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-- Original script made by Luckymaxer [yes i edited this lol]
Projectile = script.Parent Projectile.Size = Vector3.new(0.2,0.2,0.2) Players = game:GetService("Players") Debris = game:GetService("Debris") Values = {} for i, v in pairs(script:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Value")) then Values[v.Name] = v end end BaseProjectile = Values.BaseProjectile.Value function GetCreator() local Creator = Values.Creator.Value return (((Creator and Creator.Parent and Creator:IsA("Player")) and Creator) or nil) end function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function CheckIntangible(Hit) local ProjectileNames = {"Water", "Part", "Projectile", "Effect", "Rail", "Laser", "Bullet"} if Hit and Hit.Parent then if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then return true end end return false end function CastRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end function FlyProjectile(Part, StartPos) local AlreadyHit = false local Player = GetCreator() local function PartHit(Hit) if not Hit or not Hit.Parent or not Player then return end local character = Hit.Parent if character:IsA("Hat") then character = character.Parent end if not character then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end local humanoid = character:FindFirstChild("Humanoid") if not humanoid or humanoid.Health == 0 then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Values.Damage.Value) return character end local function CheckForContact(Hit) local Directions = {{Vector = Part.CFrame.lookVector, Length = (BaseProjectile.Size.Z + 2)}, {Vector = Vector3.new(0, -1, 0), Length = (BaseProjectile.Size.Y * 1.25)}, ((Hit and {Vector = CFrame.new(Part.Position, Hit.Position).lookVector, Length = (BaseProjectile.Size.Z + 2)}) or nil)} local ClosestRay = {DistanceApart = math.huge} for i, v in pairs(Directions) do if v then local Direction = CFrame.new(Part.Position, (Part.CFrame + v.Vector * 2).p).lookVector local RayHit, RayPos, RayNormal = CastRay((Part.Position + Vector3.new(0, 0, 0)), Direction, v.Length, {((Player and Player.Character) or nil), Part}, false) if RayHit then local DistanceApart = (Part.Position - RayPos).Magnitude if DistanceApart < ClosestRay.DistanceApart then ClosestRay = {Hit = RayHit, Pos = RayPos, Normal = RayNormal, DistanceApart = DistanceApart} end end end end return ((ClosestRay.Hit and ClosestRay) or nil) end local function ConnectPart(Hit) if AlreadyHit then return end local ClosestRay = CheckForContact(Hit) if not ClosestRay then return end AlreadyHit = true for i, v in pairs(Part:GetChildren()) do if v:IsA("BasePart") then for ii, vv in pairs(v:GetChildren()) do if vv:IsA("ParticleEmitter") then vv.Enabled = false v.Anchored = true elseif vv:IsA("JointInstance") then vv:Destroy() end end Debris:AddItem(v, 8) elseif string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end local SuccessfullyHit = PartHit(ClosestRay.Hit) Part.Size = Vector3.new(0.2, 0.2, 0.2) Part.CanCollide = false local Hit = ClosestRay.Hit if SuccessfullyHit and Hit.Parent:FindFirstChild("Humanoid") or Hit.Parent.Parent:FindFirstChild("Humanoid") then script.HitE:Fire(Hit) if Values.ProjectileLand.Value == true then local ProjectilePosition = ClosestRay.Pos local StickCFrame = CFrame.new(ProjectilePosition, StartPos) StickCFrame = (StickCFrame * CFrame.new(0, 0, (-(BaseProjectile.Size.Z / 2) + 0)) * CFrame.Angles(0, math.pi, 0)) local Weld = Instance.new("Motor6D") Weld.Part0 = Hit Weld.Part1 = Part Weld.C0 = CFrame.new(0, 0, 0) Weld.C1 = (StickCFrame:inverse() * Hit.CFrame) Weld.Parent = Part Part.Orientation = Part.Orientation + Values.ProjectileLandRotation.Value else script.Parent:Destroy() end else script.HitE:Fire(Hit) if Values.ProjectileLand.Value == true then local ProjectilePosition = ClosestRay.Pos local StickCFrame = CFrame.new(ProjectilePosition, StartPos) StickCFrame = (StickCFrame * CFrame.new(0, 0, (-(BaseProjectile.Size.Z / 2) + 0)) * CFrame.Angles(0, math.pi, 0)) local Weld = Instance.new("Motor6D") Weld.Part0 = Hit Weld.Part1 = Part Weld.C0 = CFrame.new(0, 0, 0) Weld.C1 = (StickCFrame:inverse() * Hit.CFrame) Weld.Parent = Part Part.Orientation = Part.Orientation + Values.ProjectileLandRotation.Value else script.Parent:Destroy() end end delay(Values.Lifetime.Value,function() Projectile:Destroy() end) Part.Name = "Effect" end Part.Touched:connect(function(Hit) if not Hit or not Hit.Parent or AlreadyHit then return end ConnectPart(Hit) end) spawn(function() while Part and Part.Parent and Part.Name ~= "Effect" and not AlreadyHit do ConnectPart() wait() end end) end FlyProjectile(Projectile, Values.Origin.Value)
--Runtime Loop
while wait() do for i,v in pairs(Wheels) do --Vars local speed = car.DriveSeat.Velocity.Magnitude local wheel = v.wheel.RotVelocity.Magnitude local z = 0 local deg = 0.000126 --Tire Wear local cspeed = (speed/1.298)*(2.6/v.wheel.Size.Y) local wdif = math.abs(wheel-cspeed) if _WHEELTUNE.TireWearOn then if speed < 4 then --Wear Regen v.Heat = math.min(v.Heat + _WHEELTUNE.RegenSpeed/10000,v.BaseHeat) else --Tire Wear if wdif > 1 then v.Heat = v.Heat - wdif*deg*v.WearSpeed/28 elseif v.Heat >= v.BaseHeat then v.Heat = v.BaseHeat end end end --Apply Friction if v.wheel.Name == "FL" or v.wheel.Name == "FR" or v.wheel.Name == "F" then z = _WHEELTUNE.FMinFriction+v.Heat deg = ((deg - 0.0001188*cValues.Brake.Value)*(1-math.abs(cValues.SteerC.Value))) + 0.00000126*math.abs(cValues.SteerC.Value) else z = _WHEELTUNE.RMinFriction+v.Heat end --Tire Slip if math.ceil((wheel/0.774/speed)*100) < 8 then --Lock Slip v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelLockRatio,v.elast,v.fWeight,v.eWeight) v.Heat = math.max(v.Heat,0) elseif (_Tune.TCSEnabled and cValues.TCS.Value == false and math.ceil((wheel/0.774/speed)*100) > 80) then --TCS Off v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.TCSOffRatio,v.elast,v.fWeight,v.eWeight) v.Heat = math.max(v.Heat,0) elseif math.ceil((wheel/0.774/speed)*100) > 130 then --Wheelspin v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z*_WHEELTUNE.WheelspinRatio,v.elast,v.fWeight,v.eWeight) v.Heat = math.max(v.Heat,0) else --No Slip v.wheel.CustomPhysicalProperties = PhysicalProperties.new(v.x,z,v.elast,v.fWeight,v.eWeight) v.Heat = math.min(v.Heat,v.BaseHeat) end --Update UI local vstress = math.abs(((((wdif+cspeed)/0.774)*0.774)-cspeed)/15) if vstress > 0.05 and vstress > v.stress then v.stress = math.min(v.stress + 0.03,1) else v.stress = math.max(v.stress - 0.03,vstress) end local UI = script.Parent.Tires[v.wheel.Name] UI.First.Second.Image.ImageColor3 = Color3.new(math.min((v.stress*2),1), 1-v.stress, 0) UI.First.Position = UDim2.new(0,0,1-v.Heat/v.BaseHeat,0) UI.First.Second.Position = UDim2.new(0,0,v.Heat/v.BaseHeat,0) end end
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 if _Tune.Aspiration == "Single" then _TCount = 1 _TPsi = _Tune.Boost elseif _Tune.Aspiration == "Double" then _TCount = 2 _TPsi = _Tune.Boost*2 end --Horsepower Curve local HP=_Tune.Horsepower/100 local HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100 local Peak=_Tune.PeakRPM/1000 local Sharpness=_Tune.PeakSharpness local CurveMult=_Tune.CurveMult local EQ=_Tune.EqPoint/1000 --Horsepower Curve function curveHP(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveHP = curveHP(_Tune.PeakRPM) function curvePSI(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurvePSI = curvePSI(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Plot Current Boost (addition to Horsepower) function GetPsiCurve(x,gear) local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Output Cache local HPCache = {} local PSICache = {} for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local bhpPlot = {} for rpm = math.floor(_Tune.IdleRPM/100),math.ceil((_Tune.Redline+100)/100) do local ntqPlot = {} local btqPlot = {} ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*100,gear-2) btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*100,gear-2) hp1,tq1 = GetCurve((rpm+1)*100,gear-2) hp2,tq2 = GetPsiCurve((rpm+1)*100,gear-2) ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower) btqPlot.HpSlope = (hp2 - btqPlot.Horsepower) ntqPlot.TqSlope = (tq1 - ntqPlot.Torque) btqPlot.TqSlope = (tq2 - btqPlot.Torque) nhpPlot[rpm] = ntqPlot bhpPlot[rpm] = btqPlot end table.insert(HPCache,nhpPlot) table.insert(PSICache,bhpPlot) end --Powertrain wait() --Automatic Transmission function Auto() local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _IsOn then _ClutchOn = true if _CGear >= 1 then if _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then _CGear = 1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end end end end end end local tqTCS = 1 --Apply Power function Engine() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 local maxCount=0 for i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end maxSpin=maxSpin/maxCount if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end local TPsi = _TPsi/_TCount _Boost = _Boost + ((((((_HP*(_GThrot*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15) if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) if _Tune.Aspiration ~= "Natural" then local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _HP = _NH + (_BH*(_Boost/2)) _OutTorque = _NT + (_BT*(_Boost/2)) else _HP = _NH _OutTorque = _NT end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and (v.Name=="RR" or v.Name=="RL") then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if _GBrake==0 then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not script.Parent.IsOn.Value then on=0 end local clutch=1 if not _ClutchOn then clutch=0 end local throt = _GThrot * _GThrotShift --Apply TCS tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces local dir=1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on*clutch v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end _ABSActive = (tqABS<1) --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- Settings and GameSettings are read only
local Settings = UserSettings() local GameSettings = Settings.GameSettings
--TABS
function activedeactive(thing, val) for _,i in pairs (thing:GetChildren()) do if i:IsA("ImageButton") or i:IsA("TextButton") then if i.Name ~= "header" then i.Active = val end end end end lights.header.MouseButton1Click:connect(function() if curtab ~= 3 then curtab = 3 lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true) siren:TweenPosition(UDim2.new(0, 180, 0, 150), "Out", "Quad", 0.5, true) seats:TweenPosition(UDim2.new(0, 196, 0, 150), "Out", "Quad", 0.5, true) activedeactive(lights,true) activedeactive(siren,false) activedeactive(seats,false) else curtab = 0 lights:TweenPosition(UDim2.new(0, 164, 0, 150), "Out", "Quad", 0.5, true) siren:TweenPosition(UDim2.new(0, 180, 0, 150), "Out", "Quad", 0.5, true) seats:TweenPosition(UDim2.new(0, 196, 0, 150), "Out", "Quad", 0.5, true) end end) siren.header.MouseButton1Click:connect(function() if curtab ~= 2 then curtab = 2 lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true) siren:TweenPosition(UDim2.new(0, 8, 0, 150), "Out", "Quad", 0.5, true) seats:TweenPosition(UDim2.new(0, 196, 0, 150), "Out", "Quad", 0.5, true) activedeactive(lights,false) activedeactive(siren,true) activedeactive(seats,false) else curtab = 0 lights:TweenPosition(UDim2.new(0, 164, 0, 150), "Out", "Quad", 0.5, true) siren:TweenPosition(UDim2.new(0, 180, 0, 150), "Out", "Quad", 0.5, true) seats:TweenPosition(UDim2.new(0, 196, 0, 150), "Out", "Quad", 0.5, true) end end) seats.header.MouseButton1Click:connect(function() if curtab ~= 1 then curtab = 1 lights:TweenPosition(UDim2.new(0, -8, 0, 150), "Out", "Quad", 0.5, true) siren:TweenPosition(UDim2.new(0, 8, 0, 150), "Out", "Quad", 0.5, true) seats:TweenPosition(UDim2.new(0, 24, 0, 150), "Out", "Quad", 0.5, true) activedeactive(lights,false) activedeactive(siren,false) activedeactive(seats,true) else curtab = 0 lights:TweenPosition(UDim2.new(0, 164, 0, 150), "Out", "Quad", 0.5, true) siren:TweenPosition(UDim2.new(0, 180, 0, 150), "Out", "Quad", 0.5, true) seats:TweenPosition(UDim2.new(0, 196, 0, 150), "Out", "Quad", 0.5, true) end end)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = p1.Color or Color3.new(1, 1, 1); local v2 = { Name = "ColorPicker", Title = p1.Title and "Color Picker", Icon = client.MatIcons.Create, Size = { 250, 230 }, MinSize = { 150, 230 }, MaxSize = { math.huge, 230 }, SizeLocked = true }; local u1 = nil; local u2 = v1; function v2.OnClose() if not u1 then u1 = u2; end; end; local v3 = client.UI.Make("Window", v2); local v4 = { Text = "Accept", Size = UDim2.new(1, -10, 0, 20), Position = UDim2.new(0, 5, 0, 175) }; local v5 = {}; function v5.MouseButton1Down() u1 = u2; v3:Close(); end; v4.Events = v5; local v6 = v3:Add("TextButton", v4); local u3 = v1.r; local u4 = v1.g; local u5 = v1.b; local u6 = v3:Add("Frame", { Size = UDim2.new(1, -10, 0, 20), Position = UDim2.new(0, 5, 0, 150), BackgroundColor3 = u2 }); local u7 = nil; local u8 = nil; local u9 = nil; local u10 = nil; local u11 = nil; local u12 = nil; local v7 = { Text = "Red: ", BoxText = u3 * 255, BackgroundTransparency = 1, TextSize = 20, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 0) }; local function u13() u2 = Color3.new(u3, u4, u5); u6.BackgroundColor3 = u2; u7:SetValue(math.floor(u3 * 255)); u8.SliderBar.ImageColor3 = Color3.new(0, 0, 0):lerp(Color3.new(1, 0, 0), u3); u8:SetValue(u3); u9:SetValue(math.floor(u4 * 255)); u10.SliderBar.ImageColor3 = Color3.new(0, 0, 0):lerp(Color3.new(0, 1, 0), u4); u10:SetValue(u4); u11:SetValue(math.floor(u5 * 255)); u12.SliderBar.ImageColor3 = Color3.new(0, 0, 0):lerp(Color3.new(0, 0, 1), u5); u12:SetValue(u5); end; function v7.TextChanged(p2, p3, p4) if tonumber(p2) then local v8 = nil; p2 = math.floor(tonumber(p2)); if p2 < 0 then v8 = true; p2 = 0; elseif p2 > 255 then v8 = true; p2 = 255; end; u3 = p2 / 255; u13(); if v8 then return p2; end; elseif p3 then return u3 * 255; end; end; u7 = v3:Add("StringEntry", v7); u9 = v3:Add("StringEntry", { Text = "Green: ", BoxText = u4 * 255, BackgroundTransparency = 1, TextSize = 20, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 50), TextChanged = function(p5, p6, p7) if tonumber(p5) then local v9 = false; p5 = math.floor(tonumber(p5)); if p5 < 0 then v9 = true; p5 = 0; elseif p5 > 255 then v9 = true; p5 = 255; end; u4 = p5 / 255; u13(); if v9 then return p5; end; elseif p6 then return u4 * 255; end; end }); u11 = v3:Add("StringEntry", { Text = "Blue: ", BoxText = u5 * 255, BackgroundTransparency = 1, TextSize = 20, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 100), TextChanged = function(p8, p9, p10) if tonumber(p8) then local v10 = false; p8 = math.floor(tonumber(p8)); if p8 < 0 then v10 = true; p8 = 0; elseif p8 > 255 then v10 = true; p8 = 255; end; u5 = p8 / 255; u13(); if v10 then return p8; end; elseif p9 then return u5 * 255; end; end }); u8 = v3:Add("Slider", { Percent = u2.r, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 25), OnSlide = function(p11) u3 = p11; u13(); end }); u10 = v3:Add("Slider", { Percent = u2.r, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 75), OnSlide = function(p12) u4 = p12; u13(); end }); u12 = v3:Add("Slider", { Percent = u2.r, Size = UDim2.new(1, -20, 0, 20), Position = UDim2.new(0, 10, 0, 125), OnSlide = function(p13) u5 = p13; u13(); end }); u13(); local l__gTable__11 = v3.gTable; v3:ResizeCanvas(); v3:Ready(); while true do wait(); if u1 then break; end; if not l__gTable__11.Active then break; end; end; return nil; end;
-- DynDS 1.1.1 --------------------------------------------------------------------------------------------------
local P = script.Parent local body = P.Parent local car = body.Parent for i,v in pairs(script:GetChildren()) do if (v:FindFirstChild("Car")) and (v.Car:IsA("ObjectValue")) then v.Car.Value = car end end P.ChildAdded:connect(function(child) if child:IsA("Weld") and (child.Part1) and (child.Part1.Name == "HumanoidRootPart") then local player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if (player) then for i,v in pairs(script:GetChildren()) do v:Clone().Parent = player.PlayerGui end end end end)
--fakehead:Destroy() --tilt:Destroy()
if arms ~= nil and chr.Torso ~= nil then if not chr.Torso:FindFirstChild("Left Shoulder") then local Motor = Instance.new("Motor6D", torso) Motor.Name = "Left Shoulder" Motor.Part0, Motor.Part1 = torso, torso.Parent["Left Arm"] Motor.MaxVelocity = 0.1 Motor.C0 = CFrame.new(-1, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) Motor.C1 = CFrame.new(0.5, 0.5, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) end if not chr.Torso:FindFirstChild("Right Shoulder") then local Motor = Instance.new("Motor6D", torso) Motor.Name = "Right Shoulder" Motor.Part0, Motor.Part1 = torso, torso.Parent["Right Arm"] Motor.MaxVelocity = 0.1 Motor.C0 = CFrame.new(1, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) Motor.C1 = CFrame.new(-0.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) end local sh = {chr.Torso:FindFirstChild("Left Shoulder"), chr.Torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] if chr.HumanoidRootPart:FindFirstChild("Mtweld") then chr.HumanoidRootPart:FindFirstChild("Mtweld"):Destroy() end for _,Child in pairs(arms[2]:GetChildren()) do if Child:IsA("Texture") or Child:IsA("Decal") then Child.Transparency = 0 end end if hrp:FindFirstChild("RootJoint") then hrp.RootJoint.Part1 = torso else local RootJoint = Instance.new("Motor6D",hrp) RootJoint.MaxVelocity, RootJoint.Name = 0.1, "RootJoint" RootJoint.Part0, RootJoint.Part1 = hrp,torso end neck.C0=OriginalC0 end else print("sh") end else print("arms") end Tool.Hig.Value = 0 TweenService:Create(torso.Parent.Humanoid,TweenInfo.new(0.1), {CameraOffset = torso.Parent.Humanoid.CameraOffset + (Vector3.new(0,0,0) - torso.Parent.Humanoid.CameraOffset)}):Play() script.Disabled = true script.Disabled = false wait() script.Speed.Value = 16 chr.Humanoid.WalkSpeed = 16 end Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip)
