] == Types.SpecialMesh then
local Item = Instance.new('SpecialMesh');
Item.MeshType = Datum[4];
Item.MeshId = Datum[5];
Item.TextureId = Datum[6];
Item.Offset = Vector3.new(unpack(Support.Slice(Datum, 7, 9)));
Item.Scale = Vector3.new(unpack(Support.Slice(Datum, 10, 12)));
Item.VertexColor = Vector3.new(unpack(Support.Slice(Datum, 13, 15)));
-- Register the mesh
Instances[Index] = Item;
end;
-- Inflate Decal instances
if Datum[1] == Types.Decal or Datum[1] == Types.Texture then
local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1]));
Item.Texture = Datum[4];
Item.Transparency = Datum[5];
Item.Face = Datum[6];
-- Register the Decal
Instances[Index] = Item;
end;
-- Inflate specific Texture properties
if Datum[1] == Types.Texture then
local Item = Instances[Index];
Item.StudsPerTileU = Datum[7];
Item.StudsPerTileV = Datum[8];
end;
-- Inflate Light instances
if Datum[1] == Types.PointLight
or Datum[1] == Types.SpotLight
or Datum[1] == Types.SurfaceLight
then
local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1]));
Item.Brightness = Datum[4];
Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7)));
Item.Enabled = Datum[8] == 1;
Item.Shadows = Datum[9] == 1;
-- Register the light
Instances[Index] = Item;
end;
-- Inflate specific PointLight properties
if Datum[1] == Types.PointLight then
local Item = Instances[Index];
Item.Range = Datum[10];
end;
-- Inflate specific SpotLight properties
if Datum[1] == Types.SpotLight then
local Item = Instances[Index];
Item.Range = Datum[10];
Item.Angle = Datum[11];
Item.Face = Datum[12];
end;
-- Inflate specific SurfaceLight properties
if Datum[1] == Types.SurfaceLight then
local Item = Instances[Index];
Item.Range = Datum[10];
Item.Angle = Datum[11];
Item.Face = Datum[12];
end;
-- Inflate Smoke instances
if Datum[1] == Types.Smoke then
local Item = Instance.new('Smoke');
Item.Enabled = Datum[4] == 1;
Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7)));
Item.Size = Datum[8];
Item.RiseVelocity = Datum[9];
Item.Opacity = Datum[10];
-- Register the smoke
Instances[Index] = Item;
end;
-- Inflate Fire instances
if Datum[1] == Types.Fire then
local Item = Instance.new('Fire');
Item.Enabled = Datum[4] == 1;
Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7)));
Item.SecondaryColor = Color3.new(unpack(Support.Slice(Datum, 8, 10)));
Item.Heat = Datum[11];
Item.Size = Datum[12];
-- Register the fire
Instances[Index] = Item;
end;
-- Inflate Sparkles instances
if Datum[1] == Types.Sparkles then
local Item = Instance.new('Sparkles');
Item.Enabled = Datum[4] == 1;
Item.SparkleColor = Color3.new(unpack(Support.Slice(Datum, 5, 7)));
-- Register the instance
Instances[Index] = Item;
end;
-- Inflate Model instances
if Datum[1] == Types.Model then
local Item = Instance.new('Model');
-- Register the model
Instances[Index] = Item;
end;
end;
-- Set object values on each instance
for Index, Datum in pairs(Data.Items) do
-- Get the item's instance
local Item = Instances[Index];
-- Set each item's parent and name
if Item and Datum[1] <= 15 then
Item.Name = (Datum[3] == '') and DefaultNames[Item.ClassName] or Datum[3];
if Datum[2] == 0 then
table.insert(Build, Item);
else
Item.Parent = Instances[Datum[2]];
end;
end;
-- Set model primary parts
if Item and Datum[1] == 15 then
Item.PrimaryPart = (Datum[4] ~= 0) and Instances[Datum[4]] or nil;
end;
end;
-- Return the model
return Build;
end;
|
-- These controllers handle only walk/run movement, jumping is handled by the
-- TouchJump controller if any of these are active
|
local ClickToMove = require(script:WaitForChild("ClickToMoveController"))
local TouchJump = require(script:WaitForChild("TouchJump"))
local VehicleController = require(script:WaitForChild("VehicleController"))
local CONTROL_ACTION_PRIORITY = Enum.ContextActionPriority.Medium.Value
|
-- MODULE --
|
local RagdollModule = require(SSS.R6Ragdoll.RagdollBuilder)
|
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]
|
local LuauPolyfill = require(script.Parent.LuauPolyfill)
local Object = LuauPolyfill.Object
local exports = {}
exports.clearLine = require(script.clearLine).default
exports.createDirectory = require(script.createDirectory).default
local ErrorWithStackModule = require(script.ErrorWithStack)
exports.ErrorWithStack = ErrorWithStackModule.default
export type ErrorWithStack = ErrorWithStackModule.ErrorWithStack
|
-- Called when character is about to be removed
|
function BaseOcclusion:CharacterRemoving(char, player)
end
function BaseOcclusion:OnCameraSubjectChanged(newSubject)
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)
local rtTwo = (2^.5)/2
--Horsepower Curve
local fgc_h=_Tune.Horsepower/100
local fgc_n=_Tune.PeakRPM/1000
local fgc_a=_Tune.PeakSharpness
local fgc_c=_Tune.CurveMult
function FGC(x)
x=x/1000
return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))
end
local PeakFGC = FGC(_Tune.PeakRPM)
--Plot Current Horsepower
function GetCurve(x,gear)
local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)
return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling
end
--Output Cache
local CacheTorque = true
local HPCache = {}
local HPInc = 100
if CacheTorque then
for gear,ratio in pairs(_Tune.Ratios) do
local hpPlot = {}
for rpm = math.floor(((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150)/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do
local tqPlot = {}
tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2)
hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2)
tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000)
tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000)
hpPlot[rpm] = tqPlot
end
table.insert(HPCache,hpPlot)
end
end
--Powertrain
--Update RPM
function RPM()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = ((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150)
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
if _RPM>_Tune.Redline then
_RPM = _RPM-_Tune.RevBounce*2
else
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
end
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
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
end
--Apply Power
function Engine()
--Get Torque
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
if CacheTorque then
local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150),_RPM))/HPInc)]
_HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
_OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
else
_HP,_OutTorque = GetCurve(_RPM,_CGear)
end
local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav
if _CGear==-1 then iComp=-iComp end
_OutTorque = _OutTorque*math.max(1,(1+iComp))
else
_HP,_OutTorque = 0,0
end
--Automatic Transmission
if _TMode == "Auto" and _IsOn then
_ClutchOn = true
if _CGear == 0 then _CGear = 1 end
if _CGear >= 1 then
if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 0 then
_CGear = -1
else
if _Tune.AutoShiftMode == "RPM" then
if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),((_Tune.IdleRPM*car.DriveSeat.EcoIdle.Value)+150))<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
_CGear=math.max(_CGear-1,1)
end
else
if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then
_CGear=math.max(_CGear-1,1)
end
end
end
else
if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 0 then
_CGear = 1
end
end
end
--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
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--AWD Torque Scaling
if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end
--Differential/Torque-Vectoring
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
_TCSActive = false
_ABSActive = false
--Output
if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then
--PBrake
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
--Apply Power
if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not car.DriveSeat.IsOn.Value then on=0 end
local throt = _GThrot
if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end
--Apply TCS
local tqTCS = 1
if _TCS 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
_TCSActive = true
end
--Update Forces
local dir = 1
if _CGear==-1 then dir = -1 end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir
else
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
end
--Brakes
else
local brake = _GBrake
if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end
--Apply ABS
local tqABS = 1
if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
tqABS = 0
end
if tqABS < 1 then
_ABSActive = true
end
--Update Forces
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
else
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
end
v["#AV"].angularvelocity=Vector3.new()
end
end
end
end
script.Parent.Values.RPM.Changed:connect(function()
if car.DriveSeat.Mode.Value == "Eco" then
if _RPM > 260 then
car.DriveSeat.Tic.Value = true
else
car.DriveSeat.Tic.Value = false
end
end
end)
car.DriveSeat.Tic.Changed:connect(function()
if car.DriveSeat.Tic.Value == true and car.DriveSeat.Mode.Value == "Eco" then
car.DriveSeat.EcoStart:Play()
end
end)
|
--Acion on admin
|
if Model ~= nil then
Model:clone().Parent = player:WaitForChild("PlayerGui") else
end
end
end
end)
end)
|
------------------------------------------------------------
|
local TwinService = game:GetService("TweenService")
local AnimationHighLight = TweenInfo.new(1, Enum.EasingStyle.Sine ,Enum.EasingDirection.InOut)
local Info1 = {Position = Vector3.new(pos1,Positionn,pos3)}
local Info2 = {Position = Vector3.new(pos1,Positionn2,pos3)}
local AnimkaUp = TwinService:Create(Danger, AnimationHighLight, Info1 )
local AnimkaDown = TwinService:Create(Danger, AnimationHighLight, Info2 )
while true do
AnimkaUp:Play()
wait(1)
AnimkaDown:Play()
wait(1)
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 170 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 4000 -- Use sliders to manipulate values
Tune.Redline = 5000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--[[Weight and CG]]
|
Tune.Weight = 2300 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--[=[
@return Promise<any>
Returns a Promise which resolves once the property object is
ready to be used. The resolved promise will also contain the
value of the property.
```lua
-- Use andThen clause:
clientRemoteProperty:OnReady():andThen(function(initialValue)
print(initialValue)
end)
-- Use await:
local success, initialValue = clientRemoteProperty:OnReady():await()
if success then
print(initialValue)
end
```
]=]
|
function ClientRemoteProperty:OnReady()
if self._ready then
return Promise.resolve(self._value)
end
return Promise.fromEvent(self._rs, function(value)
self._value = value
self._ready = true
return true
end):andThen(function()
return self._value
end)
end
|
-- Handle Transitions
|
local replicatedStorage = game:GetService("ReplicatedStorage")
local EventSequencer = require(replicatedStorage:WaitForChild("EventSequencer"))
local tokenTransitionModule = require(script:WaitForChild("TokenTransitionModule"))
EventSequencer.onSceneEndingWarningForClient:Connect(function(oldSceneName)
tokenTransitionModule.Enable()
end)
EventSequencer.onSceneLoadedForClient:Connect(function(newSceneName)
wait(4)
tokenTransitionModule.Disable()
end)
|
-- объявление генератора случайных чисел
|
rnd=Random.new()
|
-- Parts
|
local Entry = Slide:WaitForChild("Entry")
local function MovePlayer(Part)
if game.Players:GetPlayerFromCharacter(Part.Parent) then
local Character = Part.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local RootPart = Character:WaitForChild("HumanoidRootPart")
if Humanoid.Sit == false then
-- Make player sit
Humanoid.Sit = true
if Character.PrimaryPart then
-- Move player
Character:SetPrimaryPartCFrame(Entry.CFrame * CFrame.Angles(0,0,math.rad(90)) + Entry.CFrame.lookVector*2)
else
-- Extra precaution
RootPart.CFrame = CFrame.new(Entry.CFrame * CFrame.Angles(0,0,math.rad(90)) + Entry.CFrame.lookVector*2)
end
end
end
end
|
--- Scan for GUIs to add to index
|
local function Scan(instance, parent)
--- Calculates which gui instance is more important (based on dependance and class)
local function MoreImportant(a, b)
local aHeight, aCurr = 0, a
local bHeight, bCurr = 0, b
repeat aCurr = aCurr.Parent aHeight = aHeight + 1 until aCurr.Parent == playerGui
repeat bCurr = bCurr.Parent bHeight = bHeight + 1 until bCurr.Parent == playerGui
if aHeight == bHeight then
for i, v in ipairs(whitelistedClasses) do
if v == a.ClassName then
aHeight = i
elseif v == b.ClassName then
bHeight = i
end
end
end
return (aHeight < bHeight and a or b)
end
--- Iterate through gui instance children
for _, child in ipairs(instance:GetChildren()) do
if child.ClassName == "ScreenGui" and (not _L.Functions.SearchArray(blacklistedGuis, child.Name)) then
GUI[child.Name:gsub("%s+", "")] = {Gui = child}
Scan(child, child)
elseif child:IsA("GuiObject") and parent then
local exists = GUI[parent.Name:gsub("%s+", "")][child.Name:gsub("%s+", "")]
if (not exists) or (exists and MoreImportant(child, exists) == child) then
GUI[parent.Name:gsub("%s+", "")][child.Name:gsub("%s+", "")] = child
end
Scan(child, parent)
end
end
end
Scan(playerGui)
playerGui.ChildAdded:Connect(function(child)
if child.ClassName == "ScreenGui" and (not _L.Functions.SearchArray(blacklistedGuis, child.Name)) then
GUI[child.Name:gsub("%s+", "")] = {Gui = child}
Scan(child, child)
end
end)
|
---------------------------------------------------
|
Displays = 2 -- Sets how many displays this scripts will use...
