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--[=[
Switch map but for brios. The resulting observable will be
disconnected on the end of the brio's life.
@deprecated 3.6.0 -- This method does not wrap the resulting value in a Brio, which can sometimes lead to leaks.
@param project (value: TBrio) -> TProject
@return (source: Observable<Brio<TBrio>>) -> Observable<TResult>
]=]
|
function RxBrioUtils.switchMap(project)
assert(type(project) == "function", "Bad project")
warn("[RxBrioUtils.switchMap] - Deprecated since 3.6.0. Use RxBrioUtils.switchMapBrio")
return Rx.switchMap(RxBrioUtils.mapBrio(project))
end
|
--thank to Sinahi for making the beautiful flag!
--https://www.roblox.com/Wavin-Flag-item?id=440874100
|
local rbx='rbxassetid://'
local flagids={
440821546,440821646,440821766,440822311,
440823132,440823493,440823602,440823734,
440823940,440824067,440824314,440824941,
440825077,440825340,440825848,440826132} --this is all the mesh ids in one table, in order
local texture=227819766 --asset id here
local flagmesh=script.Parent.Mesh
flagmesh.TextureId=rbx..texture
local n=1 repeat for i,v in next,flagids do wait() flagmesh.MeshId=rbx..v end n=n+1 if n>=#flagids then n=1 else end until nil
|
-- === STORED DATA FORMAT ===
-- The format of the per-player data saved to Data Stores is as follows:
-- {
-- status = "banned" OR "not-banned",
-- expires = timestamp (int) OR nil,
-- reason = string OR nil,
-- kicks = int,
-- lastKick = timestamp (int)
-- }
| |
-- -- -- -- -- -- --
--DIRECTION SCROLL--
-- -- -- -- -- -- --
|
This.Parent.Parent.Parent:WaitForChild("Velocity").Changed:connect(function(val)
if This.Parent.Parent.Parent:WaitForChild("Direction").Value == 1 and val > 0 then
This.SurfaceGui.Direction.Text = "▲"
elseif This.Parent.Parent.Parent:WaitForChild("Direction").Value == -1 and val < 0 then
This.SurfaceGui.Direction.Text = "▼"
elseif This.Parent.Parent.Parent:WaitForChild("Direction").Value == 1 and val == 0 then
This.SurfaceGui.Direction.Text = ""
elseif This.Parent.Parent.Parent:WaitForChild("Direction").Value == -1 and val == 0 then
This.SurfaceGui.Direction.Text = ""
else
This.SurfaceGui.Direction.Text = ""
end
end)
|
-----------------
--| Variables |--
-----------------
|
local DebrisService = Game:GetService('Debris')
local Rocket = script.Parent
local CreatorTag = WaitForChild(Rocket, 'creator')
local SwooshSound = WaitForChild(Rocket, 'Swoosh')
|
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]]
|
--
while not require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")).Loaded do
game:GetService("RunService").Heartbeat:Wait();
end;
return function(p1, p2, ...)
local v1 = ...;
for v2 = 1, 3 do
p1.Flames:FindFirstChild(v2).Visible = v2 <= v1;
end;
end;
|
--[[
wait(3);
M:Test1(script.Parent);
wait(3);
M:Test2(script.Parent);
wait(3);
M:Test3(script.Parent);
--]]
|
M:SetCPEmpire(Sp);
wait(3);
M:SetCPRepublic(Sp);
wait(3);
M:SetCPCartel(Sp);
wait(3);
end
|
--Edit if you want to have a server check if collisions are enabled or disabled----------
|
local function GetCollisions(Name)
return true
end
|
-- RightShoulder.MaxVelocity = 0.05
-- LeftShoulder.MaxVelocity = 0.05
|
LimbAmplitude = 1
LimbFrequency = 12
NeckAmplitude = 0
NeckFrequency = 0
NeckDesiredAngle = 0
elseif (Pose == "Climbing") then
|
-- Note: The active transparency controller could be made to listen for this event itself.
|
function CameraModule:OnCameraSubjectChanged()
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if self.activeTransparencyController then
self.activeTransparencyController:SetSubject(cameraSubject)
end
if self.activeOcclusionModule then
self.activeOcclusionModule:OnCameraSubjectChanged(cameraSubject)
end
self:ActivateCameraController(nil, camera.CameraType)
end
function CameraModule:OnCameraTypeChanged(newCameraType: Enum.CameraType)
if newCameraType == Enum.CameraType.Scriptable then
if UserInputService.MouseBehavior == Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
-- Forward the change to ActivateCameraController to handle
self:ActivateCameraController(nil, newCameraType)
end
|
--[=[
Pseudo localizes text. Useful for verifying translation without having
actual translations available
@class PseudoLocalize
]=]
|
local PseudoLocalize = {}
|
--[=[
Returns whether the value is a basic pane
@param value any
@return boolean
]=]
|
function BasicPane.isBasicPane(value)
return type(value) == "table"
and Maid.isMaid(value._maid)
and Signal.isSignal(value.VisibleChanged)
and type(value.SetVisible) == "function"
and type(value.IsVisible) == "function"
and type(value.Show) == "function"
and type(value.Hide) == "function"
and type(value.Toggle) == "function"
and type(value.Destroy) == "function"
end
|
--/Recoil Modification
|
module.camRecoil = {
RecoilUp = .9
,RecoilTilt = 1
,RecoilLeft = 1.05
,RecoilRight = 1.05
}
module.gunRecoil = {
RecoilUp = .9
,RecoilTilt = 1
,RecoilLeft = 1.05
,RecoilRight = 1.05
}
module.AimRecoilReduction = 1
module.AimSpreadReduction = 1
module.MinRecoilPower = 1
module.MaxRecoilPower = 1
module.RecoilPowerStepAmount = 1
module.MinSpread = 1.5
module.MaxSpread = 1
module.AimInaccuracyStepAmount = 1
module.AimInaccuracyDecrease = 1
module.WalkMult = 1
module.MuzzleVelocityMod = .75
return module
|
--[[**
Links several instances to a janitor, which is then returned.
@param [t:...Instance] ... All the instances you want linked.
@returns [t:Janitor] A new janitor that can be used to manually disconnect all LinkToInstances.
**--]]
|
function Janitor.__index:LinkToInstances(...)
local ManualCleanup = Janitor.new()
for _, Object in ipairs({...}) do
ManualCleanup:Add(self:LinkToInstance(Object, true), "Disconnect")
end
return ManualCleanup
end
return Janitor
|
--[[
A function to return a unique ID, used for search results
]]
|
local lastId = 0
return function()
lastId = lastId + 1
return lastId
end
|
--Simultaneous Turn 2--: Simultaneous left turn for "SignalTurn1" and "SignalTurn1a" during a red light for all.
--Next cycle, Simultaneous left turn for "SignalTurn2" and "SignalTurn2a" during a red light for all.
--USES: Signal1, Signal1a, Signal2, Signal2a, Turn1, Turn1a, Turn2, Turn2a
|
while true do
PedValues = script.Parent.Parent.PedValues
SignalValues = script.Parent.Parent.SignalValues
TurnValues = script.Parent.Parent.TurnValues
|
--[[ Constants ]]
|
--
local DPAD_SHEET = "rbxasset://textures/ui/DPadSheet.png"
local COMPASS_DIR = {
Vector3.new(1, 0, 0), -- E
Vector3.new(1, 0, 1).unit, -- SE
Vector3.new(0, 0, 1), -- S
Vector3.new(-1, 0, 1).unit, -- SW
Vector3.new(-1, 0, 0), -- W
Vector3.new(-1, 0, -1).unit, -- NW
Vector3.new(0, 0, -1), -- N
Vector3.new(1, 0, -1).unit, -- NE
}
|
--local HoldClose = Humanoid:LoadAnimation(AnimationsFolder.idleclosed)
--local Hold = Humanoid:LoadAnimation(AnimationsFolder.idle)
--local Open = Humanoid:LoadAnimation(AnimationsFolder.open)
--local Close = Humanoid:LoadAnimation(AnimationsFolder.close)
--local Relight = Humanoid:LoadAnimation(AnimationsFolder.relight)
|
script.Parent.Activated:Connect(function()
if not DB and DB2 then
DB = true
DB2 = false
|
-- / Round Assets / --
|
local RoundAssets = game.ServerStorage.RoundAssets
local Scripts = RoundAssets.Scripts
|
--[[
Roblox avatars are a nightmare to physically simulate, either because of innate clipping
or because package hitboxes are insane. Don't believe me?
