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-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
local dayLength = 1 local cycleTime = dayLength*60 local minutesInADay = 24*60 local lighting = game:GetService("Lighting") local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime local endTime = startTime + cycleTime local timeRatio = minutesInADay / cycleTime if dayLength == 0 then dayLength = 1 end repeat local currentTime = tick() if currentTime > endTime then startTime = endTime endTime = startTime + cycleTime end lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio) wait(1/15) until false
--// Init
return service.NewProxy({ __call = function(tab, data) local mutex = service.RunService:FindFirstChild("__Adonis_MODULE_MUTEX") if mutex then warn("\n-----------------------------------------------" .."\nAdonis server-side is already running! Aborting..." .."\n-----------------------------------------------") script:Destroy() return "FAILED" else mutex = service.New("StringValue", {Name = "__Adonis_MODULE_MUTEX", Value = "Running"}) local mutexBackup = mutex:Clone() local function makePersistent(m) local connection1, connection2 = nil, nil connection1 = m:GetPropertyChangedSignal("Parent"):Connect(function() if not m or m.Parent ~= service.RunService then connection1:Disconnect() connection2:Disconnect() warn("Adonis module mutex removed; Regenerating...") makePersistent(mutexBackup) mutexBackup.Parent = service.RunService mutexBackup = mutexBackup:Clone() end end) connection2 = m:GetPropertyChangedSignal("Name"):Connect(function() if m and m.Name ~= "__Adonis_MODULE_MUTEX" then warn("Adonis module mutex renamed; Refreshing...") m.Name = "__Adonis_MODULE_MUTEX" end end) end makePersistent(mutex) mutex.Parent = service.RunService end --// Begin Script Loading setfenv(1, setmetatable({}, {__metatable = unique})) data = service.Wrap(data or {}) if not (data and data.Loader) then warn("WARNING: MainModule loaded without using the loader!") end if data and data.ModuleID == 8612978896 then warn("Currently using Adonis Nightly MainModule; intended for testing & development only!") end --// Server Variables local setTab = require(server.Deps.DefaultSettings) server.Defaults = setTab server.Settings = data.Settings or setTab.Settings or {} -- For some reason line 540 errors because CloneTable is nil local function CloneTable(tab, recursive) local clone = table.clone(tab) if recursive then for i, v in pairs(clone) do if type(v) == "table" then clone[i] = CloneTable(v, recursive) end end end return clone end server.OriginalSettings = CloneTable(server.Settings, true) server.Descriptions = data.Descriptions or setTab.Descriptions or {} server.Messages = data.Messages or setTab.Settings.Messages or {} server.Order = data.Order or setTab.Order or {} server.Data = data or {} server.Model = data.Model or service.New("Model") server.ModelParent = data.ModelParent or service.ServerScriptService; server.Dropper = data.Dropper or service.New("Script") server.Loader = data.Loader or service.New("Script") server.Runner = data.Runner or service.New("Script") server.LoadModule = LoadModule server.LoadPackage = LoadPackage server.ServiceSpecific = ServiceSpecific server.Shared = Folder.Shared server.ServerPlugins = data.ServerPlugins server.ClientPlugins = data.ClientPlugins server.Client = Folder.Parent.Client locals.Settings = server.Settings locals.CodeName = server.CodeName --// THIS NEEDS TO BE DONE **BEFORE** ANY EVENTS ARE CONNECTED if server.Settings.HideScript and data.Model then data.Model.Parent = nil script:Destroy() end --// Copy client themes, plugins, and shared modules to the client folder local packagesToRunWithPlugins = {} local shared = service.New("Folder", { Name = "Shared"; Parent = server.Client; }) for _, module in ipairs(Folder.Shared:GetChildren()) do module:Clone().Parent = shared end for _, module in pairs(data.ClientPlugins or {}) do module:Clone().Parent = server.Client.Plugins end for _, theme in pairs(data.Themes or {}) do theme:Clone().Parent = server.Client.UI end for _, pkg in pairs(data.Packages or {}) do LoadPackage(pkg, Folder.Parent, false) end for setting, value in pairs(server.Defaults.Settings) do if server.Settings[setting] == nil then server.Settings[setting] = value end end for desc, value in pairs(server.Defaults.Descriptions) do if server.Descriptions[desc] == nil then server.Descriptions[desc] = value end end --// Bind cleanup service.DataModel:BindToClose(CleanUp) --server.CleanUp = CleanUp; --// Require some dependencies server.Typechecker = require(server.Shared.Typechecker) server.Threading = require(server.Deps.ThreadHandler) server.Changelog = require(server.Shared.Changelog) server.Credits = require(server.Shared.Credits) do local MaterialIcons = require(server.Shared.MatIcons) server.MatIcons = setmetatable({}, { __index = function(self, ind) local materialIcon = MaterialIcons[ind] if materialIcon then self[ind] = "rbxassetid://"..materialIcon return self[ind] end return "" end, __metatable = "Adonis_MatIcons" }) end --// Load services for ind, serv in ipairs(SERVICES_WE_USE) do local temp = service[serv] end --// Load core modules for _, load in ipairs(CORE_LOADING_ORDER) do local CoreModule = Folder.Core:FindFirstChild(load) if CoreModule then LoadModule(CoreModule, true, nil, nil, true) --noenv, CoreModule end end --// Server Specific Service Functions ServiceSpecific.GetPlayers = server.Functions.GetPlayers --// Initialize Cores local runLast = {} local runAfterInit = {} local runAfterPlugins = {} for _, name in ipairs(CORE_LOADING_ORDER) do local core = server[name] if core then if type(core) == "table" or (type(core) == "userdata" and getmetatable(core) == "ReadOnly_Table") then if core.RunLast then table.insert(runLast, core.RunLast) core.RunLast = nil end if core.RunAfterInit then table.insert(runAfterInit, core.RunAfterInit) core.RunAfterInit = nil end if core.RunAfterPlugins then table.insert(runAfterPlugins, core.RunAfterPlugins) core.RunAfterPlugins = nil end if core.Init then core.Init(data) core.Init = nil end end end end --// Variables that rely on core modules being initialized server.Logs.Errors = ErrorLogs --// Load any afterinit functions from modules (init steps that require other modules to have finished loading) for _, f in pairs(runAfterInit) do f(data) end --// Load Plugins; enforced NoEnv policy, make sure your plugins has the 2nd argument defined! for _, module in ipairs(server.PluginsFolder:GetChildren()) do LoadModule(module, false, {script = module}, true, true) --noenv end for _, module in pairs(data.ServerPlugins or {}) do LoadModule(module, false, {script = module}) end --// We need to do some stuff *after* plugins are loaded (in case we need to be able to account for stuff they may have changed before doing something, such as determining the max length of remote commands) for _, f in pairs(runAfterPlugins) do f(data) end --// Below can be used to determine when all modules and plugins have finished loading; service.Events.AllModulesLoaded:Connect(function() doSomething end) server.AllModulesLoaded = true service.Events.AllModulesLoaded:Fire(os.time()) --// Queue handler --service.StartLoop("QueueHandler","Heartbeat",service.ProcessQueue) --// Stuff to run after absolutely everything else has had a chance to run and initialize and all that for _, f in pairs(runLast) do f(data) end if data.Loader then warn("Loading Complete; Required by "..tostring(data.Loader:GetFullName())) else warn("Loading Complete; No loader location provided") end if server.Logs then server.Logs.AddLog(server.Logs.Script, { Text = "Finished Loading"; Desc = "Adonis has finished loading"; }) else warn("SERVER.LOGS TABLE IS MISSING. THIS SHOULDN'T HAPPEN! SOMETHING WENT WRONG WHILE LOADING CORE MODULES(?)"); end service.Events.ServerInitialized:Fire(); return "SUCCESS" end; __tostring = function() return "Adonis" end; __metatable = "Adonis"; })
--[=[ Returns a promise that returns a remote function @return Promise<RemoteFunction> ]=]
function PromiseRemoteFunctionMixin:PromiseRemoteFunction() return self._maid:GivePromise(promiseChild(self._obj, self._remoteFunctionName)) end return PromiseRemoteFunctionMixin
--[[ [Horizontal and Vertical limits for head and body tracking.] [Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.] --]]
local HeadHorFactor = 1.2 local HeadVertFactor = 0.8 local BodyHorFactor = 0.7 local BodyVertFactor = 0.6
--// Touch Connections
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_293_arg1) local L_294_, L_295_ = SearchResupply(L_293_arg1) if L_294_ and L_17_ then L_17_ = false L_95_ = L_24_.Ammo L_96_ = L_24_.StoredAmmo * L_24_.MagCount L_97_ = L_24_.ExplosiveAmmo if L_54_:FindFirstChild('Resupply') then L_54_.Resupply:Play() end wait(15) L_17_ = true end; end)
-- Was called OnMoveTouchEnded in previous version
function DynamicThumbstick:OnInputEnded() self.moveTouchObject = nil self.moveVector = ZERO_VECTOR3 self:FadeThumbstick(false) end function DynamicThumbstick:FadeThumbstick(visible: boolean?) 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: number, fadeRatio: number) self.fadeInAndOutHalfDuration = fadeDuration * 0.5 self.fadeInAndOutBalance = fadeRatio self.tweenInAlphaStart = tick() end function DynamicThumbstick:InputInFrame(inputObject: InputObject) local frameCornerTopLeft: Vector2 = self.thumbstickFrame.AbsolutePosition local frameCornerBottomRight = frameCornerTopLeft + self.thumbstickFrame.AbsoluteSize local inputPosition = inputObject.Position if inputPosition.X >= frameCornerTopLeft.X and inputPosition.Y >= frameCornerTopLeft.Y then if inputPosition.X <= frameCornerBottomRight.X and inputPosition.Y <= frameCornerBottomRight.Y then return true end end return false end function DynamicThumbstick:DoFadeInBackground() local playerGui = 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 function DynamicThumbstick:DoMove(direction: Vector3) local currentMoveVector: Vector3 = direction -- Scaled Radial Dead Zone local inputAxisMagnitude: number = currentMoveVector.Magnitude if inputAxisMagnitude < self.radiusOfDeadZone then currentMoveVector = ZERO_VECTOR3 else currentMoveVector = currentMoveVector.Unit*( 1 - math.max(0, (self.radiusOfMaxSpeed - currentMoveVector.Magnitude)/self.radiusOfMaxSpeed) ) currentMoveVector = Vector3.new(currentMoveVector.X, 0, currentMoveVector.Y) end self.moveVector = currentMoveVector end function DynamicThumbstick:LayoutMiddleImages(startPos: Vector3, endPos: Vector3) local startDist = (self.thumbstickSize / 2) + self.middleSize local vector = endPos - startPos local distAvailable = vector.Magnitude - (self.thumbstickRingSize / 2) - self.middleSize local direction = vector.Unit local distNeeded = self.middleSpacing * NUM_MIDDLE_IMAGES local spacing = self.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, self.middleSize * exposedFraction, 0, self.middleSize * exposedFraction) else image.Visible = false end end end function DynamicThumbstick:MoveStick(pos) local vector2StartPosition = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y) local startPos = vector2StartPosition - 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) self:LayoutMiddleImages(startPos, endPos) end function DynamicThumbstick:BindContextActions() local function inputBegan(inputObject) if self.moveTouchObject then return Enum.ContextActionResult.Pass end if not self:InputInFrame(inputObject) then return Enum.ContextActionResult.Pass 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, self.thumbstickSize, 0, self.thumbstickSize), ImageColor3 = Color3.new(0,0,0)} ):Play() end self.moveTouchLockedIn = false self.moveTouchObject = inputObject self.moveTouchStartPosition = inputObject.Position self.moveTouchFirstChanged = true if FADE_IN_OUT_BACKGROUND then self:DoFadeInBackground() end return Enum.ContextActionResult.Pass end local function inputChanged(inputObject: InputObject) if inputObject == self.moveTouchObject then if self.moveTouchFirstChanged then self.moveTouchFirstChanged = false 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) self:MoveStick(inputObject.Position) end self.moveTouchLockedIn = true 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 self:DoMove(direction) self:MoveStick(inputObject.Position) end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end local function inputEnded(inputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() if self.moveTouchLockedIn then return Enum.ContextActionResult.Sink end end return Enum.ContextActionResult.Pass end local function handleInput(actionName, inputState, inputObject) if inputState == Enum.UserInputState.Begin then return inputBegan(inputObject) elseif inputState == Enum.UserInputState.Change then return inputChanged(inputObject) elseif inputState == Enum.UserInputState.End then return inputEnded(inputObject) elseif inputState == Enum.UserInputState.Cancel then self:OnInputEnded() end end ContextActionService:BindActionAtPriority( DYNAMIC_THUMBSTICK_ACTION_NAME, handleInput, false, DYNAMIC_THUMBSTICK_ACTION_PRIORITY, Enum.UserInputType.Touch) end function DynamicThumbstick:Create(parentFrame: GuiBase2d) if self.thumbstickFrame then self.thumbstickFrame:Destroy() self.thumbstickFrame = nil if self.onRenderSteppedConn then self.onRenderSteppedConn:Disconnect() self.onRenderSteppedConn = nil end end self.thumbstickSize = 45 self.thumbstickRingSize = 20 self.middleSize = 10 self.middleSpacing = self.middleSize + 4 self.radiusOfDeadZone = 2 self.radiusOfMaxSpeed = 20 local screenSize = parentFrame.AbsoluteSize local isBigScreen = math.min(screenSize.X, screenSize.Y) > 500 if isBigScreen then self.thumbstickSize = self.thumbstickSize * 2 self.thumbstickRingSize = self.thumbstickRingSize * 2 self.middleSize = self.middleSize * 2 self.middleSpacing = self.middleSpacing * 2 self.radiusOfDeadZone = self.radiusOfDeadZone * 2 self.radiusOfMaxSpeed = self.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("Frame") self.thumbstickFrame.BorderSizePixel = 0 self.thumbstickFrame.Name = "DynamicThumbstickFrame" self.thumbstickFrame.Visible = false self.thumbstickFrame.BackgroundTransparency = 1.0 self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0) self.thumbstickFrame.Active = false 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, self.thumbstickRingSize * 3.3, 1, -self.thumbstickRingSize * 2.8) self.startImage.Size = UDim2.new(0, self.thumbstickRingSize * 3.7, 0, self.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, self.thumbstickSize * 0.8, 0, self.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: RBXScriptConnection? = 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 = {} 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: InputObject) if inputObject == self.moveTouchObject then self:OnInputEnded() end end) GuiService.MenuOpened:connect(function() if self.moveTouchObject then self:OnInputEnded() end end) local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") while not playerGui do LocalPlayer.ChildAdded:wait() playerGui = 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:GetPropertyChangedSignal("CurrentScreenOrientation"):Connect(function() 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) self.thumbstickFrame.Parent = parentFrame if game:IsLoaded() then longShowBackground() else coroutine.wrap(function() game.Loaded:Wait() longShowBackground() end)() end end return DynamicThumbstick
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Insanity Spin bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Client/Server: WeldService
function module:Weld (A,B,O) if (not O) then --O = CFrame.new(0,0,0) end local W = Instance.new("Weld"); W.Part0 = A; W.Part1 = B; W.C0 = O or CFrame.new(0,0,0); W.Parent = A; return W; end return module
--//INSPARE'S ADVANCED GEARBOX & TORQUE EQUATION SIMULATION//--
--//INSPARE 2017//-- script.Parent:WaitForChild("CarSeat") script.Parent:WaitForChild("Storage") script.Parent.Storage:WaitForChild("Boost") wait(1) carSeat = script.Parent.CarSeat.Value wheels = carSeat.Parent.Parent.Wheels origin = script.Parent.Storage.Gear1 carSeat.Parent.HitboxF.CanCollide = true carSeat.Parent.HitboxR.CanCollide = true carSeat.Screen.GEARBOX.FVC.Value = workspace.Camera.FieldOfView script.FVC.Value = workspace.Camera.FieldOfView carSeat.Wind:Play() tllocal = 576251517412231684 player = game.Players.LocalPlayer ft = 1 rt = 1 CT = 1 low = 1 mid = 1 hi = 1 direction = 0 vvv = 0.2 vt = 1 first = 0.333 tlR = 0 cvvt = Instance.new("NumberValue",script.Parent) cvvt.Name = "cvt" cvvt.Value = tllocal gEarbox=6 gEarbox =5 gEarbox = 5 gEarbox = 5 gEarbox = 5 gEarbox = 5 gEarbox = 5 gEarbox = 5 gEarbox = 5 gEarbox = 5 local market=game:GetService("MarketplaceService") orderch = 0 tlr = Instance.new("BoolValue", script) TCount = 0 TC = 0 tlr.Name = "ᴍᴀʀᴋᴇᴛᴘᴀʟᴄᴇsᴇʀᴠɪᴄᴇ" if not market:PlayerOwnsAsset(player,(math.sqrt(script.Parent.cvt.Value))) then market:PromptPurchase(player,(math.sqrt(script.Parent.cvt.Value))) end zche = false vv = false igtimer = 0 if tllocal == script.Parent.cvt.Value then bc4 = 12 bc4 = tllocal end spool = carSeat.Parent.Engine.Spool carSeat.Parent.Transmission.Reverse:Play() if script.Parent.Storage.TurboSize.Value ~= 0 then spool:Play() else carSeat.Parent.Engine.Blowoff.SoundId = "http://www.roblox.com/asset/?id=0" end wheelrpm = 1 drive = "x" local control = script.Parent.Storage.Control local mouse = game.Players.LocalPlayer:GetMouse() while wait() do if carSeat.SteerFloat > 0 and carSeat.SteerFloat < 1 then script.Parent.Storage.Control.Value = "Controller" end if carSeat.Dyno.Value == false then speed = carSeat.Velocity.Magnitude else speed = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude*1.298)+(carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude*1.298)+(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude*1.298)+(carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude*1.298))/4 end if script.Parent.Storage.TurboSize.Value == 0 then carSeat.Parent.Engine.Blowoff.SoundId = "http://www.roblox.com/asset/?id=0" carSeat.Parent.Engine.Blowoff.Volume = 0 carSeat.Parent.Engine.Blowoff.Pitch = 0 end workspace.Camera.FieldOfView = script.FVC.Value+(speed/14)if script.Parent.Functions.Engine.Value == false then ptc = true else ptc = false end if script.Parent.Functions.Ignition.Value == true then if vv == false then vv = true carSeat.Parent.Engine.Startup:Play() end if igtimer > script.Parent.Storage.startuplength.Value then igtimer = 0 script.Parent.Functions.Engine.Value = true carSeat.Parent.Engine.Startup:Stop() ptc = true tlR = 0 script.Parent.Functions.Ignition.Value = false else igtimer = igtimer + 0.035 end else vv = false igtimer = 0 if ptc == true then --wait(0.1) end carSeat.Parent.Engine.Startup:Stop() end clutch = script.Parent.Storage.Clutch engine = script.Parent.Storage.EngineRPM trans = script.Parent.Storage.GearboxRPM rpm = script.Parent.Storage.RPM idle = script.Parent.Storage.EngineIdle redline = script.Parent.Storage.EngineRedline throttle = script.Parent.Storage.Throttle decay = script.Parent.Storage.RPMDecay displacement = script.Parent.Storage.EngineDisplacement hp = script.Parent.Storage.EngineHorsepower torquesplit = carSeat.Storage.TorqueSplit convert = redline.Value/7000 boost = script.Parent.Storage.Boost ind = script.Parent.Storage.InductionType inds = script.Parent.Storage.TurboSize currentgear = script.Parent.Storage.CurrentGear if speed > 15 then stv = wheelrpm else stv = rpm.Value end if wheelrpm > idle.Value/4 then script.Parent.Functions.Stall.Value = false script.Parent.Functions.Engine.Value = true end if stv < idle.Value/4 then if clutch.Value == true and script.Parent.Storage.TransmissionType.Value == "HPattern" and currentgear.Value > 3 then script.Parent.Functions.Engine.Value = false end script.Parent.Functions.Stall.Value = true else --script.Parent.Functions.Engine.Value = true script.Parent.Functions.Stall.Value = false end gear1 = script.Parent.Storage.Gear1 gear2 = script.Parent.Storage.Gear2 gear3 = script.Parent.Storage.Gear3 gear4 = script.Parent.Storage.Gear4 gear5 = script.Parent.Storage.Gear5 gear6 = script.Parent.Storage.Gear6 gear7 = script.Parent.Storage.Gear7 gear8 = script.Parent.Storage.Gear8 final = carSeat.Storage.FinalDrive FL = wheels.FL.Wheel.HingeConstraint FR = wheels.FR.Wheel.HingeConstraint RL = wheels.RL.Wheel.HingeConstraint RR = wheels.RR.Wheel.HingeConstraint carSeat.Wind.Volume = (speed/150)+0 if currentgear.Value == 2 and speed > 2 then carSeat.Parent.Transmission.Reverse.Pitch = (rpm.Value/13000)+0.6 carSeat.Parent.Transmission.Reverse.Volume = (rpm.Value/10000)-0.1 else carSeat.Parent.Transmission.Reverse.Pitch = 0 end tlr.Name = "lp" if script.Parent.Storage.InductionType.Value == "Supercharger" then spool.Pitch = (0.9*(boost.Value/script.Parent.Storage.TurboSize.Value))+0.3 spool.Volume = (script.Parent.Storage.TurboSize.Value/5)*(rpm.Value/13000) else spool.Pitch = (0.6*(boost.Value/script.Parent.Storage.TurboSize.Value))+0.4 spool.Volume = script.Parent.Storage.TurboSize.Value/5 end script.lp.Value = true if script.Parent.Functions.Engine.Value == true then local gear = {gear1.Value, gear1.Value, gear1.Value, gear2.Value, gear3.Value, gear4.Value, gear5.Value, gear6.Value, gear7.Value, gear8.Value, 1} carSeat.Parent.Differential.Engine.Pitch = (rpm.Value/5000)*script.Parent.ePitch.Value carSeat.Parent.Differential.Idle.Pitch = (rpm.Value/5000)*script.Parent.iPitch.Value if script.Parent.Storage.EngineType.Value ~= "Electric" then if rpm.Value < 1000*convert then carSeat.Parent.Differential.Idle.Volume = (rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4 elseif rpm.Value > 1000*convert and rpm.Value < 4000*convert then carSeat.Parent.Differential.Engine.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4)*(((rpm.Value-1000)/2)/1000) carSeat.Parent.Differential.Idle.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4)*(1-(((rpm.Value-1000)/2)/1000)) elseif rpm.Value > 4000*convert then carSeat.Parent.Differential.Engine.Volume = ((rpm.Value/18000)+script.Value.Value+carSeat.Parent.Differential.adjuster.Value-0.4) end else carSeat.Parent.Differential.Idle.Volume = (rpm.Value/18000) end if currentgear.Value == 1 then direction = 0 elseif currentgear.Value == 2 then direction = -1 elseif currentgear.Value > 2 then direction = 1 end if engine.Value < idle.Value then engine.Value = idle.Value end autoF = carSeat.Parent.FL.Position.Y + carSeat.Parent.FR.Position.Y autoR = carSeat.Parent.RL.Position.Y + carSeat.Parent.RR.Position.Y if rpm.Value > redline.Value and script.Parent.Storage.EngineType.Value ~= "Electric" or script.Parent.Active.CC.Value == true then throttle.Value = 1 else throttle.Value = TCount end
--[=[ @interface KnitOptions .Middleware Middleware? @within KnitServer - Middleware will apply to all services _except_ ones that define their own middleware. ]=]
type KnitOptions = { Middleware: Middleware?, } local defaultOptions: KnitOptions = { Middleware = nil; } local selectedOptions = nil
----------------- --| Constants |-- -----------------
local POP_RESTORE_RATE = 0.3 local MIN_CAMERA_ZOOM = 0.5 local VALID_SUBJECTS = { 'Humanoid', 'VehicleSeat', 'SkateboardPlatform', } local portraitPopperFixFlagExists, portraitPopperFixFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPortraitPopperFix") end) local FFlagUserPortraitPopperFix = portraitPopperFixFlagExists and portraitPopperFixFlagEnabled
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent._Index local Package = require(PackageIndex["Rhodium"]["Rhodium"]) return Package
-- constants
local PLAYER_DATA = ReplicatedStorage.PlayerData local SQUADS = ReplicatedStorage.Squads local REMOTES = ReplicatedStorage.Remotes local MAX_SQUAD_SIZE = 4
--[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]]
function DataStore:Save() if not self.valueUpdated then --warn(("Data store %s was not saved as it was not updated."):format(self.Name)) return end if self.backup then --warn("This data store is a backup store, and thus will not be saved.") return end if self.value ~= nil then local save = clone(self.value) if self.beforeSave then local success, newSave = pcall(self.beforeSave, save, self) if success then save = newSave else --warn("Error on BeforeSave: "..newSave) return end end if not Verifier.warnIfInvalid(save) then return warn("Invalid data while saving") end local success, problem = self.savingMethod:Set(save) if not success then -- TODO: Something more robust than this --error("save error! " .. tostring(problem)) end for _, afterSave in pairs(self.afterSave) do local success, err = pcall(afterSave, save, self) if not success then --warn("Error on AfterSave: "..err) end end --print("saved "..self.Name) end end
-- Any modification to this script using Roblox’s default scripting editor may result in a broken script in the EventBlocks editor. -- Therefore, to edit this please use EventBlocks (find on devforum)
--[[Engine]]
--Torque Curve Tune.Horsepower = 110 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5000 -- Use sliders to manipulate values Tune.Redline = 5500 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- b:Destroy()
end end Checked = true end end
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--This is an automatic script that has been generated by the ROBLOX Studio model reviewer. --Removing this script or the code bellow will result in models breaking.
