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-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local u1 = require(game:GetService("ReplicatedStorage"):WaitForChild("Achievements")); local u2 = script:FindFirstAncestor("MainUI"); local l__TweenService__3 = game:GetService("TweenService"); return function(p1, p2) local v2 = u1[p2]; if v2 then local v3 = u2.AchievementsHolder.Achievement:Clone(); v3.Size = UDim2.new(0, 0, 0, 0); v3.Frame.Position = UDim2.new(1.1, 0, 0, 0); v3.Name = "LiveAchievement"; v3.Visible = true; for v4, v5 in pairs(v2) do local v6 = v3.Frame.Details:FindFirstChild(v4); if v6 then v6.Text = v5; end; end; if v2.Image then v3.Frame.ImageLabel.Image = v2.Image; elseif v2.BadgeId then v3.Frame.ImageLabel.Image = "rbxassetid://" .. game.BadgeService:GetBadgeInfoAsync(v2.BadgeId).IconImageId; end; v3.Parent = u2.AchievementsHolder; v3.Sound:Play(); v3:TweenSize(UDim2.new(1, 0, 0.2, 0), "In", "Quad", 0.8, true); wait(0.8); v3.Frame:TweenPosition(UDim2.new(0, 0, 0, 0), "Out", "Quad", 0.5, true); l__TweenService__3:Create(v3.Frame.Glow, TweenInfo.new(1, Enum.EasingStyle.Quad, Enum.EasingDirection.In), { ImageTransparency = 1 }):Play(); wait(8); v3.Frame:TweenPosition(UDim2.new(1.1, 0, 0, 0), "In", "Quad", 0.5, true); wait(0.5); v3:TweenSize(UDim2.new(1, 0, -0.1, 0), "InOut", "Quad", 0.5, true); wait(0.5); v3:Destroy(); end; end;
---[[ Fade Out and In Settings ]]
module.ChatWindowBackgroundFadeOutTime = 3.5 --Chat background will fade out after this many seconds. module.ChatWindowTextFadeOutTime = 1 --Chat text will fade out after this many seconds. module.ChatDefaultFadeDuration = 0.8 module.ChatShouldFadeInFromNewInformation = false module.ChatAnimationFPS = 20.0
--[[ Deep compares a table for any changes. Returns false if tables are different. Functions.CompareTable( table, <-- |REQ| Table/dictionary table2, <-- |REQ| Table/dictionary ) --]]
--Return the Register table to expose the methods
return Register
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "a" then a = true elseif key == "d" then d = true elseif key == "w" then w = true rwd.Throttle = 1 rwd.Torque = tq lwd.Throttle = 1 lwd.Torque = ftq rrwd.Throttle = 1 rrwd.Torque = ftq rwd.MaxSpeed = 185 lwd.MaxSpeed = 185 rrwd.MaxSpeed = 185 carSeat.Throttle = 1 carSeat.Torque = 0 elseif key == "s" then s = true carSeat.Throttle = 0 carSeat.Torque = 0 rwd.Throttle = -1 rwd.Torque = brk lwd.Throttle = -1 lwd.Torque = brk rrwd.Throttle = -1 rrwd.Torque = brk rwd.MaxSpeed = 25 lwd.MaxSpeed = 25 rrwd.MaxSpeed = 25 end end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "a" then print("a up") if d == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end elseif key == "d" then print("d up") if a == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end end a = false d = false end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "w" or key == "s" then rwd.Throttle = 0 rwd.Torque = 0 lwd.Throttle = 0 lwd.Torque = 0 rrwd.Throttle = 0 rrwd.Torque = 0 carSeat.Throttle = 0 carSeat.Torque = cst end end) limitButton.MouseButton1Click:connect(function()
--You dont need to delete this text. --PUT INSIDE a BUTTON in StarterGui --Make sure to make a frame for the menu to pop up then go to properties > Visible [Off]
script.Parent.MouseButton1Click:Connect (function() script.Parent.Parent.Visible = false end)
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.17) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621778965, -2.69811869, 0.787567914, -0.220087856, 0.575584888, -0.51537323, 0.276813388, 0.811026871, -0.337826759, -0.935379863, 0.104581922), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.29060709, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) objs[6]:WaitForChild('MagIn'):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.4) MagC:Destroy() objs[4].Transparency = 0 end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.518400908, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.492658436, -1.55705214, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.4) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.609481037, -1.02827215, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.175939053, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(-0.84623456, -0.900531948, -0.749261618, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.617181182, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.03) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) end } nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; return Settings
-------------------- --| Script Logic |-- --------------------
BaseShot = Instance.new('Part') BaseShot.Name = 'Effect' BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.BrickColor = BrickColor.new('Toothpaste') SelectionBoxify(BaseShot) Light(BaseShot) HitFadeSound:Clone().Parent = BaseShot Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped) Tool.Click.OnServerEvent:connect(function(client, hit) if client.Character == Tool.Parent then OnActivated(hit) end end)
--Code
if year == 2007 then script.Parent.ClickToChat.TextColor3 = Color3.new(0, 0, 0) script.Parent.ChatBar.BackgroundColor3 = Color3.new(255/255, 255/255, 255/255) end local Chat = { ChatColors = { BrickColor.new("Bright red"), BrickColor.new("Bright blue"), BrickColor.new("Earth green"), BrickColor.new("Bright violet"), BrickColor.new("Bright orange"), BrickColor.new("Bright yellow"), BrickColor.new("Light reddish violet"), BrickColor.new("Brick yellow"), }; Gui = nil, Frame = nil, RenderFrame = nil, TapToChatLabel = nil, ClickToChatButton = nil, Templates = nil, EventListener = nil, MessageQueue = {}, Configuration = { FontSize = Enum.FontSize.Size12, NumFontSize = 12, HistoryLength = 20, Size = UDim2.new(0.38, 0, 0.20, 0), MessageColor = Color3.new(1 , 1, 1), AdminMessageColor = Color3.new(1, 215/255, 0), XScale = 0.025, LifeTime = 45, Position = UDim2.new(0, 2, 0.05, 0), DefaultTweenSpeed = 0.15, }; CachedSpaceStrings_List = {}, Messages_List = {}, MessageThread = nil, TempSpaceLabel = nil, } function GetNameValue(pName) local value = 0 for index = 1, #pName do local cValue = string.byte(string.sub(pName, index, index)) local reverseIndex = #pName - index + 1 if #pName%2 == 1 then reverseIndex = reverseIndex - 1 end if reverseIndex%4 >= 2 then cValue = -cValue end value = value + cValue end return value%8 end function Chat:ComputeChatColor(pName) return self.ChatColors[GetNameValue(pName) + 1].Color end function Chat:UpdateQueue(field, diff) for i = #self.MessageQueue, 1, -1 do if self.MessageQueue[i] then for _, label in pairs(self.MessageQueue[i]) do if label and type(label) ~= "table" and type(label) ~= "number" then if label:IsA("TextLabel") or label:IsA("TextButton") then if diff then label.Position = label.Position - UDim2.new(0, 0, diff, 0) else if field == self.MessageQueue[i] then label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale , 0) else label.Position = UDim2.new(self.Configuration.XScale, 0, label.Position.Y.Scale - field["Message"].Size.Y.Scale, 0) end if label.Position.Y.Scale < -0.01 then label.Visible = false label:Destroy() end end end end end end end end function Chat:ComputeSpaceString(pLabel) local nString = " " if not self.TempSpaceLabel then self.TempSpaceLabel = self.Templates.SpaceButton self.TempSpaceLabel.Size = UDim2.new(0, pLabel.AbsoluteSize.X, 0, pLabel.AbsoluteSize.Y); end self.TempSpaceLabel.Text = nString while self.TempSpaceLabel.TextBounds.X < pLabel.TextBounds.X do nString = nString .. " " self.TempSpaceLabel.Text = nString end nString = nString .. " " self.CachedSpaceStrings_List[pLabel.Text] = nString self.TempSpaceLabel.Text = "" return nString end function Chat:UpdateChat(cPlayer, message) local messageField = {["Player"] = cPlayer,["Message"] = message} if coroutine.status(Chat.MessageThread) == "dead" then table.insert(Chat.Messages_List, messageField) Chat.MessageThread = coroutine.create(function () for i = 1, #Chat.Messages_List do local field = Chat.Messages_List[i] Chat:CreateMessage(field["Player"], field["Message"]) end Chat.Messages_List = {} end) coroutine.resume(Chat.MessageThread) else table.insert(Chat.Messages_List, messageField) end end function Chat:CreateMessage(cPlayer, message) local pName = cPlayer ~= nil and cPlayer.Name or "GAME" message = message:gsub("^%s*(.-)%s*$", "%1") self.MessageQueue[#self.MessageQueue] = (#self.MessageQueue > self.Configuration.HistoryLength) and nil or self.MessageQueue[#self.MessageQueue] local pLabel = self.Templates.pLabel:clone() pLabel.Name = pName; pLabel.Text = pName .. ";"; pLabel.Parent = self.RenderFrame; pLabel.TextColor3 = (cPlayer.Neutral) and Chat:ComputeChatColor(pName) or cPlayer.TeamColor.Color local nString = self.CachedSpaceStrings_List[pName] or Chat:ComputeSpaceString(pLabel) local mLabel = self.Templates.mLabel:clone() mLabel.Name = pName .. " - message"; mLabel.TextColor3 = Chat.Configuration.MessageColor; mLabel.Text = nString .. message; mLabel.Parent = self.RenderFrame; local heightField = mLabel.TextBounds.Y mLabel.Size = UDim2.new(1, 0, heightField/self.RenderFrame.AbsoluteSize.Y, 0) pLabel.Size = mLabel.Size local yPixels = self.RenderFrame.AbsoluteSize.Y local yFieldSize = mLabel.TextBounds.Y local queueField = {} queueField["Player"] = pLabel queueField["Message"] = mLabel queueField["SpawnTime"] = tick() table.insert(self.MessageQueue, 1, queueField) Chat:UpdateQueue(queueField) end function Chat:CreateChatBar() self.ClickToChatButton = self.Gui:WaitForChild("ClickToChat") self.ChatBar = self.Gui:WaitForChild("ChatBar") local mouse = game.Players.LocalPlayer:GetMouse() mouse.KeyDown:connect(function (key) if key:byte() == 47 or key == "/" then wait(0.00000001) self.ClickToChatButton.Visible = false if year > 2007 then self.ChatBar.BackgroundColor3 = Color3.new(0/255, 0/255, 0/255) end self.ChatBar:CaptureFocus() end end) self.ClickToChatButton.MouseButton1Click:connect(function () self.ClickToChatButton.Visible = false if year > 2007 then self.ChatBar.BackgroundColor3 = Color3.new(0/255, 0/255, 0/255) end self.ChatBar:CaptureFocus() end) end function Chat:PlayerChat(message) local m = Instance.new("StringValue") m.Name = "NewMessage" m.Value = message m.Parent = game.Players.LocalPlayer game:GetService("Debris"):AddItem(m, 2) end function Chat:CreateGui() self.Gui = script.Parent self.Frame = self.Gui:WaitForChild("ChatFrame") self.RenderFrame = self.Frame:WaitForChild("ChatRenderFrame") self.Templates = self.Gui:WaitForChild("Templates") Chat:CreateChatBar() self.ChatBar.FocusLost:connect(function(enterPressed) if year > 2007 then self.ChatBar.BackgroundColor3 = Color3.new(0/255, 0/255, 0/255) end if enterPressed and self.ChatBar.Text ~= "" then local cText = self.ChatBar.Text if string.sub(self.ChatBar.Text, 1, 1) == "%" then cText = "(TEAM) " .. string.sub(cText, 2, #cText) end Chat:PlayerChat(cText) if self.ClickToChatButton then self.ClickToChatButton.Visible = true end self.ChatBar.Text = "" self.ClickToChatButton.Visible = true end end) end function Chat:TrackPlayerChats() local function chatRegister(p) p.ChildAdded:connect(function (obj) if obj:IsA("StringValue") and obj.Name == "NewMessage" then if game.Players.LocalPlayer.Neutral or p.TeamColor == game.Players.LocalPlayer.TeamColor then Chat:UpdateChat(p, obj.Value) end end end) end for _,v in pairs(game.Players:GetPlayers()) do chatRegister(v) end game.Players.PlayerAdded:connect(chatRegister) end function Chat:CullThread() Spawn(function () while true do if #self.MessageQueue > 0 then for _, field in pairs(self.MessageQueue) do if field["SpawnTime"] and field["Player"] and field["Message"] and tick() - field["SpawnTime"] > self.Configuration.LifeTime then field["Player"].Visible = false field["Message"].Visible = false end end end wait(5) end end) end function Chat:Initialize() Chat:CreateGui() Chat:TrackPlayerChats() self.MessageThread = coroutine.create(function () end) coroutine.resume(self.MessageThread) Chat:CullThread() end Chat:Initialize()
-- Folder that contains the RemoteEvents
local RemoteFolder = Home:WaitForChild("RemoteEvents")
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") Rate = (1 / 60) ToolEquipped = false function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end Spawn(function() PlayerMouse = Mouse Mouse.Button1Down:connect(function() InvokeServer("Button1Click", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("Button1Click", {Down = false}) end) end) end function Unequipped() for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerReturn = nil pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.DeliciousCake -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--[[ A function which gets the character given one part in that character. --]]
return function(p) while p and not p:FindFirstChild("Humanoid") do p = p.Parent; end return p; end
--[[Engine]]
--Torque Curve Tune.Horsepower = 479 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--Thermostat.Parent.IsHeatMode.Changed:connect(Active)
-- Placeholder texture can be any roblox asset link
local initialTexture = "" local RowCount = 3 -- rows in one sprite local ColCount = 4 -- columns in one sprite local perImageSpriteCount = RowCount * ColCount local width = 229 -- image rect size local height = 341 local framesInTotal = 12 assert(numImages * RowCount * ColCount >= framesInTotal) local animPeriod = 1 -- period for the whole animation, in seconds assert(animPeriod > 0) local curImageIdx = 0 local curSpriteIdx = 0 local fps = framesInTotal / animPeriod local accumulatedTime = 0 local function AnimateImageSpriteSheet(dt) accumulatedTime = math.fmod(accumulatedTime + dt, animPeriod) curSpriteIdx = math.floor(accumulatedTime * fps) local prevImageIndex = curImageIdx curImageIdx = math.floor(curSpriteIdx / perImageSpriteCount) if prevImageIndex ~= curImageIdx then imageInstance.Image = imageAssetIDs[curImageIdx + 1] end local localSpriteIndex = curSpriteIdx - curImageIdx * perImageSpriteCount local row = math.floor(localSpriteIndex / ColCount) local col = localSpriteIndex - row * ColCount imageInstance.ImageRectOffset = Vector2.new(col * width, row * height) end Animator.Connection = nil Animator.Init = function() Animator.Connection = game:GetService("RunService").RenderStepped:Connect(AnimateImageSpriteSheet) end Animator.Stop = function() if Animator.Connection then imageInstance.Image = initialTexture Animator.Connection:Disconnect() end end return Animator
-- Given a label, return a function which given a string, -- right-aligns it preceding the colon in the label.