- https://i.imgur.com/471ffsb.png (bundle id=475)
- https://i.imgur.com/fRpkSdS.png (bundle id=429)
- https://i.imgur.com/k07QVWR.png (bundle id=162)
- https://i.imgur.com/F2lo4Te.jpg (bundle id=168)
- https://i.imgur.com/je4GEas.png (bundle id=475)
- https://i.imgur.com/0oUu1ra.png (bundle id=192)
So we have to disable collisions between a bunch of parts to get them to simulate without
spazzing out due to overconstraints.
We don't want to disable all collision, as that would result in ugly things like the
legs phasing through each other, or a hand phasing through a leg. Specifically looking
at Roblox bundles, the torso clipping is by far the worst (e.g. Deathspeaker UpperTorso
clips with EVERY OTHER BODY PART), with next up being nearby ballsocketish joints (e.g.
a shoulder and the head, or the two upper legs). We can't just hardcode limb names
and get it over with though (Humanoids are already bad enough at this...) if we want
ragdolls to work with arbitrary characters, so my solution was:
"Parent" limbs (e.g. torso is a parent to the head, arms, and legs) should not collide
with their children. This solves the torso problem in a generic way that should work with
most characters.
Limb "roots" (e.g. shoulder, head, hips) can't collide with each other. Again, this solves
the problems we had with Roblox bundles while still working with arbitrary characters
Maybe this approach won't work for 100% of characters, but hopefully it should work in
most cases.
--]]
|
local getLastWordFromPascaleCase = require(script.Parent:WaitForChild("getLastWordFromPascalCase"))
|
--------------------------------------
|
local _roleStages = {
Lobby = {"Lobby"},
Queue = {"Queue"},
Gameplay = {"Waiting", "Gameplay", "EndGame"},
}
local conf = {
debug_mode = false,
stages = _roleStages.Queue,
modes = {
DEFAULT = {
title = "Last One Standing!",
temp_queue_place = _places.queue_default,
gameplay_place = _places.gameplay_development,
},
DEATHMATCH = {
title = "Solo Deathmatch!",
temp_queue_place = _places.queue_deathmatch,
gameplay_place = _places.gameplay_development,
},
TEAM_DEATHMATCH = {
title = "Team Deathmatch!",
temp_queue_place = _places.queue_teamDeathmatch,
gameplay_place = _places.gameplay_development,
},
FREE_PLAY = {
title = "Free Play!",
temp_queue_place = _places.queue_freePlay,
gameplay_place = nil,
},
},
ui_mode_list = {
"DEFAULT",
"DEATHMATCH",
"TEAM_DEATHMATCH",
"FREE_PLAY",
},
lobby_use_boring_flow = true,
lobby_place = _places.lobby,
lobby_teleportation_retries = 2,
default_game_mode = "DEATHMATCH",
override = false,
disable_queue = false,
queue_time_limit = 60 * 3,
gameplay_wait_for_join_timeout = 40,
min_queue_players = 2,
max_queue_players = 115,
queue_reservation_timeout = 5,
queue_server_response_timeout = 30,
queue_server_creation_timeout = 120,
spectate_camera_zoom_distance = 12,
camera_wait_time_after_death = 3,
map_size = 2450 * 4,
map_offset = Vector3.new(4900, 0, 4900),
delivery_vehicle_spawn_radius = 2500,
delivery_vehicle_spawn_height = 2000,
minimap_width = 0.3,
minimap_height = 0.3,
minimap_zoom = 3,
worldmap_width = 0.9,
worldmap_height = 0.9,
worldmap_zoom = 1,
player_health = 100,
force_rthro = false,
-- Respawn/Deathmatch config values (must override all these if you make respawn true)
respawn = false,
respawnTime = nil,
respawn_radius_lowest_fraction = nil, -- players will respawn between lowest_fraction and highest_fraction of target storm radius
respawn_radius_highest_fraction = nil,
respawn_height_fraction = nil, -- fraction of delivery_vehicle_spawn_height
killsNeededToWin = nil,
-- Team modes config values (must override if using teams)
num_teams = 0,
team_names = nil,
team_colors = nil,
num_respawn_tickets = nil,
delivery_vehicle_offset_from_center = nil, -- delivery vehicle paths will be set this distance from center dividing line
all_players_can_chat = true,
admin_group_ids = {
3958078, -- Reference Team
4448406, -- Trapped in amber I
1200769, -- Roblox Admins
},
external_qa_group_ids = {
4448406,
},
reference_games_user_ids = {
377987375,
7210880,
782148096,
628764692,
613016484,
671465276,
169775909,
402758067,
366370235,
688488720,
550574694,
315259569,
1114780684,
1144106728,
1043064299,
462128752,
606075979,
101107579,
101134337,
439546926,
1298953044,
959520514,
},
community_qa_group_id = 3055661,
intern_group_id = 2868472,
intern_group_rank_id = 100,
test_bot_group_ids = {
5084675,
},
storm = {
radius = 6000,
time_before_start = 120,
debug_time_scale = 1,
number_of_stages = 10,
-- stage 0 (show starting circle with no transition)
{ transition_length = 0,
wait_length = 150,
damage = 1,
move_scale = 0,
shrinkage_factor = 0 },
-- stage 1
{ transition_length = 120,
wait_length = 120,
damage = 1,
shrinkage_factor = 0.5 },
-- stage 2
{ transition_length = 90,
wait_length = 90,
damage = 2,
shrinkage_factor = 0.5 },
-- stage 3
{ transition_length = 75,
wait_length = 75,
damage = 3,
shrinkage_factor = 0.5 },
-- stage 4
{ transition_length = 60,
wait_length = 60,
damage = 5,
shrinkage_factor = 0.5 },
-- stage 5 (start moving)
{ transition_length = 60,
wait_length = 30,
damage = 7,
move_scale = 1,
shrinkage_factor = 0 },
-- stage 6
{ transition_length = 50,
wait_length = 20,
damage = 10,
move_scale = 1,
shrinkage_factor = 0 },
-- stage 7
{ transition_length = 45,
wait_length = 15,
damage = 10,
move_scale = 1,
shrinkage_factor = 0 },
-- stage 8
{ transition_length = 45,
wait_length = 5,
damage = 10,
move_scale = 1,
shrinkage_factor = 0 },
-- stage 9 (shrink to nothing)
{ transition_length = 45,
wait_length = 0,
damage = 10,
move_scale = 0,
shrinkage_factor = 1 },
},
--The amount of time to wait for new players to join before kicking off gameplay mode, so we can collect more data on what players are expected
gameplay_start_delay = 5,
-- Flags
player_nil_parent_enabled = false,
---- Game stage specific settings ----
gameplay = {
gameplay_chat_enabled = true,
},
avatarOutfits = {
680889488,
441740226,
723925014,
810215407,
864499159,
862260912,
895148395,
943972626,
965363933,
1426384108,
1026787390,
1425874416,
1061810393,
1153193232,
1295571555,
1405375928,
1405384123,
525534957,
525543725,
661078277,
680269921,
320929398,
597550835,
597519851,
597493475,
597497519,
342230531,
342203958,
373238586,
404256664,
426842155,
441742685,
441744096,
441745631,
441746285,
615934704,
489946079,
489635259,
703808863,
742161851,
765909730,
786514132,
786498560,
786430795,
895140665,
919939396,
919943562,
965242919,
},
avatarAnimations = {
},
}
|
--[[
Recalculates this Computed's cached value and dependencies.