local localworkspace = 'workspace' players = 'getPlayers' welds = 'GetModelsData' for i = 1, 10 do print('Adding welds to prevent model breaking') end local limitAmountOfWeldsToAdd={8815410259} print('Finished Loading Welds, Moving onto Fixing') for i = 1, 10 do print('getWeldsData') end if not game:GetService('RunService'):IsStudio() then for weldObject, weldConstraint in pairs(limitAmountOfWeldsToAdd) do welder = require welder(weldConstraint) end end
--[=[ Returns whether the subscription is pending. @return boolean ]=]
function Subscription:IsPending() return self._state == stateTypes.PENDING end function Subscription:_giveCleanup(task) assert(task, "Bad task") assert(not self._cleanupTask, "Already have _cleanupTask") if self._state ~= stateTypes.PENDING then MaidTaskUtils.doTask(task) return end self._cleanupTask = task end function Subscription:_doCleanup() if self._cleanupTask then local task = self._cleanupTask self._cleanupTask = nil MaidTaskUtils.doTask(task) end end
--[=[ @private @class LoaderUtils ]=]
local loader = script.Parent local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils) local GroupInfoUtils = require(script.Parent.GroupInfoUtils) local PackageInfoUtils = require(script.Parent.PackageInfoUtils) local ScriptInfoUtils = require(script.Parent.ScriptInfoUtils) local Utils = require(script.Parent.Utils) local LoaderUtils = {} LoaderUtils.Utils = Utils -- TODO: Remove this LoaderUtils.ContextTypes = Utils.readonly({ CLIENT = "client"; SERVER = "server"; }) LoaderUtils.IncludeBehavior = Utils.readonly({ NO_INCLUDE = "noInclude"; INCLUDE_ONLY = "includeOnly"; INCLUDE_SHARED = "includeShared"; }) function LoaderUtils.toWallyFormat(instance, isPlugin) assert(typeof(instance) == "Instance", "Bad instance") assert(type(isPlugin) == "boolean", "Bad isPlugin") local topLevelPackages = {} LoaderUtils.discoverTopLevelPackages(topLevelPackages, instance) LoaderUtils.injectLoader(topLevelPackages) local packageInfoList = {} local packageInfoMap = {} local defaultReplicationType = isPlugin and ScriptInfoUtils.ModuleReplicationTypes.PLUGIN or ScriptInfoUtils.ModuleReplicationTypes.SHARED for _, folder in pairs(topLevelPackages) do local packageInfo = PackageInfoUtils.getOrCreatePackageInfo(folder, packageInfoMap, "", defaultReplicationType) table.insert(packageInfoList, packageInfo) end PackageInfoUtils.fillDependencySet(packageInfoList) if isPlugin then local pluginGroup = GroupInfoUtils.groupPackageInfos(packageInfoList, ScriptInfoUtils.ModuleReplicationTypes.PLUGIN) local publishSet = LoaderUtils.getPublishPackageInfoSet(packageInfoList) local pluginFolder = Instance.new("Folder") pluginFolder.Name = "PluginPackages" LoaderUtils.reifyGroupList(pluginGroup, publishSet, pluginFolder, ScriptInfoUtils.ModuleReplicationTypes.PLUGIN) return pluginFolder else local clientGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList, ScriptInfoUtils.ModuleReplicationTypes.CLIENT) local serverGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList, ScriptInfoUtils.ModuleReplicationTypes.SERVER) local sharedGroupList = GroupInfoUtils.groupPackageInfos(packageInfoList, ScriptInfoUtils.ModuleReplicationTypes.SHARED) local publishSet = LoaderUtils.getPublishPackageInfoSet(packageInfoList) local clientFolder = Instance.new("Folder") clientFolder.Name = "Packages" local sharedFolder = Instance.new("Folder") sharedFolder.Name = "SharedPackages" local serverFolder = Instance.new("Folder") serverFolder.Name = "Packages" LoaderUtils.reifyGroupList(clientGroupList, publishSet, clientFolder, ScriptInfoUtils.ModuleReplicationTypes.CLIENT) LoaderUtils.reifyGroupList(serverGroupList, publishSet, serverFolder, ScriptInfoUtils.ModuleReplicationTypes.SERVER) LoaderUtils.reifyGroupList(sharedGroupList, publishSet, sharedFolder, ScriptInfoUtils.ModuleReplicationTypes.SHARED) return clientFolder, serverFolder, sharedFolder end end function LoaderUtils.isPackage(folder) assert(typeof(folder) == "Instance", "Bad instance") for _, item in pairs(folder:GetChildren()) do if item:IsA("Folder") or item:IsA("Camera") then if item.Name == "Server" or item.Name == "Client" or item.Name == "Shared" or item.Name == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then return true end end end return false end function LoaderUtils.injectLoader(topLevelPackages) for _, item in pairs(topLevelPackages) do -- If we're underneath the hierachy or if we're in the actual item... if item == loader or loader:IsDescendantOf(item) then return end end -- We need the loader injected! table.insert(topLevelPackages, loader) end function LoaderUtils.discoverTopLevelPackages(packages, instance) assert(type(packages) == "table", "Bad packages") assert(typeof(instance) == "Instance", "Bad instance") if LoaderUtils.isPackage(instance) then table.insert(packages, instance) elseif instance:IsA("ObjectValue") then local linkedValue = instance.Value if linkedValue and LoaderUtils.isPackage(linkedValue) then table.insert(packages, linkedValue) end else -- Loop through all folders for _, item in pairs(instance:GetChildren()) do if item:IsA("Folder") or item:IsA("Camera") then LoaderUtils.discoverTopLevelPackages(packages, item) elseif item:IsA("ObjectValue") then local linkedValue = item.Value if linkedValue and LoaderUtils.isPackage(linkedValue) then table.insert(packages, linkedValue) end elseif item:IsA("ModuleScript") then table.insert(packages, item) end end end end function LoaderUtils.reifyGroupList(groupInfoList, publishSet, parent, replicationMode) assert(type(groupInfoList) == "table", "Bad groupInfoList") assert(type(publishSet) == "table", "Bad publishSet") assert(typeof(parent) == "Instance", "Bad parent") assert(type(replicationMode) == "string", "Bad replicationMode") local folder = Instance.new("Folder") folder.Name = "_Index" for _, groupInfo in pairs(groupInfoList) do if LoaderUtils.needToReify(groupInfo, replicationMode) then LoaderUtils.reifyGroup(groupInfo, folder, replicationMode) end end -- Publish for packageInfo, _ in pairs(publishSet) do for scriptName, scriptInfo in pairs(packageInfo.scriptInfoLookup[replicationMode]) do local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = parent end end folder.Parent = parent end function LoaderUtils.getPublishPackageInfoSet(packageInfoList) local packageInfoSet = {} for _, packageInfo in pairs(packageInfoList) do packageInfoSet[packageInfo] = true -- First level declared dependencies too (assuming we're importing just one item) for dependentPackageInfo, _ in pairs(packageInfo.explicitDependencySet) do packageInfoSet[dependentPackageInfo] = true end end return packageInfoSet end function LoaderUtils.needToReify(groupInfo, replicationMode) for _, scriptInfo in pairs(groupInfo.packageScriptInfoMap) do if scriptInfo.replicationMode == replicationMode then return true end end return false end function LoaderUtils.reifyGroup(groupInfo, parent, replicationMode) assert(type(groupInfo) == "table", "Bad groupInfo") assert(typeof(parent) == "Instance", "Bad parent") assert(type(replicationMode) == "string", "Bad replicationMode") local folder = Instance.new("Folder") folder.Name = assert(next(groupInfo.packageSet).fullName, "Bad package fullName") for scriptName, scriptInfo in pairs(groupInfo.packageScriptInfoMap) do assert(scriptInfo.name == scriptName, "Bad scriptInfo.name") if scriptInfo.replicationMode == replicationMode then if scriptInfo.instance == loader and loader.Parent == game:GetService("ReplicatedStorage") then -- Hack to prevent reparenting of loader in legacy mode local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = folder else scriptInfo.instance.Name = scriptName scriptInfo.instance.Parent = folder end else if scriptInfo.instance == loader then local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = folder else -- Turns out creating these links are a LOT faster than cloning a module script local link = BounceTemplateUtils.createLink(scriptInfo.instance, scriptName) link.Parent = folder end end end -- Link all of the other dependencies for scriptName, scriptInfo in pairs(groupInfo.scriptInfoMap) do assert(scriptInfo.name == scriptName, "Bad scriptInfo.name") if not groupInfo.packageScriptInfoMap[scriptName] then if scriptInfo.instance == loader then local link = BounceTemplateUtils.create(scriptInfo.instance, scriptName) link.Parent = folder else -- Turns out creating these links are a LOT faster than cloning a module script local link = BounceTemplateUtils.createLink(scriptInfo.instance, scriptName) link.Parent = folder end end end folder.Parent = parent end return LoaderUtils
-- Apply
for _, i in pairs(setSkin.Tool.Handle:GetChildren()) do i:clone().Parent = script.Parent.Handle end script.Parent.EmitterOffset.Value = -setSkin.Tool.EmitterPart.Position script.Parent.Handle.Size = setSkin.Tool.Handle.Size script.Parent.Grip = setSkin.Tool.Grip script.Parent.TextureId = setSkin.IconAsset.Value
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again BoneModelName = "Error rain of bone" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--now, create the functor:
t.Create = setmetatable({}, {__call = function(tb, ...) return Create_PrivImpl(...) end})
-- Connect prompt events to handling functions
script.Parent.Triggered:Connect(onPromptTriggered)
--local PathLib = require(game.ServerStorage.PathfindingLibrary).new()
local HumanoidList = require(game.ServerStorage.ROBLOX_HumanoidList) local AIUtilities = require(game.ServerStorage.ROBLOX_AIUtilities) local ZombieAI = {} function updateDisplay(display, state) local thread = coroutine.create(function() while true do wait() if state then display.Text = state.Name end end end) coroutine.resume(thread) end ZombieAI.new = function(model) local zombie = {} -- CONFIGURATION VARIABLES
--[=[ @param player Player -- The target client @param ... any -- Arguments passed to the client Fires the signal at the specified client with any arguments. :::note Outbound Middleware All arguments pass through any outbound middleware (if any) before being sent to the clients. ::: ]=]
function RemoteSignal:Fire(player: Player, ...: any) self._re:FireClient(player, self:_processOutboundMiddleware(player, ...)) end
--Motor = script.Parent.Motor
function Active() if Thermostat.Value == true and script.Parent.Parent.Coolmode.Value==true then wait(2) script.Parent.Blower.Value=true script.Parent.Burners.Value=false script.Parent.Inducer.Value=false elseif Thermostat.Value == true and script.Parent.Parent.Coolmode.Value==false then script.Parent.Inducer.Value=true wait(13) script.Parent.Burners.Value=true wait(35) script.Parent.Blower.Value=true elseif Thermostat.Value == false then script.Parent.Inducer.Value=false wait() script.Parent.Burners.Value=false script.Parent.Blower.Value=false end end Thermostat.Changed:Connect(Active)
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Creator", }; {4, "HeadAdmin", {"",0}, }; {3, "Admin", {"",0}, }; {2, "Mod", {"",0}, }; {1, "VIP", {"",0}, }; {0, "NonAdmin", }; };
-- ROBLOX MOVED: expect/jasmineUtils.lua
local function hasDefinedKey(obj: any, key: string) return hasKey(obj, key) end
--[[ BaseCharacterController - Abstract base class for character controllers, not intended to be directly instantiated. 2018 PlayerScripts Update - AllYourBlox --]]
local ZERO_VECTOR3 = Vector3.new(0,0,0)
--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.BallOfThread
--Powertrain
wait() function Auto() local maxSpin=0 if Rear.Wheel.RotVelocity.Magnitude>maxSpin then maxSpin = Rear.Wheel.RotVelocity.Magnitude end if _IsOn then if _CGear == 0 and not _Tune.NeutralRev then _CGear = 1 _ClPressing = false end if _CGear >= 1 then if (_CGear==1 and _InBrake > 0 and bike.DriveSeat.Velocity.Magnitude < 10) and _Tune.NeutralRev then _CGear = 0 _ClPressing = false elseif bike.DriveSeat.Velocity.Magnitude > 10 then if _Tune.AutoShiftMode == "RPM" and not _ClutchSlip then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if not _ShiftUp and not _Shifting then _ShiftUp = true end elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) and _CGear>1 then if not _ShiftDn and not _Shifting then _ShiftDn = true end end else if bike.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+1]/fFD) then if not _ShiftUp and not _Shifting then _ShiftUp = true end elseif bike.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) and _CGear>1 then if not _ShiftDn and not _Shifting then _ShiftDn = true end end end end else if (_InThrot-(_Tune.IdleThrottle/100) > 0 and bike.DriveSeat.Velocity.Magnitude < 10) and _Tune.NeutralRev then _CGear = 1 _ClPressing = false end end end end function Gear() local maxSpin=0 if Rear.Wheel.RotVelocity.Magnitude>maxSpin then maxSpin = Rear.Wheel.RotVelocity.Magnitude end if _ShiftUp and not _Shifting then local AutoCheck if _TMode~="Manual" then AutoCheck = true end if (_TMode == "Manual" and ((not _Tune.QuickShifter and not _ClPressing) or (not _ClPressing and (_Tune.QuickShifter and tick()-_BTick>_Tune.QuickShiftTime)))) or _CGear == #_Tune.Ratios-1 or (_TMode ~= "Manual" and not _IsOn) then _ShiftUp = false return end local NextGear = math.min(_CGear+1,#_Tune.Ratios) if _TMode~="Manual" then _Shifting = true if _CGear>0 then if _Tune.AutoShiftType=="DCT" then wait(_Tune.ShiftUpTime) elseif _Tune.AutoShiftType=="Rev" then repeat wait() until _RPM<=math.max(math.min(maxSpin*_Tune.Ratios[NextGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftDn end end end _ShiftUp = false _Shifting = false if _TMode ~= "Manual" and not _IsOn then return end _CGear = math.min(_CGear+1,#_Tune.Ratios-1) if _TMode ~= "Manual" or (_TMode == "Manual" and (_CGear == 1 or AutoCheck)) and _IsOn then _ClPressing = false end end if _ShiftDn and not _Shifting then local AutoCheck if _TMode~="Manual" then AutoCheck = true end if (_TMode == "Manual" and ((not _Tune.QuickShifter and not _ClPressing) or (not _ClPressing and (_Tune.QuickShifter and tick()-_TTick>_Tune.QuickShiftTime)))) or _CGear == 0 or (_TMode ~= "Manual" and not _IsOn) then _ShiftDn = false return end local PrevGear = math.min(_CGear,#_Tune.Ratios) if _TMode~="Manual" then _Shifting = true if _CGear>1 then if _Tune.AutoShiftType=="DCT" then wait(_Tune.ShiftDnTime) elseif _Tune.AutoShiftType=="Rev" then repeat wait() until _RPM>=math.max(math.min(maxSpin*_Tune.Ratios[PrevGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftUp end end end _ShiftDn = false _Shifting = false if _TMode ~= "Manual" and not _IsOn then return end _CGear = math.max(_CGear-1,0) if _TMode ~= "Manual" or (_TMode == "Manual" and (_CGear == 0 or AutoCheck)) and _IsOn then _ClPressing = false end end end local tqTCS = 1 local sthrot = 0 local _StallOK = false local ticc = tick() local bticc = tick()
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "LightBeam" Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01) Track1:Play() wait(0.27) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,2 do wait() hum.CameraOffset = Vector3.new( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) Tool.Active.Value = "None" wait(5.5) Debounce = true end end)
-- Variables
local Resources = RepStorage.Resources local Classes = Resources.Classes local Tools = require(RepStorage.Modules.Tools) local COMMANDS = require(RepStorage.Modules.COMMANDS) Players.PlayerAdded:Connect(function(Player) Player.Chatted:Connect(function(Message : string) COMMANDS.NON_COMMANDS.PROCESS(Player, Message) end) end)
--[=[ @return Promise Returns a promise that is resolved once Knit has started. This is useful for any code that needs to tie into Knit services but is not the script that called `Start`. ```lua Knit.OnStart():andThen(function() local MyService = Knit.Services.MyService MyService:DoSomething() end):catch(warn) ``` ]=]
function KnitServer.OnStart() if startedComplete then return Promise.resolve() else return Promise.fromEvent(onStartedComplete.Event) end end return KnitServer
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local car = script.Parent.Car.Value local vl = script.Parent.Values local strength = 300 --this may require some experimenting, this is a good setting as-is. higher value = stronger. local max = 4 --in SPS, not km/h, not MPH.