DisplayColor = Color3.fromRGB(248, 248, 248)
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{57,58},t},
[49]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{57,58,20,19},t},
[59]={{57,56,30,41,59},t},
[63]={{57,58,23,62,63},t},
[34]={{57,56,30,41,39,35,34},t},
[21]={{57,58,20,21},t},
[48]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{57,56,30,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{57,56,30,41,39,35,34,32,31},t},
[56]={{57,56},t},
[29]={{57,56,30,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{57,56,30,41,39,35,34,32,31,29,28,44,45},t},
[57]={{57},t},
[36]={{57,56,30,41,39,35,37,36},t},
[25]={{57,56,30,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{57,56,30,41,59,61,71},t},
[20]={{57,58,20},t},
[60]={{57,56,30,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{57,56,30,41,59,61,71,72,76,73,75},t},
[22]={{57,58,20,21,22},t},
[74]={{57,56,30,41,59,61,71,72,76,73,74},t},
[62]={{57,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{57,56,30,41,39,35,37},t},
[2]={n,f},
[35]={{57,56,30,41,39,35},t},
[53]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{57,56,30,41,59,61,71,72,76,73},t},
[72]={{57,56,30,41,59,61,71,72},t},
[33]={{57,56,30,41,39,35,37,36,33},t},
[69]={{57,56,30,41,60,69},t},
[65]={{57,58,20,19,66,64,65},t},
[26]={{57,56,30,41,39,35,34,32,31,29,28,27,26},t},
[68]={{57,58,20,19,66,64,67,68},t},
[76]={{57,56,30,41,59,61,71,72,76},t},
[50]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{57,58,20,19,66},t},
[10]={n,f},
[24]={{57,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{57,58,23},t},
[44]={{57,56,30,41,39,35,34,32,31,29,28,44},t},
[39]={{57,56,30,41,39},t},
[32]={{57,56,30,41,39,35,34,32},t},
[3]={n,f},
[30]={{57,56,30},t},
[51]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{57,58,20,19,66,64,67},t},
[61]={{57,56,30,41,59,61},t},
[55]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{57,56,30,41,39,40,38,42},t},
[40]={{57,56,30,41,39,40},t},
[52]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{57,56,30,41},t},
[17]={n,f},
[38]={{57,56,30,41,39,40,38},t},
[28]={{57,56,30,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{57,58,20,19,66,64},t},
}
return r
|
--[[while true do
local v = 4
int = .1
for i = 1, 18 do
script.Parent.Rotation=script.Parent.Rotation+5--*v
game:GetService('RunService').RenderStepped:wait()
end
wait(int)
end--]]
|
while true do
script.Parent.Rotation = script.Parent.Rotation + 10
game:GetService('RunService').RenderStepped:wait()
end
|
-- ANimation
|
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.V and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 2
Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
for i = 1,math.huge do
if Debounce == 2 then
plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.V and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 3
plr.Character.HumanoidRootPart.Anchored = false
local Track2 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
for i = 1,10 do
wait(0.1)
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
end
wait(0.3)
Track2:Stop()
wait(.5)
Tool.Active.Value = "None"
wait(3)
Debounce = 1
end
end)
|
--script.Parent.Parent.Values.RPM.Changed:connect(function()
|
function Spool()
--When In Neutral
if Values.Horsepower.Value == 0 then
totalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/8)-(((totalPSI/WasteGatePressure*(WasteGatePressure/15)))))*((36/TurboSize)*3))/WasteGatePressure)*15)
if totalPSI < 0.05 then
totalPSI = 0.05
end
if totalPSI > 2 then
totalPSI = 2
end
--TEST
end
--When Driving
if Values.Horsepower.Value > 0 then
totalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/8)-(((totalPSI/WasteGatePressure*(WasteGatePressure/15)))))*((36/TurboSize)*3))/WasteGatePressure)*15)
if totalPSI < 0.05 then
totalPSI = 0.05
end
if totalPSI > 2 then
totalPSI = 2
end
--TEST
end
actualPSI = totalPSI/2
if FE then
local BP = totalPSI
handler:FireServer(totalPSI,actualPSI,Throttle,BOVFix,BOV_Loudness,TurboLoudness,BOV_Pitch)
else
local Throttle2 = Throttle
local W = car.DriveSeat:WaitForChild("Whistle")
local B = car.DriveSeat:WaitForChild("BOV")
local bvol = B.Volume
if Throttle2 < 0 then
Throttle2 = 0
end
W.Pitch = (totalPSI)
W.Volume = (totalPSI/4)*TurboLoudness
B.Pitch = (1 - (-totalPSI/20))*BOV_Pitch
B.Volume = (((-0.5+((totalPSI/2)*BOV_Loudness)))*(1 - script.Parent.Parent.Values.Throttle.Value))
end
end
|
--[=[
Cleans up the subscription
:::tip
This will be invoked by the Observable automatically, and should not
be called within the usage of a subscription.
:::
]=]
|
function Subscription:Destroy()
if self._state == stateTypes.PENDING then
self._state = stateTypes.CANCELLED
end
self:_doCleanup()
end
|
-- The length of the output array is the index of the next input line.
| |
--- Returns an array of the names of all registered commands (not including aliases)
|
function Registry:GetCommandNames ()
local commands = {}
for _, command in pairs(self.CommandsArray) do
commands[#commands + 1] = command.Name
end
return commands
end
Registry.GetCommandsAsStrings = Registry.GetCommandNames
|
--[[
for i = 1, 100, 0.5 do
HB:Wait();
UI:LBarSetPercent(P, i);
end
--]]
| |
-----------------------------------------------------------------------
-- converts a number to a little-endian 32-bit integer string
-- * input value assumed to not overflow, can be signed/unsigned
-----------------------------------------------------------------------
|
function luaU:from_int(x)
local v = ""
x = math.floor(x)
if x < 0 then x = 4294967296 + x end -- ULONG_MAX+1
for i = 1, 4 do
local c = x % 256
v = v..string.char(c); x = math.floor(x / 256)
end
return v
end
|
--[[Status Vars]]
|
local _IsOn = _Tune.AutoStart
if _Tune.AutoStart then script.Parent.IsOn.Value=true end
local _GSteerT=0
local _GSteerC=0
local _GThrot=0
local _GBrake=0
local _ClutchOn = true
local _ClPressing = false
local _RPM = 0
local _HP = 0
local _OutTorque = 0
local _CGear = 0
local _PGear = _CGear
local _spLimit = 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 _ABS = _Tune.ABSEnabled
local _ABSActive = false
local FlipWait=tick()
local FlipDB=false
local _InControls = false
script.Parent.DriveMode.Changed:Connect(function()
if script.Parent.DriveMode.Value == "SportPlus" then
if _Tune.TCSEnabled and _IsOn then
_TCS = false
end
else
if _Tune.TCSEnabled and _IsOn then
_TCS = true
end
end
end)
|
-- RCM Settings V
|
self.WeaponWeight = 4 -- Weapon weight must be enabled in the Config module
self.ShellEjectionMod = true
self.Holster = true
self.HolsterPoint = "Torso"
self.HolsterCFrame = CFrame.new(0.8,0.5,0.9) * CFrame.Angles(math.rad(-90),math.rad(2),math.rad(10))
self.FlashChance = 5 -- 0 = no muzzle flash, 10 = Always muzzle flash
self.ADSEnabled = { -- Ignore this setting if not using an ADS Mesh
true, -- Enabled for primary sight
false} -- Enabled for secondary sight (T)
self.ExplosiveAmmo = false -- Enables explosive ammo
self.ExplosionRadius = 70 -- Radius of explosion damage in studs
self.ExplosionType = "Default" -- Which explosion effect is used from the HITFX Explosion folder
self.IsLauncher = true -- For RPG style rocket launchers
self.EjectionOverride = nil -- Don't touch unless you know what you're doing with Vector3s
return self
|
--[[ Local Functions ]]
|
--
local function onShiftLockToggled(Value, Lock) -- NEW: everything here
-- Process if not prevented, or prevention being disabled
if PreventShiftLock == false or Lock == false then
-- Change
IsShiftLocked = Value ~= nil and Value or not IsShiftLocked
-- Begin prevention
if Lock ~= nil then
PreventShiftLock = Lock
if Lock == false and Value == false then -- When unlocked set to prior state before lock
IsShiftLocked = ShiftLockedBefore
end
else
ShiftLockedBefore = IsShiftLocked -- Remember for when unlocking
end
-- Update mouse cursor
if IsShiftLocked then
ShiftLockIcon.Image = SHIFT_LOCK_ON
Mouse.Icon = SHIFT_LOCK_CURSOR
else
ShiftLockIcon.Image = SHIFT_LOCK_OFF
Mouse.Icon = ""
end
-- Fire!
ShiftLockController.OnShiftLockToggled:Fire()
end
end
local function initialize()
if ScreenGui then
ScreenGui:Destroy()
ScreenGui = nil
end
ScreenGui = Instance.new('ScreenGui')
ScreenGui.Name = "ControlGui"
local frame = Instance.new('Frame')
frame.Name = "BottomLeftControl"
frame.Size = UDim2.new(0, 130, 0, 46)
frame.Position = UDim2.new(0, 0, 1, -46)
frame.BackgroundTransparency = 1
frame.Parent = ScreenGui
ShiftLockIcon = Instance.new('ImageButton')
ShiftLockIcon.Name = "MouseLockLabel"
ShiftLockIcon.Size = UDim2.new(0, 31, 0, 31)
ShiftLockIcon.Position = UDim2.new(0, 12, 0, 2)
ShiftLockIcon.BackgroundTransparency = 1
ShiftLockIcon.Image = IsShiftLocked and SHIFT_LOCK_ON or SHIFT_LOCK_OFF
ShiftLockIcon.Visible = true
ShiftLockIcon.Parent = frame
ShiftLockIcon.MouseButton1Click:connect(onShiftLockToggled)
ScreenGui.Parent = IsShiftLockMode and PlayerGui or nil
end
|
--[[
Create a new test result node and push it onto the navigation stack.