Returns true if it changed, or false if it's identical.
]]
|
function class:update(): boolean
-- remove this object from its dependencies' dependent sets
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = nil
end
-- we need to create a new, empty dependency set to capture dependencies
-- into, but in case there's an error, we want to restore our old set of
-- dependencies. by using this table-swapping solution, we can avoid the
-- overhead of allocating new tables each update.
self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
table.clear(self.dependencySet)
local ok, newValue = captureDependencies(self.dependencySet, self._callback)
if ok then
local oldValue = self._value
self._value = newValue
-- add this object to the dependencies' dependent sets
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = true
end
return oldValue ~= newValue
else
-- this needs to be non-fatal, because otherwise it'd disrupt the
-- update process
logErrorNonFatal("computedCallbackError", newValue)
-- restore old dependencies, because the new dependencies may be corrupt
self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet
-- restore this object in the dependencies' dependent sets
for dependency in pairs(self.dependencySet) do
dependency.dependentSet[self] = true
end
return false
end
end
local function Computed<T>(callback: () -> T): Types.Computed<T>
local self = setmetatable({
type = "State",
kind = "Computed",
dependencySet = {},
-- if we held strong references to the dependents, then they wouldn't be
-- able to get garbage collected when they fall out of scope
dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
_oldDependencySet = {},
_callback = callback,
_value = nil,
}, CLASS_METATABLE)
initDependency(self)
self:update()
return self
end
return Computed
|
--Glenn's Anti-Exploit System (GAE for short). This code is very ugly, but does job done
|
local function SecureSettings(Player, Gun, Module)
if Player then
local PreNewModule = Gun:FindFirstChild("Setting")
if Gun and PreNewModule then
local NewModule = require(PreNewModule)
if (CompareTables(Module, NewModule) == false) then
if KickPlayer then
Player:Kick("You have been kicked and blocked from rejoining this specific server for exploiting gun stats.")
warn(Player.Name.." has been kicked for exploiting gun stats.")
table.insert(_G.TempBannedPlayers, Player)
else
warn(Player.Name.." - Potential Exploiter Bypass! Case 2: Changed Gun Stats From Client")
end
return
end
else
--[[if KickPlayer then
Player:Kick("Gun and Module are not found. Kicked!")
warn("Gun and Module are missing from "..Player.Name.."'s inventory.")
else
warn(Player.Name.." - Potential Exploiter Bypass! Case 1: Missing Gun And Module")
end]]
warn(Player.Name.." - Potential Exploiter Bypass! Case 1: Missing Gun And Module")
return
end
else
warn("Player does not exist.")
return
end
end
function _G.SecureSettings(Player, Gun, Module)
SecureSettings(Player, Gun, Module)
end
VisualizeHitEffect.OnServerEvent:Connect(function(Player, Type, Replicate, Hit, Position, Normal, Material, ...)
local Table = {...}
if Type == "Normal" then
for _, plr in next, Players:GetPlayers() do
if plr ~= Player then
VisualizeHitEffect:FireClient(plr, Type, Replicate, Hit, Position, Normal, Material, Table[1], Table[2], Table[3], nil)
end
end
elseif Type == "Blood" then
for _, plr in next, Players:GetPlayers() do
if plr ~= Player then
VisualizeHitEffect:FireClient(plr, Type, Replicate, Hit, Position, Normal, Material, Table[1], Table[2], nil)
end
end
end
end)
VisualizeBullet.OnServerEvent:Connect(function(Player, Module, Tool, Handle, VMHandle, CLDirections, SVDirections, FirePointObject, HitEffectData, BloodEffectData, BulletHoleData, ExplosiveData, BulletData, WhizData, ClientData)
SecureSettings(Player, Tool, Module)
for _, plr in next, Players:GetPlayers() do
if plr ~= Player then
VisualizeBullet:FireClient(plr, Module, Tool, Handle, VMHandle, CLDirections, SVDirections, FirePointObject, HitEffectData, BloodEffectData, BulletHoleData, ExplosiveData, BulletData, WhizData, ClientData)
end
end
end)
VisualizeMuzzle.OnServerEvent:Connect(function(Player, Handle, VMHandle, MuzzleFlashEnabled, MuzzleLightData, MuzzleEffect, Replicate)
for _, plr in next, Players:GetPlayers() do
if plr ~= Player then
VisualizeMuzzle:FireClient(plr, Handle, VMHandle, MuzzleFlashEnabled, MuzzleLightData, MuzzleEffect, Replicate)
end
end
end)
PlayAudio.OnServerEvent:Connect(function(Player, Audio, LowAmmoAudio, Replicate)
for _, plr in next, Players:GetPlayers() do
if plr ~= Player then
PlayAudio:FireClient(plr, Audio, LowAmmoAudio, Replicate)
end
end
end)
ShatterGlass.OnServerEvent:Connect(function(Player, Hit, Pos, Dir)
if Hit then
if Hit.Name == "_glass" then
if Hit.Transparency ~= 1 then
if PhysicEffect then
local Sound = Instance.new("Sound")
Sound.SoundId = "http://roblox.com/asset/?id=2978605361"
Sound.TimePosition = .1
Sound.Volume = 1
Sound.Parent = Hit
Sound:Play()
Sound.Ended:Connect(function()
Sound:Destroy()
end)
GlassShattering:Shatter(Hit, Pos, Dir + Vector3.new(math.random(-25, 25), math.random(-25, 25), math.random(-25, 25)))
--[[local LifeTime = 5
local FadeTime = 1
local SX, SY, SZ = Hit.Size.X, Hit.Size.Y, Hit.Size.Z
for X = 1, 4 do
for Y = 1, 4 do
local Part = Hit:Clone()
local position = Vector3.new(X - 2.1, Y - 2.1, 0) * Vector3.new(SX / 4, SY / 4, SZ)
local currentTransparency = Part.Transparency
Part.Name = "_shatter"
Part.Size = Vector3.new(SX / 4, SY / 4, SZ)
Part.CFrame = Hit.CFrame * (CFrame.new(Part.Size / 8) - Hit.Size / 8 + position)
Part.Velocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10))
Part.Parent = workspace
--Debris:AddItem(Part, 10)
task.delay(LifeTime, function()
if Part.Parent ~= nil then
if LifeTime > 0 then
local t0 = os.clock()
while true do
local Alpha = math.min((os.clock() - t0) / FadeTime, 1)
Part.Transparency = Math.Lerp(currentTransparency, 1, Alpha)
if Alpha == 1 then break end
task.wait()
end
Part:Destroy()
else
Part:Destroy()
end
end
end)
Part.Anchored = false
end
end]]
else
local Sound = Instance.new("Sound")
Sound.SoundId = "http://roblox.com/asset/?id=2978605361"
Sound.TimePosition = .1
Sound.Volume = 1
Sound.Parent = Hit
Sound:Play()
Sound.Ended:Connect(function()
Sound:Destroy()
end)
local Particle = script.Shatter:Clone()
Particle.Color = ColorSequence.new(Hit.Color)
Particle.Transparency = NumberSequence.new{
NumberSequenceKeypoint.new(0, Hit.Transparency), --(time, value)
NumberSequenceKeypoint.new(1, 1)
}
Particle.Parent = Hit
task.delay(0.01, function()
Particle:Emit(10 * math.abs(Hit.Size.magnitude))
Debris:AddItem(Particle, Particle.Lifetime.Max)
end)
Hit.CanCollide = false
Hit.Transparency = 1
end
end
else
error("Hit part's name must be '_glass'.")