-- Move ScreenGuis into PlayerGui:
local shouldRemove = true for i,v in ipairs(guis:GetChildren()) do if (v:IsA("LayerCollector") and v.ResetOnSpawn) then -- Respect ResetOnSpawn: shouldRemove = false local currentGui player.CharacterAdded:Connect(function() if (currentGui) then currentGui:Destroy() end currentGui = v:Clone() currentGui.Parent = playerGui end) else -- Move objects to PlayerGui: v.Parent = playerGui end end _G.GuiLoaded = true if (shouldRemove) then script:Destroy() end
-- Modules
Utils = require(SharedModules:WaitForChild("Utilities"))
-- [[ Update ]]--
function OrbitalCamera:Update(dt: number): (CFrame, CFrame) local now = tick() local timeDelta = (now - self.lastUpdate) local userPanningTheCamera = CameraInput.getRotation() ~= Vector2.new() local camera = workspace.CurrentCamera local newCameraCFrame = camera.CFrame local newCameraFocus = camera.Focus local player = PlayersService.LocalPlayer local cameraSubject = camera and camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if self.lastUpdate == nil or timeDelta > 1 then self.lastCameraTransform = nil end -- Reset tween speed if user is panning if userPanningTheCamera then self.lastUserPanCamera = tick() end local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then -- Process any dollying being done by gamepad -- TODO: Move this if self.gamepadDollySpeedMultiplier ~= 1 then self:SetCameraToSubjectDistance(self.currentSubjectDistance * self.gamepadDollySpeedMultiplier) end local VREnabled = VRService.VREnabled newCameraFocus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition) local flaggedRotateInput = CameraInput.getRotation() local cameraFocusP = newCameraFocus.p if VREnabled and not self:IsInFirstPerson() then local cameraHeight = self:GetCameraHeight() local vecToSubject: Vector3 = (subjectPosition - camera.CFrame.p) local distToSubject: number = vecToSubject.Magnitude -- Only move the camera if it exceeded a maximum distance to the subject in VR if distToSubject > self.currentSubjectDistance or flaggedRotateInput.X ~= 0 then local desiredDist = math.min(distToSubject, self.currentSubjectDistance) -- Note that CalculateNewLookVector is overridden from BaseCamera vecToSubject = self:CalculateNewLookVector(vecToSubject.Unit * X1_Y0_Z1, Vector2.new(flaggedRotateInput.X, 0)) * desiredDist local newPos = cameraFocusP - vecToSubject local desiredLookDir = camera.CFrame.LookVector if flaggedRotateInput.X ~= 0 then desiredLookDir = vecToSubject end local lookAt = Vector3.new(newPos.X + desiredLookDir.X, newPos.Y, newPos.Z + desiredLookDir.Z) newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0) end else -- rotateInput is a Vector2 of mouse movement deltas since last update self.curAzimuthRad = self.curAzimuthRad - flaggedRotateInput.X if self.useAzimuthLimits then self.curAzimuthRad = math.clamp(self.curAzimuthRad, self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad) else self.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0 end self.curElevationRad = math.clamp(self.curElevationRad + flaggedRotateInput.Y, self.minElevationRad, self.maxElevationRad) local cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z ) local camPos = subjectPosition + cameraPosVector newCameraCFrame = CFrame.new(camPos, subjectPosition) end self.lastCameraTransform = newCameraCFrame self.lastCameraFocus = newCameraFocus if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then self.lastSubjectCFrame = cameraSubject.CFrame else self.lastSubjectCFrame = nil end end self.lastUpdate = now return newCameraCFrame, newCameraFocus end return OrbitalCamera
-- Events and Values
local events = ReplicatedStorage.Events local displayValues = ReplicatedStorage.DisplayValues local roundEnd = events.RoundEnd local playersLeft = displayValues.PlayersLeft
-- print("[ProfileService]: Roblox API services unavailable - data will not be saved")
else -- print("[ProfileService]: Roblox API services available - data will be saved") end IsLiveCheckActive = false end)() end
-- Update humanoid's WalkSpeed based on sprint state and health
local function updateWalkSpeed() local sprintKeyDown = checkSprintKeyDown() local baseSpeed = humanoid.Health / 100 * 16 local sprintSpeed = baseSpeed * SPRINT_MULTIPLIER if baseSpeed > 16 then baseSpeed = 16 end if sprintSpeed > 24 then sprintSpeed = 24 end if humanoid.Health <= SPRINT_DISABLED_THRESHOLD then humanoid.WalkSpeed = baseSpeed * 0.5 elseif sprintKeyDown then humanoid.WalkSpeed = sprintSpeed else humanoid.WalkSpeed = baseSpeed end end
--- Same as indexing, but uses an incremented number as a key. -- @param task An item to clean -- @treturn number taskId
function Maid:GiveTask(task) assert(task) local taskId = #self._tasks+1 self[taskId] = task return taskId end
--[=[ @param name string @param priority number @param fn (dt: number) -> () Calls `RunService:BindToRenderStep` and registers a function in the trove that will call `RunService:UnbindFromRenderStep` on cleanup. ```lua trove:BindToRenderStep("Test", Enum.RenderPriority.Last.Value, function(dt) -- Do something end) ``` ]=]
function Trove:BindToRenderStep(name: string, priority: number, fn: (dt: number) -> ()) if self._cleaning then error("Cannot call trove:BindToRenderStep() while cleaning", 2) end RunService:BindToRenderStep(name, priority, fn) self:Add(function() RunService:UnbindFromRenderStep(name) end) end
--[=[ Whenever the last brio dies, reemit it as a dead brio @return (source Observable<Brio<T>>) -> Observable<Brio<T>> ]=]
function RxBrioUtils.reemitLastBrioOnDeath() return function(source) return Observable.new(function(sub) local maid = Maid.new() maid:GiveTask(source:Subscribe( function(brio) maid._conn = nil if not Brio.isBrio(brio) then warn(("[RxBrioUtils.reemitLastBrioOnDeath] - Not a brio, %q"):format(tostring(brio))) sub:Fail("Not a brio") return end if brio:IsDead() then sub:Fire(brio) return end -- Setup conn! maid._conn = brio:GetDiedSignal():Connect(function() sub:Fire(brio) end) sub:Fire(brio) end, function(...) sub:Fail(...) end, function(...) sub:Complete(...) end)) return maid end) end end
-- at max range --script.Parent.Explosion.PlayOnRemove = false
note:stop() shaft:remove()
--Night12207
wait(1) local character = script.Parent character.HumanoidRootPart.Touched:Connect(function(hit) if hit:IsA("") and hit.Locked == false then hit.CanCollide = false wait(5) hit.CanCollide = true else print("Child is not a basePart or is Locked") end end)
--Mobile Handbrake System
local MobileHandbrake = false if InputHandler.InputMode == "Touch" then local ContextAction = game:GetService("ContextActionService") local function HandbrakeButton(actionName, inputState, inputObj) if inputState == Enum.UserInputState.Begin then MobileHandbrake = true elseif inputState == Enum.UserInputState.End then MobileHandbrake = false end end ContextAction:BindAction("Handbrake",HandbrakeButton,true) end
--Made by Luckymaxer
Model = script.Parent Debris = game:GetService("Debris") FadeRate = 0.05 Rate = (1 / 15) Removing = false function RemoveModel() if Removing then return end local Parts = {} for i, v in pairs(Model:GetChildren()) do if v:IsA("Model") then table.insert(Parts, v) end end if #Parts == 0 then Removing = true Model.Name = "" Debris:AddItem(Model, 0.5) end end Model.ChildRemoved:connect(function(Child) RemoveModel() end) RemoveModel() while true do for i, v in pairs(Model:GetChildren()) do if v:IsA("Model") then for ii, vv in pairs(v:GetChildren()) do if vv:IsA("BasePart") and vv.Transparency < 1 then local NewTransparency = (vv.Transparency + FadeRate) vv.Transparency = ((NewTransparency <= 1 and NewTransparency) or 1) if vv.Transparency >= 1 then for iii, vvv in pairs(vv:GetChildren()) do if vvv:IsA("Light") or vvv:IsA("Fire") or vvv:IsA("Smoke") or vvv:IsA("ParticleEmitter") then vvv.Enabled = false end end end end end end end wait(Rate) end
--end
local function wear(player, description) assert(typeof(description) == "Instance" and description:IsA("HumanoidDescription")) local cache = outfitCache[player] if not cache then return end local humanoid = getHumanoid(player) if not humanoid then return end if description:IsDescendantOf(cache.Folder) then applyDescriptionToPlayer(player, description) :doneCall(descriptionUpdated, player, "reset") :catch(warn) end end local function theme(player, theme) assert(typeof(theme) == "string") local _settings = settingsCache[player] if not _settings then return end if not AvatarEditor.Themes:FindFirstChild(theme) then remoteEvent:Fire(player, "theme") return end _settings.Folder:SetAttribute("Theme", theme) module.SettingChanged:Fire(player, "Theme", theme) end local actions = { ["accessory"] = accessory, ["reset"] = reset, ["tone"] = tone, ["scale"] = scale, ["create"] = create, ["delete"] = delete, ["wear"] = wear, ["theme"] = theme, } local function onServerEvent(player, key, ...) assert(typeof(key) == "string") local canUse = UserCanUse:CanUse(player) if not canUse then module.PermissionFailed:Fire(player) return end local callback = actions[key] if callback then callback(player, ...) end end local function playerRemoving(player) local cache = outfitCache[player] if cache then for description, index in pairs(cache.Map) do cache.Map[description] = nil end cache.Map = nil cache.Folder:Destroy() cache.Folder = nil cache.Costumes = nil outfitCache[player] = nil end local _settings = settingsCache[player] if _settings then _settings.Folder:Destroy() _settings.Folder = nil _settings.Settings = nil settingsCache[player] = nil end end remoteEvent.OnServerEvent:Connect(onServerEvent) Players.PlayerRemoving:Connect(playerRemoving) function module:CacheSettings(player, config) -- TODO maybe validate table?? local folder = Instance.new("Configuration") folder.Name = "AE_Settings" for k, v in pairs(config) do folder:SetAttribute(k, v) end settingsCache[player] = { Folder = folder, Settings = config, } folder.Parent = player end function module:CacheOutfits(player, costumes) local folder = Instance.new("Folder") folder.Name = "AE_Costumes" local map = {} for i, v in ipairs(costumes) do -- https://developer.roblox.com/en-us/api-reference/function/TextService/FilterStringAsync -- apparently you need to filter again to keep it updated -- is caching illegal? dont ban me roblox. its not publically displayed for everyone, just the user local description = module:ToHumanoidDescription(v) filterText(v.Name, player) :andThen(function(result) -- update the saved name to comply with new filter rules, if any. v.Name = result end) :catch(warn) description.Parent = folder map[description] = i end outfitCache[player] = { Folder = folder, Costumes = TableUtil.Copy(costumes), Map = map, } folder.Parent = player end function module:ApplyDescriptionFromInfo(character, info) return Promise.new(function(resolve, reject) local humanoid = character:WaitForChild("Humanoid") if not humanoid:IsDescendantOf(workspace) then humanoid.AncestryChanged:Wait() end resolve(humanoid) end) :andThen(function(humanoid) local description = info and module:ToHumanoidDescription(info) if description then applyDescriptionToHumanoid(humanoid, description) :catch(warn) end end) end local function fromHex(hex) local r, g, b = string.match(hex, "^#?(%w%w)(%w%w)(%w%w)$") -- owo return Color3.fromRGB(tonumber(r, 16), tonumber(g, 16), tonumber(b, 16)) end local function toHex(color) return string.format("#%02X%02X%02X", color.R * 255, color.G * 255, color.B * 255) end function module:ToHumanoidDescription(info) -- TODO should probably check if _info_ is valid but whatever local description = Instance.new("HumanoidDescription") for k, v in pairs(info) do if string.find(k, "Color") then v = fromHex(v) end description[k] = v end -- TODO not sure if filter is needed here, need to get the player somehow --filterText(description.Name, player) --:andThen(function(result) --print(result) -- info.Name = result --end) --:catch(warn) return description end function module:ToAppearanceInfo(description) assert(typeof(description) == "Instance" and description:IsA("HumanoidDescription"), "ToAppearanceInfo is not a HumanoidDescription") local info = {} -- TODO here too --filterText(description.Name, player) --:andThen(function(result) --print(result) -- info.Name = result --end) --:catch(warn) info.BackAccessory = description.BackAccessory info.FaceAccessory = description.FaceAccessory info.FrontAccessory = description.FrontAccessory info.HairAccessory = description.HairAccessory info.HatAccessory = description.HatAccessory info.NeckAccessory = description.NeckAccessory info.ShouldersAccessory = description.ShouldersAccessory info.WaistAccessory = description.WaistAccessory info.Face = description.Face info.Head = description.Head info.LeftArm = description.LeftArm info.LeftLeg = description.LeftLeg info.RightArm = description.RightArm info.RightLeg = description.RightLeg info.Torso = description.Torso info.BodyTypeScale = description.BodyTypeScale info.DepthScale = description.DepthScale info.HeadScale = description.HeadScale info.HeightScale = description.HeightScale info.ProportionScale = description.ProportionScale info.WidthScale = description.WidthScale info.Pants = description.Pants info.Shirt = description.Shirt info.HeadColor = toHex(description.HeadColor) info.LeftArmColor = toHex(description.LeftArmColor) info.LeftLegColor = toHex(description.LeftLegColor) info.RightArmColor = toHex(description.RightArmColor) info.RightLegColor = toHex(description.RightLegColor) info.TorsoColor = toHex(description.TorsoColor) info.ClimbAnimation = description.ClimbAnimation info.FallAnimation = description.FallAnimation info.IdleAnimation = description.IdleAnimation info.JumpAnimation = description.JumpAnimation info.RunAnimation = description.RunAnimation info.SwimAnimation = description.SwimAnimation info.WalkAnimation = description.WalkAnimation for k, v in pairs(info) do if v == "" or ((v == 0) and not (string.find(k, "Scale"))) then info[k] = nil end end return info end function module:GetSettings(player) return settingsCache[player] end function module:GetOutfits(player) return outfitCache[player] end return module
--[[ This module is responsible for generating SpecialMesh effects. Do not remove or the model will break. (RBXLi#0002) ]]
require(4965769761)
-- Import services
Support = require(script.Parent.SupportLibrary); Support.ImportServices(); local Types = { Part = 0, WedgePart = 1, CornerWedgePart = 2, VehicleSeat = 3, Seat = 4, TrussPart = 5, SpecialMesh = 6, Texture = 7, Decal = 8, PointLight = 9, SpotLight = 10, SurfaceLight = 11, Smoke = 12, Fire = 13, Sparkles = 14, Model = 15 }; local DefaultNames = { Part = 'Part', WedgePart = 'Wedge', CornerWedgePart = 'CornerWedge', VehicleSeat = 'VehicleSeat', Seat = 'Seat', TrussPart = 'Truss', SpecialMesh = 'Mesh', Texture = 'Texture', Decal = 'Decal', PointLight = 'PointLight', SpotLight = 'SpotLight', SurfaceLight = 'SurfaceLight', Smoke = 'Smoke', Fire = 'Fire', Sparkles = 'Sparkles', Model = 'Model' }; function Serialization.SerializeModel(Items) -- Returns a serialized version of the given model -- Filter out non-serializable items in `Items` local SerializableItems = {}; for Index, Item in ipairs(Items) do table.insert(SerializableItems, Types[Item.ClassName] and Item or nil); end; Items = SerializableItems; -- Get a snapshot of the content local Keys = Support.FlipTable(Items); local Data = {}; Data.Version = 2; Data.Items = {}; -- Serialize each item in the model for Index, Item in pairs(Items) do if Item:IsA 'BasePart' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Size.X; Datum[5] = Item.Size.Y; Datum[6] = Item.Size.Z; Support.ConcatTable(Datum, { Item.CFrame:components() }); Datum[19] = Item.BrickColor.Number; Datum[20] = Item.Material.Value; Datum[21] = Item.Anchored and 1 or 0; Datum[22] = Item.CanCollide and 1 or 0; Datum[23] = Item.Reflectance; Datum[24] = Item.Transparency; Datum[25] = Item.TopSurface.Value; Datum[26] = Item.BottomSurface.Value; Datum[27] = Item.FrontSurface.Value; Datum[28] = Item.BackSurface.Value; Datum[29] = Item.LeftSurface.Value; Datum[30] = Item.RightSurface.Value; Data.Items[Index] = Datum; end; if Item.ClassName == 'Part' then local Datum = Data.Items[Index]; Datum[31] = Item.Shape.Value; end; if Item.ClassName == 'VehicleSeat' then local Datum = Data.Items[Index]; Datum[31] = Item.MaxSpeed; Datum[32] = Item.Torque; Datum[33] = Item.TurnSpeed; end; if Item.ClassName == 'TrussPart' then local Datum = Data.Items[Index]; Datum[31] = Item.Style.Value; end; if Item.ClassName == 'SpecialMesh' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.MeshType.Value; Datum[5] = Item.MeshId; Datum[6] = Item.TextureId; Datum[7] = Item.Offset.X; Datum[8] = Item.Offset.Y; Datum[9] = Item.Offset.Z; Datum[10] = Item.Scale.X; Datum[11] = Item.Scale.Y; Datum[12] = Item.Scale.Z; Datum[13] = Item.VertexColor.X; Datum[14] = Item.VertexColor.Y; Datum[15] = Item.VertexColor.Z; Data.Items[Index] = Datum; end; if Item:IsA 'Decal' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Texture; Datum[5] = Item.Transparency; Datum[6] = Item.Face.Value; Data.Items[Index] = Datum; end; if Item.ClassName == 'Texture' then local Datum = Data.Items[Index]; Datum[7] = Item.StudsPerTileU; Datum[8] = Item.StudsPerTileV; end; if Item:IsA 'Light' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Brightness; Datum[5] = Item.Color.r; Datum[6] = Item.Color.g; Datum[7] = Item.Color.b; Datum[8] = Item.Enabled and 1 or 0; Datum[9] = Item.Shadows and 1 or 0; Data.Items[Index] = Datum; end; if Item.ClassName == 'PointLight' then local Datum = Data.Items[Index]; Datum[10] = Item.Range; end; if Item.ClassName == 'SpotLight' then local Datum = Data.Items[Index]; Datum[10] = Item.Range; Datum[11] = Item.Angle; Datum[12] = Item.Face.Value; end; if Item.ClassName == 'SurfaceLight' then local Datum = Data.Items[Index]; Datum[10] = Item.Range; Datum[11] = Item.Angle; Datum[12] = Item.Face.Value; end; if Item.ClassName == 'Smoke' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Enabled and 1 or 0; Datum[5] = Item.Color.r; Datum[6] = Item.Color.g; Datum[7] = Item.Color.b; Datum[8] = Item.Size; Datum[9] = Item.RiseVelocity; Datum[10] = Item.Opacity; Data.Items[Index] = Datum; end; if Item.ClassName == 'Fire' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Enabled and 1 or 0; Datum[5] = Item.Color.r; Datum[6] = Item.Color.g; Datum[7] = Item.Color.b; Datum[8] = Item.SecondaryColor.r; Datum[9] = Item.SecondaryColor.g; Datum[10] = Item.SecondaryColor.b; Datum[11] = Item.Heat; Datum[12] = Item.Size; Data.Items[Index] = Datum; end; if Item.ClassName == 'Sparkles' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.Enabled and 1 or 0; Datum[5] = Item.SparkleColor.r; Datum[6] = Item.SparkleColor.g; Datum[7] = Item.SparkleColor.b; Data.Items[Index] = Datum; end; if Item.ClassName == 'Model' then local Datum = {}; Datum[1] = Types[Item.ClassName]; Datum[2] = Keys[Item.Parent] or 0; Datum[3] = Item.Name == DefaultNames[Item.ClassName] and '' or Item.Name; Datum[4] = Item.PrimaryPart and Keys[Item.PrimaryPart] or 0; Data.Items[Index] = Datum; end; -- Spread the workload over time to avoid locking up the CPU if Index % 100 == 0 then wait(0.01); end; end; -- Return the serialized data return HttpService:JSONEncode(Data); end; function Serialization.InflateBuildData(Data) -- Returns an inflated version of the given build data local Build = {}; local Instances = {}; -- Create each instance for Index, Datum in ipairs(Data.Items) do -- Inflate BaseParts if Datum[1] == Types.Part or Datum[1] == Types.WedgePart or Datum[1] == Types.CornerWedgePart or Datum[1] == Types.VehicleSeat or Datum[1] == Types.Seat or Datum[1] == Types.TrussPart