]]
|
function TestSession:pushNode(planNode)
local node = TestResults.createNode(planNode)
local lastNode = self.nodeStack[#self.nodeStack] or self.results
local lastContext = self.contextStack[#self.contextStack]
local context = Context.new(lastContext)
table.insert(lastNode.children, node)
table.insert(self.nodeStack, node)
table.insert(self.contextStack, context)
end
|
--use this to determine if you want this human to be harmed or not, returns boolean
|
function boom()
wait(1)
Used = true
Object.Anchored = false
--Object.Orientation = Vector3.new(0,0,0)
Object.Transparency = 1
Explode()
end
boom()
|
-- 100 == 1 0 == 0 1/0.5
|
function JamCalculation()
local L_185_
if (math.random(1, 100) <= L_24_.JamChance) then
L_185_ = true
L_75_ = true
else
L_185_ = false
end
return L_185_
end
function TracerCalculation()
local L_186_
if (math.random(1, 100) <= L_24_.TracerChance) then
L_186_ = true
else
L_186_ = false
end
return L_186_
end
function ScreamCalculation()
local L_187_
if (math.random(1, 100) <= L_24_.SuppressCalloutChance) then
L_187_ = true
else
L_187_ = false
end
return L_187_
end
function SearchResupply(L_188_arg1)
local L_189_ = false
local L_190_ = nil
if L_188_arg1:FindFirstChild('ResupplyVal') or L_188_arg1.Parent:FindFirstChild('ResupplyVal') then
L_189_ = true
if L_188_arg1:FindFirstChild('ResupplyVal') then
L_190_ = L_188_arg1.ResupplyVal
elseif L_188_arg1.Parent:FindFirstChild('ResupplyVal') then
L_190_ = L_188_arg1.Parent.ResupplyVal
end
end
return L_189_, L_190_
end
function CheckReverb()
local L_191_, L_192_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList);
if L_191_ then
local L_193_ = L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new("ReverbSoundEffect", L_59_:WaitForChild('Fire'))
elseif not L_191_ then
if L_59_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then
L_59_.Fire.ReverbSoundEffect:Destroy()
end
end
end
function UpdateAmmo()
L_29_.Text = L_106_
L_30_.Text = L_29_.Text
L_31_.Text = '| ' .. math.ceil(L_107_ / L_24_.StoredAmmo)
L_32_.Text = L_31_.Text
if L_93_ == 0 then
L_40_.Image = 'rbxassetid://' .. 1868007495
elseif L_93_ == 1 then
L_40_.Image = 'rbxassetid://' .. 1868007947
elseif L_93_ == 2 then
L_40_.Image = 'rbxassetid://' .. 1868008584
end
if L_92_ == 1 then
L_35_.BackgroundTransparency = 0
L_36_.BackgroundTransparency = 0.7
L_37_.BackgroundTransparency = 0.7
L_38_.BackgroundTransparency = 0.7
L_39_.BackgroundTransparency = 0.7
elseif L_92_ == 2 then
L_35_.BackgroundTransparency = 0
L_36_.BackgroundTransparency = 0
L_37_.BackgroundTransparency = 0
L_38_.BackgroundTransparency = 0
L_39_.BackgroundTransparency = 0
elseif L_92_ == 3 then
L_35_.BackgroundTransparency = 0
L_36_.BackgroundTransparency = 0
L_37_.BackgroundTransparency = 0
L_38_.BackgroundTransparency = 0.7
L_39_.BackgroundTransparency = 0.7
elseif L_92_ == 4 then
L_35_.BackgroundTransparency = 0
L_36_.BackgroundTransparency = 0
L_37_.BackgroundTransparency = 0
L_38_.BackgroundTransparency = 0
L_39_.BackgroundTransparency = 0.7
elseif L_92_ == 5 then
L_35_.BackgroundTransparency = 0
L_36_.BackgroundTransparency = 0.7
L_37_.BackgroundTransparency = 0
L_38_.BackgroundTransparency = 0.7
L_39_.BackgroundTransparency = 0.7
elseif L_92_ == 6 then
L_35_.BackgroundTransparency = 0
L_36_.BackgroundTransparency = 0.7
L_37_.BackgroundTransparency = 0
L_38_.BackgroundTransparency = 0
L_39_.BackgroundTransparency = 0.7
end
end
|
--[[
Special value for assigning tags to roblox instances via Roact
]]
|
local Symbol = require(script.Parent.Parent["Symbol.roblox"])
local Tag = Symbol.named("RobloxTag")
return Tag
|
--[=[
@param value any
Sets the top-level value of all clients to the same value.
:::note Override Per-Player Data
This will override any per-player data that was set using
`SetFor` or `SetFilter`. To avoid overriding this data,
`SetTop` can be used instead.
:::
```lua
-- Examples
remoteProperty:Set(10)
remoteProperty:Set({SomeData = 32})
remoteProperty:Set("HelloWorld")
```
]=]
|
function RemoteProperty:Set(value: any)
self._value = value
table.clear(self._perPlayer)
self._rs:FireAll(value)
end
|
--------SETTINGS--------
|
local ITEM_NAME = "Shotgun"
local ITEM_PRICE = 10
local CURRENCY_NAME = "Cash"
|
--[[
___ _____
/ _ |/ ___/ Avxnturador | Novena
/ __ / /__ LuaInt | Novena
/_/ |_\___/ Build 6C, Version 1.5, Update 2
]]
| |
--[=[
Counts the number of items in `_table`.
Useful since `__len` on table in Lua 5.2 returns just the array length.
@param _table table -- Table to count
@return number -- count
]=]
|
function Table.count(_table)
local count = 0
for _, _ in pairs(_table) do
count = count + 1
end
return count
end
|
--// H key, Horn
|
mouse.KeyDown:connect(function(key)
if key=="h" then
script.Parent.Parent.Horn.TextTransparency = 0
veh.Lightbar.middle.Airhorn:Play()
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.Volume = 0
veh.Lightbar.middle.Hilo.Volume = 0
veh.Lightbar.middle.Rwail.Volume = 0
script.Parent.Parent.MBOV.Visible = true
script.Parent.Parent.MBOV.Text = "Made by OfficerVargas"
end
end)
|
-- This script causes the character to die whenever it is sitting.
--
-- So it is a really bad seat allergy.
--
-- ForbiddenJ
|
Humanoid = script.Parent:WaitForChild("Humanoid")
|
--[[
Made By TrolledTrollage, Date: 4/4/2022
Module Name: CustomHotbar
!! THIS SCRIPT ONLY WORKS FOR THE CLIENT AREA !!
USAGE EXAMPLE:
-- only works on local scripts
local hotbar = require(script.CustomHotbar)
-- make new hotbar
local newhotbar = hotbar.new(Hotbar,ButtonTemplate)
-- fires on equip
newhotbar.Equipped:Connect(function(tool,frame)
print(string.format("Equipped Tool: %s",tool.Name))
end)
-- fires on unequip,if tool was dropped, this wont fire
newhotbar.Unequipped:Connect(function(tool,frame)
print(string.format("Unequipped Tool: %s",tool.Name))
end)
-- will fire if tool was dropped
newhotbar.Dropped:Connect(function(tool)
print(string.format("Dropped Tool: %s",tool.Name))
end)
]]
|
function setup(Bar:GuiObject,Template:Button,E1:BindableEvent,E2:BindableEvent,E3:BindableEvent)
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local StarterGui = game:GetService("StarterGui")
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
local Backpack = Player.Backpack
local Character = Player.Character
local Equipped,Unequipped,Dropped = E1,E2,E3
local Keys = {
Zero = 10;
One = 1;
Two = 2;
Three = 3;
Four = 4;
Five = 5;
Six = 6;
Seven = 7;
Eight = 8;
Nine = 9;
}
local items = {}
local frames = {}
local function handleEquip(tool)
if tool.Parent ~= Character then
Character.Humanoid:EquipTool(tool)
else
Character.Humanoid:UnequipTools()
end
end
local function checkHotbar(removeIndex)
if removeIndex then
for _, toolFrame in pairs(Bar:GetChildren()) do
if toolFrame:IsA("GuiObject") then
pcall(function()
if tonumber(toolFrame.Name) >= removeIndex then
local newIndex = (tonumber(toolFrame.Name) == 11) and 0 or tonumber(toolFrame.Name) - 1
local isVisible = (maxBar == 10) and (newIndex <= 9 and true or false)
toolFrame.LayoutOrder -= 1
toolFrame.Name -= 1
toolFrame.Visible = isVisible or ((newIndex ~= 0 and newIndex <= maxBar) and true or false)
if toolFrame:FindFirstChild("Key") and toolFrame.Key.ClassName == "TextLabel" then
toolFrame.Key.Text = newIndex
end
end
end)
end
end
end
for index, tool in ipairs(items) do
local toolFrame = Bar:FindFirstChild(index)
local isEquipped = (tool.Parent == Character)
if not toolFrame then
return
end
if frames[toolFrame] then
frames[toolFrame] = nil
end
if isEquipped then
Equipped:Fire(tool,toolFrame)
else
if (tool.Parent == Backpack) then
Unequipped:Fire(tool,toolFrame)
end
end
end
end
local function create(tool)
local nextIndex = (#items == 10) and 0 or #items
local isVisible = (maxBar == 10) and (nextIndex <= 9 and true or false) or ((nextIndex ~= 0 and nextIndex <= maxBar) and true or false)
local toolFrame = Template:Clone()
toolFrame.LayoutOrder = #items
toolFrame.Name = #items
toolFrame.Text = tool.Name
toolFrame.Visible = isVisible
if toolFrame:FindFirstChild("Key") and toolFrame.Key.ClassName == "TextLabel" then
toolFrame.Key.Text = nextIndex
end
if toolFrame:FindFirstChild("Image") then
if tool.TextureId ~= "" then
toolFrame.Image.Image = tool.TextureId
toolFrame.Text = ""
end
end
toolFrame.Parent = Bar
if toolFrame:IsA("TextButton") or toolFrame:IsA("ImageButton") then
toolFrame.MouseButton1Click:Connect(function()
handleEquip(tool)
end)
end
checkHotbar()
end
local function updateAdd(tool)
if not tool:IsA("Tool") then
return
end
checkHotbar()
if table.find(items, tool) then
return
end
table.insert(items, tool)
create(tool)
end
local function updateRemove(tool)
if not tool:IsA("Tool") then
return
end
if (tool.Parent == Character) or (tool.Parent == Backpack) then
return
end
if table.find(items, tool) then
local index = table.find(items, tool)
local toolFrame = Bar:FindFirstChild(index)
if toolFrame then
toolFrame:Destroy()
end
Dropped:Fire(tool)
table.remove(items, index)
checkHotbar(index)
end
end
coroutine.wrap(function()
while true do
local success, err = pcall(function()
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
end)
if success then
break
end
task.wait()
end
if maxBar > 10 then
maxBar = 10
end
Template.Visible = true
Template.Parent = nil
for _, tool in pairs(Backpack:GetChildren()) do
updateAdd(tool)
end
Backpack.ChildAdded:Connect(updateAdd)
Backpack.ChildRemoved:Connect(updateRemove)
Character.ChildAdded:Connect(updateAdd)
Character.ChildRemoved:Connect(updateRemove)
UserInputService.InputBegan:Connect(function(input, gameProcessed)
if gameProcessed then
return
end
if Keys[input.KeyCode.Name] then
local index = Keys[input.KeyCode.Name]
if items[index] then
handleEquip(items[index])
end
end
end)
end)()
end
function Hotbar.new(Bar:Frame?,Template:TextButton?)