--[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]]
function Promise.prototype:_andThen(traceback, successHandler, failureHandler) self._unhandledRejection = false -- Create a new promise to follow this part of the chain return Promise._new(traceback, function(resolve, reject) -- Our default callbacks just pass values onto the next promise. -- This lets success and failure cascade correctly! local successCallback = resolve if successHandler then successCallback = createAdvancer( traceback, successHandler, resolve, reject ) end local failureCallback = reject if failureHandler then failureCallback = createAdvancer( traceback, failureHandler, resolve, reject ) end if self._status == Promise.Status.Started then -- If we haven't resolved yet, put ourselves into the queue table.insert(self._queuedResolve, successCallback) table.insert(self._queuedReject, failureCallback) elseif self._status == Promise.Status.Resolved then -- This promise has already resolved! Trigger success immediately. successCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Rejected then -- This promise died a terrible death! Trigger failure immediately. failureCallback(unpack(self._values, 1, self._valuesLength)) elseif self._status == Promise.Status.Cancelled then -- We don't want to call the success handler or the failure handler, -- we just reject this promise outright. reject(Error.new({ error = "Promise is cancelled", kind = Error.Kind.AlreadyCancelled, context = "Promise created at\n\n" .. traceback, })) end end, self) end function Promise.prototype:andThen(successHandler, failureHandler) assert( successHandler == nil or type(successHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) assert( failureHandler == nil or type(failureHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) return self:_andThen(debug.traceback(nil, 2), successHandler, failureHandler) end
--[[-------------------------------------------------------------------- -- nodes for block list (list of active blocks) -- struct BlockCnt: -- previous -- chain (table: BlockCnt) -- breaklist -- list of jumps out of this loop -- nactvar -- # active local variables outside the breakable structure -- upval -- true if some variable in the block is an upvalue (boolean) -- isbreakable -- true if 'block' is a loop (boolean) ----------------------------------------------------------------------]]
--------------------[ FIRING FUNCTIONS ]----------------------------------------------
function Fire_Gun() local FireSound = Handle:FindFirstChild("FireSound") local FlashGui = Main:FindFirstChild("FlashGui") local FlashFX = Main:FindFirstChild("FlashFX") if FireSound then FireSound:Play() end local MockSpread = ( ((not Aimed) and CurrentSpread <= S.Spread.Max and Idleing) and CurrentSpread * S.Spread.Multiplier or CurrentSpread ) CurrentSpread = (MockSpread >= S.Spread.Max and S.Spread.Max or MockSpread) ---------------------------------------------------------------------------------- for _ = 1, (S.GunType.Shot and S.ShotAmount or 1) do local BSpread = CFANG( RAD(RAND(-CurrentSpread, CurrentSpread) / 20), RAD(RAND(-CurrentSpread, CurrentSpread) / 20), RAD(RAND(-CurrentSpread, CurrentSpread) / 20) ) local OriginCF = (Aimed and (S.GuiScope and Head.CFrame or Handle.CFrame) or Head.CFrame) local OriginPos = Main.CFrame.p local Direction = (CF(OriginCF.p, OriginCF.p + OriginCF.lookVector) * BSpread).lookVector if S.InstantHit then local HitObj, HitPos = AdvRayCast(Main.CFrame.p, Direction, S.BulletRange) local HitHumanoid = nil if HitObj then if S.GunType.Explosive then if S.ExplosionSound ~= "" then local SoundPart = Instance.new("Part") SoundPart.Transparency = 1 SoundPart.Anchored = true SoundPart.CanCollide = false SoundPart.CFrame = CFrame.new(HitPos) SoundPart.Parent = game.Workspace local Sound = Instance.new("Sound") Sound.Pitch = S.ExplosionSoundPitch Sound.SoundId = S.ExplosionSound Sound.Volume = S.ExplosionSoundVolume Sound.Parent = SoundPart Sound:Play() delay(1 / 20, function() SoundPart:Destroy() end) end CreateBulletHole(HitPos, HitObj) CreateShockwave(HitPos, S.ExplosionRadius) local E = Instance.new("Explosion") E.BlastPressure = S.ExplosionPressure E.BlastRadius = S.ExplosionRadius E.DestroyJointRadiusPercent = (S.RangeBasedDamage and 0 or 1) E.ExplosionType = S.ExplosionType E.Position = HitPos E.Hit:connect(function(HObj, HDist) if HObj.Name == "Torso" and (not HObj:IsDescendantOf(Character)) then if S.RangeBasedDamage then local Dir = (HObj.Position - HitPos).unit local H, P = AdvRayCast(HitPos - Dir, Dir, 999) local RayHitHuman = H:IsDescendantOf(HObj.Parent) if (S.RayCastExplosions and RayHitHuman) or (not S.RayCastExplosions) then local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local DistFactor = HDist / S.ExplosionRadius local DistInvert = math.max(1 - DistFactor,0) local NewDamage = DistInvert * S.Damage local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(NewDamage) MarkHit() end end else local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid MarkHit() end end end end) E.Parent = game.Workspace else HitHumanoid = Damage(HitObj, HitPos) end end local FinalHitPos = HitPos if S.Penetration > 0 and (not S.GunType.Explosive) then FinalHitPos = PenetrateWall(HitPos, Direction, HitHumanoid, OriginPos) end if S.BulletTrail and S.TrailTransparency ~= 1 then local Trail = Instance.new("Part") Trail.BrickColor = S.TrailColor Trail.Transparency = S.TrailTransparency Trail.Anchored = true Trail.CanCollide = false Trail.Size = VEC3(1, 1, 1) local Mesh = Instance.new("BlockMesh") Mesh.Offset = VEC3(0, 0, -(FinalHitPos - OriginPos).magnitude / 2) Mesh.Scale = VEC3(S.TrailThickness, S.TrailThickness, (FinalHitPos - OriginPos).magnitude) Mesh.Parent = Trail Trail.Parent = Gun_Ignore Trail.CFrame = CF(OriginPos, FinalHitPos) delay(S.TrailVisibleTime, function() if S.TrailDisappearTime > 0 then local X = 0 while true do if X == 90 then break end if (not Selected) then break end local NewX = X + (1.5 / S.TrailDisappearTime) X = (NewX > 90 and 90 or NewX) local Alpha = X / 90 Trail.Transparency = NumLerp(S.TrailTransparency, 1, Alpha) RS:wait() end Trail:Destroy() else Trail:Destroy() end end) end else local Bullet = CreateBullet(Direction) local LastPos = Main.CFrame.p local TotalDistTraveled = 0 local HitHumanoid = nil spawn(function() while true do RS:wait() if TotalDistTraveled >= S.BulletRange then Bullet:Destroy() break end local DistTraveled = (Bullet.Position - LastPos).magnitude local HitObj, HitPos = AdvRayCast(LastPos, (Bullet.Position - LastPos).unit, DistTraveled) if HitObj then if S.GunType.Explosive then if S.ExplosionSound ~= "" then local Sound = Instance.new("Sound") Sound.Pitch = S.ExplosionSoundPitch Sound.SoundId = S.ExplosionSound Sound.Volume = S.ExplosionSoundVolume Sound.Parent = Bullet Sound:Play() end CreateBulletHole(HitPos, HitObj) CreateShockwave(HitPos, S.ExplosionRadius) local E = Instance.new("Explosion") E.BlastPressure = S.ExplosionPressure E.BlastRadius = S.ExplosionRadius E.DestroyJointRadiusPercent = (S.RangeBasedDamage and 0 or 1) E.ExplosionType = S.ExplosionType E.Position = HitPos E.Hit:connect(function(HObj, HDist) if HObj.Name == "Torso" and (not HObj:IsDescendantOf(Character)) then if S.RangeBasedDamage then local Dir = (HObj.Position - HitPos).unit local H, P = AdvRayCast(HitPos - Dir, Dir, 999) local RayHitHuman = H:IsDescendantOf(HObj.Parent) if (S.RayCastExplosions and RayHitHuman) or (not S.RayCastExplosions) then local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local DistFactor = HDist / S.ExplosionRadius local DistInvert = math.max(1 - DistFactor,0) local NewDamage = DistInvert * S.Damage local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(NewDamage) MarkHit() end end else local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid MarkHit() end end end end) E.Parent = game.Workspace else HitHumanoid = Damage(HitObj, HitPos) end if S.Penetration > 0 and (not S.GunType.Explosive) then PenetrateWall(HitPos, (Bullet.Position - LastPos).unit, HitHumanoid, OriginPos, Bullet) else Bullet:Destroy() end break else LastPos = Bullet.Position TotalDistTraveled = TotalDistTraveled + DistTraveled end end end) if S.BulletTrail and S.TrailTransparency ~= 1 then spawn(function() local LastPos2 = nil while true do if LastPos2 then if (not Bullet:IsDescendantOf(game)) then break end Bullet.CFrame = CFrame.new(Bullet.CFrame.p, Bullet.CFrame.p + Bullet.Velocity) local Trail = Instance.new("Part") Trail.BrickColor = S.TrailColor Trail.Transparency = S.TrailTransparency Trail.Anchored = true Trail.CanCollide = false Trail.Size = VEC3(1, 1, 1) local Mesh = Instance.new("BlockMesh") Mesh.Offset = VEC3(0, 0, -(Bullet.Position - LastPos2).magnitude / 2) Mesh.Scale = VEC3(S.TrailThickness, S.TrailThickness, (Bullet.Position - LastPos2).magnitude) Mesh.Parent = Trail Trail.Parent = Gun_Ignore Trail.CFrame = CF(LastPos2, Bullet.Position) delay(S.TrailVisibleTime, function() if S.TrailDisappearTime > 0 then local X = 0 while true do if X == 90 then break end if (not Selected) then break end local NewX = X + (1.5 / S.TrailDisappearTime) X = (NewX > 90 and 90 or NewX) local Alpha = X / 90 Trail.Transparency = NumLerp(S.TrailTransparency, 1, Alpha) RS:wait() end Trail:Destroy() else Trail:Destroy() end end) LastPos2 = Bullet.Position else LastPos2 = Main.CFrame.p end RS:wait() end end) end end end ---------------------------------------------------------------------------------- local RecoilX = RAD(CurrentRecoil * RAND(1, 1.5, 0.1)) * StanceSway local RecoilY = RAD(CurrentRecoil * RAND(-2, 2, 0.1)) * StanceSway RotCamera(RecoilX, RecoilY, true, 0.06) delay(0.05, function() RotCamera(-RecoilX / 5, -RecoilY / 5, true, 0.1) end) if Idleing and (not Walking) and (not Aimed) then local SpreadScale = (CurrentSpread / S.Spread.Max) * 50 Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 70 + 2 * SpreadScale, 0, 70 + 2 * SpreadScale), UDim2.new(0, -35 - SpreadScale, 0, -35 - SpreadScale), "Out", "Linear", 0.1, true ) end local KickSide = ( ( { CurrentRecoil * (RAND(1, 5, 1) / 150); CurrentRecoil * (RAND(1, 5, 1) / -150) } )[math.random(1, 2)] ) * StanceSway local KickBack = CurrentRecoil * StanceSway * 0.3 local KickUp = RAD(90 + (CurrentRecoil * RAND(1.3, 1.4, 0.01) * StanceSway)) TweenJoint(AnimWeld, CF(KickSide, 1, -KickBack), CFANG(KickUp - RAD(90), 0, 0), Linear, 1 / 12) if FlashFX then FlashFX.Enabled = true end if FlashGui then FlashGui.Enabled = true FlashGui.Label.Rotation = RAND(0, 360) end delay(1 / 30, function() if Idleing and (not Walking) and (not Aimed) then Gui_Clone.CrossHair.Box:TweenSizeAndPosition( UDim2.new(0, 70, 0, 70), UDim2.new(0, -35, 0, -35), "Out", "Linear", S.AimSpeed, (not Aimed) ) end if (not Aiming) and (not RunTween) then TweenJoint(AnimWeld, CF(0, 1, 0), CF(), Linear, 0.15) end if FlashFX then FlashFX.Enabled = false end if FlashGui then FlashGui.Enabled = false end end) end function MarkHit() spawn(function() if Gui_Clone:IsDescendantOf(game) then Gui_Clone.HitMarker.Visible = true local StartMark = tick() LastMark = StartMark wait(0.5) if LastMark <= StartMark then Gui_Clone.HitMarker.Visible = false end end end) end
--// Tables
local L_98_ = { "285421759"; "151130102"; "151130171"; "285421804"; "287769483"; "287769415"; "285421687"; "287769261"; "287772525"; "287772445"; "287772351"; "285421819"; "287772163"; } local L_99_ = { "2282590559"; "2282583154"; "2282584222"; "2282584708"; "2282585118"; "2282586860"; "2282587182"; "2282587628"; "2282588117"; "2282588433"; "2282576973"; "2282577954"; "2282578595"; "2282579272"; "2282579760"; "2282580279"; "2282580551"; "2282580935"; "2282582377"; "2282582717"; "2282449653"; } local L_100_ = { "2297264589"; "2297264920"; "2297265171"; "2297265394"; "2297266410"; "2297266774"; "2297267106"; "2297267463"; "2297267748"; "2297268261"; "2297268486"; "2297268707"; "2297268894"; "2297269092"; "2297269542"; "2297269946"; "2297270243"; "2297270591"; "2297270984"; "2297271381"; "2297271626"; "2297272112"; "2297272424"; } local L_101_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace) L_101_.Name = "BulletModel: " .. L_2_.Name local L_102_ local L_103_ = L_24_.Ammo local L_104_ = L_24_.StoredAmmo * L_24_.MagCount local L_105_ = L_24_.ExplosiveAmmo IgnoreList = { L_3_, L_101_, L_5_ }
-- declarations
local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/button.wav") local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3") sRunning.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid")
--Loop For Making Rays For The Bullet's Trajectory
for i = 1, 30 do local thisOffset = offset + Vector3.new(0, yOffset*(i-1), 0) local travelRay = Ray.new(point1,thisOffset) local hit, position = workspace:FindPartOnRay(travelRay, parts.Parent) local distance = (position - point1).magnitude round.Size = Vector3.new(0.6, distance, 0.6) round.CFrame = CFrame.new(position, point1) * CFrame.new(0, 0, -distance/2) * CFrame.Angles(math.rad(90),0,0) round.Parent = workspace point1 = point1 + thisOffset if hit then round:remove() local e = Instance.new("Explosion") e.BlastRadius = 6 e.BlastPressure = 1600 e.Position = position e.Parent = workspace e.ExplosionType = Enum.ExplosionType.NoCraters e.DestroyJointRadiusPercent = 1 local players = game.Players:getChildren() for i = 1, #players do if players[i].TeamColor ~= script.Parent.Parent.Tank.Value then --if he's not an ally character = players[i].Character if character then torso = character:findFirstChild'Torso' if torso then torsoPos = torso.Position origPos = round.Position local ray = Ray.new(origPos, torsoPos-origPos) local hit, position = game.Workspace:FindPartOnRayWithIgnoreList(ray,ignoreList) if hit then if hit.Parent == character then human = hit.Parent:findFirstChild("Humanoid") if human then distance = (position-origPos).magnitude
-- Activation]:
if TurnCharacterToMouse == true then MseGuide = true HeadHorFactor = 0 BodyHorFactor = 0 end game:GetService("RunService").RenderStepped:Connect(function() local CamCF = Cam.CoordinateFrame if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[Check for the Torso and Head...] local TrsoLV = Trso.CFrame.lookVector local HdPos = Head.CFrame.p if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.] if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then local Dist = nil; local Diff = nil; if not MseGuide then --[If not tracking the Mouse then get the Camera.] Dist = (Head.CFrame.p-CamCF.p).magnitude Diff = Head.CFrame.Y-CamCF.Y if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else --[R15s actually have the properly oriented Neck CFrame.] Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2) end else local Point = Mouse.Hit.p Dist = (Head.CFrame.p-Point).magnitude Diff = Head.CFrame.Y-Point.Y if not IsR6 then Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2) Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2) else Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2) end end end end end if TurnCharacterToMouse == true then Hum.AutoRotate = false Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2) else Hum.AutoRotate = true end end)
-- скрипт отслеживания построек
local Players = game:GetService("Players") local ServerScriptService = game:GetService("ServerScriptService") -- подключение серверных скриптов local DataStore2 = require(ServerScriptService.DataStore2) -- подключение модуля DataStore2 BaseName = game.Workspace.BaseName.Value -- чтение имени базы данных local GWP = game.Workspace.WorldPlayers -- local player = Players:FindFirstChild(script.Parent.Parent.Name) me = script.Parent
-- Set both mobile touch gui and control
function GuiController:setMobileTouchGuiEnabled(mobileTouchGuiEnabled: boolean) self.UserInputService.ModalEnabled = not mobileTouchGuiEnabled -- Update player controls since ModalEnabled doesn't update player control self:setPlayerControlsEnabled(mobileTouchGuiEnabled) end
---------------------------------------------------------------------
local CFrameUtility = {} function CFrameUtility.Encode( cframe: CFrame ): string? return HttpService:JSONEncode( cframe:GetComponents() ) end function CFrameUtility.Decode( jsonTable: string ): CFrame? return CFrame.new( unpack(HttpService:JSONDecode(jsonTable)) ) end return CFrameUtility
--[Pre-Funcs]:
local Ang = CFrame.Angles --[Storing these as variables so I dont have to type them out.] local aSin = math.asin local aTan = math.atan
-- print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
-- / Configuration / --
local Configuration = script.Configuration
-- Get references to the DockShelf and its children
local fldr = script.Parent.Parent local Pop = script.Parent.Parent.Parent.Popular local Trcks = script.Parent.Parent.Parent.Tracks local Serch = script.Parent.Parent.Parent.SearchTracks local SerchVal = script.Parent.Parent.Parent.SearchActive local btn = script.Parent local function toggleWindow() if SerchVal.Value == true then -- Close the window by tweening back to the button position and size fldr:TweenSizeAndPosition( UDim2.new(1, 0, 0.022, 0), UDim2.new(0.0,0,0.978,0), 'Out', 'Quad', 0.4, false, function() fldr.Visible = false Pop.Visible = false Trcks.Visible = false Serch.Visible = true end ) elseif SerchVal.Value == false then fldr:TweenSizeAndPosition( UDim2.new(1, 0, 0.022, 0), UDim2.new(0.0,0,0.978,0), 'Out', 'Quad', 0.4, false, function() fldr.Visible = false Pop.Visible = true Trcks.Visible = true Serch.Visible = false end ) end end
-- DO NOT MESS WITH THE SCRIPT UNLESS YOU KNOW WHAT YOU'RE DOING! -- DO NOT CHANGE FOOTSTEPS SCRIPT NAME OR IT WONT WORK.