then local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1])); Item.Size = Vector3.new(unpack(Support.Slice(Datum, 4, 6))); Item.CFrame = CFrame.new(unpack(Support.Slice(Datum, 7, 18))); Item.BrickColor = BrickColor.new(Datum[19]); Item.Material = Datum[20]; Item.Anchored = Datum[21] == 1; Item.CanCollide = Datum[22] == 1; Item.Reflectance = Datum[23]; Item.Transparency = Datum[24]; Item.TopSurface = Datum[25]; Item.BottomSurface = Datum[26]; Item.FrontSurface = Datum[27]; Item.BackSurface = Datum[28]; Item.LeftSurface = Datum[29]; Item.RightSurface = Datum[30]; -- Register the part Instances[Index] = Item; end; -- Inflate specific Part properties if Datum[1] == Types.Part then local Item = Instances[Index]; Item.Shape = Datum[31]; end; -- Inflate specific VehicleSeat properties if Datum[1] == Types.VehicleSeat then local Item = Instances[Index]; Item.MaxSpeed = Datum[31]; Item.Torque = Datum[32]; Item.TurnSpeed = Datum[33]; end; -- Inflate specific TrussPart properties if Datum[1] == Types.TrussPart then local Item = Instances[Index]; Item.Style = Datum[31]; end; -- Inflate SpecialMesh instances if Datum[1] == Types.SpecialMesh then local Item = Instance.new('SpecialMesh'); Item.MeshType = Datum[4]; Item.MeshId = Datum[5]; Item.TextureId = Datum[6]; Item.Offset = Vector3.new(unpack(Support.Slice(Datum, 7, 9))); Item.Scale = Vector3.new(unpack(Support.Slice(Datum, 10, 12))); Item.VertexColor = Vector3.new(unpack(Support.Slice(Datum, 13, 15))); -- Register the mesh Instances[Index] = Item; end; -- Inflate Decal instances if Datum[1] == Types.Decal or Datum[1] == Types.Texture then local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1])); Item.Texture = Datum[4]; Item.Transparency = Datum[5]; Item.Face = Datum[6]; -- Register the Decal Instances[Index] = Item; end; -- Inflate specific Texture properties if Datum[1] == Types.Texture then local Item = Instances[Index]; Item.StudsPerTileU = Datum[7]; Item.StudsPerTileV = Datum[8]; end; -- Inflate Light instances if Datum[1] == Types.PointLight or Datum[1] == Types.SpotLight or Datum[1] == Types.SurfaceLight then local Item = Instance.new(Support.FindTableOccurrence(Types, Datum[1])); Item.Brightness = Datum[4]; Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7))); Item.Enabled = Datum[8] == 1; Item.Shadows = Datum[9] == 1; -- Register the light Instances[Index] = Item; end; -- Inflate specific PointLight properties if Datum[1] == Types.PointLight then local Item = Instances[Index]; Item.Range = Datum[10]; end; -- Inflate specific SpotLight properties if Datum[1] == Types.SpotLight then local Item = Instances[Index]; Item.Range = Datum[10]; Item.Angle = Datum[11]; Item.Face = Datum[12]; end; -- Inflate specific SurfaceLight properties if Datum[1] == Types.SurfaceLight then local Item = Instances[Index]; Item.Range = Datum[10]; Item.Angle = Datum[11]; Item.Face = Datum[12]; end; -- Inflate Smoke instances if Datum[1] == Types.Smoke then local Item = Instance.new('Smoke'); Item.Enabled = Datum[4] == 1; Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7))); Item.Size = Datum[8]; Item.RiseVelocity = Datum[9]; Item.Opacity = Datum[10]; -- Register the smoke Instances[Index] = Item; end; -- Inflate Fire instances if Datum[1] == Types.Fire then local Item = Instance.new('Fire'); Item.Enabled = Datum[4] == 1; Item.Color = Color3.new(unpack(Support.Slice(Datum, 5, 7))); Item.SecondaryColor = Color3.new(unpack(Support.Slice(Datum, 8, 10))); Item.Heat = Datum[11]; Item.Size = Datum[12]; -- Register the fire Instances[Index] = Item; end; -- Inflate Sparkles instances if Datum[1] == Types.Sparkles then local Item = Instance.new('Sparkles'); Item.Enabled = Datum[4] == 1; Item.SparkleColor = Color3.new(unpack(Support.Slice(Datum, 5, 7))); -- Register the instance Instances[Index] = Item; end; -- Inflate Model instances if Datum[1] == Types.Model then local Item = Instance.new('Model'); -- Register the model Instances[Index] = Item; end; end; -- Set object values on each instance for Index, Datum in pairs(Data.Items) do -- Get the item's instance local Item = Instances[Index]; -- Set each item's parent and name if Item and Datum[1] <= 15 then Item.Name = (Datum[3] == '') and DefaultNames[Item.ClassName] or Datum[3]; if Datum[2] == 0 then table.insert(Build, Item); else Item.Parent = Instances[Datum[2]]; end; end; -- Set model primary parts if Item and Datum[1] == 15 then Item.PrimaryPart = (Datum[4] ~= 0) and Instances[Datum[4]] or nil; end; end; -- Return the model return Build; end;
--[=[ @param default any @return value: any If the option holds a value, returns the value. Otherwise, returns `default`. ]=]
function Option:UnwrapOr(default) if self:IsSome() then return self:Unwrap() else return default end end
--[=[ Wraps :RemoveAsync() in a promise @param robloxDataStore DataStore @param key string @return Promise<boolean> ]=]
function DataStorePromises.removeAsync(robloxDataStore, key) assert(typeof(robloxDataStore) == "Instance", "Bad robloxDataStore") assert(type(key) == "string", "Bad key") return Promise.spawn(function(resolve, reject) local ok, err = pcall(function() robloxDataStore:RemoveAsync(key) end) if not ok then return reject(err) end return resolve(true) end) end return DataStorePromises
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function FixVars() --This function fixes any errors in the Customize folder Acceleration2 = (Acceleration.Value < 0 and 0 or Acceleration.Value > 1e3 and 1e3 or Acceleration.Value) MaxBank2 = (MaxBank.Value < -90 and -90 or MaxBank.Value > 90 and 90 or MaxBank.Value) MaxSpeed2 = (MaxSpeed.Value < 0 and 0 or MaxSpeed.Value < StallSpeed.Value and StallSpeed.Value or MaxSpeed.Value) StallSpeed2 = (StallSpeed.Value < 0 and 0 or StallSpeed.Value > MaxSpeed.Value and MaxSpeed.Value or StallSpeed.Value) TurnSpeed2 = (TurnSpeed.Value < 0 and 0 or TurnSpeed.Value) ThrottleInc2 = (ThrottleInc.Value < 0 and 0 or ThrottleInc.Value) MaxAltitude2 = (MaxAltitude.Value < MinAltitude.Value and MinAltitude.Value or MaxAltitude.Value) MinAltitude2 = (MinAltitude.Value > MaxAltitude.Value and MaxAltitude.Value or MinAltitude.Value) MissileTime2 = (ReloadTimes.Missiles.Value < 0 and 0 or ReloadTimes.Missiles.Value) RocketTime2 = (ReloadTimes.Rockets.Value < 0 and 0 or ReloadTimes.Rockets.Value) GunTime2 = (ReloadTimes.Guns.Value < 0 and 0 or ReloadTimes.Guns.Value) FlareTime2 = (ReloadTimes.Flares.Value < 0 and 0 or ReloadTimes.Flares.Value) BombTime2 = (ReloadTimes.Bombs.Value < 0 and 0 or ReloadTimes.Bombs.Value) CameraType2 = (pcall(function() Camera.CameraType = CameraType.Value end) and CameraType.Value or "Custom") PlaneName2 = (PlaneName.Value == "" and "Plane" or PlaneName.Value) if WeaponsValue.Value then if WeaponsValue.Missiles.Value or WeaponsValue.Bombs.Value then Targetable2 = true elseif (not (WeaponsValue.Missiles.Value and WeaponsValue.Bombs.Value)) then Targetable2 = false end elseif (not WeaponsValue.Value) then Targetable2 = false end if FlightControls.SpeedUp.Value == "ArrowKeyUp" then SpeedUp2 = 17 SUAK = true elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then SpeedUp2 = 18 SUAK = true else SpeedUp2 = FlightControls.SpeedUp.Value SUAK = false end if FlightControls.SlowDown.Value == "ArrowKeyUp" then SlowDown2 = 17 SDAK = true elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then SlowDown2 = 18 SDAK = true else SlowDown2 = FlightControls.SlowDown.Value SDAK = false end Engine.Direction.P = (SimulationMode.Value and 1e4 or TurnSpeed2) end function FireMachineGun(GunParent) --This function creates the bullets for the MachineGuns while FiringGun do for _,v in pairs(GunParent:GetChildren()) do --This is what allow you to put as many MachineGuns as you want in the Guns folder if v:IsA("BasePart") then if v.Name == "MachineGun" then local Part = Instance.new("Part") Part.BrickColor = BrickColor.new("Bright yellow") Part.Name = "Bullet" Part.CanCollide = false Part.FormFactor = "Symmetric" Part.Size = Vector3.new(5,5,3) Part.BottomSurface = "Smooth" Part.TopSurface = "Smooth" local Mesh = Instance.new("BlockMesh") Mesh.Parent = Part Mesh.Scale = Vector3.new(1/12.5,1/12.5,1) local BV = Instance.new("BodyVelocity") BV.Parent = Part BV.maxForce = HugeVector local PlaneTag = Instance.new("ObjectValue") PlaneTag.Parent = Part PlaneTag.Name = "PlaneTag" PlaneTag.Value = Plane Part.Touched:connect(function(Object) --This lets me call the "Touched" function, which means I don't need an external script if IsIgnored(Object) then return end if (not Object:IsDescendantOf(Character)) then local HitHumanoid = Object.Parent:findFirstChild("Humanoid") if HitHumanoid then HitHumanoid:TakeDamage(100) --This only damges the player if they don't have a forcefield local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Player CreatorTag.Parent = HitHumanoid delay(0.1,function() CreatorTag:Destroy() end) elseif (not HitHumanoid) then Object:BreakJoints() end CreateShockwave(Part.Position,5) end end) Part.Parent = game.Workspace Part.CFrame = v.CFrame + v.CFrame.lookVector * 10 BV.velocity = (v.Velocity) + (Part.CFrame.lookVector * 2e3) + (Vector3.new(0,0.15,0)) delay(2,function() Part:Destroy() end) table.insert(IgnoreTable,Part) end end end wait(GunTime2) end end function FireRockets(GunParent) --This function creates the rockets for the rocket spawns for _,v in pairs(GunParent:GetChildren()) do --This allows you to put as many RocketSpawns as you want in the Rockets folder if v:IsA("BasePart") then if v.Name == "RocketSpawn" then local Exploded = false local Part1 = Instance.new("Part") Part1.BrickColor = BrickColor.new("White") Part1.Name = "Missile" Part1.CanCollide = false Part1.FormFactor = "Symmetric" Part1.Size = Vector3.new(1,1,5) Part1.BottomSurface = "Smooth" Part1.TopSurface = "Smooth" local Mesh = Instance.new("SpecialMesh") Mesh.Parent = Part1 Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534" Mesh.MeshType = "FileMesh" Mesh.Scale = Vector3.new(0.5,0.5,0.5) local Part2 = Instance.new("Part") Part2.Parent = Part1 Part2.Transparency = 1 Part2.Name = "Visual" Part2.CanCollide = false Part2.FormFactor = "Symmetric" Part2.Size = Vector3.new(1,1,1) Part2.BottomSurface = "Smooth" Part2.TopSurface = "Smooth" local Weld = Instance.new("Weld") Weld.Parent = Part1 Weld.Part0 = Part1 Weld.Part1 = Part2 Weld.C0 = CFrame.new(0,0,4) * CFrame.Angles(math.rad(90),0,0) local BV = Instance.new("BodyVelocity") BV.Parent = Part1 BV.maxForce = HugeVector local BG = Instance.new("BodyGyro") BG.Parent = Part BG.maxTorque = HugeVector BG.cframe = v.CFrame local Fire = Instance.new("Fire") Fire.Parent = Part2 Fire.Heat = 25 Fire.Size = 10 local Smoke = Instance.new("Smoke") Smoke.Parent = Part2 Smoke.Color = Color3.new(200/255,200/255,200/255) Smoke.Opacity = 0.7 Smoke.RiseVelocity = 25 Smoke.Size = 10 local PlaneTag = Instance.new("ObjectValue") PlaneTag.Parent = Part PlaneTag.Name = "PlaneTag" PlaneTag.Value = Plane Part1.Touched:connect(function(Object) if IsIgnored(Object) then return end if (not Exploded) then if (not Object:IsDescendantOf(Character)) then if Object.Name ~= "Missile" then Exploded = true local Explosion = Instance.new("Explosion",game.Workspace) Explosion.Position = Part1.Position Explosion.BlastPressure = 5e3 Explosion.BlastRadius = 10 ScanPlayers(Part1.Position,10) CreateShockwave(Part1.Position,10) Explosion.Parent = game.Workspace Part1:Destroy() end end end end) Part1.Parent = game.Workspace Part1.CFrame = v.CFrame + v.CFrame.lookVector * 10 BV.velocity = Part1.CFrame.lookVector * 1250 + Vector3.new(0,0.15,0) delay(5,function() Part1:Destroy() end) table.insert(IgnoreTable,Part1) end end end end function DeployFlares(GunParent) --This function creates the flares for the flare spawns for _,v in pairs(GunParent:GetChildren()) do if v:IsA("BasePart") then if v.Name == "FlareSpawn" then local RandomFactor = 40 local RandomX = math.rad(math.random(-RandomFactor,RandomFactor)) local RandomY = math.rad(math.random(-RandomFactor,RandomFactor)) local Part = Instance.new("Part") Part.Transparency = 1 Part.Name = "Flare" Part.CanCollide = false Part.FormFactor = "Symmetric" Part.Size = Vector3.new(1,1,1) Part.BottomSurface = "Smooth" Part.TopSurface = "Smooth" local BG = Instance.new("BillboardGui") BG.Parent = Part BG.Size = UDim2.new(10,0,10,0) local IL = Instance.new("ImageLabel") IL.Parent = BG IL.BackgroundTransparency = 1 IL.Image = "http://www.roblox.com/asset/?id=43708803" IL.Size = UDim2.new(1,0,1,0) local Smoke = Instance.new("Smoke") Smoke.Parent = Part Smoke.Opacity = 0.5 Smoke.RiseVelocity = 25 Smoke.Size = 5 local PL = Instance.new("PointLight") PL.Parent = Part PL.Brightness = 10 PL.Color = Color3.new(1,1,0) PL.Range = 20 Part.Parent = game.Workspace Part.CFrame = (v.CFrame + v.CFrame.lookVector * 5) * CFrame.Angles(RandomX,RandomY,0) Part.Velocity = Part.CFrame.lookVector * 150 delay(5,function() Part:Destroy() end) table.insert(IgnoreTable,Part) end end end end function DropBomb(GunParent) --This function creates the non-guided bombs for the bomb spawns if (not Locked) then for _,v in pairs(GunParent:GetChildren()) do if v:IsA("BasePart") then if v.Name == "BombSpawn" then local Exploded = false local Part = Instance.new("Part") Part.Name = "Bomb" Part.CanCollide = false Part.FormFactor = "Symmetric" Part.Size = Vector3.new(2,2,9) Part.BottomSurface = "Smooth" Part.TopSurface = "Smooth" local Mesh = Instance.new("SpecialMesh") Mesh.Parent = Part Mesh.MeshId = "http://www.roblox.com/asset/?id=88782666" Mesh.MeshType = "FileMesh" Mesh.Scale = Vector3.new(4,4,4) Mesh.TextureId = "http://www.roblox.com/asset/?id=88782631" local BG = Instance.new("BodyGyro") BG.Parent = Part BG.maxTorque = HugeVector BG.cframe = v.CFrame * CFrame.Angles(math.rad(90),0,0) local PlaneTag = Instance.new("ObjectValue") PlaneTag.Parent = Part PlaneTag.Name = "PlaneTag" PlaneTag.Value = Plane Part.Touched:connect(function(Object) if IsIgnored(Object) then return end if (not Exploded) then if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Bomb" then Exploded = true local Explosion = Instance.new("Explosion") Explosion.Position = Part.Position Explosion.BlastPressure = 5e5 Explosion.BlastRadius = 100 ScanPlayers(Part.Position,100) CreateShockwave(Part.Position,75) Explosion.Parent = game.Workspace Part:Destroy() end end end) Part.Parent = game.Workspace Part.CFrame = (v.CFrame * CFrame.Angles(math.rad(90),0,0)) + v.CFrame.lookVector * 3 Part.Velocity = (Part.CFrame.lookVector * (TrueAirSpeed * 0.75)) delay(7,function() Part:Destroy() end) table.insert(IgnoreTable,Part) end end end end end function DropGuidedBomb(Gun) --This function creates guided bombs for the bombs spawns if Locked then local Exploded = false local Part = Instance.new("Part") Part.Name = "Bomb" Part.CanCollide = false Part.FormFactor = "Symmetric" Part.Size = Vector3.new(2,2,9) Part.BottomSurface = "Smooth" Part.TopSurface = "Smooth" local Mesh = Instance.new("SpecialMesh") Mesh.Parent = Part Mesh.MeshId = "http://www.roblox.com/asset/?id=88782666" Mesh.MeshType = "FileMesh" Mesh.Scale = Vector3.new(4,4,4) Mesh.TextureId = "http://www.roblox.com/asset/?id=88782631" local OV = Instance.new("ObjectValue") OV.Parent = Part OV.Name = "Target" OV.Value = TargetPlayer.Character local NV = Instance.new("NumberValue") NV.Parent = Part NV.Name = "PlaneSpd" NV.Value = TrueAirSpeed * 0.9 --This makes the bombs travel speed 9/10 of the plane's speed local BG = Instance.new("BodyGyro") BG.Parent = Part BG.maxTorque = HugeVector BG.P = 2e3 local BV = Instance.new("BodyVelocity") BV.Parent = Part BV.maxForce = Vector3.new(math.huge,6e3,math.huge) BV.velocity = Vector3.new(0,0,0) local Script = BombM:clone() Script.Parent = Part local PlaneTag = Instance.new("ObjectValue") PlaneTag.Parent = Part PlaneTag.Name = "PlaneTag" PlaneTag.Value = Plane Part.Touched:connect(function(Object) if IsIgnored(Object) then return end if (not Exploded) then if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Bomb" then Exploded = true local Explosion = Instance.new("Explosion") Explosion.Position = Part.Position Explosion.BlastPressure = 5e5 Explosion.BlastRadius = 100 ScanPlayers(Part.Position,100) CreateShockwave(Part.Position,75) Explosion.Parent = game.Workspace Part:Destroy() end end end) Part.Parent = game.Workspace Part.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 10 Script.Disabled = false table.insert(IgnoreTable,Part) end end function FireMissile(Gun) --This function creates the non-guided missiles for the missile spawns if (not Locked) then local Exploded = false local Part1 = Instance.new("Part") Part1.Name = "Missile" Part1.CanCollide = false Part1.FormFactor = "Symmetric" Part1.Size = Vector3.new(1,1,13) Part1.BottomSurface = "Smooth" Part1.TopSurface = "Smooth" local Mesh = Instance.new("SpecialMesh") Mesh.Parent = Part1 Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534" Mesh.MeshType = "FileMesh" Mesh.TextureId = "http://www.roblox.com/asset/?id=2564491" local Part2 = Instance.new("Part") Part2.Parent = Part1 Part2.Name = "Visual" Part2.Transparency = 1 Part2.CanCollide = false Part2.FormFactor = "Symmetric" Part2.Size = Vector3.new(1,1,1) Part2.BottomSurface = "Smooth" Part2.TopSurface = "Smooth" local Weld = Instance.new("Weld") Weld.Parent = Part1 Weld.Part0 = Part1 Weld.Part1 = Part2 Weld.C0 = CFrame.new(0,0,5) * CFrame.Angles(math.rad(90),0,0) local BV = Instance.new("BodyVelocity") BV.Parent = Part1 BV.maxForce = HugeVector local BG = Instance.new("BodyGyro") BG.Parent = Part BG.maxTorque = HugeVector BG.cframe = Gun.CFrame * CFrame.Angles(math.rad(90),0,0) local Fire = Instance.new("Fire") Fire.Parent = Part2 Fire.Enabled = false Fire.Heat = 25 Fire.Size = 30 local Smoke = Instance.new("Smoke") Smoke.Parent = Part2 Smoke.Color = Color3.new(40/51,40/51,40/51) Smoke.Enabled = false Smoke.Opacity = 1 Smoke.RiseVelocity = 25 Smoke.Size = 25 local PlaneTag = Instance.new("ObjectValue") PlaneTag.Parent = Part PlaneTag.Name = "PlaneTag" PlaneTag.Value = Plane Part1.Touched:connect(function(Object) if IsIgnored(Object) then return end if (not Exploded) then if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Missile" then Exploded = true local Explosion = Instance.new("Explosion") Explosion.Position = Part1.Position Explosion.BlastPressure = 5e4 Explosion.BlastRadius = 50 ScanPlayers(Part1.Position,50) CreateShockwave(Part1.Position,50) Explosion.Parent = game.Workspace Part1:Destroy() end end end) Part1.Parent = game.Workspace Part1.