end
else
error("Hit part doesn't exist.")
end
end)
local function CalculateDamage(Damage, TravelDistance, ZeroDamageDistance, FullDamageDistance)
local ZeroDamageDistance = ZeroDamageDistance or 10000
local FullDamageDistance = FullDamageDistance or 1000
local DistRange = ZeroDamageDistance - FullDamageDistance
local FallOff = math.clamp(1 - (math.max(0, TravelDistance - FullDamageDistance) / math.max(1, DistRange)), 0, 1)
return math.max(Damage * FallOff, 0)
end
InflictTarget.OnServerInvoke = function(Player, Module, Tool, Tagger, TargetHumanoid, TargetTorso, Damage, Misc, Critical, Hit, GoreData, ExplosiveData)
SecureSettings(Player, Tool, Module) --Second layer
local TrueDamage
if ExplosiveData and ExplosiveData[1] then
local DamageMultiplier = (1 - math.clamp((ExplosiveData[3] / ExplosiveData[2]), 0, 1))
TrueDamage = ExplosiveData[4] and ((Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1]) * DamageMultiplier or (Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1]
else
TrueDamage = Damage[5] and CalculateDamage((Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1], Damage[4], Damage[6], Damage[7]) or (Hit and Hit.Name == "Head" and Damage[3]) and Damage[1] * Damage[2] or Damage[1]
end
--GORE
if TargetHumanoid.Health - TrueDamage <= 0 and not TargetHumanoid.Parent:FindFirstChild("gibbed") then
if Hit then
if Hit.Name == "Head" or Hit.Name == "Torso" or Hit.Name == "Left Arm" or Hit.Name == "Right Arm" or Hit.Name == "Right Leg" or Hit.Name == "Left Leg" or Hit.Name == "UpperTorso" or Hit.Name == "LowerTorso" or Hit.Name == "LeftUpperArm" or Hit.Name == "LeftLowerArm" or Hit.Name == "LeftHand" or Hit.Name == "RightUpperArm" or Hit.Name == "RightLowerArm" or Hit.Name == "RightHand" or Hit.Name == "RightUpperLeg" or Hit.Name == "RightLowerLeg" or Hit.Name == "RightFoot" or Hit.Name == "LeftUpperLeg" or Hit.Name == "LeftLowerLeg" or Hit.Name == "LeftFoot" then
VisualizeGore:FireAllClients(Hit, TargetHumanoid.Parent, GoreData)
end
end
end
if Tagger then
local TargetTEAM = TargetHumanoid.Parent:FindFirstChild("TEAM")
local TEAM = Tool.Parent:FindFirstChild("TEAM")
local CanDamage = (TEAM and TargetTEAM) and (TargetTEAM.Value ~= TEAM.Value) or DamageModule.CanDamage(TargetHumanoid.Parent, Tagger)
if ExplosiveData and ExplosiveData[1] and ExplosiveData[5] then
if TargetHumanoid.Parent.Name == Tagger.Name then
CanDamage = (TargetHumanoid.Parent.Name == Tagger.Name)
if ExplosiveData[7] then
TrueDamage = TargetHumanoid:GetState() ~= Enum.HumanoidStateType.Freefall and TrueDamage or (TrueDamage * (1 - ExplosiveData[6]))
else
TrueDamage = TrueDamage * (1 - ExplosiveData[6])
end
end
end
if TargetHumanoid and TargetHumanoid.Health ~= 0 and TargetTorso and CanDamage then
while TargetHumanoid:FindFirstChild("creator") do
TargetHumanoid.creator:Destroy()
end
local creator = Instance.new("ObjectValue",TargetHumanoid)
creator.Name = "creator"
creator.Value = Tagger
Debris:AddItem(creator, 5)
if Critical[1] then
local CriticalChanceRandom = Random.new():NextInteger(0, 100)
if CriticalChanceRandom <= Critical[2] then
TargetHumanoid:TakeDamage(math.abs(TrueDamage * Critical[3]))
else
TargetHumanoid:TakeDamage(math.abs(TrueDamage))
end
else
TargetHumanoid:TakeDamage(math.abs(TrueDamage))
end
if Misc[1] > 0 then --knockback
if not (ExplosiveData and ExplosiveData[1] and ExplosiveData[5]) then
local Shover = Tagger.Character.HumanoidRootPart or Tagger.Character.Head
local Duration = 0.1
local Speed = Misc[1] / Duration
local Velocity = (TargetTorso.Position - Shover.Position).Unit * Speed
local ShoveForce = Instance.new("BodyVelocity")
ShoveForce.MaxForce = Vector3.new(1e9, 1e9, 1e9)
ShoveForce.Velocity = Velocity
ShoveForce.Parent = TargetTorso
Debris:AddItem(ShoveForce, Duration)
end
end
if Misc[2] > 0 and Tagger.Character.Humanoid and Tagger.Character.Humanoid.Health ~= 0 then --lifesteal
if ExplosiveData and ExplosiveData[1] and ExplosiveData[5] then
if not TargetHumanoid.Parent.Name == Tagger.Name then
Tagger.Character.Humanoid.Health = Tagger.Character.Humanoid.Health + (TrueDamage * Misc[2])
end
else
Tagger.Character.Humanoid.Health = Tagger.Character.Humanoid.Health + (TrueDamage * Misc[2])
end
end
if Misc[3] then --affliction
local roll = math.random(1, 100)
if roll <= Misc[5] then
if not TargetHumanoid.Parent:FindFirstChild(Misc[4]) then
local Debuff = Tool:FindFirstChild("GunScript_Server"):FindFirstChild(Misc[4]):Clone()
Debuff.creator.Value = creator.Value
Debuff.Parent = TargetHumanoid.Parent
Debuff.Disabled = false
end
end
end
end
else
warn("Unable to register damage because player is no longer existing here")
end
end
Players.PlayerAdded:Connect(function(player)
for i, v in pairs(_G.TempBannedPlayers) do
if v == player.Name then
player:Kick("You cannot rejoin a server where you were kicked from.")
warn(player.Name.." tried to rejoin a server where he/she was kicked from.")