game.Players.ChildAdded:connect(function(plr) plr.CharacterAdded:connect(function(char) if plr.ClassName == "Player" then if plr.Character:FindFirstChild("Sound") then plr.Character:FindFirstChild("Sound"):remove() else return end local footsteps = script.FootSteps:clone() footsteps.Parent = plr.Character footsteps.Disabled = false else return end end) end)
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Part.Transparency = 1 local Object = Tool.Handle:Clone() Object.Parent = workspace Object.Part.Transparency = 0 Object.Swing.Pitch = Random.new():NextInteger(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Trail.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object end PowerRemote.OnServerEvent:Connect(function(player, Power) local holder = getPlayer() if holder ~= player then return end AttackVelocity = Power end) TossRemote.OnServerEvent:Connect(function(player, mousePosition) local holder = getPlayer() if holder ~= player then return end if Cooldown.Value == true then return end Cooldown.Value = true local holder = getPlayer() if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then TossRemote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) task.wait(CooldownTime) Cooldown.Value = false end) Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
--[[ Local Functions ]]
-- local function onShiftLockToggled() IsShiftLocked = not IsShiftLocked if IsShiftLocked then ShiftLockIcon.Image = SHIFT_LOCK_ON Mouse.Icon = SHIFT_LOCK_CURSOR else ShiftLockIcon.Image = SHIFT_LOCK_OFF Mouse.Icon = "" end ShiftLockController.OnShiftLockToggled:Fire() end local function initialize() if ScreenGui then ScreenGui:Destroy() ScreenGui = nil end ScreenGui = Instance.new('ScreenGui') ScreenGui.Name = "ControlGui" local frame = Instance.new('Frame') frame.Name = "BottomLeftControl" frame.Size = UDim2.new(0, 130, 0, 46) frame.Position = UDim2.new(0, 0, 1, -46) frame.BackgroundTransparency = 1 frame.Parent = ScreenGui ShiftLockIcon = Instance.new('ImageButton') ShiftLockIcon.Name = "MouseLockLabel" ShiftLockIcon.Size = UDim2.new(0, 62, 0, 62) ShiftLockIcon.Position = UDim2.new(0, 2, 0, -65) ShiftLockIcon.BackgroundTransparency = 1 ShiftLockIcon.Image = IsShiftLocked and SHIFT_LOCK_ON or SHIFT_LOCK_OFF ShiftLockIcon.Visible = IsShiftLockMode ShiftLockIcon.Parent = frame ShiftLockIcon.MouseButton1Click:connect(onShiftLockToggled) ScreenGui.Parent = PlayerGui end
-- Axis names corresponding to each face
local FaceAxisNames = { [Enum.NormalId.Top] = 'Y'; [Enum.NormalId.Bottom] = 'Y'; [Enum.NormalId.Front] = 'Z'; [Enum.NormalId.Back] = 'Z'; [Enum.NormalId.Left] = 'X'; [Enum.NormalId.Right] = 'X'; }; function ShowHandles() -- Creates and automatically attaches handles to the currently focused part -- Autofocus handles on latest focused part if not Connections.AutofocusHandle then Connections.AutofocusHandle = Selection.FocusChanged:Connect(ShowHandles); end; -- If handles already exist, only show them if ResizeTool.Handles then ResizeTool.Handles:SetAdornee(Selection.Focus) return end local AreaPermissions local function OnHandleDragStart() -- Prepare for resizing parts when the handle is clicked -- Prevent selection Core.Targeting.CancelSelecting(); -- Indicate resizing via handles HandleResizing = true; -- Stop parts from moving, and capture the initial state of the parts InitialState = PreparePartsForResizing(); -- Track the change TrackChange(); -- Cache area permissions information if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); end; end local function OnHandleDrag(Face, Distance) -- Update parts when the handles are moved -- Only resize if handle is enabled if not HandleResizing then return; end; -- Calculate the increment-aligned drag distance Distance = GetIncrementMultiple(Distance, ResizeTool.Increment); -- Resize the parts on the selected faces by the calculated distance local Success, Adjustment = ResizePartsByFace(Face, Distance, ResizeTool.Directions, InitialState); -- If the resizing did not succeed, resize according to the suggested adjustment if not Success then ResizePartsByFace(Face, Adjustment, ResizeTool.Directions, InitialState); end; -- Update the "studs resized" indicator if ResizeTool.UI then ResizeTool.UI.Changes.Text.Text = 'resized ' .. Support.Round(math.abs(Adjustment or Distance), 3) .. ' studs'; end; -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; end local function OnHandleDragEnd() if not HandleResizing then return end -- Disable resizing HandleResizing = false; -- Prevent selection Core.Targeting.CancelSelecting(); -- Make joints, restore original anchor and collision states for Part, State in pairs(InitialState) do Part:MakeJoints(); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end -- Create the handles local Handles = require(Libraries:WaitForChild 'Handles') ResizeTool.Handles = Handles.new({ Color = ResizeTool.Color.Color, Parent = Core.UIContainer, Adornee = Selection.Focus, OnDragStart = OnHandleDragStart, OnDrag = OnHandleDrag, OnDragEnd = OnHandleDragEnd }) end; function HideHandles() -- Hides the resizing handles -- Make sure handles exist and are visible if not ResizeTool.Handles then return; end; -- Hide the handles ResizeTool.Handles = ResizeTool.Handles:Destroy() -- Clear unnecessary resources ClearConnection 'AutofocusHandle'; end; function ResizePartsByFace(Face, Distance, Directions, InitialStates) -- Resizes the selection on face `Face` by `Distance` studs, in the given `Directions` -- Adjust the size increment to the resizing direction mode if Directions == 'Both' then Distance = Distance * 2; end; -- Calculate the increment vector for this resizing local AxisSizeMultiplier = AxisSizeMultipliers[Face]; local IncrementVector = Distance * AxisSizeMultiplier; -- Get name of axis the resize will occur on local AxisName = FaceAxisNames[Face]; -- Check for any potential undersizing or oversizing local ShortestSize, ShortestPart, LongestSize, LongestPart; for Part, InitialState in pairs(InitialStates) do -- Calculate target size for this resize local TargetSize = InitialState.Size[AxisName] + Distance; -- If target size is under 0.05, note if it's the shortest size if TargetSize < 0.049999 and (not ShortestSize or (ShortestSize and TargetSize < ShortestSize)) then ShortestSize, ShortestPart = TargetSize, Part; -- If target size is over 2048, note if it's the longest size elseif TargetSize > 2048 and (not LongestSize or (LongestSize and TargetSize > LongestSize)) then LongestSize, LongestPart = TargetSize, Part; end; end; -- Return adjustment for undersized parts (snap to lowest possible valid increment multiple) if ShortestSize then local InitialSize = InitialStates[ShortestPart].Size[AxisName]; local TargetSize = InitialSize - ResizeTool.Increment * tonumber((tostring((InitialSize - 0.05) / ResizeTool.Increment):gsub('%..+', ''))); return false, Distance + TargetSize - ShortestSize; end; -- Return adjustment for oversized parts (snap to highest possible valid increment multiple) if LongestSize then local TargetSize = ResizeTool.Increment * tonumber((tostring(2048 / ResizeTool.Increment):gsub('%..+', ''))); return false, Distance + TargetSize - LongestSize; end; -- Resize each part for Part, InitialState in pairs(InitialStates) do -- Perform the size change depending on shape if Part:IsA 'Part' then -- Resize spheres on all axes if Part.Shape == Enum.PartType.Ball then Part.Size = InitialState.Size + Vector3.new(Distance, Distance, Distance); -- Resize cylinders on both Y & Z axes for circle sides elseif Part.Shape == Enum.PartType.Cylinder and AxisName ~= 'X' then Part.Size = InitialState.Size + Vector3.new(0, Distance, Distance); -- Resize block parts and cylinder lengths normally else Part.Size = InitialState.Size + IncrementVector; end; -- Perform the size change normally on all other parts else Part.Size = InitialState.Size + IncrementVector; end; -- Offset the part when resizing in the normal, one direction if Directions == 'Normal' then Part.CFrame = InitialState.CFrame * CFrame.new(AxisPositioningMultipliers[Face] * Distance / 2); -- Keep the part centered when resizing in both directions elseif Directions == 'Both' then Part.CFrame = InitialState.CFrame; end; end; -- Indicate that the resizing happened successfully return true; end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the current directions mode if ResizeTool.Directions == 'Normal' then SetDirections('Both'); elseif ResizeTool.Directions == 'Both' then SetDirections('Normal'); end; -- Nudge up if the 8 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then NudgeSelectionByFace(Enum.NormalId.Top); -- Nudge down if the 2 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then NudgeSelectionByFace(Enum.NormalId.Bottom); -- Nudge forward if the 9 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then NudgeSelectionByFace(Enum.NormalId.Front); -- Nudge backward if the 1 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then NudgeSelectionByFace(Enum.NormalId.Back); -- Nudge left if the 4 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then NudgeSelectionByFace(Enum.NormalId.Left); -- Nudge right if the 6 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then NudgeSelectionByFace(Enum.NormalId.Right); -- Start snapping when the R key is pressed down, and it's not the selection clearing hotkey elseif InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then StartSnapping(); end; end)); -- Track ending user input while this tool is equipped table.insert(Connections, UserInputService.InputEnded:Connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this is input from the keyboard if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Finish snapping when the R key is released, and it's not the selection clearing hotkey if InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then FinishSnapping(); -- If - key was released, focus on increment input elseif (InputInfo.KeyCode.Name == 'Minus') or (InputInfo.KeyCode.Name == 'KeypadMinus') then if ResizeTool.UI then ResizeTool.UI.IncrementOption.Increment.TextBox:CaptureFocus() end end end)); end; function SetAxisSize(Axis, Size) -- Sets the selection's size on axis `Axis` to `Size` -- Track this change TrackChange(); -- Prepare parts to be resized local InitialStates = PreparePartsForResizing(); -- Update each part for Part, InitialState in pairs(InitialStates) do -- Set the part's new size Part.Size = Vector3.new( Axis == 'X' and Size or Part.Size.X, Axis == 'Y' and Size or Part.Size.Y, Axis == 'Z' and Size or Part.Size.Z ); -- Keep the part in place Part.CFrame = InitialState.CFrame; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to resize parts towards the end destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialStates) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialStates) do Part:MakeJoints(); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function NudgeSelectionByFace(Face) -- Nudges the size of the selection in the direction of the given face -- Get amount to nudge by local NudgeAmount = ResizeTool.Increment; -- Reverse nudge amount if shift key is held while nudging local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode')); if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then NudgeAmount = -NudgeAmount; end; -- Track this change TrackChange(); -- Prepare parts to be resized local InitialState = PreparePartsForResizing(); -- Perform the resizing local Success, Adjustment = ResizePartsByFace(Face, NudgeAmount, ResizeTool.Directions, InitialState); -- If the resizing did not succeed, resize according to the suggested adjustment if not Success then ResizePartsByFace(Face, Adjustment, ResizeTool.Directions, InitialState); end; -- Update "studs resized" indicator if ResizeTool.UI then ResizeTool.UI.Changes.Text.Text = 'resized ' .. Support.Round(Adjustment or NudgeAmount, 3) .. ' studs'; end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to resize parts towards the end destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.Size = State.Size; Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialState) do Part:MakeJoints(); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Parts); BeforeSize = {}; AfterSize = {}; BeforeCFrame = {}; AfterCFrame = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Size = Record.BeforeSize[Part], CFrame = Record.BeforeCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncResize', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, Size = Record.AfterSize[Part], CFrame = Record.AfterCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncResize', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.BeforeSize[Part] = Part.Size; HistoryRecord.BeforeCFrame[Part] = Part.CFrame; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.AfterSize[Part] = Part.Size; HistoryRecord.AfterCFrame[Part] = Part.CFrame; table.insert(Changes, { Part = Part, Size = Part.Size, CFrame = Part.CFrame }); end; -- Send the change to the server Core.SyncAPI:Invoke('SyncResize', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function PreparePartsForResizing() -- Prepares parts for resizing and returns the initial state of the parts local InitialState = {}; -- Stop parts from moving, and capture the initial state of the parts for _, Part in pairs(Selection.Parts) do InitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, Size = Part.Size, CFrame = Part.CFrame }; Part.Anchored = true; Part.CanCollide = false; Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); end; return InitialState; end; function GetIncrementMultiple(Number, Increment) -- Get how far the actual distance is from a multiple of our increment local MultipleDifference = Number % Increment; -- Identify the closest lower and upper multiples of the increment local LowerMultiple = Number - MultipleDifference; local UpperMultiple = Number - MultipleDifference + Increment; -- Calculate to which of the two multiples we're closer local LowerMultipleProximity = math.abs(Number - LowerMultiple); local UpperMultipleProximity = math.abs(Number - UpperMultiple); -- Use the closest multiple of our increment as the distance moved if LowerMultipleProximity <= UpperMultipleProximity then Number = LowerMultiple; else Number = UpperMultiple; end; return Number; end;
--!strict --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * ]]
local Packages = script.Parent.Parent local LuauPolyfill = require(Packages.LuauPolyfill) local setTimeout = LuauPolyfill.setTimeout return function(task) -- deviation: Replace with setImmediate once we create an equivalent polyfill return setTimeout(task, 0) end
-- Update the cutscene every render frame
RunService.RenderStepped:Connect(function(Delta) Demo:Update(Delta) end) if PlayOnPlayerJoin and PlayOnPlayerJoin.Value then -- Play the cutscene PlayCutscene() end if PlayOnPartTouch then local part = script.PlayOnPartTouch.Value if part and part:IsA("BasePart") then part.Touched:Connect(function(hit) if hit.Parent == Player.Character then PlayCutscene() end end) end PlayOnPartTouch:Destroy() end if PlayOnEventFire then local e = PlayOnEventFire.Value if e and e:IsA("BindableEvent") then e.Event:Connect(PlayCutscene) end PlayOnEventFire:Destroy() end if PlayOnRemoteEventFire then local e = PlayOnRemoteEventFire.Value if e and e:IsA("RemoteEvent") then e.OnClientEvent:Connect(PlayCutscene) end PlayOnRemoteEventFire:Destroy() end if StopOnRemoteEventFire then local e = StopOnRemoteEventFire.Value if e and e:IsA("RemoteEvent") then e.OnClientEvent:Connect(function() Demo:Stop() end) end StopOnRemoteEventFire:Destroy() end if StopOnRemoteEventFire then local e = StopOnRemoteEventFire.Value if e and e:IsA("RemoteEvent") then e.OnClientEvent:Connect(function() Demo:Stop() end) end StopOnRemoteEventFire:Destroy() end if CutsceneGui then CutsceneGui.Parent = Player:WaitForChild("PlayerGui") local SkipCutsceneButton = CutsceneGui:FindFirstChild("SkipCutscene", true) local PlayCutsceneButton = CutsceneGui:FindFirstChild("PlayCutscene", true) if SkipCutsceneButton and SkipCutsceneButton:IsA("GuiButton") then SkipCutsceneButton.MouseButton1Click:Connect(function() Demo:Stop() end) end if PlayCutsceneButton and PlayCutsceneButton:IsA("GuiButton") then PlayCutsceneButton.MouseButton1Click:Connect(function() PlayCutscene() end) end Demo.EStop.Event:Connect(function() CutsceneGui.Enabled = false end) end local Character = Player.Character or Player.CharacterAdded:Wait() if PlayOnCharacterAdded and PlayOnCharacterAdded.Value then PlayCutscene() end if PlayOnCharacterDied and PlayOnCharacterDied.Value then local Humanoid = Character:WaitForChild("Humanoid") Character:WaitForChild("Humanoid").Died:Connect(function() PlayCutscene() end) end PlayOnCharacterAdded:Destroy()
--print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")")
idx = idx + 1 end end end
---Controller
local Controller=false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0 local DPadUp = 0 function DealWithInput(input,IsRobloxFunction) if Controller then if input.KeyCode ==Enum.KeyCode.ButtonX then if input.UserInputState == Enum.UserInputState.Begin then ButtonX=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonX=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonY then if input.UserInputState == Enum.UserInputState.Begin then ButtonY=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonY=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonL1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonL1=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR1=0 end elseif input.KeyCode ==Enum.KeyCode.DPadLeft then if input.UserInputState == Enum.UserInputState.Begin then DPadUp=1 elseif input.UserInputState == Enum.UserInputState.End then DPadUp=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR3=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR3=0 end end if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads if input.KeyCode == Enum.KeyCode.Thumbstick1 then LStickX = input.Position.X elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then RStickX = input.Position.X RStickY = input.Position.Y elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder RTriggerValue = input.Position.Z elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder LTriggerValue = input.Position.Z end end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too UserInputService.InputEnded:connect(DealWithInput) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(Binded) do run:UnbindFromRenderStep(v) end workspace.CurrentCamera.CameraType=Enum.CameraType.Custom workspace.CurrentCamera.FieldOfView=70 player.CameraMaxZoomDistance=400 getC(car.Misc.Anims,0) getC(player.Character,0) end end) function Camera() local cam=workspace.CurrentCamera local intcam=false local CRot=0 local CBack=0 local CUp=0 local mode=0 local look=0 local camChange = 0 local function CamUpdate() if not pcall (function() if camChange==0 and DPadUp==1 then intcam = not intcam end camChange=DPadUp if mode==1 then if math.abs(RStickX)>.1 then local sPos=1 if RStickX<0 then sPos=-1 end if intcam then CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80 else CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90 end else CRot=0 end if math.abs(RStickY)>.1 then local sPos=1 if RStickY<0 then sPos=-1 end if intcam then CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30 else CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30) end else CUp=0 end else if CRot>look then CRot=math.max(look,CRot-20) elseif CRot<look then CRot=math.min(look,CRot+20) end CUp=0 end if intcam then CBack=0 else CBack=-180*ButtonR3 end if intcam then getC(car.Misc.Anims,1) getC(player.Character,1) cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Scriptable cam.FieldOfView=80 player.CameraMaxZoomDistance=0 local cf=car.Body.Cam.CFrame if ButtonR3==1 then cf=car.Body.RCam.CFrame end if apexlook then look = car.Body.bal.Orientation.Z/3 end cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,math.rad(-car.Body.bal.Orientation.Z)) else getC(car.Misc.Anims,0) getC(player.Character,0) cam.CameraSubject=car.DriveSeat cam.FieldOfView=70 if mode==0 then cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") else cam.CameraType = "Scriptable" local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end end end) then cam.FieldOfView=70 cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") end end local function ModeChange() if GMode~=mode then mode=GMode run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end mouse.KeyDown:connect(function(key) if key=="v" then run:UnbindFromRenderStep("CamUpdate") intcam=not intcam run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end) run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange) table.insert(Binded,"CamUpdate") table.insert(Binded,"CMChange") end Camera() mouse.KeyDown:connect(function(key) if key=="b" then if GMode>=1 then GMode=0 else GMode=GMode+1 end if GMode==1 then Controller=true else Controller=false end end end)
--// Techyfied \\-- -- For info, visit https://devforum.roblox.com/t/623798 -- -- Put in ReplicatedFirst to make it work --
local ChatService = game:GetService("Chat") -- Gets the Chat service ChatService.BubbleChatEnabled = true -- Enables the bubble chat local settings = { --[[ DELETE THIS LINE IF YOU HAVE BACKGROUND IMAGE BackgroundImage = { Image = "rbxassetid://6733332557", ScaleType = Enum.ScaleType.Slice, SliceCenter = Rect.new(40, 40, 360, 160), SliceScale = 0.5 }, DELETE THIS LINE IF YOU HAVE BACKGROUND IMAGE ]] --[[ DELETE THIS LINE IF YOU WANT GRADIENT BACKGROUND BackgroundGradient = { Enabled = true, Rotation = 90, Color = ColorSequence.new(Color3.fromRGB(150, 225, 255), Color3.fromRGB(50, 115, 255)), Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 0.2), NumberSequenceKeypoint.new(1, 0.5) }) }, DELETE THIS LINE IF YOU WANT GRADIENT BACKGROUND]] BubbleDuration = 15, -- How long the bubble chat should stay on player's head MaxBubbles = 3, -- How many bubbles can be on a players head at one time BackgroundColor3 = Color3.fromRGB(250, 250, 250), -- Background Color of the bubblechat TextColor3 = Color3.fromRGB(57, 59, 61), -- Text Color of the bubble chat TextSize = 16, -- Text size of the text in bubble chat Font = Enum.Font.GothamSemibold, -- Font of the text in bubble chat Transparency = .1, -- Transparency of the bubble chat (0-1) CornerRadius = UDim.new(0, 12), -- CornerRadius of the bubble chat TailVisible = true, -- Visiblity of the tail located under bubble chat Padding = 8, -- Extra Height of each bubble chat (in studs) MaxWidth = 300, -- Max width possible for the bubble chat (in studs) VerticalStudsOffset = 0, -- How far (in studs) the bubble will appear from player's head (in studs) BubblesSpacing = 6, -- Spacing between each bubble chat MinimizeDistance = 40, -- The minimum distance a player must be to see the bubbles. Else it'll appear like "..." MaxDistance = 100, -- The maximum distance a player must be to see the bubble chat. If they're far than this, the chat text will appear like "..." --[[ DELETE THIS LINE IF YOU WANT CUSTOM ANIMATION SizeAnimation = { SpringDampingRatio = 0.25 }, TransparencyAnimation = { SpringFrequency = 3 }, DELETE THIS LINE IF YOU WANT CUSTOM ANIMATION]] } pcall(function() game:GetService("Chat"):SetBubbleChatSettings(settings) end)
--[=[ Utility functions primarily used to bind animations into update loops of the Roblox engine. @class StepUtils ]=]
local HttpService = game:GetService("HttpService") local RunService = game:GetService("RunService") local StepUtils = {}
-- torsoPos = torsoPos * 2 -- Turn Impeded?, off
-- Distance = 10 end -- if no target? end -- Logic 0
----[[ Color Settings ]]
module.BackGroundColor = Color3.new(0, 0, 0) module.DefaultMessageColor = Color3.new(1, 1, 1) module.DefaultChatColor = Color3.fromRGB(200, 200, 200) module.DefaultNameColor = Color3.new(1, 1, 1) module.ChatBarBackGroundColor = Color3.new(0, 0, 0) module.ChatBarBoxColor = Color3.new(1, 1, 1) module.ChatBarTextColor = Color3.new(0, 0, 0) module.ChannelsTabUnselectedColor = Color3.new(0, 0, 0) module.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255) module.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142) module.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102) module.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50) module.DefaultPrefix = "" module.DefaultPrefixColor = Color3.fromRGB(255,255,255)
--AdditionPerIntelligence: Increase to heal power per Intelligence. --BaseHeal: How much it will heal before any attribute modifiers. --Cooldown: How long you have to wait before you can cast again. --ManaCost: The amount of MP needs to cast. --Offset: The offset to heal amount. (Example: If set to 2, it will randomly add or subtract anything from -2 to +2.)
