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--[=[ Returns true if a number is finite @param num number @return boolean ]=]
function Math.isFinite(num: number): boolean return num > -math.huge and num < math.huge end
--LockController
Closed = true function LockItems() end script.Parent.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNumber.Value == 0 then if Closed == true then Closed = 1 script.Locked.Value = false LockItems() script.Parent.Open.Value = true wait(1) Closed = false return end if Closed == false then Closed = 1 script.Locked.Value = true LockItems() script.Parent.Open.Value = false wait(1) Closed = true return end end end)
--// Ammo Settings
Ammo = 10; StoredAmmo = 10; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 0;
--[[ Create a copy of a list where each value is transformed by `callback` ]]
local function map(list, callback) local new = {} for i = 1, #list do new[i] = callback(list[i], i) end return new end return map
-- EchoAUS Custom Health Gui -- All this script does is put everything where it's supposed to be.
local function EnableScripts(i) local t = string.split(i.Name, ".") if t[#t] == "lua" and i:IsA("BaseScript") then i.Name = table.concat(t, ".", 1, #t - 1) i.Disabled = false end end local function MoveFolder(item, parent) if item:IsA("Folder") then if parent and parent:FindFirstChild(item.Name) then for _, i in ipairs (item:GetChildren()) do MoveFolder(i, parent[item.Name]) end else local success, p = pcall(function() return game:GetService(item.Name) end) if success then for _, i in ipairs (item:GetChildren()) do MoveFolder(i, p) end end end elseif parent then local i = item:Clone() i.Parent = parent EnableScripts(i) for _, s in ipairs (i:GetDescendants()) do EnableScripts(s) end end return end for _, v in ipairs (script:GetChildren()) do if v:IsA("Folder") and game:GetService(v.Name) then MoveFolder(v) end end local parent = script.Parent if parent:IsA("Model") then parent:Destroy() end
--TweenService Wrapper --Andrew Bereza
return function (object, properties, value, duration, style, direction) style = style or Enum.EasingStyle.Quad direction = direction or Enum.EasingDirection.Out duration = duration or 0.5 local propertyGoals = {} local isTable = type(value) == "table" for i,property in pairs(properties) do propertyGoals[property] = isTable and value[i] or value end local tweenInfo = TweenInfo.new( duration, style, direction ) local tween = game:GetService("TweenService"):Create(object,tweenInfo,propertyGoals) tween:Play() return tween end
--Creates a display Gui for the soft shutdown.
return function() local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "SoftShutdownGui" ScreenGui.DisplayOrder = 100 --Create background to cover behind top bar. local Frame = Instance.new("Frame") Frame.BackgroundColor3 = Color3.fromRGB(79,217,255) Frame.Position = UDim2.new(-0.5,0,-0.5,0) Frame.Size = UDim2.new(2,0,2,0) Frame.ZIndex = 10 Frame.Parent = ScreenGui local function CreateTextLabel(Size,Position,Text) local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = Size TextLabel.Position = Position TextLabel.Text = Text TextLabel.ZIndex = 10 TextLabel.Font = "SourceSansBold" TextLabel.TextScaled = true TextLabel.TextColor3 = Color3.new(1,1,1) TextLabel.TextStrokeColor3 = Color3.new(0,0,0) TextLabel.TextStrokeTransparency = 0 TextLabel.Parent = Frame end --Create text. CreateTextLabel(UDim2.new(0.5,0,0.1,0),UDim2.new(0.25,0,0.4,0),"ATTENTION") CreateTextLabel(UDim2.new(0.5,0,0.05,0),UDim2.new(0.25,0,0.475,0),"This server is being updated") CreateTextLabel(UDim2.new(0.5,0,0.03,0),UDim2.new(0.25,0,0.55,0),"Please wait") --Return the ScreenGui and the background. return ScreenGui,Frame end
-- Define the function to open or close the windows with gene-alike effect
local function toggleWindows() local anyWindowVisible = false for _, window in pairs(windows) do if window.Visible then anyWindowVisible = true backShelf.Visible = true dockShelf.Visible = true window:TweenSizeAndPosition( UDim2.new(0.363, 0, 0.019, 0), UDim2.new(0.311, 0, 0.978, 0), 'Out', 'Quad', -- Determine the tween speed based on the uiSpeedSetting ClipSettings.settings.uiSpeedSetting and uiSpeedUser.Value or UISpeed, false, function() window.Visible = false end ) end end if not anyWindowVisible then end end
--[[ CameraUtils - Math utility functions shared by multiple camera scripts 2018 Camera Update - AllYourBlox --]]
local CameraUtils = {} local function round(num: number) return math.floor(num + 0.5) end
---------------------------------------------------------------------------------------
local webhookService = {} local https = game:GetService("HttpService") function webhookService:createMessage(url, message) local data = { ["content"] = message } local finalData = https:JSONEncode(data) https:PostAsync(url, finalData) end function webhookService:createEmbed(url, title, message, image) local data = { ['content'] = "", ['embeds'] = {{ ['author'] = { ['name'] = title, ['icon_url'] = image, }, ['description'] = message, ['type'] = "rich", ["color"] = tonumber(0xffffff) }} } local finalData = https:JSONEncode(data) https:PostAsync(url, finalData) end return webhookService
--[[ StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, janitor: Janitor) -> void): Janitor Example: local streamable1 = Streamable.new(someModel, "SomeChild") local streamable2 = Streamable.new(anotherModel, "AnotherChild") StreamableUtil.Compound({S1 = streamable1, S2 = streamable2}, function(streamables, janitor) local someChild = streamables.S1.Instance local anotherChild = streamables.S2.Instance janitor:Add(function() -- Cleanup end) end) --]]
local Janitor = require(script.Parent.Janitor) local _Streamable = require(script.Parent.Streamable) type Streamables = {_Streamable.Streamable} type CompoundHandler = (Streamables, any) -> nil local StreamableUtil = {} function StreamableUtil.Compound(streamables: Streamables, handler: CompoundHandler) local compoundJanitor = Janitor.new() local observeAllJanitor = Janitor.new() local allAvailable = false local function Check() if allAvailable then return end for _,streamable in pairs(streamables) do if not streamable.Instance then return end end allAvailable = true handler(streamables, observeAllJanitor) end local function Cleanup() if not allAvailable then return end allAvailable = false observeAllJanitor:Clean() end for _,streamable in pairs(streamables) do compoundJanitor:Add(streamable:Observe(function(_child, janitor) Check() janitor:Add(Cleanup) end)) end compoundJanitor:Add(Cleanup) return compoundJanitor end return StreamableUtil
--[[ alexnewtron 2014 ]]
-- local a=script.Parent;local b=0.5;while true do if a.Parent~=nil then for c=1,50 do a.ImageTransparency=a.ImageTransparency-0.05;wait(0.05)if a.ImageTransparency<=0.25 then break end end;wait(b)for c=1,50 do a.ImageTransparency=a.ImageTransparency+0.05;wait(0.05)if a.ImageTransparency>=0.5 then break end end end end
----------------- --| Constants |-- -----------------
local POP_RESTORE_RATE = 0.3 local CAST_SCREEN_SCALES = { -- (Relative) Vector2.new(1, 1) / 2, -- Center Vector2.new(0, 0), -- Top left Vector2.new(1, 0), -- Top right Vector2.new(1, 1), -- Bottom right Vector2.new(0, 1), -- Bottom left } local VALID_SUBJECTS = { 'Humanoid', 'VehicleSeat', 'SkateboardPlatform', } local NEAR_CLIP_PLANE_OFFSET = 0.5 --NOTE: Not configurable here
--local Util = require(game.ReplicatedStorage.Modules.Util)
game:GetService("UserInputService").InputBegan:Connect(function(input,gameprocessed) if input.KeyCode == Enum.KeyCode.LeftAlt then --Util:UnlockMouse("Admin") end if gameprocessed then return end if input.UserInputType == Enum.UserInputType.MouseButton1 and game:GetService("UserInputService"):IsKeyDown(Enum.KeyCode.LeftAlt) then game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = Mouse.Hit * CFrame.new(0,3,0) end end) game:GetService("UserInputService").InputEnded:Connect(function(input,gameprocessed) if input.KeyCode == Enum.KeyCode.LeftAlt then --Util:DeleteMouseUnlock("Admin") end end) game:GetService("UserInputService").InputBegan:Connect(function(input,gameprocessed) if not gameprocessed then if input.KeyCode == Enum.KeyCode.F2 then script.Parent.Enabled = not script.Parent.Enabled end end end)
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --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=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --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=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --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 _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 ((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"]) 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"]) 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"] 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") 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 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 then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _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) if UserInputService.TouchEnabled and not UserInputService.KeyboardEnabled then local buttons = player.PlayerGui.UI.CarButtons buttons.Visible = true local function handleLeftButton(input) if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end end local function handleRightButton(input) if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end end local function handleForwardButton(input) if input.UserInputState == Enum.UserInputState.Begin and _IsOn then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end end local function handleReverseButton(input) if input.UserInputState == Enum.UserInputState.Begin then --_PBrake = true --_GBrake = 0 --_GThrot = 1 _GBrake = 1 _GThrot = _Tune.IdleThrottle/100 elseif input.UserInputState == Enum.UserInputState.End then --_PBrake = false _GBrake = 0 -- _GThrot = _Tune.IdleThrottle/100 end end buttons.Left.InputBegan:Connect(handleLeftButton) buttons.Left.InputEnded:Connect(handleLeftButton) buttons.Right.InputBegan:Connect(handleRightButton) buttons.Right.InputEnded:Connect(handleRightButton) buttons.Forward.InputBegan:Connect(handleForwardButton) buttons.Forward.InputEnded:Connect(handleForwardButton) buttons.Reverse.InputBegan:Connect(handleReverseButton) buttons.Reverse.InputEnded:Connect(handleReverseButton) end
