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--[[ Constants ]]
-- 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 Player = Players.LocalPlayer local ClickToMoveDisplay = require(script.Parent:WaitForChild("ClickToMoveDisplay")) local ZERO_VECTOR3 = Vector3.new(0,0,0) local ALMOST_ZERO = 0.000001
-- // Chat Icon Amendment by ChipioIndustries. -- // Based on latest chat version as of 10/10/2019 -- // Edits on lines 42, 80, 207
--==========BEGIN FUNCTIONS: --a total of 0 functions have been replaced with local variables --==========END FUNCTIONS
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 100 -- Spring Dampening Tune.FSusStiffness = 5000 -- Spring Force Tune.FSusLength = 3 -- Suspension length (in studs) Tune.FSusMaxExt = .4 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .3 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 100 -- Spring Dampening Tune.RSusStiffness = 5000 -- Spring Force Tune.RSusLength = 3 -- Suspension length (in studs) Tune.RSusMaxExt = .4 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .3 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- goro7
local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 5) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update) update()
--!strict
return function (system, particleInstance) warn("Particle Created, Info Follows") warn("CFrame:", particleInstance.CFrame) warn("Color:", particleInstance.Color) warn("Instance:", particleInstance) end
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "k" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 end elseif key == "g" then --Window controls if carSeat.Wipers.Value == false then carSeat.Wipers.Value = true else carSeat.Wipers.Value = false end elseif key == "[" then -- volume down if carSeat.Parent.MP.Volume.Value > 0 then carSeat.Parent.MP.Volume.Value = carSeat.Parent.MP.Volume.Value - 2 end elseif key == "]" then -- volume up if carSeat.Parent.MP.Volume.Value < 500000 then carSeat.Parent.MP.Volume.Value = carSeat.Parent.MP.Volume.Value + 2 end elseif key == "u" then --Window controls if windows == false then winfob.Visible = true windows = true else windows = false winfob.Visible = false end end end) winfob.FL.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowFL.Value == false then carSeat.WindowFL.Value = true carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle - 0.20 else carSeat.WindowFL.Value = false carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle + 0.20 end end) winfob.FR.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowFR.Value == false then carSeat.WindowFR.Value = true carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle + 0.20 else carSeat.WindowFR.Value = false carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle - 0.20 end end) winfob.RL.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowRL.Value == false then carSeat.WindowRL.Value = true carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle - 0.20 else carSeat.WindowRL.Value = false carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle + 0.20 end end) winfob.RR.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowRR.Value == false then carSeat.WindowRR.Value = true carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle + 0.20 else carSeat.WindowRR.Value = false carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle - 0.20 end end) HUB.Limiter.MouseButton1Click:connect(function() --Ignition if carSeat.IsOn.Value == false then carSeat.IsOn.Value = true carSeat.Startup:Play() carSeat.Parent.Body.Lights.Int.Material = "SmoothPlastic" carSeat.Parent.Body.SmokeA.ParticleEmitter.Enabled = true carSeat.Parent.Body.Dash.Screen.G.Enabled = true carSeat.Parent.Body.Dash.DashSc.G.Enabled = true carSeat.Parent.Body.Lights.Runner.Material = "Neon" else carSeat.IsOn.Value = false carSeat.Parent.Body.SmokeA.ParticleEmitter.Enabled = false carSeat.Parent.Body.Dash.Screen.G.Enabled = false carSeat.Parent.Body.Dash.DashSc.G.Enabled = false carSeat.Parent.Body.Lights.Runner.Material = "SmoothPlastic" end end) TR.SN.MouseButton1Click:connect(function() --Show tracker names script.Parent.Names.Value = true end) TR.HN.MouseButton1Click:connect(function() --Hide tracker names script.Parent.Names.Value = false end) carSeat.Indicator.Changed:connect(function() if carSeat.Indicator.Value == true then script.Parent.Indicator:Play() else script.Parent.Indicator2:Play() end end) --raycasting BMS local snsrs = carSeat.Parent.Body.Sensors local rel = snsrs.BMSL.RayEnd local rl = snsrs.BMSL.RayStart local rer = snsrs.BMSR.RayEnd local rrr = snsrs.BMSR.RayStart if workspace:FindPartOnRay(Ray.new(rel.CFrame.p,(rel.CFrame.p-rl.CFrame.p).unit * 18)) then carSeat.Parent.Misc.FL.Door.Mirror.Light.G.Enabled = true else carSeat.Parent.Misc.FL.Door.Mirror.Light.G.Enabled = false end if workspace:FindPartOnRay(Ray.new(rer.CFrame.p,(rer.CFrame.p-rrr.CFrame.p).unit * 18)) then carSeat.Parent.Misc.FR.Door.Mirror.Light.G.Enabled = true else carSeat.Parent.Misc.FR.Door.Mirror.Light.G.Enabled = false end carSeat.LI.Changed:connect(function() if carSeat.LI.Value == true then carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = true script.Parent.HUB.Left.Visible = true else carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = false script.Parent.HUB.Left.Visible = false end end) carSeat.RI.Changed:connect(function() if carSeat.RI.Value == true then carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = true script.Parent.HUB.Right.Visible = true else carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = false script.Parent.HUB.Right.Visible = false end end) while wait() do carSeat.Parent.Body.Dash.Screen.G.Time.Text = game.Lighting.TimeOfDay carSeat.Parent.Body.Dash.DashSc.G.Time.Text = game.Lighting.TimeOfDay carSeat.Parent.Body.Dash.DashSc.G.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88))) script.Parent.HUB.Time.Text = game.Lighting.TimeOfDay end
--[=[ @param instance Instance @param componentClass ComponentClass @return Component? Gets an instance of a component class given the Roblox instance and the component class. Returns `nil` if not found. ```lua local MyComponent = require(somewhere.MyComponent) local myComponentInstance = Component.FromInstance(workspace.SomeInstance, MyComponent) ``` ]=]
function Component.FromInstance(instance: Instance, componentClass) return componentClass._instancesToComponents[instance] end function Component:_instantiate(instance: Instance) local component = setmetatable({}, self) component.Instance = instance component._activeExtensions = GetActiveExtensions(component, self._extensions) if not ShouldConstruct(component) then return nil end InvokeExtensionFn(component, "Constructing") if type(component.Construct) == "function" then component:Construct() end InvokeExtensionFn(component, "Constructed") return component end function Component:_setup() local watchingInstances = {} local function StartComponent(component) InvokeExtensionFn(component, "Starting") component:Start() InvokeExtensionFn(component, "Started") local hasHeartbeatUpdate = typeof(component.HeartbeatUpdate) == "function" local hasSteppedUpdate = typeof(component.SteppedUpdate) == "function" local hasRenderSteppedUpdate = typeof(component.RenderSteppedUpdate) == "function" if hasHeartbeatUpdate then component._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt) component:HeartbeatUpdate(dt) end) end if hasSteppedUpdate then component._steppedUpdate = RunService.Stepped:Connect(function(_, dt) component:SteppedUpdate(dt) end) end if hasRenderSteppedUpdate and not IS_SERVER then if component.RenderPriority then self._renderName = NextRenderName() RunService:BindToRenderStep(self._renderName, component.RenderPriority, function(dt) component:RenderSteppedUpdate(dt) end) else component._renderSteppedUpdate = RunService.RenderStepped:Connect(function(dt) component:RenderSteppedUpdate(dt) end) end end component._started = true self.Started:Fire(component) end local function StopComponent(component) if component._heartbeatUpdate then component._heartbeatUpdate:Disconnect() end if component._steppedUpdate then component._steppedUpdate:Disconnect() end if component._renderSteppedUpdate then component._renderSteppedUpdate:Disconnect() elseif component._renderName then RunService:UnbindFromRenderStep(self._renderName) end InvokeExtensionFn(component, "Stopping") component:Stop() InvokeExtensionFn(component, "Stopped") self.Stopped:Fire(component) end local function TryConstructComponent(instance) if self._instancesToComponents[instance] then return end local component = self:_instantiate(instance) if not component then return end self._instancesToComponents[instance] = component table.insert(self._components, component) task.defer(function() if self._instancesToComponents[instance] == component then StartComponent(component) end end) end local function TryDeconstructComponent(instance) local component = self._instancesToComponents[instance] if not component then return end self._instancesToComponents[instance] = nil local index = table.find(self._components, component) if index then local n = #self._components self._components[index] = self._components[n] self._components[n] = nil end if component._started then task.spawn(StopComponent, component) end end local function StartWatchingInstance(instance) if watchingInstances[instance] then return end local function IsInAncestorList(): boolean for _,parent in ipairs(self._ancestors) do if instance:IsDescendantOf(parent) then return true end end return false end local ancestryChangedHandle = self._trove:Connect(instance.AncestryChanged, function(_, parent) if parent and IsInAncestorList() then TryConstructComponent(instance) else TryDeconstructComponent(instance) end end) watchingInstances[instance] = ancestryChangedHandle if IsInAncestorList() then TryConstructComponent(instance) end end local function InstanceTagged(instance: Instance) StartWatchingInstance(instance) end local function InstanceUntagged(instance: Instance) local watchHandle = watchingInstances[instance] if watchHandle then watchHandle:Disconnect() watchingInstances[instance] = nil end TryDeconstructComponent(instance) end self._trove:Connect(CollectionService:GetInstanceAddedSignal(self.Tag), InstanceTagged) self._trove:Connect(CollectionService:GetInstanceRemovedSignal(self.Tag), InstanceUntagged) local tagged = CollectionService:GetTagged(self.Tag) for _,instance in ipairs(tagged) do task.defer(InstanceTagged, instance) end end
--------------------------- --[[ --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.SteeringArms,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
--[=[ @return RBXScriptConnection Creates a simplified timer which just fires off a callback function at the given interval. ```lua -- Basic: Timer.Simple(1, function() print("Tick") end) -- Using other arguments: Timer.Simple(1, function() print("Tick") end, true, RunService.Heartbeat, os.clock) ``` ]=]
function Timer.Simple(interval: number, callback: CallbackFn, startNow: boolean?, updateSignal: RBXScriptSignal?, timeFn: TimeFn?) local update = updateSignal or RunService.Heartbeat local t = timeFn or time local nextTick = t() + interval if startNow then task.defer(callback) end return update:Connect(function() local now = t() if now >= nextTick then nextTick = now + interval task.defer(callback) end end) end
-- Connect events to appropriate functions
eventsFolder.DamageCharacter.OnServerEvent:Connect(damageCharacter) eventsFolder.LaserFired.OnServerEvent:Connect(playerFiredLaser)
--MOBILE CONTROLS--
local Buttons = script.Parent:WaitForChild("Buttons") local Left = Buttons:WaitForChild("Left") local Right = Buttons:WaitForChild("Right") local Brake = Buttons:WaitForChild("Brake") local Gas = Buttons:WaitForChild("Gas") local Handbrake = Buttons:WaitForChild("Handbrake") if UserInputService.TouchEnabled then Buttons.Visible = true end local function LeftTurn(Touch, GPE) if Touch.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end end Left.InputBegan:Connect(LeftTurn) Left.InputEnded:Connect(LeftTurn)
-- Click Detection --
local clickDetector = workspace.GoldGrabber.ClickDetector function onMouseClick(player) local leaderstats = player.leaderstats local goldStat = leaderstats and leaderstats:FindFirstChild("Gold") if goldStat then goldStat.Value += 1 end end clickDetector.MouseClick:Connect(onMouseClick)
--[=[ Cleans up the translator and deletes the localization table if it exists. ]=]
function JSONTranslator:Destroy() self._localizationTable:Destroy() self._localizationTable = nil self._englishTranslator = nil self._promiseTranslator = nil setmetatable(self, nil) end return JSONTranslator
-- services
local Players = game:GetService("Players") local TweenService = game:GetService("TweenService") local RunService = game:GetService("RunService") local GlobalModifier = Instance.new("NumberValue") -- modifier for rain visibility for disabling/enabling over time span GlobalModifier.Value = 1 -- 0 = fully visible, 1 = invisible local connections = {} -- Stores connections to RunService signals when enabled local disabled = true -- Value to figure out whether we are moving towards a disabled state (useful during tweens) local rainDirection = RAIN_DEFAULT_DIRECTION -- Direction that rain falls into local currentCeiling = nil -- Y coordinate of ceiling (if present) local collisionMode = CollisionMode.None -- Collision mode (from Rain.CollisionMode) for raycasting local collisionList = nil -- Blacklist/whitelist for raycasting local collisionFunc = nil -- Raycasting test function for when collisionMode == Rain.CollisionMode.Function local straightLowAlpha = 1 -- Current transparency for straight rain particles local topdownLowAlpha = 1 -- Current transparency for top-down rain particles local intensityOccludedRain = 0 -- Current intensity of occluded rain particles local numSplashes = 0 -- Current number of generated splashes per frame local volumeTarget = 0 -- Current (target of tween for) sound volume
--[[ Contains the logic to run a test plan and gather test results from it. TestRunner accepts a TestPlan object, executes the planned tests, and produces a TestResults object. While the tests are running, the system's state is contained inside a TestSession object. ]]
local TestEnum = require(script.Parent.TestEnum) local TestSession = require(script.Parent.TestSession) local LifecycleHooks = require(script.Parent.LifecycleHooks) local RUNNING_GLOBAL = "__TESTEZ_RUNNING_TEST__" local TestRunner = { environment = {} } local function wrapExpectContextWithPublicApi(expectationContext) return setmetatable({ extend = function(...) expectationContext:extend(...) end, }, { __call = function(_self, ...) return expectationContext:startExpectationChain(...) end, }) end
-- Finds a visible player at a certain position relative to the camera, otherwise returns nil
local function findSelectedPlayer(objectPosition, camera, playersService, maxClickDistance) if camera then local ray = camera:ScreenPointToRay(objectPosition.X, objectPosition.Y) local raycastResult = workspace:Raycast(ray.Origin, ray.Direction * maxClickDistance) -- sets the max click distance relative to camera if raycastResult then local hitPart = raycastResult.Instance local character = hitPart:FindFirstAncestorOfClass("Model") if character then -- Prevents selection of an invisible character local isVisible = false local transparencyValues = {} for _, descendant in pairs(character:GetDescendants()) do if descendant:IsA("BasePart") or descendant:IsA("Decal") then table.insert(transparencyValues, descendant.Transparency) end end -- Check that all character parts are invisible (Transparency = 1) for _, value in ipairs(transparencyValues) do if value == 0 then isVisible = true end end if isVisible then local targetPlayer = playersService:GetPlayerFromCharacter(character) if targetPlayer then return targetPlayer end end end end end return nil end ProfileCard.defaultProps = { Players = game:GetService("Players"), MainFrame = MainFrame, Camera = workspace.CurrentCamera, UpdateProfileRemoteFunction = script.Parent.Parent.RemoteEvents.UpdateProfileRemoteFunction, PulsePrompt = require(script.Parent.PulsePrompt), } local ViewTypes = { KeyboardView = Vector3.new(0, 6, 0), CenterView = Vector3.new(0, 1, 0), OriginalView = Vector3.new(0, 0, 0), } local gamepadInputs = { Enum.UserInputType.Gamepad1, Enum.UserInputType.Gamepad2, Enum.UserInputType.Gamepad3, Enum.UserInputType.Gamepad4, Enum.UserInputType.Gamepad5, Enum.UserInputType.Gamepad6, Enum.UserInputType.Gamepad7, Enum.UserInputType.Gamepad8, } function ProfileCard:init() self.state = { userId = self.props.userId, isEditing = false, showStatusError = false, showPrompt = true, viewType = ViewTypes.OriginalView, activeGamepad = false, } self.setHumanoidMovementEnabled = function(canMoveBool) -- Prevents character movement local LocalPlayer = self.props.Players.LocalPlayer local Character = LocalPlayer.Character or LocalPlayer.CharacterAdded:Wait() local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart") if HumanoidRootPart then HumanoidRootPart.Anchored = not canMoveBool end end self.setKeyboardMovementEnabled = function(enabledBool) -- Prevents character movement and camera rotation if enabledBool then self.props.controls:Enable() ContextActionService:BindActionAtPriority("RightMouseDisable", function() return Enum.ContextActionResult.Pass end, false, Enum.ContextActionPriority.Medium.Value, Enum.UserInputType.MouseButton2) else self.props.controls:Disable() ContextActionService:BindActionAtPriority("RightMouseDisable", function() return Enum.ContextActionResult.Sink end, false, Enum.ContextActionPriority.Medium.Value, Enum.UserInputType.MouseButton2) end end self.getOtherGuis = function() local res = {} local playerGui = self.props.Players.LocalPlayer:FindFirstChild("PlayerGui") if playerGui then for _, instance in pairs(playerGui:GetDescendants()) do if (instance:IsA("ScreenGui") or instance:IsA("BillboardGui")) and not instance:GetAttribute("ShowInProfileCard") and instance.Enabled then table.insert(res, instance) end end end return res end self.getShownCoreGuis = function() local shownCoreGuis = Cryo.List.filter(Enum.CoreGuiType:GetEnumItems(), function(coreGuiType) -- The inclusion of these GUIs will cause the entire screen to flash after an edit to the ProfileCard is saved. Filtering out for now. if Enum.CoreGuiType.PlayerList == coreGuiType or Enum.CoreGuiType.All == coreGuiType then return false end return StarterGui:GetCoreGuiEnabled(coreGuiType) end) return shownCoreGuis end self.hideGuis = function() if callbacks.hideOtherGuis.isCallbackSet() then callbacks.hideOtherGuis.fireCallback() return end -- Hide ScreenGuis self.disabledGuis = self.getOtherGuis() for _, gui in ipairs(self.disabledGuis) do gui.Enabled = false end -- Hide CoreGuis self.disabledCoreGuis = self.getShownCoreGuis() for _, gui in ipairs(self.disabledCoreGuis) do StarterGui:SetCoreGuiEnabled(gui, false) end -- Hide mobile controls self.modalEnabled = UserInputService.ModalEnabled UserInputService.ModalEnabled = true end self.showGuis = function() if callbacks.showOtherGuis.isCallbackSet() then callbacks.showOtherGuis.fireCallback() return end -- Show guis that were hidden by hideGuis() for _, gui in ipairs(self.disabledGuis) do gui.Enabled = true end self.disabledGuis = {} for _, gui in ipairs(self.disabledCoreGuis) do StarterGui:SetCoreGuiEnabled(gui, true) end self.disabledCoreGuis = {} UserInputService.ModalEnabled = self.modalEabled end self.toggleEdit = function(object) if not self.state.isEditing then self:setState({ isEditing = true }) self.props.Camera.CameraType = Enum.CameraType.Scriptable self.hideGuis() if UserInputService.TouchEnabled then self:setState({ viewType = ViewTypes.CenterView }) end -- Prevent character movement self.setHumanoidMovementEnabled(false) if UserInputService.KeyboardEnabled then self.setKeyboardMovementEnabled(false) end else local filteredTextTable = self.props.UpdateProfileRemoteFunction:InvokeServer( self.props.Players.LocalPlayer, object.Parent.Status.Text ) if filteredTextTable.success then self.showGuis() self:setState({ isEditing = false, showStatusError = false, viewType = ViewTypes.OriginalView }) self.props.Camera.CameraType = Enum.CameraType.Custom -- Restore movement self.setHumanoidMovementEnabled(true) if UserInputService.KeyboardEnabled then self.setKeyboardMovementEnabled(true) end else self:setState({ showStatusError = true }) if UserInputService.TouchEnabled then self:setState({ viewType = ViewTypes.CenterView }) end end end end self.updateViewToKeyboard = function() self:setState({ viewType = ViewTypes.KeyboardView }) end self.unmount = function() self:setState({ userId = Roact.None, isEditing = false }) end self.onInputBegan = function(input, gameProcessedEvent) local isValidInput = input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch if isValidInput and not self.state.isEditing and not gameProcessedEvent then -- Prevents opening a new profile card while editing; also prevents profile card from closing when interacting with engine related UI (eg. chat button) local inputPos = input.Position local playerGui = self.props.Players.LocalPlayer:WaitForChild("PlayerGui") local profileCard = playerGui:FindFirstChild("ProfileCard") local shouldUnmount = true if profileCard then local guis = playerGui:GetGuiObjectsAtPosition(inputPos.X, inputPos.Y) for _, g in ipairs(guis) do local billboard = g:FindFirstAncestorOfClass("BillboardGui") if billboard and billboard == profileCard then shouldUnmount = false end end end if shouldUnmount then local player = findSelectedPlayer( inputPos, self.props.Camera, self.props.Players, self.props.configuration.maxClickDistance ) if player then -- Opens a new profile card with the relevant player details self:setState({ userId = player.UserId, showPrompt = false, viewType = ViewTypes.OriginalView }) else -- Hide an open profile card if input is not on the card itself self.unmount() end end end end self.checkViewport = function(testPos) local _, inViewport = self.props.Camera:WorldToViewportPoint(testPos) return inViewport end self.determineStudOffset = function(object) if not object then return Vector3.new(0, 0, 0) elseif self.state.viewType == ViewTypes.KeyboardView or self.state.viewType == ViewTypes.CenterView then return self.state.viewType end local copyCFrame = object.CFrame local rightCFrame = copyCFrame + Vector3.new(Constants.STUD_OFFSET_X, 1, 0) local leftCFrame = copyCFrame + Vector3.new(-Constants.STUD_OFFSET_X, 1, 0) local studsOffsetVector = Vector3.new(0, 0, 0) if self.checkViewport(rightCFrame.Position) then studsOffsetVector = Vector3.new(Constants.STUD_OFFSET_X, 1, 0) elseif self.checkViewport(leftCFrame.Position) then studsOffsetVector = Vector3.new(-Constants.STUD_OFFSET_X, 1, 0) end if self.state.viewType == ViewTypes.OriginalView then ViewTypes.OriginalView = studsOffsetVector end return studsOffsetVector end self.getAdornee = function(player) local adornee = player == self.props.Players.LocalPlayer and player.Character:FindFirstChild("HumanoidRootPart") or Anchor.createAnchor(player) return adornee end self.profileCard = Roact.createRef() end function ProfileCard:render() -- Prevent gamepad interaction if table.find(gamepadInputs, UserInputService:GetLastInputType()) ~= nil or self.state.activeGamepad then return end local Players = self.props.Players local player if self.state.userId then player = Players:GetPlayerByUserId(self.state.userId) end return Roact.createFragment({ Roact.createElement(ProfileCardContext.Provider, { userId = self.state.userId }, { ProfileCard = player and Roact.createElement("BillboardGui", { Active = true, Size = UDim2.new(0, Constants.GUI_SIZE_X, 0, Constants.GUI_SIZE_Y), AlwaysOnTop = self.props.configuration.alwaysOnTop, Adornee = self.getAdornee(player), StudsOffset = self.determineStudOffset(player.Character:FindFirstChild("HumanoidRootPart")), [Roact.Ref] = self.profileCard, }, { MainFrame = Roact.createElement(self.props.MainFrame, { controls = self.props.controls, isEditing = self.state.isEditing, toggleEdit = self.toggleEdit, showStatusError = self.state.showStatusError, updateViewToKeyboard = self.updateViewToKeyboard, }), }), ExternalEventConnection = Roact.createElement(ExternalEventConnection, { event = UserInputService.InputBegan, -- Maybe use Touch/Tap in world, specifically for mobile callback = self.onInputBegan, }), -- Creates a blur effect when editing BlurEffectPortal = self.state.isEditing and self.props.configuration.showBlur and Roact.createElement( Roact.Portal, { target = self.props.Camera }, { BlurEffect = Roact.createElement("BlurEffect") } ), }), PersonalIndicator = Roact.createElement(self.props.PulsePrompt, { Players = Players, adornee = self.props.adornee, isEnabled = self.state.showPrompt, userId = Players.LocalPlayer.UserId, }), }) end function ProfileCard:didMount() UserInputService.LastInputTypeChanged:Connect(function(lastInputType) if table.find(gamepadInputs, lastInputType) ~= nil then self:setState({ activeGamepad = true, isEditing = false, showStatusError = false, viewType = ViewTypes.OriginalView, }) self.setHumanoidMovementEnabled(true) self.props.Camera.CameraType = Enum.CameraType.Custom return end if self.state.activeGamepad then self:setState({ activeGamepad = false }) end end) end function ProfileCard:didUpdate() if self.state.userId then self.profileCard:getValue():SetAttribute("ShowInProfileCard", true) -- Hide the Profile Card from view once it leaves the screen local adornee = self.getAdornee(self.props.Players:GetPlayerByUserId(self.state.userId)) local adorneeOffset = self.determineStudOffset(adornee) coroutine.wrap(function(object) local inViewport = self.checkViewport(object.Position) while inViewport and object do wait(1) local newCFrame = object.CFrame newCFrame = newCFrame * CFrame.new(adorneeOffset) inViewport = self.checkViewport(object.Position) end self.unmount() end)(adornee) end end return withConfiguration(ProfileCard)
--[[ if hasModel then script.Parent.Text = "ON" button.BackgroundColor3 = Color3.new(0, 255, 0) elseif not hasModel then button.Text = "OFF" button.BackgroundColor3 = Color3.new(255, 0, 0) end --]]
button.MouseButton1Click:Connect(function() if RS.Models:FindFirstChild("Mesh") then button.Text = "ON" button.BackgroundColor3 = Color3.new(0, 255, 0) event:FireServer("on") elseif not RS.Models:FindFirstChild("Mesh") then button.Text = "OFF" button.BackgroundColor3 = Color3.new(255, 0, 0) event:FireServer("off") end end)
-- constants
local PLAYER_DATA = ReplicatedStorage.PlayerData local CUSTOMIZATION = ReplicatedStorage.Customization
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function WeldTool.Equip() -- Enables the tool's equipped functionality -- Start up our interface ShowUI(); EnableFocusHighlighting(); end; function WeldTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); ClearConnections(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if UI then -- Reveal the UI UI.Visible = true; -- Skip UI creation return; end; -- Create the UI UI = Core.Tool.Interfaces.BTWeldToolGUI:Clone(); UI.Parent = Core.UI; UI.Visible = true; -- Hook up the buttons UI.Interface.WeldButton.MouseButton1Click:connect(CreateWelds); UI.Interface.BreakWeldsButton.MouseButton1Click:connect(BreakWelds); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not UI then return; end; -- Hide the UI UI.Visible = false; end;
--[=[ Requires all the modules that are descendants of the given parent. ]=]
function KnitClient.AddControllersDeep(parent: Instance): {Controller} local addedControllers = {} for _,v in ipairs(parent:GetDescendants()) do if not v:IsA("ModuleScript") then continue end table.insert(addedControllers, require(v)) end return addedControllers end
-- Get reference to the Dock frame
local dock = script.Parent.Parent.AdmDockShelf
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Owner", {"Februar92",0}, }; {4, "HeadAdmin", {"",0}, }; {3, "Admin", {"",0}, }; {2, "Mod", {"",0}, }; {1, "VIP", {"",0}, }; {0, "NonAdmin", }; };
--Made by Luckymaxer
Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Debris = game:GetService("Debris") WindDirection = script:FindFirstChild("WindDirection") Force = script:FindFirstChild("Force") Parts = {} BaseColor = BrickColor.new("Lime green") Color = BaseColor.Color Gravity = 196.20 Duration = 3 Classes = { BasePart = { BrickColor = BaseColor, Material = Enum.Material.Plastic, Reflectance = 0, Transparency = 0.75, }, FileMesh = { TextureId = "", }, DataModelMesh = { VertexColor = Vector3.new(Color.r, Color.g, Color.b), }, CharacterMesh = { BaseTextureId = 0, OverlayTextureId = 0, }, Shirt = { ShirtTemplate = "", }, Pants = { PantsTemplate = "", }, FaceInstance = { Texture = "", }, Sparkles = { SparkleColor = Color, Enabled = false, }, Fire = { Color = Color, SecondaryColor = Color, Enabled = false, }, Smoke = { Color = Color, Enabled = false, }, Light = { Color = Color, Enabled = false, }, ParticleEmitter = { Color = ColorSequence.new(Color, Color), Enabled = false, } } Fire = script:FindFirstChild("Fire") Objects = {} RemovedObjects = {} FakeParts = {} Hats = {} Tools = {} Particles = {} function DestroyScript() Debris:AddItem(script, 0.5) end function TweenNumber(Start, Goal, Time) return ((Goal - Start) / Time) end function Decorate(Object) local ObjectData = { Object = nil, Properties = {}, } for i, v in pairs(Classes) do if Object:IsA(i) then if Object:IsA("CharacterMesh") then local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = ("http://www.roblox.com/asset/?id=" .. Object.MeshId) for ii, vv in pairs(Character:GetChildren()) do if vv:IsA("BasePart") and Object.BodyPart.Name == string.gsub(vv.Name, " ", "") then Mesh.Parent = vv table.insert(RemovedObjects, {Object = Object, NewObject = Mesh, Parent = Object.Parent}) Object.Parent = nil end end elseif Object:IsA("BasePart") and Object.Transparency >= 1 then else ObjectData.Object = Object for ii, vv in pairs(v) do local PropertyValue = nil local PropertyValueSet = false pcall(function() PropertyValue = Object[ii] PropertyValueSet = true Object[ii] = vv end) if PropertyValueSet then ObjectData.Properties[ii] = PropertyValue end end end end end table.insert(Objects, ObjectData) end function Redesign(Parent) for i, v in pairs(Parent:GetChildren()) do if v ~= script then Decorate(v) Redesign(v) end end end if not Humanoid or not WindDirection then DestroyScript() return end for i, v in pairs(Character:GetChildren()) do if v:IsA("Accoutrement") or v:IsA("Tool") then local FakeObject = v:Clone() Decorate(FakeObject) table.insert(((v:IsA("Accoutrement") and Hats) or Tools), v) for ii, vv in pairs(FakeObject:GetChildren()) do if vv:IsA("BasePart") then local FakePart = vv:Clone() FakePart.Name = v.Name for iii, vvv in pairs(FakePart:GetChildren()) do if vvv:IsA("JointInstance") then vvv:Destroy() end end table.insert(FakeParts, FakePart) FakePart.Parent = Character FakePart.CFrame = vv.CFrame end end end end Humanoid:UnequipTools() for i, v in pairs({Hats, Tools}) do for ii, vv in pairs(v) do vv.Parent = nil end end Redesign(Character) local GhostModel = Instance.new("Model") GhostModel.Name = "GhostModel" for i, v in pairs(Character:GetChildren()) do if v:IsA("BasePart") then if v.Name ~= "HumanoidRootPart" then local FakePart = v:Clone() FakePart.Name = "Part" FakePart.CanCollide = false for ii, vv in pairs(FakePart:GetChildren()) do if not vv:IsA("DataModelMesh") then vv:Destroy() end end table.insert(FakeParts, FakePart) local Mass = (v:GetMass() * Gravity ^ 2) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.maxForce = Vector3.new(Mass, Mass, Mass) BodyVelocity.velocity = (WindDirection.Value * Force.Value) BodyVelocity.Parent = FakePart FakePart.Parent = GhostModel local FireParticle = Fire:Clone() FireParticle.Color = ColorSequence.new(Color, Color) FireParticle.Enabled = true table.insert(Particles, FireParticle) FireParticle.Parent = FakePart end v:Destroy() end end Spawn(function() local Start = Classes.BasePart.Transparency local End = 1 local Time = 0.4 local Rate = (1 / 30) local Frames = (Time / Rate) for i = 1, Frames do local Transparency = (Start + TweenNumber(Start, End, (Frames / (i + 1)))) for ii, vv in pairs(FakeParts) do if vv and vv.Parent then vv.Transparency = Transparency end end wait(Rate) end for i, v in pairs(Particles) do v.Enabled = false end end) Debris:AddItem(GhostModel, 5) GhostModel.Parent = game:GetService("Workspace")
-- connect events
Humanoid.Died:Connect(onDied) Humanoid.Running:Connect(onRunning) Humanoid.Jumping:Connect(onJumping) Humanoid.Climbing:Connect(onClimbing) Humanoid.GettingUp:Connect(onGettingUp) Humanoid.FreeFalling:Connect(onFreeFall) Humanoid.FallingDown:Connect(onFallingDown) Humanoid.Seated:Connect(onSeated) Humanoid.PlatformStanding:Connect(onPlatformStanding) Humanoid.Swimming:Connect(onSwimming) local runService = game:GetService("RunService"); playAnimation("idle", 0.1, Humanoid) pose = "Standing" while wait(0)do local _,time=wait(0) move(time) end
--- Internal __newindex metamethod
function Maid:__newindex(i, v) local Tasks = self._Tasks local Task = Tasks[i] if Task or v == nil then -- Clear previous Task local Type = typeof(Task) local IsTable = Type == "table" if Type == "RBXScriptConnection" or IsTable and Task.Disconnect then Task:Disconnect() elseif Type == "Instance" or IsTable and Task.Destroy then Task:Destroy() end end Tasks[i] = v end return Maid
--Save data to DataStore
local function saveSystemData(key) local sdata = main.sd[key] return main:GetModule("DataStores"):DataStoreRetry(datastoreRetries, function() return systemDataStore:UpdateAsync(key, function(oldValue) local newValue = oldValue or dataTemplate(key) if sdata then if sdata.DataKey == newValue.DataKey then newValue.DataToUpdate = false newValue.DataKey = newValue.DataKey + 1 for statName, statValue in pairs(sdata) do if statName == "RecordsToAdd" and #statValue > 0 then for i,record in pairs(statValue) do --print("Datastore: "..key.." | AddRecord | "..record.UserId) table.insert(newValue.Records, record) end elseif (statName == "RecordsToRemove" or statName == "RecordsToModify") and #statValue > 0 then for i,record in pairs(statValue) do local recordToRemovePos = main:GetModule("cf"):FindUserIdInRecord(newValue.Records, record.UserId) if recordToRemovePos then table.remove(newValue.Records, recordToRemovePos) if statName == "RecordsToModify" then --print("Datastore: "..key.." | ModifyRecord | "..record.UserId) table.insert(newValue.Records, record) else --print("Datastore: "..key.." | RemoveRecord | "..record.UserId) end end end elseif statName ~= "Records" and statName ~= "DataKey" and statName ~= "DataToUpdate" then newValue[statName] = statValue end end main.sd[key] = newValue else newValue = nil end end return newValue end) end) end
--makes the button colors when touch like a button--
--[[ Gathers all of the errors reported by tests and puts them at the top level of the TestResults object. ]]
function TestSession:gatherErrors() local results = self.results results.errors = {} results:visitAllNodes(function(node) if #node.errors > 0 then for _, message in ipairs(node.errors) do table.insert(results.errors, message) end end end) end
--Part:Destroy()
Lbl.Value.Parent:Destroy() wait() script:Destroy()
--[[ Converts an event into a Promise with an optional predicate ]]
function Promise.fromEvent(event, predicate) predicate = predicate or function() return true end return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel) local connection local shouldDisconnect = false local function disconnect() connection:Disconnect() connection = nil end -- We use shouldDisconnect because if the callback given to Connect is called before -- Connect returns, connection will still be nil. This happens with events that queue up -- events when there's nothing connected, such as RemoteEvents connection = event:Connect(function(...) local callbackValue = predicate(...) if callbackValue == true then resolve(...) if connection then disconnect() else shouldDisconnect = true end elseif type(callbackValue) ~= "boolean" then error("Promise.fromEvent predicate should always return a boolean") end end) if shouldDisconnect and connection then return disconnect() end onCancel(disconnect) end) end
--[[ @brief Reshuffles the heap if a given index is smaller than its parent. --]]
function Heap:_HeapifyBottomUp(i) local parent = math.floor(i / 2); while self[parent] and self.Comparator(self[i], self[parent]) do self[parent], self[i] = self[i], self[parent]; i = parent; parent = math.floor(i / 2); end end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; v1.__index = v1; local l__Players__2 = game:GetService("Players"); local l__RunService__3 = game:GetService("RunService"); local l__UserInputService__4 = game:GetService("UserInputService"); local l__GuiService__5 = game:GetService("GuiService"); local l__Workspace__6 = game:GetService("Workspace"); local l__UserGameSettings__7 = UserSettings():GetService("UserGameSettings"); local l__VRService__8 = game:GetService("VRService"); local v9 = require(script:WaitForChild("Keyboard")); local v10 = require(script:WaitForChild("Gamepad")); local v11 = require(script:WaitForChild("DynamicThumbstick")); local v12, v13 = pcall(function() return UserSettings():IsUserFeatureEnabled("UserHideControlsWhenMenuOpen"); end); local v14 = require(script:WaitForChild("TouchThumbstick")); local v15 = require(script:WaitForChild("ClickToMoveController")); local u1 = v12 or v13; local u2 = require(script:WaitForChild("VehicleController")); local l__Value__3 = Enum.ContextActionPriority.Default.Value; function v1.new() local v16 = setmetatable({}, v1); v16.controllers = {}; v16.activeControlModule = nil; v16.activeController = nil; v16.touchJumpController = nil; v16.moveFunction = l__Players__2.LocalPlayer.Move; v16.humanoid = nil; v16.lastInputType = Enum.UserInputType.None; v16.controlsEnabled = true; v16.humanoidSeatedConn = nil; v16.vehicleController = nil; v16.touchControlFrame = nil; if u1 then l__GuiService__5.MenuOpened:Connect(function() if v16.touchControlFrame and v16.touchControlFrame.Visible then v16.touchControlFrame.Visible = false; end; end); l__GuiService__5.MenuClosed:Connect(function() if v16.touchControlFrame then v16.touchControlFrame.Visible = true; end; end); end; v16.vehicleController = u2.new(l__Value__3); l__Players__2.LocalPlayer.CharacterAdded:Connect(function(p1) v16:OnCharacterAdded(p1); end); l__Players__2.LocalPlayer.CharacterRemoving:Connect(function(p2) v16:OnCharacterRemoving(p2); end); if l__Players__2.LocalPlayer.Character then v16:OnCharacterAdded(l__Players__2.LocalPlayer.Character); end; l__RunService__3:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(p3) v16:OnRenderStepped(p3); end); l__UserInputService__4.LastInputTypeChanged:Connect(function(p4) v16:OnLastInputTypeChanged(p4); end); l__UserGameSettings__7:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() v16:OnTouchMovementModeChange(); end); l__Players__2.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() v16:OnTouchMovementModeChange(); end); l__UserGameSettings__7:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function() v16:OnComputerMovementModeChange(); end); l__Players__2.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() v16:OnComputerMovementModeChange(); end); v16.playerGui = nil; v16.touchGui = nil; v16.playerGuiAddedConn = nil; l__GuiService__5:GetPropertyChangedSignal("TouchControlsEnabled"):Connect(function() v16:UpdateTouchGuiVisibility(); v16:UpdateActiveControlModuleEnabled(); end); if not l__UserInputService__4.TouchEnabled then v16:OnLastInputTypeChanged(l__UserInputService__4:GetLastInputType()); return v16; end; v16.playerGui = l__Players__2.LocalPlayer:FindFirstChildOfClass("PlayerGui"); if not v16.playerGui then v16.playerGuiAddedConn = l__Players__2.LocalPlayer.ChildAdded:Connect(function(p5) if p5:IsA("PlayerGui") then v16.playerGui = p5; v16:CreateTouchGuiContainer(); v16.playerGuiAddedConn:Disconnect(); v16.playerGuiAddedConn = nil; v16:OnLastInputTypeChanged(l__UserInputService__4:GetLastInputType()); end; end); return v16; end; v16:CreateTouchGuiContainer(); v16:OnLastInputTypeChanged(l__UserInputService__4:GetLastInputType()); return v16; end; function v1.GetMoveVector(p6) if not p6.activeController then return Vector3.new(0, 0, 0); end; return p6.activeController:GetMoveVector(); end; function v1.GetActiveController(p7) return p7.activeController; end; function v1.UpdateActiveControlModuleEnabled(p8) if not p8.activeController then return; end; if not p8.controlsEnabled then p8.activeController:Enable(false); if p8.moveFunction then p8.moveFunction(l__Players__2.LocalPlayer, Vector3.new(0, 0, 0), true); end; return; end; if not (not l__GuiService__5.TouchControlsEnabled) or not l__UserInputService__4.TouchEnabled or p8.activeControlModule ~= v15 and p8.activeControlModule ~= v14 and p8.activeControlModule ~= v11 then (function() if p8.activeControlModule == v15 then p8.activeController:Enable(true, l__Players__2.LocalPlayer.DevComputerMovementMode == Enum.DevComputerMovementMode.UserChoice, p8.touchJumpController); return; end; if not p8.touchControlFrame then p8.activeController:Enable(true); return; end; p8.activeController:Enable(true, p8.touchControlFrame); end)(); return; end; p8.activeController:Enable(false); if p8.moveFunction then p8.moveFunction(l__Players__2.LocalPlayer, Vector3.new(0, 0, 0), true); end; end; function v1.Enable(p9, p10) if p10 == nil then p10 = true; end; p9.controlsEnabled = p10; if not p9.activeController then return; end; p9:UpdateActiveControlModuleEnabled(); end; function v1.Disable(p11) p11.controlsEnabled = false; p11:UpdateActiveControlModuleEnabled(); end; local u4 = { [Enum.UserInputType.Keyboard] = v9, [Enum.UserInputType.MouseButton1] = v9, [Enum.UserInputType.MouseButton2] = v9, [Enum.UserInputType.MouseButton3] = v9, [Enum.UserInputType.MouseWheel] = v9, [Enum.UserInputType.MouseMovement] = v9, [Enum.UserInputType.Gamepad1] = v10, [Enum.UserInputType.Gamepad2] = v10, [Enum.UserInputType.Gamepad3] = v10, [Enum.UserInputType.Gamepad4] = v10 }; local u5 = nil; local u6 = { [Enum.TouchMovementMode.DPad] = v11, [Enum.DevTouchMovementMode.DPad] = v11, [Enum.TouchMovementMode.Thumbpad] = v11, [Enum.DevTouchMovementMode.Thumbpad] = v11, [Enum.TouchMovementMode.Thumbstick] = v14, [Enum.DevTouchMovementMode.Thumbstick] = v14, [Enum.TouchMovementMode.DynamicThumbstick] = v11, [Enum.DevTouchMovementMode.DynamicThumbstick] = v11, [Enum.TouchMovementMode.ClickToMove] = v15, [Enum.DevTouchMovementMode.ClickToMove] = v15, [Enum.TouchMovementMode.Default] = v11, [Enum.ComputerMovementMode.Default] = v9, [Enum.ComputerMovementMode.KeyboardMouse] = v9, [Enum.DevComputerMovementMode.KeyboardMouse] = v9, [Enum.DevComputerMovementMode.Scriptable] = nil, [Enum.ComputerMovementMode.ClickToMove] = v15, [Enum.DevComputerMovementMode.ClickToMove] = v15 }; function v1.SelectComputerMovementModule(p12) if not l__UserInputService__4.KeyboardEnabled and not l__UserInputService__4.GamepadEnabled then return nil, false; end; local l__DevComputerMovementMode__17 = l__Players__2.LocalPlayer.DevComputerMovementMode; if l__DevComputerMovementMode__17 == Enum.DevComputerMovementMode.UserChoice then local v18 = u4[u5]; if l__UserGameSettings__7.