function getRightAlignedPrinter(label: string): PrintLabel -- Assume that the label contains a colon. local index = label:find(":") local suffix = label:sub(index) return function(string_: string, isExpectedCall: boolean) local retval if isExpectedCall then retval = "->" .. string.rep(" ", math.max(0, index - 3 - #string_)) else retval = string.rep(" ", math.max(0, index - 1 - #string_)) end return retval .. string_ .. suffix end end
--[[Drivetrain]]
Tune.Config = "RWD" --"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 = 15 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-- in the mainUI
infoButton.MouseButton1Down:Connect(function() topbar_infoButton_p:Play() darkenScreen() showAboutWindow() aboutWindow.Visible = true end) infoButton.MouseButton1Up:Connect(function() topbar_infoButton_f:Cancel() topbar_infobutton_r:Play() topbar_infobutton_r.Completed:Wait() topbar_infoButton_nf:Play() end) local aboutCloseButton = aboutWindow.Close
------------------------------------------------------------------------ -- parse a function name specification -- * used in funcstat() ------------------------------------------------------------------------
function luaY:funcname(ls, v) -- funcname -> NAME {field} [':' NAME] local needself = false self:singlevar(ls, v) while ls.t.token == "." do self:field(ls, v) end if ls.t.token == ":" then needself = true self:field(ls, v) end return needself end
--Connect Mouse1Down/Up events to the button to register touch input --Use MouseButton1Down instead of input start to ensure it only registers touches that originate on the button
EnterImageButton.MouseButton1Down:Connect(function() if UserInputService:GetLastInputType() == Enum.UserInputType.Touch then --Only register it when in touch mode so that PC users dont click on it by accident EnterImageButton.ImageTransparency = 1 EnterImageButton.Pressed.ImageTransparency = 0 EnterKeyDown = true enterStart() end end) EnterImageButton.MouseButton1Up:Connect(function() if UserInputService:GetLastInputType() == Enum.UserInputType.Touch then EnterKeyDown = false --Return button image to unpressed EnterImageButton.ImageTransparency = 0 EnterImageButton.Pressed.ImageTransparency = 1 end end) EnterImageButton.InputEnded:Connect(function(Input) --Use a third connection to prevent the button getting stuck in pressed mode if Input.UserInputType == Enum.UserInputType.Touch then --Return button image to unpressed, user has stopped touching the button EnterImageButton.ImageTransparency = 0 EnterImageButton.Pressed.ImageTransparency = 1 end end) FlipImageButton.MouseButton1Down:Connect(function() if UserInputService:GetLastInputType() == Enum.UserInputType.Touch then FlipImageButton.ImageTransparency = 1 FlipImageButton.Pressed.ImageTransparency = 0 end end) FlipImageButton.MouseButton1Up:Connect(function() if UserInputService:GetLastInputType() == Enum.UserInputType.Touch then FlipImageButton.ImageTransparency = 0 FlipImageButton.Pressed.ImageTransparency = 1 if AdornedSeat then if isFlipped(AdornedSeat) then flipSeat() end end end end) EnterImageButton.InputEnded:Connect(function(Input) if Input.UserInputType == Enum.UserInputType.Touch then FlipImageButton.ImageTransparency = 0 FlipImageButton.Pressed.ImageTransparency = 1 end end)
----[INITIALIZE VARIABLES]----
function Initialize() for i = 1, #ColorPickers do table.insert(PreviewColor, ColorPickers[i].PreviewColor) table.insert(RGBHolders, ColorPickers[i].RGBValues) table.insert(Errors, ColorPickers[i].Parent.Parent.Error) local Inputs = { RGBHolders[i].Red.Value, RGBHolders[i].Green.Value, RGBHolders[i].Blue.Value } local Hitboxes = { RGBHolders[i].Red.Slider.Hitbox, RGBHolders[i].Green.Slider.Hitbox, RGBHolders[i].Blue.Slider.Hitbox } local Sliders = { RGBHolders[i].Red.Slider.Hitbox.Slider, RGBHolders[i].Green.Slider.Hitbox.Slider, RGBHolders[i].Blue.Slider.Hitbox.Slider } table.insert(RGBInputs, Inputs) table.insert(RGBSliderHitboxes, Hitboxes) table.insert(RGBSliders, Sliders) UpdatePreviewColor(i) UpdateRGBSliders(i) end end Initialize()
------------------------------------------------------------------------ -- stuff
do script.Parent.Equipped:Connect(function() if player == nil then player = game:GetService("Players"):GetPlayerFromCharacter(script.Parent.Parent) end if character == nil or character.Parent == nil then character = script.Parent.Parent humanoid = character.Humanoid isR15 = humanoid.RigType == Enum.HumanoidRigType.R15 rightHand = isR15 and character:WaitForChild("RightHand") or character:WaitForChild("Right Arm") end local getWeld = rightHand:WaitForChild("RightGrip") motor = Instance.new("Motor6D") motor.Name = motorName motor.Part0 = getWeld.Part0 motor.Part1 = getWeld.Part1 --motor.C0 = getWeld.C0 --motor.C1 = getWeld.C1 getWeld:Destroy() motor.Parent = rightHand end) script.Parent.Unequipped:Connect(function() motor:Destroy() end) end
-- Teleport failure handling
function Queue._onTeleportFailure(player, status, message) Log.Error.Queue("Teleport Failed: %s (%s)", player.Name, message) -- Add this player to the latest queue given that they failed out of the previous one Queue._addToQueue(player) end function Queue._sendStatus(forcePlayer) local waitTime = tick() - _lastTeleport local playerCount = Queue._currentQueueCount() local status = { enabled = Queue._timeoutEnabled, waiting_for = Conf.min_queue_players - playerCount, max_players = Conf.max_queue_players, current_players = playerCount, time_remaining = math.max(0, Conf.queue_time_limit - (tick() - _lastTeleport)), } if forcePlayer then Broadcast.fireRemoteClient(forcePlayer, "QUEUE_STATUS", status) else for player, time in pairs(_currentQueue) do Broadcast.fireRemoteClient(player, "QUEUE_STATUS", status) end end end function Queue.new(gameStageHandler) local self = setmetatable({ gameStageHandler = gameStageHandler, }, Queue) for _, weaponInstance in pairs(WeaponsFolder:GetChildren()) do weaponInstance:Clone().Parent = StarterPack end return self end function Queue:playerAdded(player) Log.Debug.Queue("Added player %s", player.Name) Queue._addToQueue(player) ---- -- find the humanoid, and detect when it dies player.CharacterAdded:Connect(function(character) local humanoid = character:FindFirstChild("Humanoid") if humanoid then local loading = nil humanoid.Died:Connect(function() if not loading then loading = true wait(3) Util.loadCharacter(player) end end) end end) -- Util.loadCharacter(player) end function Queue:playerRemoving(player) Log.Debug.Queue("Removed player %s", player.Name) Queue._removeFromQueue(player) end function Queue:initialize() Log.Warn.Queue("STARTING") self.requestConn = Broadcast.registerHandler("QUEUE_STATUS_REQUEST", function(player) Queue._sendStatus(player) end) if not WeaponsSystem.doingSetup and not WeaponsSystem.didSetup then WeaponsSystem.setup() end DamageHandler.setup() for _, player in ipairs(Players:GetPlayers()) do self:playerAdded(player) end TeleportService.TeleportInitFailed:Connect(Queue._onTeleportFailure) if not Conf.disable_queue then spawn(function() while true do local waitTime = tick() - _lastTeleport local currentCount = Queue._currentQueueCount() if not Queue._timeoutEnabled or waitTime < Conf.queue_time_limit or currentCount < Conf.min_queue_players then wait(1) else Log.Debug.Queue("Queue is progressing. Buckle up for fun. *MAXIMUM* fun...") Queue._teleportQueue() end end end) end Log.Warn.Queue("STARTED") end function Queue:destroy() Broadcast.unregisterHandler(self.requestConn) end
-- Services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ServerScriptService = game:GetService("ServerScriptService") local ReplicatedFirst = game:GetService("ReplicatedFirst")
--[[** Gets a dictionary of the given group's information. @param [Integer] GroupID The group you are checking. @returns [Dictionary] The group's information. **--]]
function GroupService:GetGroupInfoAsync(GroupID) local Success, GroupInfo = pcall(RbxGroupService.GetGroupInfoAsync, RbxGroupService, GroupID) return Success and GroupInfo or {} end return GroupService
--[=[ Utility methods for promise @class PromiseUtils ]=]
local require = require(script.Parent.loader).load(script) local Promise = require("Promise") local PromiseUtils = {}
-- Factor of torque applied to change the wheel direction -- Larger number generally means faster braking
local BRAKING_TORQUE = 1000
-- NEW v12.0.0: Casters now use a data packet which can be made like what follows. -- Check the API for more information: https://etithespirit.github.io/FastCastAPIDocs/fastcast-objects/fcbehavior
local CastBehavior = FastCast.newBehavior() CastBehavior.RaycastParams = CastParams CastBehavior.MaxDistance = BULLET_MAXDIST CastBehavior.HighFidelityBehavior = FastCast.HighFidelityBehavior.Default
-- use a remote function for setup to avoid async
remotes.setup.OnServerEvent:Connect(function(player, isR15, weapon) local weapon = weapon:Clone(); local character = player.Character; local humanoid = character:WaitForChild("Humanoid"); local joint = Instance.new("Motor6D"); joint.Part0 = character:WaitForChild(isR15 and "RightHand" or "Right Arm"); joint.Part1 = weapon:WaitForChild("Handle"); joint.Parent = weapon.Handle; weapon.Parent = character; weapons[player] = require(weapon:WaitForChild("settings"))(isR15); local tilt = spring.new(0, 0, 0, 10, 1); local recoil = spring.new(Vector2.new(), Vector2.new(), Vector2.new(), 20, 1); springs[player] = {}; springs[player].tilt = tilt; springs[player].recoil = recoil; -- update the character according to their rig type local tiltFunc, recoilFunc; if (isR15) then local neck = character:WaitForChild("Head"):WaitForChild("Neck"); local waist = character:WaitForChild("UpperTorso"):WaitForChild("Waist"); local rShoulder = character:WaitForChild("RightUpperArm"):WaitForChild("RightShoulder"); local lShoulder = character:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder"); local neckC0 = neck.C0; local waistC0 = waist.C0; local rShoulderC0 = rShoulder.C0; local lShoulderC0 = lShoulder.C0; function tiltFunc(theta) neck.C0 = neckC0 * CFrame.fromEulerAnglesYXZ(theta, 0, 0); waist.C0 = waistC0 * CFrame.fromEulerAnglesYXZ(theta, 0, 0); rShoulder.C0 = rShoulderC0 * CFrame.fromEulerAnglesYXZ(theta, 0, 0); lShoulder.C0 = lShoulderC0 * CFrame.fromEulerAnglesYXZ(theta, 0, 0); end function recoilFunc(x, y) rShoulder.C0 = rShoulder.C0 * CFrame.new(0, 0, x); lShoulder.C0 = lShoulder.C0 * CFrame.new(0, 0, y); end else local torso = character:WaitForChild("Torso"); local hrp = character:WaitForChild("HumanoidRootPart"); local neck = torso:WaitForChild("Neck"); local root = hrp:WaitForChild("RootJoint"); local rShoulder = torso:WaitForChild("Right Shoulder"); local lShoulder = torso:WaitForChild("Left Shoulder"); local rHip = torso:WaitForChild("Right Hip"); local lHip = torso:WaitForChild("Left Hip"); local neckC0 = neck.C0; local rootC0 = root.C0; local rShoulderC0 = rShoulder.C0; local lShoulderC0 = lShoulder.C0; local rHipC0 = rHip.C0; local lHipC0 = lHip.C0; -- rotating the R6 joints is so arbitrary function tiltFunc(theta) neck.C0 = neckC0 * CFrame.fromEulerAnglesYXZ(-theta, 0, 0); root.C0 = rootC0 * CFrame.new(0, 0, -1) * CFrame.fromEulerAnglesYXZ(-theta, 0, 0) * CFrame.new(0, 0, 1); rShoulder.C0 = rShoulderC0 * CFrame.fromEulerAnglesYXZ(0, 0, theta); lShoulder.C0 = lShoulderC0 * CFrame.fromEulerAnglesYXZ(0, 0, -theta); rHip.C0 = rHipC0 * CFrame.fromEulerAnglesYXZ(0, 0, -theta); lHip.C0 = lHipC0 * CFrame.fromEulerAnglesYXZ(0, 0, theta); end function recoilFunc(x, y) rShoulder.C0 = rShoulder.C0 * CFrame.new(-x, 0, 0); lShoulder.C0 = lShoulder.C0 * CFrame.new(y, 0, 0); end end local heartBeat = runService.Heartbeat:Connect(function(dt) tilt:update(dt); recoil:update(dt); tiltFunc(states[humanoid:GetState()] and 0 or tilt.p / 2); recoilFunc(recoil.p.x, recoil.p.y); end) -- disconnect on death local died; died = player.Character.Humanoid.Died:Connect(function() heartBeat:Disconnect(); died:Disconnect(); end) -- store this for later cleanup[player] = { tiltFunc; heartBeat; died; weapon; joint; recoilFunc; } end) remotes.cleanup.OnServerEvent:Connect(function(player) local clean = cleanup[player]; if (clean) then clean[2]:Disconnect(); clean[1](0); clean[3]:Disconnect(); clean[4]:Destroy(); clean[5]:Destroy(); clean[6](0, 0); end end)
-- A state object whose value is derived from other objects using a callback.