local errorMessage = (Bar and "Argument 2 missing or nil.") or (Template and "Argument 1 missing or nil.") or ("Argument 1, and 2 missing or nil.")
assert(Bar and Template,errorMessage)
local run = game:GetService("RunService")
if run:IsClient() then
local events = {
equipped = Instance.new("BindableEvent");
unequipped = Instance.new("BindableEvent");
dropped = Instance.new("BindableEvent");
}
local self = setmetatable({
Equipped = events.equipped.Event;
Unequipped = events.unequipped.Event;
Dropped = events.dropped.Event;
},Hotbar)
local allow = (table.find(AllowedTypes,Bar.ClassName) and table.find(AllowedTypes,Template.ClassName))
assert(allow, "Invalid class type:"..Template.ClassName)
setup(Bar,Template,events.equipped,events.unequipped,events.dropped)
return self
else
warn("Hotbar/Toolbar only works for client, please use a local script instead of a server script.")
return
end
end
return Hotbar
|
-- Create base segway to clone from
|
local SegID = 581150091
local Segway = require(SegID)
local function Get_des(instance, func)
func(instance)
for _, child in next, instance:GetChildren() do
Get_des(child, func)
end
end
Functions.PlaySound = function(Sound,Pitch,Volume)
if Sound then
Sound.Pitch = Pitch
Sound.Volume = Volume
Sound:Play()
end
end
Functions.StopSound = function(Sound,Volume)
if Sound then
Sound.Volume = Volume
Sound:Stop()
end
end
Functions.ChangeSound = function(Sound,Pitch,Volume,ShouldPitch,ShouldVolume)
if Sound then
if ShouldPitch == true then
Sound.Pitch = Pitch
end
if ShouldVolume == true then
Sound.Volume = Volume
end
end
end
Functions.AnchorPart = function(Part,Anchored)
if Part and Part:IsA("Part") and Part.Name == "Seat" then
Part.Anchored = Anchored
end
end
Functions.UndoTags = function(SegwayObject,WeldObject,TiltMotor)
WeldObject.Value = nil
TiltMotor.Value = nil
SegwayObject.Value = nil
end
Functions.UndoHasWelded = function(SeaterObject)
if SeaterObject.Value and SeaterObject.Value.Parent then
SeaterObject.Value.Parent.HasWelded.Value = false
SeaterObject.Value = nil
end
end
Functions.TiltMotor = function(Motor,Angle)
if Motor then
Motor.DesiredAngle = Angle
end
end
Functions.DeleteWelds = function(Part)
if Part and Part:IsA("Part") and Part.Name == "Seat" then
for _,v in pairs(Part:GetChildren()) do
if v:IsA("Motor6D") then
v:Destroy()
end
end
end
end
Functions.ConfigHumanoid = function(Character,Humanoid,PlatformStand,Jump,AutoRotate)
if Humanoid and Humanoid.Parent == Character then
Humanoid.AutoRotate = AutoRotate
Humanoid.PlatformStand = PlatformStand
Humanoid.Jump = Jump
Get_des(Character,function(d)
if d and d:IsA("CFrameValue") and d.Name == "KeptCFrame" then
d.Parent.C0 = d.Value
d:Destroy()
end
end)
end
end
Functions.ConfigLights = function(Transparency,Color,Bool,Material,Lights,Notifiers)
if Lights and Notifiers then
for _,v in pairs(Lights:GetChildren()) do
if v:IsA("BasePart") and v:FindFirstChild("SpotLight") and v:FindFirstChild("Glare") then
v.BrickColor = BrickColor.new(Color)
v.Transparency = Transparency
v:FindFirstChild("SpotLight").Enabled = Bool
v.Material = Material
end
end
for _,v in pairs(Notifiers:GetChildren()) do
if v:IsA("BasePart") and v:FindFirstChild("SurfaceGui") then
v:FindFirstChild("SurfaceGui").ImageLabel.Visible = Bool
end
end
end
end
Functions.ColorSegway = function(Model,Color)
for i=1, #Wings do
for _,v in pairs(Model[Wings[i]]:GetChildren()) do
if v.Name == "Base" or v.Name == "Cover" then
v.BrickColor = Color
end
end
end
end
Functions.DestroySegway = function(Character,SpawnedSegway)
if SpawnedSegway.Value ~= nil then
SpawnedSegway.Value:Destroy()
SpawnedSegway.Value = nil
end
end
Functions.SpawnSegway = function(Player,Character,Tool,SpawnedSegway,Color)
if Character and not Character:FindFirstChild(Segway.Name) then
local NewSegway = Segway:Clone()
-- Define head
local Head = Character:WaitForChild("Head")
-- Get the head's rotation matrix
local p,p,p,xx,xy,xz,yx,yy,yz,zx,zy,zz = Head.CFrame:components()
-- Get the position in front of player
local SpawnPos = Head.Position + (Head.CFrame.lookVector*4)
ToolStatus.Thruster.Value = NewSegway:WaitForChild("Wheels"):WaitForChild("Thruster")
-- Apply the settings called from the client
NewSegway:WaitForChild("Creator").Value = Player
NewSegway:WaitForChild("MyTool").Value = Tool
SpawnedSegway.Value = NewSegway
-- Colors the segway
Functions.ColorSegway(NewSegway,Color)
-- Parent segway into the player's character
NewSegway.Parent = Character
NewSegway:MakeJoints()
-- Position segway
NewSegway:SetPrimaryPartCFrame(CFrame.new(0,0,0,xx,xy,xz,yx,yy,yz,zx,zy,zz)*CFrame.Angles(0,math.rad(180),0)) -- Rotate segway properly
NewSegway:MoveTo(SpawnPos)
end
end
Functions.ConfigTool = function(Transparency,Tool,ShouldColor,Color)
if Tool:IsA("Tool") then
for _,v in pairs(Tool:GetChildren()) do
if v:IsA("BasePart") and ShouldColor == false then
v.Transparency = Transparency
elseif ShouldColor == true and v:IsA("BasePart") and v.Name == "ColorablePart" then
v.BrickColor = Color
end
end
end
end
return Functions
|
-- Testing AC FE support
|
local event = script.Parent
local car=script.Parent.Parent
event.OnServerEvent:connect(function(player,data)
if data['ToggleLight'] then
if car.Body.Light.on.Value==true then
car.Body.Light.on.Value=false
else
car.Body.Light.on.Value=true
end
elseif data['ToggleFog'] then
if car.Body.Fog.on.Value==false then
car.Body.Fog.on.Value=true
else
car.Body.Fog.on.Value=false
end
elseif data['ReverseOn'] then
car.Body.Reverse.on.Value=true
elseif data['ReverseOff'] then
car.Body.Reverse.on.Value=false
elseif data['EnableBrakes'] then
car.Body.Brakes.on.Value=true
elseif data['DisableBrakes'] then
car.Body.Brakes.on.Value=false
elseif data['ToggleLeftBlink'] then
if car.Body.Left.on.Value==true then
car.Body.Left.on.Value=false
else
car.Body.Left.on.Value=true
end
elseif data['ToggleRightBlink'] then
if car.Body.Right.on.Value==true then
car.Body.Right.on.Value=false
else
car.Body.Right.on.Value=true
end
elseif data['ToggleHazard'] then
if car.Body.Hazards.on.Value==true then
car.Body.Hazards.on.Value=false
else
car.Body.Hazards.on.Value=true
end
end
end)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__HDAdminMain__1 = _G.HDAdminMain;
local v2 = {
custom = l__HDAdminMain__1.gui.MainFrame.Pages.Settings.Custom
};
local v3 = l__HDAdminMain__1.settings.ThemeColors or { { "Red", Color3.fromRGB(150, 0, 0) }, { "Orange", Color3.fromRGB(150, 75, 0) }, { "Brown", Color3.fromRGB(120, 80, 30) }, { "Yellow", Color3.fromRGB(130, 120, 0) }, { "Green", Color3.fromRGB(0, 120, 0) }, { "Blue", Color3.fromRGB(0, 100, 150) }, { "Purple", Color3.fromRGB(100, 0, 150) }, { "Pink", Color3.fromRGB(150, 0, 100) }, { "Black", Color3.fromRGB(60, 60, 60) } };
local v4 = 6.1 / #v3;
local v5 = true;
local u1 = v2.custom["AB ThemeSelection"];
local function v6(p1, p2)
if p1 == nil then
for v7, v8 in pairs(v3) do
if v8[1] == l__HDAdminMain__1.pdata.Theme then
p1 = v8[1];
p2 = v8[2];
break;
end;
end;
end;
if p1 then
local v9 = {};
for v10, v11 in pairs(l__HDAdminMain__1.gui:GetDescendants()) do
if v11:IsA("BoolValue") and v11.Name == "Theme" then
table.insert(v9, v11.Parent);
end;
end;
local v12, v13, v14 = pairs(v9);
while true do
local v15, v16 = v12(v13, v14);
if not v15 then
break;
end;
local v17 = p2;
if v16.Theme.Value then
local v18, v19, v20 = Color3.toHSV(p2);
v17 = Color3.fromHSV(v18, v19, v20 * 1.35);
end;
if v16:IsA("TextLabel") then