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and v18 == v9 then v18 = v15; end; else v18 = u6[l__DevComputerMovementMode__17]; if not v18 and l__DevComputerMovementMode__17 ~= Enum.DevComputerMovementMode.Scriptable then warn("No character control module is associated with DevComputerMovementMode ", l__DevComputerMovementMode__17); end; end; if v18 then return v18, true; end; if l__DevComputerMovementMode__17 == Enum.DevComputerMovementMode.Scriptable then return nil, true; end; return nil, false; end; function v1.SelectTouchModule(p13) if not l__UserInputService__4.TouchEnabled then return nil, false; end; local l__DevTouchMovementMode__19 = l__Players__2.LocalPlayer.DevTouchMovementMode; if l__DevTouchMovementMode__19 == Enum.DevTouchMovementMode.UserChoice then local v20 = u6[l__UserGameSettings__7.TouchMovementMode]; else if l__DevTouchMovementMode__19 == Enum.DevTouchMovementMode.Scriptable then return nil, true; end; v20 = u6[l__DevTouchMovementMode__19]; end; return v20, true; end; local function u7(p14, p15) local l__CurrentCamera__21 = l__Workspace__6.CurrentCamera; if not l__CurrentCamera__21 then return p15; end; if p14:GetState() == Enum.HumanoidStateType.Swimming then return l__CurrentCamera__21.CFrame:VectorToWorldSpace(p15); end; local v22 = l__CurrentCamera__21.CFrame; if l__VRService__8.VREnabled and p14.RootPart and (p14.RootPart.CFrame.Position - v22.Position).Magnitude < 3 then v22 = v22 * l__VRService__8:GetUserCFrame(Enum.UserCFrame.Head); end; local v23, v24, v25, v26, v27, v28, v29, v30, v31, v32, v33, v34 = v22:GetComponents(); if v31 < 1 and v31 > -1 then local v35 = v34; local v36 = v28; else v35 = v26; v36 = -v27 * math.sign(v31); end; local v37 = math.sqrt(v35 * v35 + v36 * v36); return Vector3.new((v35 * p15.X + v36 * p15.Z) / v37, 0, (v35 * p15.Z - v36 * p15.X) / v37); end; function v1.OnRenderStepped(p16, p17) if p16.activeController and p16.activeController.enabled and p16.humanoid then p16.activeController:OnRenderStepped(p17); local v38 = p16.activeController:GetMoveVector(); local v39 = p16.activeController:IsMoveVectorCameraRelative(); local v40 = p16:GetClickToMoveController(); if p16.activeController ~= v40 then if v38.magnitude > 0 then v40:CleanupPath(); else v40:OnRenderStepped(p17); v38 = v40:GetMoveVector(); v39 = v40:IsMoveVectorCameraRelative(); end; end; if p16.vehicleController then local v41, v42 = p16.vehicleController:Update(v38, v39, p16.activeControlModule == v10); v38 = v41; end; if v39 then v38 = u7(p16.humanoid, v38); end; p16.moveFunction(l__Players__2.LocalPlayer, v38, false); p16.humanoid.Jump = p16.activeController:GetIsJumping() or p16.touchJumpController and p16.touchJumpController:GetIsJumping(); end; end; function v1.OnHumanoidSeated(p18, p19, p20) if p19 then if p20 and p20:IsA("VehicleSeat") then if not p18.vehicleController then p18.vehicleController = p18.vehicleController.new(l__Value__3); end; p18.vehicleController:Enable(true, p20); return; end; elseif p18.vehicleController then p18.vehicleController:Enable(false, p20); end; end; function v1.OnCharacterAdded(p21, p22) p21.humanoid = p22:FindFirstChildOfClass("Humanoid"); while not p21.humanoid do p22.ChildAdded:wait(); p21.humanoid = p22:FindFirstChildOfClass("Humanoid"); end; p21:UpdateTouchGuiVisibility(); if p21.humanoidSeatedConn then p21.humanoidSeatedConn:Disconnect(); p21.humanoidSeatedConn = nil; end; p21.humanoidSeatedConn = p21.humanoid.Seated:Connect(function(p23, p24) p21:OnHumanoidSeated(p23, p24); end); end; function v1.OnCharacterRemoving(p25, p26) p25.humanoid = nil; p25:UpdateTouchGuiVisibility(); end; function v1.UpdateTouchGuiVisibility(p27) if p27.touchGui then p27.touchGui.Enabled = not (not p27.humanoid) and not (not l__GuiService__5.TouchControlsEnabled); end; end; local u8 = require(script:WaitForChild("TouchJump")); function v1.SwitchToController(p28, p29) if not p29 then if p28.activeController then p28.activeController:Enable(false); end; p28.activeController = nil; p28.activeControlModule = nil; return; end; if not p28.controllers[p29] then p28.controllers[p29] = p29.new(l__Value__3); end; if p28.activeController ~= p28.controllers[p29] then if p28.activeController then p28.activeController:Enable(false); end; p28.activeController = p28.controllers[p29]; p28.activeControlModule = p29; if p28.touchControlFrame and (p28.activeControlModule == v15 or p28.activeControlModule == v14 or p28.activeControlModule == v11) then if not p28.controllers[u8] then p28.controllers[u8] = u8.new(); end; p28.touchJumpController = p28.controllers[u8]; p28.touchJumpController:Enable(true, p28.touchControlFrame); elseif p28.touchJumpController then p28.touchJumpController:Enable(false); end; p28:UpdateActiveControlModuleEnabled(); end; end; function v1.OnLastInputTypeChanged(p30, p31) if u5 == p31 then warn("LastInputType Change listener called with current type."); end; u5 = p31; if u5 == Enum.UserInputType.Touch then local v43, v44 = p30:SelectTouchModule(); if v44 then while not p30.touchControlFrame do wait(); end; p30:SwitchToController(v43); end; elseif u4[u5] ~= nil then local v45 = p30:SelectComputerMovementModule(); if v45 then p30:SwitchToController(v45); end; end; p30:UpdateTouchGuiVisibility(); end; function v1.OnComputerMovementModeChange(p32) local v46, v47 = p32:SelectComputerMovementModule(); if v47 then p32:SwitchToController(v46); end; end; function v1.OnTouchMovementModeChange(p33) local v48, v49 = p33:SelectTouchModule(); if v49 then while not p33.touchControlFrame do wait(); end; p33:SwitchToController(v48); end; end; function v1.CreateTouchGuiContainer(p34) if p34.touchGui then p34.touchGui:Destroy(); end; p34.touchGui = Instance.new("ScreenGui"); p34.touchGui.Name = "TouchGui"; p34.touchGui.ResetOnSpawn = false; p34.touchGui.ZIndexBehavior = Enum.ZIndexBehavior.Sibling; p34:UpdateTouchGuiVisibility(); p34.touchControlFrame = Instance.new("Frame"); p34.touchControlFrame.Name = "TouchControlFrame"; p34.touchControlFrame.Size = UDim2.new(1, 0, 1, 0); p34.touchControlFrame.BackgroundTransparency = 1; p34.touchControlFrame.Parent = p34.touchGui; p34.touchGui.Parent = p34.playerGui; end; function v1.GetClickToMoveController(p35) if not p35.controllers[v15] then p35.controllers[v15] = v15.new(l__Value__3); end; return p35.controllers[v15]; end; return v1.new();
-- Runs when a round finishes. Reloads all players back into the lobby, removing tools and listeners.
function PlayerManager:ResetPlayers() for _, player in ipairs(PlayerManager.ActivePlayers) do print(player.Name) CheckpointEvent:FireClient(player, {{"raceFinished"}}) CheckpointEvent:FireClient(player, {{"reset"}}) PlayerConverter:SpeederToPlayerServer(player) end PlayerManager.ActivePlayers = {} end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local throt=0 local redline=0 script:WaitForChild("Super") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Super",car.DriveSeat,script.Super.SoundId,0,script.Super.Volume,true) handler:FireServer("playSound","Super") car.DriveSeat:WaitForChild("Super") while wait() do local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) else throt = math.min(1,throt+.1) end if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Pitch = math.max((((script.Super.SetPitch.Value + script.Super.SetSuper.Value*_RPM/_Tune.Redline))*on^2),script.Super.SetPitch.Value) if FE then handler:FireServer("updateSound","Super",script.Super.SoundId,Pitch,script.Super.Volume) else car.DriveSeat.Super.Pitch = Pitch end end
--[[ Remove all art placed by a player. ]]
function PlayerSpots:cleanup(player) self:_removeUnusedSpots(player) for _, placed in ipairs(self.placedSpots) do placed.spot:removeArt() end self.placedSpots = {} end function PlayerSpots:_hasArtOnCanvas(canvas) for _, placed in ipairs(self.placedSpots) do if placed.canvas == canvas then return true end end return false end function PlayerSpots:_assignRandomSpot(canvas) local isSuccess, spot = canvas:getEmptySpot() if not isSuccess then warn("Cannot find an empty slot in canvas") return false, constants.Errors.SpotNotAvailable end table.insert(self.placedSpots, { canvas = canvas, spot = spot, createdAt = DateTime.now().UnixTimestamp, }) return true, spot end function PlayerSpots:_removeOldestArt() self.toRemove = 1 end function PlayerSpots:_removeOldestArtFromCanvas(canvas) local toRemove = nil for i, placed in ipairs(self.placedSpots) do if placed.canvas == canvas then -- A spot previously placed by the user has to be freed immediately toRemove = i placed.spot:removeArt() break end end table.remove(self.placedSpots, toRemove) end function PlayerSpots:_removeOldestArtFromOtherCanvas(currentCanvas) for i, placed in ipairs(self.placedSpots) do if placed.canvas ~= currentCanvas then self.toRemove = i break end end end function PlayerSpots:_removeUnusedSpots(player) self.placedSpots = Cryo.List.filter(self.placedSpots, function(placedSpot) return placedSpot.spot:hasArt() and placedSpot.spot.ownerUserId == player.UserId end) end return PlayerSpots
--[=[ Clears the custom value for the given players. This just loops through the list of players and calls the `ClearFor` method for each player. ]=]
function RemoteProperty:ClearForList(players: { Player }) for _, player in ipairs(players) do self:ClearFor(player) end end
-- when a spring has displacement and velocity below +/- epsilon, the spring -- won't send updates
local MOVEMENT_EPSILON = 0.0001
-- Dark was here.
local nearplayer local Players = game:GetService("Players") function MoveShelly() nearplayer = false for _,Player in next, Players:GetPlayers() do if Player.Character and Player.Character.PrimaryPart then local dis = (Player.Character.PrimaryPart.CFrame.Position - shelly.PrimaryPart.CFrame.Position).Magnitude if dis >= 500 then nearplayer = true break end end end if nearplayer then task.wait(math.random(8, 8 + 8/2)) return end bp.Parent = shelly.PrimaryPart local goal repeat local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), shelly.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0)) local part,pos,norm,mat = workspace:FindPartOnRay(ray, shelly) if part == workspace.Terrain and mat ~= Enum.Material.Water then goal = pos+Vector3.new(0,.35,0) end task.wait() until goal --Set new goal for banto to MoveTo :) local pos = shelly.PrimaryPart.Position local cf = CFrame.new(Vector3.new(pos.X, 0, pos.Z), Vector3.new(goal.X, 0, goal.Z)) bg.CFrame = cf bp.Position = (cf*CFrame.new(0,0,-100)).p local start = tick() repeat task.wait(.5) local ray = Ray.new(shelly.PrimaryPart.Position, Vector3.new(0,-140,0)) until (shelly.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >15 or not shellyGood if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil task.wait(math.random(3,8)) end local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = os.clock() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart task.wait() hitSound:Destroy() repeat task.wait() until os.clock()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else task.wait(1) end end
--[[ Configuration ]]
local MAX_CUTTOFF_DISTANCE = 12 local ACTIVATE_KEYBOARD = Enum.KeyCode.E local ACTIVATE_CONSOLE = Enum.KeyCode.ButtonX local ACTION_BUTTON_OFFSET = Vector2.new(0, 0) local ACTION_PRIORITY = 10000
--Modules--
local modules = script.Parent.Modules local core = require(modules.Core) local combat = require(modules.Combat) local flight = require(modules.Flight) local pathing = require(modules.Pathing) local troubleshoot = require(modules.Troubleshoot)
-- Reference
local soundService = game:GetService("SoundService") local chat = game:GetService("Chat") local players = game:GetService("Players") local lighting = game:GetService("Lighting")
--[=[ Based on the given [UserInputType], a cooresponding enum representing the current device is returned. ```lua getCurrentDevice(Enum.UserInputType.KeyCode) -- "Computer" getCurrentDevice(Enum.UserInputType.Touch) -- "Mobile" getCurrentDevice(Enum.UserInputType.Gamepad1) -- "Gamepad" ``` @within Modules ]=]
local function getCurrentDevice(inputType: Enum.UserInputType) for group, patterns in pairs(constants.DeviceInputTypePatterns) do for _, pattern in ipairs(patterns) do if inputType.Name:match(pattern) then return enums.Device[group] end end end return enums.Device.Unknown end return getCurrentDevice
--[=[ Debounce a existing function by timeout @class throttle ]=]
local require = require(script.Parent.loader).load(script) local ThrottledFunction = require("ThrottledFunction")
--[[ Returns the current value of this Tween object. The object will be registered as a dependency unless `asDependency` is false. ]]
function class:get(asDependency: boolean?): any if asDependency ~= false then Dependencies.useDependency(self) end return self._currentValue end
--//ENGINE//--
Horsepower = 1500 --{This is how much power your engine block makes ALONE, this does not represent to total horsepower output [IF you have a turbo/SC]} EngineDisplacement = 2200 --{Engine size in CC's} EngineType = "Petrol" --{Petrol, Diesel, Electric] EngineLocation = "Front" --{Front, Mid, Rear} ForcedInduction = "Supercharger" --{Natural, Single, Twin, Supercharger} InductionPartSize = 1 --{0-5, 1 being small, 5 being large (Decimals accepted, e.g 2.64 turbo size, this is the size of the turbo} ElectronicallyLimited = false --{Electronically Limit the top speed of your vehicle} LimitSpeedValue = 236.121 --{Limits top speed of the vehicle [In MPH]}
-- This is for commands which continue on respawn
local module = {}
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer Animation = Instance.new("Animation") Animation.AnimationId = "rbxassetid://4835590095" UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "SunaTornado" wait(0.1) Track1 = Player.Character.Humanoid:LoadAnimation(Animation) Track1:Play() wait(0.15) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,30 do wait() hum.CameraOffset = Vector3.new( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) wait(0.15) Tool.Active.Value = "None" wait(2) Debounce = true end end)
--[[Susupension]]
Tune.SusEnabled = false -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .4 -- Pre-compression adds resting length force Tune.FExtensionLim = .4 -- Max Extension Travel (in studs) Tune.FCompressLim = .4 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .4 -- Pre-compression adds resting length force Tune.RExtensionLim = .4 -- Max Extension Travel (in studs) Tune.RCompressLim = .4 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Both
local Loudness = .75 --volume of the boost supplier (not exact volume so you kinda have to experiment with it also) script:WaitForChild("Whistle") script:WaitForChild("Whine") script:WaitForChild("BOV") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end end end) if not _Tune.Engine then return end handler:FireServer("newSound","Whistle",car.DriveSeat,script.Whistle.SoundId,0,script.Whistle.Volume,true) handler:FireServer("newSound","Whine",car.DriveSeat,script.Whine.SoundId,0,script.Whine.Volume,true) handler:FireServer("newSound","BOV",car.DriveSeat,script.BOV.SoundId,0,script.BOV.Volume,true) handler:FireServer("playSound","Whistle") handler:FireServer("playSound","Whine") car.DriveSeat:WaitForChild("Whistle") car.DriveSeat:WaitForChild("Whine") car.DriveSeat:WaitForChild("BOV") local ticc = tick() local _TCount = 0 if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end while wait() do local psi = (((script.Parent.Values.Boost.Value)/(_Tune.Boost*_TCount))*2) --(script.Parent.Values.RPM.Value/_Tune.Redline) local WP,WV,BP,BV,HP,HV = 0 BOVact = math.floor(psi*20) if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Double" then WP = (psi) WV = (psi/4)*Loudness BP = (1-(-psi/20))*BOV_Pitch BV = (((-0.5+((psi/2)*BOV_Loudness)))*(1 - script.Parent.Values.Throttle.Value)) if BOVact < BOVact2 then if car.DriveSeat.BOV.IsPaused then if FE then handler:FireServer("playSound","BOV") else car.DriveSeat.BOV:Play() end end end if BOVact >= BOVact2 then if FE then handler:FireServer("stopSound","BOV") else car.DriveSeat.BOV:Stop() end end elseif _Tune.Aspiration == "Super" then psi = psi/2 HP = (script.Parent.Values.RPM.Value/_Tune.Redline)*Whine_Pitch HV = (psi/4)*Loudness end handler:FireServer("updateSound","Whistle",script.Whistle.SoundId,WP,WV) handler:FireServer("updateSound","Whine",script.Whine.SoundId,HP,HV) handler:FireServer("updateSound","BOV",script.BOV.SoundId,BP,BV) if (tick()-ticc) >= 0.1 then BOVact2 = math.floor(psi*20) ticc = tick() end end
-- if version < SNAPSHOT_VERSION then -- return Error( -- chalk.red( -- chalk.red.bold('Outdated snapshot') .. ": The version of the snapshot " .. -- "file associated with this test is outdated. The snapshot file " .. -- "version ensures that all developers on a project are using " .. -- "the same version of Jest. " .. -- "Please update all snapshots during this upgrade of Jest.\n\n" -- ) .. -- "Expected: v" .. SNAPSHOT_VERSION .. "\n" .. -- "Received: v" .. version .. "\n\n" .. -- SNAPSHOT_VERSION_WARNING -- ) -- end
-- modules
local module = {} function module.Create(self, item) local itemModule = { Item = item; Equipped = false; Connections = {}; } -- variables local animations = {} local character = item.Parent.Parent local handle = item:WaitForChild("Handle") local muzzle = handle:WaitForChild("Muzzle") local config = CONFIG:GetConfig(item) local canShoot = true local clicking = false local reloading = false local rCancelled = false local equipTime = 0 local ammo = item:WaitForChild("Ammo").Value local aiming = false -- functions local function CanShoot() return itemModule.Equipped and canShoot and ammo > 0 end local function Reload() if (not reloading) and itemModule.Equipped and ammo < config.Magazine then reloading = true rCancelled = false local storedAmmo = character.Ammo[config.Size].Value if storedAmmo > 0 then MOUSE.Reticle = "Reloading" REMOTES.Reload:FireServer(item) EFFECTS:Effect("Reload", item) animations.Reload:Play(0.1, 1, 1/config.ReloadTime) local start = tick() local elapsed = 0 repeat elapsed = tick() - start RunService.Stepped:wait() until elapsed >= config.ReloadTime or rCancelled or (not itemModule.Equipped) animations.Reload:Stop() if itemModule.Equipped then if elapsed >= config.ReloadTime then local magazine = config.Magazine local needed = magazine - ammo if storedAmmo >= needed then ammo = ammo + needed else ammo = ammo + storedAmmo end end MOUSE.Reticle = config.Reticle or "Gun" EVENTS.Gun:Fire("Update", ammo) end end reloading = false end end local function Shoot() ammo = ammo - 1 local position = muzzle.WorldPosition local directions = {} for i = 1, config.ShotSize do local spread = config.Spread * 10 local cframe = CFrame.new(position, MOUSE.WorldPosition) if config.SpreadPattern then local x, y = config.SpreadPattern[i][1], config.SpreadPattern[i][2] cframe = cframe * CFrame.Angles(math.rad(spread * y / 50), math.rad(spread * x / 50), 0) else cframe = cframe * CFrame.Angles(math.rad(math.random(-spread, spread) / 50), math.rad(math.random(-spread, spread) / 50), 0) end local direction = cframe.lookVector table.insert(directions, direction) local hit, pos, normal, humanoid = Raycast(position, direction * config.Range, {character}) if hit and humanoid then if DAMAGE:PlayerCanDamage(PLAYER, humanoid) then local damage = DAMAGE:Calculate(item, hit, position) local armor = (humanoid:FindFirstChild("Armor") and humanoid.Armor.Value > 0) EVENTS.Hitmarker:Fire(pos, damage, armor, hit.Name == "Head") REMOTES.Hit:FireServer(hit, i) end end end if aiming then animations.AimShoot:Play(0, math.random(5, 10) / 10, 1) else animations.Shoot:Play(0, math.random(5, 10) / 10, 1) end EVENTS.Gun:Fire("Update", ammo) EFFECTS:Effect("Shoot", item, position, directions, ammo) REMOTES.Shoot:FireServer(item, position, directions) EVENTS.Recoil:Fire(Vector3.new(math.random(-config.Recoil, config.Recoil) / 4, 0, math.random(config.Recoil / 2, config.Recoil))) end -- module functions function itemModule.Connect(self) local character = PLAYER.Character local humanoid = character:WaitForChild("Humanoid") for _, animation in pairs(self.Item:WaitForChild("Animations"):GetChildren()) do animations[animation.Name] = humanoid:LoadAnimation(animation) end table.insert(self.Connections, INPUT.ActionBegan:connect(function(action, processed) if self.Equipped and (not processed) then if action == "Reload" then Reload() end end end)) table.insert(self.Connections, item.Attachments.ChildAdded:connect(function() config = CONFIG:GetConfig(item) if self.Equipped then EVENTS.Zoom:Fire(config.Zoom) EVENTS.Scope:Fire(config.Scope) end end)) table.insert(self.Connections, item.Attachments.ChildRemoved:connect(function() config = CONFIG:GetConfig(item) if self.Equipped then EVENTS.Zoom:Fire(config.Zoom) EVENTS.Scope:Fire(config.Scope) end end)) table.insert(self.Connections, EVENTS.Aim.Event:connect(function(a) aiming = a if self.Equipped then if aiming then animations.Idle:Stop() animations.Aim:Play() else animations.Aim:Stop() animations.Idle:Play() end end end)) end function itemModule.Disconnect(self) for _, connection in pairs(self.Connections) do connection:Disconnect() end self.Connections = {} end function itemModule.Equip(self) EVENTS.Zoom:Fire(config.Zoom) EVENTS.Scope:Fire(config.Scope) MOUSE.Reticle = config.Reticle or "Gun" if aiming then animations.Aim:Play() else animations.Idle:Play() end animations.Equip:Play(0, 1, 1) ammo = item.Ammo.Value EVENTS.Gun:Fire("Enable", config.Size, ammo) self.Equipped = true equipTime = tick() if ammo == 0 then spawn(function() Reload() end) end end function itemModule.Unequip(self) EVENTS.Zoom:Fire() EVENTS.Scope:Fire(false) MOUSE.Reticle = "Default" for _, animation in pairs(animations) do animation:Stop() end EVENTS.Gun:Fire("Disable", config.Size, ammo) self.Equipped = false end function itemModule.Activate(self) clicking = true if tick() - equipTime >= EQUIP_COOLDOWN then if config.FireMode == "Semi" then if CanShoot() then rCancelled = true canShoot = false Shoot() wait(1 / config.FireRate) canShoot = true end elseif config.FireMode == "Auto" then while clicking and CanShoot() do rCancelled = true canShoot = false Shoot() wait(1 / config.FireRate) canShoot = true end elseif config.FireMode == "Burst" then while clicking and CanShoot() do canShoot = false for i = 1, config.BurstAmount do if clicking and ammo > 0 then rCancelled = true Shoot() wait(1 / config.BurstRate) else break end end wait(1 / config.FireRate) canShoot = true end end if ammo == 0 then Reload() end end end function itemModule.Deactivate(self) clicking = false end return itemModule end return module
--- Add sounds when interacting with a gui element
return function(element, interactType, interactSoundId, interactSoundVolume, enableRandomPitch) --- Variables interactType = string.lower(interactType) interactSoundVolume = interactSoundVolume or 0.15 enableRandomPitch = enableRandomPitch or false -- local events = {} --- Events if interactType == "mousedown" then --- Mouse down events[#events + 1] = element.MouseButton1Down:Connect(function() _L.Audio.Play(interactSoundId, script, (enableRandomPitch and math.random(95, 105) / 100 or 1), interactSoundVolume * 2) end) elseif interactType == "mouseup" then --- Mouse up events[#events + 1] = element.MouseButton1Up:Connect(function() _L.Audio.Play(interactSoundId, script, (enableRandomPitch and math.random(95, 105) / 100 or 1), interactSoundVolume * 2) end) elseif interactType == "mouseenter" then --- Mouse hover over events[#events + 1] = element.MouseEnter:Connect(function() _L.Audio.Play(interactSoundId, script, (enableRandomPitch and math.random(95, 105) / 100 or 1), interactSoundVolume) end) elseif interactType == "mouseleave" then --- Mouse hover leave events[#events + 1] = element.MouseLeave:Connect(function() _L.Audio.Play(interactSoundId, script, (enableRandomPitch and math.random(95, 105) / 100 or 1), interactSoundVolume) end) elseif interactType == "mouseclick" then --- Mouse click events[#events + 1] = element.MouseButton1Click:Connect(function() _L.Audio.Play(interactSoundId, script, (enableRandomPitch and math.random(95, 105) / 100 or 1), interactSoundVolume) end) end --- Return function to cancel this behavior return function() for _, event in ipairs(events) do event:disconnect() end events = nil end end
--Place this INSIDE the model. Don't replace the model name or anything.