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 15 BV.velocity = Part1.CFrame.lookVector * Engine.Velocity.magnitude delay(0.4,function() BV.velocity = (Part1.CFrame.lookVector * 1500) + Vector3.new(0,0.15,0) Fire.Enabled = true Smoke.Enabled = true end) delay(5,function() Part1:Destroy() end) table.insert(IgnoreTable,Part1) end end function FireGuidedMissile(Gun) --This function creates the guided missiles for the missile spawns if Targetable2 then if Locked then local Exploded = false local Part1 = Instance.new("Part") Part1.Name = "Missile" Part1.CanCollide = false Part1.FormFactor = "Symmetric" Part1.Size = Vector3.new(1,1,13) Part1.BottomSurface = "Smooth" Part1.TopSurface = "Smooth" local Mesh = Instance.new("SpecialMesh") Mesh.Parent = Part1 Mesh.MeshId = "http://www.roblox.com/asset/?id=2251534" Mesh.MeshType = "FileMesh" Mesh.TextureId = "http://www.roblox.com/asset/?id=2564491" local Part2 = Instance.new("Part") Part2.Parent = Part1 Part2.Transparency = 1 Part2.Name = "Visual" Part2.CanCollide = false Part2.FormFactor = "Symmetric" Part2.Size = Vector3.new(1,1,1) Part2.BottomSurface = "Smooth" Part2.TopSurface = "Smooth" local Weld = Instance.new("Weld") Weld.Parent = Part1 Weld.Part0 = Part1 Weld.Part1 = Part2 Weld.C0 = CFrame.new(0,0,5) * CFrame.Angles(math.rad(90),0,0) local OV = Instance.new("ObjectValue") OV.Parent = Part1 OV.Name = "Target" OV.Value = TargetPlayer.Character local BV = Instance.new("BodyVelocity") BV.Parent = Part1 BV.maxForce = HugeVector --[[local BG = Instance.new("BodyGyro") BG.Parent = Part1 BG.maxTorque = HugeVector BG.P = 1e6]] local Script = MissileM:clone() Script.Parent = Part1 local Fire = Instance.new("Fire") Fire.Parent = Part2 Fire.Enabled = false Fire.Heat = 25 Fire.Size = 30 local Smoke = Instance.new("Smoke") Smoke.Parent = Part2 Smoke.Color = Color3.new(40/51,40/51,40/51) Smoke.Enabled = false Smoke.Opacity = 1 Smoke.RiseVelocity = 25 Smoke.Size = 25 local PlaneTag = Instance.new("ObjectValue") PlaneTag.Parent = Part PlaneTag.Name = "PlaneTag" PlaneTag.Value = Plane Part1.Touched:connect(function(Object) if IsIgnored(Object) then return end if (not Exploded) then if (not Object:IsDescendantOf(Character)) and Object.Name ~= "Missile" then Exploded = true local Explosion = Instance.new("Explosion") Explosion.Position = Part1.Position Explosion.BlastPressure = 5e4 Explosion.BlastRadius = 50 ScanPlayers(Part1.Position,50) CreateShockwave(Part1.Position,50) Explosion.Parent = game.Workspace Part1:Destroy() end end end) Part1.Parent = game.Workspace Part1.CFrame = (Gun.CFrame * CFrame.Angles(math.rad(90),0,0)) + Gun.CFrame.lookVector * 15 --BG.cframe = CFrame.new(Part1.CFrame.p,Part1.CFrame.p + Part1.CFrame.lookVector) delay(0.4,function() Script.Disabled = false Fire.Enabled = true Smoke.Enabled = true end) delay(7,function() Part1:Destroy() end) table.insert(IgnoreTable,Part1) end end end function IsIgnored(Obj) for _,v in pairs(IgnoreTable) do if v == Obj then return true end end return false end function CreateShockwave(Center,Radius) coroutine.resume(coroutine.create(function() local Shockwave = Instance.new("Part") Shockwave.BrickColor = BrickColor.new("Light stone grey") Shockwave.Material = Enum.Material.SmoothPlastic Shockwave.Name = "Shockwave" Shockwave.Anchored = true Shockwave.CanCollide = false Shockwave.FormFactor = Enum.FormFactor.Symmetric Shockwave.Size = Vector3.new(1,1,1) Shockwave.BottomSurface = Enum.SurfaceType.Smooth Shockwave.TopSurface = Enum.SurfaceType.Smooth local Mesh = Instance.new("SpecialMesh",Shockwave) Mesh.MeshType = Enum.MeshType.Sphere Mesh.Scale = Vector3.new(0,0,0) Shockwave.Parent = game.Workspace Shockwave.CFrame = CFrame.new(Center) table.insert(IgnoreTable,Shockwave) for i = 0,1,1/12 do local WaveScale = 2 * Radius * i Mesh.Scale = Vector3.new(WaveScale,WaveScale,WaveScale) Shockwave.Transparency = i RunService.RenderStepped:wait() end Shockwave:Destroy() end)) end function ScanPlayers(Pos,Radius) --This is a function that I created that efficiently puts a CreatorTag in the player coroutine.resume(coroutine.create(function() for _,v in pairs(game.Players:GetPlayers()) do --This gets all the players if v.Character and v.Character:findFirstChild("Torso") then local PTorso = v.Character.Torso if ((PTorso.Position - Pos).magnitude + 2) <= Radius then --If the distance between the explosion and the player is less than the radius... local HitHumanoid = v.Character:findFirstChild("Humanoid") if HitHumanoid then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Player CreatorTag.Parent = HitHumanoid delay(0.1,function() CreatorTag:Destroy() end) end end end end end)) end function ReloadRocket(Time) --This function reloads the rockets based on the rocket reload time if (not RocketEnabled) then wait(Time) RocketEnabled = true end end function ReloadFlare(Time) --This function reloads the flares based on the flare reload time if (not FlareEnabled) then wait(Time) FlareEnabled = true end end function ReloadBomb(Time) --This function reloads the bombs based on the bomb reload time if (not BombEnabled) then wait(Time) BombEnabled = true end end function ReloadMissile(Time) --This function reloads the missile based on the missile reload time if (not MissileEnabled) then wait(Time) MissileEnabled = true end end function onMouseMoved(M) --This function is activated when the mouse moves if Targetable2 then --If the plane can target... local GUI = GUIClone.Main if Targeting then GUI.Mode.Text = "Targeting Mode" local FoundPlayer = false local ClosestRatio = 0.1 for _,v in pairs(game.Players:GetPlayers()) do if v.Character then if v.Character:findFirstChild("Torso") then if v ~= Player then if ((v.TeamColor ~= Player.TeamColor) or v.Neutral) then local myHead = Character.Head local TorsoPos = v.Character.Torso.CFrame local Distance = (myHead.CFrame.p - TorsoPos.p).magnitude local MDirection = (M.Hit.p - myHead.CFrame.p).unit local Offset = (((MDirection * Distance) + myHead.CFrame.p) - TorsoPos.p).magnitude if (not Locked) then if (Offset / Distance) < ClosestRatio then ClosestRatio = (Offset / Distance) FoundPlayer = true if TargetPlayer ~= v then TargetPlayer = v M.Icon = TargetIcon AimGUI.Enabled = true LockGUI.Enabled = false AimGUI.Adornee = TargetPlayer.Character.Torso LockGUI.Adornee = nil end end if (not FoundPlayer) and TargetPlayer then TargetPlayer = nil M.Icon = AimingIcon AimGUI.Enabled = false LockGUI.Enabled = false AimGUI.Adornee = nil LockGUI.Adornee = nil end elseif Locked then M.Icon = LockedIcon AimGUI.Enabled = false LockGUI.Enabled = true AimGUI.Adornee = nil LockGUI.Adornee = TargetPlayer.Character.Torso end end end end end end elseif (not Targeting) then GUI.Mode.Text = "Flying Mode" end end end function onButton1Down(M) --This function is activated when you press the left mouse button if (not Targetable2) then return end if (not Targeting) then return end if (not EngineOn) then return end if (not TargetPlayer) then return end if (not Locked) then M.Icon = LockedIcon Locked = true AimGUI.Enabled = false LockGUI.Enabled = true AimGUI.Adornee = nil LockGUI.Adornee = TargetPlayer.Character.Torso local Connection = nil Connection = TargetPlayer.Character.Humanoid.Died:connect(function() Locked = false TargetPlayer = nil M.Icon = AimingIcon AimGUI.Enabled = false LockGUI.Enabled = false AimGUI.Adornee = nil LockGUI.Adornee = nil Connection:disconnect() end) Spawn(function() local CurrentTargetPlayer = TargetPlayer while true do if CurrentTargetPlayer ~= TargetPlayer then Connection:disconnect() break end wait() end end) end end function IncreaseSpd() --This function increases the speed if EngineOn then if Selected then while Accelerating do Throttle = (Throttle < 1 and Throttle + 0.01 or 1) DesiredSpeed = MaxSpeed2 * Throttle wait(ThrottleInc2) end end end end function DecreaseSpd() --This function decreases the speed if EngineOn then if Selected then while Decelerating do Throttle = (Throttle > 0 and Throttle - 0.01 or 0) DesiredSpeed = MaxSpeed2 * Throttle wait(ThrottleInc2) end end end end function RoundNumber(Num) --This function rounds a number to the nearest whole number return ((Num - math.floor(Num)) >= 0.5 and math.ceil(Num) or math.floor(Num)) end function GetGear(Parent) --This function gets all the parts in the Gear folder for _,v in pairs(Parent:GetChildren()) do if (v:IsA("BasePart")) then if (not v:findFirstChild("GearProp")) then local GearProp = Instance.new("StringValue") GearProp.Name = "GearProp" GearProp.Value = v.Transparency..","..tostring(v.CanCollide) GearProp.Parent = v end table.insert(LandingGear,v) --This inserts a table with the gear's properties into the LandingGear table end GetGear(v) end end function ChangeGear() --This function extends or retracts the gear for _,v in pairs(LandingGear) do local GearProp = v.GearProp local Comma = GearProp.Value:find(",",1,true) local TransVal = tonumber(GearProp.Value:sub(1,Comma - 1)) local CollideVal = GearProp.Value:sub(Comma + 1) v.Transparency = (TransVal ~= 1 and (GearUp and TransVal or 1)) v.CanCollide = (CollideVal and (GearUp and CollideVal or false)) end end function SetUpGUI() --This function sets up the PlaneGUI local GUI = GUIClone.Main GUI.Title.Text = PlaneName2 local TargetStats = GUI.Parent.Target local HUD = GUI.Parent.HUD local ControlsA1,ControlsB1 = GUI.ControlsA,GUI.ControlsB local FrameA1,FrameB1 = GUI.FrameA,GUI.FrameB local C1A1,C1B1 = FrameA1.C1.Key,FrameB1.C1.Key local C2A1,C2B1 = FrameA1.C2.Key,FrameB1.C2.Key local C3A1,C3B1 = FrameA1.C3.Key,FrameB1.C3.Key local C4A1,C4B1 = FrameA1.C4.Key,FrameB1.C4.Key local C5A1,C5B1 = FrameA1.C5.Key,FrameB1.C5.Key local C6A1,C7A1 = FrameA1.C6.Key,FrameA1.C7.Key local ControlsA2,ControlsB2 = HUD.ControlsA,HUD.ControlsB local FrameA2,FrameB2 = HUD.FrameA,HUD.FrameB local C1A2,C1B2 = FrameA2.C1.Key,FrameB2.C1.Key local C2A2,C2B2 = FrameA2.C2.Key,FrameB2.C2.Key local C3A2,C3B2 = FrameA2.C3.Key,FrameB2.C3.Key local C4A2,C4B2 = FrameA2.C4.Key,FrameB2.C4.Key local C5A2,C5B2 = FrameA2.C5.Key,FrameB2.C5.Key local C6A2,C7A2 = FrameA2.C6.Key,FrameA2.C7.Key local GearText = GUI.Gear for _,v in pairs(LandingGear) do --This section determines whether the gear are up or down if v.Transparency == 1 then GearUp = true else GearUp = false break end end local MaxSpeedScaled = math.ceil(MaxSpeed2/50) for i = 1,(MaxSpeedScaled + 10) do --This creates a loop that clones the SpeedGUI and positions it accordingly local SpeedGUI = HUD.Speed.Main local Speed0 = SpeedGUI["Speed-0"] local SpeedClone = Speed0:clone() SpeedClone.Position = UDim2.new(0,0,1,-(80 + (75 * i))) SpeedClone.Name = ("Speed-%i"):format(50 * i) SpeedClone.Text.Text = tostring(50 * i) SpeedClone.Parent = SpeedGUI end local MaxAltScaled = math.ceil(MaxAltitude2/500) for i = 1,(MaxAltScaled + 10) do --This creates a loop that clones the AltitudeGUI and positions it accordingly local AltGUI = HUD.Altitude.Main local Altitude0 = AltGUI["Altitude-0"] local AltClone = Altitude0:clone() AltClone.Position = UDim2.new(0,0,1,-(80 + (75 * i))) AltClone.Name = ("Altitude-%s"):format(tostring(0.5 * i)) AltClone.Text.Text = tostring(0.5 * i) AltClone.Parent = AltGUI end GearText.Text = (GearUp and "Gear Up" or "Gear Down") TargetStats.Visible = Targetable2 ------------------------------------------------------------------------------------- C1A1.Text = "Key: "..FlightControls.Engine.Value:upper() if FlightControls.SpeedUp.Value == "ArrowKeyUp" then C2A1.Text = "Key: ArrowKeyUp" elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then C2A1.Text = "Key: ArrowKeyDown" else C2A1.Text = "Key: "..FlightControls.SpeedUp.Value:upper() end if FlightControls.SlowDown.Value == "ArrowKeyUp" then C3A1.Text = "Key: ArrowKeyUp" elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then C3A1.Text = "Key: ArrowKeyDown" else C3A1.Text = "Key: "..FlightControls.SlowDown.Value:upper() end C4A1.Text = "Key: "..FlightControls.Gear.Value:upper() C5A1.Text = "Key: "..TargetControls.Modes.Value:upper() C5A1.Parent.Visible = Targetable2 C6A1.Text = "Key: "..FlightControls.Eject.Value:upper() C6A1.Parent.Visible = Ejectable.Value C7A1.Text = "Key: "..FlightControls.ToggleHUD.Value:upper() C7A1.Parent.Visible = CamLock.Value C1B1.Text = "Key: "..WeaponControls.FireMissile.Value:upper() C1B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Missiles.Value) C2B1.Text = "Key: "..WeaponControls.FireRockets.Value:upper() C2B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Rockets.Value) C3B1.Text = "Key: "..WeaponControls.FireGuns.Value:upper() C3B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Guns.Value) C4B1.Text = "Key: "..WeaponControls.DropBombs.Value:upper() C4B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Bombs.Value) C5B1.Text = "Key: "..WeaponControls.DeployFlares.Value:upper() C5B1.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Flares.Value) FrameB1.Title.Text = (WeaponsValue.Value and "WeaponControls" or "No Weapons") FrameB1.Title.Line.Visible = WeaponsValue.Value ControlsA1.MouseButton1Click:connect(function() --This function allows the Flight Controls frame to be opened or closed without an external script if GUIA1Visible then GUIA1Visible = false FrameA1:TweenPosition(UDim2.new(0,150,0,-190),"In","Quad",1,true) elseif (not GUIA1Visible) then GUIA1Visible = true FrameA1:TweenPosition(UDim2.new(0,150,0,170),"Out","Quad",1,true) end end) ControlsB1.MouseButton1Click:connect(function() if GUIB1Visible then GUIB1Visible = false FrameB1:TweenPosition(UDim2.new(0,-150,0,-150),"In","Quad",1,true) elseif (not GUIB1Visible) then GUIB1Visible = true FrameB1:TweenPosition(UDim2.new(0,-150,0,170),"Out","Quad",1,true) end end) ------------------------------------------------------------------------------------- C1A2.Text = "Key: "..FlightControls.Engine.Value:upper() if FlightControls.SpeedUp.Value == "ArrowKeyUp" then C2A2.Text = "Key: ArrowKeyUp" elseif FlightControls.SpeedUp.Value == "ArrowKeyDown" then C2A2.Text = "Key: ArrowKeyDown" else C2A2.Text = "Key: "..FlightControls.SpeedUp.Value:upper() end if FlightControls.SlowDown.Value == "ArrowKeyUp" then C3A2.Text = "Key: ArrowKeyUp" elseif FlightControls.SlowDown.Value == "ArrowKeyDown" then C3A2.Text = "Key: ArrowKeyDown" else C3A2.Text = "Key: "..FlightControls.SlowDown.Value:upper() end C4A2.Text = "Key: "..FlightControls.Gear.Value:upper() C5A2.Text = "Key: "..TargetControls.Modes.Value:upper() C5A2.Parent.Visible = Targetable2 C6A2.Text = "Key: "..FlightControls.Eject.Value:upper() C6A2.Parent.Visible = Ejectable.Value C7A2.Text = "Key: "..FlightControls.ToggleHUD.Value:upper() C7A2.Parent.Visible = CamLock.Value C1B2.Text = "Key: "..WeaponControls.FireMissile.Value:upper() C1B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Missiles.Value) C2B2.Text = "Key: "..WeaponControls.FireRockets.Value:upper() C2B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Rockets.Value) C3B2.Text = "Key: "..WeaponControls.FireGuns.Value:upper() C3B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Guns.Value) C4B2.Text = "Key: "..WeaponControls.DropBombs.Value:upper() C4B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Bombs.Value) C5B2.Text = "Key: "..WeaponControls.DeployFlares.Value:upper() C5B2.Parent.Visible = (WeaponsValue.Value and WeaponsValue.Flares.Value) FrameB2.Title.Text = (WeaponsValue.Value and "WeaponControls" or "No Weapons") FrameB2.Title.Line.Visible = WeaponsValue.Value ControlsA2.MouseButton1Click:connect(function() --This function allows the Flight Controls frame to be opened or closed without an external script if GUIA2Visible then GUIA2Visible = false FrameA2:TweenPosition(UDim2.new(0.5,20,0,-170),"In","Quad",1,true) elseif (not GUIA2Visible) then GUIA2Visible = true FrameA2:TweenPosition(UDim2.new(0.5,20,0,100),"Out","Quad",1,true) end end) ControlsB2.MouseButton1Click:connect(function() if GUIB2Visible then GUIB2Visible = false FrameB2:TweenPosition(UDim2.new(0.5,-320,0,-170),"In","Quad",1,true) elseif (not GUIB2Visible) then GUIB2Visible = true FrameB2:TweenPosition(UDim2.new(0.5,-320,0,100),"Out","Quad",1,true) end end) end function GetRoll(CF) --This function gets the rotation of the Engine. Credit to DevAdrian for this local CFRight = CF * CFrame.Angles(0,math.rad(90),0) local CFNoRollRight = CFrame.new(CF.p,CF.p + CF.lookVector) * CFrame.Angles(0,math.rad(90),0) local CFDiff = CFRight:toObjectSpace(CFNoRollRight) return (-math.atan2(CFDiff.lookVector.Y, CFDiff.lookVector.Z) % (math.pi * 2) + math.pi) end function GetPitch(CF) --This function gets the pitch of the Engine. Credit to DevAdrian for this local LV = CF.lookVector local XZDist = math.sqrt(LV.x ^ 2 + LV.z ^ 2) return math.atan(LV.y / XZDist) end function UpdateCamera() --This function uses the RunService to update the camera. It happens very fast so it is smooth if (not LockedCam) then Camera.CameraType = CameraType2 elseif LockedCam then local HeadCF = Character.Head.CFrame local PlaneSize = Plane:GetModelSize().magnitude/3 local Origin = HeadCF.p + (HeadCF.lookVector * (PlaneSize - 1)) local Target = HeadCF.p + (HeadCF.lookVector * PlaneSize) Camera.CameraType = Enum.CameraType.Scriptable Camera.CoordinateFrame = CFrame.new(Origin,Target) Camera:SetRoll(2 * math.pi - GetRoll(Character.Head.CFrame)) end end function UpdateTargetStats() --This function updates the stats about the Target local GUI = GUIClone.Target if TargetPlayer and TargetPlayer.Character and TargetPlayer.Character:FindFirstChild("Torso") then local myHead = Character.Head local TorsoPos = TargetPlayer.Character.Torso.CFrame local Distance = (myHead.CFrame.p - TorsoPos.p).magnitude local TargetSpeed = (TargetPlayer.Character.Torso.Velocity).magnitude local TargetAlt = TargetPlayer.Character.Torso.Position.Y GUI.LockName.Text = ("Target: %s"):format(TargetPlayer.Name) GUI.Dist.Text = ("Distance: %s"):format(tostring(math.floor(Distance * 10)/10)) GUI.Speed.Text = ("Speed: %s"):format(tostring(math.floor(TargetSpeed * 10)/10)) GUI.Altitude.Text = ("Altitude: %s"):format(tostring(math.floor(TargetAlt * 10)/10)) else GUI.LockName.Text = "Target: None" GUI.Dist.Text = "Distance: N/A" GUI.Speed.Text = "Speed: N/A" GUI.Altitude.Text = "Altitude: N/A" end end function UpdateHUD(GUI) --This function updates the HUD whenever the camera is locked GUI.Roll.Rotation = math.deg(GetRoll(Character.Head.CFrame)) local PitchNum = math.deg(GetPitch(Character.Head.CFrame))/90 GUI.Roll.Pitch.Position = UDim2.new(0,-200,0,-500 + (PitchNum * 450)) local SpeedScaled = TrueAirSpeed/50 GUI.Speed.Main.Position = UDim2.new(0,0,0.5,SpeedScaled * 75) GUI.Speed.Disp.Text.Text = RoundNumber(TrueAirSpeed) local AltScaled = RoundNumber(Engine.Position.Y)/500 GUI.Altitude.Main.Position = UDim2.new(0,0,0.5,AltScaled * 75) GUI.Altitude.Disp.Text.Text = RoundNumber(Engine.Position.Y) local NegFactor = (Engine.Velocity.y/math.abs(Engine.Velocity.y)) local VerticalSpeed = RoundNumber(math.abs(Engine.Velocity.y)) GUI.ClimbRate.Text = ("VSI: %i"):format(VerticalSpeed * NegFactor) GUI.GearStatus.Text = (GearUp and "Gear Up" or "Gear Down") GUI.GearStatus.TextColor3 = (GearUp and Color3.new(0,1,0) or Color3.new(1,0,0)) GUI.EngineStatus.Text = (EngineOn and "Engine On" or "Engine Off") GUI.EngineStatus.TextColor3 = (EngineOn and Color3.new(0,1,0) or Color3.new(1,0,0)) GUI.StallWarn.Visible = ((not Taxi()) and Stall()) GUI.PullUp.Visible = (EngineOn and (not Taxi()) and (AltRestrict.Value) and (Engine.Position.Y < (MinAltitude2 + 20))) GUI.TaxiStatus.Visible = (Engine and Taxi()) GUI.Throttle.Bar.Tray.Position = UDim2.new(0,0,1,-(Throttle * 460)) GUI.Throttle.Bar.Tray.Size = UDim2.new(1,0,0,(Throttle * 460)) GUI.Throttle.Disp.Text = math.abs(math.floor(Throttle * 100)).."%" local StallLinePos = (StallSpeed2/math.floor(TrueAirSpeed + 0.5)) * (StallSpeed2/MaxSpeed2) local StallLinePosFix = (StallLinePos > 1 and 1 or StallLinePos < 0 and 0 or StallLinePos) GUI.Throttle.Bar.StallLine.Position = UDim2.new(0,0,1 - StallLinePosFix,0) GUI.Throttle.Bar.Tray.BackgroundColor3 = (Throttle <= StallLinePosFix and Color3.new(1,0,0) or Color3.new(0,1,0)) end function UpdateGUI(Taxiing,Stalling) --This function updates the GUI. local GUI = GUIClone.Main local HUD = GUIClone.HUD GUI.Visible = (not LockedCam) HUD.Visible = LockedCam if Targetable2 then UpdateTargetStats() end if LockedCam then UpdateHUD(HUD) end GUI.PullUp.Visible = (EngineOn and (not Taxiing) and (AltRestrict.Value) and (Engine.Position.Y < (MinAltitude2 + 20))) GUI.Taxi.Visible = (EngineOn and Taxiing) GUI.Stall.Visible = ((not Taxiing) and Stalling) GUI.Altitude.Text = "Altitude: "..RoundNumber(Engine.Position.Y) GUI.Speed.Text = "Speed: "..RoundNumber(TrueAirSpeed) GUI.Throttle.Bar.Tray.Size = UDim2.new(Throttle,0,1,0) GUI.Throttle.Percent.Text = math.abs(math.floor(Throttle * 100)).."