export type ComputedPairs<K, VI, VO> = PubTypes.ComputedPairs<K, VO> & { _oldDependencySet: Set<PubTypes.Dependency>, _processor: (K, VI) -> VO, _destructor: (VO) -> (), _inputIsState: boolean, _inputTable: PubTypes.CanBeState<{[K]: VI}>, _oldInputTable: {[K]: VI}, _outputTable: {[K]: VO}, _oldOutputTable: {[K]: VO}, _keyData: {[K]: { dependencySet: Set<PubTypes.Dependency>, oldDependencySet: Set<PubTypes.Dependency>, dependencyValues: {[PubTypes.Dependency]: any} }} }
--// Animations
local L_140_ function IdleAnim(L_282_arg1) L_23_.IdleAnim(L_3_, L_140_, { L_30_, L_31_, L_32_ }); end; function EquipAnim(L_283_arg1) L_23_.EquipAnim(L_3_, L_140_, { L_30_ }); end; function UnequipAnim(L_284_arg1) L_23_.UnequipAnim(L_3_, L_140_, { L_30_ }); end; function FireModeAnim(L_285_arg1) L_23_.FireModeAnim(L_3_, L_140_, { L_30_, L_32_, L_31_, L_40_ }); end function ReloadAnim(L_286_arg1) L_23_.ReloadAnim(L_3_, L_140_, { L_30_, L_31_, L_32_, L_43_, L_3_:WaitForChild('Left Arm'), L_40_, L_34_, L_3_:WaitForChild('Right Arm'), L_28_ }); end; function BoltingBackAnim(L_287_arg1) L_23_.BoltingBackAnim(L_3_, L_140_, { L_34_ }); end function BoltingForwardAnim(L_288_arg1) L_23_.BoltingForwardAnim(L_3_, L_140_, { L_34_ }); end function BoltingForwardAnim(L_289_arg1) L_23_.BoltingForwardAnim(L_3_, L_140_, { L_34_ }); end function BoltBackAnim(L_290_arg1) L_23_.BoltBackAnim(L_3_, L_140_, { L_34_, L_32_, L_31_, L_30_, L_44_ }); end function BoltForwardAnim(L_291_arg1) L_23_.BoltForwardAnim(L_3_, L_140_, { L_34_, L_32_, L_31_, L_30_, L_44_ }); end function InspectAnim(L_292_arg1) L_23_.InspectAnim(L_3_, L_140_, { L_32_, L_31_ }); end function nadeReload(L_293_arg1) L_23_.nadeReload(L_3_, L_140_, { L_31_, L_32_ }); end
--[[ Creates a function that invokes a callback with correct error handling and resolution mechanisms. ]]
local function createAdvancer(callback, resolve, reject) return function(...) local resultLength, result = wpcallPacked(callback, ...) local ok = result[1] if ok then resolve(unpack(result, 2, resultLength)) else reject(unpack(result, 2, resultLength)) end end end local function isEmpty(t) return next(t) == nil end local function createSymbol(name) assert(type(name) == "string", "createSymbol requires `name` to be a string.") local symbol = newproxy(true) getmetatable(symbol).__tostring = function() return ("Symbol(%s)"):format(name) end return symbol end local PromiseMarker = createSymbol("PromiseMarker") local Promise = {} Promise.prototype = {} Promise.__index = Promise.prototype Promise.Status = { Started = createSymbol("Started"), Resolved = createSymbol("Resolved"), Rejected = createSymbol("Rejected"), Cancelled = createSymbol("Cancelled"), }
---This function sets the position of the Plot
function module.SetCharVisibility(Char,Amount,Car) ---Getting the player meshparts and decals for _,v in pairs(Char:GetDescendants()) do if v:IsA("MeshPart") or v:IsA("Part") or v:IsA("BasePart") then if Amount > 0 then v.CollisionGroupId = 3 else v.CollisionGroupId = 0 end end ---Checking what the model is if v:IsA("MeshPart") or v:IsA("Decal") or v:IsA("Part") and v.Name ~= "HumanoidRootPart" then v.Transparency = Amount end ---Modifying name tag -- local Nametag = Char.HumanoidRootPart.NameTag local ExtendSize = nil if Car ~= nil then if Car:IsA("Model") then ExtendSize = Car:GetExtentsSize() elseif Car.Parent:IsA("Model") then ExtendSize = Car.Parent:GetExtentsSize() end end --if ExtendSize ~= nil then -- if ExtendSize.Y > 8 then -- Nametag.ExtentsOffsetWorldSpace = Vector3.new(0,4 + ExtendSize.Y - 8, 0) -- Nametag.MaxDistance = 40 -- else -- Nametag.ExtentsOffsetWorldSpace = Vector3.new(0,4,0) -- Nametag.MaxDistance = 40 -- end --else -- Nametag.ExtentsOffsetWorldSpace = Vector3.new(0,4,0) -- Nametag.MaxDistance = 85 --end ---Modifying camera zoom if Amount > 0 then game.Players:GetPlayerFromCharacter(Char).CameraMinZoomDistance = 10 else game.Players:GetPlayerFromCharacter(Char).CameraMinZoomDistance = 0.5 end end end return module
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) if plrData.Money.Gold.Value > 8 then return true end return false end
--// Handling Settings
Firerate = 60 / 450; -- 60 = 1 Minute, 450 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 1; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--- Color ---
button.MouseEnter:Connect(function() local Color = Color3.fromRGB(60, 60, 60) TweenService:Create(button, Info, {BackgroundColor3 = Color}):Play() end) button.MouseLeave:Connect(function() local ColorColor = Color3.fromRGB(43, 43, 43) TweenService:Create(button, Info, {BackgroundColor3 = ColorColor}):Play() end)
-- Track the enabling of areas
Security.Areas = Workspace:FindFirstChild('[Private Building Areas]'); Workspace.ChildAdded:Connect(function (Child) if not Security.Areas and Child.Name == '[Private Building Areas]' then Security.Areas = Child; end; end); Workspace.ChildRemoved:Connect(function (Child) if Security.Areas and Child.Name == '[Private Building Areas]' then Security.Areas = nil; end; end); function Security.IsAreaAuthorizedForPlayer(Area, Player) -- Returns whether `Player` has permission to manipulate parts in this area -- Ensure area has permissions local Permissions = Area:FindFirstChild '[Permissions]'; if not Permissions then return; else Permissions = require(Permissions); end; -- Ensure permissions are set up if not Permissions then return; end; -- Search for authorizing permission for _, Permission in pairs(Permissions) do -- Check group permissions if Permission.Type == 'Group' then -- Check player's group membership local PlayerInGroup = Player:IsInGroup(Permission.GroupId); -- If no specific rank is required, authorize if PlayerInGroup and not Permission.Ranks then return true; -- If specific rank is required, check player rank elseif PlayerInGroup and Permission.Ranks then local Symbol, RankNumber = tostring(Permission.Ranks):match('([<>]?=?)([0-9]+)'); local PlayerRank = Player:GetRankInGroup(Permission.GroupId); RankNumber = tonumber(RankNumber); -- Check the player rank if not Symbol and (PlayerRank == RankNumber) then return true; elseif Symbol == '=' and (PlayerRank == RankNumber) then return true; elseif Symbol == '>' and (PlayerRank > RankNumber) then return true; elseif Symbol == '<' and (PlayerRank < RankNumber) then return true; elseif Symbol == '>=' and (PlayerRank >= RankNumber) then return true; elseif Symbol == '<=' and (PlayerRank <= RankNumber) then return true; end; end; -- Check player permissions elseif Permission.Type == 'Player' then if (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then return true; end; -- Check owner permissions elseif Permission.Type == 'Owner' then if (Player.userId == Permission.PlayerId) or (Player.Name == Permission.PlayerName) then return true; end; -- Check auto-permissions elseif Permission.Type == 'Anybody' then return true; -- Check friend permissions elseif Permission.Type == 'Friends' then if Player:IsFriendsWith(Permission.PlayerId) then return true; end; -- Check asset permissions elseif Permission.Type == 'Asset' then if MarketplaceService:PlayerOwnsAsset(Player, Permission.AssetId) then return true; end; -- Check team permissions elseif Permission.Type == 'Team' then if Permission.Team and Player.Team == Permission.Team then return true; elseif Permission.TeamColor and Player.Team and Player.Team.TeamColor == Permission.TeamColor then return true; elseif Permission.TeamName and Player.Team and Player.Team.Name == Permission.TeamName then return true; end; -- Check BC permissions elseif Permission.Type == 'NoBC' then if Player.MembershipType == Enum.MembershipType.None then return true; end; elseif Permission.Type == 'AnyBC' then if Player.MembershipType ~= Enum.MembershipType.None then return true; end; elseif Permission.Type == 'BC' then if Player.MembershipType == Enum.MembershipType.BuildersClub then return true; end; elseif Permission.Type == 'TBC' then if Player.MembershipType == Enum.MembershipType.TurboBuildersClub then return true; end; elseif Permission.Type == 'OBC' then if Player.MembershipType == Enum.MembershipType.OutrageousBuildersClub then return true; end; -- Check custom permissions elseif Permission.Type == 'Callback' then return Permission.Callback(Player); end; end; -- If the player passes none of these conditions, deny access return false; end; function Security.IsItemAllowed(Item, Player) -- Returns whether instance `Item` can be accessed -- Ensure `Item` is a part or a model local IsItemClassAllowed = (Item:IsA 'BasePart' and not Item:IsA 'Terrain') or (Item:IsA 'Model' and not Item:IsA 'Workspace') or Item:IsA 'Folder' or Item:IsA 'Smoke' or Item:IsA 'Fire' or Item:IsA 'Sparkles' or Item:IsA 'DataModelMesh' or Item:IsA 'Decal' or Item:IsA 'Texture' or Item:IsA 'Light' if not IsItemClassAllowed then return false end -- Check if `Item` descendants from any allowed location for _, AllowedLocation in pairs(Security.AllowedLocations) do if Item:IsDescendantOf(AllowedLocation) then return true end end -- Deny if `Item` is not a descendant of any allowed location return true -- changed this end function Security.IsLocationAllowed(Location, Player) -- Returns whether location `Location` can be accessed -- Check if within allowed locations for _, AllowedLocation in pairs(Security.AllowedLocations) do if (AllowedLocation == Location) or Location:IsDescendantOf(AllowedLocation) then return true end end -- Deny if not within allowed locations return false end function Security.AreAreasEnabled() -- Returns whether areas are enabled -- Base whether areas are enabled depending on area container presence and tool mode if Security.Areas and (ToolMode == 'Tool') then return true; else return false; end; end; function Security.ArePartsViolatingAreas(Parts, Player, ExemptPartial, AreaPermissions) -- Returns whether the given parts are inside any unauthorized areas -- Make sure area security is being enforced if not Security.AreAreasEnabled() then return false; end; -- If no parts, no violations exist if not next(Parts) then return false end -- Make sure there is a permissions cache AreaPermissions = AreaPermissions or {}; -- Check which areas the parts are in local Areas, RegionMap = Security.GetSelectionAreas(Parts, true); -- Check authorization for each relevant area for _, Area in pairs(Areas) do -- Determine authorization if not in given permissions cache if AreaPermissions[Area] == nil then AreaPermissions[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player); end; -- If unauthorized and partial violations aren't exempt, declare violation if not ExemptPartial and AreaPermissions[Area] == false then return true; end; -- If authorized and partial violations are allowed, check if all parts match area if ExemptPartial and AreaPermissions[Area] then -- Get parts matched to this area for Region, RegionParts in pairs(RegionMap) do if Region.Area == Area then -- If all parts are on this authorized area, call off any violation if Support.CountKeys(Parts) == #RegionParts then return false end end end end; end; -- If not in a private area, determine violation based on public building policy if #Areas == 0 then return not Security.AllowPublicBuilding; -- If authorization for a partial violation-exempt check on an area failed, indicate a violation elseif ExemptPartial then return true; -- If in authorized areas, determine violation based on public building policy compliance elseif RegionMap and not Security.AllowPublicBuilding then -- Check area residence of each part's corner local PartCornerCompliance = {}; for AreaRegion, Parts in pairs(RegionMap) do for _, Part in pairs(Parts) do PartCornerCompliance[Part] = PartCornerCompliance[Part] or 0; -- Track the number of corners that `Part` has in this region for _, Corner in pairs(Support.GetPartCorners(Part)) do if AreaRegion:CastPoint(Corner.p) then PartCornerCompliance[Part] = PartCornerCompliance[Part] + 1; end; end; end; end; -- Ensure all corners of the part are contained within areas for _, CornersContained in pairs(PartCornerCompliance) do if CornersContained ~= 8 then return true; end; end; end; -- If no violations occur, indicate no violations return false; end; function Security.GetSelectionAreas(Selection, ReturnMap) -- Returns a list of areas that the selection of parts is in -- Make sure areas are enabled if not Security.AreAreasEnabled() then return {}; end; -- Start a map if requested local Map = ReturnMap and {} or nil; -- Check each area to find out if any of the parts are within local Areas = {}; for _, Area in pairs(Security.Areas:GetChildren()) do -- Get all parts from the selection within this area local Region = RegionModule.new( Area.CFrame * CFrame.new(0, Security.AreaHeight / 2 - Area.Size.Y / 2, 0), Vector3.new(Area.Size.X, Security.AreaHeight + Area.Size.Y, Area.Size.Z) ); Region.Area = Area local ContainedParts = Region:CastParts(Selection); -- If parts are in this area, remember the area if #ContainedParts > 0 then table.insert(Areas, Area); -- Map out the parts for each area region if Map then Map[Region] = ContainedParts; end; end; end; -- Return the areas where any of the given parts exist return Areas, Map; end; function Security.GetPermissions(Areas, Player) -- Returns a cache of the current player's authorization to the given areas -- Make sure security is enabled if not Security.AreAreasEnabled() then return; end; -- Build the cache of permissions for each area local Cache = {}; for _, Area in pairs(Areas) do Cache[Area] = Security.IsAreaAuthorizedForPlayer(Area, Player); end; -- Return the permissions cache return Cache; end; return Security;
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_TMode=="Auto" and _CGear<=1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end if (_CGear ~= 0 and (_CGear ~= ((#_Tune.Ratios-3)-(#_Tune.Ratios-2)))) and _TMode=="Semi" then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear = math.max(_CGear-1,-1) if not _TMode=="Manual" then _ClutchOn = true end --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_TMode=="Auto" and _CGear<1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end if ((_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2)) and _TMode=="Semi" then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) if not _TMode=="Manual" then _ClutchOn = true end --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _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 = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif (_IsOn and not car.DriveSeat.Tic.Value) and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif car.DriveSeat.AI.Value == false and ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) and car.DriveSeat.AI.Value == false then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) and car.DriveSeat.AI.Value == false then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] and car.DriveSeat.AI.Value == false then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune.ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") and car.DriveSeat.AI.Value == false then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone and car.DriveSeat.AI.Value == false then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone and car.DriveSeat.AI.Value == false then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif (_IsOn and not car.DriveSeat.Tic.Value) and input.KeyCode == _CTRL["ContlrThrottle"] and car.DriveSeat.AI.Value == false then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end elseif car.DriveSeat.AI.Value == false then _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--This may seem odd, but it is necessary. If there are any _possible_ WeaponsSystem modules in the datamodel, --we may have found them before they've been installed in ReplicatedStorage, so CollectionService's added signal --won't run again for them. This means we should switch to waiting for Heartbeat instead of waiting for another --weapons system to be added.