Tool = script.Parent Debris = Game:GetService("Debris") script.Parent.ToolTip = "Cost: " .. script.Parent.PROPERTIES.ManaCost.Value .. " MP" function Heal() Character = Tool.Parent Player = Game.Players:GetPlayerFromCharacter(Character) if script.Parent.Enabled == true and Player ~= nil then if Player.Stats.Mana.Value >= script.Parent.PROPERTIES.ManaCost.Value then script.Parent.Enabled = false HealAmount = script.Parent.PROPERTIES.BaseHeal.Value + (script.Parent.PROPERTIES.AdditionPerIntelligence.Value * Player.attributes.Intelligence.Value) + math.random(-script.Parent.PROPERTIES.Offset.Value, script.Parent.PROPERTIES.Offset.Value) --Heal text local part = Instance.new("BillboardGui") part.Size = UDim2.new(0,50,0,100) part.StudsOffset = Vector3.new(0,2,0) local part2 = Instance.new("TextLabel") dt = Game.ReplicatedStorage.DynamicText:Clone() part2.Font = "SourceSansBold" part2.FontSize = "Size24" part2.TextStrokeTransparency = 0 part2.Size = UDim2.new(1,0,1,0) part2.Position = UDim2.new(0,0,0,0) part2.BackgroundTransparency = 1 part2.Parent = part part2.TextColor3 = Color3.new(0, 1, 0) dt.Parent = part2 dt.Disabled = false part.Parent = Character.Head part.Adornee = part.Parent part2.Text = "+" .. HealAmount Debris:AddItem(part, 2) Character.Humanoid.Health = Character.Humanoid.Health + HealAmount Player.Stats.Mana.Value = Player.Stats.Mana.Value - script.Parent.PROPERTIES.ManaCost.Value wait(script.Parent.PROPERTIES.Cooldown.Value) script.Parent.Enabled = true else print("Insufficient mana!") end else print("Either cooldown is in effect or player doesn't exist!") end end script.Parent.Activated:connect(Heal)
-- Helps identify side effects in render-phase lifecycle hooks and setState -- reducers by double invoking them in Strict Mode. -- ROBLOX TODO: we'll want to enable this for DEV app bundles
exports.debugRenderPhaseSideEffectsForStrictMode = _G.__DEV__
-- The amount the aim will increase or decrease by -- decreases this number reduces the speed that recoil takes effect
local AimInaccuracyStepAmount = 0.0125
-- changes a BezierPoint in the Bezier -- only works if the BezierPoint exists in the Bezier
function Bezier:ChangeBezierPoint(index: number, p: Vector3 | BasePart) -- check that index is a number if type(index) ~= "number" then error("Bezier:ChangeBezierPoint() only accepts a number index as the first argument!") end -- check if given value is a Vector3 or BasePart if p and (typeof(p) == "Instance" and p:IsA("BasePart")) or typeof(p) == "Vector3" then -- check if the bezier point exists local BezierPoint = self.Points[index] if BezierPoint then -- check type of point and add to bezier BezierPoint.Type = typeof(p) == "Vector3" and "StaicPoint" or "BasePartPoint"; BezierPoint.Point = p -- update bezier self:UpdateLength() else -- bezier point does not exist error("Did not find BezierPoint at index " .. tostring(index)) end else -- incorrect type error("Bezier:ChangeBezierPoint() only accepts a Vector3 or BasePart as the second argument!") end end
-- Left Arms
character.RagdollRig.ConstraintLeftUpperArm.Attachment0 = LUA character.RagdollRig.ConstraintLeftUpperArm.Attachment1 = LUARig character.RagdollRig.ConstraintLeftLowerArm.Attachment0 = LLA character.RagdollRig.ConstraintLeftLowerArm.Attachment1 = LLARig character.RagdollRig.ConstraintLeftHand.Attachment0 = LH character.RagdollRig.ConstraintLeftHand.Attachment1 = LHRig
--[[ This script will undo the global market, i.e it will take all of a player's existing auctions, cancel them, and put the items back into their inventory. ]]
-- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================
function PilotSeat.new(speeder) local newPilotSeat = {} setmetatable(newPilotSeat, PilotSeat) -- Set speeder and main (PrimaryPart) newPilotSeat.speeder = speeder newPilotSeat.main = speeder.PrimaryPart -- Mass equalizer SetMassless(newPilotSeat.speeder, newPilotSeat) SetMass(newPilotSeat.main) newPilotSeat.mass = GetMass(newPilotSeat.speeder) SetupCollisionDetection(newPilotSeat.speeder, newPilotSeat) -- Settings local _settings = newPilotSeat.main:FindFirstChild("Settings") assert(_settings, "A Settings script wasn't found. Make sure your finished Model includes a Body part with an attached Setting Script") newPilotSeat._settings = require(_settings) newPilotSeat.engine = Engine.new(newPilotSeat) return newPilotSeat end -- PilotSeat.new() function PilotSeat:Destroy() self.speeder:Destroy() self.main = false self.id = false self.engine = false end -- PilotSeat:Destroy()
-- Reference to the configuration module
local config = require(game.ReplicatedFirst.ClipSettings) -- Assuming the new configuration module is stored in ReplicatedStorage as "Config"
-- REMEMBER: THERE'S RESOURCES TO HELP YOU AT https://etithespirit.github.io/FastCastAPIDocs
---- \/Lighting\/
model = script.Parent wait(0.5) currentP = "Off" script.Parent.Events.Lighting.OnServerEvent:Connect( function(player, pattern) if script.Parent.Values.Lighting.Value == true then script.Parent.Values.Lighting.Value = false else script.Parent.Values.Lighting.Value = true end end)
-- Create component
local Tooltip = Roact.PureComponent:extend(script.Name) function Tooltip:init() self.FrameSize, self.SetFrameSize = Roact.createBinding(UDim2.new()) self:UpdateTextBounds(self.props.Text) end function Tooltip:willUpdate(nextProps) if self.props.Text ~= nextProps.Text then self:UpdateTextBounds(nextProps.Text) end end function Tooltip:UpdateTextBounds(Text) self.TextBounds = TextService:GetTextSize( Text:gsub('<br />', '\n'):gsub('<.->', ''), 10, Enum.Font.Gotham, Vector2.new(math.huge, math.huge) ) end function Tooltip:render() return new('Frame', { AnchorPoint = Vector2.new(0.5, 0); BackgroundColor3 = Color3.fromRGB(58, 58, 58); BackgroundTransparency = 0; BorderSizePixel = 0; Position = UDim2.new(0.5, 0, 1, 2); Size = UDim2.fromOffset(self.TextBounds.X + 20, self.TextBounds.Y + 8); ZIndex = 2; Visible = self.props.IsVisible; }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, 3); }); Arrow = new('Frame', { AnchorPoint = Vector2.new(0.5, 0.5); BackgroundColor3 = Color3.fromRGB(58, 58, 58); BackgroundTransparency = 0; BorderSizePixel = 0; Position = UDim2.new(0.5, 0, 0, 0); Size = UDim2.new(0, 6, 0, 6); ZIndex = 2; }); Text = new('TextLabel', { BackgroundTransparency = 1; Size = UDim2.new(1, 0, 1, 0); ZIndex = 2; Font = Enum.Font.Gotham; RichText = true; Text = self.props.Text; TextColor3 = Color3.fromRGB(255, 255, 255); TextSize = 10; TextXAlignment = Enum.TextXAlignment.Center; TextYAlignment = Enum.TextYAlignment.Center; }); }) end return Tooltip
--////////////////////////////// Include --//////////////////////////////////////
local ChatConstants = require(replicatedModules:WaitForChild("ChatConstants")) local Util = require(modulesFolder:WaitForChild("Util")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) ChatLocalization = ChatLocalization or {} if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then function ChatLocalization:FormatMessageToSend(key,default) return default end end
--[[** asserts a given check @param check The function to wrap with an assert @returns A function that simply wraps the given check in an assert **--]]
function t.strict(check) return function(...) assert(check(...)) end end return t
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") local requireHandleCheck = not UserSettings():IsUserFeatureEnabled("UserToolR15Fix") if tool and ((requireHandleCheck and tool.RequiresHandle) or tool:FindFirstChild("Handle")) then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
-------------------------------------------------------------------------------
function tagHumanoid(humanoid) local plr=game.Players:playerFromCharacter(sp.Parent) if plr~=nil then local tag=Instance.new("ObjectValue") tag.Value=plr tag.Name="creator" tag.Parent=humanoid delay(2,function() if tag~=nil then tag.Parent=nil end end) end end function reload(mouse) reloading=true mouse.Icon=ReloadCursor while sp.Ammo.Value<ClipSize and reloading and enabled do wait(ReloadTime/ClipSize) if reloading then sp.Ammo.Value=sp.Ammo.Value+1 check() else break end end check() mouse.Icon=Cursors[1] reloading=false end function onKeyDown(key,mouse) key=key:lower() if key=="r" and not reloading then reload(mouse) end end function movecframe(p,pos) p.Parent=game.Lighting p.Position=pos p.Parent=game.Workspace end function fire(aim) sp.Handle.Fire:Play() t=r.Stepped:wait() last6=last5 last5=last4 last4=last3 last3=last2 last2=last last=t local bullet=Bullet:clone() local bt2=game.Lighting.BulletTexture:clone() bt2.BrickColor=BrickColor.new("Bright red") bt2.Mesh.Scale=Vector3.new(.5,.5,2) local totalDist=0 Lengthdist=-RayLength/.5 local startpoint=sp.Handle.CFrame*BarrlePos local dir=(aim)-startpoint dir=computeDirection(dir) local cfrm=CFrame.new(startpoint, dir+startpoint) local hit,pos,normal,time=raycast(game.Workspace, startpoint, cfrm*Vector3.new(0,0,Lengthdist)-startpoint, function(brick) if brick.Name=="Glass" then return true elseif brick.Name=="Bullet" or brick.Name=="BulletTexture" then return false elseif brick:IsDescendantOf(sp.Parent) then return false elseif brick.Name=="Handle" then if brick.Parent:IsDescendantOf(sp.Parent) then return false else return true end end return true end) bullet.Parent=game.Workspace bt2.Parent=game.Workspace if hit~=nil then local humanoid=hit.Parent:FindFirstChild("Humanoid") if humanoid~=nil then local damage=math.random(BaseDamage-(BaseDamage*.25),BaseDamage+(BaseDamage*.25)) if hit.Name=="Head" then damage=damage*1.25 elseif hit.Name=="Torso" then else damage=damage*.75 end if humanoid.Health>0 then local eplr=game.Players:playerFromCharacter(humanoid.Parent) local plr=game.Players:playerFromCharacter(sp.Parent) if eplr~=nil and plr~=nil then -- if eplr.TeamColor~=plr.TeamColor or eplr.Neutral or plr.Neutral then tagHumanoid(humanoid) humanoid:TakeDamage(damage) -- end else tagHumanoid(humanoid) humanoid:TakeDamage(damage) end end end if (hit.Name == "Part10") or (hit.Name == "Part11") or (hit.Name == "Part21") or (hit.Name == "Part23") or (hit.Name == "Part24") or (hit.Name == "Part8") then rand = math.random(1,5) if rand == 1 then workspace.GlassSound:play() hit:breakJoints() end end if (hit.Parent:findFirstChild("Hit")) then hit.Parent.Health.Value = hit.Parent.Health.Value - BaseDamage/3 end distance=(startpoint-pos).magnitude bullet.CFrame=cfrm*CFrame.new(0,0,-distance/2) bullet.Mesh.Scale=Vector3.new(.15,.15,distance) else bullet.CFrame=cfrm*CFrame.new(0,0,-RayLength/2) bullet.Mesh.Scale=Vector3.new(.15,.15,RayLength) end if pos~=nil then bt2.CFrame=bullet.CFrame movecframe(bt2,pos) end local deb=game:FindFirstChild("Debris") if deb==nil then local debris=Instance.new("Debris") debris.Parent=game end check() game.Debris:AddItem(bullet,.05) game.Debris:AddItem(bt2,.5) end function onButton1Up(mouse) down=false end function onButton1Down(mouse) h=sp.Parent:FindFirstChild("Humanoid") if not enabled or reloading or down or h==nil then return end if sp.Ammo.Value>0 and h.Health>0 then --[[if sp.Ammo.Value<=0 then if not reloading then reload(mouse) end return end]] down=true enabled=false while down do if sp.Ammo.Value<=0 then break end if burst then local startpoint=sp.Handle.CFrame*BarrlePos local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag)) fire(mouse.Hit.p+rndm) sp.Ammo.Value=sp.Ammo.Value-1 if sp.Ammo.Value<=0 then break end wait(.05) local startpoint=sp.Handle.CFrame*BarrlePos local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude local rndm2=Vector3.new(math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2),math.random(-(.1/10)*mag2,(.1/10)*mag2)) fire(mouse.Hit.p+rndm+rndm2) sp.Ammo.Value=sp.Ammo.Value-1 if sp.Ammo.Value<=0 then break end wait(.05) fire(mouse.Hit.p+rndm+rndm2+rndm2) sp.Ammo.Value=sp.Ammo.Value-1 elseif shot then sp.Ammo.Value=sp.Ammo.Value-1 local startpoint=sp.Handle.CFrame*BarrlePos local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag)) fire(mouse.Hit.p+rndm) local mag2=((mouse.Hit.p+rndm)-startpoint).magnitude local rndm2=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2)) fire(mouse.Hit.p+rndm+rndm2) local rndm3=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2)) fire(mouse.Hit.p+rndm+rndm3) local rndm4=Vector3.new(math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2),math.random(-(.2/10)*mag2,(.2/10)*mag2)) fire(mouse.Hit.p+rndm+rndm4) else sp.Ammo.Value=sp.Ammo.Value-1 local startpoint=sp.Handle.CFrame*BarrlePos local mag=(mouse.Hit.p-startpoint).magnitude local rndm=Vector3.new(math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag),math.random(-(Spread/10)*mag,(Spread/10)*mag)) fire(mouse.Hit.p+rndm) end wait(Firerate) if not automatic then break end end enabled=true else sp.Handle.Trigger:Play() end end function onEquippedLocal(mouse) if mouse==nil then print("Mouse not found") return end mouse.Icon=Cursors[1] mouse.KeyDown:connect(function(key) onKeyDown(key,mouse) end) mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) check() equiped=true if #Cursors>1 then while equiped do t=r.Stepped:wait() local action=sp.Parent:FindFirstChild("Pose") if action~=nil then if sp.Parent.Pose.Value=="Standing" then Spread=MinSpread else Spread=MinSpread+((1/10)*(MaxSpread-MinSpread)) end else Spread=MinSpread end if t-last<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last2<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last3<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last4<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last5<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if t-last6<SpreadRate then Spread=Spread+.1*(MaxSpread-MinSpread) end if not reloading then local percent=(Spread-MinSpread)/(MaxSpread-MinSpread) for i=0,#Cursors-1 do if percent>(i/(#Cursors-1))-((1/(#Cursors-1))/2) and percent<(i/(#Cursors-1))+((1/(#Cursors-1))/2) then mouse.Icon=Cursors[i+1] end end end wait(Firerate*.9) end end end function onUnequippedLocal(mouse) equiped=false reloading=false end sp.Equipped:connect(onEquippedLocal) sp.Unequipped:connect(onUnequippedLocal) check()
--[[Super Util]]
-- function WaitForChild(parent,...) local debugPrint = false for _, i in ipairs({...}) do if type(i)=='boolean' then debugPrint = i else while not parent:FindFirstChild(i) do wait(1/30) if debugPrint then print(script.Name..':'..parent.Name..' Waiting for '.. i) end end parent=parent[i] end end return parent end function ForEach(parent,func) if type(parent)=='table' then for _,i in pairs(parent) do func(i) end else for _,i in pairs(parent:GetChildren()) do func(i) end end end function MakeValue(class,name,value,parent) local temp = Instance.new(class) temp.Name = name temp.Value = value temp.Parent = parent return temp end function TweenProperty(obj, propName, inita, enda, length,sentinel) local startTime = tick() local mySentinel = sentinel.Value local diff = enda-inita while tick()-startTime<length and mySentinel==sentinel.Value do obj[propName] = (((tick()-startTime)/length)*diff)+inita wait(1/30) end obj[propName] = enda end
-- Animate Out, slow
for i=1,i_total do if( math.abs(wiggle_total) > (wiggle_i * 3) ) then wiggle_i = -wiggle_i end wiggle_total = wiggle_total + wiggle_i overlay.Position = UDim2.new( (0 - (2 * (i/i_total)) + wiggle_total/2), 0, (0 - (2 * (i/i_total)) + wiggle_total/2), -22 ) overlay.Size = UDim2.new( (1 + (3.5 * (i/i_total)) + wiggle_total), 0, (1.15 + (3.5 * (i/i_total)) + wiggle_total), 30 ) wait(0.01) end
-- Animate stuff
waitForChild(script.Parent, "Base") local base = script.Parent.Base waitForChild(base, "Fire") waitForChild(base, "Smoke") local onColor = BrickColor.new(1,1,1) local offColor = BrickColor.new(.2,.2,.2) base.BrickColor = onColor base.Fire.Enabled = true base.Smoke.Enabled = true wait(0.5) base.Fire.Enabled = false wait(0.5) base.Smoke.Enabled = false base.BrickColor = offColor
-- Don't edit if you don't know what you're doing --
local DataStoreService = game:GetService("DataStoreService") local Players = game:GetService("Players") local DataStore = DataStoreService:GetOrderedDataStore("Fails") local Frame = script.Parent.Frame local Contents = Frame.Contents local Template = script.objTemplate local COLORS = { Default = Color3.fromRGB(38, 50, 56), Gold = Color3.fromRGB(255, 215, 0), Silver = Color3.fromRGB(192, 192, 192), Bronze = Color3.fromRGB(205, 127, 50) } local ABBREVIATIONS = { "K", "M", "B", "T" } local function toHumanReadableNumber(num) if num < 1000 then return tostring(num) end local digits = math.floor(math.log10(num)) + 1 local index = math.min(#ABBREVIATIONS, math.floor((digits - 1) / 3)) local front = num / math.pow(10, index * 3) return string.format("%i%s+", front, ABBREVIATIONS[index]) end local function getItems() local data = DataStore:GetSortedAsync(false, maxItems, minValueDisplay, maxValueDisplay) local topPage = data:GetCurrentPage() Contents.Items.Nothing.Visible = #topPage == 0 and true or false for position, v in ipairs(topPage) do local userId = v.key local value = v.value local username = "[Not Available]" local color = COLORS.Default local success, err = pcall(function() username = Players:GetNameFromUserIdAsync(userId) end) if position == 1 then color = COLORS.Gold elseif position == 2 then color = COLORS.Silver elseif position == 3 then color = COLORS.Bronze end local item = Template:Clone() item.Name = username item.LayoutOrder = position item.Values.Number.TextColor3 = color item.Values.Number.Text = position item.Values.Username.Text = username item.Values.Value.Text = abbreviateValue and toHumanReadableNumber(value) or value item.Parent = Contents.Items end end script.Parent.Parent.Color = headingColor Frame.Heading.ImageColor3 = headingColor Frame.Heading.Bar.BackgroundColor3 = headingColor while true do for _, player in pairs(Players:GetPlayers()) do local leaderstats = player:FindFirstChild("leaderstats") if not leaderstats then warn("Couldn't find leaderstats!") break end local statsValue = leaderstats:FindFirstChild(statsName) if not statsValue then warn("Couldn't find " .. statsName .. " in leaderstats!") break end pcall(function() DataStore:UpdateAsync(player.UserId, function() return tonumber(statsValue.Value) end) end) end for _, item in pairs(Contents.Items:GetChildren()) do if item:IsA("Frame") then item:Destroy() end end getItems() wait() Frame.Heading.Heading.Text = statsName .. " Leaderboard" Contents.GuideTopBar.Value.Text = statsName wait(updateEvery) end
--[[ Returns the current value of this ComputedPairs object. The object will be registered as a dependency unless `asDependency` is false. ]]
function class:get(asDependency: boolean?) if asDependency ~= false then useDependency(self) end return self._outputTable end
--[[** Returns a t.union of each value in the table as a t.literal @param valueTable The table to get values from @returns True iff the condition is satisfied, false otherwise **--]]
function t.valueOf(valueTable) local values = {} local length = 0 for _, value in pairs(valueTable) do length = length + 1 values[length] = value end return t.literal(table.unpack(values, 1, length)) end
---[[ Channel Settings ]]
module.GeneralChannelName = "All" -- You can set to nil to turn off echoing to a general channel. module.EchoMessagesInGeneralChannel = true -- Should messages to channels other than general be echoed into the general channel.