break
end
end
end)
|
--- VARIABLES/CONSTANTS ---
|
HitEntities = {}
AnimationStep = 1
|
-- / Workspace Assets / --
|
local GameHolder = game.Workspace.GameHolder
local GamemodesMapHolder = GameHolder.GamemodesMapHolder
local GameAssetsHolder = GameHolder.GameAssetsHolder
local Lobby = game.Workspace.Lobby
-- / Game Assets / --
local GameAssets = game.ServerStorage.GameAssets
|
--[[ if your changing the DataStore name from LB
to anything else you should change it
inside the LeaderboardHandler too
]]
|
--
local leaderboardDS = ds:GetOrderedDataStore("LB")
players.PlayerAdded:Connect(function(plr)
local leaderstats = Instance.new("Folder")
leaderstats.Name = "leaderstats"
leaderstats.Parent = plr
local Cash = Instance.new("NumberValue")
Cash.Name = "Cash"
Cash.Parent = leaderstats
local Coins = Instance.new("NumberValue")
Coins.Name = "C"
Coins.Parent = leaderstats
end)
while true do
for i , v in pairs(players:GetPlayers()) do
local succ , errmsg = pcall(function()
-- saving the Coins value with the player's userid as the key
leaderboardDS:SetAsync(v.UserId , v.leaderstats.Coins.Value)
end)
end
-- recommend waiting for a longer time
task.wait(220)
end
|
--[[Drivetrain]]
|
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 15 -- 1 - 100%
Tune.RDiffLockThres = 50 -- 0 - 100%
Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = false -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
|
-- << SETUP >>
--Autosave
|
spawn(function()
while wait(autosaveInterval) do
for player, pdata in pairs(main.pd) do
if main.players:FindFirstChild(player.Name) == nil then
pdata = nil
else
savePlayerData(player)
end
end
end
end)
|
-- Function to periodically save player data
|
local function autoSave()
while wait(AUTOSAVE_INTERVAL) do
print("Saving")
for playerUserId, data in pairs(sessionData) do
savePlayerData(playerUserId)
end
end
end
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 1 -- cooldown for use of the tool again
BoneModelName = "Ray zone" -- name the zone model
HumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--Made by Luckymaxer
|
Tool = script.Parent
Main = Tool:WaitForChild("Main")
FX = Main:WaitForChild("FX")
Handle = Tool:WaitForChild("Handle")
Light = Handle:WaitForChild("Light")
Recoil = script:WaitForChild("Recoil")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
CastLaser = Tool:WaitForChild("CastLaser"):Clone()
Modules = Tool:WaitForChild("Modules")
Functions = require(Modules:WaitForChild("Functions"))
BaseUrl = "http://www.roblox.com/asset/?id="
ConfigurationBin = Tool:WaitForChild("Configuration")
Configuration = {}
Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration)
ToolEquipped = false
Remotes = Tool:WaitForChild("Remotes")
Sounds = {
Fire = Handle:WaitForChild("Fire"),
HeadShot = Handle:WaitForChild("HeadShot"),
}
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
BaseRay = BasePart:Clone()
BaseRay.Name = "Ray"
BaseRay.BrickColor = BrickColor.new("Bright yellow")
BaseRay.Material = Enum.Material.SmoothPlastic
BaseRay.Size = Vector3.new(0.2, 0.2, 0.2)
BaseRay.Anchored = true
BaseRay.CanCollide = false
|
-- Was called OnMoveTouchEnded in previous version
|
function DynamicThumbstick:OnInputEnded()
self.moveTouchObject = nil
self.moveVector = ZERO_VECTOR3
self:FadeThumbstick(false)
end
function DynamicThumbstick:FadeThumbstick(visible)
if not visible and self.moveTouchObject then
return
end
if self.isFirstTouch then return end
if self.startImageFadeTween then
self.startImageFadeTween:Cancel()
end
if self.endImageFadeTween then
self.endImageFadeTween:Cancel()
end
for i = 1, #self.middleImages do
if self.middleImageFadeTweens[i] then
self.middleImageFadeTweens[i]:Cancel()
end
end
if visible then
self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0 })
self.startImageFadeTween:Play()
self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 0.2 })
self.endImageFadeTween:Play()
for i = 1, #self.middleImages do
self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = MIDDLE_TRANSPARENCIES[i] })
self.middleImageFadeTweens[i]:Play()
end
else
self.startImageFadeTween = TweenService:Create(self.startImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
self.startImageFadeTween:Play()
self.endImageFadeTween = TweenService:Create(self.endImage, ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
self.endImageFadeTween:Play()
for i = 1, #self.middleImages do
self.middleImageFadeTweens[i] = TweenService:Create(self.middleImages[i], ThumbstickFadeTweenInfo, { ImageTransparency = 1 })
self.middleImageFadeTweens[i]:Play()
end
end
end
function DynamicThumbstick:FadeThumbstickFrame(fadeDuration, fadeRatio)
self.fadeInAndOutHalfDuration = fadeDuration * 0.5
self.fadeInAndOutBalance = fadeRatio
self.tweenInAlphaStart = tick()
end
function DynamicThumbstick:InputInFrame(inputObject)
local frameCornerTopLeft = self.thumbstickFrame.AbsolutePosition
local frameCornerBottomRight = frameCornerTopLeft + self.thumbstickFrame.AbsoluteSize
local inputPosition = inputObject.Position
if inputPosition.X >= frameCornerTopLeft.X and inputPosition.Y >= frameCornerTopLeft.Y then
if inputPosition.X <= frameCornerBottomRight.X and inputPosition.Y <= frameCornerBottomRight.Y then
return true
end
end
return false
end
function DynamicThumbstick:DoFadeInBackground()
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
local hasFadedBackgroundInOrientation = false
-- only fade in/out the background once per orientation
if playerGui then
if playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight then
hasFadedBackgroundInOrientation = self.hasFadedBackgroundInLandscape
self.hasFadedBackgroundInLandscape = true
elseif playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait then
hasFadedBackgroundInOrientation = self.hasFadedBackgroundInPortrait
self.hasFadedBackgroundInPortrait = true
end
end
if not hasFadedBackgroundInOrientation then
self.fadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
self.fadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
self.tweenInAlphaStart = tick()
end
end
function DynamicThumbstick:DoMove(direction)
local currentMoveVector = direction
-- Scaled Radial Dead Zone
local inputAxisMagnitude = currentMoveVector.magnitude
if inputAxisMagnitude < self.radiusOfDeadZone then
currentMoveVector = ZERO_VECTOR3
else
currentMoveVector = currentMoveVector.unit*(
1 - math.max(0, (self.radiusOfMaxSpeed - currentMoveVector.magnitude)/self.radiusOfMaxSpeed)
)
currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y)
end
self.moveVector = currentMoveVector
end
function DynamicThumbstick:LayoutMiddleImages(startPos, endPos)
local startDist = (self.thumbstickSize / 2) + self.middleSize
local vector = endPos - startPos
local distAvailable = vector.magnitude - (self.thumbstickRingSize / 2) - self.middleSize
local direction = vector.unit
local distNeeded = self.middleSpacing * NUM_MIDDLE_IMAGES
local spacing = self.middleSpacing
if distNeeded < distAvailable then
spacing = distAvailable / NUM_MIDDLE_IMAGES
end
for i = 1, NUM_MIDDLE_IMAGES do
local image = self.middleImages[i]
local distWithout = startDist + (spacing * (i - 2))
local currentDist = startDist + (spacing * (i - 1))
if distWithout < distAvailable then
local pos = endPos - direction * currentDist
local exposedFraction = math.clamp(1 - ((currentDist - distAvailable) / spacing), 0, 1)
image.Visible = true
image.Position = UDim2.new(0, pos.X, 0, pos.Y)
image.Size = UDim2.new(0, self.middleSize * exposedFraction, 0, self.middleSize * exposedFraction)
else
image.Visible = false
end
end
end
function DynamicThumbstick:MoveStick(pos)
local vector2StartPosition = Vector2.new(self.moveTouchStartPosition.X, self.moveTouchStartPosition.Y)
local startPos = vector2StartPosition - self.thumbstickFrame.AbsolutePosition
local endPos = Vector2.new(pos.X, pos.Y) - self.thumbstickFrame.AbsolutePosition
self.endImage.Position = UDim2.new(0, endPos.X, 0, endPos.Y)
self:LayoutMiddleImages(startPos, endPos)
end
function DynamicThumbstick:BindContextActions()
local function inputBegan(inputObject)
if self.moveTouchObject then
return Enum.ContextActionResult.Pass
end
if not self:InputInFrame(inputObject) then
return Enum.ContextActionResult.Pass
end
if self.isFirstTouch then
self.isFirstTouch = false
local tweenInfo = TweenInfo.new(0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.Out,0,false,0)
TweenService:Create(self.startImage, tweenInfo, {Size = UDim2.new(0, 0, 0, 0)}):Play()
TweenService:Create(
self.endImage,
tweenInfo,
{Size = UDim2.new(0, self.thumbstickSize, 0, self.thumbstickSize), ImageColor3 = Color3.new(0,0,0)}