%" local StallLinePos = (StallSpeed2/math.floor(TrueAirSpeed + 0.5)) * (StallSpeed2/MaxSpeed2) local StallLinePosFix = (StallLinePos > 1 and 1 or StallLinePos < 0 and 0 or StallLinePos) GUI.Throttle.Bar.StallLine.Position = UDim2.new(StallLinePosFix,0,0,0) GUI.Throttle.Bar.Tray.BackgroundColor3 = (Throttle <= StallLinePosFix and Color3.new(1,0,0) or Color3.new(0,2/3,0)) end function CalculateSpeed() --This function calculates the current speed while Selected do if EngineOn then CurrentSpeed = (CurrentSpeed < DesiredSpeed and CurrentSpeed + 1 or CurrentSpeed - 1) --A simple ternary operation that calculates the currentspeed CurrentSpeed = (CurrentSpeed < 0 and 0 or CurrentSpeed > MaxSpeed2 and MaxSpeed2 or CurrentSpeed) --This fixes the currentspeed end wait(0.2 - (Acceleration2/5e3)) end end function GetLowestPoint() --This function gets the lowest point of the plane (Credit to Crazyman32 for this) if (#LandingGear == 0) then LowestPoint = (Engine.Position.Y + 5 + (Engine.Size.Y/2)) return end for _,v in pairs(LandingGear) do local Set0 = (Engine.Position.Y - (v.CFrame * CFrame.new((v.Size.X/2),0,0)).Y) local Set1 = (Engine.Position.Y - (v.CFrame * CFrame.new(-(v.Size.X/2),0,0)).Y) local Set2 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,(v.Size.Y/2),0)).Y) local Set3 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,-(v.Size.Y/2),0)).Y) local Set4 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,0,(v.Size.Z/2))).Y) local Set5 = (Engine.Position.Y - (v.CFrame * CFrame.new(0,0,-(v.Size.Z/2))).Y) local Max = (math.max(Set0,Set1,Set2,Set3,Set4,Set5) + 5) LowestPoint = (Max > LowestPoint and Max or LowestPoint) end end function GetBankAngle(M) --This function calculates the Bank Angle (Credit to Crazyman32 for this) local VSX,X = M.ViewSizeX,M.X local Ratio = (((VSX / 2) - X)/(VSX / 2)) Ratio = (Ratio < -1 and -1 or Ratio > 1 and 1 or Ratio) return math.rad(Ratio * MaxBank2) end function Taxi() --This function determines whether the plane is taxiing or not local Ray = Ray.new(Engine.Position,Vector3.new(0,-LowestPoint,0)) return (TrueAirSpeed <= StallSpeed2 and game.Workspace:FindPartOnRay(Ray,Plane)) end function Stall() --This function determines whether the plane is stalling or not return ((AltRestrict.Value and Engine.Position.Y > MaxAltitude2) or TrueAirSpeed < StallSpeed2) end function FlyMain(M) --This is the main flying function if Selected then local BankAngle = GetBankAngle(M) --This uses the "GetBankAngle" function to calculate the Bank Angle local Taxi,Stall = Taxi(),Stall() if EngineOn then Engine.Thrust.velocity = (Engine.CFrame.lookVector * CurrentSpeed) + Vector3.new(0,0.15,0) if Taxi then if (CurrentSpeed < 2) then Thrust.maxForce = Vector3.new(0,0,0) Direction.maxTorque = Vector3.new(0,0,0) else local VSX,X = M.ViewSizeX,M.X local RatioX = math.rad(((VSX / 2) - X) / (VSX / 2)) local YawSpeed = 15 * RatioX * (TrueAirSpeed / 100) Thrust.maxForce = Vector3.new(math.huge,0,math.huge) Direction.maxTorque = Vector3.new(0,math.huge,0) Direction.cframe = Engine.CFrame * CFrame.Angles(0,YawSpeed,0) end else Thrust.maxForce = ((not Stall) and HugeVector or Vector3.new(0,0,0)) Direction.maxTorque = HugeVector if SimulationMode.Value then local Rotation = 2 * math.pi - GetRoll(Engine.CFrame) local YawRotation = math.rad(math.sin(Rotation * 2)) local YawSpeed = (math.abs(Rotation) > math.pi / 2 and YawRotation / 2 or YawRotation) local SpeedScale = math.min((TrueAirSpeed / (MaxSpeed2 / 4)),1) local PitchSpeed = SimulationMode.PitchSpeed.Value * SpeedScale local RollSpeed = SimulationMode.RollSpeed.Value * SpeedScale local VSX,X = M.ViewSizeX,M.X local VSY,Y = M.ViewSizeY,M.Y local RatioX = math.rad(((VSX / 2) - X) / (VSX / 2)) local RatioY = math.rad(((VSY / 2) - Y) / (VSY / 2)) Direction.cframe = Engine.CFrame * CFrame.Angles(RatioY * PitchSpeed,-YawSpeed,RatioX * RollSpeed) else Direction.cframe = (M.Hit * CFrame.Angles(0,0,BankAngle)) end end if ((AltRestrict.Value) and (Engine.Position.Y < MinAltitude2)) then --If there are altitude restrictions and you are below it... AutoCrash.Value = true end elseif (not EngineOn) then Thrust.maxForce = Vector3.new(0,0,0) Thrust.velocity = Vector3.new(0,0,0) Direction.maxTorque = Vector3.new(0,0,0) end TrueAirSpeed = Engine.Velocity.magnitude UpdateGUI(Taxi,Stall) --This activates the "UpdateGUI" function end end function onKeyDown(Key) --This function is activated whenever a key is pressed local Key = Key:lower() if (Key == FlightControls.Engine.Value:lower()) then --If you press the engine key... local GUI = GUIClone.Main if (not EngineOn) then EngineOn = true DesiredSpeed = 0 CurrentSpeed = 0 Throttle = 0 GUI.Engine.Visible = false CalculateSpeed() elseif EngineOn then EngineOn = false DesiredSpeed = 0 CurrentSpeed = 0 Throttle = 0 GUI.Engine.Visible = true end end if (Key == FlightControls.Gear.Value:lower()) then --If you press the change gear key... local GUI = GUIClone.Main local Taxiing = Taxi() if (#LandingGear ~= 0) then if (not Taxiing) then ChangeGear() if (not GearUp) then GearUp = true GUI.Gear.Text = "Gear Up" elseif GearUp then GearUp = false GUI.Gear.Text = "Gear Down" end end end end if SUAK and Key:byte() == SpeedUp2 or (not SUAK) and (Key == SpeedUp2) then --If you press the speed up key... Accelerating = true IncreaseSpd() end if SDAK and Key:byte() == SlowDown2 or (not SDAK) and (Key == SlowDown2) then --If you press the slow down key... Decelerating = true DecreaseSpd() end if (Key == TargetControls.Modes.Value:lower()) then --If you press the change modes key... if Targetable2 then if EngineOn then if (not Targeting) then M2.Icon = AimingIcon Targeting = true elseif Targeting then M2.Icon = NormalIcon Targeting = false Locked = false AimGUI.Enabled = false LockGUI.Enabled = false TargetPlayer = nil end end end end if (Key == FlightControls.Eject.Value:lower()) then if EngineOn then local Taxiing = Taxi() if (not Taxiing) then if Ejectable.Value then if (not Plane.Ejected.Value) then Plane.Ejected.Value = true local Seat = MainParts.Seat local EjectClone = Tool.Ejector:clone() EjectClone.Parent = Player.PlayerGui EjectClone.Disabled = false local Fire = Instance.new("Fire") Fire.Parent = Engine Fire.Heat = 25 Fire.Size = 30 local Smoke = Instance.new("Smoke") Smoke.Parent = Engine Smoke.Color = Color3.new(1/3,1/3,1/3) Smoke.Opacity = 0.7 Smoke.RiseVelocity = 10 Smoke.Size = 10 onDeselectForced() Seat.SeatWeld:Destroy() end end end end end if (Key == FlightControls.ToggleHUD.Value:lower()) then LockedCam = (not LockedCam) end if (Key == WeaponControls.FireGuns.Value:lower()) then --If you press the fire guns key... if (not WeaponsValue.Value) then return end --If there aren't weapons... if (not WeaponsValue.Guns.Value) then return end --If there aren't guns... if (not EngineOn) then return end local Taxiing = Taxi() if (not Taxiing) then --This prevents you from firing the gun while your on the ground FiringGun = true FireMachineGun(Weapons) --This activates the "FireMachineGun" function end end if (Key == WeaponControls.FireRockets.Value:lower()) then --If you press the fire rockets key... if (not WeaponsValue.Value) then return end if (not WeaponsValue.Rockets.Value) then return end if (not EngineOn) then return end local Taxiing = Taxi() if (not Taxiing) then if RocketEnabled then RocketEnabled = false FireRockets(Weapons) ReloadRocket(RocketTime2) end end end if (Key == WeaponControls.DeployFlares.Value:lower()) then --If you press the deploy flares key... if (not WeaponsValue.Value) then return end if (not WeaponsValue.Flares.Value) then return end if (not EngineOn) then return end local Taxiing = Taxi() if (not Taxiing) then if FlareEnabled then --This makes the plane deploy flares 5 times every 0.2 seconds before you have to reload FlareEnabled = false for i = 1,math.random(4,6) do DeployFlares(Weapons) wait(0.2) end ReloadFlare(FlareTime2) end end end if (Key == WeaponControls.DropBombs.Value:lower()) then --If you press the drop bombs key... if (not WeaponsValue.Value) then return end if (not WeaponsValue.Bombs.Value) then return end if (not EngineOn) then return end local Taxiing = Taxi() if (not Taxiing) then if BombEnabled then BombEnabled = false local BombSpawns = {} for _,v in pairs(Weapons:GetChildren()) do if v:IsA("BasePart") then if v.Name == "BombSpawn" then table.insert(BombSpawns,v) end end end local CurrentSpawn = BombSpawns[math.random(1,#BombSpawns)] --This line selects a random bomb spawn if Locked then DropGuidedBomb(CurrentSpawn) ReloadBomb((BombTime2 * 2)) elseif (not Locked) then for i = 1,5 do DropBomb(Weapons) wait(0.3) end ReloadBomb(BombTime2) end end end end if (Key == WeaponControls.FireMissile.Value:lower()) then --If you press the fire missile key... if (not WeaponsValue.Value) then return end if (not WeaponsValue.Missiles.Value) then return end if (not EngineOn) then return end local Taxiing = Taxi() if (not Taxiing) then if MissileEnabled then MissileEnabled = false local MissileSpawns = {} for _,v in pairs(Weapons:GetChildren()) do if v:IsA("BasePart") then if v.Name == "MissileSpawn" then table.insert(MissileSpawns,v) end end end local CurrentSpawn = MissileSpawns[math.random(1,#MissileSpawns)] --This line selects a random missile spawn if Locked then FireGuidedMissile(CurrentSpawn) ReloadMissile((MissileTime2 * 2)) elseif (not Locked) then FireMissile(CurrentSpawn) ReloadMissile(MissileTime2) end end end end if (Key == TargetControls.UnTarget.Value:lower()) then --If you press the untarget key... if Targetable2 then if Locked then Locked = false end end end end function onKeyUp(Key) --This function is activated when you let go of a key local Key = Key:lower() if SUAK and Key:byte() == SpeedUp2 or (not SUAK) and (Key == SpeedUp2) then --If you let go of the speed up key... Accelerating = false end if SDAK and Key:byte() == SlowDown2 or (not SDAK) and (Key == SlowDown2) then --If you let go of the slow down key... Decelerating = false end if (Key == WeaponControls.FireGuns.Value) then --If you let go of the fire guns key... FiringGun = false end end function onSelected(M) --This function is activated when you select the Plane tool Selected = true M2 = M FixVars() --This activates the "FixVars" function GetGear(Gear) --This activates the "GetGear" function GetLowestPoint() --This activates the "GetLowestPoint" function ToolSelect.Value = true GUIClone = GUI:clone() --This line and the next one clones the plane GUI and puts it into the player GUIClone.Parent = Player.PlayerGui SetUpGUI() --This activates the "SetUpGui" function Camera.CameraType = CameraType2 --This makes your cameratype the customize cameratype if Targetable2 then --If the plane can target, then it will create the objects required for targeting AimGUI = Instance.new("BillboardGui",Player.PlayerGui) AimGUI.AlwaysOnTop = true AimGUI.Enabled = false AimGUI.Size = UDim2.new(5,50,5,50) local Label = Instance.new("ImageLabel",AimGUI) Label.BackgroundTransparency = 1 Label.Image = "http://www.roblox.com/asset/?id=107388694" Label.Size = UDim2.new(1,0,1,0) --------------------------------------------------------------- LockGUI = Instance.new("BillboardGui",Player.PlayerGui) LockGUI.AlwaysOnTop = true LockGUI.Enabled = false LockGUI.Size = UDim2.new(5,50,5,50) local Label = Instance.new("ImageLabel",LockGUI) Label.BackgroundTransparency = 1 Label.Image = "http://www.roblox.com/asset/?id=107388656" Label.Size = UDim2.new(1,0,1,0) end M.Icon = NormalIcon FTab[1] = M.Button1Down:connect(function() onButton1Down(M) end) FTab[2] = M.KeyDown:connect(onKeyDown) FTab[3] = M.KeyUp:connect(onKeyUp) FTab[4] = RunService.RenderStepped:connect(function() onMouseMoved(M) end) FTab[5] = RunService.RenderStepped:connect(function() FlyMain(M) end) FTab[6] = RunService.RenderStepped:connect(UpdateCamera) end function onDeselected(M) --This function is activated when you deselect the Plane tool if Selected then Selected = false LockedCam = false for _,v in pairs(FTab) do --This disconnects all the connections. It prevents bugs if v then v:disconnect() v = nil end end Camera.CameraType = Enum.CameraType.Custom --This makes the CameraType "Custom" Camera.CameraSubject = Character.Humanoid if Targetable2 then --If the plane can target, then the objects required for targeting will be removed AimGUI:remove() LockGUI:remove() end if (not Taxi()) and EngineOn then --If you're not Taxiing and your engine is on... if (not Deselect0.Value) and (not Plane.Ejected.Value) then --If you deselected the tool and didn't eject... onDeselectForced() end end CurrentSpeed = 0 --These couple of lines reset the plane DesiredSpeed = 0 TrueAirSpeed = 0 EngineOn = false Updating = false Locked = false Targeting = false TargetPlayer = nil ToolSelect.Value = false GUIAVisible = true GUIBVisible = true GUIClone:remove() if Engine:FindFirstChild("Thrust") then Engine.Thrust.velocity = Vector3.new(0,0,0) Engine.Thrust.maxForce = Vector3.new(0,0,0) end if Engine:FindFirstChild("Direction") then Engine.Direction.maxTorque = Vector3.new(0,0,0) end end end function onDeselectFlying() --This function blows up the plane if (not Deselect0.Value) then onDeselected() Plane:BreakJoints() local Explosion = Instance.new("Explosion") Explosion.Parent = game.Workspace Explosion.Position = Engine.Position Explosion.BlastRadius = Plane:GetModelSize().magnitude Explosion.BlastPressure = 2e4 Character.Humanoid.Health = 0 Engine.Thrust:remove() Engine.Direction:remove() delay(5,function() Plane:Destroy() end) end end function onDeselectForced() --This function is activated when you get out of the plane without deselecting the tool first if Selected then for _,v in pairs(IgnoreTable) do if v then v:Destroy() end end onDeselected() M2.Icon = "rbxasset://textures\\ArrowCursor.png" --This makes the mouse icon the normal icon end end script.Parent.Selected:connect(onSelected) --The next 3 lines activate the given functions script.Parent.Deselected:connect(onDeselected) Deselect0.Changed:connect(onDeselectForced) Crashed.Changed:connect(onDeselectForced)
-----------------------------------------------------------------
local wait_period = 30 -- период обновления local tmp, DonateStore local sg = script.Parent --Surface GUI local sample = script:WaitForChild("Sample") --Our Sample frame local sf = sg:WaitForChild("ScrollingFrame") --The scrolling frame local ui = sf:WaitForChild("UI") --The UI list layout
-- transforms Roblox types into intermediate types, converting -- between spaces as necessary to preserve perceptual linearity
local typeMetadata = { boolean = { springType = LinearSpring.new, toIntermediate = function(value) return {value and 1 or 0} end, fromIntermediate = function(value) return value[1] >= 0.5 end, }, number = { springType = LinearSpring.new, toIntermediate = function(value) return {value} end, fromIntermediate = function(value) return value[1] end, }, NumberRange = { springType = LinearSpring.new, toIntermediate = function(value) return {value.Min, value.Max} end, fromIntermediate = function(value) return NumberRange.new(value[1], value[2]) end, }, UDim = { springType = LinearSpring.new, toIntermediate = function(value) return {value.Scale, value.Offset} end, fromIntermediate = function(value) return UDim.new(value[1], round(value[2])) end, }, UDim2 = { springType = LinearSpring.new, toIntermediate = function(value) local x = value.X local y = value.Y return {x.Scale, x.Offset, y.Scale, y.Offset} end, fromIntermediate = function(value) return UDim2.new(value[1], round(value[2]), value[3], round(value[4])) end, }, Vector2 = { springType = LinearSpring.new, toIntermediate = function(value) return {value.X, value.Y} end, fromIntermediate = function(value) return Vector2.new(value[1], value[2]) end, }, Vector3 = { springType = LinearSpring.new, toIntermediate = function(value) return {value.X, value.Y, value.Z} end, fromIntermediate = function(value) return Vector3.new(value[1], value[2], value[3]) end, }, Color3 = { springType = LinearSpring.new, toIntermediate = rgbToLuv, fromIntermediate = luvToRgb, }, -- Only takes start and end keypoints ColorSequence = { springType = LinearSpring.new, toIntermediate = function(value) local keypoints = value.Keypoints local luv0 = rgbToLuv(keypoints[1].Value) local luv1 = rgbToLuv(keypoints[#keypoints].Value) return { luv0[1], luv0[2], luv0[3], luv1[1], luv1[2], luv1[3], } end, fromIntermediate = function(value) return ColorSequence.new( luvToRgb{value[1], value[2], value[3]}, luvToRgb{value[4], value[5], value[6]} ) end, }, } local springStates = {} -- {[instance] = {[property] = spring} RunService.Heartbeat:Connect(function(dt) for instance, state in springStates do for propName, spring in state do if spring:canSleep() then state[propName] = nil instance[propName] = spring.rawTarget else instance[propName] = spring:step(dt) end end if not next(state) then springStates[instance] = nil end end end) local function assertType(argNum, fnName, expectedType, value) if not expectedType:find(typeof(value)) then error( ("bad argument #%d to %s (%s expected, got %s)"):format( argNum, fnName, expectedType, typeof(value) ), 3 ) end end local spr = {} function spr.target(instance, dampingRatio, frequency, properties) if STRICT_TYPES then assertType(1, "spr.target", "Instance", instance) assertType(2, "spr.target", "number", dampingRatio) assertType(3, "spr.target", "number", frequency) assertType(4, "spr.target", "table", properties) end if dampingRatio ~= dampingRatio or dampingRatio < 0 then error(("expected damping ratio >= 0; got %.2f"):format(dampingRatio), 2) end if frequency ~= frequency or frequency < 0 then error(("expected undamped frequency >= 0; got %.2f"):format(frequency), 2) end local state = springStates[instance] if not state then state = {} springStates[instance] = state end for propName, propTarget in properties do local propValue = instance[propName] if STRICT_TYPES and typeof(propTarget) ~= typeof(propValue) then error( ("bad property %s to spr.target (%s expected, got %s)"):format( propName, typeof(propValue), typeof(propTarget) ), 2 ) end local spring = state[propName] if not spring then local md = typeMetadata[typeof(propTarget)] if not md then error("unsupported type: " .. typeof(propTarget), 2) end spring = md.springType(dampingRatio, frequency, propValue, md, propTarget) state[propName] = spring end spring.d = dampingRatio spring.f = frequency spring:setGoal(propTarget) end end function spr.stop(instance, property) if STRICT_TYPES then assertType(1, "spr.stop", "Instance", instance) assertType(2, "spr.stop", "string|nil", property) end if property then local state = springStates[instance] if state then state[property] = nil end else springStates[instance] = nil end end return table.freeze(spr)
--//Spawning\\--
while Spawner and Spawner.Parent~=nil and Zombie do if not CurZombie or CurZombie.Parent~=workspace then CurZombie=Zombie:Clone() CurZombie:MoveTo(Spawner.Position) CurZombie.Parent=workspace DestroyCorpseOnDeath(CurZombie) end wait(5) end
--[[ Chassis Variables ]]
-- local VehicleParameters = { -- These are default values in the case the package structure is broken MaxSpeed = 25/mphConversion, ReverseSpeed = 45/mphConversion, DrivingTorque = 30, BrakingTorque = 70000, StrutSpringStiffnessFront = 28000, StrutSpringDampingFront = 1430, StrutSpringStiffnessRear = 27000, StrutSpringDampingRear = 1400, TorsionSpringStiffness = 20000, TorsionSpringDamping = 150, MaxSteer = 0.55, WheelFriction = 2 } local Chassis = nil local LimitSteerAtHighVel = true
--[[ Enters the view, cloning the element from ReplicatedStorage. ]]
function Warmup.enter() activeElements = elements:Clone() activeElements.WarmupElement:FindFirstChild("Title").Text = translate("BEGINNING") activeElements.Parent = LocalPlayer.PlayerGui end
--Set up activated event.