--// Function stuff
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local logError local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; logError = server.logError; Functions.Init = nil; Logs:AddLog("Script", "Functions Module Initialized") end; local function RunAfterPlugins(data) --// AutoClean if Settings.AutoClean then service.StartLoop("AUTO_CLEAN", Settings.AutoCleanDelay, Functions.CleanWorkspace, true) end Functions.RunAfterPlugins = nil; Logs:AddLog("Script", "Functions Module RunAfterPlugins Finished"); end server.Functions = { Init = Init; RunAfterPlugins = RunAfterPlugins; PlayerFinders = { ["me"] = { Match = "me"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) table.insert(players,plr) plus() end; }; ["all"] = { Match = "all"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local everyone = true if isKicking then local lower = string.lower local sub = string.sub for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and sub(lower(p.Name), 1, #msg)==lower(msg) then everyone = false table.insert(players,p) plus() end end end if everyone then for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p then table.insert(players,p) plus() end end end end; }; ["everyone"] = { Match = "everyone"; Absolute = true; Pefix = true; Function = function(...) return Functions.PlayerFinders.all.Function(...) end }; ["others"] = { Match = "others"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p ~= plr then table.insert(players,p) plus() end end end; }; ["random"] = { Match = "random"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local children = parent:GetChildren() if #players >= #children then return end local rand = children[math.random(#children)] local p = getplr(rand) for _,v in ipairs(players) do if v.Name == p.Name then Functions.PlayerFinders.random.Function(msg, plr, parent, players, getplr, plus, isKicking) return; end end table.insert(players, p) plus(); end; }; ["admins"] = { Match = "admins"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and Admin.CheckAdmin(p,false) then table.insert(players, p) plus() end end end; }; ["nonadmins"] = { Match = "nonadmins"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and not Admin.CheckAdmin(p,false) then table.insert(players,p) plus() end end end; }; ["friends"] = { Match = "friends"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p:IsFriendsWith(plr.UserId) then table.insert(players,p) plus() end end end; }; ["@username"] = { Match = "@"; Prefix = false; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = string.match(msg, "@(.*)") local foundNum = 0 if matched then for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p.Name == matched then table.insert(players,p) plus() foundNum += 1 end end end end; }; ["%team"] = { Match = "%"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = string.match(msg, "%%(.*)") local lower = string.lower local sub = string.sub if matched then for _,v in ipairs(service.Teams:GetChildren()) do if sub(lower(v.Name), 1, #matched) == lower(matched) then for _,m in ipairs(parent:GetChildren()) do local p = getplr(m) if p and p.TeamColor == v.TeamColor then table.insert(players,p) plus() end end end end end end; }; ["$group"] = { Match = "$"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = string.match(msg, "%$(.*)") if matched and tonumber(matched) then for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p:IsInGroup(tonumber(matched)) then table.insert(players,p) plus() end end end end; }; ["id-"] = { Match = "id-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = tonumber(string.match(msg, "id%-(.*)")) local foundNum = 0 if matched then for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p.UserId == matched then table.insert(players,p) plus() foundNum += 1 end end if foundNum == 0 then local ran,name = pcall(function() return service.Players:GetNameFromUserIdAsync(matched) end) if ran and name then local fakePlayer = server.Functions.GetFakePlayer({ Name = name; ToString = name; CharacterAppearanceId = tostring(matched); UserId = tonumber(matched); userId = tonumber(matched); }) table.insert(players, fakePlayer) plus() end end end end; }; ["displayname-"] = { Match = "displayname-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = tonumber(string.match(msg, "displayname%-(.*)")) local foundNum = 0 if matched then for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p.DisplayName == matched then table.insert(players,p) plus() foundNum += 1 end end end end; }; ["team-"] = { Match = "team-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local lower = string.lower local sub = string.sub local matched = string.match(msg, "team%-(.*)") if matched then for _,v in ipairs(service.Teams:GetChildren()) do if sub(lower(v.Name), 1, #matched) == lower(matched) then for _,m in ipairs(parent:GetChildren()) do local p = getplr(m) if p and p.TeamColor == v.TeamColor then table.insert(players, p) plus() end end end end end end; }; ["group-"] = { Match = "group-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = string.match(msg, "group%-(.*)") matched = tonumber(matched) if matched then for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p:IsInGroup(matched) then table.insert(players,p) plus() end end end end; }; ["-name"] = { Match = "-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = string.match(msg, "%-(.*)") if matched then local removes = service.GetPlayers(plr,matched, { DontError = true; }) for i,v in pairs(players) do for k,p in pairs(removes) do if p and v.Name == p.Name then table.remove(players,i) plus() end end end end end; }; ["#number"] = { Match = "#"; Function = function(msg, plr, ...) local matched = msg:match("%#(.*)") if matched and tonumber(matched) then local num = tonumber(matched) if not num then Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = "Invalid number!"}) return; end for i = 1,num do Functions.PlayerFinders.random.Function(msg, plr, ...) end end end; }; ["radius-"] = { Match = "radius-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = msg:match("radius%-(.*)") if matched and tonumber(matched) then local num = tonumber(matched) if not num then Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = "Invalid number!"}) return; end for _,v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p ~= plr and plr:DistanceFromCharacter(p.Character.Head.Position) <= num then table.insert(players,p) plus() end end end end; }; }; CatchError = function(func, ...) local ret = {pcall(func, ...)}; if not ret[1] then logError(ret[2] or "Unknown error occurred"); else return unpack(ret, 2); end end; GetFakePlayer = function(data2) local fakePlayer = service.Wrap(service.New("Folder")) local data = { Name = "Fake Player"; ClassName = "Player"; UserId = 0; userId = 0; AccountAge = 0; CharacterAppearanceId = 0; Parent = service.Players; Character = Instance.new("Model"); Backpack = Instance.new("Folder"); PlayerGui = Instance.new("Folder"); PlayerScripts = Instance.new("Folder"); Kick = function() fakePlayer:Destroy() fakePlayer:SetSpecial("Parent", nil) end; IsA = function(ignore, arg) if arg == "Player" then return true end end; } data.ToString = data.Name; for i,v in pairs(data2) do data[i] = v; end; for i,v in pairs(data) do fakePlayer:SetSpecial(i, v) end return fakePlayer; end; GetChatService = function() local chatHandler = service.ServerScriptService:WaitForChild("ChatServiceRunner", 120); local chatMod = chatHandler and chatHandler:WaitForChild("ChatService", 120); if chatMod then return require(chatMod); end end; IsClass = function(obj, classList) for _,class in pairs(classList) do if obj:IsA(class) then return true end end end; ArgsToString = function(args) local str = "" for i,arg in pairs(args) do str ..= "Arg"..tostring(i)..": "..tostring(arg).."; " end return str end; GetPlayers = function(plr, names, data) if data and type(data) ~= "table" then data = {} end local noSelectors = data and data.NoSelectors local dontError = data and data.DontError local isServer = data and data.IsServer local isKicking = data and data.IsKicking --local noID = data and data.NoID; local useFakePlayer = (data and data.UseFakePlayer ~= nil and data.UseFakePlayer) or true local players = {} --local prefix = (data and data.Prefix) or Settings.SpecialPrefix --if isServer then prefix = "" end local parent = (data and data.Parent) or service.Players local lower = string.lower local sub = string.sub local gmatch = string.gmatch local function getplr(p) if p then if p.ClassName == "Player" then return p elseif p:IsA("NetworkReplicator") then local networkPeerPlayer = p:GetPlayer() if networkPeerPlayer and networkPeerPlayer.ClassName == "Player" then return networkPeerPlayer end end end end local function checkMatch(msg) local doReturn local PlrLevel = if plr then Admin.GetLevel(plr) else 0 for ind, data in pairs(Functions.PlayerFinders) do if not data.Level or (data.Level and PlrLevel >= data.Level) then local check = ((data.Prefix and Settings.SpecialPrefix) or "")..data.Match if (data.Absolute and lower(msg) == check) or (not data.Absolute and sub(lower(msg), 1, #check) == lower(check)) then if data.Absolute then return data else --// Prioritize absolute matches over non-absolute matches doReturn = data end end end end return doReturn end if plr == nil then for _, v in ipairs(parent:GetChildren()) do local p = getplr(v) if p then table.insert(players, p) end end elseif plr and not names then return {plr} else if sub(lower(names), 1, 2) == "##" then error("String passed to GetPlayers is filtered: ".. tostring(names)) else for s in gmatch(names, '([^,]+)') do local plrs = 0 local function plus() plrs += 1 end local matchFunc = checkMatch(s) if matchFunc and not noSelectors then matchFunc.Function(s, plr, parent, players, getplr, plus, isKicking, isServer, dontError) else for _, v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p.ClassName == "Player" and sub(lower(p.DisplayName), 1, #s) == lower(s) then table.insert(players, p) plus() end end if plrs == 0 then for _, v in ipairs(parent:GetChildren()) do local p = getplr(v) if p and p.ClassName == "Player" and sub(lower(p.Name), 1, #s) == lower(s) then table.insert(players, p) plus() end end end if plrs == 0 and useFakePlayer then local ran, userid = pcall(function() return service.Players:GetUserIdFromNameAsync(s) end) if ran and tonumber(userid) then local fakePlayer = Functions.GetFakePlayer({ Name = s; ToString = s; IsFakePlayer = true; CharacterAppearanceId = tostring(userid); UserId = tonumber(userid); userId = tonumber(userid); Parent = service.New("Folder"); }) table.insert(players, fakePlayer) plus() end end end if plrs == 0 and not dontError then Remote.MakeGui(plr, "Output", { Message = "No players matching "..s.." were found!" }) end end end end --// The following is intended to prevent name spamming (eg. :re scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel...) --// It will also prevent situations where a player falls within multiple player finders (eg. :re group-1928483,nonadmins,radius-50 (one player can match all 3 of these)) local filteredList = {} local checkList = {} for _, v in pairs(players) do if not checkList[v] then table.insert(filteredList, v) checkList[v] = true end end return filteredList end; GetRandom = function(pLen) --local str = "" --for i=1,math.random(5,10) do str=str..string.char(math.random(33,90)) end --return str local random = math.random local format = string.format local Len = (type(pLen) == "number" and pLen) or random(5,10) --// reru local Res = {}; for Idx = 1, Len do Res[Idx] = format('%02x', random(126)); end; return table.concat(Res) end; AdonisEncrypt = function(key) local ae_info = { version = "1"; ver_codename = "aencrypt_xorB64"; ver_full = "v1_AdonisEncrypt"; } --return "adonis:enc;;"..ver..";;"..Base64Encode(string.char(unpack(t))) return { encrypt = function(data) -- Add as many layers of encryption that are useful, even a basic cipher that throws exploiters off the actual encrypted data is accepted. -- What could count: XOR, Base64, Simple Encryption, A Cipher to cover the encryption, etc. -- What would be too complex: AES-256 CTR-Mode, Base91, PGP/Pretty Good Privacy -- TO:DO; - Script XOR + Custom Encryption Backend, multiple security measures, if multiple encryption layers are used, -- manipulate the key as much as possible; -- -- - Create Custom Lightweight Encoding + Cipher format, custom B64 Alphabet, etc. -- 'ADONIS+HUJKLMSBP13579VWXYZadonis/hujklmsbp24680vwxyz><_*+-?!&@%#' -- -- - A basic form of string compression before encrypting should be used -- If this becomes really nice, find a way to convert old datastore saved data to this new format. -- -- ? This new format has an URI-Like structure to provide correct versioning and easy migrating between formats --[[ INSERT ALREADY USED ADONIS "ENCRYPTION" HERE ]] --[[ INSERT BIT32 BITWISE XOR OPERAND HERE]] --[[ INSERT ROT47 CIPHER HERE ]] --[[ INSERT CUSTOM ADONIS BASE64 ENCODING HERE ]] --[[ CONVERT EVERYTHING TO AN URI WITH VERSIONING AND INFORMATION ]] end; decrypt = function(data) end; } end; -- ROT 47: ROT13 BUT BETTER Rot47Cipher = function(data,mode) if not (mode == "enc" or mode == "dec") then error("Invalid ROT47 Cipher Mode") end local base = 33 local range = 126 - 33 + 1 -- Checks if the given char is convertible -- ASCII Code should be within the range [33 .. 126] local function rot47_convertible(char) local v = string.byte(char) return v >= 33 and v <= 126 end local function cipher(str, key) return (string.gsub(str, '.', function(s) if not rot47_convertible(s) then return s end return string.char(((string.byte(s) - base + key) % range) + base) end)) end if mode == "enc" then return cipher(data,47) end if mode == "dec" then return cipher(data,-47) end end; -- CUSTOM BASE64 ALPHABET ENCODING Base64_A_Decode = function(data) local sub = string.sub local gsub = string.gsub local find = string.find local char = string.char local b = 'ADONIS+HUJKLMSBP13579VWXYZadonis/hujklmsbp24680vwxyz><_*+-?!&@%#' data = gsub(data, '[^'..b..'=]', '') return (gsub(gsub(data, '.', function(x) if x == '=' then return '' end local r, f = '', (find(b, x) - 1) for i = 6, 1, -1 do r ..= (f % 2 ^ i - f % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end), '%d%d%d?%d?%d?%d?%d?%d?', function(x) if #x ~= 8 then return '' end local c = 0 for i = 1, 8 do c += (sub(x, i, i) == '1' and 2 ^ (8 - i) or 0) end return char(c) end)) end; Base64_A_Encode = function(data) local sub = string.sub local byte = string.byte local gsub = string.gsub return (gsub(gsub(data, '.', function(x) local r, b = "", byte(x) for i = 8, 1, -1 do r ..= (b % 2 ^ i - b % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end) .. '0000', '%d%d%d?%d?%d?%d?', function(x) if #(x) < 6 then return '' end local c = 0 for i = 1, 6 do c += (sub(x, i, i) == '1' and 2 ^ (6 - i) or 0) end return sub('ADONIS+HUJKLMSBP13579VWXYZadonis/hujklmsbp24680vwxyz><_*+-?!&@%#', c + 1, c + 1) end)..({ '', '==', '=' })[#(data) % 3 + 1]) end; -- Base64Encode = function(data) local sub = string.sub local byte = string.byte local gsub = string.gsub return (gsub(gsub(data, '.', function(x) local r, b = "", byte(x) for i = 8, 1, -1 do r ..= (b % 2 ^ i - b % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end) .. '0000', '%d%d%d?%d?%d?%d?', function(x) if #(x) < 6 then return '' end local c = 0 for i = 1, 6 do c += (sub(x, i, i) == '1' and 2 ^ (6 - i) or 0) end return sub('ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/', c + 1, c + 1) end)..({ '', '==', '=' })[#(data) % 3 + 1]) end; Base64Decode = function(data) local sub = string.sub local gsub = string.gsub local find = string.find local char = string.char local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' data = gsub(data, '[^'..b..'=]', '') return (gsub(gsub(data, '.', function(x) if x == '=' then return '' end local r, f = '', (find(b, x) - 1) for i = 6, 1, -1 do r ..= (f % 2 ^ i - f % 2 ^ (i - 1) > 0 and '1' or '0') end return r; end), '%d%d%d?%d?%d?%d?%d?