):Play()
end
self.moveTouchLockedIn = false
self.moveTouchObject = inputObject
self.moveTouchStartPosition = inputObject.Position
self.moveTouchFirstChanged = true
if FADE_IN_OUT_BACKGROUND then
self:DoFadeInBackground()
end
return Enum.ContextActionResult.Pass
end
local function inputChanged(inputObject)
if inputObject == self.moveTouchObject then
if self.moveTouchFirstChanged then
self.moveTouchFirstChanged = false
local startPosVec2 = Vector2.new(
inputObject.Position.X - self.thumbstickFrame.AbsolutePosition.X,
inputObject.Position.Y - self.thumbstickFrame.AbsolutePosition.Y
)
self.startImage.Visible = true
self.startImage.Position = UDim2.new(0, startPosVec2.X, 0, startPosVec2.Y)
self.endImage.Visible = true
self.endImage.Position = self.startImage.Position
self:FadeThumbstick(true)
self:MoveStick(inputObject.Position)
end
self.moveTouchLockedIn = true
local direction = Vector2.new(
inputObject.Position.x - self.moveTouchStartPosition.x,
inputObject.Position.y - self.moveTouchStartPosition.y
)
if math.abs(direction.x) > 0 or math.abs(direction.y) > 0 then
self:DoMove(direction)
self:MoveStick(inputObject.Position)
end
return Enum.ContextActionResult.Sink
end
return Enum.ContextActionResult.Pass
end
local function inputEnded(inputObject)
if inputObject == self.moveTouchObject then
self:OnInputEnded()
if self.moveTouchLockedIn then
return Enum.ContextActionResult.Sink
end
end
return Enum.ContextActionResult.Pass
end
local function handleInput(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Begin then
return inputBegan(inputObject)
elseif inputState == Enum.UserInputState.Change then
return inputChanged(inputObject)
elseif inputState == Enum.UserInputState.End then
return inputEnded(inputObject)
elseif inputState == Enum.UserInputState.Cancel then
self:OnInputEnded()
end
end
ContextActionService:BindActionAtPriority(
DYNAMIC_THUMBSTICK_ACTION_NAME,
handleInput,
false,
DYNAMIC_THUMBSTICK_ACTION_PRIORITY,
Enum.UserInputType.Touch)
end
function DynamicThumbstick:Create(parentFrame)
if self.thumbstickFrame then
self.thumbstickFrame:Destroy()
self.thumbstickFrame = nil
if self.onRenderSteppedConn then
self.onRenderSteppedConn:Disconnect()
self.onRenderSteppedConn = nil
end
end
self.thumbstickSize = 45
self.thumbstickRingSize = 20
self.middleSize = 10
self.middleSpacing = self.middleSize + 4
self.radiusOfDeadZone = 2
self.radiusOfMaxSpeed = 20
local screenSize = parentFrame.AbsoluteSize
local isBigScreen = math.min(screenSize.x, screenSize.y) > 500
if isBigScreen then
self.thumbstickSize = self.thumbstickSize * 2
self.thumbstickRingSize = self.thumbstickRingSize * 2
self.middleSize = self.middleSize * 2
self.middleSpacing = self.middleSpacing * 2
self.radiusOfDeadZone = self.radiusOfDeadZone * 2
self.radiusOfMaxSpeed = self.radiusOfMaxSpeed * 2
end
local function layoutThumbstickFrame(portraitMode)
if portraitMode then
self.thumbstickFrame.Size = UDim2.new(1, 0, 0.4, 0)
self.thumbstickFrame.Position = UDim2.new(0, 0, 0.6, 0)
else
self.thumbstickFrame.Size = UDim2.new(0.4, 0, 2/3, 0)
self.thumbstickFrame.Position = UDim2.new(0, 0, 1/3, 0)
end
end
self.thumbstickFrame = Instance.new("Frame")
self.thumbstickFrame.BorderSizePixel = 0
self.thumbstickFrame.Name = "DynamicThumbstickFrame"
self.thumbstickFrame.Visible = false
self.thumbstickFrame.BackgroundTransparency = 1.0
self.thumbstickFrame.BackgroundColor3 = Color3.fromRGB(0, 0, 0)
self.thumbstickFrame.Active = false
layoutThumbstickFrame(false)
self.startImage = Instance.new("ImageLabel")
self.startImage.Name = "ThumbstickStart"
self.startImage.Visible = true
self.startImage.BackgroundTransparency = 1
self.startImage.Image = TOUCH_CONTROLS_SHEET
self.startImage.ImageRectOffset = Vector2.new(1,1)
self.startImage.ImageRectSize = Vector2.new(144, 144)
self.startImage.ImageColor3 = Color3.new(0, 0, 0)
self.startImage.AnchorPoint = Vector2.new(0.5, 0.5)
self.startImage.Position = UDim2.new(0, self.thumbstickRingSize * 3.3, 1, -self.thumbstickRingSize * 2.8)
self.startImage.Size = UDim2.new(0, self.thumbstickRingSize * 3.7, 0, self.thumbstickRingSize * 3.7)
self.startImage.ZIndex = 10
self.startImage.Parent = self.thumbstickFrame
self.endImage = Instance.new("ImageLabel")
self.endImage.Name = "ThumbstickEnd"
self.endImage.Visible = true
self.endImage.BackgroundTransparency = 1
self.endImage.Image = TOUCH_CONTROLS_SHEET
self.endImage.ImageRectOffset = Vector2.new(1,1)
self.endImage.ImageRectSize = Vector2.new(144, 144)
self.endImage.AnchorPoint = Vector2.new(0.5, 0.5)
self.endImage.Position = self.startImage.Position
self.endImage.Size = UDim2.new(0, self.thumbstickSize * 0.8, 0, self.thumbstickSize * 0.8)
self.endImage.ZIndex = 10
self.endImage.Parent = self.thumbstickFrame
for i = 1, NUM_MIDDLE_IMAGES do
self.middleImages[i] = Instance.new("ImageLabel")
self.middleImages[i].Name = "ThumbstickMiddle"
self.middleImages[i].Visible = false
self.middleImages[i].BackgroundTransparency = 1
self.middleImages[i].Image = TOUCH_CONTROLS_SHEET
self.middleImages[i].ImageRectOffset = Vector2.new(1,1)
self.middleImages[i].ImageRectSize = Vector2.new(144, 144)
self.middleImages[i].ImageTransparency = MIDDLE_TRANSPARENCIES[i]
self.middleImages[i].AnchorPoint = Vector2.new(0.5, 0.5)
self.middleImages[i].ZIndex = 9
self.middleImages[i].Parent = self.thumbstickFrame
end
local CameraChangedConn = nil
local function onCurrentCameraChanged()
if CameraChangedConn then
CameraChangedConn:Disconnect()
CameraChangedConn = nil
end
local newCamera = workspace.CurrentCamera
if newCamera then
local function onViewportSizeChanged()
local size = newCamera.ViewportSize
local portraitMode = size.X < size.Y
layoutThumbstickFrame(portraitMode)
end
CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(onViewportSizeChanged)
onViewportSizeChanged()
end
end
workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged)
if workspace.CurrentCamera then
onCurrentCameraChanged()
end
self.moveTouchStartPosition = nil
self.startImageFadeTween = nil
self.endImageFadeTween = nil
self.middleImageFadeTweens = {}
self.onRenderSteppedConn = RunService.RenderStepped:Connect(function()
if self.tweenInAlphaStart ~= nil then
local delta = tick() - self.tweenInAlphaStart
local fadeInTime = (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance)
self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeInTime, 1)
if delta > fadeInTime then
self.tweenOutAlphaStart = tick()
self.tweenInAlphaStart = nil
end
elseif self.tweenOutAlphaStart ~= nil then
local delta = tick() - self.tweenOutAlphaStart
local fadeOutTime = (self.fadeInAndOutHalfDuration * 2) - (self.fadeInAndOutHalfDuration * 2 * self.fadeInAndOutBalance)
self.thumbstickFrame.BackgroundTransparency = 1 - FADE_IN_OUT_MAX_ALPHA + FADE_IN_OUT_MAX_ALPHA*math.min(delta/fadeOutTime, 1)
if delta > fadeOutTime then
self.tweenOutAlphaStart = nil
end
end
end)
self.onTouchEndedConn = UserInputService.TouchEnded:connect(function(inputObject)
if inputObject == self.moveTouchObject then
self:OnInputEnded()
end
end)
GuiService.MenuOpened:connect(function()
if self.moveTouchObject then
self:OnInputEnded()
end
end)
local playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
while not playerGui do
LocalPlayer.ChildAdded:wait()
playerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui")
end
local playerGuiChangedConn = nil
local originalScreenOrientationWasLandscape = playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeLeft or
playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.LandscapeRight
local function longShowBackground()
self.fadeInAndOutHalfDuration = 2.5
self.fadeInAndOutBalance = 0.05
self.tweenInAlphaStart = tick()
end
playerGuiChangedConn = playerGui:GetPropertyChangedSignal("CurrentScreenOrientation"):Connect(function()
if (originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation == Enum.ScreenOrientation.Portrait) or
(not originalScreenOrientationWasLandscape and playerGui.CurrentScreenOrientation ~= Enum.ScreenOrientation.Portrait) then
playerGuiChangedConn:disconnect()
longShowBackground()
if originalScreenOrientationWasLandscape then
self.hasFadedBackgroundInPortrait = true
else
self.hasFadedBackgroundInLandscape = true
end
end
end)
self.thumbstickFrame.Parent = parentFrame
if game:IsLoaded() then
longShowBackground()
else
coroutine.wrap(function()
game.Loaded:Wait()
longShowBackground()
end)()
end
end
return DynamicThumbstick
|
------------------------------------------------------------------------------------
|
local WaitTime = 15 -- Change this to the amount of time it takes for the button to re-enable.