local anyPossible = searchForWeaponsSystem() while not WeaponsSystemFolder do if anyPossible then RunService.Heartbeat:Wait() else CollectionService:GetInstanceAddedSignal(WEAPONS_SYSTEM_TAG):Wait() end anyPossible = searchForWeaponsSystem() end
--[[Engine]]
--Torque Curve Tune.Horsepower = 6000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--------
function Handler:add(hitboxObject) assert(typeof(hitboxObject) ~= "Instance", "Make sure you are initializing from the Raycast module, not from this handler.") table.insert(ActiveHitboxes, hitboxObject) end function Handler:remove(object) for i in ipairs(ActiveHitboxes) do if ActiveHitboxes[i].object == object then ActiveHitboxes[i]:Destroy() setmetatable(ActiveHitboxes[i], nil) table.remove(ActiveHitboxes, i) end end end function Handler:check(object) for _, hitbox in ipairs(ActiveHitboxes) do if hitbox.object == object then return hitbox end end end function OnTagRemoved(object) Handler:remove(object) end CollectionService:GetInstanceRemovedSignal("RaycastModuleManaged"):Connect(OnTagRemoved)
--[[Engine]]
--Torque Curve Tune.Horsepower = 500 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 9000 -- Use sliders to manipulate values Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(script.Parent:WaitForChild("BaseCharacterController")); local v2 = setmetatable({}, v1); v2.__index = v2; function v2.new(p1) local v3 = setmetatable(v1.new(), v2); v3.CONTROL_ACTION_PRIORITY = p1; v3.textFocusReleasedConn = nil; v3.textFocusGainedConn = nil; v3.windowFocusReleasedConn = nil; v3.forwardValue = 0; v3.backwardValue = 0; v3.leftValue = 0; v3.rightValue = 0; v3.jumpEnabled = true; return v3; end; local l__UserInputService__1 = game:GetService("UserInputService"); local u2 = Vector3.new(0, 0, 0); function v2.Enable(p2, p3) if not l__UserInputService__1.KeyboardEnabled then return false; end; if p3 == p2.enabled then return true; end; p2.forwardValue = 0; p2.backwardValue = 0; p2.leftValue = 0; p2.rightValue = 0; p2.moveVector = u2; p2.jumpRequested = false; p2:UpdateJump(); if p3 then p2:BindContextActions(); p2:ConnectFocusEventListeners(); else p2:UnbindContextActions(); p2:DisconnectFocusEventListeners(); end; p2.enabled = p3; return true; end; function v2.UpdateMovement(p4, p5) if p5 == Enum.UserInputState.Cancel then p4.moveVector = u2; return; end; p4.moveVector = Vector3.new(p4.leftValue + p4.rightValue, 0, p4.forwardValue + p4.backwardValue); end; function v2.UpdateJump(p6) p6.isJumping = p6.jumpRequested; end; local l__ContextActionService__3 = game:GetService("ContextActionService"); function v2.BindContextActions(p7) l__ContextActionService__3:BindActionAtPriority("moveForwardAction", function(p8, p9, p10) if p9 == Enum.UserInputState.Begin then local v4 = -1; else v4 = 0; end; p7.forwardValue = v4; p7:UpdateMovement(p9); return Enum.ContextActionResult.Pass; end, false, p7.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward); l__ContextActionService__3:BindActionAtPriority("moveBackwardAction", function(p11, p12, p13) if p12 == Enum.UserInputState.Begin then local v5 = 1; else v5 = 0; end; p7.backwardValue = v5; p7:UpdateMovement(p12); return Enum.ContextActionResult.Pass; end, false, p7.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward); l__ContextActionService__3:BindActionAtPriority("moveLeftAction", function(p14, p15, p16) if p15 == Enum.UserInputState.Begin then local v6 = -1; else v6 = 0; end; p7.leftValue = v6; p7:UpdateMovement(p15); return Enum.ContextActionResult.Pass; end, false, p7.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft); l__ContextActionService__3:BindActionAtPriority("moveRightAction", function(p17, p18, p19) if p18 == Enum.UserInputState.Begin then local v7 = 1; else v7 = 0; end; p7.rightValue = v7; p7:UpdateMovement(p18); return Enum.ContextActionResult.Pass; end, false, p7.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight); l__ContextActionService__3:BindActionAtPriority("jumpAction", function(p20, p21, p22) local v8 = p7.jumpEnabled and p21 == Enum.UserInputState.Begin; p7.jumpRequested = v8; p7:UpdateJump(); return Enum.ContextActionResult.Pass; end, false, p7.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump); end; function v2.UnbindContextActions(p23) l__ContextActionService__3:UnbindAction("moveForwardAction"); l__ContextActionService__3:UnbindAction("moveBackwardAction"); l__ContextActionService__3:UnbindAction("moveLeftAction"); l__ContextActionService__3:UnbindAction("moveRightAction"); l__ContextActionService__3:UnbindAction("jumpAction"); end; function v2.ConnectFocusEventListeners(p24) local function v9() p24.moveVector = u2; p24.forwardValue = 0; p24.backwardValue = 0; p24.leftValue = 0; p24.rightValue = 0; p24.jumpRequested = false; p24:UpdateJump(); end; p24.textFocusReleasedConn = l__UserInputService__1.TextBoxFocusReleased:Connect(v9); p24.textFocusGainedConn = l__UserInputService__1.TextBoxFocused:Connect(function(p25) p24.jumpRequested = false; p24:UpdateJump(); end); p24.windowFocusReleasedConn = l__UserInputService__1.WindowFocused:Connect(v9); end; function v2.DisconnectFocusEventListeners(p26) if p26.textFocusReleasedConn then p26.textFocusReleasedConn:Disconnect(); p26.textFocusReleasedConn = nil; end; if p26.textFocusGainedConn then p26.textFocusGainedConn:Disconnect(); p26.textFocusGainedConn = nil; end; if p26.windowFocusReleasedConn then p26.windowFocusReleasedConn:Disconnect(); p26.windowFocusReleasedConn = nil; end; end; return v2;
--[=[ @within TableUtil @function SwapRemove @param tbl table -- Array @param i number -- Index Removes index `i` in the table by swapping the value at `i` with the last value in the array, and then trimming off the last value from the array. This allows removal of the value at `i` in `O(1)` time, but does not preserve array ordering. If a value needs to be removed from an array, but ordering of the array does not matter, using `SwapRemove` is always preferred over `table.remove`. In the following example, we remove "B" at index 2. SwapRemove does this by moving the last value "E" over top of "B", and then trimming off "E" at the end of the array: ```lua local t = {"A", "B", "C", "D", "E"} TableUtil.SwapRemove(t, 2) -- Remove "B" print(t) --> {"A", "E", "C", "D"} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function SwapRemove(t: Table, i: number) local n = #t t[i] = t[n] t[n] = nil end
-- goro7
local plr = game.Players.LocalPlayer game.ReplicatedStorage.Interactions.Client.WaitForMapLoad.OnClientInvoke = function(map, referenceCount) -- Wait until complete repeat wait(0.25) until referenceCount - #map:GetDescendants() <= 10 end
-- The maximum distance the can can shoot, this value should never go above 1000
local Range = 600
------------------------------------------------------------------------ -- subexpr -> (simpleexp | unop subexpr) { binop subexpr } -- where 'binop' is any binary operator with a priority higher than 'limit' -- * for priority lookups with self.priority[], 1=left and 2=right -- * recursively called -- * used in expr() ------------------------------------------------------------------------
function luaY:subexpr(ls, v, limit) self:enterlevel(ls) local uop = self:getunopr(ls.t.token) if uop ~= "OPR_NOUNOPR" then luaX:next(ls) self:subexpr(ls, v, self.UNARY_PRIORITY) luaK:prefix(ls.fs, uop, v) else self:simpleexp(ls, v) end -- expand while operators have priorities higher than 'limit' local op = self:getbinopr(ls.t.token) while op ~= "OPR_NOBINOPR" and self.priority[luaK.BinOpr[op] + 1][1] > limit do local v2 = {} -- expdesc luaX:next(ls) luaK:infix(ls.fs, op, v) -- read sub-expression with higher priority local nextop = self:subexpr(ls, v2, self.priority[luaK.BinOpr[op] + 1][2]) luaK:posfix(ls.fs, op, v, v2) op = nextop end self:leavelevel(ls) return op -- return first untreated operator end
-- Local private variables and constants
local ZERO_VECTOR2 = Vector2.new(0,0) local ZERO_VECTOR3 = Vector3.new(0,0,0) local tweenAcceleration = math.rad(220) -- Radians/Second^2 local tweenSpeed = math.rad(0) -- Radians/Second local tweenMaxSpeed = math.rad(250) -- Radians/Second local TIME_BEFORE_AUTO_ROTATE = 2 -- Seconds, used when auto-aligning camera with vehicles local INITIAL_CAMERA_ANGLE = CFrame.fromOrientation(math.rad(-15), 0, 0) local ZOOM_SENSITIVITY_CURVATURE = 0.5 local FIRST_PERSON_DISTANCE_MIN = 0.5 local cameraOffset = ZERO_VECTOR3 local CAMERA_OFFSET_SMOOTHNESS = 0.175
--!strict --[[ A 'Symbol' is an opaque marker type. Symbols have the type 'userdata', but when printed to the console, the name of the symbol is shown. ]]
local Symbol = {}
--[[---------------- SERVICES -----------------]]
-- local contextActionService = game:GetService("ContextActionService") local runService = game:GetService("RunService") local repStoreService = game:GetService("ReplicatedStorage")
--------END CREW--------
game.Workspace.RRProjector.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--// States
local L_64_ = false local L_65_ = false local L_66_ = false local L_67_ = false local L_68_ = false local L_69_ = true local L_70_ = false local L_71_ = false local L_72_ = false local L_73_ = false local L_74_ = false local L_75_ = false local L_76_ = false local L_77_ = false local L_78_ = false local L_79_ = false local L_80_ = false local L_81_ = false local L_82_ = false local L_83_ = false local L_84_ = true local L_85_ = true local L_86_ = false local L_87_ local L_88_ local L_89_ local L_90_ local L_91_ local L_92_ = L_24_.FireMode local L_93_ = 0 local L_94_ = false local L_95_ = true local L_96_ = false local L_97_ = 70 local L_98_ = L_2_.PlayerGui:FindFirstChild('AimSFX') or Instance.new('Sound') L_98_.Parent = L_2_.PlayerGui
--[[Weight and CG]]
Tune.Weight = 2600 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Join or leave a special feature such as a Dropdown or Menu
function Icon:join(parentIcon, featureName, dontUpdate) if self._parentIcon then self:leave() end local newFeatureName = (featureName and featureName:lower()) or "dropdown" local beforeName = "before"..featureName:sub(1,1):upper()..featureName:sub(2) local parentFrame = parentIcon.instances[featureName.."Frame"] self.presentOnTopbar = false self.joinedFeatureName = featureName self._parentIcon = parentIcon self.instances.iconContainer.Parent = parentFrame for noticeId, noticeDetail in pairs(self.notices) do parentIcon:notify(noticeDetail.clearNoticeEvent, noticeId) --parentIcon:notify(noticeDetail.completeSignal, noticeId) end if featureName == "dropdown" then local squareCorners = parentIcon:get("dropdownSquareCorners") self:set("iconSize", UDim2.new(1, 0, 0, self:get("iconSize", "deselected").Y.Offset), "deselected", beforeName) self:set("iconSize", UDim2.new(1, 0, 0, self:get("iconSize", "selected").Y.Offset), "selected", beforeName) if squareCorners then self:set("iconCornerRadius", UDim.new(0, 0), "deselected", beforeName) self:set("iconCornerRadius", UDim.new(0, 0), "selected", beforeName) end self:set("captionBlockerTransparency", 0.4, nil, beforeName) end local array = parentIcon[newFeatureName.."Icons"] table.insert(array, self) if not dontUpdate then parentIcon:_updateDropdown() end parentIcon.deselectWhenOtherIconSelected = false -- IconController:_updateSelectionGroup() self:_decideToCallSignal("dropdown") self:_decideToCallSignal("menu") -- return self end function Icon:leave() if self._destroyed then return end local settingsToReset = {"iconSize", "captionBlockerTransparency", "iconCornerRadius"} local parentIcon = self._parentIcon self.instances.iconContainer.Parent = topbarContainer self.presentOnTopbar = true self.joinedFeatureName = nil local function scanFeature(t, prevReference, updateMethod) for i, otherIcon in pairs(t) do if otherIcon == self then for _, settingName in pairs(settingsToReset) do local states = {"deselected", "selected"} for _, toggleState in pairs(states) do local currentSetting, previousSetting = self:get(settingName, toggleState, prevReference) if previousSetting then self:set(settingName, previousSetting, toggleState) end end end table.remove(t, i) updateMethod(parentIcon) if #t == 0 then self._parentIcon.deselectWhenOtherIconSelected = true end break end end end scanFeature(parentIcon.dropdownIcons, "beforeDropdown", parentIcon._updateDropdown) scanFeature(parentIcon.menuIcons, "beforeMenu", parentIcon._updateMenu) -- for noticeId, noticeDetail in pairs(self.notices) do local parentIconNoticeDetail = parentIcon.notices[noticeId] if parentIconNoticeDetail then parentIconNoticeDetail.completeSignal:Fire() end end -- self._parentIcon = nil -- IconController:_updateSelectionGroup() self:_decideToCallSignal("dropdown") self:_decideToCallSignal("menu") -- return self end function Icon:_decideToCallSignal(featureName) local isOpen = self[featureName.."Open"] local previousIsOpenName = "_previous"..string.sub(featureName, 1, 1):upper()..featureName:sub(2).."Open" local previousIsOpen = self[previousIsOpenName] local totalIcons = #self[featureName.."Icons"] if isOpen and totalIcons > 0 and previousIsOpen == false then self[previousIsOpenName] = true self[featureName.."Opened"]:Fire() elseif (not isOpen or totalIcons == 0) and previousIsOpen == true then self[previousIsOpenName] = false self[featureName.."Closed"]:Fire() end end function Icon:_ignoreClipping(featureName) local ignoreClipping = self:get(featureName.."IgnoreClipping") if self._parentIcon then local maid = self["_"..featureName.."ClippingMaid"] local frame = self.instances[featureName.."Container"] maid:clean() if ignoreClipping then local fakeFrame = Instance.new("Frame") fakeFrame.Name = frame.Name.."FakeFrame" fakeFrame.ClipsDescendants = true fakeFrame.BackgroundTransparency = 1 fakeFrame.Size = frame.Size fakeFrame.Position = frame.Position fakeFrame.Parent = activeItems -- for a,b in pairs(frame:GetChildren()) do b.Parent = fakeFrame end -- local function updateSize() local absoluteSize = frame.AbsoluteSize fakeFrame.Size = UDim2.new(0, absoluteSize.X, 0, absoluteSize.Y) end maid:give(frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() updateSize() end)) updateSize() local function updatePos() local absolutePosition = frame.absolutePosition fakeFrame.Position = UDim2.new(0, absolutePosition.X, 0, absolutePosition.Y+36) end maid:give(frame:GetPropertyChangedSignal("AbsolutePosition"):Connect(function() updatePos() end)) updatePos() maid:give(function() for a,b in pairs(fakeFrame:GetChildren()) do b.Parent = frame end fakeFrame.Name = "Destroying..." fakeFrame:Destroy() end) end end self._ignoreClippingChanged:Fire(featureName, ignoreClipping) end