------------------------------------------------------------------------------------------ object = script.Parent if (object ~= nil) and (object ~= game.Workspace) then model = object backup = model:clone() -- Make the backup waitTime = 60 --Time to wait between regenerations
-- / UIs / --
local CutsceneFrame = CutsceneGui.CutsceneFrame
--Put the used services into variables
local Players = game:GetService("Players") local PhysicsService = game:GetService("PhysicsService")
-- @Context Server -- Given a weapon definition, position, and direction. A projectile will be simulated on all clients. -- @param WeaponDefinition weaponDefinition -- @param Vector3 position -- @param Vector3 direction -- @param Player _owner
function ProjectileReplication.ReplicateProjectile(weaponDefinition, position, direction, _owner) if RunService:IsServer() then --print("Sending visual to all clients",weaponDefinition, position, direction, _owner) -- If the server makes the request to replicate a projectile then then this is sent to everyone besides the sender RE_CreateProjectile:FireAllClients(weaponDefinition:GetIDName(), position, direction, _owner) end end
-- Parses all folders and their child. Folders will be recursively searched. ---@param folder instance
function Database.ParseFolder(folder) local dataRoot = {} Database._Parse_R(dataRoot,folder,dataRoot) -- Store the data onto the database. Database[folder.name] = dataRoot end
-- print(AnimName .. " * " .. Index .. " [" .. OrigRoll .. "]")
local Anim = AnimTable[AnimName][Index].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
--// This method is to be used with the new filter API. This method takes the --// TextFilterResult objects and converts them into the appropriate string --// messages for each player.
function methods:InternalSendFilteredMessageWithFilterResult(inMessageObj, channelName) local messageObj = ShallowCopy(inMessageObj) local oldFilterResult = messageObj.FilterResult local player = self:GetPlayer() local msg = "" pcall(function() if (messageObj.IsFilterResult) then if (player) then msg = oldFilterResult:GetChatForUserAsync(player.UserId) else msg = oldFilterResult:GetNonChatStringForBroadcastAsync() end else msg = oldFilterResult end end) --// Messages of 0 length are the result of two users not being allowed --// to chat, or GetChatForUserAsync() failing. In both of these situations, --// messages with length of 0 should not be sent. if UserFlagRemoveMessageOnTextFilterFailures then messageObj.Message = msg messageObj.FilterResult = nil self:InternalSendFilteredMessage(messageObj, channelName) else if (#msg > 0) then messageObj.Message = msg messageObj.FilterResult = nil self:InternalSendFilteredMessage(messageObj, channelName) end end end function methods:InternalSendSystemMessage(messageObj, channelName) local success, err = pcall(function() self:LazyFire("eReceivedSystemMessage", messageObj, channelName) if self.PlayerObj then self.EventFolder.OnNewSystemMessage:FireClient(self.PlayerObj, messageObj, channelName) end end) if not success and err then print("Error sending internal system message: " ..err) end end function methods:UpdateChannelNameColor(channelName, channelNameColor) self:LazyFire("eChannelNameColorUpdated", channelName, channelNameColor) if self.PlayerObj then self.EventFolder.ChannelNameColorUpdated:FireClient(self.PlayerObj, channelName, channelNameColor) end end
-- please do not distribute this plugin and pass it as yours
WheelModel = script.Parent:WaitForChild("Wheels") rainEffect = script:WaitForChild("RainEffect") wheels = {} touchingparts = {} for i, v in pairs(WheelModel:GetChildren()) do if v:IsA("BasePart") then table.insert(wheels, v) rainEffect:Clone().Parent = v table.insert(touchingparts, nil) end end for i, v in pairs(wheels) do v.Touched:connect(function(part) touchingparts[i] = part end) end RunService = game:GetService("RunService") RunService.Heartbeat:connect(function() for i, v in pairs(wheels) do local speed = v.Velocity.magnitude if speed > 20 then if touchingparts[i].Material == Enum.Material.Glass or touchingparts[i].Material == Enum.Material.Ice then v.RainEffect.Rate = 5/100 * speed * 10 else v.RainEffect.Rate = 0 end else v.RainEffect.Rate = 0 end end end)
-- Signal types
export type Connection = { Disconnect: (self: Connection) -> (), Destroy: (self: Connection) -> (), Connected: boolean, } export type Signal<T...> = { Fire: (self: Signal<T...>, T...) -> (), FireDeferred: (self: Signal<T...>, T...) -> (), Connect: (self: Signal<T...>, fn: (T...) -> ()) -> Connection, Once: (self: Signal<T...>, fn: (T...) -> ()) -> Connection, DisconnectAll: (self: Signal<T...>) -> (), GetConnections: (self: Signal<T...>) -> { Connection }, Destroy: (self: Signal<T...>) -> (), Wait: (self: Signal<T...>) -> T..., }
--------END STAGE-------- --------CREW--------
game.Workspace.crewview1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.crew2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value).."" game.Workspace.crew3.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CustomScreen.Value)..""
--------------------------------------------------
script.Parent.Values.RPM.Changed:connect(function() intach.Rotation = -65 + script.Parent.Values.RPM.Value * 250 / 8000 end) script.Parent.Values.Velocity.Changed:connect(function(property) inspd.Rotation = -30 + (440 / 160) * (math.abs(script.Parent.Values.Velocity.Value.Magnitude*((10/12) * (50/88)))) end) script.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" car.Body.Dash.DashSc.G.Gear.Text = "N" car.DriveSeat.Filter:FireServer('reverse',false) elseif gearText == -1 then gearText = "R" car.Body.Dash.DashSc.G.Gear.Text = "R" car.DriveSeat.Filter:FireServer('reverse',true) end car.Body.Dash.DashSc.G.Gear.Text = gearText end) script.Parent.Values.PBrake.Changed:connect(function() dash.PBrake.Visible = script.Parent.Values.PBrake.Value end) local car = script.Parent.Car.Value local Values = script.Parent.Values local _Tune = require(car["A-Chassis Tune"]) game["Run Service"].Stepped:connect(function() local rev = (Values.RPM.Value/_Tune.Redline) local MPHScale = (10/12) * (60/88) local KPHScale = (10/12) * 1.09728 local Speed = Values.Velocity.Value.Magnitude car.Body.Gauges.Screen.FPGauges.Gauge.RPMFrame.Fill.Size = UDim2.new(rev,0,1,0) car.Body.Gauges.Screen.FPGauges.Gauge.Gear.Gear.Text = Values.Gear.Value car.Body.Gauges.Screen.FPGauges.Gauge.Speed.MPH.Text = " ".. math.floor(Speed*MPHScale) car.Body.Gauges.Screen.FPGauges.Gauge.Speed.KPH.Text = " ".. math.floor(Speed*KPHScale) end)
--- Setting Fire ---
local fire = script.Fire fire.Parent = pellet fire.Enabled = true damage = 10 local DebrisService = game:GetService('Debris') function TagHumanoid(humanoid, vPlayer) -- Add more tags here to customize what tags are available. local creatorTag = Instance.new("ObjectValue") creatorTag.Value = vPlayer creatorTag.Name = "creator" creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) end function FireScript(human) if human.Parent.Torso:FindFirstChild("FIRE")~= nil then else local FireBurn = script.FIRE:Clone() FireBurn.Parent = human.Parent.Torso FireBurn.FireDamage.Disabled = false end end function onTouched(hit) if hit and hit.Parent then if HitPeople[hit.Parent.Name] then
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire==true) end function boom() wait(1.5) Used = true Object.Anchored = true Object.CanCollide = false Object.Sparks.Enabled = false Object.Orientation = Vector3.new(0,0,0) Object.Transparency = 1 Object.Fuse:Stop() Object.Explode:Play() Object.Dist:Play() Object.Explosion:Emit(30) Object.Smoke1:Emit(30) Object.Smoke2:Emit(30) Object.Debris:Emit(10) Object.exlight:Emit(2) Object.dust:Emit(50) Beps.Transparency = 1 Explode() end Object.Touched:Connect(function(part) if Used == true or part.Name == "Handle" then return end if part:IsDescendantOf(Tag.Value.Character) then return end if part.Parent then if part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) then tagHuman(human) human:TakeDamage(Damage) end end Used = true Object.Impact:Play() Object.Velocity = Vector3.new(Object.Velocity.x/10,Object.Velocity.y/10,Object.Velocity.z/10) Object.RotVelocity = Vector3.new(Object.RotVelocity.x/10,Object.RotVelocity.y/10,Object.RotVelocity.z/10) game:GetService("Debris"):AddItem(Object, 10) end end) boom()
--Made by Luckymaxer
Debris = game:GetService("Debris") Creator = script:FindFirstChild("Creator") Tool = script:FindFirstChild("Tool") Model = script:WaitForChild("Model") function DestroyModel() if Model and Model.Parent then Debris:AddItem(Model, 2) end Debris:AddItem(script, 2) end if not Creator or not Creator.Value or not Creator.Value:IsA("Player") or not Creator.Value.Parent or not Tool or not Tool.Value or not Tool.Value.Parent or not Model or not Model.Value then DestroyModel() return end Creator = Creator.Value Tool = Tool.Value Model = Model.Value Character = Creator.Character if not Character then DestroyModel() return end Creator.Changed:connect(function(Property) if Property == "Parent" and not Creator.Parent then DestroyModel() end end) Character.Changed:connect(function(Property) if Property == "Parent" and not Character.Parent then DestroyModel() end end) Tool.Changed:connect(function(Property) if Property == "Parent" then DestroyModel() end end) Model.Changed:connect(function(Property) if Property == "Parent" and not Model.Parent then DestroyModel() end end)
-- See if I have a tool
local spawner = script.Parent local tool = nil 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 print("removed spin") handle.Anchored = true end -- wait for tool to be removed while toolOnPad do if handle then print("removed spinning") end wait() end -- wait for cooldown wait(configs["SpawnCooldown"]) end end
-- This decides what to do if detection is 'Automatic' -- This is placed in ZoneController instead of the Zone object due to the ZoneControllers all-knowing group-minded logic
function ZoneController.updateDetection(zone) local detectionTypes = { ["enterDetection"] = "_currentEnterDetection", ["exitDetection"] = "_currentExitDetection", } for detectionType, currentDetectionName in pairs(detectionTypes) do local detection = zone[detectionType] if detection == enum.Detection.Automatic then if charactersTotalVolume > WHOLE_BODY_DETECTION_LIMIT then detection = enum.Detection.Centre else detection = enum.Detection.WholeBody end end zone[currentDetectionName] = detection end end function ZoneController._formHeartbeat(registeredTriggerType) local heartbeatConnection = heartbeatConnections[registeredTriggerType] if heartbeatConnection then return end -- This will only ever connect once per triggerType per server -- This means instead of initiating a loop per-zone we can handle everything within -- a singular connection. This is particularly beneficial for player-orinetated -- raycasting, where a raycast only needs to be cast once per interval, as apposed -- to every zone per interval -- I utilise heartbeat with os.clock() to provide precision (where needed) and flexibility local nextCheck = 0 heartbeatConnection = heartbeat:Connect(function() local clockTime = os.clock() if clockTime >= nextCheck then local lowestAccuracy local lowestDetection for zone, _ in pairs(activeZones) do if zone.activeTriggers[registeredTriggerType] then local zAccuracy = zone.accuracy if lowestAccuracy == nil or zAccuracy < lowestAccuracy then lowestAccuracy = zAccuracy end ZoneController.updateDetection(zone) local zDetection = zone._currentEnterDetection if lowestDetection == nil or zDetection < lowestDetection then lowestDetection = zDetection end end end local highestAccuracy = lowestAccuracy local zonesAndOccupants = heartbeatActions[registeredTriggerType](lowestDetection) for zone, _ in pairs(activeZones) do if zone.activeTriggers[registeredTriggerType] then local zAccuracy = zone.accuracy local occupantsDict = zonesAndOccupants[zone] or {} local occupantsPresent = false for k,v in pairs(occupantsDict) do occupantsPresent = true break end if occupantsPresent and zAccuracy > highestAccuracy then highestAccuracy = zAccuracy end zone:_updateOccupants(registeredTriggerType, occupantsDict) end end ---- local cooldown = enum.Accuracy.getProperty(highestAccuracy) nextCheck = clockTime + cooldown ---- end end) heartbeatConnections[registeredTriggerType] = heartbeatConnection end function ZoneController._deregisterConnection(registeredZone, registeredTriggerType) activeConnections -= 1 if activeTriggers[registeredTriggerType] == 1 then activeTriggers[registeredTriggerType] = nil local heartbeatConnection = heartbeatConnections[registeredTriggerType] if heartbeatConnection then heartbeatConnections[registeredTriggerType] = nil heartbeatConnection:Disconnect() end else activeTriggers[registeredTriggerType] -= 1 end registeredZone.activeTriggers[registeredTriggerType] = nil if dictLength(registeredZone.activeTriggers) == 0 then activeZones[registeredZone] = nil ZoneController._updateZoneDetails() end if registeredZone.touchedConnectionActions[registeredTriggerType] then registeredZone:_disconnectTouchedConnection(registeredTriggerType) end end function ZoneController._updateZoneDetails() activeParts = {} activePartToZone = {} allParts = {} allPartToZone = {} activeZonesTotalVolume = 0 for zone, _ in pairs(registeredZones) do local isActive = activeZones[zone] if isActive then activeZonesTotalVolume += zone.volume end for _, zonePart in pairs(zone.groupParts) do if isActive then table.insert(activeParts, zonePart) activePartToZone[zonePart] = zone end table.insert(allParts, zonePart) allPartToZone[zonePart] = zone end end end function ZoneController._getZonesAndPlayers(zonesDictToCheck, zoneCustomVolume, onlyActiveZones, recommendedDetection) local totalZoneVolume = zoneCustomVolume if not totalZoneVolume then for zone, _ in pairs(zonesDictToCheck) do totalZoneVolume += zone.volume end end local zonesAndOccupants = {} if charactersTotalVolume < totalZoneVolume then -- If the volume of all *characters* within the server is *less than* the total -- volume of all active zones (i.e. zones which listen for .playerEntered) -- then it's more efficient cast regions and rays within each character and -- then determine the zones they belong to for _, plr in pairs(players:GetPlayers()) do local touchingZones = ZoneController.getTouchingZones(plr, onlyActiveZones, recommendedDetection) for _, zone in pairs(touchingZones) do if not onlyActiveZones or zone.activeTriggers["player"] then fillOccupants(zonesAndOccupants, zone, plr) end end end else -- If the volume of all *active zones* within the server is *less than* the total -- volume of all characters, then it's more efficient to perform the region and raycast -- checks directly within each zone to determine players inside for zone, _ in pairs(zonesDictToCheck) do if not onlyActiveZones or zone.activeTriggers["player"] then local result = workspace:FindPartsInRegion3WithWhiteList(zone.region, bodyParts, #bodyParts) local playersDict = {} for _, bodyPart in pairs(result) do local parentName = bodyPart.Parent.Name if not playersDict[parentName] then playersDict[parentName] = players:GetPlayerFromCharacter(bodyPart.Parent) end end for _, plr in pairs(playersDict) do if plr and zone:findPlayer(plr) then fillOccupants(zonesAndOccupants, zone, plr) end end end end end return zonesAndOccupants end
--!strict
local Array = script.Parent local isArray = require(Array.isArray) type Array<T> = { [number]: T } return function(array: Array<any>, ...): number if _G.__DEV__ then if not isArray(array) then error(string.format("Array.unshift called on non-array %s", typeof(array))) end end local numberOfItems = select("#", ...) if numberOfItems > 0 then for i = numberOfItems, 1, -1 do local toInsert = select(i, ...) table.insert(array, 1, toInsert) end end return #array end
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --RPM RPM() --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.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake 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.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity if car.DriveSeat.ABS.Value == true and car.DriveSeat.AS.Value == false then if car.DriveSeat.Velocity.Magnitude > 100 then if workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * ((car.DriveSeat.Velocity.Magnitude^1.12)*(10/12) * (60/88)))) then local p = workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * ((car.DriveSeat.Velocity.Magnitude^1.1)*(10/12) * (60/88)))) local aa = math.abs(p.Velocity.Magnitude - car.DriveSeat.Velocity.Magnitude) if aa > 35 and (p.CanCollide or p.Parent.Name == "Body" or p.Parent.Parent.Name == "Body" or p.Parent.Name == "Wheels") and (p.Name ~= "Baseplate") then if (p.Velocity.Magnitude < 5 or p.Anchored) then car.DriveSeat.AS.Value = true _GBrake = 1 repeat wait() until car.DriveSeat.Velocity.Magnitude < 2 car.DriveSeat.AS.Value = false end end end else if workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * ((car.DriveSeat.Velocity.Magnitude^1.05)*(10/12) * (60/88)))) then local p = workspace:FindPartOnRay(Ray.new(snsrs.FS.RayEnd.CFrame.p,(snsrs.FS.RayEnd.CFrame.p-snsrs.FS.RayStart.CFrame.p).unit * ((car.DriveSeat.Velocity.Magnitude^1.1)*(10/12) * (60/88)))) local aa = math.abs(p.Velocity.Magnitude - car.DriveSeat.Velocity.Magnitude) if aa > 35 and (p.CanCollide or p.Parent.Name == "Body" or p.Parent.Parent.Name == "Body" or p.Parent.Name == "Wheels") and (p.Name ~= "Baseplate") then if (p.Velocity.Magnitude < 5 or p.Anchored) then car.DriveSeat.AS.Value = true _GBrake = 1 repeat wait() until car.DriveSeat.Velocity.Magnitude < 2 car.DriveSeat.AS.Value = false end end end end if workspace:FindPartOnRay(Ray.new(snsrs.BMSL.RayEnd.CFrame.p,(snsrs.BMSL.RayEnd.CFrame.p-snsrs.BMSL.RayStart.CFrame.p).unit * 6)) and (_CGear == -1) then local p = workspace:FindPartOnRay(Ray.new(snsrs.BMSL.RayEnd.CFrame.p,(snsrs.BMSL.RayEnd.CFrame.p-snsrs.BMSL.RayStart.CFrame.p).unit * 6)) local aa = math.abs(p.Velocity.Magnitude - car.DriveSeat.Velocity.Magnitude) if aa > 5 and (p.CanCollide) then if (p.Velocity.Magnitude < 5 or p.Anchored) then car.DriveSeat.AS.Value = true _GBrake = 1 repeat wait() until car.DriveSeat.Velocity.Magnitude < 2 car.DriveSeat.AS.Value = false end end end if workspace:FindPartOnRay(Ray.new(snsrs.BMSR.RayEnd.CFrame.p,(snsrs.BMSR.RayEnd.CFrame.p-snsrs.BMSR.RayStart.CFrame.p).unit * 6)) and (_CGear == -1) then local p = workspace:FindPartOnRay(Ray.new(snsrs.BMSR.RayEnd.CFrame.p,(snsrs.BMSR.RayEnd.CFrame.p-snsrs.BMSR.RayStart.CFrame.p).unit * 6)) local aa = math.abs(p.Velocity.Magnitude - car.DriveSeat.Velocity.Magnitude) if aa > 5 and (p.CanCollide) then if (p.Velocity.Magnitude < 5 or p.Anchored) then car.DriveSeat.AS.Value = true _GBrake = 1 repeat wait() until car.DriveSeat.Velocity.Magnitude < 2 car.DriveSeat.AS.Value = false end end end if workspace:FindPartOnRay(Ray.new(snsrs.RS.RayEnd.CFrame.p,(snsrs.RS.RayEnd.CFrame.p-snsrs.RS.RayStart.CFrame.p).unit * 6)) and (_CGear == -1) then local p = workspace:FindPartOnRay(Ray.new(snsrs.RS.RayEnd.CFrame.p,(snsrs.RS.RayEnd.CFrame.p-snsrs.RS.RayStart.CFrame.p).unit * 6)) local aa = math.abs(p.Velocity.Magnitude - car.DriveSeat.Velocity.Magnitude) if aa > 5 and (p.CanCollide) then if (p.Velocity.Magnitude < 5 or p.Anchored) then car.DriveSeat.AS.Value = true _GBrake = 1 repeat wait() until car.DriveSeat.Velocity.Magnitude < 2 car.DriveSeat.AS.Value = false end end end end end) script.Parent.Values.Brake.Changed:connect(function() if math.ceil(_GBrake) > 0 then car.DriveSeat.FE_Lights:FireServer('updateLights', 'brake', true) else car.DriveSeat.FE_Lights:FireServer('updateLights', 'brake', false) end end) script.Parent.Values.Throttle.Changed:Connect(function() if math.ceil(_GThrot) > 0 then if car.DriveSeat.AS.Value == true then car.DriveSeat.AS.Value = false _GBrake = 0 end end end) -- ~15 c/s while wait(.0667) do --Power Engine() --Flip if _Tune.AutoFlip then Flip() end end
--fetching effectlib