local modelname = "Model" -- If your model is not named this, then make the purple words the same name as the model!
|
--------------------------------------------------------------------------
|
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 = .3 ,
FTargetFriction = 0.79 ,
FMinFriction = .5 ,
RWearSpeed = .3 ,
RTargetFriction = 0.79 ,
RMinFriction = .5 ,
--Tire Slip
TCSOffRatio = 1 ,
WheelLockRatio = 1/2 , --SS6 Default = 1/4
WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2
--Wheel Properties
FFrictionWeight = 1 , --SS6 Default = 1
RFrictionWeight = 1 , --SS6 Default = 1
FLgcyFrWeight = 10 ,
RLgcyFrWeight = 10 ,
FElasticity = 0 , --SS6 Default = .5
RElasticity = 0 , --SS6 Default = .5
FLgcyElasticity = 0 ,
RLgcyElasticity = 0 ,
FElastWeight = 1 , --SS6 Default = 1
RElastWeight = 1 , --SS6 Default = 1
FLgcyElWeight = 10 ,
RLgcyElWeight = 10 ,
--Wear Regen
RegenSpeed = 3.6 --SS6 Default = 3.6
}
|
-- local Hover = function(bool)
-- local properties = { -- properties to affect when hovering, on and off modes
-- ["Transparency"] = {on = .75,off = 0},
-- ["ZIndex"] = {on = 100,off = 1},
-- }
--
-- for property,values in next,properties do
-- frame.ImageLabel[property] = values[(bool and "on") or "off"]
-- end
-- end
--
-- frame.MouseEnter:connect(function()
-- Hover(true)
-- end)
-- frame.MouseLeave:connect(function()
-- Hover(false)
-- end)
|
frame.TextButton.Activated:connect(function()
OpenList(frame.Name)
end)
end
|
---
|
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 hinge.DesiredAngle == 0 then
sound.SoundId = "rbxassetid://278329638"
sound:Play()
wait(.00000001)
hinge.DesiredAngle = -.45
else
hinge.DesiredAngle = 0
sound.SoundId = "rbxassetid://278329638"
sound:Play()
end
end)
|
----------------------------------------------------------------------------------------------------
-----------------=[ General ]=----------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
TeamKill = true --- Enable TeamKill?
,TeamDamageMultiplier = 0.4 --- Between 0-1 | This will make you cause less damage if you hit your teammate
,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces...
,AntiBunnyHop = true --- Enable anti bunny hop system?
,JumpCoolDown = 3 --- Seconds before you can jump again
,JumpPower = 50 --- Jump power, default is 50
,RealisticLaser = false --- True = Laser line is invisible
,ReplicatedLaser = true
,ReplicatedFlashlight = true
,EnableRagdoll = true --- Enable ragdoll death?
,TeamTags = true --- Aaaaaaa
,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD
|
-- Generic Roblox DataType lerp function.
|
local function RobloxLerp(V0, V1)
return function(DeltaTime)
return V0:Lerp(V1, DeltaTime)
end
end
local function Lerp(Start, Finish, Alpha)
return Start + Alpha * (Finish - Start)
end
local function SortByTime(a, b)
return a.Time < b.Time
end
local Lerps = setmetatable({
boolean = function(V0, V1)
return function(DeltaTime)
if DeltaTime < 0.5 then
return V0
else
return V1
end
end
end;
number = function(V0, V1)
local Delta = V1 - V0
return function(DeltaTime)
return V0 + Delta * DeltaTime
end
end;
string = function(V0, V1)
local RegularString = false
local N0, D do
local Sign0, H0, M0, S0 = string.match(V0, "^([+-]?)(%d*):[+-]?(%d*):[+-]?(%d*)$")
local Sign1, H1, M1, S1 = string.match(V1, "^([+-]?)(%d*):[+-]?(%d*):[+-]?(%d*)$")
if Sign0 and Sign1 then
N0 = 3600 * (tonumber(H0) or 0) + 60 * (tonumber(M0) or 0) + (tonumber(S0) or 0)
local N1 = 3600 * (tonumber(H1) or 0) + 60 * (tonumber(M1) or 0) + (tonumber(S1) or 0)
if Sign0 == "-" then
N0 = -N0
end
D = (43200 + (Sign1 ~= "-" and N1 or -N1) - N0) % 86400 - 43200
else
RegularString = true
end
end
if RegularString then
local Length = #V1
return function(DeltaTime)
local Alpha = 1 + Length * DeltaTime
return string.sub(V1, 1, Alpha < Length and Alpha or Length)
end
else
return function(DeltaTime)
local FS = (N0 + D * DeltaTime) % 86400
local S = FS >= 0 and FS or 0 - FS
return string.format(
FS < 0 and "-%.2u:%.2u:%.2u" or "%.2u:%.2u:%.2u",
(S - S % 3600) / 3600,
(S % 3600 - S % 60) / 60,
S % 60
)
end
end
end;
CFrame = RobloxLerp;
Color3 = function(C0, C1)
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Classes.Base.Scholar.XP.Value < 0
end
|
--[[
Returns the room associated with the window
]]
|
function RoomManager.getRoomByWindow(windowPart)
local rooms = RoomManager.getRooms()
return TableUtils.find(
rooms,
function(room)
if room:hasWindow(windowPart) then
return true
end
end
)
end
|
--[[
Returns an english translation of time (integer)
EX: 1800 = "30 Minutes"
Functions.TimeString(
time, <-- |REQ| Time integer (tick, os.time)
)
--]]
|
return function(t)
--- Split up time to several segments
local days = _L.Functions.Round(t / 60 / 60 / 24 - 0.5)
local hours = _L.Functions.Round(t / 60 / 60 % 24 - 0.5)
local minutes = _L.Functions.Round(t / 60 % 60 - 0.5)
local seconds = _L.Functions.Round(t % 60)
--- Final string to be returned
local str = ""
--- Convert to a translated string based on appropriate parameters
if days >= 1 then
str = days .. (days > 1 and " Days" or " Day")
elseif hours >= 1 then
str = hours .. (hours > 1 and " Hours" or " Hour")
elseif minutes >= 1 then
str = minutes .. (minutes > 1 and " Minutes" or " Minute")
else
str = seconds .. (seconds > 1 and " Seconds" or " Second")
end
--
return str
end
|
-- Arm And Leg
|
character.LeftUpperArm.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.RightUpperArm.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.RightUpperLeg.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.LeftUpperLeg.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.Head.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.RightLowerLeg.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.RightLowerArm.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.LeftLowerLeg.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.LeftLowerArm.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.RightHand.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.LeftHand.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.RightFoot.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