local v21, v22, v23 = Color3.toHSV(p2);
v16.TextColor3 = Color3.fromHSV(v21, v22, v23 * 2);
else
v16.BackgroundColor3 = v17;
end;
end;
for v24, v25 in pairs(u1:GetChildren()) do
if v25:IsA("TextButton") then
if v25.Name == p1 then
v25.BorderSizePixel = 1;
else
v25.BorderSizePixel = 0;
end;
end;
end;
end;
end;
for v26, v27 in pairs(v3) do
local v28 = v27[1];
local v29 = v27[2];
local v30 = u1.ThemeTemplate:Clone();
v30.Name = v28;
v30.UIAspectRatioConstraint.AspectRatio = v4;
v30.BackgroundColor3 = v29;
local u2 = v5;
v30.MouseButton1Down:Connect(function()
if u2 then
u2 = false;
l__HDAdminMain__1.signals.ChangeSetting:InvokeServer({ "Theme", v28 });
v6(v28, v29);
u2 = true;
end;
end);
v30.Visible = true;
v30.Parent = u1;
end;
local function v31()
for v32, v33 in pairs(v2.custom:GetChildren()) do
local v34 = string.sub(v33.Name, 5);
if v33:FindFirstChild("SettingValue") then
v33.SettingName.TextLabel.Text = v34 .. ":";
local v35 = l__HDAdminMain__1.pdata[v34];
v33.SettingValue.TextBox.Text = tostring(v35);
local v36 = nil;
local v37 = nil;
if string.sub(v34, 1, 5) == "Error" then
v36 = "Error";
v37 = 6;
elseif string.sub(v34, 1, 6) == "Notice" then
v36 = "Notice";
v37 = 7;
end;
if v36 then
local v38 = string.sub(v34, v37);
if v38 == "SoundId" then
v35 = "rbxassetid://" .. v35;
end;
l__HDAdminMain__1.audio[v36][v38] = v35;
end;
end;
end;
v6();
end;
for v39, v40 in pairs(v2.custom:GetChildren()) do
local v41 = string.sub(v40.Name, 5);
if v40:FindFirstChild("SettingValue") then
local u3 = true;
local l__TextBox__4 = v40.SettingValue.TextBox;
local l__TextLabel__5 = v40.SettingValue.TextLabel;
v40.SettingValue.TextBox.FocusLost:connect(function(p3)
if u3 then
local l__Text__42 = v40.SettingValue.TextBox.Text;
u3 = false;
l__TextBox__4.Visible = false;
l__TextLabel__5.Visible = true;
l__TextLabel__5.Text = "Loading...";
local v43 = l__HDAdminMain__1.signals.ChangeSetting:InvokeServer({ v41, l__Text__42 });
if v43 == "Success" then
local v44 = nil;
v31();
local v45 = "Notice";
local v46 = string.sub(v41, 1, 5);
if v46 == "Error" or v46 == "Alert" then
v45 = v46;
end;
if v41 == "Prefix" then
l__HDAdminMain__1:GetModule("PageCommands"):CreateCommands();
end;
v44 = "Successfully changed '" .. v41 .. "' to '" .. l__Text__42 .. "'";
if v45 == "Alert" then
l__HDAdminMain__1:GetModule("cf"):CreateNewCommandMenu("settings", { "Settings Alert", v44 }, 8, true);
else
l__HDAdminMain__1:GetModule("Notices"):Notice(v45, "Settings", v44);
end;
else
l__TextLabel__5.Text = v43;
wait(1);
end;
l__TextBox__4.Visible = true;
l__TextLabel__5.Visible = false;
v40.SettingValue.TextBox.Text = tostring(l__HDAdminMain__1.pdata[v41]);
u3 = true;
end;
end);
end;
end;
v31();
local v47 = v2.custom["AX Restore"];
local u6 = 0;
local l__Loading__7 = v47.Loading;
v47.MouseButton1Down:Connect(function()
if u6 < 2 then
local v48, v49, v50 = Color3.toHSV(v47.BackgroundColor3);
l__Loading__7.BackgroundColor3 = Color3.fromHSV(v48, v49, v50 * 0.5);
l__Loading__7.Visible = true;
if u6 == 0 then
u6 = 1;
l__Loading__7.Blocker.Visible = false;
l__Loading__7.TextLabel.Text = "Confirm?";
wait(1);
elseif u6 == 1 then
u6 = 2;
l__Loading__7.Blocker.Visible = true;
l__Loading__7.TextLabel.Text = "Loading...";
local v51 = l__HDAdminMain__1.signals.RestoreDefaultSettings:InvokeServer();
if v51 == "Success" then
v31();
l__HDAdminMain__1:GetModule("PageCommands"):CreateCommands();
local v52 = l__HDAdminMain__1:GetModule("cf"):FormatNotice("RestoreDefaultSettings");
l__HDAdminMain__1:GetModule("Notices"):Notice("Notice", v52[1], v52[2]);
else
v47.TextLabel.Text = v51;
end;
wait(1);
end;
u6 = 0;
l__Loading__7.Visible = false;
l__Loading__7.Blocker.Visible = false;
end;
end);
local v53 = v2.custom["AZ Space"];
v2.custom.CanvasSize = UDim2.new(0, 0, 0, v53.AbsolutePosition.Y - v2.custom["AA Space"].AbsolutePosition.Y + v53.AbsoluteSize.Y * 1);
return {};
|
-----------------
--| Functions |--
-----------------
|
local function MakeReloadRocket()
local reloadRocket = Instance.new('Part')
reloadRocket.Name = "Ammo"
reloadRocket.Transparency = 1
reloadRocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
reloadRocket.Size = Vector3.new() -- As small as possible
local mesh = Instance.new('SpecialMesh', reloadRocket)
mesh.MeshId = ROCKET_MESH_ID
mesh.Scale = ROCKET_MESH_SCALE
mesh.TextureId = ToolHandle.Mesh.TextureId
return reloadRocket
end
local function OnEquipped()
MyModel = Tool.Parent
ReloadRocket = MakeReloadRocket()
end
local function OnChanged(property)
if property == 'Enabled' and Tool.Enabled == false then
-- Show the next rocket going into the launcher
StillEquipped = true
wait(ROCKET_SHOW_TIME)
if StillEquipped then
local leftArm = MyModel:FindFirstChild('Left Arm')
if leftArm then
local weld = ReloadRocket:FindFirstChild('Weld')
if not weld then
weld = Instance.new('Weld')
weld.Part0 = leftArm
weld.Part1 = ReloadRocket
weld.C1 = CFrame.new(Vector3.new(0, 1, 0))
weld.Parent = ReloadRocket
end
ReloadRocket.Parent = MyModel
end
wait(ROCKET_HIDE_TIME - ROCKET_SHOW_TIME)
if StillEquipped and ReloadRocket.Parent == MyModel then
ReloadRocket.Parent = nil
end
end
end
end
local function OnUnequipped()
StillEquipped = false
ReloadRocket:Destroy()
ReloadRocket = nil
end
|
-- Function to save player data on exit
|
function PlayerStatManager:saveOnExit(player)
local success,err = pcall(function()
local playersMoney = serverStorage.PlayerMoney:FindFirstChild(player.Name)
if playersMoney ~= nil then
--print("--------------playersMoney.Value = "..playersMoney.Value)
PlayerStatManager:saveStat(player, "Money", playersMoney.Value)
else
print("playersMoney is nil")
end
local playerUserId = "Player_" .. player.UserId
savePlayerData(playerUserId)
end)
if success == false then
warn("ERROR---------PlayerStatManager:saveOnExit----------->")
print(err)
end
end
function PlayerStatManager:setAllTycoonPurchasesToNil(player)
local playerUserId = "Player_" .. player.UserId
local data = sessionData[playerUserId]["TycoonPurchases"]
for key,value in pairs(data) do
sessionData[playerUserId]["TycoonPurchases"][key] = nil
end
end
|
--[[Drivetrain]]
|
Tune.Config = "FWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 80 -- 1 - 100%
Tune.RDiffLockThres = 20 -- 0 - 100%
Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = true -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
|
--Collision
|
character.Head.CollisionGroupId = 1
character.UpperTorso.CollisionGroupId = 1
character.LowerTorso.CollisionGroupId = 1
character.HumanoidRootPart.CanCollide = false
character.HumanoidRootPart.CollisionGroupId = 5
character.RightUpperArm.CollisionGroupId = 1
character.LeftUpperArm.CollisionGroupId = 1
character.RightUpperLeg.CollisionGroupId = 1
character.LeftUpperLeg.CollisionGroupId = 1
character.RightLowerArm.CollisionGroupId = 0
character.LeftLowerArm.CollisionGroupId = 0
character.RightLowerLeg.CollisionGroupId = 0
character.LeftLowerLeg.CollisionGroupId = 0
character.RightHand.CollisionGroupId = 1
character.LeftHand.CollisionGroupId = 1
character.RightFoot.CollisionGroupId = 1
character.LeftFoot.CollisionGroupId = 1
end
end
|
--[[ -- Remove the double brackets around this part to rename and unanchor everything --
for i = 1, #c do
if c[i].className == "Part" then
c[i].Anchored = false;
if c[i].Name ~= "Handle" then
c[i].Name = "H" .. a;
a = a + 1;
end
end
end
]]
|
if hand == nil then
print("Handle not Found! Try again!")