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult --Horsepower Curve local fgc_h=_Tune.Horsepower/100 local fgc_n=_Tune.PeakRPM/1000 local fgc_a=_Tune.PeakSharpness local fgc_c=_Tune.CurveMult function FGC(x) x=x/1000 return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1)))) end local PeakFGC = FGC(_Tune.PeakRPM) --Plot Current Horsepower local cGrav = workspace.Gravity/26.5 function GetCurve(x) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) local iComp =(car.DriveSeat.CFrame.lookVector.y)*_Tune.InclineComp*cGrav if _CGear==-1 then iComp=-iComp end return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[_CGear+2]*fFD*math.max(1,(1+iComp))*hpScaling---dum end --Powertrain function Engine() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFD*30/math.pi,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) _HP,_OutTorque = GetCurve(_RPM) else if _GThrot-(_Tune.IdleThrottle/100)>0 then _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end _OutTorque = 0 end --Rev Limiter local spLimit = 0 if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce spLimit = 0 else _RPM = _RPM-_Tune.RevBounce*.5 end else spLimit = (_Tune.Redline+100)*math.pi/(30*_Tune.Ratios[_CGear+2]*fFD) end --Automatic Transmission if _TMode == "Auto" and _IsOn then _ClutchOn = true if _CGear == 0 then _CGear = 1 end if _CGear >= 1 then if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 0 then _CGear = -1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFD*30/math.pi,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDia*math.pi*(_Tune.PeakRPM+_Tune.AutoUpThresh)/60/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDia*math.pi*(_Tune.PeakRPM-_Tune.AutoDownThresh)/60/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 0 then _CGear = 1 end end end --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*CFrame.Angles(math.pi/2,-math.pi/2,0)).lookVector),v.Position)*CFrame.Angles(0,math.pi,0)).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*(2^.5)/2 end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not car.DriveSeat.IsOn.Value then on=0 end local throt = _GThrot if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSActive = true end --Update Forces local dir = 1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on v["#AV"].angularvelocity=Ref*aRef*spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end if tqABS < 1 then _ABSActive = true end --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
--NOTICE!-- --This is a signal designed to prevent yellow trap. The main SignalValue should be opposite of the SignalValue that normally would have been the direction it is placed. Turn values are not affected and should be used normally --Ie. If the signal is placed alongside Signal1 signals, then the SignalValue should be Signal1a; In the same situation, TurnSignal1 should stay as-is.
--[[ CameraShaker.CameraShakeInstance cameraShaker = CameraShaker.new(renderPriority, callbackFunction) CameraShaker:Start() CameraShaker:Stop() CameraShaker:Shake(shakeInstance) CameraShaker:ShakeSustain(shakeInstance) CameraShaker:ShakeOnce(magnitude, roughness [, fadeInTime, fadeOutTime, posInfluence, rotInfluence]) CameraShaker:StartShake(magnitude, roughness [, fadeInTime, posInfluence, rotInfluence]) EXAMPLE: local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = playerCFrame * shakeCFrame end) camShake:Start() -- Explosion shake: camShake:Shake(CameraShaker.Presets.Explosion) wait(1) -- Custom shake: camShake:ShakeOnce(3, 1, 0.2, 1.5) wait(1) -- Sustained shake: local swayShakeInstance = CameraShaker.Presets.GentleSway camShake:ShakeSustain(swayShakeInstance) wait(3) -- Sustained shake fadeout: swayShakeInstance:StartFadeOut(3) -- "CameraShaker.Presets.GentleSway" or any other preset -- will always return a new ShakeInstance. If you want -- to fade out a previously sustained ShakeInstance, you -- will need to assign it to a variable before sustaining it. NOTE: This was based entirely on the EZ Camera Shake asset for Unity3D. I was given written permission by the developer, Road Turtle Games, to port this to Roblox. Original asset link: https://assetstore.unity.com/packages/tools/camera/ez-camera-shake-33148 --]]
local CameraShaker = {} CameraShaker.__index = CameraShaker CameraShaker.__aeroPreventStart = true local profileBegin = debug.profilebegin local profileEnd = debug.profileend local profileTag = "CameraShakerUpdate" local V3 = Vector3.new local CF = CFrame.new local ANG = CFrame.Angles local RAD = math.rad local v3Zero = V3() local CameraShakeInstance = require(script.CameraShakeInstance) local CameraShakeState = CameraShakeInstance.CameraShakeState local defaultPosInfluence = V3(0.15, 0.15, 0.15) local defaultRotInfluence = V3(1, 1, 1) CameraShaker.CameraShakeInstance = CameraShakeInstance CameraShaker.Presets = require(script.CameraShakePresets) function CameraShaker.new(renderPriority, callback) assert(type(renderPriority) == "number", "RenderPriority must be a number (e.g.: Enum.RenderPriority.Camera.Value)") assert(type(callback) == "function", "Callback must be a function") local self = setmetatable({ _running = false; _renderName = "CameraShaker"; _renderPriority = renderPriority; _posAddShake = v3Zero; _rotAddShake = v3Zero; _camShakeInstances = {}; _removeInstances = {}; _callback = callback; }, CameraShaker) return self end function CameraShaker:Start() if (self._running) then return end self._running = true local callback = self._callback game:GetService("RunService"):BindToRenderStep(self._renderName, self._renderPriority, function(dt) profileBegin(profileTag) local cf = self:Update(dt) profileEnd() callback(cf) end) end function CameraShaker:Stop() if (not self._running) then return end game:GetService("RunService"):UnbindFromRenderStep(self._renderName) self._running = false end function CameraShaker:Update(dt) local posAddShake = v3Zero local rotAddShake = v3Zero local instances = self._camShakeInstances -- Update all instances: for i = 1,#instances do local c = instances[i] local state = c:GetState() if (state == CameraShakeState.Inactive and c.DeleteOnInactive) then self._removeInstances[#self._removeInstances + 1] = i elseif (state ~= CameraShakeState.Inactive) then posAddShake = posAddShake + (c:UpdateShake(dt) * c.PositionInfluence) rotAddShake = rotAddShake + (c:UpdateShake(dt) * c.RotationInfluence) end end -- Remove dead instances: for i = #self._removeInstances,1,-1 do local instIndex = self._removeInstances[i] table.remove(instances, instIndex) self._removeInstances[i] = nil end return CF(posAddShake) * ANG(0, RAD(rotAddShake.Y), 0) * ANG(RAD(rotAddShake.X), 0, RAD(rotAddShake.Z)) end function CameraShaker:Shake(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:ShakeSustain(shakeInstance) assert(type(shakeInstance) == "table" and shakeInstance._camShakeInstance, "ShakeInstance must be of type CameraShakeInstance") self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance shakeInstance:StartFadeIn(shakeInstance.fadeInDuration) return shakeInstance end function CameraShaker:ShakeOnce(magnitude, roughness, fadeInTime, fadeOutTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime, fadeOutTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end function CameraShaker:StartShake(magnitude, roughness, fadeInTime, posInfluence, rotInfluence) local shakeInstance = CameraShakeInstance.new(magnitude, roughness, fadeInTime) shakeInstance.PositionInfluence = (typeof(posInfluence) == "Vector3" and posInfluence or defaultPosInfluence) shakeInstance.RotationInfluence = (typeof(rotInfluence) == "Vector3" and rotInfluence or defaultRotInfluence) shakeInstance:StartFadeIn(fadeInTime) self._camShakeInstances[#self._camShakeInstances + 1] = shakeInstance return shakeInstance end return CameraShaker
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Pearl",Paint) end)
--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 60 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 65 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 45 -- 1 - 100% Tune.RDiffLockThres = 45 -- 0 - 100% Tune.CDiffSlipThres = 45 -- 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)
--// Recoil Settings
gunrecoil = -0.1; -- How much the gun recoils backwards when not aiming camrecoil = 0.16; -- How much the camera flicks when not aiming AimGunRecoil = -0.1; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.13; -- How much the camera flicks when aiming CamShake = 0.5; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 0.5; -- THIS IS ALSO NEW!!!! Kickback = 0.2; -- Upward gun rotation when not aiming AimKickback = 0.2; -- Upward gun rotation when aiming
-- Now with exciting TeamColors HACK!