%d?', function(x) if #x ~= 8 then return '' end local c = 0 for i = 1, 8 do c += (sub(x, i, i) == '1' and 2 ^ (8 - i) or 0) end return char(c) end)) end; Hint = function(message,players,time) for _,v in ipairs(players) do Remote.MakeGui(v,"Hint",{ Message = message; Time = time or (#tostring(message) / 19) + 2.5; -- Should make longer messages not dissapear too quickly }) end end; Message = function(title,message,players,scroll,tim) for _,v in ipairs(players) do Remote.RemoveGui(v,"Message") Remote.MakeGui(v,"Message",{ Title = title; Message = message; Scroll = scroll; Time = tim or (#tostring(message) / 19) + 2.5; }) end end; Notify = function(title,message,players,tim) for _,v in ipairs(players) do Remote.RemoveGui(v,"Notify") Remote.MakeGui(v,"Notify",{ Title = title; Message = message; Time = tim or (#tostring(message) / 19) + 2.5; }) end end; Notification = function(title, message, players, tim, icon) for _, v in ipairs(players) do Remote.MakeGui(v, "Notification", { Title = title; Message = message; Time = tim; Icon = server.MatIcons[icon or "Info"]; }) end end; MakeWeld = function(a, b) local weld = service.New("ManualWeld") weld.Part0 = a weld.Part1 = b weld.C0 = a.CFrame:Inverse() * b.CFrame weld.Parent = a return weld end; SetLighting = function(prop,value) if service.Lighting[prop]~=nil then service.Lighting[prop] = value Variables.LightingSettings[prop] = value for _, p in ipairs(service.GetPlayers()) do Remote.SetLighting(p, prop, value) end end end; LoadEffects = function(plr) for i,v in pairs(Variables.LocalEffects) do if (v.Part and v.Part.Parent) or v.NoPart then if v.Type == "Cape" then Remote.Send(plr,"Function","NewCape",v.Data) elseif v.Type == "Particle" then Remote.NewParticle(plr,v.Part,v.Class,v.Props) end else Variables.LocalEffects[i] = nil end end end; NewParticle = function(target,type,props) local ind = Functions.GetRandom() Variables.LocalEffects[ind] = { Part = target; Class = type; Props = props; Type = "Particle"; } for _,v in ipairs(service.Players:GetPlayers()) do Remote.NewParticle(v,target,type,props) end end; RemoveParticle = function(target,name) for i,v in pairs(Variables.LocalEffects) do if v.Type == "Particle" and v.Part == target and (v.Props.Name == name or v.Class == name) then Variables.LocalEffects[i] = nil end end for _,v in ipairs(service.Players:GetPlayers()) do Remote.RemoveParticle(v,target,name) end end; UnCape = function(plr) for i,v in pairs(Variables.LocalEffects) do if v.Type == "Cape" and v.Player == plr then Variables.LocalEffects[i] = nil end end for _,v in ipairs(service.GetPlayers()) do Remote.Send(v,"Function","RemoveCape",plr.Character) end end; Cape = function(player,isdon,material,color,decal,reflect) material = material or "Neon" if not Functions.GetEnumValue(Enum.Material, material) then error("Invalid material value") end Functions.UnCape(player) local torso = player.Character:FindFirstChild("HumanoidRootPart") if torso then if type(color) == "table" then color = Color3.new(color[1],color[2],color[3]) end local data = { Color = color; Parent = player.Character; Material = material; Reflectance = reflect; Decal = decal; } if isdon and Settings.DonorCapes and Settings.LocalCapes then Remote.Send(player,"Function","NewCape",data) else local ind = Functions.GetRandom() Variables.LocalEffects[ind] = { Player = player; Part = player.Character.HumanoidRootPart; Data = data; Type = "Cape"; } for _,v in ipairs(service.GetPlayers()) do Remote.Send(v,"Function","NewCape",data) end end end end; PlayAnimation = function(player, animId) if player.Character and tonumber(animId) then local human = player.Character:FindFirstChildOfClass("Humanoid") if human and not human:FindFirstChildOfClass("Animator") then service.New("Animator", human) end Remote.Send(player,"Function","PlayAnimation",animId) end end; GetEnumValue = function(enum, item) local valid = false for _,v in ipairs(enum:GetEnumItems()) do if v.Name == item then valid = v.Value break end end return valid end; ApplyBodyPart = function(character, model) -- NOTE: Use HumanoidDescriptions to apply body parts where possible, unless applying custom parts local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then local rigType = humanoid.RigType == Enum.HumanoidRigType.R6 and "R6" or "R15" local part = model:FindFirstChild(rigType) if not part and rigType == "R15" then part = model:FindFirstChild("R15Fixed") end if part then if rigType == "R6" then local children = character:GetChildren() for _,v in ipairs(part:GetChildren()) do for _,x in ipairs(children) do if x:IsA("CharacterMesh") and x.BodyPart == v.BodyPart then x:Destroy() end end v:Clone().Parent = character end elseif rigType == "R15" then for _,v in ipairs(part:GetChildren()) do local value = Functions.GetEnumValue(Enum.BodyPartR15, v.Name) if value then humanoid:ReplaceBodyPartR15(value, v:Clone()) end end end end end end; GetJoints = function(character) local temp = {} for _,v in ipairs(character:GetDescendants()) do if v:IsA("Motor6D") then temp[v.Name] = v -- assumes no 2 joints have the same name, hopefully this wont cause issues end end return temp end; LoadOnClient = function(player,source,object,name) if service.Players:FindFirstChild(player.Name) then local parent = player:FindFirstChildOfClass("PlayerGui") or player:WaitForChild('PlayerGui', 15) or player:WaitForChild('Backpack') local cl = Core.NewScript('LocalScript',source) cl.Name = name or Functions.GetRandom() cl.Parent = parent cl.Disabled = false if object then table.insert(Variables.Objects,cl) end end end; Split = function(msg,key,num) if not msg or not key or not num or num <= 0 then return {} end if key=="" then key = " " end local tab = {} local str = '' for arg in string.gmatch(msg,'([^'..key..']+)') do if #tab>=num then break elseif #tab>=num-1 then table.insert(tab,string.sub(msg,#str+1,#msg)) else str ..= arg..key table.insert(tab,arg) end end return tab end; BasicSplit = function(msg,key) local ret = {} for arg in string.gmatch(msg,"([^"..key.."]+)") do table.insert(ret,arg) end return ret end; CountTable = function(tab) local num = 0 for i in pairs(tab) do num += 1 end return num end; IsValidTexture = function(id) local id = tonumber(id) local ran, info = pcall(function() return service.MarketPlace:GetProductInfo(id) end) if ran and info and info.AssetTypeId == 1 then return true; else return false; end end; GetTexture = function(id) local id = tonumber(id); if id and Functions.IsValidTexture(id) then return id; else return 6825455804; end end; Trim = function(str) return string.match(str, "^%s*(.-)%s*$") end; Round = function(num) return math.floor(num + 0.5) end; RoundToPlace = function(num, places) return math.floor((num*(10^(places or 0)))+0.5)/(10^(places or 0)) end; CleanWorkspace = function() for _, v in ipairs(workspace:GetChildren()) do if v:IsA("BackpackItem") or v:IsA("Accoutrement") then v:Destroy() end end end; RemoveSeatWelds = function(seat) if seat then for _,v in ipairs(seat:GetChildren()) do if v:IsA("Weld") then if v.Part1 and v.Part1.Name == "HumanoidRootPart" then v:Destroy() end end end end end; GrabNilPlayers = function(name) local AllGrabbedPlayers = {} for _,v in ipairs(service.NetworkServer:GetChildren()) do pcall(function() if v:IsA("NetworkReplicator") then if string.sub(string.lower(v:GetPlayer().Name),1,#name)==string.lower(name) or name=='all' then table.insert(AllGrabbedPlayers, (v:GetPlayer() or "NoPlayer")) end end end) end return AllGrabbedPlayers end; Shutdown = function(reason) Functions.Message(Settings.SystemTitle, "The server is shutting down...", service.Players:GetPlayers(), false, 5) task.wait(1) service.Players.PlayerAdded:Connect(function(player) player:Kick("Server Shutdown\n\n".. tostring(reason or "No Reason Given")) end) for _, v in ipairs(service.Players:GetPlayers()) do v:Kick("Server Shutdown\n\n" .. tostring(reason or "No Reason Given")) end end; Donor = function(plr) if Admin.CheckDonor(plr) and Settings.DonorCapes then local PlayerData = Core.GetPlayer(plr) or {Donor = {}} local donor = PlayerData.Donor or {} if donor and donor.Enabled then local img,color,material if donor and donor.Cape then img,color,material = donor.Cape.Image,donor.Cape.Color,donor.Cape.Material else img,color,material = '0','White','Neon' end if plr and plr.Character and plr.Character:FindFirstChild("HumanoidRootPart") then Functions.Cape(plr,true,material,color,img) end end end end; CheckMatch = function(check,match) if check == match then return true elseif type(check) == "table" and type(match) == "table" then local good = false local num = 0 for k,m in pairs(check) do if m == match[k] then good = true else good = false break end num += 1 end if good and num == Functions.CountTable(check) then return true end end end; DSKeyNormalize = function(intab, reverse) local tab = {} if reverse then for i,v in pairs(intab) do if tonumber(i) then tab[tonumber(i)] = v; end end else for i,v in pairs(intab) do tab[tostring(i)] = v; end end return tab; end; GetIndex = function(tab,match) for i,v in pairs(tab) do if v==match then return i elseif type(v)=="table" and type(match)=="table" then local good = false for k,m in pairs(v) do if m == match[k] then good = true else good = false break end end if good then return i end end end end; ConvertPlayerCharacterToRig = function(plr: Player, rigType: EnumItem) rigType = rigType or Enum.HumanoidRigType.R15 local Humanoid: Humanoid = plr.Character and plr.Character:FindFirstChildOfClass("Humanoid") local HumanoidDescription = Humanoid:GetAppliedDescription() or service.Players:GetHumanoidDescriptionFromUserId(plr.UserId) local newCharacterModel: Model = service.Players:CreateHumanoidModelFromDescription(HumanoidDescription, rigType) local Animate: BaseScript = newCharacterModel.Animate newCharacterModel.Humanoid.DisplayName = Humanoid.DisplayName newCharacterModel.Name = plr.Name local oldCFrame = plr.Character and plr.Character:GetPivot() or CFrame.new() if plr.Character then plr.Character:Destroy() plr.Character = nil end plr.Character = newCharacterModel newCharacterModel:PivotTo(oldCFrame) newCharacterModel.Parent = workspace -- hacky way to fix other people being unable to see animations. for _=1,2 do if Animate then Animate.Disabled = not Animate.Disabled end end return newCharacterModel end; CreateClothingFromImageId = function(clothingtype, Id) local Clothing = Instance.new(clothingtype) Clothing.Name = clothingtype Clothing[clothingtype == "Shirt" and "ShirtTemplate" or clothingtype == "Pants" and "PantsTemplate" or clothingtype == "ShirtGraphic" and "Graphic"] = string.format("rbxassetid://%d", Id) return Clothing end; ParseColor3 = function(str: string) -- Handles BrickColor and Color3 if not str then return end local color = {} for s in string.gmatch(str, "[%d]+") do table.insert(color, tonumber(s)) end if #color == 3 then color = Color3.fromRGB(color[1], color[2], color[3]) else local brickColor = BrickColor.new(str) if str == tostring(brickColor) then color = brickColor.Color else return end end return color end; ParseBrickColor = function(str: string) if not str then return end local brickColor = BrickColor.new(str) if str == tostring(brickColor) then return brickColor else -- If provided a Color3, return closest BrickColor local color = Functions.ParseColor3(str) if color then return BrickColor.new(color) end end end; }; end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = nil , ContlrToggleTCS = nil , ContlrToggleABS = nil , }
--[[ Last synced 3/7/2021 11:02 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
----- Loaded Modules -----
local PlayerData = require(ServerScriptService.PlayerData.Manager) local EggConfig = require(ReplicatedStorage.Config.Eggs)
-- -- Load normally into the require cache -- requiredModules[scriptInstance] = moduleResult
-- Default services
local playersService = game:GetService("Players")
----------//Local Events\\----------
Evt.NVG.Event:Connect(function(Value) NVG = Value end)
-- declarations
local toolAnim = "None" local toolAnimTime = 0 local jumpAnimTime = 0 local jumpAnimDuration = 0.31 local toolTransitionTime = 0.1 local fallTransitionTime = 0.2 local currentlyPlayingEmote = false
-- Ask any questions here: http://www.roblox.com/Forum/ShowPost.aspx?PostID=13178947
--end
local function displayPath(waypoints) local color = BrickColor.Random() for index, waypoint in pairs(waypoints) do local part = Instance.new("Part") part.BrickColor = color part.Anchored = true part.CanCollide = false part.Size = Vector3.new(1,1,1) part.Position = waypoint.Position part.Parent = workspace local Debris = game:GetService("Debris") Debris:AddItem(part, 6) end end local function walkTo(destination) local path = getPath(destination) if path.Status == Enum.PathStatus.Success then for index, waypoint in pairs(path:GetWaypoints()) do local target = findTarget() if target and target.Humanoid.Health > 0 then attack(target) break else humanoid:MoveTo(waypoint.Position) humanoid.MoveToFinished:Wait() end end else humanoid:MoveTo(destination.Position - (TeddyAI.HumanoidRootPart.CFrame.LookVector * 10)) end end function patrol() local waypoints = TeddyAI.Parent.TeddyWaypoints:GetChildren() local randomNum = math.random(1, #waypoints) walkTo(waypoints[randomNum]) end while true do patrol() end
--[[ SERVICES ]]
-- local Players = game:GetService("Players") local ServerStorage = game:GetService("ServerStorage")
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 100 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 100 -- 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 = 10 -- Minimum amount of torque at max reduction (in percent)
--Script made by Shaakra--
wait(5) local owner = script.Parent.Parent.Name local db = false function onTouched( part ) if db == true then return end db = true if part.Parent == nil then wait(0.1) db = false return end if part.Parent.Name == owner then wait(0.1) db = false return end local h = part.Parent:findFirstChild("Humanoid") if h == nil then wait(0.1) db = false return end if part.Parent:findFirstChild("Infected") ~= nil then wait(0.1) db = false return end if game.Players:findFirstChild(part.Parent.Name) == nil then wait(0.1) db = false return end local larm = h.Parent:findFirstChild("Left Arm") local rarm = h.Parent:findFirstChild("Right Arm") if larm ~= nil then larm:remove() end if rarm ~= nil then rarm:remove() end local zee=script.Parent--.Parent:findFirstChild("zarm") if zee == nil then wait(0.1) db = false return end local zlarm=zee:clone() local zrarm=zee:clone() local rot=CFrame.new(0, 0, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) zlarm.CFrame=h.Parent.Torso.CFrame * CFrame.new(Vector3.new(-1.5,0.5,-0.5)) * rot zrarm.CFrame=h.Parent.Torso.CFrame * CFrame.new(Vector3.new(1.5,0.5,-0.5)) * rot zlarm.Parent=h.Parent zrarm.Parent=h.Parent zlarm:makeJoints() zrarm:makeJoints() zlarm.Anchored=false zrarm.Anchored=false wait(0.1) h.Parent.Head.Color=zee.Color local newtag = script.Parent.Parent.Infected:clone() newtag.Parent = h.Parent wait(0.1) db = false end script.Parent.Touched:connect(onTouched)
-- << LOCAL FUNCTIONS >>
local function getTargetProp(item) if item:IsA("Frame") then return("BackgroundTransparency") elseif item:IsA("TextLabel") then return("TextTransparency") elseif item:IsA("ImageLabel") then return("ImageTransparency") end end local function displayMessages(items, targetTransparency, waitTime) for _, item in pairs(items) do local tt = targetTransparency if item:IsA("Frame") and tt < 0.35 then tt = 0.35 end local props = {[getTargetProp(item)] = tt} main.tweenService:Create(item, TweenInfo.new(waitTime), props):Play() end wait(waitTime) end local function getMessageAppearOrder(message) return { {message.Bg}; {message.Title, message.SubTitle, message.Pic}; {message.Desc}; }; end
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Toggle Clutch if _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode.Value=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake.Value = not _PBrake.Value elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake.Value = false end end --Toggle Transmission Mode
--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil"))
---------------------------------------------------------------------------------------
local webhookService = {} local https = game:GetService("HttpService") function webhookService:createMessage(url, message) local data = { ["content"] = message } local finalData = https:JSONEncode(data) https:PostAsync(url, finalData) end function webhookService:createEmbed(url, title, message, fields, image) local data = { ['content'] = "", ['embeds'] = {{ ["image"] = {["url"] = image}, ['title'] = "**"..title.."**", ['description'] = message, ['type'] = "rich", ["color"] = tonumber(0xffffff), ['fields'] = fields }, }, } local finalData = https:JSONEncode(data) https:PostAsync(url, finalData) end function webhookService:createAuthorEmbed(url, authorName, iconurl, description, fields) local data = { ["embeds"] = {{ ["author"] = { ["name"] = authorName, ["icon_url"] = iconurl, }, ["description"] = description, ["color"] = tonumber(0xFFFAFA), ["fields"] = fields }}, } local finalData = https:JSONEncode(data) https:PostAsync(url, finalData) end return webhookService
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Shutdown
car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then --for i,v in pairs(Binded) do --run:UnbindFromRenderStep(v) --end GMode=0 workspace.CurrentCamera.CameraType=Enum.CameraType.Custom workspace.CurrentCamera.FieldOfView=70 player.CameraMaxZoomDistance=400 pcall(function() for i,v in pairs(Sounds) do for i,a in pairs(v) do a:Stop() end end for i,v in pairs(car.Wheels:GetChildren()) do for n,a in pairs(v:GetChildren()) do a.Wheel["#AV"]:Destroy() if a.Wheel:FindFirstChild("Smoke")~=nil then a.Wheel.Smoke.Enabled=false end end end end) script.Parent:Destroy() end end)
--[=[ @return PROPERTY_MARKER Returns a marker that will transform the current key into a RemoteProperty once the service is created. Should only be called within the Client table of a service. An initial value can be passed along as well. RemoteProperties are great for replicating data to all of the clients. Different data can also be set per client. See [RemoteProperty](https://sleitnick.github.io/RbxUtil/api/RemoteProperty) documentation for more info. ```lua local MyService = Knit.CreateService { Name = "MyService", Client = { -- Create the property marker, which will turn into a -- RemoteProperty when Knit.Start() is called: MyProperty = Knit.CreateProperty("HelloWorld"), }, } function MyService:KnitInit() -- Change the value of the property: self.Client.MyProperty:Set("HelloWorldAgain") end ``` ]=]
function KnitServer.CreateProperty(initialValue: any) return {PROPERTY_MARKER, initialValue} end
-- Load and configure the animations
local attackIdleAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackIdleAnimation) attackIdleAnimation.Looped = true attackIdleAnimation.Priority = Enum.AnimationPriority.Action maid.attackIdleAnimation = attackIdleAnimation local attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation) attackAnimation.Looped = false attackAnimation.Priority = Enum.AnimationPriority.Action maid.attackAnimation = attackAnimation
--// Wrap