local common_modules = game.ReplicatedStorage.CommonModules EFFECT_LIB = require(common_modules.EffectLib) local function GenColor(t, rate) local get_t = ((t - math.floor(t / rate) * rate) / rate) * math.pi * 2 local red = math.sin(get_t + 0) * 0.5 + 0.5 local green = math.sin(get_t + math.pi / 2) * 0.5 + 0.5 local blue = math.sin(get_t + math.pi) * 0.5 + 0.5 return Color3.new(red, green, blue) end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Copper",Paint) end)
--Rescripted by Luckymaxer --Made by Stickmasterluke
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Sparkles = Handle:WaitForChild("Sparkles") Players = game:GetService("Players") Debris = game:GetService("Debris") WeaponHud = Tool:WaitForChild("WeaponHud") WeaponNameTag = WeaponHud:WaitForChild("WeaponName") GuiBar = WeaponHud:WaitForChild("Bar") GuiBarFill = GuiBar:WaitForChild("Fill") WeaponNameTag.Text = Tool:WaitForChild("ToolName").Value BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Animations = { Equip = {Animation = Tool:WaitForChild("Equip"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil}, Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, Stab1 = {Animation = Tool:WaitForChild("Stab1"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, Stab2 = {Animation = Tool:WaitForChild("Stab2"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, } Sounds = { Swoosh1 = Handle:WaitForChild("Swoosh1"), Swoosh2 = Handle:WaitForChild("Swoosh2"), Hit1 = Handle:WaitForChild("Hit1"), Hit2 = Handle:WaitForChild("Hit2"), Hit3 = Handle:WaitForChild("Hit3"), Clash1 = Handle:WaitForChild("Clash1"), Clash2 = Handle:WaitForChild("Clash2"), Clash3 = Handle:WaitForChild("Clash3"), Clash4 = Handle:WaitForChild("Clash4"), Clash5 = Handle:WaitForChild("Clash5"), } Damage = 22 -- +/- 10% DamageWindow = 1 --How long the player has to hit opponent to deal damage after click SwingRate = 0.75 BloodEffects = false Ready = false ToolEquipped = false Rate = (1 / 30) LastSwing = 0 MouseDown = false CurrentAnimation = nil ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool Tool.Enabled = true ServerControl.OnServerInvoke = (function(player, Mode, Value) if player == Player then if Mode == "MouseClick" then MouseDown = Value.Down if MouseDown then Activated() end elseif Mode == "KeyPress" then local Key = Value.Key local Down = Value.Down end end end) function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Billboard(Pos, Text, Time, Color) local Pos = (Pos or Vector3.new(0, 0, 0)) local Text = (Text or "Hello World!") local Time = (Time or 2) local Color = (Color or Color3.new(1, 0, 0)) local Pos = (Pos + Vector3.new(0, 5, 0)) local EffectPart = BasePart:Clone() EffectPart.Name = "Effect" EffectPart.Size = Vector3.new(0, 0, 0) EffectPart.CFrame=CFrame.new(Pos) EffectPart.Anchored = true EffectPart.CanCollide = false EffectPart.Transparency = 1 local BillboardGui = Instance.new("BillboardGui") BillboardGui.Size = UDim2.new(3, 0, 3, 0) BillboardGui.Adornee = EffectPart local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = UDim2.new(1, 0, 1, 0) TextLabel.Text = Text TextLabel.TextColor3 = Color TextLabel.TextScaled = true TextLabel.Font = Enum.Font.ArialBold TextLabel.Parent = BillboardGui BillboardGui.Parent = EffectPart Debris:AddItem(EffectPart, (Time + 0.1)) EffectPart.Parent = game:GetService("Workspace") Delay(0, function() local Frames = (Time / Rate) for Frame = 1, Frames do wait(Rate) local Percent = (Frame / Frames) EffectPart.CFrame=CFrame.new(Pos) + Vector3.new(0, (5 * Percent), 0) TextLabel.TextTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end) end function MakeBlood(Part) if not Part then return end local Blood = BasePart:Clone() Blood.BrickColor = BrickColor.new("Bright red") Blood.Transparency = (math.random(0, 1) * 0.5) Blood.CanCollide = ((math.random() < 0.5 and false) or true) Blood.Size = Vector3.new((0.2 * math.random(1, 5)), (0.2 * math.random(1, 5)), (0.2 * math.random(1, 5))) Blood.Velocity= Part.Velocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 30) Blood.RotVelocity = Part.RotVelocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 20) Blood.CFrame= Part.CFrame * CFrame.new(((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3)) * CFrame.Angles((math.pi * 2 * math.random()), (math.pi * 2 * math.random()), (math.pi * 2 * math.random())) Debris:AddItem(Blood, (math.random() * 4)) Blood.Parent = game:GetService("Workspace") end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not Ready or not ToolEquipped or (tick() - LastSwing) > DamageWindow then return end local character = Hit.Parent if character == Character then return end if Hit:FindFirstChild("CanBlock") and Handle:FindFirstChild("Blockable") then local Ready = false local PossibleSounds = {Sounds.Clash1, Sounds.Clash2, Sounds.Clash3, Sounds.Clash4, Sounds.Clash5} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() Sparkles.Enabled = true Delay(0.2, function() Sparkles.Enabled = false end) Billboard(Handle.Position, "Block", 2, Color3.new(1, 1, 0)) end local humanoid = character:FindFirstChild("Humanoid") local player = Players:GetPlayerFromCharacter(character) local RightArm = Character:FindFirstChild("Right Arm") if humanoid and humanoid.Health > 0 and humanoid ~= Humanoid and RightArm then local RightGrip = RightArm:FindFirstChild("RightGrip") if RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle) then if player and player ~= Player and not Player.Neutral and not player.Neutral and Player.TeamColor == player.TeamColor then return --No team killing end Ready = false UntagHumanoid(humanoid) TagHumanoid(humanoid) local LocalDamage= math.floor(Damage * (0.9 + (math.random() * 0.2)) + 0.5) humanoid:TakeDamage(LocalDamage) Billboard(Hit.Position, ("-" .. tostring(LocalDamage))) local PossibleSounds = {Sounds.Hit1, Sounds.Hit2, Sounds.Hit3} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() if BloodEffects then local NumBloodEffects = math.ceil(LocalDamage / 10) for i = 1, math.random((NumBloodEffects - 1), (NumBloodEffects + 1)) do MakeBlood(Hit) end end end end end function Activated() if ToolEquipped and (tick() - LastSwing) >= SwingRate then Tool.Enabled = false Ready = true local PossibleSounds = {Sounds.Swoosh1, Sounds.Swoosh2} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() local AttackAnimations = {Animations.LeftSlash, Animations.RightSlash, Animations.Stab1, Animations.Stab2} local NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)] while NewAnimation == CurrentAnimation do NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)] end CurrentAnimation = NewAnimation InvokeClient("PlayAnimation", CurrentAnimation) LastSwing = tick() wait(SwingRate) if MouseDown then Activated() end Tool.Enabled = true end end function UpdateGui() local SwingPercent = math.min(((tick() - LastSwing) / SwingRate), 1) if SwingPercent < 0.5 then --fade from red to yellow then to green GuiBarFill.BackgroundColor3 = Color3.new(1, (SwingPercent * 2), 0) else GuiBarFill.BackgroundColor3 = Color3.new((1 - ((SwingPercent - 0.5 ) / 0.5)), 1, 0) end GuiBarFill.Size = UDim2.new(SwingPercent, 0, 1, 0) end function CheckIfAlive() return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) PlayerGui = Player:FindFirstChild("PlayerGui") Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end if PlayerGui then WeaponHud.Parent = PlayerGui end InvokeClient("PlayAnimation", Animations.Equip) LastSwing = tick() Ready = false ToolEquipped = true for i, v in pairs(Animations) do if v and v.Animation then InvokeClient("Preload", v.Animation.AnimationId) end end ToolEquipped = true end function Unequipped() for i, v in pairs(Animations) do InvokeClient("StopAnimation", v) end WeaponHud.Parent = Tool ToolEquipped = false Ready = false end Handle.Touched:connect(Blow) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Spawn(function() while true do UpdateGui() wait(Rate) end end)
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "a" then a = true elseif key == "d" then d = true elseif key == "w" then w = true rwd.Throttle = 1 rwd.Torque = tq lwd.Throttle = 1 lwd.Torque = ftq rrwd.Throttle = 1 rrwd.Torque = ftq rwd.MaxSpeed = 305 lwd.MaxSpeed = 305 rrwd.MaxSpeed = 305 carSeat.Throttle = 1 carSeat.Torque = 0 elseif key == "s" then s = true carSeat.Throttle = 0 carSeat.Torque = 0 rwd.Throttle = -1 rwd.Torque = brk lwd.Throttle = -1 lwd.Torque = brk rrwd.Throttle = -1 rrwd.Torque = brk rwd.MaxSpeed = 25 lwd.MaxSpeed = 25 rrwd.MaxSpeed = 25 end end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "a" then print("a up") if d == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end elseif key == "d" then print("d up") if a == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end end a = false d = false end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "w" or key == "s" then rwd.Throttle = 0 rwd.Torque = 0 lwd.Throttle = 0 lwd.Torque = 0 rrwd.Throttle = 0 rrwd.Torque = 0 carSeat.Throttle = 0 carSeat.Torque = cst end end) limitButton.MouseButton1Click:connect(function()
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end --local client = service.GarbleTable(client) local Player = service.Players.LocalPlayer local Mouse = Player:GetMouse() local InputService = service.UserInputService local gIndex = data.gIndex local gTable = data.gTable local Event = gTable.BindEvent local GUI = gTable.Object local Name = data.Name local Icon = data.Icon local Size = data.Size local Menu = data.Menu local Title = data.Title local Ready = data.Ready local Walls = data.Walls local noHide = data.NoHide local noClose = data.NoClose local onReady = data.OnReady local onClose = data.OnClose local onResize = data.OnResize local onRefresh = data.OnRefresh local onMinimize = data.OnMinimize local ContextMenu = data.ContextMenu local ResetOnSpawn = data.ResetOnSpawn local CanKeepAlive = data.CanKeepAlive local iconClicked = data.IconClicked local SizeLocked = data.SizeLocked or data.SizeLock local CanvasSize = data.CanvasSize local Position = data.Position local Content = data.Content or data.Children local MinSize = data.MinSize or {150, 50} local MaxSize = data.MaxSize or {math.huge, math.huge} local curIcon = Mouse.Icon local isClosed = false local Resizing = false local Refreshing = false local DragEnabled = true local checkProperty = service.CheckProperty local specialInsts = {} local inExpandable local addTitleButton local LoadChildren local BringToFront local functionify local Drag = GUI.Drag local Close = Drag.Close local Hide = Drag.Hide local Iconf = Drag.Icon local Titlef = Drag.Title local Refresh = Drag.Refresh local rSpinner = Refresh.Spinner local Main = Drag.Main local Tooltip = GUI.Desc local ScrollFrame = GUI.Drag.Main.ScrollingFrame local LeftSizeIcon = Main.LeftResizeIcon local RightSizeIcon = Main.RightResizeIcon local RightCorner = Main.RightCorner local LeftCorner = Main.LeftCorner local RightSide = Main.RightSide local LeftSide = Main.LeftSide local TopRight = Main.TopRight local TopLeft = Main.TopLeft local Bottom = Main.Bottom local Top = Main.Top local function RippleEffect(element) spawn(function() element.ClipsDescendants = true local effect = create("ImageLabel", { Parent = element, AnchorPoint = Vector2.new(0.5, 0.5), BorderSizePixel = 0, ZIndex = element.ZIndex + 1, BackgroundTransparency = 0.5, ImageTransparency = 0.8, Image = "rbxasset://textures/whiteCircle.png", Position = UDim2.new(0.5, 0, 0.5, 0), }) effect:TweenSize(UDim2.new(0, element.AbsoluteSize.X * 2.5, 0, element.AbsoluteSize.X * 2.5), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.2) wait(0.2) effect:Destroy() end) end local clickSound = service.New("Sound") clickSound.Parent = GUI.Drag clickSound.Volume = 0.4 clickSound.SoundId = "rbxassetid://6706935653" Main.DescendantAdded:Connect(function(child) if child:IsA("TextButton") and not child:FindFirstChildOfClass("UIGradient") then local gradient = Instance.new("UIGradient", child) gradient.Color = ColorSequence.new{ColorSequenceKeypoint.new(0,Color3.new(1,1,1)),ColorSequenceKeypoint.new(1,Color3.fromRGB(80,80,80))} --[[create("ImageLabel", { BackgroundTransparency = 1; ImageTransparency = 0.5; Image = "rbxassetid://456420746"; -- For dusty Aero :] Size = UDim2.new(1, 0, 1, 0); Parent = child; ZIndex = 2 })]] end end) function Expand(ent, point, text) local label = point:FindFirstChild("Label") if label then ent.MouseLeave:Connect(function(x,y) if inExpandable == ent then point.Visible = false end end) ent.MouseMoved:Connect(function(x,y) inExpandable = ent label.Text = text or ent.Desc.Value --point.Size = UDim2.new(0, 10000, 0, 10000) local newx = 500 local bounds = service.TextService:GetTextSize(text or ent.Desc.Value, label.TextSize, label.Font, Vector2.new(1000,1000)).X-- point.Label.TextBounds.X local rows = math.floor(bounds/500) rows = rows+1 if rows<1 then rows = 1 end if bounds<500 then newx = bounds end point.Size = UDim2.new(0, newx+10, 0, (rows*20)+10) point.Position = UDim2.new(0, x+6, 0, y-40-((rows*20)+10)) point.Visible = true end) end end function getNextPos(frame) local farXChild, farYChild for i,v in next,frame:GetChildren() do if checkProperty(v, "Size") then if not farXChild or (v.AbsolutePosition.X + v.AbsoluteSize.X) > (farXChild.AbsolutePosition.X + farXChild.AbsoluteSize.X) then farXChild = v end if not farYChild or (v.AbsolutePosition.Y + v.AbsoluteSize.Y) > (farXChild.AbsolutePosition.Y + farXChild.AbsoluteSize.Y) then farYChild = v end end end return ((not farXChild or not farYChild) and UDim2.new(0,0,0,0)) or UDim2.new(farXChild.Position.X.Scale, farXChild.Position.X.Offset + farXChild.AbsoluteSize.X, farYChild.Position.Y.Scale, farYChild.Position.Y.Offset + farYChild.AbsoluteSize.Y) end function LoadChildren(Obj, Children) if Children then local runWhenDone = Children.RunWhenDone and functionify(Children.RunWhenDone, Obj) for class,data in next,Children do if type(data) == "table" then if not data.Parent then data.Parent = Obj end create(data.Class or data.ClassName or class, data) elseif type(data) == "function" or type(data) == "string" and not runWhenDone then runWhenDone = functionify(data, Obj) end end if runWhenDone then runWhenDone(Obj) end end end function BringToFront() for i,v in ipairs(Player.PlayerGui:GetChildren()) do if v:FindFirstChild("__ADONIS_WINDOW") then v.DisplayOrder = 100 end end GUI.DisplayOrder = 101 end function addTitleButton(data) local startPos = 1 local realPos local new local original = Hide if Hide.Visible then startPos = startPos+1 end if Close.Visible then startPos = startPos+1 end if Refresh.Visible then startPos = startPos+1 end realPos = UDim2.new(1, -(((30*startPos)+5)+(startPos-1)), 0, 3) data.Position = data.Position or realPos data.Size = data.Size or original.Size data.BackgroundColor3 = data.BackgroundColor3 or original.BackgroundColor3 data.BackgroundTransparency = data.BackgroundTransparency or original.BackgroundTransparency data.BorderSizePixel = data.BorderSizePixel or original.BorderSizePixel data.ZIndex = data.ZIndex or original.ZIndex data.TextColor3 = data.TextColor3 or original.TextColor3 data.TextScaled = data.TextScaled or original.TextScaled data.TextStrokeColor3 = data.TextStrokeColor3 or original.TextStrokeColor3 data.TextSize = data.TextSize or original.TextSize data.TextTransparency = data.TextTransparency or original.TextTransparency data.TextStrokeTransparency = data.TextStrokeTransparency or original.TextStrokeTransparency data.TextScaled = data.TextScaled or original.TextScaled data.TextWrapped = data.TextWrapped or original.TextWrapped --data.TextXAlignment = data.TextXAlignment or original.TextXAlignment --data.TextYAlignment = data.TextYAlignment or original.TextYAlignment data.Font = data.Font or original.Font data.Parent = Drag local newTitleButton = create("TextButton", data) create("UICorner", {CornerRadius = UDim.new(0,4);Parent = newTitleButton}) newTitleButton.MouseButton1Down:Connect(function() RippleEffect(newTitleButton) end) return newTitleButton end function functionify(func, object) if type(func) == "string" then if object then local env = GetEnv() env.Object = object return client.Core.LoadCode(func, env) else return client.Core.LoadCode(func) end else return func end end function create(class, dataFound, existing) local data = dataFound or {} local class = data.Class or data.ClassName or class local new = existing or (specialInsts[class] and specialInsts[class]:Clone()) or service.New(class) local parent = data.Parent or new.Parent if dataFound then data.Parent = nil if data.Class or data.ClassName then data.Class = nil data.ClassName = nil end if not data.BorderColor3 and checkProperty(new,"BorderColor3") then new.BorderColor3 = dBorder end if not data.CanvasSize and checkProperty(new,"CanvasSize") then new.CanvasSize = dCanvasSize end if not data.BorderSizePixel and checkProperty(new,"BorderSizePixel") then new.BorderSizePixel = dPixelSize end if not data.BackgroundColor3 and checkProperty(new,"BackgroundColor3") then new.BackgroundColor3 = dBackground end if not data.PlaceholderColor3 and checkProperty(new,"PlaceholderColor3") then new.PlaceholderColor3 = dPlaceholderColor end if not data.Transparency and not data.BackgroundTransparency and checkProperty(new,"Transparency") then new.BackgroundTransparency = dTransparency elseif data.Transparency then new.BackgroundTransparency = data.Transparency end if not data.TextColor3 and not data.TextColor and checkProperty(new,"TextColor3") then new.TextColor3 = dTextColor elseif data.TextColor then new.TextColor3 = data.TextColor end if not data.Font and checkProperty(new, "Font") then data.Font = dFont end if not data.TextSize and checkProperty(new, "TextSize") then data.TextSize = dTextSize end if not data.BottomImage and not data.MidImage and not data.TopImage and class == "ScrollingFrame" then new.BottomImage = dScrollImage new.MidImage = dScrollImage new.TopImage = dScrollImage end if not data.Size and checkProperty(new,"Size") then new.Size = dSize end if not data.Position and checkProperty(new,"Position") then new.Position = dPosition end if not data.ZIndex and checkProperty(new,"ZIndex") then new.ZIndex = dZIndex if parent and checkProperty(parent, "ZIndex") then new.ZIndex = parent.ZIndex end end if data.TextChanged and class == "TextBox" then local textChanged = functionify(data.TextChanged, new) new.FocusLost:Connect(function(enterPressed) textChanged(new.Text, enterPressed, new) end) end if (data.OnClicked or data.OnClick) and (class == "TextButton" or class == "ImageButton") then local debounce = false; local doDebounce = data.Debounce; local onClick = functionify((data.OnClicked or data.OnClick), new) new.MouseButton1Down:Connect(function() if not debounce then if doDebounce then debounce = true end RippleEffect(new) onClick(new); debounce = false; end end) end if data.Events then for event,func in pairs(data.Events) do local realFunc = functionify(func, new) Event(new[event], function(...) realFunc(...) end) end end if data.Visible == nil then data.Visible = true end if data.LabelProps then data.LabelProperties = data.LabelProps end end if class == "Entry" then local label = new.Text local dots = new.Dots local desc = new.Desc label.ZIndex = data.ZIndex or new.ZIndex dots.ZIndex = data.ZIndex or new.ZIndex if data.Text then new.Text.Text = data.Text new.Text.Visible = true data.Text = nil end if data.Desc or data.ToolTip then new.Desc.Value = data.Desc or data.ToolTip data.Desc = nil end Expand(new, Tooltip) else if data.ToolTip then Expand(new, Tooltip, data.ToolTip) end end if class == "ButtonEntry" then local button = new.Button local debounce = false local onClicked = functionify(data.OnClicked, button) new:SetSpecial("DoClick",function() if not debounce then debounce = true if onClicked then onClicked(button) end debounce = false end end) new.Text = data.Text or new.Text button.ZIndex = data.ZIndex or new.ZIndex button.MouseButton1Down:Connect(function() clickSound:Play() RippleEffect(new) new.DoClick() end) end if class == "Boolean" then