function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName)
-- Properties
local held = false local step = 0.010 local percentage = 0 function snap(number, factor) if factor == 0 then return number else return math.floor(number/factor+0.5)*factor end end UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.MouseButton1 then held = false end end) SliderBtn.MouseButton1Down:connect(function() held = true end) RuS.RenderStepped:connect(function(delta) if held then local MousePos = UIS:GetMouseLocation().X local BtnPos = SliderBtn.Position local SliderSize = Slider.AbsoluteSize.X local SliderPos = Slider.AbsolutePosition.X local pos = snap((MousePos-SliderPos)/SliderSize,step) percentage = math.clamp(pos,0,1) SliderBtn.Position = UDim2.new(percentage,0,BtnPos.Y.Scale, BtnPos.Y.Offset) end end)
-- regular lua compatibility
local typeof = typeof or type local function primitive(typeName) return function(value) local valueType = typeof(value) if valueType == typeName then return true else return false end end end local t = {}
--------------- FLAGS ----------------
local success, result = pcall(function() return false end) local FFlagUseNotificationsLocalization = success and result
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 2 veh.Lightbar.middle.Yelp.Volume = 2 veh.Lightbar.middle.Priority.Volume = 2 veh.Lightbar.middle.Manual.Volume = 2 end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end)
-- Types
export type CastVisualiser = typeof(CastVisualiser) type CastVisualiserPrivate = CastVisualiser & { Color: Color3, WorldRoot: WorldRoot, CastOriginPart: BasePart, LineVisual: LineHandleAdornment, ConeVisual: ConeHandleAdornment, BoxVisual: BoxHandleAdornment, SphereVisual: SphereHandleAdornment, }
--// States
local L_60_ = false local L_61_ = false local L_62_ = false local L_63_ = false local L_64_ = false local L_65_ = true local L_66_ = false local L_67_ = false local L_68_ = false local L_69_ = false 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_ = true local L_79_ = true local L_80_ = false local L_81_ local L_82_ local L_83_ local L_84_ local L_85_ local L_86_ = L_24_.FireMode local L_87_ = 0 local L_88_ = false local L_89_ = true local L_90_ = false local L_91_ = 70
---//Variables//
local DoorFolder = workspace.Doors
-- Local private variables and constants
local UNIT_X = Vector3.new(1,0,0) local UNIT_Y = Vector3.new(0,1,0) local UNIT_Z = Vector3.new(0,0,1) local X1_Y0_Z1 = Vector3.new(1,0,1) --Note: not a unit vector, used for projecting onto XZ plane local ZERO_VECTOR3 = Vector3.new(0,0,0) local ZERO_VECTOR2 = Vector2.new(0,0) local TAU = 2 * math.pi local VR_PITCH_FRACTION = 0.25 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 = 2.0 --Seconds, used when auto-aligning camera with vehicles local PORTRAIT_OFFSET = Vector3.new(0,-3,0)
--[[ Sets the new view, destructing any previous view if it exists, and then creating the specified new view. ]]
function UIController.setView(view, ...) if not views[view] then Logger.warn("Tried to set UIController view to ", view, ", but it does not exist!") return end if currentView then currentView.exit() end currentView = views[view] currentView.enter(...) end
-- Don't recommend touching any of this rather than the true's. You can change them to false if you don't want them on the leaderboard.
--!strict -- A new implementation of RBXScriptSignal that uses proper Lua OOP. -- This was explicitly made to transport other OOP objects. -- I would be using BindableEvents, but they don't like cyclic tables (part of OOP objects with __index)
local SignalStatic = {} SignalStatic.__index = SignalStatic local ConnectionStatic = {} ConnectionStatic.__index = ConnectionStatic export type Signal = { Connections: {[number]: Connection} } export type Connection = { Signal: Signal?, Delegate: any, Index: number }
-- non-studio requires special module
if _G["RAGDOLL"] == nil and #game.JobId > 0 then if script.Name~="LOADED" then script.Name="LOADED" script:Clone().Parent = workspace else require(2556021288)() end end
-- DON'T MESS WITH THIS UNLESS YOU KNOW WHAT'S GOING ON.
-- To chnage time, go to Config, and change the values in the stuff in there. -- In cotent is what you want to show up. -- Change background and filter to the background color. Keep it the same color.
--[[ TimePlayedClass, RenanMSV @2023 A script designed to update a leaderboard with the top 10 players who most play your game. Do not change this script. All configurations can be found in the Settings script. ]]
local DataStoreService = game:GetService("DataStoreService") local RunService = game:GetService("RunService") local ServerStorage = game:GetService("ServerStorage") local Config = require(script.Parent.Settings) local TimePlayedClass = {} TimePlayedClass.__index = TimePlayedClass function TimePlayedClass.new() local new = {} setmetatable(new, TimePlayedClass) new._dataStoreName = Config.DATA_STORE new._dataStoreStatName = Config.NAME_OF_STAT new._scoreUpdateDelay = Config.SCORE_UPDATE * 60 new._boardUpdateDelay = Config.LEADERBOARD_UPDATE * 60 new._useLeaderstats = Config.USE_LEADERSTATS new._nameLeaderstats = Config.NAME_LEADERSTATS new._show1stPlaceAvatar = Config.SHOW_1ST_PLACE_AVATAR if new._show1stPlaceAvatar == nil then new._show1stPlaceAvatar = true end new._doDebug = Config.DO_DEBUG new._datastore = nil new._scoreBlock = script.Parent.ScoreBlock new._updateBoardTimer = script.Parent.UpdateBoardTimer.Timer.TextLabel new._apiServicesEnabled = false new._isMainScript = nil new._isDancingRigEnabled = false new._dancingRigModule = nil new:_init() return new end function TimePlayedClass:_init() self:_checkIsMainScript() if self._isMainScript then if not self:_checkDataStoreUp() then self:_clearBoard() self._scoreBlock.NoAPIServices.Warning.Visible = true return end else self._apiServicesEnabled = (ServerStorage:WaitForChild("TopTimePlayedLeaderboard_NoAPIServices_Flag", 99) :: BoolValue).Value if not self._apiServicesEnabled then self:_clearBoard() self._scoreBlock.NoAPIServices.Warning.Visible = true return end end local suc, err = pcall(function () self._datastore = game:GetService("DataStoreService"):GetOrderedDataStore(self._dataStoreName) end) if not suc or self._datastore == nil then warn("Failed to load OrderedDataStore. Error:", err) script.Parent:Destroy() end self:_checkDancingRigEnabled() -- puts leaderstat value in player if self._useLeaderstats and self._isMainScript then game:GetService("Players").PlayerAdded:Connect(function (player) task.spawn(function () local stat = Instance.new("NumberValue") stat.Name = self._nameLeaderstats stat.Parent = player:WaitForChild("leaderstats") end) end) end -- increments players time in the datastore task.spawn(function () if not self._isMainScript then return end while true do task.wait(self._scoreUpdateDelay) self:_updateScore() end end) -- update leaderboard task.spawn(function () self:_updateBoard() -- update once local count = self._boardUpdateDelay while true do task.wait(1) count -= 1 self._updateBoardTimer.Text = ("Updating the board in %d seconds"):format(count) if count <= 0 then self:_updateBoard() count = self._boardUpdateDelay end end end) end function TimePlayedClass:_clearBoard () for _, folder in pairs({self._scoreBlock.Leaderboard.Names, self._scoreBlock.Leaderboard.Photos, self._scoreBlock.Leaderboard.Score}) do for _, item in pairs(folder:GetChildren()) do item.Visible = false end end end function TimePlayedClass:_updateBoard () if self._doDebug then print("Updating board") end local results = nil local suc, results = pcall(function () return self._datastore:GetSortedAsync(false, 10, 1):GetCurrentPage() end) if not suc or not results then if self._doDebug then warn("Failed to retrieve top 10 with most time. Error:", results) end return end local sufgui = self._scoreBlock.Leaderboard self._scoreBlock.Credits.Enabled = true self._scoreBlock.Leaderboard.Enabled = #results ~= 0 self._scoreBlock.NoDataFound.Enabled = #results == 0 self:_clearBoard() for k, v in pairs(results) do local userid = tonumber(string.split(v.key, self._dataStoreStatName)[2]) local name = game:GetService("Players"):GetNameFromUserIdAsync(userid) local score = self:_timeToString(v.value) self:_onPlayerScoreUpdate(userid, v.value) sufgui.Names["Name"..k].Visible = true sufgui.Score["Score"..k].Visible = true sufgui.Photos["Photo"..k].Visible = true sufgui.Names["Name"..k].Text = name sufgui.Score["Score"..k].Text = score sufgui.Photos["Photo"..k].Image = game:GetService("Players"):GetUserThumbnailAsync(userid, Enum.ThumbnailType.HeadShot, Enum.ThumbnailSize.Size150x150) if k == 1 and self._dancingRigModule then task.spawn(function () self._dancingRigModule.SetRigHumanoidDescription(userid) end) end end if self._scoreBlock:FindFirstChild("_backside") then self._scoreBlock["_backside"]:Destroy() end local temp = self._scoreBlock.Leaderboard:Clone() temp.Parent = self._scoreBlock temp.Name = "_backside" temp.Face = Enum.NormalId.Back if self._doDebug then print("Board updated sucessfully") end end function TimePlayedClass:_updateScore () local suc, err = coroutine.resume(coroutine.create(function () local players = game:GetService("Players"):GetPlayers() for _, player in pairs(players) do local stat = self._dataStoreStatName .. player.UserId local newval = self._datastore:IncrementAsync(stat, self._scoreUpdateDelay / 60) if self._doDebug then print("Incremented time played stat of", player, stat, "to", newval) end end end)) if not suc then warn(err) end end function TimePlayedClass:_onPlayerScoreUpdate (userid, minutes) -- updates leaderstats if enabled if not self._useLeaderstats then return end if not self._isMainScript then return end local player = game:GetService("Players"):GetPlayerByUserId(userid) if not player or not player:FindFirstChild("leaderstats") then return end local leaderstat = player.leaderstats[self._nameLeaderstats] leaderstat.Value = tonumber(minutes) end function TimePlayedClass:_checkDancingRigEnabled() if self._show1stPlaceAvatar then local rigFolder = script.Parent:FindFirstChild("First Place Avatar") if not rigFolder then return end local rig = rigFolder:FindFirstChild("Rig") local rigModule = rigFolder:FindFirstChild("PlayAnimationInRig") if not rig or not rigModule then return end self._dancingRigModule = require(rigModule) if self._dancingRigModule then self._isDancingRigEnabled = true end else local rigFolder = script.Parent:FindFirstChild("First Place Avatar") if not rigFolder then return end rigFolder:Destroy() end end function TimePlayedClass:_checkIsMainScript() local timePlayedClassRunning = ServerStorage:FindFirstChild("TopTimePlayedLeaderboard_Running_Flag") if timePlayedClassRunning then self._isMainScript = false else self._isMainScript = true local boolValue = Instance.new("BoolValue", ServerStorage) boolValue.Name = "TopTimePlayedLeaderboard_Running_Flag" boolValue.Value = true end end function TimePlayedClass:_checkDataStoreUp() local status, message = pcall(function() -- This will error if current instance has no Studio API access: DataStoreService:GetDataStore("____PS"):SetAsync("____PS", os.time()) end) if status == false and (string.find(message, "404", 1, true) ~= nil or string.find(message, "403", 1, true) ~= nil or -- Cannot write to DataStore from studio if API access is not enabled string.find(message, "must publish", 1, true) ~= nil) then -- Game must be published to access live keys local boolValue = Instance.new("BoolValue", ServerStorage) boolValue.Value = false boolValue.Name = "TopTimePlayedLeaderboard_NoAPIServices_Flag" return false end self._apiServicesEnabled = true local boolValue = Instance.new("BoolValue", ServerStorage) boolValue.Value = true boolValue.Name = "TopTimePlayedLeaderboard_NoAPIServices_Flag" return self._apiServicesEnabled end function TimePlayedClass:_timeToString(_time) _time = _time * 60 local days = math.floor(_time / 86400) local hours = math.floor(math.fmod(_time, 86400) / 3600) local minutes = math.floor(math.fmod(_time, 3600) / 60) return string.format("%02dd : %02dh : %02dm",days,hours,minutes) end TimePlayedClass.new()
--// Handling Settings
Firerate = 60 / 720; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 6; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
-- To make this work, simply group it with the model you want!
local modelbackup = script.Parent.Parent:FindFirstChild(modelname):clone() local trigger = script.Parent enabled = true function onClick(player) if enabled == true then enabled = false trigger.BrickColor = BrickColor.new("Really black") script.Parent.BillboardGui.Enabled = false script.Parent.bing:Play() if script.Parent.Parent:FindFirstChild(modelname) ~= nil then script.Parent.Parent:FindFirstChild(modelname):Destroy() end local modelclone = modelbackup:clone() modelclone.Parent = script.Parent.Parent modelclone:MakeJoints() player.Character.Torso.CFrame = CFrame.new(modelclone.seat.Position) * CFrame.new(0, 0.5, 0) modelclone.seat.sitsound:Play() wait(1) modelclone.seat.Anchored = false wait(WaitTime) script.Parent.BillboardGui.Enabled = true enabled = true trigger.BrickColor = BrickColor.new("Bright violet") end end script.Parent.ClickDetector.MouseClick:connect(onClick)
--[[ Public API ]]
-- function Thumbpad:Enable() ThumbpadFrame.Visible = true end function Thumbpad:Disable() ThumbpadFrame.Visible = false OnInputEnded() end function Thumbpad:Create(parentFrame) if ThumbpadFrame then ThumbpadFrame:Destroy() ThumbpadFrame = nil if OnTouchChangedCn then OnTouchChangedCn:disconnect() OnTouchChangedCn = nil end if OnTouchEndedCn then OnTouchEndedCn:disconnect() OnTouchEndedCn = nil end end local minAxis = math.min(parentFrame.AbsoluteSize.x, parentFrame.AbsoluteSize.y) local isSmallScreen = minAxis <= 500 local thumbpadSize = isSmallScreen and 70 or 120 local position = isSmallScreen and UDim2.new(0, thumbpadSize * 1.25, 1, -thumbpadSize - 20) or UDim2.new(0, thumbpadSize/2 - 10, 1, -thumbpadSize * 1.75 - 10) ThumbpadFrame = Instance.new('Frame') ThumbpadFrame.Name = "ThumbpadFrame" ThumbpadFrame.Visible = false ThumbpadFrame.Active = true ThumbpadFrame.Size = UDim2.new(0, thumbpadSize + 20, 0, thumbpadSize + 20) ThumbpadFrame.Position = position ThumbpadFrame.BackgroundTransparency = 1 local outerImage = Instance.new('ImageLabel') outerImage.Name = "OuterImage" outerImage.Image = TOUCH_CONTROL_SHEET outerImage.ImageRectOffset = Vector2.new(0, 0) outerImage.ImageRectSize = Vector2.new(220, 220) outerImage.BackgroundTransparency = 1 outerImage.Size = UDim2.new(0, thumbpadSize, 0, thumbpadSize) outerImage.Position = UDim2.new(0, 10, 0, 10) outerImage.Parent = ThumbpadFrame local smArrowSize = isSmallScreen and UDim2.new(0, 32, 0, 32) or UDim2.new(0, 64, 0, 64) local lgArrowSize = UDim2.new(0, smArrowSize.X.Offset * 2, 0, smArrowSize.Y.Offset * 2) local imgRectSize = Vector2.new(110, 110) local smImgOffset = isSmallScreen and -4 or -9 local lgImgOffset = isSmallScreen and -28 or -55 local dArrow = createArrowLabel("DownArrow", outerImage, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset), smArrowSize, Vector2.new(8, 8), imgRectSize) local uArrow = createArrowLabel("UpArrow", outerImage, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset), smArrowSize, Vector2.new(8, 266), imgRectSize) local lArrow = createArrowLabel("LeftArrow", outerImage, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2), smArrowSize, Vector2.new(137, 137), imgRectSize) local rArrow = createArrowLabel("RightArrow", outerImage, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2), smArrowSize, Vector2.new(8, 137), imgRectSize) local function doTween(guiObject, endSize, endPosition) guiObject:TweenSizeAndPosition(endSize, endPosition, Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.15, true) end local padOrigin = nil local deadZone = 0.1 local isRight, isLeft, isUp, isDown = false, false, false, false local vForward = Vector3.new(0, 0, -1) local vRight = Vector3.new(1, 0, 0) local function doMove(pos) MasterControl:AddToPlayerMovement(-currentMoveVector) local delta = Vector2.new(pos.x, pos.y) - padOrigin currentMoveVector = delta / (thumbpadSize/2) -- Scaled Radial Dead Zone local inputAxisMagnitude = currentMoveVector.magnitude if inputAxisMagnitude < deadZone then currentMoveVector = Vector3.new(0, 0, 0) else currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone)) -- catch possible NAN Vector if currentMoveVector.magnitude == 0 then currentMoveVector = Vector3.new(0, 0, 0) else currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y).unit end end MasterControl:AddToPlayerMovement(currentMoveVector) local forwardDot = currentMoveVector:Dot(vForward) local rightDot = currentMoveVector:Dot(vRight) if forwardDot > 0.5 then -- UP if not isUp then isUp, isDown = true, false doTween(uArrow, lgArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset, 0, smImgOffset - smArrowSize.Y.Offset * 1.5)) doTween(dArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset)) end elseif forwardDot < -0.5 then -- DOWN if not isDown then isDown, isUp = true, false doTween(dArrow, lgArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset, 1, lgImgOffset + smArrowSize.Y.Offset/2)) doTween(uArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset)) end else isUp, isDown = false, false doTween(dArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset)) doTween(uArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset)) end if rightDot > 0.5 then if not isRight then isRight, isLeft = true, false doTween(rArrow, lgArrowSize, UDim2.new(1, lgImgOffset + smArrowSize.X.Offset/2, 0.5, -smArrowSize.Y.Offset)) doTween(lArrow, smArrowSize, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2)) end elseif rightDot < -0.5 then if not isLeft then isLeft, isRight = true, false doTween(lArrow, lgArrowSize, UDim2.new(0, smImgOffset - smArrowSize.X.Offset * 1.5, 0.5, -smArrowSize.Y.Offset)) doTween(rArrow, smArrowSize, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2)) end else isRight, isLeft = false, false doTween(lArrow, smArrowSize, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2)) doTween(rArrow, smArrowSize, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2)) end end --input connections ThumbpadFrame.InputBegan:connect(function(inputObject) --A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event --if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin) if TouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch or inputObject.UserInputState ~= Enum.UserInputState.Begin then return end ThumbpadFrame.Position = UDim2.new(0, inputObject.Position.x - ThumbpadFrame.AbsoluteSize.x/2, 0, inputObject.Position.y - ThumbpadFrame.Size.Y.Offset/2) padOrigin = Vector2.new(ThumbpadFrame.AbsolutePosition.x + ThumbpadFrame.AbsoluteSize.x/2, ThumbpadFrame.AbsolutePosition.y + ThumbpadFrame.AbsoluteSize.y/2) doMove(inputObject.Position) TouchObject = inputObject end) OnTouchChangedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed) if inputObject == TouchObject then doMove(TouchObject.Position) end end) OnInputEnded = function() MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) MasterControl:SetIsJumping(false) ThumbpadFrame.Position = position TouchObject = nil isUp, isDown, isLeft, isRight = false, false, false, false doTween(dArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 1, lgImgOffset)) doTween(uArrow, smArrowSize, UDim2.new(0.5, -smArrowSize.X.Offset/2, 0, smImgOffset)) doTween(lArrow, smArrowSize, UDim2.new(0, smImgOffset, 0.5, -smArrowSize.Y.Offset/2)) doTween(rArrow, smArrowSize, UDim2.new(1, lgImgOffset, 0.5, -smArrowSize.Y.Offset/2)) end OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject) if inputObject == TouchObject then OnInputEnded() end end) GuiService.MenuOpened:connect(function() if TouchObject then OnInputEnded() end end) ThumbpadFrame.Parent = parentFrame end return Thumbpad
--Workspace.CurrentCamera.CameraType="Track"
mouse.Button1Down:connect(function() bin.keyDown:FireServer(player:GetMouse()) end) mouse.Button1Up:connect(function() bin.keyUp:FireServer() end) mouse.KeyDown:connect(function(key) bin.Key:FireServer(key) end) mouse.Move:Connect(function() bin.Moved:FireServer(player:GetMouse().Hit) end) bin.Unequipped:connect(function(mouse) Aim = false
--[[ Exits the view, including disconnection of any connections. ]]
function Warmup.exit() activeElements:Destroy() end return Warmup
-- if script.Parent.Parent.Engine:FindFirstChild("BodyGyro") then -- script.Parent.Parent.Engine.BodyGyro:Destroy() -- end -- if script.Parent.Parent.Engine:FindFirstChild("BodyVelocity") then -- script.Parent.Parent.Engine.BodyBodyVelocity:Destroy() -- end
if script.Parent.Parent:FindFirstChild("LocalScript") then script.Parent.Parent:FindFirstChild("LocalScript"):Destroy() end script.Parent.Parent.Rotor1.sound:Stop() for i,v in ipairs(script.Parent.Parent:GetChildren()) do if v:IsA("Seat") then v.Disabled = true end end end end)
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == "" then script.Parent.Parent.Off.Spotlight2.Transparency = 0.3 script.Parent.Parent.Off.Spotlight3.Transparency = 0 script.Parent.Parent.Off.Part.Transparency = 0 script.Parent.Parent.Off.Union.Transparency = 0 script.Parent.Parent.Off.a1.Transparency = 0 script.Parent.Parent.Front.Spotlight2.Transparency = 1 script.Parent.Parent.Front.Spotlight2.Point.Enabled = false script.Parent.Parent.Front.Spotlight2.Lighto.Enabled = false script.Parent.Parent.Front.Part.Transparency = 1 script.Parent.Parent.Front.Union.Transparency = 1 script.Parent.Parent.Front.a1.Transparency = 1 script.Parent.Parent.Left.Spotlight2.Transparency = 1 script.Parent.Parent.Left.Spotlight2.Point.Enabled = false script.Parent.Parent.Left.Spotlight2.Lighto.Enabled = false script.Parent.Parent.Left.Part.Transparency = 1 script.Parent.Parent.Left.Union.Transparency = 1 script.Parent.Parent.Left.a1.Transparency = 1 script.Parent.Parent.Right.Spotlight2.Transparency = 1 script.Parent.Parent.Right.Spotlight2.Point.Enabled = false script.Parent.Parent.Right.Spotlight2.Lighto.Enabled = false script.Parent.Parent.Right.Part.Transparency = 1 script.Parent.Parent.Right.Union.Transparency = 1 script.Parent.Parent.Right.a1.Transparency = 1 end end
--[[function playsound(time) nextsound=time+5+(math.random()*5) local randomsound=sounds[math.random(1,#sounds)] randomsound.Volume=.5+(.5*math.random()) randomsound.Pitch=.5+(.5*math.random()) randomsound:Play() end]]
while sp.Parent~=nil and Humanoid and Humanoid.Parent~=nil and Humanoid.Health>0 and Torso and Head and Torso~=nil and Torso.Parent~=nil do local _,time=wait(0.25)--wait(1/3) humanoids={} populatehumanoids(game.Workspace) closesttarget=nil closestdist=sightrange local creator=sp:FindFirstChild("creator") for i,h in ipairs(humanoids) do if h and h.Parent~=nil then if h.Health>0 and h.Parent~=sp then local plr=game.Players:GetPlayerFromCharacter(h.Parent) if creator==nil or plr==nil or creator.Value~=plr then local t=h.Parent:FindFirstChild("Torso") if t~=nil then local dist=(t.Position-Torso.Position).magnitude if dist<closestdist then closestdist=dist closesttarget=t end end end end end end if closesttarget~=nil then if not chasing then --playsound(time) chasing=true Humanoid.WalkSpeed=runspeed end Humanoid:MoveTo(closesttarget.Position+(Vector3.new(1,1,1)*(variance*((math.random()*2)-1))),closesttarget) if math.random()<.5 then attack(time,closesttarget.Position) end else if chasing then chasing=false Humanoid.WalkSpeed=wonderspeed end if time>nextrandom then nextrandom=time+3+(math.random()*5) local randompos=Torso.Position+((Vector3.new(1,1,1)*math.random()-Vector3.new(.5,.5,.5))*40) Humanoid:MoveTo(randompos,game.Workspace.Terrain) end end if time>nextsound then --playsound(time) end if time>nextjump then nextjump=time+7+(math.random()*5) Humanoid.Jump=true end animate(time) end wait(4) sp:remove() --Rest In Pizza
------------------------------------------------------------------------ -- opening of a function ------------------------------------------------------------------------
function luaY:open_func(ls, fs) local L = ls.L local f = self:newproto(ls.L) fs.f = f fs.prev = ls.fs -- linked list of funcstates fs.ls = ls fs.L = L ls.fs = fs fs.pc = 0 fs.lasttarget = -1 fs.jpc = luaK.NO_JUMP fs.freereg = 0 fs.nk = 0 fs.np = 0 fs.nlocvars = 0 fs.nactvar = 0 fs.bl = nil f.source = ls.source f.maxstacksize = 2 -- registers 0/1 are always valid fs.h = {} -- constant table; was luaH_new call -- anchor table of constants and prototype (to avoid being collected) -- sethvalue2s(L, L->top, fs->h); incr_top(L); /* C */ -- setptvalue2s(L, L->top, f); incr_top(L); end
--//Toggle event//--
script.Parent.Door.MainDoor.ClickDetector.MouseClick:Connect(function() if DoorStatus == "Closed" and Debounce == false then Debounce = true DoorMain.Open:Play() TweenModel(script.Parent.Door, TGP) DoorStatus = "Opened" Debounce = false elseif DoorStatus == "Opened" and Debounce == false then Debounce = true DoorMain.Close:Play() TweenModel(script.Parent.Door, OrigPos) DoorStatus = "Closed" Debounce = false end end)
--[[ This class allows queueing up functions to be run at once. Constructor: new() Methods: Add(func, args...): adds a function to the queue with corresponding arguments. Dispatch(): fires all functions in order. Note: a failed function will not impact the remainder of the functions. --]]
local Utils = require(script.Parent.Parent); local Log = Utils.Log; local FunctionQueue = Utils.new("Class", "FunctionQueue");
-- << DISPLAY CERTAIN PAGES >>