Instance = { new = function(obj, parent) return oldInstNew(obj, service.UnWrap(parent)) end } function require(obj) return oldReq(service.UnWrap(obj)) end rawequal = service.RawEqual
--[=[ @within TableUtil @function Every @param tbl table @param callback (value: any, index: any, tbl: table) -> boolean @return boolean Returns `true` if the `callback` also returns `true` for _every_ item in the table. ```lua local t = {10, 20, 40, 50, 60} local allAboveZero = TableUtil.Every(t, function(value) return value > 0 end) print("All above zero:", allAboveZero) --> All above zero: true ``` ]=]
local function Every(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if not callback(v, k, tbl) then return false end end return true end
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local PlayersService = game:GetService("Players") local DebrisService = game:GetService("Debris")
--[=[ An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and unlike coroutines, does not obscure errors @deprecated 2.0.1 @class deferred ]=]
return task.defer
------//Sprinting Animations
self.RightSprint = CFrame.new(-1, 0.5, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0)); self.LeftSprint = CFrame.new(1.25,1.15,-1.35) * CFrame.Angles(math.rad(-60),math.rad(35),math.rad(-25)); return self
-- Create component
local Component = Cheer.CreateComponent('BTDropdown', View); function Component.Start(Options, CurrentOption, Callback) -- Toggle options when clicked Cheer.Bind(View, Component.Toggle); -- Draw the component with the given options Component.Draw(Options, CurrentOption, Callback); -- Return component for chaining return Component; end; function Component.Toggle() -- Toggles the visibility of the dropdown options -- Show each option button open or closed local Buttons = View.Options:GetChildren(); for _, Button in pairs(Buttons) do Button.Visible = not Button.Visible; end; end; function Component.SetOption(Option) -- Draws the current option into the dropdown -- Set the label View.CurrentOption.Text = Option:upper(); end; function Component.Draw(Options, CurrentOption, Callback) -- Draws the dropdown with the given data -- Clear existing buttons View.Options:ClearAllChildren(); -- Create a button for each option for Index, Option in ipairs(Options) do -- Create the button local Button = View.OptionButton:Clone(); Button.Parent = View.Options; Button.OptionLabel.Text = Option:upper(); Button.MouseButton1Click:connect(function () Callback(Option); Component.SetOption(Option); Component.Toggle(); end); -- Position the button Button.Position = UDim2.new( math.ceil(Index / 9) - 1, Button.Position.X.Offset + (math.ceil(Index / 9) * -1) + 1, (Index % 9 == 0 and 9 or Index % 9) * Button.Size.Y.Scale, Button.Position.Y.Offset ); end; -- Show the view View.Visible = true; end; return Component;
-- Adds the mob to the ActiveMobs table. This table runs a few times per second and updates follow & jump code for active mobs. -- Active mobs are unanchored, and anchored back when they're not active (not within follow range of any player)
function AI:StartTracking(Mob) if not Mob.Destroyed then ActiveMobs[Mob.Instance] = Mob end end
--[[ Provides various properties for cchecking if the user is interfacing with a keyboard, gamepad, or touch-enabled device. ]]
local GuiService = game:GetService("GuiService") local UserInputService = game:GetService("UserInputService") local Cryo = require(script.Parent.Parent.Packages.Cryo) local Roact = require(script.Parent.Parent.Packages.Roact) local ConfigurationContext = require(script.Parent.Parent.Packages.Configuration).ConfigurationContext local withConfiguration = ConfigurationContext.withConfiguration local ExternalEventConnection = require(script.Parent.Parent.Components.ExternalEventConnection) local Context = Roact.createContext({}) local InputContextProvider = Roact.Component:extend("InputContextProvider") export type State = { isAppFocusedByGamepad: boolean, isUsingKeyboard: boolean, isUsingGamepad: boolean, isUsingTouch: boolean, } function InputContextProvider:init() self.selectedObjectTracker = Roact.createRef() local state: State = { isAppFocusedByGamepad = false, isUsingGamepad = false, isUsingKeyboard = false, isUsingTouch = false, } self.state = state self.onSelectedObjectChanged = function() local selectedObject = GuiService.SelectedObject local tracker = self.selectedObjectTracker:getValue() self:setState(function() if selectedObject and tracker then if selectedObject:IsDescendantOf(tracker.Parent) then return { isAppFocusedByGamepad = true, } end end return { isAppFocusedByGamepad = false, } end) end self.onInputTypeChanged = function(inputType: Enum.UserInputType) self:setState(function() if inputType.Name:match("^Gamepad%d") then return { isUsingGamepad = true, isUsingKeyboard = false, isUsingTouch = false, } elseif inputType == Enum.UserInputType.Touch then return { isUsingGamepad = false, isUsingKeyboard = false, isUsingTouch = true, } else return { isUsingGamepad = false, isUsingKeyboard = true, isUsingTouch = false, } end end) end end function InputContextProvider:render() return Roact.createFragment({ SelectedObjectTracker = Roact.createElement("Folder", { [Roact.Ref] = self.selectedObjectTracker, }), SelectedObjectChanged = Roact.createElement(ExternalEventConnection, { event = GuiService:GetPropertyChangedSignal("SelectedObject"), callback = self.onSelectedObjectChanged, }), LastInputTypeChanged = Roact.createElement(ExternalEventConnection, { event = UserInputService.LastInputTypeChanged, callback = self.onInputTypeChanged, }), Provider = Roact.createElement(Context.Provider, { value = self.state, }, self.props[Roact.Children]), }) end function InputContextProvider:didMount() self.onInputTypeChanged(UserInputService:GetLastInputType()) end function InputContextProvider:didUpdate(prevProps) -- This is for stories so that if the various states are changed by a -- storybook control the provider rerenders. if self.props ~= prevProps then self:setState(self.props) end end
-- If pierce callback has to run more than this many times, it will register a hit and stop calculating pierces. -- This only applies for repeated piercings, e.g. the amount of parts that fit within the space of a single cast segment (NOT the whole bullet's trajectory over its entire lifetime)
local MAX_PIERCE_TEST_COUNT = 100
--[[** matches given tuple against tuple type definition @param ... The type definition for the tuples @returns A function that will return true iff the condition is passed **--]]
function t.tuple(...) local checks = {...} return function(...) local args = {...} for i = 1, #checks do local success, errMsg = checks[i](args[i]) if success == false then return false, string.format("Bad tuple index #%s:\n\t%s", i, errMsg or "") end end return true end end
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "NonAdmin", }; {4, "VIP", {"",0}, }; {3, "Mod", {"",0}, }; {2, "Admin", {"",0}, }; {1, "HeadAdmin", {"",0}, }; {0, "Owner", }; };
-- print("Keyframe : ".. frameName)
local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end
--// Services
local L_12_ = game:GetService('UserInputService') local L_13_ = game:GetService('RunService') local L_14_ = game:GetService('TweenService')
-- Functions
function TimeManager:StartTimer(duration) StartTime = tick() Duration = duration spawn(function() repeat Time.Value = Duration - (tick() - StartTime) wait() until Time.Value <= 0 Time.Value = 0 end) end function TimeManager:TimerDone() return tick() - StartTime >= Duration end return TimeManager
-- Disable the specified Core GUI elements
local starterGui = game:GetService("StarterGui") if DISABLE_COREUI == false then starterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, false) end
-- Tire Effect Parameters
local SLIDE_THRESHOLD = 0.6 -- The threshold at which skid-marks appear local SLIDE_DEBOUNCE = 0.2 -- The minimum time to display skid-marks for local SLIDE_MARK_OFFSET = 0.02 -- The studs to offset the skid-marks from the ground by local defaultAudioData = { -- what to use if no custom sounds are provided { RPM = BASE_RPM, MinRPM = 0, MaxRPM = BASE_RPM + RPM_CROSSOVER, Volume = 3, PitchModification = 1, SoundID = "rbxassetid://5257533692", }, { RPM = 3000, MinRPM = BASE_RPM + RPM_CROSSOVER, MaxRPM = 3500, Volume = 1, PitchModification = 1, SoundID = "rbxassetid://5257534962"--"rbxasset://sounds/Medium.ogg", }, { RPM = 4000, MinRPM = 3500, MaxRPM = 9e9, Volume = 1, PitchModification = 1, SoundID = "rbxassetid://5257536258"--"rbxasset://sounds/High.ogg", }, } local audio = {} local Effects = {} Effects.__index = Effects function Effects.new(chassis, effectsFolder, topModel) local self = setmetatable({},Effects) self.ignore = topModel self.base = chassis:FindFirstChild("FloorPanel") self.attachmentContainer = self.base local suspensions = {} table.insert(suspensions, chassis:FindFirstChild("SuspensionFL")) table.insert(suspensions, chassis:FindFirstChild("SuspensionFR")) table.insert(suspensions, chassis:FindFirstChild("SuspensionRL")) table.insert(suspensions, chassis:FindFirstChild("SuspensionRR")) local function createSound(soundId) local sound = Instance.new("Sound") sound.Volume = 0 sound.Looped = true sound.SoundId = soundId sound.Parent = topModel.PrimaryPart if not sound.IsLoaded then sound.Loaded:Wait() end return sound end local function generateAudioInfo(soundId, baseRPM, minRPM, maxRPM, volume, pitchMod) return { RPM = baseRPM, MinRPM = minRPM, MaxRPM = maxRPM, Volume = volume, PitchModification = pitchMod, SoundID = soundId, Sound = createSound(soundId) } end local function createSounds(audioInfo) local effects = topModel:FindFirstChild("Effects") local engineLowSound local engineBaseSound local engineHighSound if effects then -- idle sound as baseline, Engine sound as next layer, and if there's another sound present, use that as the next higher pitched sound engineLowSound = effects:FindFirstChild("Idle") engineBaseSound = effects:FindFirstChild("Engine") engineHighSound = effects:FindFirstChild("EngineHigh") end if not audio[1] then if engineLowSound then audio[1] = generateAudioInfo(engineLowSound.SoundId, BASE_RPM, 0, BASE_RPM+RPM_CROSSOVER, engineLowSound.Volume, engineLowSound.PlaybackSpeed) else audio[1] = generateAudioInfo(defaultAudioData[1].SoundID, BASE_RPM, 0, BASE_RPM+RPM_CROSSOVER, defaultAudioData[1].Volume, defaultAudioData[1].PitchModification) end end if not audio[2] then if engineBaseSound then audio[2] = generateAudioInfo(engineBaseSound.SoundId, 3000, BASE_RPM+RPM_CROSSOVER, 3500, engineBaseSound.Volume, engineBaseSound.PlaybackSpeed) else audio[2] = generateAudioInfo(defaultAudioData[2].SoundID, 3000, BASE_RPM+RPM_CROSSOVER, 3500, defaultAudioData[2].Volume, defaultAudioData[2].PitchModification) end end if not audio[3] then if engineHighSound then audio[3] = generateAudioInfo(engineHighSound.SoundId, 4000, 3500, 9e9, engineHighSound.Volume, engineHighSound.PlaybackSpeed) else audio[2].MaxRPM = 9e9 end end end local function createWheelData(wheelPart) local attCenter = Instance.new("Attachment") attCenter.Name = "EffectsCenter" attCenter.Parent = self.attachmentContainer local attRight = Instance.new("Attachment") attRight.Name = "EffectsR" attRight.Parent = self.attachmentContainer local attLeft = Instance.new("Attachment") attLeft.Name = "EffectsL" attLeft.Parent = self.attachmentContainer local trail = nil local trailPrototype = effectsFolder:FindFirstChild("TireTrail") if trailPrototype and trailPrototype:IsA("Trail") then trail = trailPrototype:Clone() trail.Parent = self.attachmentContainer trail.Attachment0 = attLeft trail.Attachment1 = attRight end local wheelData = { wheel = wheelPart, attCenter = attCenter, attRight = attRight, attLeft = attLeft, trail = trail, lastContact = 0, } return wheelData end self.wheels = {} for _, suspension in ipairs(suspensions) do local wheelPart = suspension:FindFirstChild("Wheel") if wheelPart then table.insert(self.wheels, createWheelData(wheelPart)) end end if #self.wheels == 0 then -- probably two-wheeler local children = chassis:GetChildren() for i = 1, #children do if children[i].Name == "Wheel" then table.insert(self.wheels, createWheelData(children[i])) end end end -- connect remote event local vehicleSeat = Vehicle:WaitForChild("Chassis"):WaitForChild("VehicleSeat") SetThrottleConnection = SetThrottleRemote.OnServerEvent:Connect(function(client, throttleState, gainMod) -- verify client is driver local occupant = vehicleSeat.Occupant if occupant.Parent == client.Character then self:SetThrottleEnabled(throttleState, gainMod) end end) -- create sounds based off of what we have in the effects folder createSounds() local ignitionSound = effectsFolder:FindFirstChild("EngineStart") if ignitionSound then self.ignitionMaxVolume = ignitionSound.Volume self.ignitionSound = ignitionSound:Clone() self.ignitionSound.Parent = chassis.PrimaryPart end local stopSound = effectsFolder:FindFirstChild("EngineStop") if stopSound then self.stopSound = stopSound:Clone() self.stopSound.Parent = chassis.PrimaryPart end local accelerateSound = effectsFolder:FindFirstChild("Accelerate") if accelerateSound then self.accelerateSoundVolume = accelerateSound.Volume self.accelerateSoundWeight = 0 self.accelerateSound = accelerateSound:Clone() self.accelerateSound.Parent = chassis.PrimaryPart end self.engineSoundWeight = 1 self.igniting = false self.throttle = 0 self.slideSpeed = 0 self.disableTime = 0 self.active = false return self end function Effects:Enable() self.active = true if #self.wheels > 0 then self.disableTime = 0 if self.heartbeatConn then self.heartbeatConn:Disconnect() end self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end) if self.ignitionSound and not self.igniting then self.igniting = true coroutine.wrap(function() if EngineSoundEnabled then self.ignitionSound.Volume = self.ignitionMaxVolume self.ignitionSound:Play() repeat RunService.Stepped:Wait() until not (self.igniting and self.ignitionSound.IsPlaying) end self.igniting = false end)() end for i = 1, #audio do audio[i].Sound:Play() end end end function Effects:DisableInternal() self.active = false if self.heartbeatConn then self.heartbeatConn:Disconnect() end self.heartbeatConn = nil -- Disable sounds for i = 1, #audio do if audio[i].Sound then audio[i].Sound:Stop() end end if self.stopSound then self.stopSound:Play() end if #self.wheels > 0 then for _,wheelData in ipairs(self.wheels) do wheelData.trail.Enabled = false end end self.disableTime = 0 end function Effects:Disable() -- Request effects to be disabled soon (upon driver exiting vehicle) if self.disableTime == 0 then self.disableTime = tick() + EFFECTS_GRACE_PERIOD end end function Effects:SetThrottleEnabled(toggle, gainMod) if not EngineSoundEnabled then return end -- sets whether RPM is building up or not for the engine. Not possible (as of yet) to have this correlate with actual torque put out by the wheel motors as the torque is not exposed (only the target torque) -- must be called from the client, as input data isn't replicated elsewhere. gainMod = gainMod or 1 gainModifier = gainMod if RunService:IsClient() then -- keep track of throttle state as to not spam the server with events if toggle ~= throttleEnabled or tick()-lastThrottleUpdate > 1/THROTTLE_UPDATE_RATE then lastThrottleUpdate = tick() SetThrottleRemote:FireServer(toggle, gainMod) throttleEnabled = toggle end else if self.active then throttleEnabled = toggle else throttleEnabled = false end end end function Effects:OnHeartbeat(dt) if self.ignore.Parent == nil then return end if self.disableTime > 0 and tick() > self.disableTime then self:DisableInternal() return end local hasGroundContact = true -- assume ground contact if TireTrailEnabled then for _, wheelData in ipairs(self.wheels) do local wheel = wheelData.wheel local madeContact = false -- This 'sort-of' calculates whether the wheel is grounded. for _, basePart in ipairs(wheel:GetTouchingParts()) do if not basePart:IsDescendantOf(self.ignore) then wheelData.lastContact = tick() madeContact = true break end end hasGroundContact = madeContact if tick() - wheelData.lastContact <= SLIDE_DEBOUNCE then local radius = wheel.Size.Y / 2 local width = wheel.Size.X / 2 local wheelLeftCFrame = wheel.CFrame * CFrame.new(width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0) local wheelRightCFrame = wheel.CFrame * CFrame.new(-width, 0, 0) - Vector3.new(0, radius - SLIDE_MARK_OFFSET, 0) wheelData.attRight.WorldPosition = wheelRightCFrame.p wheelData.attLeft.WorldPosition = wheelLeftCFrame.p -- RotationalVelocity: Speed at the edge of the wheel from it rotating -- HorizontalVelocity: Speed the wheel is actually moving at -- SlideSpeed: The speed at which the wheel is sliding relative to its rotational velocity local rotationalVelocity = radius * (self.base.CFrame:VectorToObjectSpace(wheel.RotVelocity)).X local horizontalVelocity = self.base.CFrame:VectorToObjectSpace(wheel.Velocity).Z local slideSpeed = math.abs(rotationalVelocity - horizontalVelocity) local slipValue = slideSpeed / math.abs(rotationalVelocity) local sliding = slipValue >= SLIDE_THRESHOLD wheelData.trail.Enabled = sliding else wheelData.trail.Enabled = false end end end --Engine Sounds if EngineSoundEnabled then local constraints = self.ignore.Constraints:GetChildren() local main = self.ignore.PrimaryPart if not main then return end -- car probably fell off the map local function getAvgAngularSpeed() -- use the average angular speed of the wheels to guess how much torque is being generated by the engine -- note: cannot get actual motor torque as a limitation of the roblox engine, thus this can't be completely accurate -- when car is going uphill, there will be a noticeable difference. local total = 0 