script.Disabled = true;
script:Remove()
end
local s = script.WeldScript:Clone();
s.Disabled = false;
for i = 1, #c do
if c[i].className == "Part" and c[i] ~= hand and c[i].Anchored == false then
table.insert(parts, c[i])
end
end
for i = 1, #parts do
local c0 = hand.CFrame:inverse()
local c1 = parts[i].CFrame:inverse()
local val1 = Instance.new("CFrameValue")
val1.Name = parts[i].Name .. "C0"
val1.Value = c0
val1.Parent = s
local val2 = Instance.new("CFrameValue")
val2.Name = parts[i].Name .. "C1"
val2.Value = c1
val2.Parent = s
local w = Instance.new("Weld")
w.Parent = hand
w.Part0 = hand
w.Part1 = parts[i]
w.C0 = c0
w.C1 = c1
end
s.Parent = tool
script:Remove()
|
--Made by Luckymaxer
|
Players = game:GetService("Players")
Debris = game:GetService("Debris")
UserInputService = game:GetService("UserInputService")
Player = Players.LocalPlayer
Mouse = Player:GetMouse()
ServerControl = script:WaitForChild("ServerControl").Value
function InvokeServer(mode, value)
pcall(function()
local ServerReturn = ServerControl:InvokeServer(mode, value)
return ServerReturn
end)
end
function MouseClick(Down)
InvokeServer("MouseClick", {Down = Down})
end
function KeyPress(Key, Down)
InvokeServer("KeyPress", {Key = Key, Down = Down})
end
Mouse.Button1Down:connect(function()
MouseClick(true)
end)
Mouse.KeyDown:connect(function(Key)
KeyPress(Key, true)
end)
ServerControl.Changed:connect(function(Property)
if Property == "Parent" and not ServerControl.Parent then
Debris:AddItem(script, 1)
end
end)
|
-- Renegeration Script for the bot
-- Renegerates about 1% of max hp per second until it reaches max health
|
bot = script.Parent
Humanoid = bot:FindFirstChild("Humanoid")
local regen = false
function regenerate()
if regen then return end
-- Lock this function until the regeneration to max health is complete by using a boolean toggle
regen = true
while Humanoid.Health < Humanoid.MaxHealth do
local delta = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
-- This delta is for regenerating 1% of max hp per second instead of 1 hp per second
delta = 0.01 * delta * Humanoid.MaxHealth
health = health + delta
Humanoid.Health = math.min(health, Humanoid.MaxHealth)
end
end
-- release the lock, since the health is at max now, and if the character loses health again
-- it needs to start regenerating
regen = false
end
if Humanoid then
-- Better than a while true do loop since it only fires when the health actually changes
Humanoid.HealthChanged:connect(regenerate)
end
|
--// All global vars will be wiped/replaced except script
--// All guis are autonamed codeName..gui.Name
|
return function(data, env)
if env then
setfenv(1, env)
end
local player = service.Players.LocalPlayer
local playergui = player.PlayerGui
local gui = script.Parent.Parent
local frame = gui.Frame
local text = gui.Frame.TextBox
local scroll = gui.Frame.ScrollingFrame
local players = gui.Frame.PlayerList
local entry = gui.Entry
local BindEvent = gTable.BindEvent
local opened = false
local scrolling = false
local debounce = false
local settings = client.Remote.Get("Setting",{"SplitKey","ConsoleKeyCode","BatchKey","Prefix"})
local splitKey = settings.SplitKey
local consoleKey = settings.ConsoleKeyCode
local batchKey = settings.BatchKey
local prefix = settings.Prefix
local commands = client.Remote.Get('FormattedCommands') or {}
local tweenInfo = TweenInfo.new(0.20)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)
local scrollOpenTween = service.TweenService:Create(frame, tweenInfo, {
Size = UDim2.new(1, 0, 0, 140);
})
local scrollCloseTween = service.TweenService:Create(frame, tweenInfo, {
Size = UDim2.new(1, 0, 0, 40);
})
local consoleOpenTween = service.TweenService:Create(frame, tweenInfo, {
Position = UDim2.new(0, 0, 0.02, 0);
})
local consoleCloseTween = service.TweenService:Create(frame, tweenInfo, {
Position = UDim2.new(0, 0, 0, -200);
})
frame.Position = UDim2.new(0,0,0,-200)
frame.Visible = false
frame.Size = UDim2.new(1,0,0,40)
scroll.Visible = false
if client.Variables.ConsoleOpen then
if client.Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled("Chat",true)
end
if client.Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled('PlayerList',true)
end
if client.UI.Get("Notif") then
client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true
end
local scr = client.UI.Get("Chat",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("PlayerList",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("HintHolder",nil,true)
if scr then scr.Object.Frame.Visible = true end
end
client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat")
client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList')
local function close()
if gui:IsDescendantOf(game) and not debounce then
debounce = true
scroll:ClearAllChildren()
scroll.CanvasSize = UDim2.new(0,0,0,0)
scroll.ScrollingEnabled = false
frame.Size = UDim2.new(1,0,0,40)
scroll.Visible = false
players.Visible = false
scrollOpen = false
if client.Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled("Chat",true)
end
if client.Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled('PlayerList',true)
end
if client.UI.Get("Notif") then
client.UI.Get("Notif",nil,true).Object.LABEL.Visible = true
end
local scr = client.UI.Get("Chat",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("PlayerList",nil,true)
if scr then scr.Object.Drag.Visible = true end
local scr = client.UI.Get("HintHolder",nil,true)
if scr then scr.Object.Frame.Visible = true end
consoleCloseTween:Play();
--service.SafeTweenPos(frame,UDim2.new(0,0,0,-200),'Out','Linear',0.2,true)
--frame:TweenPosition(UDim2.new(0,0,0,-200),'Out','Linear',0.2,true)
debounce = false
opened = false
end
end
local function open()
if gui:IsDescendantOf(game) and not debounce then
debounce = true
client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat")
client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled('PlayerList')
service.StarterGui:SetCoreGuiEnabled("Chat",false)
service.StarterGui:SetCoreGuiEnabled('PlayerList',false)
scroll.ScrollingEnabled = true
players.ScrollingEnabled = true
if client.UI.Get("Notif") then
client.UI.Get("Notif",nil,true).Object.LABEL.Visible = false
end
local scr = client.UI.Get("Chat",nil,true)
if scr then scr.Object.Drag.Visible = false end
local scr = client.UI.Get("PlayerList",nil,true)
if scr then scr.Object.Drag.Visible = false end
local scr = client.UI.Get("HintHolder",nil,true)
if scr then scr.Object.Frame.Visible = false end
consoleOpenTween:Play();
frame.Size = UDim2.new(1,0,0,40)
scroll.Visible = false
players.Visible = false
scrollOpen = false
text.Text = ''
frame.Visible = true
frame.Position = UDim2.new(0,0,0,0)
text:CaptureFocus()
text.Text = ''
wait()
text.Text = ''
debounce = false
opened = true
end
end
local function isInConsoleBounds(pos) -- input.Position
for i,v in ipairs(playergui:GetGuiObjectsAtPosition(pos.X, pos.Y)) do
if v == gui or v == gui.Frame then return true end
end
return false
end
text.FocusLost:Connect(function(enterPressed)
if enterPressed then
if text.Text~='' and string.len(text.Text)>1 then
client.Remote.Send('ProcessCommand',text.Text)
end
close()
elseif not isInConsoleBounds(player:GetMouse()) then
close()
end
end)
text.Changed:Connect(function(c)
if c == 'Text' and text.Text ~= '' and open then
if string.sub(text.Text, string.len(text.Text)) == " " then
if players:FindFirstChild("Entry 0") then
text.Text = `{string.sub(text.Text, 1, (string.len(text.Text) - 1))}{players["Entry 0"].Text} `
elseif scroll:FindFirstChild("Entry 0") then
text.Text = string.split(scroll["Entry 0"].Text, "<")[1]
else
text.Text = text.Text..prefix
end
text.CursorPosition = string.len(text.Text) + 1
text.Text = string.gsub(text.Text, " ", "")
end
scroll:ClearAllChildren()
players:ClearAllChildren()
local nText = text.Text
if string.match(nText,`.*{batchKey}([^']+)`) then
nText = string.match(nText,`.*{batchKey}([^']+)`)
nText = string.match(nText,"^%s*(.-)%s*$")
end
local pNum = 0
local pMatch = string.match(nText,`.+{splitKey}(.*)$`)
for i,v in next,service.Players:GetPlayers() do
if (pMatch and string.sub(string.lower(tostring(v)),1,#pMatch) == string.lower(pMatch)) or string.match(nText,`{splitKey}$`) then
local new = entry:Clone()
new.Text = tostring(v)
new.Name = `Entry {pNum}`
new.TextXAlignment = "Right"
new.Visible = true
new.Parent = players
new.Position = UDim2.new(0,0,0,20*pNum)
new.Activated:Connect(function()
text.Text = text.Text..tostring(v)
text:CaptureFocus()
end)
pNum = pNum+1
end
end
players.CanvasSize = UDim2.new(0,0,0,pNum*20)
local num = 0
for i,v in next,commands do
if string.sub(string.lower(v),1,#nText) == string.lower(nText) or string.find(string.lower(v), string.match(string.lower(nText),`^(.-){splitKey}`) or string.lower(nText), 1, true) then
if not scrollOpen then
scrollOpenTween:Play();
--frame.Size = UDim2.new(1,0,0,140)
scroll.Visible = true
players.Visible = true
scrollOpen = true
end
local b = entry:Clone()
b.Visible = true
b.Parent = scroll
b.Text = v
b.Name = `Entry {num}`
b.Position = UDim2.new(0,0,0,20*num)
b.Activated:Connect(function()
text.Text = b.Text:gsub("<.->", "")
text:CaptureFocus()
end)
num = num+1
end
end
local temptween = service.TweenService:Create(frame, tweenInfo, {
Size = UDim2.new(1, 0, 0, math.clamp((num*20)+40, 40, 140));
})
local temptween1 = service.TweenService:Create(scroll, tweenInfo, {
CanvasSize = UDim2.new(0,0,0,num*20);
})
temptween:Play(); temptween1:Play()
elseif c == 'Text' and text.Text == '' and opened then
scrollCloseTween:Play();
--service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)
scroll.Visible = false
players.Visible = false
scrollOpen = false
scroll:ClearAllChildren()
scroll.CanvasSize = UDim2.new(0,0,0,0)
end
end)
BindEvent(service.UserInputService.InputBegan, function(InputObject)
local textbox = service.UserInputService:GetFocusedTextBox()
if not (textbox) and rawequal(InputObject.UserInputType, Enum.UserInputType.Keyboard) and InputObject.KeyCode.Name == (client.Variables.CustomConsoleKey or consoleKey) then
if opened then
close()
else
open()
end
client.Variables.ConsoleOpen = opened
end
end)
gTable:Ready()
end
|
--Functions
|
local function onTouched(hit)
local Humanoid = hit.Parent:FindFirstChild("Humanoid")
local player = game.Players:GetPlayerFromCharacter(hit.Parent)
if Humanoid and Debounce == false then
local leaderstats = player:FindFirstChild("leaderstats")
Debounce = true
if Debounce == true and leaderstats then
local sound = script.Parent["Game Sound Correct"]
if not sound.IsPlaying then
sound:Play()
leaderstats.Guesses.Value = leaderstats.Guesses.Value + AMOUNT_GIVEN
wait(2)
wait(10)
Debounce = false
end
end
end
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = require(script.Parent:WaitForChild("BaseCharacterController"));
local v2 = setmetatable({}, v1);
v2.__index = v2;
function v2.new()
local v3 = setmetatable(v1.new(), v2);
v3.parentUIFrame = nil;
v3.jumpButton = nil;
v3.characterAddedConn = nil;
v3.humanoidStateEnabledChangedConn = nil;
v3.humanoidJumpPowerConn = nil;
v3.humanoidParentConn = nil;
v3.externallyEnabled = false;
v3.jumpPower = 0;
v3.jumpStateEnabled = true;
v3.isJumping = false;
v3.humanoid = nil;
return v3;
end;
local l__Players__1 = game:GetService("Players");
function v2.EnableButton(p1, p2)
if p2 then
if not p1.jumpButton then
p1:Create();
end;
local v4 = l__Players__1.LocalPlayer.Character and l__Players__1.LocalPlayer.Character:FindFirstChildOfClass("Humanoid");
if v4 and p1.externallyEnabled and p1.externallyEnabled and v4.JumpPower > 0 then
p1.jumpButton.Visible = true;
return;
end;
else
p1.jumpButton.Visible = false;
p1.isJumping = false;
p1.jumpButton.ImageRectOffset = Vector2.new(1, 146);
end;
end;
function v2.UpdateEnabled(p3)
if p3.jumpPower > 0 and p3.jumpStateEnabled then
p3:EnableButton(true);
return;
end;
p3:EnableButton(false);
end;
function v2.HumanoidChanged(p4, p5)
local v5 = l__Players__1.LocalPlayer.Character and l__Players__1.LocalPlayer.Character:FindFirstChildOfClass("Humanoid");
if v5 then
if p5 == "JumpPower" then
p4.jumpPower = v5.JumpPower;
p4:UpdateEnabled();
return;
end;
if p5 == "Parent" and not v5.Parent then
p4.humanoidChangeConn:Disconnect();
end;
end;
end;
function v2.HumanoidStateEnabledChanged(p6, p7, p8)
if p7 == Enum.HumanoidStateType.Jumping then
p6.jumpStateEnabled = p8;
p6:UpdateEnabled();
end;
end;
function v2.CharacterAdded(p9, p10)
if p9.humanoidChangeConn then
p9.humanoidChangeConn:Disconnect();
p9.humanoidChangeConn = nil;
end;
p9.humanoid = p10:FindFirstChildOfClass("Humanoid");
while not p9.humanoid do
p10.ChildAdded:wait();
p9.humanoid = p10:FindFirstChildOfClass("Humanoid");
end;
p9.humanoidJumpPowerConn = p9.humanoid:GetPropertyChangedSignal("JumpPower"):Connect(function()
p9.jumpPower = p9.humanoid.JumpPower;
p9:UpdateEnabled();
end);
p9.humanoidParentConn = p9.humanoid:GetPropertyChangedSignal("Parent"):Connect(function()
if not p9.humanoid.Parent then
p9.humanoidJumpPowerConn:Disconnect();
p9.humanoidJumpPowerConn = nil;
p9.humanoidParentConn:Disconnect();
p9.humanoidParentConn = nil;
end;
end);
p9.humanoidStateEnabledChangedConn = p9.humanoid.StateEnabledChanged:Connect(function(p11, p12)
p9:HumanoidStateEnabledChanged(p11, p12);
end);
p9.jumpPower = p9.humanoid.JumpPower;
p9.jumpStateEnabled = p9.humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping);
p9:UpdateEnabled();
end;
function v2.SetupCharacterAddedFunction(p13)
p13.characterAddedConn = l__Players__1.LocalPlayer.CharacterAdded:Connect(function(p14)
p13:CharacterAdded(p14);
end);
if l__Players__1.LocalPlayer.Character then
p13:CharacterAdded(l__Players__1.LocalPlayer.Character);
end;
end;
function v2.Enable(p15, p16, p17)
if p17 then
p15.parentUIFrame = p17;
end;
p15.externallyEnabled = p16;
p15:EnableButton(p16);
end;
local l__GuiService__2 = game:GetService("GuiService");
function v2.Create(p18)
if not p18.parentUIFrame then
return;
end;
if p18.jumpButton then
p18.jumpButton:Destroy();
p18.jumpButton = nil;
end;
local v6 = math.min(p18.parentUIFrame.AbsoluteSize.x, p18.parentUIFrame.AbsoluteSize.y) <= 500;
if v6 then
local v7 = 70;
else
v7 = 120;
end;
p18.jumpButton = Instance.new("ImageButton");
p18.jumpButton.Name = "JumpButton";
p18.jumpButton.Visible = false;
p18.jumpButton.BackgroundTransparency = 1;
p18.jumpButton.Image = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png";
p18.jumpButton.ImageRectOffset = Vector2.new(1, 146);
p18.jumpButton.ImageRectSize = Vector2.new(144, 144);
p18.jumpButton.Size = UDim2.new(0, v7, 0, v7);
p18.jumpButton.Position = v6 and UDim2.new(1, -(v7 * 1.5 - 10), 1, -v7 - 20) or UDim2.new(1, -(v7 * 1.5 - 10), 1, -v7 * 1.75);
local u3 = nil;
p18.jumpButton.InputBegan:connect(function(p19)
if not (not u3) or p19.UserInputType ~= Enum.UserInputType.Touch or p19.UserInputState ~= Enum.UserInputState.Begin then
return;
end;
u3 = p19;
p18.jumpButton.ImageRectOffset = Vector2.new(146, 146);
p18.isJumping = true;
end);
p18.jumpButton.InputEnded:connect(function(p20)
if p20 == u3 then
u3 = nil;
p18.isJumping = false;
p18.jumpButton.ImageRectOffset = Vector2.new(1, 146);
end;
end);
l__GuiService__2.MenuOpened:connect(function()
if u3 then
u3 = nil;
p18.isJumping = false;
p18.jumpButton.ImageRectOffset = Vector2.new(1, 146);
end;
end);
if not p18.characterAddedConn then
p18:SetupCharacterAddedFunction();
end;
p18.jumpButton.Parent = p18.parentUIFrame;
end;
return v2;
|
-- ROBLOX deviation END chalk_supportsColor
-- ROBLOX deviation END chalk_chainable
|
exports.default = function(result: TestResult, globalConfig: Config_GlobalConfig, projectConfig: Config_ProjectConfig?)