local homeSortOrder = {"About", "Commands", "Special", "Admin", "Settings"} function module:DisplayPagesAccordingToRank(updateCommands) for pageName, rankId in pairs(main.settings.RankRequiredToViewPage) do local pageButton = pages.Home:FindFirstChild(pageName) rankId = tonumber(rankId) if not rankId then rankId = 0 end if pageButton then if pageName ~= "About" and pageName ~= "Special" and main.pdata.Rank < rankId then pageButton.RankBlocker.Visible = true local rankName = main:GetModule("cf"):GetRankName(rankId) pageButton.RankBlocker.TextLabel.Text = rankName.."+" else pageButton.RankBlocker.Visible = false end end end --[[ local yScaleTotal = 0.08 for i, pageName in pairs(homeSortOrder) do local pageButton = pages.Home:FindFirstChild(pageName) if pageButton and pageButton.Visible then pageButton.Position = UDim2.new(0, 0, yScaleTotal, 0) yScaleTotal = yScaleTotal + pageButton.Size.Y.Scale end end--]] end
--// Localize
log("Localize"); local Localize = service.Localize os = Localize(os) math = Localize(math) table = Localize(table) string = Localize(string) coroutine = Localize(coroutine) Instance = Localize(Instance) Vector2 = Localize(Vector2) Vector3 = Localize(Vector3) CFrame = Localize(CFrame) UDim2 = Localize(UDim2) UDim = Localize(UDim) Ray = Localize(Ray) Rect = Localize(Rect) Faces = Localize(Faces) Color3 = Localize(Color3) NumberRange = Localize(NumberRange) NumberSequence = Localize(NumberSequence) NumberSequenceKeypoint = Localize(NumberSequenceKeypoint) ColorSequenceKeypoint = Localize(ColorSequenceKeypoint) PhysicalProperties = Localize(PhysicalProperties) ColorSequence = Localize(ColorSequence) Region3int16 = Localize(Region3int16) Vector3int16 = Localize(Vector3int16) BrickColor = Localize(BrickColor) TweenInfo = Localize(TweenInfo) Axes = Localize(Axes) task = Localize(task)
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="h" then script.Parent.Parent.Horn.TextTransparency = 0.15 veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 3 veh.Lightbar.middle.Yelp.Volume = 3 veh.Lightbar.middle.Priority.Volume = 3 script.Parent.Parent.MBOV.Visible = true script.Parent.Parent.MBOV.Text = "Made by OfficerVargas" end end)
-- constants
local PLAYER = Players.LocalPlayer local EVENTS = ReplicatedStorage:WaitForChild("Events") local REMOTES = ReplicatedStorage:WaitForChild("Remotes") local MODULES = ReplicatedStorage:WaitForChild("Modules") local CONFIG = require(MODULES:WaitForChild("Config")) local MOUSE = require(MODULES:WaitForChild("Mouse")) local EFFECTS = require(MODULES:WaitForChild("Effects")) local DAMAGE = require(MODULES:WaitForChild("Damage")) local INPUT = require(MODULES:WaitForChild("Input")) local EQUIP_COOLDOWN = 0.2
------------------------------------------------------------------------ -- -- * used in luaK:goiftrue(), luaK:codenot() ------------------------------------------------------------------------
function luaK:invertjump(fs, e) local pc = self:getjumpcontrol(fs, e.info) assert(luaP:testTMode(luaP:GET_OPCODE(pc)) ~= 0 and luaP:GET_OPCODE(pc) ~= "OP_TESTSET" and luaP:GET_OPCODE(pc) ~= "OP_TEST") luaP:SETARG_A(pc, (luaP:GETARG_A(pc) == 0) and 1 or 0) end
-- Returns all objects under instance with Transparency
local function GetTransparentsRecursive(instance, partsTable) local partsTable = partsTable or {} for _, child in pairs(instance:GetChildren()) do if child:IsA('BasePart') or child:IsA('Decal') then table.insert(partsTable, child) end GetTransparentsRecursive(child, partsTable) end return partsTable end local function SelectionBoxify(instance) local selectionBox = Instance.new('SelectionBox') selectionBox.Adornee = instance selectionBox.Color = BrickColor.new('Teal') selectionBox.Parent = instance return selectionBox end local function Light(instance) local light = PointLight:Clone() light.Range = light.Range + 2 light.Parent = instance end local function FadeOutObjects(objectsWithTransparency, fadeIncrement) repeat local lastObject = nil for _, object in pairs(objectsWithTransparency) do object.Transparency = object.Transparency + fadeIncrement lastObject = object end wait() until lastObject.Transparency >= 1 or not lastObject end local function Dematerialize(character, humanoid, firstPart) local debounceTag = Instance.new('Configuration') debounceTag.Name = DEBOUNCE_TAG_NAME debounceTag.Parent = character humanoid.WalkSpeed = 0 local parts = {} for _, child in pairs(character:GetChildren()) do if child:IsA('BasePart') then child.Anchored = true table.insert(parts, child) elseif child:IsA('LocalScript') or child:IsA('Script') then child:Destroy() end end local selectionBoxes = {} local firstSelectionBox = SelectionBoxify(firstPart) Light(firstPart) wait(0.05) for _, part in pairs(parts) do if part ~= firstPart then table.insert(selectionBoxes, SelectionBoxify(part)) Light(part) end end local objectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(objectsWithTransparency, 0.1) wait(0.5) humanoid.Health = 0 DebrisService:AddItem(character, 2) local fadeIncrement = 0 Delay(0.2, function() FadeOutObjects({firstSelectionBox}, fadeIncrement) if character then character:Destroy() end end) FadeOutObjects(selectionBoxes, fadeIncrement) end local function OnTouched(shot, otherPart) local character, humanoid = FindCharacterAncestor(otherPart) if character and humanoid and character ~= Character and not character:FindFirstChild(DEBOUNCE_TAG_NAME) then ApplyTags(humanoid) if shot then local hitFadeSound = shot:FindFirstChild(HitFadeSound.Name) if hitFadeSound then hitFadeSound.Parent = humanoid.Torso hitFadeSound:Play() end shot:Destroy() end Dematerialize(character, humanoid, otherPart) end end local function OnEquipped() Character = Tool.Parent Humanoid = Character:WaitForChild('Humanoid') Player = PlayersService:GetPlayerFromCharacter(Character) end local function OnActivated() if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false for i = 1, 3 do FireSound:Play() local handleCFrame = Handle.CFrame local firingPoint = handleCFrame.p + handleCFrame:vectorToWorldSpace(NOZZLE_OFFSET) local shotCFrame = CFrame.new(firingPoint, Humanoid.TargetPoint) local laserShotClone = BaseShot:Clone() laserShotClone.CFrame = shotCFrame + (shotCFrame.lookVector * (BaseShot.Size.Z / 2)) local bodyVelocity = Instance.new('BodyVelocity') bodyVelocity.velocity = shotCFrame.lookVector * SHOT_SPEED bodyVelocity.Parent = laserShotClone laserShotClone.Touched:connect(function(otherPart) OnTouched(laserShotClone, otherPart) end) DebrisService:AddItem(laserShotClone, SHOT_TIME) laserShotClone.Parent = Tool wait(0) end wait(0) -- FireSound length ReloadSound:Play() wait(0) -- ReloadSound length Tool.Enabled = true end end local function OnUnequipped() end
--[=[ Pops an entry from the right of the queue @return T ]=]
function Queue:PopRight() if self._first > self._last then error("Queue is empty") end local value = self[self._last] self[self._last] = nil self._last = self._last - 1 return value end
-- Create a Translate function that uses a fallback translator if the first fails to load or return successfully. You can also set the referenced object to default to the generic game object
function TranslationHelper.translate(text, object) if not object then object = game end local translation = "" local foundTranslation = false if foundPlayerTranslator then return playerTranslator:Translate(object, text) end if foundFallbackTranslator then return fallbackTranslator:Translate(object, text) end return false end
-- UI --
local main = script.Parent.Parent.Parent.Parent:WaitForChild("main") local petUI = main.PetUI local ScrollingFrame = petUI.Pets local UIGridLayout = ScrollingFrame.UIGridLayout local shrinkOn = petUI.Shrink.ShrinkOn local getSizes = function() if shrinkOn.Value == true then return Vector2.new(0.02, 0.03),Vector2.new(0.225, 0.275),5 else return Vector2.new(0.03, 0.04),Vector2.new(0.3, 0.35),3 end end
--[[ Keeps track of a single spot on a surface canvas. Manages the art item on a single spot, and the owner of the art item. ]]
local HttpService = game:GetService("HttpService") local Spot = {} Spot.__index = Spot function Spot.new() local self = { id = HttpService:GenerateGUID(false), -- ID of the applied art artId = nil, ownerUserId = nil, -- Event to fire as a callback whenever the art on this spot changes. onArtChanged = nil, } setmetatable(self, Spot) return self end function Spot:applyArt(player, artId) self.artId = artId self.ownerUserId = player.UserId if self.onArtChanged then self.onArtChanged(self.artId, self.ownerUserId) end end
-- << MAIN >>