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
input.InputBegan:connect(function(inputObject) if inputObject.UserInputType == Enum.UserInputType.Keyboard then if inputObject.KeyCode == CanToggleMouse.activationkey then if CanToggleMouse.allowed and freemouse == false then freemouse = true else freemouse = false end end end end)
--- Cleans up all tasks. -- @alias Destroy
function Maid:DoCleaning() local tasks = self._tasks -- Disconnect all events first as we know this is safe for index, job in pairs(tasks) do if typeof(job) == "RBXScriptConnection" then tasks[index] = nil job:Disconnect() end end -- Clear out tasks table completely, even if clean up tasks add more tasks to the maid local index, job = next(tasks) while job ~= nil do tasks[index] = nil if type(job) == "function" then job() elseif type(job) == "thread" then local cancelled if coroutine.running() ~= job then cancelled = pcall(function() task.cancel(job) end) end if not cancelled then local toCancel = job task.defer(function() task.cancel(toCancel) end) end elseif typeof(job) == "RBXScriptConnection" then job:Disconnect() elseif job.Destroy then job:Destroy() end index, job = next(tasks) end end
-- BEHAVIOUR --Controller support
coroutine.wrap(function() -- Create PC 'Enter Controller Mode' Icon runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion local Icon = require(iconModule) local controllerOptionIcon = Icon.new() :setProperty("internalIcon", true) :setName("_TopbarControllerOption") :setOrder(100) :setImage(11162828670) :setRight() :setEnabled(false) :setTip("Controller mode") :setProperty("deselectWhenOtherIconSelected", false) -- This decides what controller widgets and displays to show based upon their connected inputs -- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle -- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(IconController._determineControllerDisplay) userInputService.GamepadConnected:Connect(IconController._determineControllerDisplay) userInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay) IconController._determineControllerDisplay() -- Enable/Disable Controller Mode when icon clicked local function iconClicked() local isSelected = controllerOptionIcon.isSelected local iconTip = (isSelected and "Normal mode") or "Controller mode" controllerOptionIcon:setTip(iconTip) IconController._enableControllerMode(isSelected) end controllerOptionIcon.selected:Connect(iconClicked) controllerOptionIcon.deselected:Connect(iconClicked) -- Hide/show topbar when indicator action selected in controller mode userInputService.InputBegan:Connect(function(input,gpe) if not IconController.controllerModeEnabled then return end if input.KeyCode == Enum.KeyCode.DPadDown then if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then IconController.setTopbarEnabled(true,false) end elseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then if IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == "rbxassetid://5278151556" then IconController.activeButtonBCallbacks = 0 guiService.SelectedObject = nil end if IconController.activeButtonBCallbacks == 0 then IconController._previousSelectedObject = guiService.SelectedObject IconController._setControllerSelectedObject(nil) IconController.setTopbarEnabled(false,false) end end input:Destroy() end) -- Setup overflow icons for alignment, detail in pairs(alignmentDetails) do if alignment ~= "mid" then local overflowName = "_overflowIcon-"..alignment local overflowIcon = Icon.new() :setProperty("internalIcon", true) :setImage(6069276526) :setName(overflowName) :setEnabled(false) detail.overflowIcon = overflowIcon overflowIcon.accountForWhenDisabled = true if alignment == "left" then overflowIcon:setOrder(math.huge) overflowIcon:setLeft() overflowIcon:set("dropdownAlignment", "right") elseif alignment == "right" then overflowIcon:setOrder(-math.huge) overflowIcon:setRight() overflowIcon:set("dropdownAlignment", "left") end overflowIcon.lockedSettings = { ["iconImage"] = true, ["order"] = true, ["alignment"] = true, } end end -- This checks if voice chat is enabled task.defer(function() local success, enabledForUser while true do success, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end) if success then break end task.wait(1) end local function checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled then if success and enabledForUser then voiceChatIsEnabledForUserAndWithinExperience = true IconController.updateTopbar() end end end checkVoiceChatManuallyEnabled() --------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE --------------- localPlayer.PlayerGui:WaitForChild("TopbarPlus", 999) task.delay(10, function() checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then warn("⚠️TopbarPlus Action Required⚠️ If VoiceChat is enabled within your experience it's vital you set IconController.voiceChatEnabled to true ``require(game.ReplicatedStorage.Icon.IconController).voiceChatEnabled = true`` otherwise the BETA label will not be accounted for within your live servers. This warning will disappear after doing so. Feel free to delete this warning or to set to false if you don't have VoiceChat enabled within your experience.") end end) ------------------------------------------------------------------------------------------------------------ end) if not isStudio then local ownerId = game.CreatorId local groupService = game:GetService("GroupService") if game.CreatorType == Enum.CreatorType.Group then local success, ownerInfo = pcall(function() return groupService:GetGroupInfoAsync(game.CreatorId).Owner end) if success then ownerId = ownerInfo.Id end end local version = require(iconModule.VERSION) if localPlayer.UserId ~= ownerId then local marketplaceService = game:GetService("MarketplaceService") local success, placeInfo = pcall(function() return marketplaceService:GetProductInfo(game.PlaceId) end) end end end)()
-- Global update loop on heartbeat -- (for performance / user-friendliness reasons, it is better to do a global loop over all -- objects at Heartbeat rather than exposing an API method to update individual objects)
local function onHeartbeat() -- Cache camera-related values and references local camera = workspace.CurrentCamera local camPos = camera.CFrame.p local look = camera.CFrame.lookVector local fov = Constants.FOV_FUDGE_FACTOR * rad(camera.FieldOfView * camera.ViewportSize.x / camera.ViewportSize.y) / 2.0 for v, _ in pairs(dynamicInstances) do local source = v.source.WorldPosition local axis = v.drain.WorldPosition - source if axis.magnitude < 0.001 then axis = Vector3.new(0, 0, -0.001) end v.length = axis.magnitude v.cframe = Util.makeOrientation(source, axis) v.part.CFrame = v.cframe v.part.Emitter.CFrame = CFrame.new(v.length/2, 0, 0) v.part.Emitter.PointLight.Range = v.length end -- Check if objects are on/off-screen for v, _ in pairs(arcInstances) do local camToSource = v.cframe.p - camPos local camToDrain = v.cframe * vec3(v.length, 0, 0) - camPos -- Check if on-screen: if acos(dot(camToSource.unit, look)) > fov and acos(dot(camToDrain.unit, look)) > fov then -- Else, make visible and reparent, if not already done -- Not on-screen, turn invisible and unparent if not already if v.visible then v.visible = false v.segmentsFolder.Parent = nil end elseif not v.visible then v.visible = true v.segmentsFolder.Parent = MainFolder end -- Set average distance to camera for throttling purposes v.distance = (camToSource.magnitude + camToDrain.magnitude) / 2 end -- Check if objects should be updated and do so for v, _ in pairs(arcInstances) do -- Only update enabled and visible objects if v.visible then -- Update CFrame/Size of instances if object values were changed if v.changed then v.part.CFrame = v.cframe v.part.Emitter.CFrame = CFrame.new(v.length/2, 0, 0) v.part.Emitter.PointLight.Range = v.length v.changed = false end -- Update amount of arcs that can be rendered in this step (can be real, not just integer) if v.distance < Constants.MAX_DISTANCE then v.arcRenderAmount = v.arcRenderAmount + min( v.numArcs / 3, Constants.ARCS_PER_UPDATE * min(1, throttleDistanceModifier / v.distance) ) updateArc(v) end end end -- Increase frame count frameCount = frameCount + 1 -- Calculate time since last throttling check local deltaTime = tick() - frameTick -- Check if auto-throttling window has passed if deltaTime > Constants.AUTO_THROTTLE_FRAME_INTERVAL then -- Update auto-throttling ratio based on observed FPS w.r.t. target FPS autoThrottleRatio = max(0, min(1, autoThrottleRatio + Constants.AUTO_THROTTLE_INCREMENT * (frameCount / deltaTime - Constants.AUTO_THROTTLE_TARGET))) -- Update variables dependent on auto-throttling rate segmentPerArc = floor(Constants.SEGMENT_PER_ARC_MIN + (difSegmentsPerArc * autoThrottleRatio) + 0.5) throttleDistanceModifier = Constants.THROTTLE_DISTANCE_MODIFIER_MIN + (difDistanceModifier * autoThrottleRatio) -- Reset tracking variables frameCount = 0 frameTick = tick() end end local function updateConnection() if numInstances <= 0 then if heartbeatConnection then heartbeatConnection:Disconnect() heartbeatConnection = nil end else if not heartbeatConnection then heartbeatConnection = RunService.Heartbeat:Connect(onHeartbeat) end end end
-- Basic settings
local ROTATION_SPEED = 0.1 local tweenService = game:GetService("TweenService") while true do -- Wait local waitTime = wait() -- Tween to rotate local goal = { CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0, 0, ROTATION_SPEED) } tweenService:Create(script.Parent, TweenInfo.new(waitTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), goal):Play() end
-- update bruv
wait(1) RunService.RenderStepped:Connect(function() for i,v in pairs(workspace.Map:GetChildren()) do local CamPos = workspace.CurrentCamera.CFrame.Position local vPos = v:GetPivot().Position CamPos = Vector3.new(CamPos.X, 0, CamPos.Z) vPos = Vector3.new(vPos.X, 0, vPos.Z) local dist = (CamPos - vPos).Magnitude dist = dist - 3000 if dist < 0 then dist = 0 end dist = dist*dist/3000 local currentPos = CFrame.new(v:GetAttribute("OriginalPosition") - Vector3.new(0, dist/50, 0)).Position --[[ local refinedPosHeight if v:isA("BasePart") then refinedPosHeight = Vector3.new(0, currentPos.Y + v.Size.Y/2, 0) else local cframe, size = v:GetBoundingBox() refinedPosHeight = Vector3.new(0, currentPos.Y + size.Y/2, 0) end if refinedPosHeight.Y < CamPos.Y - 200 then dist = 1000000 end ]] if not isPositionOnScreen(v:GetAttribute("OriginalPosition") - Vector3.new(0, dist/50, 0)) then dist = 100000000 v:PivotTo(CFrame.new(v:GetAttribute("OriginalPosition") - Vector3.new(0, dist/50, 0)) * v:GetPivot().Rotation) elseif isPositionOnScreen(v:GetAttribute("OriginalPosition") - Vector3.new(0, dist/50, 0)) then v:PivotTo(CFrame.new(v:GetAttribute("OriginalPosition") - Vector3.new(0, dist/50, 0)) * v:GetPivot().Rotation) end end end)
-- Public Constructors
function DropdownClass.new(button, listFrame) local self = setmetatable({}, DropdownClass) self._Maid = Lazy.Utilities.Maid.new() self._ChangedBind = Instance.new("BindableEvent") self._Options = {} self._Selected = nil self.Button = button self.ListFrame = listFrame self.Changed = self._ChangedBind.Event init(self) self:Set(self._Options[1]) return self end function DropdownClass.Create(list, max) max = max or #list local button = DROP_BUTTON:Clone() local listFrame = Lazy.Constructors.List.Create(list, max) listFrame.Position = UDim2.new(0, 0, 1, 0) listFrame.Size = UDim2.new(1, 0, max, 0) listFrame.Visible = false listFrame.Parent = button return DropdownClass.new(button, listFrame) end