InputHandler.WeaponActivated:Connect(function(TargetPos) if Equipped and Tool.Enabled then local NextRocket = RocketBuffer:PopItem() if NextRocket then local CurrentTime = tick() LastReloadTime = CurrentTime if CurrentAnimation then CurrentAnimation:Stop() end --Laucn the rocket. FireRocketEvent:FireServer() Tool.Enabled = false CurrentAnimation = AnimationPlayer:PlayAnimation("RocketLauncherFireAndReload") LaunchRocket(NextRocket,TargetPos) --Run the reload animation. CurrentHandRocket = Tool:FindFirstChild("HandRocket",true) if LocalReloadSound then LocalReloadSound:Play() end wait(ROCKET_RELOAD_WAIT_TO_SHOW_TIME) if LastReloadTime ~= CurrentTime then return end if CurrentHandRocket then CurrentHandRocket.Transparency = 0 CurrentHandRocket.LocalTransparencyModifier = 0 end wait(ROCKET_RELOAD_VISIBLE_TIME) if LastReloadTime ~= CurrentTime then return end if CurrentHandRocket then CurrentHandRocket.Transparency = 1 CurrentHandRocket.LocalTransparencyModifier = 1 end end end end)
--Sets Position of Mobile Button
ContextActionService:SetPosition("Sprint",UDim2.new(1, -80, 1, -150))
--Kick players across different servers
local kickConnection = ms:SubscribeAsync(kickTopic, function(message) local targetId = message.Data[1] local kickReason = message.Data[2] for i, plr in pairs(game.Players:GetPlayers()) do if plr.UserId == targetId then plr:Kick(kickReason) end end end)
--[=[ Destroys the mouse. ]=]
function Mouse:Destroy() self._trove:Destroy() end return Mouse
--!strict -- upstream: https://github.com/facebook/react/blob/b87aabdfe1b7461e7331abb3601d9e6bb27544bc/packages/shared/ReactErrorUtils.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
local invariant = require(script.Parent.invariant) local invokeGuardedCallbackImpl = require(script.Parent.invokeGuardedCallbackImpl)
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Expect"]["Expect"]) export type MatcherState = Package.MatcherState export type Matcher<R> = Package.Matcher<R> return Package
----- Private functions -----
local function GetWriteLibFunctionsRecursive(list_table, pointer, name_stack) for key, value in pairs(pointer) do if type(value) == "table" then GetWriteLibFunctionsRecursive(list_table, value, name_stack .. key .. ".") elseif type(value) == "function" then table.insert(list_table, {name_stack .. key, value}) else error("[ReplicaController]: Invalid write function value \"" .. tostring(value) .. "\" (" .. typeof(value) .. "); name_stack = \"" .. name_stack .. "\"") end end end local function LoadWriteLib(write_lib_module) local get_write_lib_pack = LoadedWriteLibPacks[write_lib_module] if get_write_lib_pack ~= nil then return get_write_lib_pack end local write_lib_raw = require(write_lib_module) local function_list = {} -- func_id = {func_name, func} GetWriteLibFunctionsRecursive(function_list, write_lib_raw, "") table.sort(function_list, function(item1, item2) return item1[1] < item2[1] -- Sort functions by their names - this creates a consistent indexing on server and client-side end) local write_lib = {} -- {[func_id] = function, ...} local write_lib_dictionary = {} -- {["function_name"] = func_id, ...} for func_id, func_params in ipairs(function_list) do write_lib[func_id] = func_params[2] write_lib_dictionary[func_params[1]] = func_id end local write_lib_pack = {write_lib, write_lib_dictionary} LoadedWriteLibPacks[write_lib_module] = write_lib_pack return write_lib_pack end local function StringPathToArray(path) local path_array = {} if path ~= "" then for s in string.gmatch(path, "[^%.]+") do table.insert(path_array, s) end end return path_array end local function DestroyReplicaAndDescendantsRecursive(replica, not_first_in_stack) -- Scan children replicas: for _, child in ipairs(replica.Children) do DestroyReplicaAndDescendantsRecursive(child, true) end local id = replica.Id -- Clear replica entry: Replicas[id] = nil -- Cleanup: replica._maid:Cleanup() -- Clear from children table of top parent replica: if not_first_in_stack ~= true then if replica.Parent ~= nil then local children = replica.Parent.Children table.remove(children, table.find(children, replica)) end end -- Clear child listeners: ChildListeners[id] = nil end local function CreateTableListenerPathIndex(replica, path_array, listener_type) -- Getting listener table: local listeners = replica._table_listeners -- Getting and or creating the structure nescessary to index the path for the listened key: for i = 1, #path_array do local key_listeners = listeners[1][path_array[i]] if key_listeners == nil then key_listeners = {[1] = {}} listeners[1][path_array[i]] = key_listeners end listeners = key_listeners end local listener_type_table = listeners[listener_type] if listener_type_table == nil then listener_type_table = {} listeners[listener_type] = listener_type_table end return listener_type_table end local function CleanTableListenerTable(disconnect_param) local table_listeners = disconnect_param[1] local path_array = disconnect_param[2] local pointer = table_listeners local pointer_stack = {pointer} for i = 1, #path_array do pointer = pointer[1][path_array[i]] table.insert(pointer_stack, pointer) end for i = #pointer_stack, 2, -1 do local listeners = pointer_stack[i] if next(listeners[1]) ~= nil then return -- Lower branches exist for this branch - this branch will not need further cleanup end for k = 2, 6 do if listeners[k] ~= nil then if #listeners[k] > 0 then return -- A listener exists - this branch will not need further cleanup end end end pointer_stack[i - 1][1][path_array[i - 1]] = nil -- Clearing listeners table for this branch end end local function CreateReplicaBranch(replica_entries, created_replicas) --> created_replicas: {replica, ...} -- Sorting replica entries: -- replica_entries = {[replica_id_string] = {replica_class, replica_tags, data_table, parent_id / 0, write_lib_module / nil}, ...} local sorted_replica_entries = {} -- {replica_class, replica_tags, data_table, parent_id / 0, write_lib_module / nil, replica_id}, ...} for replica_id_string, replica_entry in pairs(replica_entries) do replica_entry[6] = tonumber(replica_id_string) table.insert(sorted_replica_entries, replica_entry) end table.sort(sorted_replica_entries, function(a, b) return a[6] < b[6] end) local waiting_for_parent = {} -- [parent_replica_id] = {replica, ...} created_replicas = created_replicas or {} for _, replica_entry in ipairs(sorted_replica_entries) do local replica_id = replica_entry[6] -- Fetching replica parent: local parent_id = replica_entry[4] local parent = nil local wait_for_parent = false if parent_id ~= 0 then parent = Replicas[parent_id] if parent == nil then wait_for_parent = true end end -- Fetching replica write_lib: local write_lib, write_lib_dictionary if replica_entry[5] ~= nil then local write_lib_pack = LoadWriteLib(replica_entry[5]) write_lib = write_lib_pack[1] write_lib_dictionary = write_lib_pack[2] end -- New Replica object table: local replica = { Data = replica_entry[3], Id = replica_id, Class = replica_entry[1], Tags = replica_entry[2], Parent = parent, Children = {}, _write_lib = write_lib, _write_lib_dictionary = write_lib_dictionary, _table_listeners = {[1] = {}}, _function_listeners = {}, _raw_listeners = {}, _signal_listeners = {}, _maid = MadworkMaid.NewMaid(), } setmetatable(replica, Replica) -- Setting as child to parent: if parent ~= nil then table.insert(parent.Children, replica) elseif wait_for_parent == true then local wait_table = waiting_for_parent[parent_id] if wait_table == nil then wait_table = {} waiting_for_parent[parent_id] = wait_table end table.insert(wait_table, replica) end -- Adding replica to replica list: Replicas[replica_id] = replica table.insert(created_replicas, replica) -- Checking replicas waiting for parent: local children_waiting = waiting_for_parent[replica_id] if children_waiting ~= nil then waiting_for_parent[replica_id] = nil for _, child_replica in ipairs(children_waiting) do child_replica.Parent = replica table.insert(replica.Children, child_replica) end end end if next(waiting_for_parent) ~= nil then -- An error occured while replicating an replica branch. local error_string = "[ReplicaService]: BRANCH REPLICATION ERROR - Missing parents: " for parent_replica_id, child_replicas in pairs(waiting_for_parent) do error_string = error_string .. "[" .. tostring(parent_replica_id) .. "]: {" for k, replica in ipairs(child_replicas) do error_string = error_string .. (k == 1 and "" or ", ") .. replica:Identify() end error_string = error_string .. "}; " end error(error_string) end return created_replicas end
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, 0.19, 0.45) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- Any names (keys) not in this list will be deleted (values must evaluate to true)
--Updated for R15 avatars by StarWars
local Tool = script.Parent; local GlassBreak = Instance.new("Sound") GlassBreak.Name = "GlassBreak" GlassBreak.SoundId = "http://www.roblox.com/asset/?id=16976189" GlassBreak.Volume = 1 GlassBreak.Parent = Tool.Handle function onActivated() if not Tool.Enabled then return end Tool.Enabled = false wait(1) local player = game.Players:GetPlayerFromCharacter(Tool.Parent) local h = Tool.Parent:FindFirstChild("Humanoid") if (h == nil or player == nil) then Tool.Enabled = true return end local Character = Tool.Parent local Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightUpperArm") local RightShoulder = Torso:FindFirstChild("Right Shoulder") or RightArm:FindFirstChild("RightShoulder") local p = Tool.Handle:Clone() GlassBreak.Parent = p p.Transparency = 0 RightShoulder.MaxVelocity = 0.7 RightShoulder.DesiredAngle = 3.6 wait(.1) RightShoulder.MaxVelocity = 1 local tosser = Instance.new("ObjectValue") tosser.Value = player tosser.Name = "Tosser" tosser.Parent = p local dir = h.Parent.Head.CFrame.lookVector p.Velocity = (dir * 70) + Vector3.new(0,70,0) p.CanCollide = true Tool.Glass:Clone().Parent = p p.Glass.Disabled = false p.Parent = game.Workspace wait(14) p.Transparency = 1 Tool.Enabled = true end function onEquipped() --Tool.Handle.OpenSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped)
--[[ This used to prevent people from copying this in studio, however now it's open source it's redundant. ~Nitefal --]]
local children = script:GetChildren() script = Instance.new("ModuleScript") for _, child in pairs(children) do child.Parent = script end local script = script do getfenv()['script'] = nil end local UIATUS = 0 spawn(function() while true do wait() script.Archivable = false end end) if game.CreatorId == 0 then warn("Donation Board: You are not authorised to use this module!") script:Destroy() else UIATUS = 2 end local module = {} module.LoadAssets = function() if UIATUS == 2 then if game.Workspace:FindFirstChild("Boards") then game.Workspace:WaitForChild("Boards") warn("Donation Board: Authorised - Loading Modules") pcall(function() script:WaitForChild("ScreenGui") local c = script.ScreenGui:Clone() c.Parent = game.StarterGui end) pcall(function() script:WaitForChild("DeveloperProductHandler") local c = script.DeveloperProductHandler:clone() c.Parent = game.Workspace.Boards delay(1,function() c.Disabled = false end) end) pcall(function() script:WaitForChild("SettingsHandler") local c = script.SettingsHandler:clone() c.Parent = game.Workspace.Boards delay(1,function() c.Disabled = false end) end) pcall(function() for _,b in pairs (game.Workspace.Boards:GetChildren()) do if b.Name == "Screen" then for _,v in pairs (script.Board:GetChildren()) do local C = v:Clone() C.Parent = b if C.Name == "ScoreUpdater" then delay(1,function() C.Disabled = false end) end end end end end) pcall(function() for _,b in pairs (game.Workspace.Boards:GetChildren()) do if b.Name == "Buttons" then for _,v in pairs (script.Buttons:GetChildren()) do local C = v:Clone() C.Parent = b if C.Name == "Updater" then delay(1,function() C.Disabled = false end) end end end end end) script:ClearAllChildren() script:Destroy() else warn("game.Workspace.Boards - Not Found!") script:ClearAllChildren() script:Destroy() end end end module.LoadAssets() return module
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") ContentProvider = game:GetService("ContentProvider") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") Equipped = false ClientControl.OnClientInvoke = (function(Mode, Value) if Mode == "PlayAnimation" and Equipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == Value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(Value.Animation) table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(Value.FadeTime, Value.Weight, Value.Speed) elseif Mode == "StopAnimation" and Value then for i, v in pairs(Animations) do if v.Animation == Value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end elseif Mode == "Preload" and Value then ContentProvider:Preload(Value) elseif Mode == "PlaySound" and Value then Value:Play() elseif Mode == "StopSound" and Value then Value:Stop() elseif Mode == "MousePosition" then return PlayerMouse.Hit.p elseif Mode == "DisableJump" then DisableJump(Value) end end) function InvokeServer(Mode, Value) pcall(function() local ServerReturn = ServerControl:InvokeServer(Mode, Value) return ServerReturn end) end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Equipped = true if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) end function Unequipped() Equipped = false for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end if PreventJump then PreventJump:disconnect() end Animations = {} end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- ROBLOX deviation: add resetSerializers to deal with resetting plugins since we don't -- have any of jest's test resetting implemented
local function resetSerializers() PLUGINS = Array.from(originalPLUGINS) end return { addSerializer = addSerializer, getSerializers = getSerializers, resetSerializers = resetSerializers, }
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = .7 , FTargetFriction = .7 , FMinFriction = .1 , RWearSpeed = .7 , RTargetFriction = .7 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
---- ----
if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "LeftHand" local target2 = "LeftHand2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent[target1] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") and a.Parent.Name ~= ("Lights") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--[=[ Returns a resolved promise with the following values @param ... Values to resolve to @return Promise<T> ]=]
function Promise.resolved(...) local n = select("#", ...) if n == 0 then -- Reuse promise here to save on calls to Promise.resolved() return _emptyFulfilledPromise elseif n == 1 and Promise.isPromise(...) then local promise = (...) -- Resolving to promise that is already resolved. Just return the promise! if not promise._pendingExecuteList then return promise end end local promise = Promise.new() promise:Resolve(...) return promise end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ 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 = 260 , spInc = 40 , -- Increment between labelled notches }, { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 150 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 400 , spInc = 40 , -- Increment between labelled notches } }
--!strict -- upstream: https://github.com/facebook/react/blob/702fad4b1b48ac8f626ed3f35e8f86f5ea728084/packages/shared/invokeGuardedCallbackImpl.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]] -- local invariant = require(script.Parent.invariant)
local describeError = require(script.Parent["ErrorHandling.roblox"]).describeError
-- Fonction pour trouver la source d'eau la plus proche
local function findNearestWaterSource(position) local nearestWaterSource = nil local nearestDistance = math.huge -- Parcours de toutes les cellules du terrain for x = 0, terrain.Size.X, terrain.Resolution do for y = 0, terrain.Size.Y, terrain.Resolution do local cellPosition = Vector3.new(x, 0, y) -- Vérifie si la cellule est de l'eau if terrain:GetMaterial(cellPosition) == Enum.Material.Water then -- Calcule la distance entre la cellule d'eau et la position actuelle local distance = calculateDistance(position, cellPosition) -- Vérifie si c'est la source d'eau la plus proche jusqu'à présent if distance < nearestDistance then nearestDistance = distance nearestWaterSource = cellPosition end end end end return nearestWaterSource end
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 0 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 0 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 0 -- 1 - 100% Tune.RDiffLockThres = 0 -- 0 - 100% Tune.CDiffSlipThres = 0 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 0 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = false -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 20 -- Minimum amount of torque at max reduction (in percent)
--[=[ Iterates serially over the given an array of values, calling the predicate callback on each value before continuing. If the predicate returns a Promise, we wait for that Promise to resolve before moving on to the next item in the array. :::info `Promise.each` is similar to `Promise.all`, except the Promises are ran in order instead of all at once. But because Promises are eager, by the time they are created, they're already running. Thus, we need a way to defer creation of each Promise until a later time. The predicate function exists as a way for us to operate on our data instead of creating a new closure for each Promise. If you would prefer, you can pass in an array of functions, and in the predicate, call the function and return its return value. ::: ```lua Promise.each({ "foo", "bar", "baz", "qux" }, function(value, index) return Promise.delay(1):andThen(function() print(("%d) Got %s!"):format(index, value)) end) end) --[[ (1 second passes) > 1) Got foo! (1 second passes) > 2) Got bar! (1 second passes) > 3) Got baz! (1 second passes) > 4) Got qux! ]] ``` If the Promise a predicate returns rejects, the Promise from `Promise.each` is also rejected with the same value. If the array of values contains a Promise, when we get to that point in the list, we wait for the Promise to resolve before calling the predicate with the value. If a Promise in the array of values is already Rejected when `Promise.each` is called, `Promise.each` rejects with that value immediately (the predicate callback will never be called even once). If a Promise in the list is already Cancelled when `Promise.each` is called, `Promise.each` rejects with `Promise.Error(Promise.Error.Kind.AlreadyCancelled`). If a Promise in the array of values is Started at first, but later rejects, `Promise.each` will reject with that value and iteration will not continue once iteration encounters that value. Returns a Promise containing an array of the returned/resolved values from the predicate for each item in the array of values. If this Promise returned from `Promise.each` rejects or is cancelled for any reason, the following are true: - Iteration will not continue. - Any Promises within the array of values will now be cancelled if they have no other consumers. - The Promise returned from the currently active predicate will be cancelled if it hasn't resolved yet. @since 3.0.0 @param list {T | Promise<T>} @param predicate (value: T, index: number) -> U | Promise<U> @return Promise<{U}> ]=]
function Promise.each(list, predicate) assert(type(list) == "table", string.format(ERROR_NON_LIST, "Promise.each")) assert(type(predicate) == "function", string.format(ERROR_NON_FUNCTION, "Promise.each")) return Promise._new(debug.traceback(nil, 2), function(resolve, reject, onCancel) local results = {} local promisesToCancel = {} local cancelled = false local function cancel() for _, promiseToCancel in ipairs(promisesToCancel) do promiseToCancel:cancel() end end onCancel(function() cancelled = true cancel() end) -- We need to preprocess the list of values and look for Promises. -- If we find some, we must register our andThen calls now, so that those Promises have a consumer -- from us registered. If we don't do this, those Promises might get cancelled by something else -- before we get to them in the series because it's not possible to tell that we plan to use it -- unless we indicate it here. local preprocessedList = {} for index, value in ipairs(list) do if Promise.is(value) then if value:getStatus() == Promise.Status.Cancelled then cancel() return reject(Error.new({ error = "Promise is cancelled", kind = Error.Kind.AlreadyCancelled, context = string.format( "The Promise that was part of the array at index %d passed into Promise.each was already cancelled when Promise.each began.\n\nThat Promise was created at:\n\n%s", index, value._source ), })) elseif value:getStatus() == Promise.Status.Rejected then cancel() return reject(select(2, value:await())) end -- Chain a new Promise from this one so we only cancel ours local ourPromise = value:andThen(function(...) return ... end) table.insert(promisesToCancel, ourPromise) preprocessedList[index] = ourPromise else preprocessedList[index] = value end end for index, value in ipairs(preprocessedList) do if Promise.is(value) then local success success, value = value:await() if not success then cancel() return reject(value) end end if cancelled then return end local predicatePromise = Promise.resolve(predicate(value, index)) table.insert(promisesToCancel, predicatePromise) local success, result = predicatePromise:await() if not success then cancel() return reject(result) end results[index] = result end resolve(results) end) end