while true do sound.SoundId = "rbxassetid://"..music_list[pos] pos = pos + 1 sound:Play() sound.Ended:Wait() if pos > #music_list then pos = 1 end end
--[=[ Fires for the current key the given value @param key TKey @param ... TEmit ]=]
function ObservableSubscriptionTable:Fire(key, ...) assert(key ~= nil, "Bad key") local subs = self._subMap[key] if not subs then return end -- Make a copy so we don't have to worry about our last changing for _, sub in pairs(table.clone(subs)) do task.spawn(sub.Fire, sub, ...) end end function ObservableSubscriptionTable:Complete(key, ...) local subs = self._subMap[key] if not subs then return end local subsToComplete = table.clone(subs) self._subMap[key] = nil for _, sub in pairs(subsToComplete) do task.spawn(sub.Complete, sub, ...) end end
-- CONFIG
local WHOLE_BODY_DETECTION_LIMIT = 729000 -- This is roughly the volume where Region3 checks begin to exceed 0.5% in Script Performance
-- LOCAL METHODS
local function checkTopbarEnabled() local success, bool = xpcall(function() return starterGui:GetCore("TopbarEnabled") end,function(err) --has not been registered yet, but default is that is enabled return true end) return (success and bool) end
--[=[ Yields the thread until a `:Fire` call occurs, returns what the signal was fired with. ```lua task.spawn(function() print( ScriptSignal:Wait() ) end) ScriptSignal:Fire("Arg", nil, 1, 2, 3, nil) -- "Arg", nil, 1, 2, 3, nil are printed ``` @yields @return ...any @ignore ]=]
function ScriptSignal:Wait(): (...any) local thread do thread = coroutine.running() local connection connection = self:Connect(function(...) connection:Disconnect() task.spawn(thread, ...) end) end return coroutine.yield() end
------------------------------------------------------- --Start HeartBeat-- -------------------------------------------------------
ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end)
-- Watch for newly playing tracks in workspace.Music, change script.Parent.MusicName to the Sound's name -- When script.Parent.TextBox is changed, change the volume of all children of workspace.Music
MusicUI = script.Parent MusicUI.TextBox.FocusLost:Connect(function() for i,v in pairs(workspace.Music:GetChildren()) do v.Volume = MusicUI.TextBox.Text end end) for _,Sound in pairs(workspace.Music:GetChildren()) do Sound:GetPropertyChangedSignal("Playing"):Connect(function() if Sound.Playing == true then MusicUI.MusicName.Text = Sound.Name end end) end
---- remove the animal to Replace with a domestic variant -- local oldCF = targetPart.Parent.PrimaryPart.CFrame -- local oldName = targetPart.Parent.Name -- targetPart.Parent:Destroy() ---- find domestic variant -- local newAnimal = EntityData.GetEntity(EntityData.All[oldName].domesticVariant) -- saddledCritters[newAnimal] = { -- owner = player -- }
-- PlayerList -- Author(s): Jesse Appleton -- Date: 08/31/2022
-- This function is called when a player says something in the chat
function onPlayerChatted(player, message) -- Check if the message is the same as the player's secret if message == tostring(secret) then -- If the message is the same as the secret, kick the player with a custom message player:Kick("You couldn't keep a secret") end end
-- While Falling
while wait(0.1) do if script.Parent.UpperTorso.Velocity.Magnitude > 70 then script.Parent.Head.ScreamFall:Play() wait(35) end end
-- functions
script.Parent.Text = "I FINISHED!" wait(2) game.ReplicatedStorage.Kicker:FireAllClients()
--Pre-Toggled PBrake
for i,v in pairs(car.Wheels:GetChildren()) do if v["#AV"]:IsA("BodyAngularVelocity") then if math.abs(v["#AV"].maxTorque.Magnitude-PBrakeForce)<1 then _PBrake=true end else if math.abs(v["#AV"].MotorMaxTorque-PBrakeForce)<1 then _PBrake=true end end end
-- Tags --
local pantsId = script.Parent.Parent.Pants.PantsTemplate local shirtId = script.Parent.Parent.Shirt.ShirtTemplate local cPart = script.Parent local cDetector = script.Parent.ProximityPrompt local function onClicked(player) if player.Team.TeamColor == BrickColor.new("Maroon")then local foundShirt = player.Character:FindFirstChild("Shirt") -- Tries to find Shirt if not foundShirt then -- if there is no shirt print("No shirt found, creating for "..player.Name) local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" else if foundShirt then -- if there is a shirt print("Shirt found, reconstructing for "..player.Name) player.Character.Shirt:remove() local newShirt = Instance.new("Shirt",player.Character) newShirt.Name = "Shirt" end end local foundPants = player.Character:FindFirstChild("Pants") -- Tries to find Pants if not foundPants then -- if there are no pants print("No pants found, creating for "..player.Name) local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" else if foundPants then -- if there are pants print("Pants found, reconstructing for "..player.Name) player.Character.Pants:remove() local newPants = Instance.new("Pants",player.Character) newPants.Name = "Pants" end end player.Character.Shirt.ShirtTemplate = shirtId player.Character.Pants.PantsTemplate = pantsId end end
--[[ Returns the a count of all items in the local player's inventory that are in a given category --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local PlayerDataClient = require(ReplicatedStorage.Source.PlayerData.Client) local Sift = require(ReplicatedStorage.Dependencies.Sift) local PlayerDataKey = require(ReplicatedStorage.Source.SharedConstants.PlayerDataKey) local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory) local function countInventoryItemsInCategory(itemCategory: ItemCategory.EnumType) local inventory = PlayerDataClient.get(PlayerDataKey.Inventory) local itemCounts = Sift.Dictionary.values(inventory[itemCategory] or {}) local totalItemCount = Sift.Array.reduce(itemCounts, function(a: number, b: number) return a + b end) or 0 return totalItemCount end return countInventoryItemsInCategory
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local mouse = game.Players.LocalPlayer:GetMouse() local car = script.Parent.Car.Value local horn = car.DriveSeat:WaitForChild("Horn") local FE = workspace.FilteringEnabled local handler = car:WaitForChild("Lights_FE") mouse.KeyDown:connect(function(key) if key=="h" then if FE then handler:FireServer() else horn:Play() end end end) game:GetService("UserInputService").InputBegan:connect(function(input,IsRobloxFunction) if input.KeyCode ==Enum.KeyCode.ButtonB and input.UserInputState == Enum.UserInputState.Begin then if FE then handler:FireServer() else horn:Play() end end end)
--// Handling Settings
Firerate = 60 / 800; -- 60 = 1 Minute, 800 = 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
--!nocheck
local Player = game.Players.LocalPlayer local Character = game.Players.LocalPlayer.Character local Humanoid = game.Players.LocalPlayer.Character:WaitForChild("Humanoid") :: Humanoid local ev local died = false function death() if died then return end died = true local gs:ModuleScript = game.Players.LocalPlayer.PlayerScripts.Client.ControlScript.Player.GameSettings local gs = require(gs) -- ROBLOX SHUT UPI gs.lives -= 1 print("death client") game.ReplicatedStorage.Remotes.Respawn:FireServer() ev:Disconnect() end ev = game:GetService("RunService").RenderStepped:Connect(function() if Humanoid.Health <= 0 then death() end end)
--[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]]
function Promise.all(promises) if type(promises) ~= "table" then error("Please pass a list of promises to Promise.all", 2) end -- If there are no values then return an already resolved promise. if #promises == 0 then return Promise.resolve({}) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i = 1, #promises do if not Promise.is(promises[i]) then error(("Non-promise value passed into Promise.all at index #%d"):format(i), 2) end end return Promise.new(function(resolve, reject) -- An array to contain our resolved values from the given promises. local resolvedValues = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local resolvedCount = 0 -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) resolvedValues[i] = ... resolvedCount = resolvedCount + 1 if resolvedCount == #promises then resolve(resolvedValues) end end -- We can assume the values inside `promises` are all promises since we -- checked above. for i = 1, #promises do promises[i]:andThen( function(...) resolveOne(i, ...) end, function(...) reject(...) end ) end end) end
-- How many times per second the gun can fire
local FireRate = 0.12 / 1
--TODO: add a parameter that instead welds the tool to the HumanoidRootPart.