local enabled = data.Enabled local debounce = false local onToggle = functionify(data.OnToggle, new) local function toggle(isEnabled) if not debounce then debounce = true if (isEnabled ~= nil and isEnabled) or (isEnabled == nil and enabled) then enabled = false new.Text = "Disabled" elseif (isEnabled ~= nil and isEnabled == false) or (isEnabled == nil and not enabled) then enabled = true new.Text = "Enabled" end if onToggle then onToggle(enabled, new) end debounce = false end end --new.ZIndex = data.ZIndex new.Text = (enabled and "Enabled") or "Disabled" new.MouseButton1Down:Connect(function() if onToggle then clickSound:Play() RippleEffect(new) toggle() end end) new:SetSpecial("Toggle",function(ignore, isEnabled) toggle(isEnabled) end) end if class == "StringEntry" then local box = new.Box local ignore new.Text = data.Text or new.Text box.ZIndex = data.ZIndex or new.ZIndex if data.BoxText then box.Text = data.BoxText end if data.BoxProperties then for i,v in next,data.BoxProperties do if checkProperty(box, i) then box[i] = v end end end if data.TextChanged then local textChanged = functionify(data.TextChanged, box) box.Changed:Connect(function(p) if p == "Text" and not ignore then textChanged(box.Text) end end) box.FocusLost:Connect(function(enter) local change = textChanged(box.Text, true, enter) if change then ignore = true box.Text = change ignore = false end end) end new:SetSpecial("SetValue",function(ignore, newValue) box.Text = newValue end) end if class == "Slider" then local mouseIsIn = false local posValue = new.Percentage local slider = new.Slider local bar = new.SliderBar local drag = new.Drag local moving = false local value = 0 local onSlide = functionify(data.OnSlide, new) bar.ZIndex = data.ZIndex or new.ZIndex slider.ZIndex = bar.ZIndex+1 drag.ZIndex = slider.ZIndex+1 drag.Active = true if data.Value then slider.Position = UDim2.new(0.5, -10, 0.5, -10) drag.Position = slider.Position end bar.InputBegan:Connect(function(input) if not moving and input.UserInputType == Enum.UserInputType.MouseButton1 then value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position posValue.Value = value if onSlide then onSlide(value) end end end) drag.DragBegin:Connect(function() moving = true end) drag.DragStopped:Connect(function() moving = false drag.Position = slider.Position end) drag.Changed:Connect(function() if moving then value = ((Mouse.X)-(new.AbsolutePosition.X))/(new.AbsoluteSize.X) if value < 0 then value = 0 elseif value > 1 then value = 1 end slider.Position = UDim2.new(value, -10, 0.5, -10) posValue.Value = value if onSlide then onSlide(value) end end end) new:SetSpecial("SetValue",function(ignore, newValue) if newValue and tonumber(newValue) then value = tonumber(newValue) posValue.Value = value slider.Position = UDim2.new(value, -10, 0.5, -10) drag.Position = slider.Position end end) end if class == "Dropdown" then local menu = new.Menu local downImg = new.Down local selected = new.dSelected local options = data.Options local curSelected = data.Selected or data.Selection local onSelect = functionify(data.OnSelection or data.OnSelect or function()end) local textProps = data.TextProperties local scroller = create("ScrollingFrame", { Parent = menu; Size = UDim2.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); BackgroundTransparency = 1; ZIndex = 100; }) menu.ZIndex = scroller.ZIndex menu.Parent = GUI menu.Visible = false menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 100); menu.BackgroundColor3 = data.BackgroundColor3 or new.BackgroundColor3 if data.TextAlignment then selected.TextXAlignment = data.TextAlignment selected.Position = UDim2.new(0, 30, 0, 0); end if data.NoArrow then downImg.Visible = false end new:SetSpecial("MenuContainer", menu) new.Changed:Connect(function(p) if p == "AbsolutePosition" and menu.Visible then menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y) elseif p == "AbsoluteSize" or p == "Parent" then downImg.Size = UDim2.new(0, new.AbsoluteSize.Y, 1, 0); if data.TextAlignment == "Right" then downImg.Position = UDim2.new(0, 0, 0.5, -(downImg.AbsoluteSize.X/2)) selected.Position = UDim2.new(0, new.AbsoluteSize.Y, 0, 0); else downImg.Position = UDim2.new(1, -downImg.AbsoluteSize.X, 0.5, -(downImg.AbsoluteSize.X/2)) end selected.Size = UDim2.new(1, -downImg.AbsoluteSize.X, 1, 0); if options and #options <= 6 then menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*#options); else menu.Size = UDim2.new(0, new.AbsoluteSize.X, 0, 30*6); scroller:ResizeCanvas(false, true); end end end) selected.ZIndex = new.ZIndex downImg.ZIndex = new.ZIndex if textProps then for i,v in next,textProps do selected[i] = v end end if options then for i,v in next,options do local button = scroller:Add("TextButton", { Text = " ".. tostring(v); Size = UDim2.new(1, -10, 0, 30); Position = UDim2.new(0, 5, 0, 30*(i-1)); ZIndex = menu.ZIndex; BackgroundTransparency = 1; OnClick = function() selected.Text = v; onSelect(v, new); menu.Visible = false end }) if textProps then for i,v in next,textProps do button[i] = v end end end if curSelected then selected.Text = curSelected else selected.Text = "No Selection" end local function showMenu() menu.Position = UDim2.new(0, new.AbsolutePosition.X, 0, new.AbsolutePosition.Y+new.AbsoluteSize.Y) menu.Visible = not menu.Visible end selected.MouseButton1Down:Connect(function() clickSound:Play() RippleEffect(selected) showMenu() end) downImg.MouseButton1Down:Connect(function() RippleEffect(selected) showMenu() end) end end if class == "TabFrame" then local buttonsTab = {}; local buttons = create("ScrollingFrame", nil, new.Buttons) local frames = new.Frames local numTabs = 0 local buttonSize = data.ButtonSize or 60 new.BackgroundTransparency = data.BackgroundTransparency or 1 buttons.ZIndex = data.ZIndex or new.ZIndex frames.ZIndex = buttons.ZIndex new:SetSpecial("GetTab", function(ignore, name) return frames:FindFirstChild(name) end) new:SetSpecial("NewTab", function(ignore, name, data) local data = data or {} --local numChildren = #frames:GetChildren() local nextPos = getNextPos(buttons); local textSize = service.TextService:GetTextSize(data.Text or name, dTextSize, dFont, buttons.AbsoluteSize) local oTextTrans = data.TextTransparency local isOpen = false local disabled = false local tabFrame = create("ScrollingFrame",{ Name = name; Size = UDim2.new(1, 0, 1, 0); Position = UDim2.new(0, 0, 0, 0); BorderSizePixel = 0; BackgroundTransparency = data.FrameTransparency or data.Transparency; BackgroundColor3 = data.Color or dSecondaryBackground; ZIndex = buttons.ZIndex; Visible = false; }) local tabButton = create("TextButton",{ Name = name; Text = data.Text or name; Size = UDim2.new(0, textSize.X+20, 1, 0); ZIndex = buttons.ZIndex; Position = UDim2.new(0, (nextPos.X.Offset > 0 and nextPos.X.Offset+5) or 0, 0, 0); TextColor3 = data.TextColor; BackgroundTransparency = 0.7; TextTransparency = data.TextTransparency; BackgroundColor3 = data.Color or dSecondaryBackground; BorderSizePixel = 0; }) tabFrame:SetSpecial("FocusTab",function() for i,v in next,buttonsTab do if isGui(v) then v.BackgroundTransparency = (v:IsDisabled() and 0.9) or 0.7 v.TextTransparency = (v:IsDisabled() and 0.9) or 0.7 end end for i,v in next,frames:GetChildren() do if isGui(v) then v.Visible = false end end tabButton.BackgroundTransparency = data.Transparency or 0 tabButton.TextTransparency = data.TextTransparency or 0 tabFrame.Visible = true if data.OnFocus then data.OnFocus(true) end end) if numTabs == 0 then tabFrame.Visible = true tabButton.BackgroundTransparency = data.Transparency or 0 end tabButton.MouseButton1Down:Connect(function() if not disabled then tabFrame:FocusTab() end end) tabButton.Parent = buttons tabFrame.Parent = frames buttons:ResizeCanvas(true, false) tabFrame:SetSpecial("Disable", function() disabled = true; tabButton.BackgroundTransparency = 0.9; tabButton.TextTransparency = 0.9 end) tabFrame:SetSpecial("Enable", function() disabled = false; tabButton.BackgroundTransparency = 0.7; tabButton.TextTransparency = data.TextTransparency or 0; end) tabButton:SetSpecial("IsDisabled", function() return disabled; end) table.insert(buttonsTab, tabButton); numTabs = numTabs+1; return tabFrame,tabButton end) end if class == "ScrollingFrame" then local genning = false if not data.ScrollBarThickness then data.ScrollBarThickness = dScrollBar end new:SetSpecial("GenerateList", function(obj, list, labelProperties, bottom) local list = list or obj; local genHold = {} local entProps = labelProperties or {} genning = genHold new:ClearAllChildren() local num = 0 for i,v in next,list do local text = v; local desc; local color local richText; if type(v) == "table" then text = v.Text desc = v.Desc color = v.Color if v.RichTextAllowed or entProps.RichTextAllowed then richText = true end end local label = create("TextLabel",{ Text = " "..tostring(text); ToolTip = desc; Size = UDim2.new(1,-5,0,(entProps.ySize or 20)); Visible = true; BackgroundTransparency = 1; Font = "SourceSans"; TextSize = 18; TextStrokeTransparency = 0.8; TextXAlignment = "Left"; Position = UDim2.new(0,0,0,num*(entProps.ySize or 20)); RichText = richText or false; }) if color then label.TextColor3 = color end if labelProperties then for i,v in next,entProps do if checkProperty(label, i) then label[i] = v end end end if genning == genHold then label.Parent = new; else label:Destroy() break end num = num+1 if data.Delay then if type(data.Delay) == "number" then wait(data.Delay) elseif i%100 == 0 then wait(0.1) end end end new:ResizeCanvas(false, true, false, bottom, 5, 5, 50) genning = nil end) new:SetSpecial("ResizeCanvas", function(ignore, onX, onY, xMax, yMax, xPadding, yPadding, modBreak) local xPadding,yPadding = data.xPadding or 5, data.yPadding or 5 local newY, newX = 0,0 if not onX and not onY then onX = false onY = true end for i,v in next,new:GetChildren() do if v:IsA("GuiObject") then if onY then v.Size = UDim2.new(v.Size.X.Scale, v.Size.X.Offset, 0, v.AbsoluteSize.Y) v.Position = UDim2.new(v.Position.X.Scale, v.Position.X.Offset, 0, v.AbsolutePosition.Y-new.AbsolutePosition.Y) end if onX then v.Size = UDim2.new(0, v.AbsoluteSize.X, v.Size.Y.Scale, v.Size.Y.Offset) v.Position = UDim2.new(0, v.AbsolutePosition.X-new.AbsolutePosition.X, v.Position.Y.Scale, v.Position.Y.Offset) end local yLower = v.Position.Y.Offset + v.Size.Y.Offset local xLower = v.Position.X.Offset + v.Size.X.Offset newY = math.max(newY, yLower) newX = math.max(newX, xLower) if modBreak then if i%modBreak == 0 then wait(1/60) end end end end if onY then new.CanvasSize = UDim2.new(new.CanvasSize.X.Scale, new.CanvasSize.X.Offset, 0, newY+yPadding) end if onX then new.CanvasSize = UDim2.new(0, newX + xPadding, new.CanvasSize.Y.Scale, new.CanvasSize.Y.Offset) end if xMax then new.CanvasPosition = Vector2.new((newX + xPadding)-new.AbsoluteSize.X, new.CanvasPosition.Y) end if yMax then new.CanvasPosition = Vector2.new(new.CanvasPosition.X, (newY+yPadding)-new.AbsoluteSize.Y) end end) if data.List then new:GenerateList(data.List) data.List = nil end end LoadChildren(new, data.Content or data.Children) data.Children = nil data.Content = nil for i,v in next,data do if checkProperty(new, i) then new[i] = v end end new.Parent = parent return apiIfy(new, data, class),data end function apiIfy(gui, data, class) local newGui = service.Wrap(gui) gui:SetSpecial("Object", gui) gui:SetSpecial("SetPosition", function(ignore, newPos) gui.Position = newPos end) gui:SetSpecial("SetSize", function(ingore, newSize) gui.Size = newSize end) gui:SetSpecial("Add", function(ignore, class, data) if not data then data = class class = ignore end local new = create(class,data); new.Parent = gui; return apiIfy(new, data, class) end) gui:SetSpecial("Copy", function(ignore, class, gotData) local newData = {} local new for i,v in next,data do newData[i] = v end for i,v in next,gotData do newData[i] = v end new = create(class or data.Class or gui.ClassName, newData); new.Parent = gotData.Parent or gui.Parent; return apiIfy(new, data, class) end) return newGui end function doClose() if not isClosed then isClosed = true for _, thing in pairs(Drag:GetChildren()) do if thing ~= Main then thing:Destroy() end end Drag:TweenSize(UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.15) Main.ClipsDescendants = true Main:TweenSize(UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.15) wait(0.12) gTable:Destroy() end end function isVisible() return Main.Visible end local hideLabel = Hide:FindFirstChild("TextLabel") function doHide(doHide) local origLH = Hide.LineHeight if doHide or (doHide == nil and Main.Visible) then dragSize = Drag.Size Main.Visible = false Main.Glass.Parent = Drag Drag.BackgroundTransparency = Main.BackgroundTransparency Drag.BackgroundColor3 = Main.BackgroundColor3 Drag.Size = UDim2.new(0, 200, Drag.Size.Y.Scale, Drag.Size.Y.Offset) if hideLabel then hideLabel.Icon.Image = "rbxassetid://3523249191" else Hide.Icon.Image = "rbxassetid://3523249191" end Hide.LineHeight = origLH gTable.Minimized = true elseif doHide == false or (doHide == nil and not Main.Visible) then Main.Visible = true Drag.Glass.Parent = Main Drag.BackgroundTransparency = 1 Drag.Size = dragSize or Drag.Size if hideLabel then hideLabel.Icon.Image = "rbxassetid://3523250728" else Hide.Icon.Image = "rbxassetid://3523250728" end Hide.LineHeight = origLH gTable.Minimized = false end if onMinimize then onMinimize(Main.Visible) end if Walls then wallPosition() end end function isInFrame(x, y, frame) if x > frame.AbsolutePosition.X and x < (frame.AbsolutePosition.X+frame.AbsoluteSize.X) and y > frame.AbsolutePosition.Y and y < (frame.AbsolutePosition.Y+frame.AbsoluteSize.Y) then return true else return false end end function wallPosition() if gTable.Active then local x,y = Drag.AbsolutePosition.X, Drag.AbsolutePosition.Y local abx, gx, gy = Drag.AbsoluteSize.X, GUI.AbsoluteSize.X, GUI.AbsoluteSize.Y local ySize = (Main.Visible and Main.AbsoluteSize.Y) or Drag.AbsoluteSize.Y if x < 0 then Drag.Position = UDim2.new(0, 0, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y < 0 then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, 0) end if x + abx > gx then Drag.Position = UDim2.new(0, GUI.AbsoluteSize.X - Drag.AbsoluteSize.X, Drag.Position.Y.Scale, Drag.Position.Y.Offset) end if y + ySize > gy then Drag.Position = UDim2.new(Drag.Position.X.Scale, Drag.Position.X.Offset, 0, GUI.AbsoluteSize.Y - ySize) end end end function setSize(newSize) if newSize and type(newSize) == "table" then if newSize[1] < 50 then newSize[1] = 50 end if newSize[2] < 50 then newSize[2] = 50 end Drag.Size = UDim2.new(0,newSize[1],Drag.Size.Y.Scale,Drag.Size.Y.Offset) Main.Size = UDim2.new(1,0,0,newSize[2]) end end function setPosition(newPos) if newPos and typeof(newPos) == "UDim2" then Drag.Position = newPos elseif newPos and type(newPos) == "table" then Drag.Position = UDim2.new(0, newPos[1], 0, newPos[2]) elseif Size and not newPos then Drag.Position = UDim2.new(0.5, -Drag.AbsoluteSize.X/2, 0.5, -Main.AbsoluteSize.Y/2) end end if Name then gTable.Name = Name if data.AllowMultiple ~= nil and data.AllowMultiple == false then local found, num = client.UI.Get(Name, GUI, true) if found then doClose() return nil end end end if Size then setSize(Size) end if Position then setPosition(Position) end if Title then Titlef.Text = Title end if CanKeepAlive or not ResetOnSpawn then gTable.CanKeepAlive = true GUI.ResetOnSpawn = false elseif ResetOnSpawn then gTable.CanKeepAlive = false GUI.ResetOnSpawn = true end if Icon then Iconf.Visible = true Iconf.Image = Icon end if CanvasSize then ScrollFrame.CanvasSize = CanvasSize end if noClose then Close.Visible = false Refresh.Position = Hide.Position Hide.Position = Close.Position end if noHide then Hide.Visible = false Refresh.Position = Hide.Position end if Walls then Drag.DragStopped:Connect(function() wallPosition() end) end if onRefresh then local debounce = false function DoRefresh() if not Refreshing then local done = false Refreshing = true spawn(function() while gTable.Active and not done do for i = 0,180,10 do rSpinner.Rotation = -i wait(1/60) end end end) onRefresh() wait(1) done = true Refreshing = false end end Refresh.MouseButton1Down:Connect(function() clickSound:Play() RippleEffect(Refresh) if not debounce then debounce = true DoRefresh() debounce = false end end) Titlef.Size = UDim2.new(1, -130, Titlef.Size.Y.Scale, Titlef.Size.Y.Offset) else Refresh.Visible = false end if iconClicked then Iconf.MouseButton1Down(function() clickSound:Play() RippleEffect(Iconf) iconClicked(data, GUI, Iconf) end) end if Menu then data.Menu.Text = "" data.Menu.Parent = Main data.Menu.Size = UDim2.new(1,-10,0,25) data.Menu.Position = UDim2.new(0,5,0,25) ScrollFrame.Size = UDim2.new(1,-10,1,-55) ScrollFrame.Position = UDim2.new(0,5,0,50) data.Menu.BackgroundColor3 = Color3.fromRGB(216, 216, 216) data.Menu.BorderSizePixel = 0 create("TextLabel",data.Menu) end if not SizeLocked then local startXPos = Drag.AbsolutePosition.X local startYPos = Drag.AbsolutePosition.Y local startXSize = Drag.AbsoluteSize.X local startYSize = Drag.AbsoluteSize.Y local vars = client.Variables local newIcon local inFrame local ReallyInFrame local function readify(obj) obj.MouseEnter:Connect(function() ReallyInFrame = obj end) obj.MouseLeave:Connect(function() if ReallyInFrame == obj then ReallyInFrame = nil end end) end --[[ readify(Drag) readify(ScrollFrame) readify(TopRight) readify(TopLeft) readify(RightCorner) readify(LeftCorner) readify(RightSide) readify(LeftSide) readify(Bottom) readify(Top) --]] function checkMouse(x, y) --// Update later to remove frame by frame pos checking if gTable.Active and Main.Visible then if isInFrame(x, y, Drag) or isInFrame(x, y, ScrollFrame) then inFrame = nil newIcon = nil elseif isInFrame(x, y, TopRight) then inFrame = "TopRight" newIcon = MouseIcons.TopRight elseif isInFrame(x, y, TopLeft) then inFrame = "TopLeft" newIcon = MouseIcons.TopLeft elseif isInFrame(x, y, RightCorner) then inFrame = "RightCorner" newIcon = MouseIcons.RightCorner elseif isInFrame(x, y, LeftCorner) then inFrame = "LeftCorner" newIcon = MouseIcons.LeftCorner elseif isInFrame(x, y, RightSide) then inFrame = "RightSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, LeftSide) then inFrame = "LeftSide" newIcon = MouseIcons.Horizontal elseif isInFrame(x, y, Bottom) then inFrame = "Bottom" newIcon = MouseIcons.Vertical elseif isInFrame(x, y, Top) then inFrame = "Top" newIcon = MouseIcons.Vertical else inFrame = nil newIcon = nil end else inFrame = nil end if (not client.Variables.MouseLockedBy) or client.Variables.MouseLockedBy == gTable then if inFrame and newIcon then Mouse.Icon = newIcon client.Variables.MouseLockedBy = gTable elseif client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end end end local function inputStart(x, y) checkMouse(x, y) if gTable.Active and inFrame and not Resizing and not isInFrame(x, y, ScrollFrame) and not isInFrame(x, y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y end end local function inputEnd() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --DragEnabled = true --if Walls then -- wallPosition() --end end end local function inputMoved(x, y) if gTable.Active then if Mouse.Icon ~= MouseIcons.TopRight and Mouse.Icon ~= MouseIcons.TopLeft and Mouse.Icon ~= MouseIcons.RightCorner and Mouse.Icon ~= MouseIcons.LeftCorner and Mouse.Icon ~= MouseIcons.Horizontal and Mouse.Icon ~= MouseIcons.Vertical then curIcon = Mouse.Icon end if Resizing then local moveX = false local moveY = false local newPos = Drag.Position local xPos, yPos = x, y local newX, newY = startXSize, startYSize --DragEnabled = false if Resizing == "TopRight" then newX = (xPos - startXPos) + 3 newY = (startYPos - yPos) + startYSize -1 moveY = true elseif Resizing == "TopLeft" then newX = (startXPos - xPos) + startXSize -1 newY = (startYPos - yPos) + startYSize -1 moveY = true moveX = true elseif Resizing == "RightCorner" then newX = (xPos - startXPos) + 3 newY = (yPos - startYPos) + 3 elseif Resizing == "LeftCorner" then newX = (startXPos - xPos) + startXSize + 3 newY = (yPos - startYPos) + 3 moveX = true elseif Resizing == "LeftSide" then newX = (startXPos - xPos) + startXSize + 3 newY = startYSize moveX = true elseif Resizing == "RightSide" then newX = (xPos - startXPos) + 3 newY = startYSize elseif Resizing == "Bottom" then newX = startXSize newY = (yPos - startYPos) + 3 elseif Resizing == "Top" then newX = startXSize newY = (startYPos - yPos) + startYSize - 1 moveY = true end if newX < MinSize[1] then newX = MinSize[1] end if newY < MinSize[2] then newY = MinSize[2] end if newX > MaxSize[1] then newX = MaxSize[1] end if newY > MaxSize[2] then newY = MaxSize[2] end if moveX then newPos = UDim2.new(0, (startXPos+startXSize)-newX, newPos.Y.Scale, newPos.Y.Offset) end if moveY then newPos = UDim2.new(newPos.X.Scale, newPos.X.Offset, 0, (startYPos+startYSize)-newY) end Drag.Position = newPos Drag.Size = UDim2.new(0, newX, Drag.Size.Y.Scale, Drag.Size.Y.Offset) Main.Size = UDim2.new(Main.Size.X.Scale, Main.Size.X.Offset, 0, newY) if not Titlef.TextFits then Titlef.Visible = false else Titlef.Visible = true end else checkMouse(x, y) end end end Event(InputService.InputBegan, function(input, gameHandled) if not gameHandled and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then inputStart(Mouse.X, Mouse.Y) end end) Event(InputService.InputChanged, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseMovement or Enum.UserInputType.Touch then inputMoved(input.Position.X, input.Position.Y) end end) Event(InputService.InputEnded, function(input, gameHandled) if input.UserInputType == Enum.UserInputType.MouseButton1 or Enum.UserInputType.Touch then inputEnd() end end) --[[Event(Mouse.Button1Down, function() if gTable.Active and inFrame and not Resizing and not isInFrame(Mouse.X, Mouse.Y, ScrollFrame) and not isInFrame(Mouse.X, Mouse.Y, Drag) then Resizing = inFrame startXPos = Drag.AbsolutePosition.X startYPos = Drag.AbsolutePosition.Y startXSize = Drag.AbsoluteSize.X startYSize = Main.AbsoluteSize.Y checkMouse() end end) Event(Mouse.Button1Up, function() if gTable.Active then if Resizing and onResize then onResize(UDim2.new(Drag.Size.X.Scale, Drag.Size.X.Offset, Main.Size.Y.Scale, Main.Size.Y.Offset)) end Resizing = nil Mouse.Icon = curIcon --if Walls then -- wallPosition() --end end end)--]] else LeftSizeIcon.Visible = false RightSizeIcon.Visible = false end Close.MouseButton1Click:Connect(function() clickSound:Play() doClose() end) Hide.MouseButton1Click:Connect(function() clickSound:Play() doHide() end) Close.MouseButton1Down:Connect(function() RippleEffect(Close) end) Hide.MouseButton1Down:Connect(function() RippleEffect(Hide) end) gTable.CustomDestroy = function() service.UnWrap(GUI):Destroy() if client.Variables.MouseLockedBy == gTable then Mouse.Icon = curIcon client.Variables.MouseLockedBy = nil end if not isClosed then isClosed = true if onClose then onClose() end end end for i,child in next,GUI:GetChildren() do if child.Name ~= "Desc" and child.Name ~= "Drag" then specialInsts[child.Name] = child child.Parent = nil end end --// Drag & DisplayOrder Handler do local windowValue = Instance.new("BoolValue", GUI) local dragDragging = false local dragOffset local inFrame windowValue.Name = "__ADONIS_WINDOW" Event(Main.InputBegan, function(input) if gTable.Active and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then BringToFront() end end) Event(Drag.InputBegan, function(input) if gTable.Active then inFrame = true if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then BringToFront() end end end) Event(Drag.InputChanged, function(input) if gTable.Active then inFrame = true end end) Event(Drag.InputEnded, function(input) inFrame = false end) Event(InputService.InputBegan, function(input) if inFrame and GUI.DisplayOrder == 101 and not dragDragging and (input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch) then--isInFrame(input.Position.X, input.Position.Y, object) then dragDragging = true BringToFront() dragOffset = Vector2.new(Drag.AbsolutePosition.X - input.Position.X, Drag.AbsolutePosition.Y - input.Position.Y) end end) Event(InputService.InputChanged, function(input) if dragDragging and (input.UserInputType == Enum.UserInputType.MouseMovement or input.UserInputType == Enum.UserInputType.Touch) then Drag.Position = UDim2.new(0, dragOffset.X + input.Position.X, 0, dragOffset.Y + input.Position.Y) end end) Event(InputService.InputEnded, function(input) if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then dragDragging = false end end) end --// Finishing up local api = apiIfy(ScrollFrame, data) local meta = api:GetMetatable() local oldNewIndex = meta.__newindex local oldIndex = meta.__index create("ScrollingFrame", nil, ScrollFrame) LoadChildren(api, Content) api:SetSpecial("gTable", gTable) api:SetSpecial("Window", GUI) api:SetSpecial("Main", Main) api:SetSpecial("Title", Titlef) api:SetSpecial("Dragger", Drag) api:SetSpecial("Destroy", doClose) api:SetSpecial("Close", doClose) api:SetSpecial("Object", ScrollFrame) api:SetSpecial("Refresh", DoRefresh) api:SetSpecial("AddTitleButton", function(ignore, data) if type(ignore) == "table" and not data then data = ignore end return addTitleButton(data) end) api:SetSpecial("Ready", function() if onReady then onReady() end gTable.Ready() BringToFront() end) api:SetSpecial("BindEvent", function(ignore, ...) Event(...) end) api:SetSpecial("Hide", function(ignore, hide) doHide(hide) end) api:SetSpecial("SetTitle", function(ignore, newTitle) Titlef.Text = newTitle end) api:SetSpecial("SetPosition", function(ignore, newPos) setPosition(newPos) end) api:SetSpecial("SetSize", function(ignore, newSize) setSize(newSize) end) api:SetSpecial("GetPosition", function() return Drag.AbsolutePosition end) api:SetSpecial("GetSize", function() return Main.AbsoluteSize end) api:SetSpecial("IsVisible", isVisible) api:SetSpecial("IsClosed", isClosed) meta.__index = function(tab, ind) if ind == "IsVisible" then return isVisible() elseif ind == "Closed" then return isClosed else return oldIndex(tab, ind) end end setSize(Size) setPosition(Position) if Ready then gTable:Ready() BringToFront() end return api,GUI end
-- loop through all the arm parts and make them visible in first person
local function setArmVisibility(bool) local castshadow = not bool for i, part in ipairs(ArmPartsTable) do part.LocalTransparencyModifier = armTransparency part.CastShadow = castshadow end end local function toggleViewmodel(toggle) isFirstPerson = toggle --// Update the first person state Viewmodel.Parent = toggle and workspace.CurrentCamera or nil --// Put the Viewmodel in the camera, or take it out RightShoulderClone.Enabled = toggle --// Update joints LeftShoulderClone.Enabled = toggle LeftShoulder.Enabled = (not toggle) --// Update the original joints (to prevent :fling incidents) RightShoulder.Enabled = (not toggle) if toggle then RightShoulderClone.Part1 = RightArm RightShoulderClone.Part0 = FakeTorso RightShoulderClone.Parent = FakeTorso --// I'm not sure what the point of doing this here is. I'm too scared to change it though because this code is AWFUL. --// God knows what would happen. LeftShoulderClone.Part1 = LeftArm LeftShoulderClone.Part0 = FakeTorso LeftShoulderClone.Parent = FakeTorso end end
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/installCommonGlobals.ts
-- only 2 locals,yeah...
local player = game.Players.LocalPlayer local char = player.Character char:WaitForChild("Humanoid").Died:Connect(function() --check if player got oofed wait() script.Parent.BackgroundTransparency = 0 -- make it not transparent(just to be 100% sure it will be visible after) player.CameraMode = 0 -- set third person player.CameraMaxZoomDistance = 3 -- lock the camera zoom player.CameraMinZoomDistance = 3 wait(1) script.Parent.Deathsound:Play() -- play the sound wait(1) script.Parent.Visible = true -- make screen go black xd player.CameraMaxZoomDistance = 0.5 --reset the zoom player.CameraMinZoomDistance = 0.5 player.CameraMode = 1 -- set first person wait(3) -- screen fade out UwU script.Parent.BackgroundTransparency = 0.1 wait(0.3) script.Parent.BackgroundTransparency = 0.2 wait(0.3) script.Parent.BackgroundTransparency = 0.3 wait(0.2) script.Parent.BackgroundTransparency = 0.4 wait(0.2) script.Parent.BackgroundTransparency = 0.6 wait(0.1) script.Parent.BackgroundTransparency = 0.8 wait(0.1) script.Parent.BackgroundTransparency = 1 script.Parent.Visible = false -- make it invisible(just to be sure again) end)
--create tables:
for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "c" then table.insert(c, 1, part) end end for i,part in pairs(model:GetChildren()) do if string.sub(part.Name, 1,1) == "d" then table.insert(d, 1, part) end end function lightOn(T) for i, part in pairs (T) do if part:FindFirstChild("SurfaceLight") then part.SurfaceLight.Enabled = true end if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = true end end end function lightOff(T) for i, part in pairs (T) do if part:FindFirstChild("SurfaceLight") then part.SurfaceLight.Enabled = false end if part:FindFirstChild("SpotLight") then part.SpotLight.Enabled = false end end end while true do local w2 = (math.random(2,7))/17 lightOn(c) wait(0.12) lightOff(c) wait(w2) lightOn(d) wait(0.12) lightOff(d) wait(w2) end
-- Services
local ContextActionSerice = game:GetService("ContextActionService") local ServerStorage = game:GetService("ServerStorage") local ReplicatedStorage = game:GetService("ReplicatedStorage") local TweenService = game:GetService("TweenService") local DebrisService = game:GetService("Debris") local RunService = game:GetService("RunService") local PhysicsService = game:GetService("PhysicsService")
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Toothpaste",Paint) end)
-------- OMG HAX
r = game:service("RunService") local damage = 20 local slash_damage = 0 sword = script.Parent.Handle Tool = script.Parent function attack() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool 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 Tool.Enabled = true 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 attack() wait(1) Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
--[=[ Observes all children of a specific class @param parent Instance @param className string @return Observable<Instance> ]=]
function RxInstanceUtils.observeChildrenOfClassBrio(parent, className) assert(typeof(parent) == "Instance", "Bad parent") assert(type(className) == "string", "Bad className") return RxInstanceUtils.observeChildrenBrio(parent, function(child) return child:IsA(className) end) end
--[[ Quicker (and limited) way to use TweenService since the default synax takes up a paragraph. Supports tuple of instances. Functions.FastTween( instance, <-- |REQ| Instance that will be tweened {property = 300}, <-- |REQ| Dictionary of properties and their values {speed, style, dir} <-- |REQ| Array: Speed (sec), Style (str), Direction (str) [defaults to: {1, "Sine", "InOut"}] ) --]]
return function(_entity, tweenGoals, tweenInfoRaw) --- Allow for multipule instances if type(_entity) ~= "table" then _entity = {_entity} end --- Variables local tweens = {} --- iterate through each instance for _, entity in ipairs(_entity) do if tweenInfoRaw == nil then --- No tweenInfo provided. Use the default one! tweenInfoRaw = { 1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, } else --- Check (2nd) tween arguments and fix/fill them if tweenInfoRaw[2] == nil then --- No easing style provided. Use default one! tweenInfoRaw[2] = Enum.EasingStyle.Sine elseif type(tweenInfoRaw[2]) == "string" then --- Easing style provided string not enum. Convert! tweenInfoRaw[2] = Enum.EasingStyle[tweenInfoRaw[2]] end --- Check (3rd) tween arguments and fix/fill them if tweenInfoRaw[3] == nil then --- No easing direction provided. Use default one! tweenInfoRaw[3] = Enum.EasingDirection.InOut elseif type(tweenInfoRaw[3]) == "string" then --- Easing direction provided string not enum. Convert! tweenInfoRaw[3] = Enum.EasingDirection[tweenInfoRaw[3]] end end --- Create tween local tweenInfo = TweenInfo.new(unpack(tweenInfoRaw)) local tweenGoals = tweenGoals local tween = _L.Services.TweenService:Create(entity, tweenInfo, tweenGoals) --- Play tween tween:Play() --- Add tween to list of tweens that will be returned table.insert(tweens, tween) end -- return unpack(tweens) end
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=script.Parent.Configuration.NoticeDistance.Value; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("Torso"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(30); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=30; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=500; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 0, 0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 0, 0) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.MouseButton1Click:connect(function() if lhinge.DesiredAngle == 0 then sound.SoundId = "rbxassetid://278329638" sound:Play() for index, child in pairs(car.Misc.Popups.left.Parts.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Misc.Popups.right.Parts.L:GetChildren()) do child.Material = Enum.Material.Neon end for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.Neon if child.Name == V then --TESTING child.Transparency = 0 --TESTING end end car.Misc.Popups.left.Parts.L.L.L.Enabled = true car.Misc.Popups.right.Parts.L.L.L.Enabled = true wait(.05) lhinge.DesiredAngle = 0.6 rhinge.DesiredAngle = 0.6 else for index, child in pairs(car.Misc.Popups.left.Parts.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Misc.Popups.right.Parts.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic end for index, child in pairs(car.Body.Lights.L:GetChildren()) do child.Material = Enum.Material.SmoothPlastic if child.Name == V then --TESTING child.Transparency = 1 --TESTING end end car.Misc.Popups.left.Parts.L.L.L.Enabled = false car.Misc.Popups.right.Parts.L.L.L.Enabled = false lhinge.DesiredAngle = 0 rhinge.DesiredAngle = 0 sound.SoundId = "rbxassetid://278329638" sound:Play() end end) script.Parent.Parent.Parent.Values.Brake.Changed:connect(function() if script.Parent.Parent.Parent.Values.Brake.Value ~= 1 then for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.SmoothPlastic child.Transparency = 1 end car.Body.Lights.B.L.L.Enabled = false else for index, child in pairs(car.Body.Lights.B:GetChildren()) do child.Material = Enum.Material.Neon child.Transparency = 0 end car.Body.Lights.B.L.L.Enabled = true end end) script.Parent.Parent.Parent.Values.Gear.Changed:connect(function() if script.Parent.Parent.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Lights.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 = .5 end end
-- Backwards compatibility
Promise.prototype.awaitValue = Promise.prototype.expect Promise.prototype.AwaitValue = Promise.prototype.expect
--//Limits//--
if InductionPartSize < 0 then InductionPartSize = 0 elseif InductionPartSize > 5 then InductionPartSize = 5 end if WeightDistribution < 0 then WeightDistribution = 0 elseif WeightDistribution > 100 then WeightDistribution = 100 end if SteeringAngle > 120 then SteeringAngle = 120 elseif SteeringAngle < 20 then SteeringAngle = 20 end if TiresFront > 3 then TiresFront = 3 elseif TiresFront < 1 then TiresFront = 1 end if TiresRear > 3 then TiresRear = 3 elseif TiresRear < 1 then TiresRear = 1 end if DownforceF < 0 then DownforceF = 0 elseif DownforceF > 5 then DownforceF = 5 end if DownforceR < 0 then DownforceR = 0 elseif DownforceR > 5 then DownforceR = 5 end if EngineType == "Electric" then TransmissionType = "Automatic" InductionPartSize = 0 end if BrakeBias > 100 then BrakeBias = 100 elseif BrakeBias < 0 then BrakeBias = 0 end if BrakePower > 100 then BrakePower = 100 elseif BrakePower < 0 then BrakePower = 0 end if AmountOfGears > 8 then AmountOfGears = 8 elseif AmountOfGears < 1 then AmountOfGears = 1 end if TransmissionType ~= "HPattern" and TransmissionType ~= "Automatic" and TransmissionType ~= "DualClutch" and TransmissionType ~= "CVT" then TransmissionType = "Automatic" end if Drivetrain ~= "AWD" and Drivetrain ~= "FWD" and Drivetrain ~= "RWD" then Drivetrain = "FWD" end if TorqueSplit > 100 then TorqueSplit = 100 elseif TorqueSplit < 0 then TorqueSplit = 0 end if Drivetrain == "RWD" then TorqueSplit = 100 DifferentialF = 0 elseif Drivetrain == "FWD" then TorqueSplit = 0 DifferentialR = 0 end if DifferentialF > 1 then DifferentialF = 1 elseif DifferentialF < 0 then DifferentialF = 0 end if DifferentialR > 1 then DifferentialR = 1 elseif DifferentialR < 0 then DifferentialR = 0 end if Gear1 > 5 then Gear1 = 5 elseif Gear1 < 0.1 then Gear1 = 0.1 end if Gear2 > 5 then Gear2 = 5 elseif Gear2 < 0.1 then Gear2 = 0.1 end if Gear3 > 5 then Gear3 = 5 elseif Gear3 < 0.1 then Gear3 = 0.1 end if Gear4 > 5 then Gear4 = 5 elseif Gear4 < 0.1 then Gear4 = 0.1 end if Gear5 > 5 then Gear5 = 5 elseif Gear5 < 0.1 then Gear5 = 0.1 end if Gear6 > 5 then Gear6 = 5 elseif Gear6 < 0.1 then Gear6 = 0.1 end if Gear7 > 5 then Gear7 = 5 elseif Gear7 < 0.1 then Gear7 = 0.1 end if Gear8 > 5 then Gear8 = 5 elseif Gear8 < 0.1 then Gear8 = 0.1 end if FinalDrive > 5 then FinalDrive = 6.08 - 5 elseif FinalDrive < 0.1 then FinalDrive = 6.08 - 0.1 end if EngineIdle > 1600 then EngineIdle = 1600 elseif EngineIdle < 300 then EngineIdle = 300 end if RideHeightFront > 5 then RideHeightFront = 5 elseif RideHeightFront < 0 then RideHeightFront = 0 end if RideHeightRear > 5 then RideHeightRear = 5 elseif RideHeightRear < 0 then RideHeightRear = 0 end if StiffnessFront > 10 then StiffnessFront = 10 elseif StiffnessFront < 0 then StiffnessFront = 0 end if StiffnessRear > 10 then StiffnessRear = 10 elseif StiffnessRear < 0 then StiffnessRear = 0 end if AntiRollFront > 10 then AntiRollFront = 10 elseif AntiRollFront < 0 then AntiRollFront = 0 end if AntiRollRear > 10 then AntiRollRear = 10 elseif AntiRollRear < 0 then AntiRollRear = 0 end if CamberFront > 10 then CamberFront = 10 elseif CamberFront < -11 then CamberFront = -11 end if CamberRear > 10 then CamberRear = 10 elseif CamberRear < -11 then CamberRear = -11 end if EngineType == "Electric" then EngineRedline = 16200 end
--[[ Shorthand for an andThen handler that returns the given value. ]]
function Promise.prototype:andThenReturn(...) local length, values = pack(...) return self:_andThen(debug.traceback(nil, 2), function() return unpack(values, 1, length) end) end Promise.prototype.AndThenReturn = Promise.prototype.andThenReturn Promise.prototype.ThenReturn = Promise.prototype.andThenReturn
-- Services
local PlayerService = game:GetService("Players")
--PlayerClick1
ClickDetector1.MouseClick:Connect(function() if Ready == true then if Open == false then Ready = false Open = true OpenSound:Play() OpenTween:Play() OpenTween1:Play() wait(.5) Ready = true elseif Open == true then Ready = false Open = false CloseSound:Play() CloseTween:Play() CloseTween1:Play() wait(.5) Ready = true end end end)
------------------------------------------------------------------------
local enabled = false local function ToggleFreecam() if enabled then StopFreecam() else StartFreecam() end enabled = not enabled end Camera.CFrame = CFrame.new(Vector3.new(0,150,0), Vector3.new(0,0,0)) StartFreecam() Camera.CFrame = CFrame.new(Vector3.new(0,150,0), Vector3.new(0,0,0)) Players.LocalPlayer.CharacterAdded:Connect(function() Camera.CFrame = CFrame.new(Vector3.new(0,150,0), Vector3.new(0,0,0)) StartFreecam() end) Camera.CFrame = CFrame.new(Vector3.new(0,150,0), Vector3.new(0,0,0)) StartFreecam() --[[Network:BindEvents({ SetCameraPos = function(Pos) ToggleFreecam() ToggleFreecam() end, })]]
--// Event Connections
L_90_.OnClientEvent:connect(function(L_275_arg1, L_276_arg2) if L_275_arg1 ~= L_2_ then local L_277_ = L_275_arg1.Character local L_278_ = L_277_.AnimBase.AnimBaseW local L_279_ = L_278_.C1 if L_276_arg2 then L_102_(L_278_, nil , L_277_.Head.CFrame, function(L_280_arg1) return math.sin(math.rad(L_280_arg1)) end, 0.25) elseif not L_276_arg2 then L_102_(L_278_, nil , L_279_, function(L_281_arg1) return math.sin(math.rad(L_281_arg1)) end, 0.25) end end end)