local testPath = result.testFilePath
local formattedTestPath = formatTestPath(projectConfig or globalConfig, testPath)
-- ROBLOX deviation START: no terminal-link package available just use the path
local fileLink = formattedTestPath
-- ROBLOX deviation END
if result.numFailingTests == nil then
result.numFailingTests = 0
end
local status = if result.numFailingTests > 0 or result.testExecError ~= nil then FAIL else PASS
local testDetail = {}
if result.perfStats ~= nil and Boolean.toJSBoolean(result.perfStats.slow) then
local runTime = result.perfStats.runtime / 1000
table.insert(testDetail, LONG_TEST_COLOR(formatTime(runTime, 0)))
end
if result.memoryUsage ~= nil then
local toMB = function(bytes: number)
return math.floor(bytes / 1024 / 1024)
end
table.insert(testDetail, (" %sMB heap size"):format(tostring(toMB(result.memoryUsage))))
end
local projectDisplayName = if projectConfig ~= nil and Boolean.toJSBoolean(projectConfig.displayName)
then printDisplayName(projectConfig) .. " "
else ""
return string.format("%s %s%s %s", status, projectDisplayName, fileLink, table.concat(testDetail, " "))
end
return exports
|
-- Weapons Tab
|
local WeaponsFrame = InventoryFrame.Main.Weapons;
local ActionsFrame = WeaponsFrame.Actions;
local EquippedFrame = WeaponsFrame.Equipped;
local ItemsFrame = WeaponsFrame.Items;
local ActionContainer = ActionsFrame.ActionContainer
local CraftingFrame = ActionContainer.Craft;
local EquipButton = ActionsFrame.Equip;
local CraftButton = ActionsFrame.Craft;
local RecycleButton = ActionsFrame.Recycle;
local RecipesFrame = InventoryFrame.Recipes;
local Sizes = {
[ItemsFrame] = {
[EquipButton] = {
Size = ItemsFrame.Size;
Position = ItemsFrame.Position;
};
[CraftButton] = {
Size = UDim2.new(0,-427,1,-155);
Position = ItemsFrame.Position;
};
[RecycleButton] = {
Size = UDim2.new(0,-427,1,-200);
Position = ItemsFrame.Position;
};
};
[ActionsFrame] = {
[EquipButton] = {
Size = ActionsFrame.Size;
Position = ActionsFrame.Position;
};
[CraftButton] = {
Size = UDim2.new(1,0,0,160);
Position = UDim2.new(0,0,1,-160);
};
[RecycleButton] = {
Size = UDim2.new(1,0,0,205);
Position = UDim2.new(0,0,1,-205);
};
};
[EquippedFrame] = {
[EquipButton] = {
Size = EquippedFrame.Size;
Position = EquippedFrame.Position;
};
[CraftButton] = {
Size = UDim2.new(0,130,1,-155);
Position = UDim2.new(1,0,0,0);
};
[RecycleButton] = {
Size = UDim2.new(0,130,1,-200);
Position = EquippedFrame.Position;
};
};
[RecipesFrame] = {
[EquipButton] = {
Size = RecipesFrame.Size;
Position = RecipesFrame.Position;
};
[CraftButton] = {
Size = UDim2.new(0,292,1,-155);
Position = RecipesFrame.Position; --EquippedFrame.Position;
};
[RecycleButton] = {
Size = UDim2.new(0,0,1,-200);
Position = ItemsFrame.Position;
};
};
};
local Buttons = {EquipButton,CraftButton,RecycleButton};
local function ChangeAction(Button,CustomTime)
CurrentAction = Button.Name;
for _,B in pairs(Buttons) do B.Style = (B==Button and Enum.ButtonStyle.RobloxRoundDefaultButton) or Enum.ButtonStyle.RobloxRoundButton; end;
if Button.Name ~= "Equip" then for _,F in pairs(ActionContainer:GetChildren()) do F.Visible = (F.Name==Button.Name); end; end;
for Frame,Data in pairs(Sizes) do
Frame:TweenSizeAndPosition(
Data[Button].Size,
Data[Button].Position,
Direction,Style,((tonumber(CustomTime)~=nil and CustomTime) or Time)
);
end
end
for _,Button in pairs(Buttons) do
Button.MouseButton1Click:connect(function()
ChangeAction(Button);
end)
end
|
--Front Suspension
|
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening)
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FPreCompress = .3 -- Pre-compression adds resting length force
Tune.FExtensionLim = .3 -- Max Extension Travel (in studs)
Tune.FCompressLim = .30 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
|
-- constants
|
local PLAYER_DATA = ReplicatedStorage.PlayerData
local REMOTES = ReplicatedStorage.Remotes
local CURRENT_SEASON = 1
|
-- Local Variables
|
local Events = game.ReplicatedStorage.Events
local DisplayIntermission = Events.DisplayIntermission
local FetchConfiguration = Events.FetchConfiguration
local Camera = game.Workspace.CurrentCamera
local Player = game.Players.LocalPlayer
local ScreenGui = script.ScreenGui
local InIntermission = false
local IsTeams = nil
|
-- Fired from server after initial data is sent:
|
rev_ReplicaRequestData.OnClientEvent:Connect(function()
ReplicaController.InitialDataReceived = true
print("[ReplicaController]: Initial data received")
ReplicaController.InitialDataReceivedSignal:Fire()
end)
|
--[[*
* Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
]]
--[[
ROBLOX deviation: no equivalent in Lua. Always returning false
original code:
import {isCI} from 'ci-info';
export default !!process.stdout.isTTY && process.env.TERM !== 'dumb' && !isCI;
]]
|
return {
default = false,
}
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 1500 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 2000 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 1900
Tune.PeakSharpness = 4.9
Tune.CurveMult = 0.12
--Incline Compensation
Tune.InclineComp = 1.0 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 100 -- RPM acceleration when clutch is off
Tune.RevDecay = 50 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 10 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-- Localplayer
|
local player = Players.LocalPlayer
local PlayerGui = player:FindFirstChild("PlayerGui")
local TopBar = PlayerGui:FindFirstChild("TopBar")
local CheckpointFrame = TopBar:FindFirstChild("CheckpointFrame")
local CheckpointCount = CheckpointFrame:FindFirstChild("CheckpointCount")
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
function onRunning(speed)
if speed>0.5 then
playAnimation("walk", 0.2, Humanoid)
pose = "Walking"
elseif speed<0.5 then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onGettingUp()
pose = "GettingUp"
end
function onFallingDown()
pose = "FallingDown"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
local lastTick = 0
function stepAnimate(currentTime)
local amplitude = 1
local frequency = 1
local deltaTime = currentTime - lastTick
lastTick = currentTime
if (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
amplitude = 0.1
frequency = 1
end
end
|
-- local MatcherHintOptions = JestMatcherUtils.MatcherHintOptions
|
local RECEIVED_COLOR = JestMatcherUtils.RECEIVED_COLOR
local matcherErrorMessage = JestMatcherUtils.matcherErrorMessage
local matcherHint = JestMatcherUtils.matcherHint
local printWithType = JestMatcherUtils.printWithType
local stringify = JestMatcherUtils.stringify
|
-- Libraries
|
local Libraries = Tool:WaitForChild 'Libraries'
local Support = require(Libraries:WaitForChild 'SupportLibrary')
local Signal = require(Libraries:WaitForChild 'Signal')
local Make = require(Libraries:WaitForChild 'Make')
local InstancePool = require(Libraries:WaitForChild 'InstancePool')
TargetingModule = {};
TargetingModule.TargetingMode = 'Scoped'
TargetingModule.TargetingModeChanged = Signal.new()
TargetingModule.Scope = Workspace
TargetingModule.IsScopeLocked = true
TargetingModule.TargetChanged = Signal.new()
TargetingModule.ScopeChanged = Signal.new()
TargetingModule.ScopeTargetChanged = Signal.new()
TargetingModule.ScopeLockChanged = Signal.new()
function TargetingModule:EnableTargeting()
-- Begin targeting parts from the mouse
-- Get core API
local Core = GetCore();
local Connections = Core.Connections;
-- Create reference to mouse
Mouse = Core.Mouse;
-- Listen for target changes
Connections.Targeting = Mouse.Move:Connect(function ()
self:UpdateTarget(self.Scope)
end)
-- Listen for target clicks
Connections.Selecting = Mouse.Button1Up:Connect(self.SelectTarget)
-- Listen for sibling selection middle clicks
Connections.SiblingSelecting = Support.AddUserInputListener('Began', 'MouseButton3', true, function ()
self.SelectSiblings(Mouse.Target, not Selection.Multiselecting)
end);
-- Listen for 2D selection
Connections.RectSelectionStarted = Mouse.Button1Down:Connect(self.StartRectangleSelecting);
Connections.RectSelectionFinished = Support.AddUserInputListener('Ended', 'MouseButton1', true, self.FinishRectangleSelecting);
-- Hide target box when tool is unequipped
Connections.HideTargetBoxOnDisable = Core.Disabling:Connect(self.HighlightTarget);