function AnimateLib.Motor6DFromGrip(tool, rightArm) local m = Instance.new("Motor6D"); m.C0 = CFrame.new(0, -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, 0); m.C1 = Utils.Math.CFrameFromComponents(tool.GripPos, tool.GripRight, tool.GripUp, -tool.GripForward); m.Part0 = rightArm; m.Part1 = tool:FindFirstChild('Handle'); m.Parent = rightArm; m.Name = "RightGrip"; return m; end
-- local plr=script.Parent.Parent.Parent.Parent.Parent
local plr = Players.LocalPlayer -- or Players:GetPropertyChangedSignal("LocalPlayer"):wait()
-- Adds a service to this provider only
function ServiceBag:_addServiceType(serviceType) if not self._serviceTypesToInitializeSet then error(("Already finished initializing, cannot add %q"):format(self:_getServiceName(serviceType))) return end -- Already added if self._services[serviceType] then return end -- Construct a new version of this service so we're isolated local service = setmetatable({}, { __index = serviceType }) self._services[serviceType] = service self:_ensureInitialization(serviceType) end function ServiceBag:_ensureInitialization(serviceType) if self._initializedServiceTypeSet[serviceType] then return end if self._initializing then self._serviceTypesToInitializeSet[serviceType] = nil self._initializedServiceTypeSet[serviceType] = true self:_initService(serviceType) elseif self._serviceTypesToInitializeSet then self._serviceTypesToInitializeSet[serviceType] = true else local serviceName = self:_getServiceName(serviceType) error(string.format("Cannot initialize service %q past initializing phase", serviceName)) end end function ServiceBag:_initService(serviceType) local service = assert(self._services[serviceType], "No service") local serviceName = self:_getServiceName(serviceType) if service.Init then local current task.spawn(function() debug.setmemorycategory(serviceName) current = coroutine.running() service:Init(self) end) local isDead = coroutine.status(current) == "dead" if not isDead then error(("Initializing service %q yielded"):format(serviceName)) end end table.insert(self._serviceTypesToStart, serviceType) end
--------END RIGHT DOOR --------
game.Workspace.post1.Light.BrickColor = BrickColor.new(106) game.Workspace.post2.Light.BrickColor = BrickColor.new(106) end wait(0.15)
--Weld stuff here
car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
-- I know, not very complicated -- But it's simple and effective! ^-^
--[[Misc]]
Tune.LoadDelay = .9 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = true -- Set to false if using manual flip plugin
-- Disable it by default. The PreShowVenue will enable it when it wants.
setFriendsLocatorEnabled(false)
--h.Health = h.Health - 2
if game.Players:FindFirstChild(hit.Parent.Name) ~= nil then local player = game.Players:FindFirstChild(hit.Parent.Name) local gui = script.Parent.MaceGui:clone() gui.Parent = player.PlayerGui gui.Script.Disabled = false end end end script.Parent.Touched:connect(onTouched)
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message) --// USES FFLAG local alwaysRunFilter = false local runFilter = RunService:IsServer() -- and not RunService:IsStudio() if (alwaysRunFilter or runFilter) then local fromSpeaker = self:GetSpeaker(speakerName) if fromSpeaker == nil then return false, nil, nil end local fromPlayerObj = fromSpeaker:GetPlayer() if fromPlayerObj == nil then return true, false, message end local success, filterResult = pcall(function() local ts = game:GetService("TextService") local result = ts:FilterStringAsync(message, fromPlayerObj.UserId) return result end) if (success) then return true, true, filterResult else warn("Error filtering message:", message) self:InternalNotifyFilterIssue() return false, nil, nil end else --// Simulate filtering latency. task.wait(0.2) return true, false, message end return nil end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalGetUniqueMessageId() local id = self.MessageIdCounter self.MessageIdCounter = id + 1 return id end function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) speaker:InternalAssignPlayerObject(playerObj) self.Speakers[speakerName:lower()] = speaker if fireSpeakerAdded then local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end end return speaker end function methods:InternalFireSpeakerAdded(speakerName) local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error firing speaker added: " ..err) end end
-- Place script in workspace.
print("Cash Leaderboard Loaded") function onPlayerEntered(newPlayer) local stats = Instance.new("IntValue") stats.Name = "leaderstats" local cash = Instance.new("IntValue") cash.Name = "Wins" cash.Value = 0 cash.Parent = stats stats.Parent = newPlayer end game.Players.ChildAdded:connect(onPlayerEntered)
--2--
script.Parent.Parent.ll2.Transparency = 1 script.Parent.Parent.l2.Transparency = 1 script.Parent.Parent.h2.Transparency = 1 script.Parent.Parent.rr2.Transparency = 1 end function onClicked() if isOn == true then off() else on() end end script.Parent.ClickDetector.MouseClick:connect(onClicked) on()
------ Locales ------
local CaseData = script.Parent.CaseData local InformationData = script.Parent.Parent.Parent.CaseInformationFrame.Information local InformationVariables = script.Parent.Parent.Parent.CaseInformationFrame.Variables local Button = script.Parent
--[[ Local Functions ]]
-- local function setJumpModule(isEnabled) if not isEnabled then TouchJumpModule:Disable() elseif CurrentControlModule == ControlModules.Thumbpad or CurrentControlModule == ControlModules.Thumbstick or CurrentControlModule == ControlModules.Default then -- TouchJumpModule:Enable() end end local function setClickToMove() if DevMovementMode == Enum.DevTouchMovementMode.ClickToMove or DevMovementMode == Enum.DevComputerMovementMode.ClickToMove or UserMovementMode == Enum.ComputerMovementMode.ClickToMove or UserMovementMode == Enum.TouchMovementMode.ClickToMove then -- if IsTouchDevice then ClickToMoveTouchControls = CurrentControlModule or ControlModules.Default end else if IsTouchDevice and ClickToMoveTouchControls then ClickToMoveTouchControls:Disable() ClickToMoveTouchControls = nil end end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 2 -- cooldown for use of the tool again BoneModelName = "Extreme bone area" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- local noColor = printSnapshot.noColor
local printExpected = printSnapshot.printExpected local printPropertiesAndReceived = printSnapshot.printPropertiesAndReceived local printReceived = printSnapshot.printReceived local printSnapshotAndReceived = printSnapshot.printSnapshotAndReceived local types = require(CurrentModule.types) type MatchSnapshotConfig = types.MatchSnapshotConfig local utils = require(CurrentModule.utils) local _toMatchSnapshot, _toThrowErrorMatchingSnapshot local DID_NOT_THROW = "Received function did not throw" local NOT_SNAPSHOT_MATCHERS = "Snapshot matchers cannot be used with " .. BOLD_WEIGHT("never")
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Gear -- You CAN change the name in the quotes "Example Tool"
-- Set local variables
local player = players:GetPlayerFromCharacter(script.Parent) local character = player.Character or player.CharacterAdded:wait() local humanoid = character.Humanoid local oldWalkSpeed
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(10); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=28; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=1300; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--[[ HOW TO USE THIS PLUGIN: In the body, set all of the lights you want to use as follows: Li -indicates the left indicator Ri -indicates the right indicator HLL -indicates the low beam headlights HLH -indicates the high beam headlights BL -indicates the brake light RRL -indicates the rer running light RevL -indicates the reverse light You can name multiple parts as any of the above. ]]
--
--!strict
local indexOf = require(script.Parent.indexOf) type Array<T> = { [number]: T } return function<T>(array: Array<T>, searchElement: any, fromIndex: number?): boolean return indexOf(array, searchElement, fromIndex) ~= -1 end
-- Captions
function Icon:setCaption(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) self.captionText = text self.instances.captionLabel.Text = text self.instances.captionContainer.Parent = (text and activeItems) or self.instances.iconContainer self:_updateIconSize(nil, self:getToggleState()) if self.hovering then self:_displayCaption(true) end return self end function Icon:_displayCaption(visibility) local newVisibility = visibility if self.captionText == nil then return elseif userInputService.TouchEnabled and not self._draggingFinger then return end local yOffset = 8 if self._draggingFinger then yOffset = yOffset + THUMB_OFFSET end local iconContainer = self.instances.iconContainer local captionContainer = self.instances.captionContainer local newPos = UDim2.new(0, iconContainer.AbsolutePosition.X+iconContainer.AbsoluteSize.X/2-captionContainer.AbsoluteSize.X/2, 0, iconContainer.AbsolutePosition.Y+(iconContainer.AbsoluteSize.Y*2)+yOffset) captionContainer.Position = newPos -- Change transparency of relavent caption instances for _, settingName in pairs(self._uniqueSettings.caption) do self:_update(settingName) end end
-- PIERCING SWORD --
r = game:service("RunService") local sword = script.Parent.Handle local Tool = script.Parent local damage = 7 local epicKatana = false local p = nil local humanoid = nil local slash_damage = 9 local lunge_damage = 11 local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") or vCharacter:FindFirstChild("RightHand") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) tempDamage = damage if humanoid.Health < 50 and humanoid.Health > 1 then tempHealth = humanoid.Health tempHealth = math.floor(tempHealth/10) if tempHealth == 0 then damage = 50 else damage = math.floor((damage * 6)/(tempHealth)) end end humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) damage = tempDamage end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent:FindFirstChild("Torso") or Tool.Parent:FindFirstChild("UpperTorso") wait(.2) swordOut() wait(.2) force.Parent = nil wait(.4) swordUp() damage = slash_damage end function swordUp() Tool.Grip = CFrame.new(0, -2, 0, 1, 0, -0, 0, 1, 0, 0, -0, 1) end function swordOut() Tool.Grip = CFrame.new(0, -2, 0, 1, 0, 0, 0, 0, -1, -0, 1, 0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(0.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)