--[=[ The value of the ValueObject @prop Value T @within ValueObject ]=]
function ValueObject:__index(index) if index == "Value" then return self._value elseif ValueObject[index] then return ValueObject[index] elseif index == "_value" then return nil -- Edge case else error(("%q is not a member of ValueObject"):format(tostring(index))) end end function ValueObject:__newindex(index, value) if index == "Value" then local previous = rawget(self, "_value") if previous ~= value then rawset(self, "_value", value) local maid = Maid.new() self.Changed:Fire(value, previous, maid) self._maid._valueMaid = maid end else error(("%q is not a member of ValueObject"):format(tostring(index))) end end
-- << MESSAGING SERVICE >>
spawn(function() --testSub:Disconnect() for _, topicName in pairs(topics) do main.messagingService:SubscribeAsync(topicName, function(message) local data = message.Data if topicName == "BeginPoll" then local newData, scores = main:GetModule("cf"):BeginPoll(data) main.messagingService:PublishAsync(data.UniquePollTopic, scores) elseif topicName == "DisplayPollResultsToServer" then for i, plr in pairs(main.players:GetChildren()) do main:GetModule("cf"):DisplayPollResults(plr, data) end elseif topicName == "GetAmountOfServers" then local topicName = data main.messagingService:PublishAsync(topicName) elseif topicName == "GlobalAlert" then for i,plr in pairs(main.players:GetChildren()) do main.signals.CreateAlert:FireClient(plr, {data.Title, data.Message}) end elseif topicName == "GlobalCommands" then local data = message.Data ------------------------------------------- if data.Name == "globalPlace" then local placeId = data.PlaceId local placeName = data.PlaceName for i, plr in pairs(main.players:GetChildren()) do local notice = { "Global Teleport", "Click to teleport to "..placeName.." ["..placeId.."]", {"Teleport", placeId}, } main.signals.Notice:FireClient(plr, notice) end end ------------------------------------------- if data.Name == "globalForcePlace" then local placeId = data.PlaceId local placeName = data.PlaceName for i, plr in pairs(main.players:GetChildren()) do main.teleportService:Teleport(placeId, plr) end end ------------------------------------------- end--]] end) end end) return module
--Main
return require(ReplicatedStorage.Systems.EntitySystem.EntityServer.EntityComponent)
-- Connection class
local Connection = {} Connection.__index = Connection function Connection.new(signal, fn) return setmetatable({ _connected = true, _signal = signal, _fn = fn, _next = false, }, Connection) end function Connection:Disconnect() assert(self._connected, "Connection already disconnected.") self._connected = false if self._signal._handlerListHead == self then self._signal._handlerListHead = self._next else local prev = self._signal._handlerListHead while prev and prev._next ~= self do prev = prev._next end if prev then prev._next = self._next end end end
-- EVENTS --
local ResizeEvent = ParentContainer.Attribs.ResizeEvent local RowCt = 5 local CellSize = 0.25 local Padding = 10 local ContainerPadding_Bottom = 32 function getNewCellSize() CellSize = (Container.AbsoluteSize.X / RowCt) - Padding end function updateLayout() --[[ if #Container.Cells:GetChildren() < 1 then Container.Parent.HeaderFrame.Visible = false else Container.Parent.HeaderFrame.Visible = true end ]] getNewCellSize() local cells = Container.Cells:GetChildren() for i, cell in pairs(cells) do local index = i - 1 local posX = ((index % RowCt) * (CellSize + Padding)) + (Padding / 2) local posY = (math.floor(index / RowCt) * (CellSize + Padding)) + (Padding / 2) cell.Size = UDim2.fromOffset(CellSize, CellSize) cell.Position = UDim2.fromOffset(posX, posY) end local rows = math.ceil((#cells / RowCt)) local newSize = UDim2.new(1, -24, 0, (rows * CellSize + Padding) + ContainerPadding_Bottom) Container.Size = newSize ResizeEvent:Fire(ParentContainer.Name) end Container.Cells.ChildAdded:Connect(updateLayout) Container.Cells.ChildRemoved:Connect(updateLayout) Container:GetPropertyChangedSignal("AbsoluteSize"):Connect(updateLayout)
--//Handling//--
local SteeringAngle = 40 --{Steering angle in degrees} local SteerSpeed = 0.05 --{.01 being slow, 1 being almost instantly} local TiresFront = 2 --{1 = eco, 2 = road, 3 = sport} local TiresRear = 2 --{1 = eco, 2 = road, 3 = sport} local DownforceF = 0 --{[0-5] Provides downforce to the front at the cost of drag} local DownforceR = 0 --{[0-5] Provides downforce to the rear at the cost of drag} local BrakeBias = 72 --{100 = all on front || 0 = all on rear} local BrakePower = 80 --{100 = strong brakes 0 = close to no brakes} local TC = false local ABS = true
-- References
Support.ImportServices(); SyncAPI = Tool.SyncAPI; Player = Players.LocalPlayer;
--[=[ @within TableUtil @function Reduce @param tbl table @param predicate (accumulator: any, value: any, index: any, tbl: table) -> result: any @return table Performs a reduce operation against the given table, which can be used to reduce the table into a single value. This could be used to sum up a table or transform all the values into a compound value of any kind. For example: ```lua local t = {10, 20, 30, 40} local result = TableUtil.Reduce(t, function(accum, value) return accum + value end) print(result) --> 100 ``` ]=]
local function Reduce(t: Table, f: ReducePredicate, init: any?): any assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local result = init if #t > 0 then local start = 1 if init == nil then result = t[1] start = 2 end for i = start,#t do result = f(result, t[i], i, t) end else local start = nil if init == nil then result = next(t) start = result end for k,v in next,t,start do result = f(result, v, k, t) end end return result end
--// Handling Settings
Firerate = 60 / 875; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--------------------------------------------------------------------------------
while true do while Humanoid.Health < Humanoid.MaxHealth do local dt = wait(REGEN_STEP) local dh = dt*REGEN_RATE*Humanoid.MaxHealth Humanoid.Health = math.min(Humanoid.Health + dh, Humanoid.MaxHealth) end Humanoid.HealthChanged:Wait() end
--[[ Function called when the client is notified of a player state update. ]]
function UIController.onClientStateUpdated(currentState, currentTick) if currentState == "pregame" then UIController.setView("mainMenu") elseif currentState == "warmup" then UIController.setView("warmup") elseif currentState == "game" then UIController.setView("game", currentTick) elseif currentState == "spectating" then UIController.setView("spectating") elseif currentState == "finished" then UIController.setView("finished") elseif currentState == "dead" then UIController.setView("dead") elseif currentState == "postgame" then UIController.setView("postGame") end end
--[[ Server Module --]]
local Settings = { --, not ; ? | server module!! BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961' ,Damage = {20, 29} ,OneHanded = false --DONT USE YET ,FakeArms = true ,FakeArmTransparency = 0 ,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0) ,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0) } return Settings
--[[-------------------------------------------------------------------- -- struct ConsControl: -- v -- last list item read (table: struct expdesc) -- t -- table descriptor (table: struct expdesc) -- nh -- total number of 'record' elements -- na -- total number of array elements -- tostore -- number of array elements pending to be stored ----------------------------------------------------------------------]]
-- / Cutscene Gui's Objects / --
local CameraPart = CutsceneGui.CameraPart
-- TOGGLEABLE METHODS
function Icon:setLabel(text, iconState) text = text or "" self:set("iconText", text, iconState) return self end function Icon:setCornerRadius(scale, offset, iconState) local oldCornerRadius = self.instances.iconCorner.CornerRadius local newCornerRadius = UDim.new(scale or oldCornerRadius.Scale, offset or oldCornerRadius.Offset) self:set("iconCornerRadius", newCornerRadius, iconState) return self end function Icon:setImage(imageId, iconState) local textureId = (tonumber(imageId) and "http://www.roblox.com/asset/?id="..imageId) or imageId or "" return self:set("iconImage", textureId, iconState) end function Icon:setOrder(order, iconState) local newOrder = tonumber(order) or 1 return self:set("order", newOrder, iconState) end function Icon:setLeft(iconState) return self:set("alignment", "left", iconState) end function Icon:setMid(iconState) return self:set("alignment", "mid", iconState) end function Icon:setRight(iconState) if not self.internalIcon then IconController.setupHealthbar() end return self:set("alignment", "right", iconState) end function Icon:setImageYScale(YScale, iconState) local newYScale = tonumber(YScale) or 0.63 return self:set("iconImageYScale", newYScale, iconState) end function Icon:setImageRatio(ratio, iconState) local newRatio = tonumber(ratio) or 1 return self:set("iconImageRatio", newRatio, iconState) end function Icon:setLabelYScale(YScale, iconState) local newYScale = tonumber(YScale) or 0.45 return self:set("iconLabelYScale", newYScale, iconState) end function Icon:setBaseZIndex(ZIndex, iconState) local newBaseZIndex = tonumber(ZIndex) or 1 return self:set("baseZIndex", newBaseZIndex, iconState) end function Icon:_updateBaseZIndex(baseValue) local container = self.instances.iconContainer local newBaseValue = tonumber(baseValue) or container.ZIndex local difference = newBaseValue - container.ZIndex if difference == 0 then return "The baseValue is the same" end for _, object in pairs(self.instances) do if object:IsA("GuiObject") then object.ZIndex = object.ZIndex + difference end end return true end function Icon:setSize(XOffset, YOffset, iconState) if tonumber(XOffset) then self.forcefullyAppliedXSize = true self:set("forcedIconSizeX", tonumber(XOffset), iconState) else self.forcefullyAppliedXSize = false self:set("forcedIconSizeX", 32, iconState) end if tonumber(YOffset) then self.forcefullyAppliedYSize = true self:set("forcedIconSizeY", tonumber(YOffset), iconState) else self.forcefullyAppliedYSize = false self:set("forcedIconSizeY", 32, iconState) end local newXOffset = tonumber(XOffset) or 32 local newYOffset = tonumber(YOffset) or (YOffset ~= "_NIL" and newXOffset) or 32 self:set("iconSize", UDim2.new(0, newXOffset, 0, newYOffset), iconState) return self end function Icon:setXSize(XOffset, iconState) self:setSize(XOffset, "_NIL", iconState) return self end function Icon:setYSize(YOffset, iconState) self:setSize("_NIL", YOffset, iconState) return self end function Icon:_getContentText(text) -- This converts richtext (e.g. "<b>Shop</b>") to normal text (e.g. "Shop") -- This also converts richtext/normaltext into its localized (translated) version -- This is important when calculating the size of the label/box for instance self.instances.iconButton.Text = text self.instances.iconButton.Text = self.instances.iconButton.LocalizedText return self.instances.iconButton.ContentText end function Icon:_updateIconSize(_, iconState) if self._destroyed then return end -- This is responsible for handling the appearance and size of the icons label and image, in additon to its own size local X_MARGIN = 12 local X_GAP = 8 local values = { iconImage = self:get("iconImage", iconState) or "_NIL", iconText = self:get("iconText", iconState) or "_NIL", iconFont = self:get("iconFont", iconState) or "_NIL", iconSize = self:get("iconSize", iconState) or "_NIL", forcedIconSizeX = self:get("forcedIconSizeX", iconState) or "_NIL", iconImageYScale = self:get("iconImageYScale", iconState) or "_NIL", iconImageRatio = self:get("iconImageRatio", iconState) or "_NIL", iconLabelYScale = self:get("iconLabelYScale", iconState) or "_NIL", } for k,v in pairs(values) do if v == "_NIL" then return end end local iconContainer = self.instances.iconContainer if not iconContainer.Parent then return end -- We calculate the cells dimensions as apposed to reading because there's a possibility the cells dimensions were changed at the exact time and have not yet updated -- this essentially saves us from waiting a heartbeat which causes additonal complications local cellSizeXOffset = values.iconSize.X.Offset local cellSizeXScale = values.iconSize.X.Scale local cellWidth = cellSizeXOffset + (cellSizeXScale * iconContainer.Parent.AbsoluteSize.X) local minCellWidth = values.forcedIconSizeX--cellWidth local maxCellWidth = (cellSizeXScale > 0 and cellWidth) or (self.forcefullyAppliedXSize and minCellWidth) or 9999 local cellSizeYOffset = values.iconSize.Y.Offset local cellSizeYScale = values.iconSize.Y.Scale local cellHeight = cellSizeYOffset + (cellSizeYScale * iconContainer.Parent.AbsoluteSize.Y) local labelHeight = cellHeight * values.iconLabelYScale local iconContentText = self:_getContentText(values.iconText) local labelWidth = textService:GetTextSize(iconContentText, labelHeight, values.iconFont, Vector2.new(10000, labelHeight)).X local imageWidth = cellHeight * values.iconImageYScale * values.iconImageRatio local usingImage = values.iconImage ~= "" local usingText = values.iconText ~= "" local notifPosYScale = 0.5 local desiredCellWidth local preventClippingOffset = labelHeight/2 if usingImage and not usingText then notifPosYScale = 0.45 self:set("iconImageVisible", true, iconState) self:set("iconImageAnchorPoint", Vector2.new(0.5, 0.5), iconState) self:set("iconImagePosition", UDim2.new(0.5, 0, 0.5, 0), iconState) self:set("iconImageSize", UDim2.new(values.iconImageYScale*values.iconImageRatio, 0, values.iconImageYScale, 0), iconState) self:set("iconLabelVisible", false, iconState) elseif not usingImage and usingText then desiredCellWidth = labelWidth+(X_MARGIN*2) self:set("iconLabelVisible", true, iconState) self:set("iconLabelAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconLabelPosition", UDim2.new(0, X_MARGIN, 0.5, 0), iconState) self:set("iconLabelSize", UDim2.new(1, -X_MARGIN*2, values.iconLabelYScale, preventClippingOffset), iconState) self:set("iconLabelTextXAlignment", Enum.TextXAlignment.Center, iconState) self:set("iconImageVisible", false, iconState) elseif usingImage and usingText then local labelGap = X_MARGIN + imageWidth + X_GAP desiredCellWidth = labelGap + labelWidth + X_MARGIN self:set("iconImageVisible", true, iconState) self:set("iconImageAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconImagePosition", UDim2.new(0, X_MARGIN, 0.5, 0), iconState) self:set("iconImageSize", UDim2.new(0, imageWidth, values.iconImageYScale, 0), iconState) ---- self:set("iconLabelVisible", true, iconState) self:set("iconLabelAnchorPoint", Vector2.new(0, 0.5), iconState) self:set("iconLabelPosition", UDim2.new(0, labelGap, 0.5, 0), iconState) self:set("iconLabelSize", UDim2.new(1, -labelGap-X_MARGIN, values.iconLabelYScale, preventClippingOffset), iconState) self:set("iconLabelTextXAlignment", Enum.TextXAlignment.Left, iconState) end if desiredCellWidth then if not self._updatingIconSize then self._updatingIconSize = true local widthScale = (cellSizeXScale > 0 and cellSizeXScale) or 0 local widthOffset = (cellSizeXScale > 0 and 0) or math.clamp(desiredCellWidth, minCellWidth, maxCellWidth) self:set("iconSize", UDim2.new(widthScale, widthOffset, values.iconSize.Y.Scale, values.iconSize.Y.Offset), iconState, "_ignorePrevious") -- This ensures that if an icon is within a dropdown or menu, its container adapts accordingly with this new iconSize value local parentIcon = self._parentIcon if parentIcon then local originalIconSize = UDim2.new(0, desiredCellWidth, 0, values.iconSize.Y.Offset) if #parentIcon.dropdownIcons > 0 then self:setAdditionalValue("iconSize", "beforeDropdown", originalIconSize, iconState) parentIcon:_updateDropdown() end if #parentIcon.menuIcons > 0 then self:setAdditionalValue("iconSize", "beforeMenu", originalIconSize, iconState) parentIcon:_updateMenu() end end self._updatingIconSize = false end end self:set("iconLabelTextSize", labelHeight, iconState) self:set("noticeFramePosition", UDim2.new(notifPosYScale, 0, 0, -2), iconState) self._updatingIconSize = false end
------
H = false UIS.InputBegan:connect(function(i,GP) if not GP then if i.KeyCode == Enum.KeyCode.X then if H == false then script.Parent.HLight.ImageColor3 = Color3.fromRGB(255, 224, 67) H = true else script.Parent.HLight.ImageColor3 = Color3.fromRGB(255,255,255) H = false end end end end) function PBrake() if script.Parent.Parent.Values.PBrake.Value == true then script.Parent.PBrake.ImageColor3 = Color3.fromRGB(255,38,38) else script.Parent.PBrake.ImageColor3 = Color3.fromRGB(255,255,255) end end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =90 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) PBrake()
--What happens with DepositBox1--
depositpr1.Triggered:Connect(function() driLL1.Transparency = 0 drilling1.Playing = true drillingeffect1.Enabled = true driLL1.CanCollide = true wait(timetodrill) driLL1.CanCollide = false drilling1.Playing = false drillingeffect1.Enabled = false driLL1.Transparency = 1 explosionvault1.Enabled = true explosionvaultsfx1.Playing = true wait(1) explosionvault1.Enabled = false depositpr1.Parent.Parent.Transparency = 1 depositpr1.Parent.Parent.CanCollide = false depositpr1.Enabled = false wait(resetcooldown) depositpr1.Parent.Parent.Transparency = 0 depositpr1.Parent.Parent.CanCollide = true depositpr1.Enabled = true end)
--Made by Luckymaxer
Players = game:GetService("Players") Player = Players.LocalPlayer Character = Player.Character Humanoid = Character:WaitForChild("Humanoid") Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end)
--("added")
end end end end end end) script.Parent.ChildRemoved:connect(function(w)
--- Invoked
Signal.Invoked = function(funcName) funcName = string.lower(funcName) local func = GetFunc(funcName) -- return func end
--------END SIDE SQUARES--------
end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[=[ Observes the children with a specific name. @param parent Instance @param className string @param name string @return Observable<Brio<Instance>> ]=]
function RxInstanceUtils.observeChildrenOfNameBrio(parent, className, name) assert(typeof(parent) == "Instance", "Bad parent") assert(type(className) == "string", "Bad className") assert(type(name) == "string", "Bad name") return Observable.new(function(sub) local topMaid = Maid.new() local function handleChild(child) if not child:IsA(className) then return end local maid = Maid.new() local function handleNameChanged() if child.Name == name then local brio = Brio.new(child) maid._brio = brio sub:Fire(brio) else maid._brio = nil end end topMaid[child] = maid maid:GiveTask(child:GetPropertyChangedSignal("Name"):Connect(handleNameChanged)) handleNameChanged() end topMaid:GiveTask(parent.ChildAdded:Connect(handleChild)) topMaid:GiveTask(parent.ChildRemoved:Connect(function(child) topMaid[child] = nil end)) for _, child in pairs(parent:GetChildren()) do handleChild(child) end return topMaid end) end
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RemovalMonitor = script:WaitForChild("RemovalMonitor") CarpetPieces = { {MeshId = 223079795, Angle = 160}, {MeshId = 223079835, Angle = 100}, {MeshId = 223079888, Angle = 100}, {MeshId = 223079981, Angle = 160}, } CarpetSize = Vector3.new(3, 0.5, 6.5) BaseUrl = "http://www.roblox.com/asset/?id=" Rate = (1 / 10) BasePart = Instance.new("Part") BasePart.Material = Enum.Material.Plastic BasePart.Shape = Enum.PartType.Block BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true ColorPart = BasePart:Clone() ColorPart.Name = "ColorPart" ColorPart.Reflectance = 0.25 ColorPart.Transparency = 0.1 ColorPart.Material = Enum.Material.SmoothPlastic ColorPart.FrontSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.BackSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.TopSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.BottomSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.LeftSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.RightSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.Size = Vector3.new(1, 1, 1) ColorPart.Anchored = true ColorPart.CanCollide = false ColorMesh = Instance.new("SpecialMesh") ColorMesh.Name = "Mesh" ColorMesh.MeshType = Enum.MeshType.FileMesh ColorMesh.MeshId = (BaseUrl .. "9856898") ColorMesh.TextureId = (BaseUrl .. "1361097") ColorMesh.Scale = (ColorPart.Size * 2) --Default mesh scale is 1/2 the size of a 1x1x1 brick. ColorMesh.Offset = Vector3.new(0, 0, 0) ColorMesh.VertexColor = Vector3.new(1, 1, 1) ColorMesh.Parent = ColorPart ColorLight = Instance.new("PointLight") ColorLight.Name = "Light" ColorLight.Brightness = 50 ColorLight.Range = 8 ColorLight.Shadows = false ColorLight.Enabled = true ColorLight.Parent = ColorPart RainbowColors = { Vector3.new(1, 0, 0), Vector3.new(1, 0.5, 0), Vector3.new(1, 1, 0), Vector3.new(0, 1, 0), Vector3.new(0, 1, 1), Vector3.new(0, 0, 1), Vector3.new(0.5, 0, 1) } Animations = { Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } Grips = { Normal = CFrame.new(-1.5, 0, 0, 0, 0, -1, -1, 8.90154915e-005, 0, 8.90154915e-005, 1, 0), Flying = CFrame.new(-1.5, 0.5, -0.75, -1, 0, -8.99756625e-009, -8.99756625e-009, 8.10000031e-008, 1, 7.28802977e-016, 0.99999994, -8.10000103e-008) } Flying = false ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool Handle.Transparency = 0 Tool.Grip = Grips.Normal Tool.Enabled = true function Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function TransformModel(Objects, Center, NewCFrame, Recurse) local Objects = ((type(Objects) ~= "table" and {Objects}) or Objects) for i, v in pairs(Objects) do if v:IsA("BasePart") then v.CFrame = NewCFrame:toWorldSpace(Center:toObjectSpace(v.CFrame)) end if Recurse then TransformModel(v:GetChildren(), Center, NewCFrame, true) end end end function Weld(Parent, PrimaryPart) local Parts = {} local Welds = {} local function WeldModel(Parent, PrimaryPart) for i, v in pairs(Parent:GetChildren()) do if v:IsA("BasePart") then if v ~= PrimaryPart then local Weld = Instance.new("Weld") Weld.Name = "Weld" Weld.Part0 = PrimaryPart Weld.Part1 = v Weld.C0 = PrimaryPart.CFrame:inverse() Weld.C1 = v.CFrame:inverse() Weld.Parent = PrimaryPart table.insert(Welds, Weld) end table.insert(Parts, v) end WeldModel(v, PrimaryPart) end end WeldModel(Parent, PrimaryPart) return Parts, Welds end function CleanUp() for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end end function CreateRainbow(Length) local RainbowModel = Instance.new("Model") RainbowModel.Name = "RainbowPart" for i, v in pairs(RainbowColors) do local Part = ColorPart:Clone() Part.Name = "Part" Part.Size = Vector3.new(0.5, 0.5, Length) Part.CFrame = Part.CFrame * CFrame.new((Part.Size.X * (i - 1)), 0, 0) Part.Mesh.Scale = (Part.Size * 2) Part.Mesh.VertexColor = v Part.Light.Color = Color3.new(v.X, v.Y, v.Z) Part.Parent = RainbowModel end local RainbowBoundingBox = BasePart:Clone() RainbowBoundingBox.Name = "BoundingBox" RainbowBoundingBox.Transparency = 1 RainbowBoundingBox.Size = RainbowModel:GetModelSize() RainbowBoundingBox.Anchored = true RainbowBoundingBox.CanCollide = false RainbowBoundingBox.CFrame = RainbowModel:GetModelCFrame() RainbowBoundingBox.Parent = RainbowModel return RainbowModel end function GetRainbowModel() local ModelName = (Player.Name .. "'s Rainbow") local Model = game:GetService("Workspace"):FindFirstChild(ModelName) if not Model then Model = Instance.new("Model") Model.Name = ModelName local RemovalMonitorClone = RemovalMonitor:Clone() RemovalMonitorClone.Disabled = false RemovalMonitorClone.Parent = Model end return Model end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Activated() if not Tool.Enabled then return end Tool.Enabled = false Flying = not Flying if Flying then Handle.Transparency = 1 CleanUp() local CarpetParts = {} for i, v in pairs(CarpetPieces) do local CarpetPart = BasePart:Clone() CarpetPart.Size = Vector3.new(CarpetSize.X, CarpetSize.Y, (CarpetSize.Z / #CarpetPieces)) local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = (BaseUrl .. v.MeshId) Mesh.TextureId = (BaseUrl .. "223080038") Mesh.Scale = Vector3.new(1.125, 1.125, 1.125) Mesh.VertexColor = Vector3.new(1, 1, 1) Mesh.Offset = Vector3.new(0, 0, 0) Mesh.Parent = CarpetPart local Weld = Instance.new("Weld") Weld.Part0 = Handle Weld.Part1 = CarpetPart local XOffset = (((i == 1 or i == #CarpetPieces) and -0.005) or 0) local YOffset = ((-((Handle.Size.Z / 2) - (CarpetPart.Size.Z / 2))) + ((CarpetPart.Size.Z * (i - 1))) + ((i == 2 and 0.245) or (i == 3 and 0.04) or (i == #CarpetPieces and 0.28) or 0)) Weld.C1 = CFrame.new(0, XOffset, YOffset) Weld.Parent = CarpetPart table.insert(CarpetParts, {Part = CarpetPart, Weld = Weld, InitialCFrame = Weld.C0, Angle = v.Angle}) CarpetPart.Parent = Tool end Spawn(function() InvokeClient("PlayAnimation", Animations.Sit) Tool.Grip = Grips.Flying end) FlightSpin = Instance.new("BodyGyro") FlightSpin.Name = "FlightSpin" FlightSpin.P = 1000000 FlightSpin.maxTorque = Vector3.new(FlightSpin.P, FlightSpin.P, FlightSpin.P) FlightSpin.cframe = Torso.CFrame FlightPower = Instance.new("BodyVelocity") FlightPower.Name = "FlightPower" FlightPower.velocity = Vector3.new(0, 0, 0) FlightPower.P = 1000000 FlightPower.maxForce = Vector3.new(FlightPower.P, FlightPower.P, FlightPower.P) FlightPower.P = 10000 FlightHold = Instance.new("BodyPosition") FlightHold.Name = "FlightHold" FlightHold.P = 100000 FlightHold.maxForce = Vector3.new(0, 0, 0) FlightHold.position = Torso.Position FlightSpin.Parent = Torso FlightPower.Parent = Torso FlightHold.Parent = Torso