-- Cancel any ongoing selection when tool is unequipped
Connections.CancelSelectionOnDisable = Core.Disabling:Connect(self.CancelRectangleSelecting);
-- Enable scope selection
self:EnableScopeSelection()
-- Enable automatic scope resetting
self:EnableScopeAutoReset()
-- Enable targeting mode hotkeys
self:BindTargetingModeHotkeys()
end;
function TargetingModule:SetScope(Scope)
if self.Scope ~= Scope then
self.Scope = Scope
self.ScopeChanged:Fire(Scope)
end
end
local function IsVisible(Item)
return Item:IsA 'Model' or Item:IsA 'BasePart'
end
local function IsTargetable(Item)
return Item:IsA 'Model' or
Item:IsA 'BasePart' or
Item:IsA 'Tool' or
Item:IsA 'Accessory' or
Item:IsA 'Accoutrement'
end
|
--//Controller//--
|
for _, Button in pairs(Buttons:GetChildren()) do
if Button.Name == "Button" then
local Trigger = Button:WaitForChild("ProximityPrompt")
Trigger.Triggered:Connect(function()
if Button.Color == Color3.fromRGB(255, 0, 0) then
Button.Color = Color3.fromRGB(0, 255, 0)
table.insert(ActivatedButtons, Button)
if #ActivatedButtons == Settings.Buttons then
FloorConfiguration.TasksDone.Value = true
end
end
end)
end
end
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 1 -- cooldown for use of the tool again
ZoneModelName = "Ink Star" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--Brew FX
|
function doTheBrew(humanoid, character)
if db == true then
db = false
local goal = {}
goal.Size = character.Head.Size * 2
goal.Color = Color3.new(math.random(), math.random(), math.random())
local tween = TweenService:Create(character.Head, tweenInfo, goal)
tween:Play()
brew.Sizzle:Play()
humanoid:TakeDamage(5)
wait(tweenInfo.Time)
local goal = {}
goal.Size = character.Head.Size / 2
goal.Color = character["Body Colors"].HeadColor3
local tween = TweenService:Create(character.Head, tweenInfo, goal)
tween:Play()
wait(tweenInfo.Time)
db = true
end
end
|
---------------------------
--[[
--Main anchor point is the DriveSeat <car.Body.CarName.Value.VehicleSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.Body.CarName.Value.VehicleSeat,misc.PassengerSeat)
MakeWeld(car.Body.CarName.Value.VehicleSeat,misc.SteeringWheel,"Motor",.2)
ModelWeld(car.Body.CarName.Value.VehicleSeat,misc.Door)
]]
| |
--Code--
|
local function PlayerTouched(Part)
local Parent = Part.Parent
if game.Players:GetPlayerFromCharacter(Parent) then
Parent.Humanoid.Health = 0
end
end
Brick.Touched:connect(PlayerTouched)
|
---[[ Message Settings ]]
|
module.MaximumMessageLength = 200
module.DisallowedWhiteSpace = {"\n", "\r", "\t", "\v", "\f"}
module.ClickOnPlayerNameToWhisper = true
module.ClickOnChannelNameToSetMainChannel = true
module.BubbleChatMessageTypes = {ChatConstants.MessageTypeDefault, ChatConstants.MessageTypeWhisper}
|
-- Set up the event handlers for the ImageButton icons in the Wallpaper Apps shelf
|
local icons2 = wallShelf:GetChildren()
for _, icon in ipairs(icons2) do
if icon:IsA("ImageButton") then
icon.MouseButton1Click:Connect(function()
toggleWindow(icon)
end)
end
end
|
-- Constants
|
local Gamemodes = script.Parent:WaitForChild("Gamemodes")
local Current_Gamemode = Gamemodes[script:GetAttribute("Gamemode")]
local Current_GameStateObject = Current_Gamemode.GameState
|
--////////////////////////////// Methods
--//////////////////////////////////////
|
local methods = {}
methods.__index = methods
function methods:CreateGuiObjects(targetParent)
self.ChatBarParentFrame = targetParent
local backgroundImagePixelOffset = 7
local textBoxPixelOffset = 5
local BaseFrame = Instance.new("Frame")
BaseFrame.Selectable = false
BaseFrame.BackgroundTransparency = 0.6
BaseFrame.BorderSizePixel = 0
BaseFrame.BackgroundColor3 = ChatSettings.ChatBarBackGroundColor
BaseFrame.Size = UDim2.new(1, 0, 0, 46)
BaseFrame.Parent = targetParent
local BoxFrame = Instance.new("Frame")
BoxFrame.Selectable = false
BoxFrame.Name = "BoxFrame"
BoxFrame.BackgroundTransparency = 0.6
BoxFrame.BorderSizePixel = 0
BoxFrame.BackgroundColor3 = ChatSettings.ChatBarBoxColor
BoxFrame.Size = UDim2.new(1, -backgroundImagePixelOffset * 2, 1, -backgroundImagePixelOffset * 2)
BoxFrame.Position = UDim2.new(0, backgroundImagePixelOffset, 0, backgroundImagePixelOffset)
BoxFrame.Parent = BaseFrame
local TextBoxHolderFrame = Instance.new("Frame")
TextBoxHolderFrame.BackgroundTransparency = 1
TextBoxHolderFrame.Size = UDim2.new(1, -textBoxPixelOffset * 2, 1, -textBoxPixelOffset * 2)
TextBoxHolderFrame.Position = UDim2.new(0, textBoxPixelOffset, 0, textBoxPixelOffset)
TextBoxHolderFrame.Parent = BoxFrame
local TextBox = Instance.new("TextBox")
TextBox.Selectable = ChatSettings.GamepadNavigationEnabled
TextBox.Name = "ChatBar"
TextBox.BackgroundTransparency = 1
TextBox.Size = UDim2.new(1, 0, 1, 0)
TextBox.Position = UDim2.new(0, 0, 0, 0)
TextBox.TextSize = ChatSettings.ChatBarTextSize
TextBox.Font = ChatSettings.ChatBarFont
TextBox.TextColor3 = ChatSettings.ChatBarTextColor
TextBox.TextTransparency = 0.4
TextBox.TextStrokeTransparency = 1
TextBox.ClearTextOnFocus = false
TextBox.TextXAlignment = Enum.TextXAlignment.Left
TextBox.TextYAlignment = Enum.TextYAlignment.Top
TextBox.TextWrapped = true
TextBox.Text = ""
TextBox.Parent = TextBoxHolderFrame
local MessageModeTextButton = Instance.new("TextButton")
MessageModeTextButton.Selectable = false
MessageModeTextButton.Name = "MessageMode"
MessageModeTextButton.BackgroundTransparency = 1
MessageModeTextButton.Position = UDim2.new(0, 0, 0, 0)
MessageModeTextButton.TextSize = ChatSettings.ChatBarTextSize
MessageModeTextButton.Font = ChatSettings.ChatBarFont
MessageModeTextButton.TextXAlignment = Enum.TextXAlignment.Left
MessageModeTextButton.TextWrapped = true
MessageModeTextButton.Text = ""
MessageModeTextButton.Size = UDim2.new(0, 0, 0, 0)
MessageModeTextButton.TextYAlignment = Enum.TextYAlignment.Center
MessageModeTextButton.TextColor3 = self:GetDefaultChannelNameColor()
MessageModeTextButton.Visible = true
MessageModeTextButton.Parent = TextBoxHolderFrame
local TextLabel = Instance.new("TextLabel")
TextLabel.Selectable = false
TextLabel.TextWrapped = true
TextLabel.BackgroundTransparency = 1
TextLabel.Size = TextBox.Size
TextLabel.Position = TextBox.Position
TextLabel.TextSize = TextBox.TextSize
TextLabel.Font = TextBox.Font
TextLabel.TextColor3 = TextBox.TextColor3
TextLabel.TextTransparency = TextBox.TextTransparency
TextLabel.TextStrokeTransparency = TextBox.TextStrokeTransparency
TextLabel.TextXAlignment = TextBox.TextXAlignment
TextLabel.TextYAlignment = TextBox.TextYAlignment
TextLabel.Text = "..."
TextLabel.Parent = TextBoxHolderFrame
self.GuiObject = BaseFrame
self.TextBox = TextBox
self.TextLabel = TextLabel
self.GuiObjects.BaseFrame = BaseFrame
self.GuiObjects.TextBoxFrame = BoxFrame
self.GuiObjects.TextBox = TextBox
self.GuiObjects.TextLabel = TextLabel
self.GuiObjects.MessageModeTextButton = MessageModeTextButton
self:AnimGuiObjects()
self:SetUpTextBoxEvents(TextBox, TextLabel, MessageModeTextButton)
if self.UserHasChatOff then
self:DoLockChatBar()
end
self.eGuiObjectsChanged:Fire()
end
|
-- << BANLAND >>
|
local Banned = {"SmokeyRBX","Example1","Example2"}
|
--game.Players:GetPlayerFromCharacter(hit.Parent)
--or game.Players:FindFirstChild(hit.Parent.Name)
| |
--[[while true do wait()
script.Value = math.random(1,2)
end
while true do wait()
if script.Value == 1 then
script.Sound.ChorusSoundEffect.Enabled = true
script.Sound.DistortionSoundEffect.Enabled = false
script.sound.EchoSoundEffect.Enabled = true
script.Sound.PitchShiftSoundEffect.Enabled = false
script.Sound.Reverb.Enabled = true
else if script.Value == 2 then
script.Sound.ChorusSoundEffect.Enabled = false
script.Sound.DistortionSoundEffect.Enabled = true
script.sound.EchoSoundEffect.Enabled = false
script.Sound.PitchShiftSoundEffect.Enabled = true
script.Sound.Reverb.Enabled = false
end
end
end]]
|
--
|
--// Move cam
|
local maxTilt = 10
game:GetService("RunService").RenderStepped:Connect(function()
cam.CFrame = camPart.CFrame * CFrame.Angles(
math.rad((((mouse.Y - mouse.ViewSizeY / 300) / mouse.ViewSizeY)) * -maxTilt),
math.rad((((mouse.X - mouse.ViewSizeX / 300) / mouse.ViewSizeX)) * -maxTilt),
0
)
end)
|
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