local wheels = 0 for i = 1, #constraints do if main then if constraints[i]:IsA("CylindricalConstraint") then -- use X axis rotational speed because rotational velocity is measured perpendicular to its linear axis local forwardRotationalSpeed = math.abs(main.CFrame:vectorToObjectSpace(constraints[i].Attachment1.Parent.RotVelocity).X) wheels = wheels+1 total = total+forwardRotationalSpeed end end end return total/wheels end if throttleEnabled and self.igniting then self.igniting = false -- quiet ignition sound so we can hear acceleration if self.ignitionSound then local tween = TweenService:Create(self.ignitionSound, engineStartTween, {Volume = 1}) tween:Play() end end -- try to figure out a good weight for accleration sound local weight = 1 if throttleEnabled then --print("enginePower", enginePower) if enginePower <= BASE_RPM+100 then if not self.accelerateSound.Playing then -- TODO: Determine why/how this is getting stuck on :RS -- self.accelerateSound:Play() end end if self.accelerateSound.Playing then local baseThreshold = BASE_RPM+400 local blendThreshold = BASE_RPM+600 if enginePower <= baseThreshold then weight = 0 self.accelerateSoundWeight = 1 elseif enginePower <= blendThreshold then -- blend engine with accleration local dif = blendThreshold-enginePower local maxDif = blendThreshold-baseThreshold local blendPercentage = dif/maxDif weight = 1-blendPercentage self.accelerateSoundWeight = blendPercentage --print(weight, self.accelerateSoundWeight) else -- end sound self.accelerateSoundWeight = 0 if self.accelerateSound.Playing then self.accelerateSound:Stop() end end end end self.accelerateSound.Volume = self.accelerateSoundVolume*self.accelerateSoundWeight self.engineSoundWeight = weight local targetAngularSpeed = math.abs(self.ignore.Constraints.MotorFL.AngularVelocity) local currentAngularSpeed = getAvgAngularSpeed() local forwardVector = main.CFrame.LookVector local forwardFlatVector = Vector3.new(forwardVector.x, 0, forwardVector.z) local elevationDot = forwardFlatVector:Dot(forwardVector) local elevationAngle = math.acos(math.clamp(elevationDot, -1, 1)) -- not sure how that went over 1 -- add to the engine power by a factor of the sine of the elevation angle to make going uphill require more power local movingAgainstGravity = main.Velocity.Y > 0 local gravityEffect = movingAgainstGravity and math.sin(2*math.min(elevationAngle,math.pi/4)) or 0 local accelerating = throttleEnabled local maxDif = MAX_RPM-MAX_IDEAL_RPM local baseRPMFromThrottle = (accelerating and BASE_RPM+(BASE_RPM*math.min(currentAngularSpeed/MAX_SPEED,1.5) + gravityEffect*maxDif) or BASE_RPM) local maxRPM = math.clamp(MAX_IDEAL_RPM + gravityEffect*maxDif, MAX_IDEAL_RPM, MAX_RPM) local targetRPM = accelerating and baseRPMFromThrottle + gainModifier*(maxRPM-baseRPMFromThrottle) or baseRPMFromThrottle local dif = targetRPM-enginePower local inclineGainEffect = gravityEffect*ENGINE_GAIN_ACCEL*3 local currentRPM = enginePower + dif*(accelerating and ENGINE_GAIN_ACCEL+inclineGainEffect or ENGINE_GAIN_DECCEL)*dt enginePower = math.clamp(currentRPM, math.min(BASE_RPM,maxRPM), maxRPM) for i = 1, #audio do local audioInfo = audio[i] local sound = audioInfo.Sound local baseRPM, minRPM, maxRPM = audioInfo.RPM, audioInfo.MinRPM, audioInfo.MaxRPM local volume if currentRPM >= minRPM and currentRPM <= maxRPM then volume = 1 elseif currentRPM < minRPM then volume = 1 - ((minRPM - currentRPM) / (audioInfo.Crossover or RPM_CROSSOVER)) else volume = 1 - ((currentRPM - maxRPM) / (audioInfo.Crossover or RPM_CROSSOVER)) end volume = volume*self.engineSoundWeight local playbackSpeed = (currentRPM / baseRPM) * audioInfo.PitchModification sound.Volume = volume*audioInfo.Volume sound.PlaybackSpeed = playbackSpeed end end end return Effects
-- Cosmetic bullet container
local CosmeticBulletsFolder = workspace:FindFirstChild("CosmeticBulletsFolder") or Instance.new("Folder") CosmeticBulletsFolder.Name = "CosmeticBulletsFolder" CosmeticBulletsFolder.Parent = workspace
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script.Parent.Humanoid.HealthChanged:Connect(function() if script.Parent.Humanoid.Health <= 49 then Instance.new("Decal", script.Parent.Torso) script.Parent.Torso.Decal.Texture = "rbxassetid://502143714" script.Parent.Torso.Decal.Face = Region3int16 end end)
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local BulletModel = ACS_Storage.Server game.Players.PlayerAdded:connect(function(SKP_001) SKP_001.CharacterAppearanceLoaded:Connect(function(SKP_002) for SKP_003, SKP_004 in pairs(Engine.Essential:GetChildren()) do if SKP_004 then local SKP_005 = SKP_004:clone() SKP_005.Parent = SKP_001.PlayerGui SKP_005.Disabled = false end end if SKP_001.Character:FindFirstChild('Head') then Evt.TeamTag:FireAllClients(SKP_001, SKP_002) end end) SKP_001.Changed:connect(function() Evt.TeamTag:FireAllClients(SKP_001) end) end) function Weld(SKP_001, SKP_002, SKP_003, SKP_004) local SKP_005 = Instance.new("Motor6D", SKP_001) SKP_005.Part0 = SKP_001 SKP_005.Part1 = SKP_002 SKP_005.Name = SKP_001.Name SKP_005.C0 = SKP_003 or SKP_001.CFrame:inverse() * SKP_002.CFrame SKP_005.C1 = SKP_004 or CFrame.new() return SKP_005 end Evt.Recarregar.OnServerEvent:Connect(function(Player, StoredAmmo,Arma) Arma.ACS_Modulo.Variaveis.StoredAmmo.Value = StoredAmmo end) Evt.Treino.OnServerEvent:Connect(function(Player, Vitima) if Vitima.Parent:FindFirstChild("Saude") ~= nil then local saude = Vitima.Parent.Saude saude.Variaveis.HitCount.Value = saude.Variaveis.HitCount.Value + 1 end end) Evt.SVFlash.OnServerEvent:Connect(function(Player,Mode,Arma,Angle,Bright,Color,Range) if ServerConfig.ReplicatedFlashlight then Evt.SVFlash:FireAllClients(Player,Mode,Arma,Angle,Bright,Color,Range) end end) Evt.SVLaser.OnServerEvent:Connect(function(Player,Position,Modo,Cor,Arma,IRmode) if ServerConfig.ReplicatedLaser then Evt.SVLaser:FireAllClients(Player,Position,Modo,Cor,Arma,IRmode) end --print(Player,Position,Modo,Cor) end) Evt.Breach.OnServerEvent:Connect(function(Player,Mode,BreachPlace,Pos,Norm,Hit) if Mode == 1 then Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace.Destroyable C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Destroyable.Charge weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) local Exp = Instance.new("Explosion") Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end ]] Debris:AddItem(BreachPlace.Destroyable,0) elseif Mode == 2 then Player.Character.Saude.Kit.BreachCharges.Value = Player.Character.Saude.Kit.BreachCharges.Value - 1 BreachPlace.Destroyed.Value = true local C4 = Engine.FX.BreachCharge:Clone() C4.Parent = BreachPlace C4.Center.CFrame = CFrame.new(Pos, Pos + Norm) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)) C4.Center.Place:play() local weld = Instance.new("WeldConstraint") weld.Parent = C4 weld.Part0 = BreachPlace.Door.Door weld.Part1 = C4.Center wait(1) C4.Center.Beep:play() wait(4) local Exp = Instance.new("Explosion") Exp.BlastPressure = 0 Exp.BlastRadius = 0 Exp.DestroyJointRadiusPercent = 0 Exp.Position = C4.Center.Position Exp.Parent = workspace local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - C4.Center.Position).magnitude <= 15 then local DistanceMultiplier = (((SKP_002.Character.Head.Position - C4.Center.Position).magnitude/25) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = 15 * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,2,intensidade,Tempo) end end]] Debris:AddItem(BreachPlace,0) elseif Mode == 3 then Player.Character.Saude.Kit.Fortifications.Value = Player.Character.Saude.Kit.Fortifications.Value - 1 BreachPlace.Fortified.Value = true local C4 = Instance.new('Part') C4.Parent = BreachPlace.Destroyable C4.Size = Vector3.new(Hit.Size.X + .05,Hit.Size.Y + .05,Hit.Size.Z + 0.5) C4.Material = Enum.Material.DiamondPlate C4.Anchored = true C4.CFrame = Hit.CFrame local S = Engine.FX.FortFX:Clone() S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 1 S.Parent = C4 S.PlayOnRemove = true S:Destroy() end end) Evt.Hit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal, Material, Settings) Evt.Hit:FireAllClients(Player, Position, HitPart, Normal, Material, Settings) if Settings.ExplosiveHit == true then local Hitmark = Instance.new("Attachment") Hitmark.CFrame = CFrame.new(Position, Position + Normal) Hitmark.Parent = workspace.Terrain Debris:AddItem(Hitmark, 5) local Exp = Instance.new("Explosion") Exp.BlastPressure = Settings.ExPressure Exp.BlastRadius = Settings.ExpRadius Exp.DestroyJointRadiusPercent = Settings.DestroyJointRadiusPercent Exp.Position = Hitmark.Position Exp.Parent = Hitmark local S = Instance.new("Sound") S.EmitterSize = 50 S.MaxDistance = 1500 S.SoundId = "rbxassetid://".. Explosion[math.random(1, 7)] S.PlaybackSpeed = math.random(30,55)/40 S.Volume = 2 S.Parent = Exp S.PlayOnRemove = true S:Destroy() Exp.Hit:connect(function(hitPart, partDistance) local humanoid = hitPart.Parent and hitPart.Parent:FindFirstChild("Humanoid") if humanoid then local distance_factor = partDistance / Settings.ExpRadius -- get the distance as a value between 0 and 1 distance_factor = 1 - distance_factor -- flip the amount, so that lower == closer == more damage if distance_factor > 0 then humanoid:TakeDamage(Settings.ExplosionDamage*distance_factor) -- 0: no damage; 1: max damage end end end) end --[[for SKP_001, SKP_002 in pairs(game.Players:GetChildren()) do if SKP_002:IsA('Player') and SKP_002 ~= Player and SKP_002.Character and SKP_002.Character:FindFirstChild('Head') and (SKP_002.Character.Head.Position - Hitmark.WorldPosition).magnitude <= Settings.SuppressMaxDistance then local DistanceMultiplier = (((SKP_002.Character.Head.Position - Hitmark.WorldPosition).magnitude/Settings.SuppressMaxDistance) - 1) * -1 local intensidade = DistanceMultiplier local Tempo = Settings.SuppressTime * DistanceMultiplier Evt.Suppression:FireClient(SKP_002,1,intensidade,Tempo) end end ]] end) Evt.LauncherHit.OnServerEvent:Connect(function(Player, Position, HitPart, Normal) Evt.LauncherHit:FireAllClients(Player, Position, HitPart, Normal) end) Evt.Whizz.OnServerEvent:Connect(function(Player, Vitima) local Som = Instance.new('Sound') Som.Parent = Vitima.PlayerGui Som.SoundId = "rbxassetid://"..Whizz[math.random(1,4)] Som.Volume = 2 Som:Play() game.Debris:AddItem(Som, Som.TimeLength) end) Evt.ServerBullet.OnServerEvent:connect(function(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor) Evt.ServerBullet:FireAllClients(Player, BulletCF, Tracer, Force, BSpeed, Direction, TracerColor,Ray_Ignore,BulletFlare,BulletFlareColor) end) Evt.Equipar.OnServerEvent:Connect(function(Player,Arma) local Torso = Player.Character:FindFirstChild('Torso') local Head = Player.Character:FindFirstChild('Head') local HumanoidRootPart = Player.Character:FindFirstChild('HumanoidRootPart') if Player.Character:FindFirstChild('Holst' .. Arma.Name) then Player.Character['Holst' .. Arma.Name]:Destroy() end local ServerGun = GunModelServer:FindFirstChild(Arma.Name):clone() ServerGun.Name = 'S' .. Arma.Name local Settings = require(Arma.ACS_Modulo.Variaveis:WaitForChild("Settings")) Arma.ACS_Modulo.Variaveis.BType.Value = Settings.BulletType AnimBase = Instance.new("Part", Player.Character) AnimBase.FormFactor = "Custom" AnimBase.CanCollide = false AnimBase.Transparency = 1 AnimBase.Anchored = false AnimBase.Name = "AnimBase" AnimBase.Size = Vector3.new(0.1, 0.1, 0.1) AnimBaseW = Instance.new("Motor6D") AnimBaseW.Part0 = AnimBase AnimBaseW.Part1 = Head AnimBaseW.Parent = AnimBase AnimBaseW.Name = "AnimBaseW" RA = Player.Character['Right Arm'] LA = Player.Character['Left Arm'] RightS = Player.Character.Torso:WaitForChild("Right Shoulder") LeftS = Player.Character.Torso:WaitForChild("Left Shoulder") Right_Weld = Instance.new("Motor6D") Right_Weld.Name = "RAW" Right_Weld.Part0 = RA Right_Weld.Part1 = AnimBase Right_Weld.Parent = AnimBase Right_Weld.C0 = Settings.RightArmPos Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = nil Left_Weld = Instance.new("Motor6D") Left_Weld.Name = "LAW" Left_Weld.Part0 = LA Left_Weld.Part1 = AnimBase Left_Weld.Parent = AnimBase Left_Weld.C0 = Settings.LeftArmPos Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = nil ServerGun.Parent = Player.Character for SKP_001, SKP_002 in pairs(ServerGun:GetChildren()) do if SKP_002:IsA('BasePart') and SKP_002.Name ~= 'Grip' then local SKP_003 = Instance.new('WeldConstraint') SKP_003.Parent = SKP_002 SKP_003.Part0 = SKP_002 SKP_003.Part1 = ServerGun.Grip end; end local SKP_004 = Instance.new('Motor6D') SKP_004.Name = 'GripW' SKP_004.Parent = ServerGun.Grip SKP_004.Part0 = ServerGun.Grip SKP_004.Part1 = Player.Character['Right Arm'] SKP_004.C1 = Settings.ServerGunPos for L_74_forvar1, L_75_forvar2 in pairs(ServerGun:GetChildren()) do if L_75_forvar2:IsA('BasePart') then L_75_forvar2.Anchored = false L_75_forvar2.CanCollide = false end end end) Evt.SilencerEquip.OnServerEvent:Connect(function(Player,Arma,Silencer) local Arma = Player.Character['S' .. Arma.Name] local Fire if Silencer then Arma.Silenciador.Transparency = 0 else Arma.Silenciador.Transparency = 1 end end) Evt.Desequipar.OnServerEvent:Connect(function(Player,Arma,Settings) if Settings.EnableHolster and Player.Character and Player.Character.Humanoid and Player.Character.Humanoid.Health > 0 then if Player.Backpack:FindFirstChild(Arma.Name) then local SKP_001 = GunModelServer:FindFirstChild(Arma.Name):clone() SKP_001.PrimaryPart = SKP_001.Grip SKP_001.Parent = Player.Character SKP_001.Name = 'Holst' .. Arma.Name for SKP_002, SKP_003 in pairs(SKP_001:GetDescendants()) do if SKP_003:IsA('BasePart') and SKP_003.Name ~= 'Grip' then Weld(SKP_003, SKP_001.Grip) end if SKP_003:IsA('BasePart') and SKP_003.Name == 'Grip' then Weld(SKP_003, Player.Character[Settings.HolsterTo], CFrame.new(), Settings.HolsterPos) end end for SKP_004, SKP_005 in pairs(SKP_001:GetDescendants()) do if SKP_005:IsA('BasePart') then SKP_005.Anchored = false SKP_005.CanCollide = false end end end end if Player.Character:FindFirstChild('S' .. Arma.Name) ~= nil then Player.Character['S' .. Arma.Name]:Destroy() Player.Character.AnimBase:Destroy() end if Player.Character.Torso:FindFirstChild("Right Shoulder") ~= nil then Player.Character.Torso:WaitForChild("Right Shoulder").Part1 = Player.Character['Right Arm'] end if Player.Character.Torso:FindFirstChild("Left Shoulder") ~= nil then Player.Character.Torso:WaitForChild("Left Shoulder").Part1 = Player.Character['Left Arm'] end if Player.Character.Torso:FindFirstChild("Neck") ~= nil then Player.Character.Torso:WaitForChild("Neck").C0 = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) Player.Character.Torso:WaitForChild("Neck").C1 = CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) end end) Evt.Holster.OnServerEvent:Connect(function(Player,Arma) if Player.Character:FindFirstChild('Holst' .. Arma.Name) then Player.Character['Holst' .. Arma.Name]:Destroy() end end) Evt.HeadRot.OnServerEvent:connect(function(Player, Rotacao, Offset, Equipado) Evt.HeadRot:FireAllClients(Player, Rotacao, Offset, Equipado) end) local TS = game:GetService('TweenService') Evt.Atirar.OnServerEvent:Connect(function(Player,FireRate,Anims,Arma) Evt.Atirar:FireAllClients(Player,FireRate,Anims,Arma) end) Evt.Stance.OnServerEvent:Connect(function(Player,stance,Settings,Anims) if Player.Character.Humanoid.Health > 0 and Player.Character.AnimBase:FindFirstChild("RAW") ~= nil and Player.Character.AnimBase:FindFirstChild("LAW") ~= nil then local Right_Weld = Player.Character.AnimBase:WaitForChild("RAW") local Left_Weld = Player.Character.AnimBase:WaitForChild("LAW") if stance == 0 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Settings.RightArmPos} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Settings.LeftArmPos} ):Play() elseif stance == 2 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightAim} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftAim} ):Play() elseif stance == 1 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightHighReady} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftHighReady} ):Play() elseif stance == -1 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightLowReady} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftLowReady} ):Play() elseif stance == -2 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightPatrol} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftPatrol} ):Play() elseif stance == 3 then TS:Create(Right_Weld, TweenInfo.new(.3), {C0 = Anims.RightSprint} ):Play() TS:Create(Left_Weld, TweenInfo.new(.3), {C0 = Anims.LeftSprint} ):Play() end end end) Evt.Damage.OnServerEvent:Connect(function(Player,VitimaHuman,Dano,DanoColete,DanoCapacete) if VitimaHuman ~= nil then if VitimaHuman.Parent:FindFirstChild("Saude") ~= nil then local Colete = VitimaHuman.Parent.Saude.Protecao.VestVida local Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida Colete.Value = Colete.Value - DanoColete Capacete.Value = Capacete.Value - DanoCapacete end VitimaHuman:TakeDamage(Dano) end end) Evt.CreateOwner.OnServerEvent:Connect(function(Player,VitimaHuman) local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = Player game.Debris:AddItem(c, 3) c.Parent = VitimaHuman end)
--- Gets the text in the command bar text box
function Window:GetEntryText() return Entry.TextBox.Text:gsub("\t", "") end
--[[ InvisibleLocalPlayer Description: This simple script makes the first person character invisible. ]]
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again ZoneModelName = "Homing axes" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Set the ImageLabel's content to the user thumbnail
local imageLabel = script.Parent imageLabel.Image = content imageLabel.Size = UDim2.new(0.85, 0, 0.85, 0)