Spawn(function() local LastPlace = nil while Flying and ToolEquipped and CheckIfAlive() do local CurrentPlace = Handle.Position local Velocity = Torso.Velocity Velocity = Vector3.new(Velocity.X, 0, Velocity.Z).magnitude if LastPlace and Velocity > 10 then Spawn(function() local Model = GetRainbowModel() local Distance = (LastPlace - CurrentPlace).magnitude local Length = Distance + 3.5 local RainbowModel = CreateRainbow(Length) --Thanks so much to ArceusInator for helping solve this part! local RainbowCFrame = CFrame.new((LastPlace + (CurrentPlace - LastPlace).unit * (Distance / 2)), CurrentPlace) TransformModel(RainbowModel, RainbowModel:GetModelCFrame(), RainbowCFrame, true) Debris:AddItem(RainbowModel, 1) RainbowModel.Parent = Model if Model and not Model.Parent then Model.Parent = game:GetService("Workspace") end LastPlace = CurrentPlace end) elseif not LastPlace then LastPlace = CurrentPlace end wait(Rate) end end) elseif not Flying then Torso.Velocity = Vector3.new(0, 0, 0) Torso.RotVelocity = Vector3.new(0, 0, 0) for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do if v and v.Parent then v:Destroy() end end Spawn(function() Tool.Grip = Grips.Normal InvokeClient("StopAnimation", Animations.Sit) end) end wait(2) Tool.Enabled = true end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end Tool.Grip = Grips.Normal ToolEquipped = true end function Unequipped() Flying = false for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do if v and v.Parent then v:Destroy() end end CleanUp() Handle.Transparency = 0 ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end CleanUp() ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ Returns an iterator over the children of an element. `elementOrElements` may be one of: * a boolean * nil * a single element * a fragment * a table of elements If `elementOrElements` is a boolean or nil, this will return an iterator with zero elements. If `elementOrElements` is a single element, this will return an iterator with one element: a tuple where the first value is ElementUtils.UseParentKey, and the second is the value of `elementOrElements`. If `elementOrElements` is a fragment or a table, this will return an iterator over all the elements of the array. If `elementOrElements` is none of the above, this function will throw. ]]
function ElementUtils.iterateElements<K>(elementOrElements): (Iterator<K, Element>, any, nil) local richType = Type.of(elementOrElements) -- Single child if richType == Type.Element then local called = false return function(_, _) if called then return nil else called = true return ElementUtils.UseParentKey, elementOrElements end end end local regularType = typeof(elementOrElements) if elementOrElements == nil or regularType == "boolean" then return (noop :: any) :: Iterator<K, Element> end if regularType == "table" then return pairs(elementOrElements) end error("Invalid elements") end
-- setings
local SearchDistance = 80 -- How far a player can be before it detects you local ZombieDamage = 5 -- How much damage the Zombie inficts towards the player local DamageWait = 2 -- How many seconds to wait before it can damage the player again local WanderX, WanderZ = 30, 30
-------- OMG HAX
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") DamageValues = { BaseDamage = 10, SlashDamage = 11, LungeDamage = 22 } Damage = DamageValues.BaseDamage Sounds = { Slash = Handle:WaitForChild("SwordSlash"), Lunge = Handle:WaitForChild("SwordLunge"), Unsheath = Handle:WaitForChild("Unsheath") } Animations = { Slash = Tool:WaitForChild("Slash") } ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) 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 Blow(Hit) if not Hit or not Hit.Parent or not Character or not Humanoid or Humanoid.Health == 0 then return end local humanoid = Hit.Parent:FindFirstChild("Humanoid") if humanoid and humanoid ~= Humanoid and humanoid.Health > 0 then local RightArm = Character:FindFirstChild("Right Arm") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if (RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle)) then UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end end end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() InvokeClient("PlayAnimation", {Animation = Animations.Slash, Speed = 1.5}) end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() local Anim = Instance.new("StringValue") Anim.Name = "toolanim" Anim.Value = "Lunge" Anim.Parent = Tool local Force = Instance.new("BodyVelocity") if Torso and Torso.Parent then Force.velocity = Vector3.new(0, 80, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.75) Force.Parent = Torso end wait(0.25) if Torso and Torso.Parent then Force.velocity = (Torso.CFrame.lookVector * 120) + Vector3.new(0, 60, 0) end wait(0.5) if Force and Force.Parent then Force:Destroy() end wait(0.5) Damage = DamageValues.SlashDamage end Tool.Enabled = true LastAttack = 0 function Activated() if not Tool.Enabled then return end Tool.Enabled = false Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Tool.Enabled = true end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") if not Player or not Humanoid or Humanoid.Health == 0 or not Torso then return end Sounds.Unsheath:Play() end function Unequipped() end Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Connection = Handle.Touched:connect(Blow)
----- hot tap handler
for i, v in pairs(hotTap:GetChildren()) do if v:FindFirstChild("ClickDetector") then v.ClickDetector.MouseClick:Connect(function() if hotOn.Value == false then hotOn.Value = true faucet.ParticleEmitter.Enabled = true waterSound:Play() hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(math.rad(45),0,0)) else hotOn.Value = false if coldOn.Value == false then faucet.ParticleEmitter.Enabled = false waterSound:Stop() end hotTap:SetPrimaryPartCFrame(hotTap.PrimaryPart.CFrame * CFrame.Angles(math.rad(-45),0,0)) end end) end end
-- Disconnect all handlers. Since we use a linked list it suffices to clear the -- reference to the head handler.
function Signal:DisconnectAll() self._handlerListHead = false end
--[[ ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local AvatarEditor = ReplicatedStorage.AvatarEditor local Maid = require(AvatarEditor.Shared.Util.Maid) local Promise = require(AvatarEditor.Shared.Util.Promise) local Signal = require(AvatarEditor.Shared.Util.Signal) local Settings = require(AvatarEditor.Shared.Settings) local Theme = require(AvatarEditor.Client.Theme) local player = Players.LocalPlayer local Class = {} Class.__index = Class local function createButton() local button = AvatarEditor.CostumeTemplate:Clone() return button end function Class.new(frame) local self = setmetatable({}, Class) self.Maid = Maid.new() self.Listeners = Maid.new() self.ScrollingFrame = frame.ScrollingFrame self.GridLayout = self.ScrollingFrame.UIGridLayout self.Wear = Signal.new() self.Delete = Signal.new() self.Children = {} self.Pool = {} for i = 1, 50 do self.Pool[i] = createButton() end self.Maid:GiveTask(Theme.Changed:Connect(function() self:Render() end)) self.Maid:GiveTask(Theme:Bind(self.ScrollingFrame, "ScrollBarImageColor3", "Scrollbar")) Promise.new(function(resolve, reject) local folder = player:WaitForChild("AE_Costumes") resolve(folder) end) :andThen(function(folder) self.Folder = folder self.Maid:GiveTask(folder.ChildAdded:Connect(function() self:Render() end)) self.Maid:GiveTask(folder.ChildRemoved:Connect(function() self:Render() end)) self:Render() end) :catch(warn) return self end function Class:GetItem() local pool = self.Pool local button = table.remove(pool, #pool) if not button then button = createButton() end return button end function Class:Render() if not self.Folder then return end local folder = self.Folder local maid = self.Listeners local children = self.Children local scrollingFrame = self.ScrollingFrame local uiGridLayout = self.GridLayout local pool = self.Pool local list = folder:GetChildren() local newChildren = {} maid:DoCleaning() for i, v in ipairs(list) do local button = children[i] or self:GetItem() newChildren[i] = button button.ItemLabel.Text = v.Name button.More.Visible = false maid:GiveTask(Theme:Bind(button, "BackgroundColor3", "Button")) maid:GiveTask(Theme:Bind(button.ItemLabel, "TextColor3", "Text")) maid:GiveTask(Theme:Bind(button.ItemLabel, "TextStrokeColor3", "TextStroke")) maid:GiveTask(Theme:Bind(button.More, "BackgroundColor3", "Delete")) maid:GiveTask(Theme:Bind(button.More, "TextColor3", "Text")) Promise.new(function(resolve, reject) local success, result = pcall(function() return Players:CreateHumanoidModelFromDescription(v, Enum.HumanoidRigType.R15, Enum.AssetTypeVerification.ClientOnly) end) if success then resolve(result) else reject(result) end end) :andThen(function(result) maid:GiveTask(result) result:SetPrimaryPartCFrame(CFrame.new()) local humanoid = result.Humanoid humanoid.DisplayDistanceType = Enum.HumanoidDisplayDistanceType.None humanoid.HealthDisplayType = Enum.HumanoidHealthDisplayType.AlwaysOff result.Animate:Destroy() local viewport = button.ViewportFrame local camera = Instance.new("Camera") maid:GiveTask(camera) camera.CFrame = CFrame.lookAt(Vector3.new(-2, 2, -5), result.PrimaryPart.Position) camera.Parent = button viewport.CurrentCamera = camera result.Parent = viewport.WorldModel maid:GiveTask(function() viewport.CurrentCamera = nil end) end) :catch(warn) maid:GiveTask(button.More.Activated:Connect(function(inputObject) self.Delete:Fire(v) end)) maid:GiveTask(button.TouchLongPress:Connect(function(touchPositions, inputState) button.ItemLabel.Visible = false button.More.Visible = false self.Delete:Fire(v) end)) maid:GiveTask(button.InputBegan:Connect(function(inputObject) if not Settings.HOVER_INPUTS[inputObject.UserInputType] then return end button.ItemLabel.Visible = true if inputObject.UserInputType == Enum.UserInputType.MouseMovement then button.More.Visible = true end end)) maid:GiveTask(button.InputEnded:Connect(function(inputObject) if not Settings.HOVER_INPUTS[inputObject.UserInputType] then return end button.ItemLabel.Visible = false button.More.Visible = false end)) maid:GiveTask(button.Activated:Connect(function(inputObject) self.Wear:Fire(v) end)) button.Parent = scrollingFrame end for i = #list + 1, #children do local button = children[i] button.Parent = nil table.insert(pool, button) end self.Children = newChildren scrollingFrame.CanvasSize = UDim2.new(0, 0, 0, uiGridLayout.AbsoluteContentSize.Y) end function Class:Destroy() self.Maid:DoCleaning() self.Maid = nil self.Listeners:DoCleaning() self.Listeners = nil for i, v in ipairs(self.Children) do v:Destroy() end table.clear(self.Children) for i, v in ipairs(self.Pool) do v:Destroy() end table.clear(self.Pool) setmetatable(self, nil) end return Class
end
function blow() note:stop() connection:disconnect()
--------END RIGHT DOOR --------
end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Events
local Events = ReplicatedStorage.Events local UpdatePointsEvent = Events.UpdatePoints
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 1 -- cooldown for use of the tool again ZoneModelName = "Star" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Load Roblox Occlusion Modules
local Invisicam = require(script:WaitForChild("Invisicam")) local Poppercam do local success, useNewPoppercam = pcall(UserSettings().IsUserFeatureEnabled, UserSettings(), "UserNewPoppercam4") if success and useNewPoppercam then Poppercam = require(script:WaitForChild("Poppercam")) else Poppercam = require(script:WaitForChild("Poppercam_Classic")) end end
--Character.Parent = Services.ServerStorage
for Angle = 0, 360,(360/(Light_Segments-1)) do --Create LightBall local LightClone = LightBall:Clone() LightClone.CFrame = (Center.CFrame * CFrame.Angles(math.rad(90),math.rad(Angle),0)) * CFrame.new(0,0,1) LightBallAnimations[#LightBallAnimations+1] = {Start = Center.CFrame, Control = Center.CFrame:lerp((CFrame.new(TargetLocation)*(Center.CFrame-Center.CFrame.p)),.5)*CFrame.new(Seed:NextNumber(-Properties.OrbSpread,Properties.OrbSpread),Seed:NextNumber(-Properties.OrbSpread,Properties.OrbSpread),Seed:NextNumber(-Properties.OrbSpread,Properties.OrbSpread)), End = CFrame.new(TargetLocation)*(Center.CFrame-Center.CFrame.p), Object = LightClone} LightClone.Parent = workspace end local TrackedOrb = Create("ObjectValue"){ Name = "TrackedOrb", Value = LightBallAnimations[1].Object, Parent = TrackOrb }
--[=[ https://rxjs.dev/api/operators/mapTo @param ... any -- The value to map each source value to. @return (source: Observable<T>) -> Observable<T> ]=]
function Rx.mapTo(...) local args = table.pack(...) return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) return source:Subscribe(function() sub:Fire(table.unpack(args, 1, args.n)) end, sub:GetFailComplete()) end) end end
---------------------
colorchangingpart.Transparency = 0 colorchangingpart.Material = Enum.Material.Neon -- set this to the material you want the part to be