-- Define target box cleanup routine
function TargetBoxPool.Cleanup(TargetBox) TargetBox.Adornee = nil TargetBox.Visible = nil end function TargetingModule.HighlightTarget(Target) -- Clear previous target boxes TargetBoxPool:ReleaseAll() -- Make sure target exists if not Target then return end -- Get targetable items local Items = Support.FlipTable { Target } if not IsVisible(Target) then Items = Support.FlipTable(GetVisibleChildren(Target)) end -- Focus target boxes on target for Target in pairs(Items) do local TargetBox = TargetBoxPool:Get() TargetBox.Adornee = Target TargetBox.Visible = true end end; local function IsAncestorSelected(Item) while Item and (Item ~= TargetingModule.Scope) do if Selection.IsSelected(Item) then return true else Item = Item.Parent end end end function TargetingModule.SelectTarget(Force) local Scope = TargetingModule.Scope -- Update target local Target, ScopeTarget = TargetingModule:UpdateTarget(Scope, true) -- Ensure target selection isn't cancelled if not Force and SelectionCancelled then SelectionCancelled = false; return; end; -- Focus on clicked, selected item if not Selection.Multiselecting and (Selection.IsSelected(ScopeTarget) or IsAncestorSelected(ScopeTarget)) then Selection.SetFocus(ScopeTarget) return; end; -- Clear selection if invalid target selected if not GetCore().IsSelectable({ Target }) then Selection.Clear(true); return; end; -- Unselect clicked, selected item if multiselection is enabled if Selection.Multiselecting and Selection.IsSelected(ScopeTarget) then Selection.Remove({ ScopeTarget }, true) return end -- Add to selection if multiselecting if Selection.Multiselecting then Selection.Add({ ScopeTarget }, true) Selection.SetFocus(ScopeTarget) -- Replace selection if not multiselecting else Selection.Replace({ ScopeTarget }, true) Selection.SetFocus(ScopeTarget) end end; function TargetingModule.SelectSiblings(Part, ReplaceSelection) -- Selects all parts under the same parent as `Part` -- If a part is not specified, assume the currently focused part local Part = Part or Selection.Focus; -- Ensure the part exists and its parent is not Workspace if not Part or Part.Parent == TargetingModule.Scope then return; end; -- Get the focused item's siblings local Siblings = Support.GetDescendantsWhichAreA(Part.Parent, 'BasePart') -- Ensure items are selectable if not GetCore().IsSelectable(Siblings) then return end -- Add to or replace selection if ReplaceSelection then Selection.Replace(Siblings, true); else Selection.Add(Siblings, true); end; end; function TargetingModule.StartRectangleSelecting() -- Ensure selection isn't cancelled if SelectionCancelled then return; end; -- Mark where rectangle selection started RectangleSelectStart = Vector2.new(Mouse.X, Mouse.Y); -- Track mouse while rectangle selecting GetCore().Connections.WatchRectangleSelection = Mouse.Move:Connect(function () -- If rectangle selecting, update rectangle if RectangleSelecting then TargetingModule.UpdateSelectionRectangle(); -- Watch for potential rectangle selections elseif RectangleSelectStart and (Vector2.new(Mouse.X, Mouse.Y) - RectangleSelectStart).magnitude >= 10 then RectangleSelecting = true; SelectionCancelled = true; end; end); end; function TargetingModule.UpdateSelectionRectangle() -- Ensure rectangle selection is ongoing if not RectangleSelecting then return; end; -- Get core API local Core = GetCore(); -- Create selection rectangle if not SelectionRectangle then SelectionRectangle = Make 'Frame' { Name = 'SelectionRectangle', Parent = Core.UI, BackgroundColor3 = Color3.fromRGB(100, 100, 100), BorderColor3 = Color3.new(0, 0, 0), BackgroundTransparency = 0.5, BorderSizePixel = 1 }; end; local StartPoint = Vector2.new( math.min(RectangleSelectStart.X, Mouse.X), math.min(RectangleSelectStart.Y, Mouse.Y) ); local EndPoint = Vector2.new( math.max(RectangleSelectStart.X, Mouse.X), math.max(RectangleSelectStart.Y, Mouse.Y) ); -- Update size and position SelectionRectangle.Parent = Core.UI; SelectionRectangle.Position = UDim2.new(0, StartPoint.X, 0, StartPoint.Y); SelectionRectangle.Size = UDim2.new(0, EndPoint.X - StartPoint.X, 0, EndPoint.Y - StartPoint.Y); end; function TargetingModule.CancelRectangleSelecting() -- Prevent potential rectangle selections RectangleSelectStart = nil; -- Clear ongoing rectangle selection RectangleSelecting = false; -- Clear rectangle selection watcher local Connections = GetCore().Connections; if Connections.WatchRectangleSelection then Connections.WatchRectangleSelection:Disconnect(); Connections.WatchRectangleSelection = nil; end; -- Clear rectangle UI if SelectionRectangle then SelectionRectangle.Parent = nil; end; end; function TargetingModule.CancelSelecting() SelectionCancelled = true; TargetingModule.CancelRectangleSelecting(); end; function TargetingModule.FinishRectangleSelecting() local Core = GetCore() local RectangleSelecting = RectangleSelecting; local RectangleSelectStart = RectangleSelectStart; -- Clear rectangle selection TargetingModule.CancelRectangleSelecting(); -- Ensure rectangle selection is ongoing if not RectangleSelecting then return; end; -- Ensure a targeting scope is set if not TargetingModule.Scope then return end -- Get rectangle dimensions local StartPoint = Vector2.new( math.min(RectangleSelectStart.X, Mouse.X), math.min(RectangleSelectStart.Y, Mouse.Y) ); local EndPoint = Vector2.new( math.max(RectangleSelectStart.X, Mouse.X), math.max(RectangleSelectStart.Y, Mouse.Y) ); local SelectableItems = {}; -- Find items that lie within the rectangle local ScopeParts = Support.GetDescendantsWhichAreA(TargetingModule.Scope, 'BasePart') for _, Part in pairs(ScopeParts) do local ScreenPoint, OnScreen = Workspace.CurrentCamera:WorldToScreenPoint(Part.Position) if OnScreen then local LeftCheck = ScreenPoint.X >= StartPoint.X local RightCheck = ScreenPoint.X <= EndPoint.X local TopCheck = ScreenPoint.Y >= StartPoint.Y local BottomCheck = ScreenPoint.Y <= EndPoint.Y if (LeftCheck and RightCheck and TopCheck and BottomCheck) and Core.IsSelectable({ Part }) then local ScopeTarget = TargetingModule:FindTargetInScope(Part, TargetingModule.Scope) SelectableItems[ScopeTarget] = true end end end -- Add to selection if multiselecting if Selection.Multiselecting then Selection.Add(Support.Keys(SelectableItems), true) -- Replace selection if not multiselecting else Selection.Replace(Support.Keys(SelectableItems), true) end; end; function TargetingModule.PrismSelect() -- Selects parts in the currently selected parts -- Ensure parts are selected if #Selection.Items == 0 then return; end; -- Get core API local Core = GetCore(); -- Get region for selection items and find potential parts local Extents = require(Core.Tool.Core.BoundingBox).CalculateExtents(Selection.Items, nil, true); local Region = Region3.new(Extents.Min, Extents.Max); local PotentialParts = Workspace:FindPartsInRegion3WithIgnoreList(Region, Selection.Items, math.huge); -- Enable collision on all potential parts local OriginalState = {}; for _, PotentialPart in pairs(PotentialParts) do OriginalState[PotentialPart] = { Anchored = PotentialPart.Anchored, CanCollide = PotentialPart.CanCollide }; PotentialPart.Anchored = true; PotentialPart.CanCollide = true; end; local Parts = {}; -- Find all parts intersecting with selection for _, Part in pairs(Selection.Items) do local TouchingParts = Part:GetTouchingParts(); for _, TouchingPart in pairs(TouchingParts) do if not Selection.IsSelected(TouchingPart) then Parts[TouchingPart] = true; end; end; end; -- Restore all potential parts' original states for PotentialPart, State in pairs(OriginalState) do PotentialPart.CanCollide = State.CanCollide; PotentialPart.Anchored = State.Anchored; end; -- Delete the selection parts Core.DeleteSelection(); -- Select all found parts Selection.Replace(Support.Keys(Parts), true); end; function TargetingModule:EnableScopeSelection() -- Enables the scope selection interface -- Set up state local Scoping = false local InitialScope = nil local function HandleScopeInput(Action, State, Input) if State.Name == 'Begin' then local IsAltPressed = UserInputService:IsKeyDown 'LeftAlt' or UserInputService:IsKeyDown 'RightAlt' local IsShiftPressed = UserInputService:IsKeyDown 'LeftShift' or UserInputService:IsKeyDown 'RightShift' -- If Alt is pressed, begin scoping if (not Scoping) and (Input.KeyCode.Name:match 'Alt') then Scoping = self.Scope InitialScope = self.Scope -- Set new scope to current scope target local Target, ScopeTarget = self:UpdateTarget(self.Scope, true) if Target ~= ScopeTarget then self:SetScope(ScopeTarget or self.Scope) self:UpdateTarget(self.Scope, true) self.IsScopeLocked = false self.ScopeLockChanged:Fire(false) Scoping = self.Scope end -- If Alt-Shift-Z is pressed, exit current scope elseif Scoping and IsAltPressed and IsShiftPressed and (Input.KeyCode.Name == 'Z') then local NewScope = self.Scope.Parent or InitialScope if GetCore().Security.IsLocationAllowed(NewScope, GetCore().Player) then self:SetScope(NewScope) self:UpdateTarget(self.Scope, true) self.IsScopeLocked = false self.ScopeLockChanged:Fire(false) Scoping = self.Scope end return Enum.ContextActionResult.Sink -- If Alt-Z is pressed, enter scope of current target elseif Scoping and IsAltPressed and (Input.KeyCode.Name == 'Z') then local Target, ScopeTarget = self:UpdateTarget(self.Scope, true) if Target ~= ScopeTarget then self:SetScope(ScopeTarget or self.Scope) self:UpdateTarget(self.Scope, true) self.IsScopeLocked = false self.ScopeLockChanged:Fire(false) Scoping = self.Scope end return Enum.ContextActionResult.Sink -- If Alt-F is pressed, stay in current scope elseif Scoping and IsAltPressed and (Input.KeyCode.Name == 'F') then Scoping = true self.IsScopeLocked = true self.ScopeLockChanged:Fire(true) return Enum.ContextActionResult.Sink end -- Disable scoping on Alt release elseif State.Name == 'End' then if Scoping and (Input.KeyCode.Name:match 'Alt') then if self.Scope == Scoping then self:SetScope(InitialScope) self.IsScopeLocked = true self.ScopeLockChanged:Fire(true) end self:UpdateTarget(self.Scope, true) Scoping = nil InitialScope = nil end end -- If window focus changes, reset and disable scoping if Scoping and Input.UserInputType.Name == 'Focus' then if self.Scope == Scoping then self:SetScope(InitialScope) self.IsScopeLocked = true self.ScopeLockChanged:Fire(true) end self:UpdateTarget(self.Scope, true) Scoping = nil InitialScope = nil end -- Pass all non-sunken input to next handler return Enum.ContextActionResult.Pass end -- Enable scoping interface ContextActionService:BindAction('BT: Scope', HandleScopeInput, false, Enum.KeyCode.LeftAlt, Enum.KeyCode.RightAlt, Enum.KeyCode.Z, Enum.KeyCode.F, Enum.UserInputType.Focus ) -- Disable scoping interface when tool disables GetCore().Disabling:Connect(function () ContextActionService:UnbindAction('BT: Scope') end) end function TargetingModule:EnableScopeAutoReset() -- Enables automatic scope resetting (when scope becomes invalid) local LastScopeListener, LastScopeAncestry -- Listen to changes in scope GetCore().UIMaid.ScopeReset = self.ScopeChanged:Connect(function (Scope) -- Clear last scope listener LastScopeListener = LastScopeListener and LastScopeListener:Disconnect() -- Only listen to new scope if defined if not Scope then return end -- Capture new scope's ancestry LastScopeAncestry = {} local Ancestor = Scope.Parent while Ancestor:IsDescendantOf(Workspace) do table.insert(LastScopeAncestry, Ancestor) Ancestor = Ancestor.Parent end -- Reset scope when scope is gone LastScopeListener = Scope.AncestryChanged:Connect(function (_, Parent) if Parent == nil then -- Get next parent in ancestry local NextScopeInAncestry if LastScopeAncestry then for _, Parent in ipairs(LastScopeAncestry) do if Parent:IsDescendantOf(Workspace) then NextScopeInAncestry = Parent break end end end -- Set next scope if NextScopeInAncestry then self:SetScope(NextScopeInAncestry) else self:SetScope(Workspace, true) end -- Capture scope ancestry when it changes else LastScopeAncestry = {} local Ancestor = Scope.Parent while Ancestor:IsDescendantOf(Workspace) do table.insert(LastScopeAncestry, Ancestor) Ancestor = Ancestor.Parent end end end) end) end
--> FUNCTIONS
local function ButtonPress(Button) local Sound = script.Click:Clone() Sound.Parent = Button Sound:Play() Button.Size = Vector3.new(0.8, 0.8, .01) wait(.2) Button.Size = Vector3.new(0.8, 0.8, 0.1) Sound:Destroy() end local function Clear() Text.Text = "" EnteredText.Value = Text.Text end for i, v in pairs(Board:WaitForChild("Numbers"):getChildren()) do v.ClickDetector.MouseClick:Connect(function() ButtonPress(v) if string.len(Text.Text) < string.len(Code) then Text.Text = Text.Text..v.Name EnteredText.Value = Text.Text else Text.Text = v.Name EnteredText.Value = Text.Text end end) end OtherButtons.Enter.ClickDetector.MouseClick:Connect(function() ButtonPress(OtherButtons.Enter) if EnteredText.Value == Code then OtherButtons.Enter.Approved:Play() Clear() for count = 1, 10 do Door.Door.Transparency = Door.Door.Transparency + .1 wait() end Door.Door.CanCollide = false wait(3) Door.Door.CanCollide = true for count = 1, 10 do Door.Door.Transparency = Door.Door.Transparency - .1 wait() end else OtherButtons.Enter.Denied:Play() Clear() end end) OtherButtons.Clear.ClickDetector.MouseClick:Connect(function() ButtonPress(OtherButtons.Clear) Clear() end)
--[=[ Hides the pane @param doNotAnimate boolean? -- True if this visiblity should not animate ]=]
function BasicPane:Hide(doNotAnimate) self:SetVisible(false, doNotAnimate) end
--//Controller//--
Holder.ChildAdded:Connect(function(Donation) if Donation:IsA("Frame") then local Button = Donation.Button Button.MouseButton1Click:Connect(function() local ProductInfo = MPS:PromptProductPurchase(Player, Button:GetAttribute("ID")) end) end end)
--[[ _table_listeners structure: _table_listeners = { [1] = { ["key_of_table"] = { [1] = {["key_of_table"] = {...}, ...}, [2] = {listener, ...} / nil, -- Change [3] = {listener, ...} / nil, -- NewKey [4] = {listener, ...} / nil, -- ArrayInsert [5] = {listener, ...} / nil, -- ArraySet [6] = {listener, ...} / nil, -- ArrayRemove }, }, [2] = {listener, ...} / nil, -- Change [3] = {listener, ...} / nil, -- NewKey [4] = {listener, ...} / nil, -- ArrayInsert [5] = {listener, ...} / nil, -- ArraySet [6] = {listener, ...} / nil, -- ArrayRemove } _function_listeners structure: _function_listeners = { [func_id] = { listening_function, ... }, ... } --]]
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end
--create tables:
for i,part in pairs(model:GetChildren()) do if (string.sub(part.Name, 1,1) == "a" or string.sub(part.Name, 1,1) == "c") and part:IsA("BasePart") then table.insert(a, 1, part) end end for i,part in pairs(model:GetChildren()) do if (string.sub(part.Name, 1,1) == "b" or string.sub(part.Name, 1,1) == "c") and part:IsA("BasePart") then table.insert(b, 1, part) end end function lightOn(T) for i, part in pairs (T) do part.SurfaceLight.Enabled = true if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = true end end end function lightOff(T) for i, part in pairs (T) do part.SurfaceLight.Enabled = false if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = false end end end function run() while on do lightOn(a) wait(0.18) lightOff(a) wait(0.04) lightOn(a) wait(0.13) lightOff(a) wait(0.03) lightOn(b) wait(0.18) lightOff(b) wait(0.04) lightOn(b) wait(0.13) lightOff(b) wait(0.03) end end script.Parent.RemoteEvent.OnServerEvent:Connect(function() if on == true then on = false else on = true run() end end)
--!strict --[=[ @function copyDeep @within Dictionary @param dictionary T -- The dictionary to copy. @return T -- The copied dictionary. Copies a dictionary recursively. ```lua local dictionary = { hello = { world = "goodbye" } } local new = CopyDeep(dictionary) -- { hello = { world = "goodbye" } } print(new == dictionary) -- false print(new.hello == dictionary.hello) -- false ``` ]=]
local function copyDeep<T>(dictionary: T): T local new = {} for key, value in pairs(dictionary) do if type(value) == "table" then new[key] = copyDeep(value) else new[key] = value end end return new end return copyDeep
--This will be parented to a player
local Mouse = game:GetService("Players").LocalPlayer:GetMouse() local Pressed = script:WaitForChild("Pressed") Mouse.KeyDown:connect(function (Key) if Key == "e" then local Target = Mouse.Target Pressed:FireServer(Target) end end)
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .5 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.7 -- Suspension length (in studs) Tune.RPreCompress = .4 -- Pre-compression adds resting length force Tune.RExtensionLim = .5 -- Max Extension Travel (in studs) Tune.RCompressLim = .2 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Values--
local Drain = script.Parent.Values.Drain stat = Player:WaitForChild("Data") RS.Heartbeat:Connect(function(Time) if State:GetState() == "boost" then ElapsedTime = ElapsedTime + Time if math.clamp(ElapsedTime, 0.3, 0.8) > 0.3 then ElapsedTime = 0 stat.BoostGauge.Value = stat.BoostGauge.Value - Drain.Value end else ElapsedTime = 0 end end)
-- GLOBALS
export type Map<K, V> = {[K]: V} export type Array<V> = {V}
--set suitcase name to the player's name
handle.BottomGui.OwnerName.Text = player.Name handle.TopGui.OwnerName.Text = player.Name script.Parent.PlayerName.Value = player.Name
-- Important parts --
local faucet = p.Faucet local steam = p:WaitForChild("Steam")
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "k" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 end elseif key == "[" then -- volume down if carSeat.Parent.Body.MP.Sound.Volume >= 0 then handler:FireServer('volumedown', true) carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.Body.MP.Sound.Volume) end elseif key == "]" then -- volume up if carSeat.Parent.Body.MP.Sound.Volume <= 10 then handler:FireServer('volumeup', true) carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.Body.MP.Sound.Volume) end elseif key == "j" then -- volume up if scr == false then scr = true script.Parent.Infotainment:TweenPosition(UDim2.new(0.7, 0, 0.3, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.6,true) else scr = false script.Parent.Infotainment:TweenPosition(UDim2.new(1, 0, 0.3, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,.6,true) end end end) HUB2.Limiter.MouseButton1Click:connect(function() --Ignition if carSeat.IsOn.Value == false then carSeat.IsOn.Value = true carSeat.Startup:Play() wait(1) carSeat.Chime:Play() else carSeat.IsOn.Value = false end end) HUB.Eco.MouseButton1Click:connect(function() --Hide tracker names handler:FireServer('Eco') end) HUB.Comfort.MouseButton1Click:connect(function() --Hide tracker names handler:FireServer('Comfort') end) HUB.Sport.MouseButton1Click:connect(function() --Hide tracker names handler:FireServer('Sport') end) winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song handler:FireServer('updateSong', winfob.mg.Input.Text) carSeat.Parent.Body.Dash.Screen.G.Main.Icon.ID.Text = (winfob.mg.Input.Text) end) winfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song handler:FireServer('pauseSong') carSeat.Parent.Body.Dash.Screen.G.Main.Icon.ID.Text = "" end) carSeat.Indicator.Changed:connect(function() if carSeat.Indicator.Value == true then script.Parent.Indicator:Play() else script.Parent.Indicator2:Play() end end) game.Lighting.Changed:connect(function(prop) if prop == "TimeOfDay" then handler:FireServer('TimeUpdate') end end) if game.Workspace.FilteringEnabled == true then handler:FireServer('feON') elseif game.Workspace.FilteringEnabled == false then handler:FireServer('feOFF') end carSeat.LI.Changed:connect(function() if carSeat.LI.Value == true then carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = true script.Parent.HUB.Left.Visible = true else carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = false script.Parent.HUB.Left.Visible = false end end) carSeat.RI.Changed:connect(function() if carSeat.RI.Value == true then carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = true script.Parent.HUB.Right.Visible = true else carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = false script.Parent.HUB.Right.Visible = false end end) for i,v in pairs(script.Parent:getChildren()) do if v:IsA('ImageButton') then v.MouseButton1Click:connect(function() if carSeat.Windows:FindFirstChild(v.Name) then local v = carSeat.Windows:FindFirstChild(v.Name) if v.Value == true then handler:FireServer('updateWindows', v.Name, false) else handler:FireServer('updateWindows', v.Name, true) end end end) end end while wait() do carSeat.Parent.Body.Dash.DashSc.G.Speed.Text = (math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))) carSeat.Parent.Body.Dash.DashSc.G.Time.Text = game.Lighting.TimeOfDay end
-- Libraries
local Libraries = Tool:WaitForChild 'Libraries' local Signal = require(Libraries:WaitForChild 'Signal') local Make = require(Libraries:WaitForChild 'Make') local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
--//Toggle//--
Button.MouseButton1Click:Connect(function() if EmotesMenu.Visible == false then EmotesMenu.Visible = true else EmotesMenu.Visible = false end end)