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = 0.75 , FTargetFriction = 1.75 , FMinFriction = .1 , RWearSpeed = 0.75 , RTargetFriction = 1.7 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 3/4 , WheelLockRatio = 1/1.2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.15 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 100 , --SS6 Default = 1 RFrictionWeight = 100 , --SS6 Default = 1 FLgcyFrWeight = 100 , RLgcyFrWeight = 100 , FElasticity = 0 , --SS6 Default = .5 RElasticity = 0 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 0 , --SS6 Default = 1 RElastWeight = 0 , --SS6 Default = 1 FLgcyElWeight = 0 , RLgcyElWeight = 0 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
--//=================================\\ --|| SAZERENOS' ARTIFICIAL HEARTBEAT --\\=================================//
ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "ArtificialHB" script:WaitForChild("ArtificialHB") frame = 1/60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.ArtificialHB:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.ArtificialHB:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.ArtificialHB:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) function PositiveAngle(NUMBER) if NUMBER >= 0 then NUMBER = 0 end return NUMBER end function NegativeAngle(NUMBER) if NUMBER <= 0 then NUMBER = 0 end return NUMBER end function Swait(NUMBER) if NUMBER == 0 or NUMBER == nil then ArtificialHB.Event:wait() else for i = 1, NUMBER do ArtificialHB.Event:wait() end end end
--Setting up Collision--
local BulletCases = "BulletCases" local Success,Error = pcall(function() physicsService:CreateCollisionGroup(BulletCases) end) if Success then print("Created new collision group") else warn("Collision group already exists") end physicsService:CollisionGroupSetCollidable(BulletCases,BulletCases,false) local function IsHeadAccessory(Handle) if Handle:FindFirstChild("HatAttachment") or Handle:FindFirstChild("HairAttachment") or Handle:FindFirstChild("NeckAttachment") or Handle:FindFirstChild("FaceFrontAttachment") then return true else return false end end local function OnLengthChanged(Cast, LastPoint, Direction, Length, Velocity, Bullet) if Bullet then local BulletLength = Bullet.Size.Z/2 local Offset = NewCFrame(0,0,-(Length - BulletLength)) Bullet.CFrame = CFLookAt(LastPoint, LastPoint + Direction):ToWorldSpace(Offset) end end local function OnHit(Cast, Result, Velocity, Bullet) local HitCoroutine = coroutine.create(function() local Hit = Result.Instance local Damage = random(MinimumDamage,MaximumDamage) if Hit.Parent:IsA("Model") and not core.isAlly(Hit.Parent) then if Hit.Parent:FindFirstChild("Humanoid") then local Humanoid = Hit:FindFirstAncestorWhichIsA("Model"):FindFirstChild("Humanoid") if Hit.Name == "Head" then Humanoid:TakeDamage(Damage * headshotmultiplier) else Humanoid:TakeDamage(Damage) end local HitSound = NewInstance("Sound",Hit) HitSound.PlayOnRemove = true HitSound.SoundId = HitFleshSound HitSound:Destroy() impact.WorldPosition = Result.Position impact.BloodCloud:Emit(30) impact.BloodParticles:Emit(30) else local newBulletHole = combat.getBulletHole(Hit) newBulletHole.CFrame = NewCFrame(newBulletHole.Position, newBulletHole.Position + Result.Normal) newBulletHole.Position = Result.Position local debrisAttachment = newBulletHole.DebrisAttachment debrisAttachment.TinyDustParticles:Emit(15) debrisAttachment.MainDustEffect:Emit(15) debrisAttachment.SmokeEffect:Emit(15) debrisService:AddItem(newBulletHole,5) for i = 1, random(2,3) do local chunk = NewInstance("Part") chunk.Color = Result.Instance.Color chunk.Material = Result.Instance.Material local size = random(5)/20 chunk.Size = NewVector(size,size,size) chunk.CFrame = NewCFrame(Result.Position) chunk.Anchored = false chunk.Velocity = NewVector(random(-20,20),random(10,20),random(-20,20)) chunk.Parent = workspace.IgnoreFolder chunk:SetNetworkOwner(nil) physicsService:SetPartCollisionGroup(chunk,BulletCases) debrisService:AddItem(chunk,1) end local HitSound = newBulletHole.ImpactSound HitSound.SoundId = HitWallSounds[random(1,#HitWallSounds)] HitSound.Volume = 1 HitSound:Play() end elseif Hit.Parent:IsA("Accessory") then local IsAHeadAccessory = IsHeadAccessory(Hit) if Hit.Parent.Parent:IsA("Model") and not core.isAlly(Hit.Parent.Parent) then local Model = Hit.Parent.Parent if Model:FindFirstChild("Humanoid") then if IsAHeadAccessory then Model.Humanoid:TakeDamage(Damage * headshotmultiplier) else Model.Humanoid:TakeDamage(Damage) end local HitSound = NewInstance("Sound",Hit) HitSound.PlayOnRemove = true HitSound.SoundId = HitFleshSound HitSound:Destroy() impact.WorldPosition = Result.Position impact.BloodCloud:Emit(30) impact.BloodParticles:Emit(30) end end end end) coroutine.resume(HitCoroutine) end function combat.getBulletHole(partHit) local bulletHole = bulletHoleCopy:Clone() bulletHole.Parent = workspace.IgnoreFolder local debrisAttachment = bulletHole.DebrisAttachment local decal = bulletHole.Decal decal.Color3 = partHit.Color debrisAttachment.TinyDustParticles.Color = NewColorSequence(partHit.Color) debrisAttachment.MainDustEffect.Color = NewColorSequence(partHit.Color) debrisAttachment.SmokeEffect.Color = NewColorSequence(partHit.Color) return bulletHole end function combat.destroyBulletRelatedCopies() bulletCopy:Destroy() bulletCaseCopy:Destroy() bulletHoleCopy:Destroy() end function combat.getBullet() -- only reason im not creating bullet here anymore is because too many attachments and trails and im lazy. local bullet = bulletCopy:Clone() bullet.Parent = workspace.IgnoreFolder return bullet end function combat.getCase() -- same thing as bullet local case = bulletCaseCopy:Clone() case.Parent = workspace.IgnoreFolder physicsService:SetPartCollisionGroup(case,BulletCases) return case end function pushBullet(bullet) -- replaced all the code in this function bullet.CFrame = barrel.WorldCFrame * Angles(0,-rad(90),0) runService.Heartbeat:Wait() local origin = barrel.WorldPosition local direction = (NewCFrame(origin,(barrel.WorldCFrame * NewCFrame(0,0,-5)).Position) * Angles(rad(random(-spread,spread)),rad(random(-spread,spread)),rad(random(-spread,spread)))).LookVector local NewVelocity = direction * bulletspeed local NewCaster = FastCast.new() local Behaviour = FastCast.newBehavior() Behaviour.Acceleration = bulletacceleration Behaviour.RaycastParams = Params Behaviour.AutoIgnoreFolder = false Behaviour.CosmeticBulletContainer = workspace.IgnoreFolder Behaviour.MaxDistance = maxdistance NewCaster:Fire(origin, direction, NewVelocity, Behaviour) local MaxLength = 0 -- value starts at zero and works its way up to the maximum distance as the bullet travels (used to detect how far the cosmetic bullet travels before being destroyed if it reaches max distance) NewCaster.LengthChanged:Connect(function(Cast,LastPoint,NewDirection,Length,NewVelocity,Bullet) OnLengthChanged(Cast, LastPoint, NewDirection, Length, NewVelocity, Bullet) MaxLength += Length if bullet then local BulletLength = bullet.Size.Z/2 local Offset = NewCFrame(0,0,-(Length - BulletLength)) bullet.CFrame = CFLookAt(LastPoint, LastPoint + NewDirection):ToWorldSpace(Offset) * Angles(0,-rad(90),0) end if MaxLength >= maxdistance and bullet ~= nil then bullet:Destroy() end end) NewCaster.RayHit:Connect(function(Cast, Result, Velocity, Bullet) OnHit(Cast, Result, Velocity, Bullet) debrisService:AddItem(bullet,0.2) bullet.Transparency = 1 end) end local flashIndex = 1 function combat.shoot(target) if status:get("weaponCool") and not status:get("reloading") then status:set("weaponCool",false) local shot if SemiAtLongRange then if core.checkDist(target,myRoot) > 60 then shot = 1 else shot = burstamount end else shot = burstamount end if not fullauto then for i = 1, shot do if myHuman.Health <= 0 or target.Parent.Humanoid.Health <= 0 then break end if not SemiAtLongRange then if core.checkDist(myRoot,target) < 7 then break end end wait(firerate) status:set("mag",status:get("mag")-1) --flash:Emit(1) local FlashCoroutine = coroutine.create(function() barrel.MuzzleFlashEffect:Emit(15) barrel.MuzzleFlashInnerEffect:Emit(15) barrel.SmokeEffect:Emit(3) barrel.SparkEffect:Emit(20) lightFlash.Enabled = true wait(0.05) lightFlash.Enabled = false end) coroutine.resume(FlashCoroutine) --bullet.CFrame = m4.CFrame * NewCFrame(0,0.2,-2.5) --z: 0.5 if shotgunpellets > 1 then for i = 1,shotgunpellets,1 do spawn(function() local bullet = combat.getBullet() pushBullet(bullet) end) end else local bullet = combat.getBullet() pushBullet(bullet) end local case = combat.getCase() case.CFrame = chamber.WorldCFrame case.Velocity = case.CFrame.RightVector * -20 * NewVector(1,-3,1) case.RotVelocity = NewVector(random(-0.2,0.2),random(-0.2,0.2),random(-0.2,0.2)) case:SetNetworkOwner(nil) debrisService:AddItem(case,2.5) fireSound:Play() --Kick local original = m4.HingeAttach1.Position m4.HingeAttach1.Position = original - NewVector(0,0,0.2) tweenService:Create(m4.HingeAttach1, TweenInfo.new(0.1),{Position = original}):Play() end else local Params = RaycastParams.new() Params.FilterType = Enum.RaycastFilterType.Blacklist Params.FilterDescendantsInstances = {marine} local Success,Error = pcall(function() -- gonna make sure if something strange happens the whole script wont freeze for i = 1, status:get("mag") do if myHuman.Health <= 0 or target.Parent.Humanoid.Health <= 0 then break end if core.checkDist(myRoot,target) < 7 then break end local cansee = false local eyesight = workspace:Raycast(myHead.Position,(target.Parent.Head.Position - myHead.Position).Unit * detectionrange,Params) pcall(function() if eyesight.Instance and eyesight.Instance:IsDescendantOf(target.Parent) then cansee = true end end) if not cansee then break end wait(firerate) status:set("mag",status:get("mag")-1) --flash:Emit(1) local FlashCoroutine = coroutine.create(function() barrel.MuzzleFlashEffect:Emit(15) barrel.MuzzleFlashInnerEffect:Emit(15) barrel.SmokeEffect:Emit(3) barrel.SparkEffect:Emit(20) lightFlash.Enabled = true wait(0.05) lightFlash.Enabled = false end) coroutine.resume(FlashCoroutine) if shotgunpellets > 1 then for i = 1,shotgunpellets,1 do spawn(function() local bullet = combat.getBullet() pushBullet(bullet) end) end else local bullet = combat.getBullet() pushBullet(bullet) end local case = combat.getCase() case.CFrame = chamber.WorldCFrame case.Velocity = case.CFrame.RightVector * -20 * NewVector(1,-3,1) case.RotVelocity = NewVector(random(-0.2,0.2),random(-0.2,0.2),random(-0.2,0.2)) case:SetNetworkOwner(nil) debrisService:AddItem(case,2.5) fireSound:Play() --Kick local original = m4.HingeAttach1.Position m4.HingeAttach1.Position = original - NewVector(0,0,0.2) tweenService:Create(m4.HingeAttach1, TweenInfo.new(0.1),{Position = original}):Play() end end) if not Success then warn(Error) end end if status:get("mag") <= 0 then wait(delaybeforereloading) actions.reload() end --New thread here before wait(mySettings.M4.Delay.Value) status:set("weaponCool",true) end end function combat.throwGrenade(target) if status:get("weaponCool") and status:get("grenadeCool") then status:set("weaponCool",false) status:set("grenadeCool",false) actions.yieldWeapons() local g = marine.Grenade:Clone() g.Boom.PlayOnRemove = true g.Parent = workspace g.CanCollide = true g.CFrame = marine["Right Arm"].CFrame * NewCFrame(0,-1.3,0) * Angles(0,0,rad(90)) g:SetNetworkOwner(nil) debrisService:AddItem(g,5) marine.Grenade.Transparency = 1 local w = NewInstance("WeldConstraint",g) w.Part0 = marine["Right Arm"] w.Part1 = g throwAnimation:Play() marine.Grenade.Pin:Play() --Rotate and throw myHuman.AutoRotate = false for i=1,4 do wait(0.1) myRoot.CFrame = CFLookAt(NewVector(myRoot.Position.X,myRoot.Position.Y,myRoot.Position.Z),NewVector(target.Position.X,myRoot.Position.Y,target.Position.Z)) end myHuman.AutoRotate = true if myHuman.Health <= 0 then return end throwAnimation:Stop() w.Part1 = nil local targetPos = target.Position + (target.Velocity) troubleshoot.mark(targetPos) local dist = core.checkDist(myRoot,target) local aimCFrame = CFLookAt(myRoot.Position,targetPos) --g.Velocity = (aimCFrame.LookVector + NewVector(0,1.1,0)) * NewVector(dist,dist*1.5,dist) g.Velocity = (myRoot.CFrame.LookVector + NewVector(0,1,0)) * NewVector(dist,dist*1.5,dist) --Wait until grenade is thrown before it can be primed touched = g.Touched:Connect(function(obj) if not obj:IsDescendantOf(marine) then touched:Disconnect() g.HitWall:Play() wait(0.5) local x = NewInstance("Explosion",workspace) x.Position = g.Position x.BlastRadius = 16 x.BlastPressure = 0 x.Hit:Connect(function(obj,dist) local human = obj.Parent:FindFirstChild("Humanoid") if human then core.applyDamage(human,20-dist) end end) g:Destroy() debrisService:AddItem(x,2) end end) local attach0 = g.Attach0 local attach1 = g.Attach1 local t = NewInstance("Trail",g) t.Attachment0 = attach0 t.Attachment1 = attach1 t.Lifetime = 0.5 t.Color = NewColorSequence(Color3.fromRGB(150,150,150)) t.WidthScale = NewNumberSequence(1,0) core.spawn(function() wait(1) status:set("weaponCool",true) wait(5) status:set("grenadeCool",true) marine.Grenade.Transparency = 0 end) end end local knife = marine.Knife function combat.stab() local canStab = false for i,v in pairs(status:get("currentTarget").Parent:GetChildren()) do if v:IsA("BasePart") and core.checkDist(v,myRoot) < 7 then canStab = true end end if canStab then myHuman:MoveTo(status:get("currentTarget").Position) knife.Stab:Play() knife.Attack:Play() knife.KnifeTrail.Enabled = true if random(2) == 1 then stabAnimation:Play(0.1,1,2) else stabPunchAnimation:Play() end local targetcharacter = status:get("currentTarget").Parent local human = targetcharacter.Humanoid local torso = nil if targetcharacter:FindFirstChild("Torso") then torso = targetcharacter.Torso elseif targetcharacter:FindFirstChild("UpperTorso") then torso = targetcharacter.UpperTorso end core.applyDamage(human,random(MinimumDamage,MaximumDamage)) if human.Health <= 0 then targeting.findTarget() end if torso then impact.WorldPosition = torso.Position + NewVector(random(-0.5,0.5),random(-0.5,0.5),random(-0.5,0.5)) impact.BloodCloud:Emit(30) impact.BloodParticles:Emit(30) end --stabAnimation.Stopped:Wait() wait(0.5) knife.KnifeTrail.Enabled = false else wait(0.2) end end function combat.checkCluster(target) --Check for nearby allies for i,v in ipairs(status:get("activeAllies")) do if core.checkDist(target,v) < 30 then return false end end --Check if enemies are paired close together for i,v in ipairs(status:get("potentialTargets")) do if v ~= target then if core.checkDist(target,v) < 15 then return true end end end return false end return combat
-- CONSTRUCTORS
function Zone.new(container) local self = {} setmetatable(self, Zone) -- Validate container local INVALID_TYPE_WARNING = "The zone container must be a model, folder, basepart or table!" local containerType = typeof(container) if not(containerType == "table" or containerType == "Instance") then error(INVALID_TYPE_WARNING) end -- Configurable self.accuracy = enum.Accuracy.High self.autoUpdate = true self.respectUpdateQueue = true --self.maxPartsAddition = 20 --self.ignoreRecommendedMaxParts = false -- Variable local janitor = Janitor.new() self.janitor = janitor self._updateConnections = janitor:add(Janitor.new(), "destroy") self.container = container self.zoneParts = {} self.overlapParams = {} self.region = nil self.volume = nil self.boundMin = nil self.boundMax = nil self.recommendedMaxParts = nil self.zoneId = httpService:GenerateGUID() self.activeTriggers = {} self.occupants = {} self.trackingTouchedTriggers = {} self.enterDetection = enum.Detection.Centre self.exitDetection = enum.Detection.Centre self._currentEnterDetection = nil -- This will update automatically internally self._currentExitDetection = nil -- This will also update automatically internally self.totalPartVolume = 0 self.allZonePartsAreBlocks = true self.trackedItems = {} self.settingsGroupName = nil self.worldModel = workspace self.onItemDetails = {} self.itemsToUntrack = {} -- This updates _currentEnterDetection and _currentExitDetection right away to prevent nil comparisons ZoneController.updateDetection(self) -- Signals self.updated = janitor:add(Signal.new(), "destroy") local triggerTypes = { "player", "part", "localPlayer", "item" } local triggerEvents = { "entered", "exited", } for _, triggerType in pairs(triggerTypes) do local activeConnections = 0 local previousActiveConnections = 0 for i, triggerEvent in pairs(triggerEvents) do -- this enables us to determine when a developer connects to an event -- so that we can act accoridngly (i.e. begin or end a checker loop) local signal = janitor:add(Signal.new(true), "destroy") local triggerEventUpper = triggerEvent:sub(1,1):upper()..triggerEvent:sub(2) local signalName = triggerType..triggerEventUpper self[signalName] = signal signal.connectionsChanged:Connect(function(increment) if triggerType == "localPlayer" and not localPlayer and increment == 1 then error(("Can only connect to 'localPlayer%s' on the client!"):format(triggerEventUpper)) end previousActiveConnections = activeConnections activeConnections += increment if previousActiveConnections == 0 and activeConnections > 0 then -- At least 1 connection active, begin loop ZoneController._registerConnection(self, triggerType, triggerEventUpper) elseif previousActiveConnections > 0 and activeConnections == 0 then -- All connections have disconnected, end loop ZoneController._deregisterConnection(self, triggerType) end end) end end -- Setup touched receiver functions where applicable Zone.touchedConnectionActions = {} for _, triggerType in pairs(triggerTypes) do local methodName = ("_%sTouchedZone"):format(triggerType) local correspondingMethod = self[methodName] if correspondingMethod then self.trackingTouchedTriggers[triggerType] = {} Zone.touchedConnectionActions[triggerType] = function(touchedItem) correspondingMethod(self, touchedItem) end end end -- This constructs the zones boundaries, region, etc self:_update() -- Register/deregister zone ZoneController._registerZone(self) janitor:add(function() ZoneController._deregisterZone(self) end, true) return self end function Zone.fromRegion(cframe, size) local MAX_PART_SIZE = 2024 local container = Instance.new("Model") local function createCube(cubeCFrame, cubeSize) if cubeSize.X > MAX_PART_SIZE or cubeSize.Y > MAX_PART_SIZE or cubeSize.Z > MAX_PART_SIZE then local quarterSize = cubeSize * 0.25 local halfSize = cubeSize * 0.5 createCube(cubeCFrame * CFrame.new(-quarterSize.X, -quarterSize.Y, -quarterSize.Z), halfSize) createCube(cubeCFrame * CFrame.new(-quarterSize.X, -quarterSize.Y, quarterSize.Z), halfSize) createCube(cubeCFrame * CFrame.new(-quarterSize.X, quarterSize.Y, -quarterSize.Z), halfSize) createCube(cubeCFrame * CFrame.new(-quarterSize.X, quarterSize.Y, quarterSize.Z), halfSize) createCube(cubeCFrame * CFrame.new(quarterSize.X, -quarterSize.Y, -quarterSize.Z), halfSize) createCube(cubeCFrame * CFrame.new(quarterSize.X, -quarterSize.Y, quarterSize.Z), halfSize) createCube(cubeCFrame * CFrame.new(quarterSize.X, quarterSize.Y, -quarterSize.Z), halfSize) createCube(cubeCFrame * CFrame.new(quarterSize.X, quarterSize.Y, quarterSize.Z), halfSize) else local part = Instance.new("Part") part.CFrame = cubeCFrame part.Size = cubeSize part.Anchored = true part.Parent = container end end createCube(cframe, size) local zone = Zone.new(container) zone:relocate() return zone end
--[=[ Observes visibility @param basicPane BasicPane @return Observable<boolean> ]=]
function BasicPaneUtils.observeVisible(basicPane) assert(BasicPane.isBasicPane(basicPane), "Bad BasicPane") return Observable.new(function(sub) local maid = Maid.new() maid:GiveTask(basicPane.VisibleChanged:Connect(function(isVisible) sub:Fire(isVisible) end)) sub:Fire(basicPane:IsVisible()) return maid end) end