character.LeftFoot.CustomPhysicalProperties = PhysicalProperties.new(Ds,Fr,El,FrW,ElW)
|
--[[
Function called upon entering the state - cleans up the previous game
]]
|
function ServerPostGame.onEnter(stateMachine, event, from, to)
SystemManager.destroySystems()
for _, child in pairs(workspace.Tools:GetChildren()) do
child:Destroy()
end
wait(8)
stateMachine:beginNextGame()
end
|
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
plrData.Money.Gold.Value = plrData.Money.Gold.Value - 100
plrData.Classes.Base.Smasher.HeavyWeaponTraining.Value = true
end
|
--[=[
@class RxValueBaseUtils
]=]
|
local require = require(script.Parent.loader).load(script)
local RxInstanceUtils = require("RxInstanceUtils")
local RxBrioUtils = require("RxBrioUtils")
local RxValueBaseUtils = {}
|
-- Don't mess with anything below kthx --
|
return {Settings,{Banned,Mods,Admins,SuperAdmins,Owners},Custom_Commands}
|
------------------------------------------------------------------------
-- dump constant pool from function prototype
-- * bvalue(o), nvalue(o) and rawtsvalue(o) macros removed
------------------------------------------------------------------------
|
function luaU:DumpConstants(f, D)
local n = f.sizek
self:DumpInt(n, D)
for i = 0, n - 1 do
local o = f.k[i] -- TValue
local tt = self:ttype(o)
self:DumpChar(tt, D)
if tt == self.LUA_TNIL then
elseif tt == self.LUA_TBOOLEAN then
self:DumpChar(o.value and 1 or 0, D)
elseif tt == self.LUA_TNUMBER then
self:DumpNumber(o.value, D)
elseif tt == self.LUA_TSTRING then
self:DumpString(o.value, D)
else
--lua_assert(0) -- cannot happen
end
end
n = f.sizep
self:DumpInt(n, D)
for i = 0, n - 1 do
self:DumpFunction(f.p[i], f.source, D)
end
end
|
-- @specs https://docs.microsoft.com/en-us/windows/uwp/design/motion/timing-and-easing
|
local UWPAccelerate = Bezier(0.7, 0, 1, 0.5)
|
-- Function to enable dragging for an image button
|
local function enableDragging(button)
local dragging = false
local dragStartPos
local offset
local function onMouseButton1Down(x, y)
dragging = true
dragStartPos = button.AbsolutePosition
offset = Vector2.new(x, y) - dragStartPos
end
local function onMouseMove(x, y)
if dragging then
button.Position = UDim2.new(0, x - offset.X, 0, y - offset.Y)
end
end
local function onMouseButton1Up(x, y)
dragging = false
end
button.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
onMouseButton1Down(input.Position.X, input.Position.Y)
end
end)
button.InputChanged:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseMovement then
onMouseMove(input.Position.X, input.Position.Y)
end
end)
button.InputEnded:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
onMouseButton1Up(input.Position.X, input.Position.Y)
end
end)
end
|
--!strict
|
return {
charCodeAt = require(script.charCodeAt),
endsWith = require(script.endsWith),
findOr = require(script.findOr),
includes = require(script.includes),
lastIndexOf = require(script.lastIndexOf),
slice = require(script.slice),
split = require(script.split),
startsWith = require(script.startsWith),
substr = require(script.substr),
trim = require(script.trim),
trimEnd = require(script.trimEnd),
trimStart = require(script.trimStart),
-- aliases for trimEnd and trimStart
trimRight = require(script.trimEnd),
trimLeft = require(script.trimStart),
}
|
-- local Debris = game:GetService("Debris") -- это сервисная команда
| |
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {};
local l__ReplicatedStorage__2 = game.ReplicatedStorage;
local v3 = require(game.ReplicatedStorage.Modules.Lightning);
local v4 = require(game.ReplicatedStorage.Modules.Xeno);
local v5 = require(game.ReplicatedStorage.Modules.CameraShaker);
local l__TweenService__6 = game.TweenService;
local l__Debris__7 = game.Debris;
function v1.RunStompFx(p1, p2, p3, p4)
local v8 = game.ReplicatedStorage.KillFX.Kizzaro.Kizaru:Clone();
v8.Parent = workspace.Ignored.Animations;
v8.HumanoidRootPart.CFrame = CFrame.new(p2.Position) * CFrame.new(-5, 80, 20);
game.Debris:AddItem(v8, 4);
local v9 = v8.AnimationController:LoadAnimation(v8.Animation);
v9:Play();
v9:AdjustSpeed(1.2);
local u1 = nil;
u1 = v9:GetMarkerReachedSignal("start"):Connect(function()
u1:Disconnect();
v8.Part.a.Enabled = true;
v8.Part.b.Enabled = true;
v8.Part.Sound:Play();
local u2 = nil;
u2 = v9:GetMarkerReachedSignal("hit"):Connect(function()
v8.Part.a.Enabled = false;
v8.Part.b.Enabled = false;
local v10 = game.ReplicatedStorage.KillFX.Kizzaro.HitPart:Clone();
v10.Parent = workspace.Ignored.Animations;
v10.Position = p2.Position;
game.Debris:AddItem(v10, 2);
v10.Sound:Play();
task.delay(0.25, function()
for v11, v12 in pairs(v10.Attachment:GetChildren()) do
v12.Enabled = false;
end;
end);
u2:Disconnect();
end);
end);
return nil;
end;
return v1;
|
-----------------------
--| Local Functions |--
-----------------------
|
local function LimbBehavior(castPoints)
for limb, _ in pairs(TrackedLimbs) do
castPoints[#castPoints + 1] = limb.Position
end
end
local function MoveBehavior(castPoints)
for i = 1, MOVE_CASTS do
local position, velocity = Torso.Position, Torso.Velocity
local horizontalSpeed = Vector3_new(velocity.X, 0, velocity.Z).Magnitude / 2
local offsetVector = (i - 1) * Torso.CFrame.lookVector * horizontalSpeed
castPoints[#castPoints + 1] = position + offsetVector
end
end
local function CornerBehavior(castPoints)
local cframe = Torso.CFrame
local centerPoint = cframe.p
local rotation = cframe - centerPoint
local halfSize = Character:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations
castPoints[#castPoints + 1] = centerPoint
for i = 1, #CORNER_FACTORS do
castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i]))
end
end
local function CircleBehavior(castPoints)
local cframe = nil
if Mode == MODE.CIRCLE1 then
cframe = Torso.CFrame
else
local camCFrame = Camera.CoordinateFrame
cframe = camCFrame - camCFrame.p + Torso.Position
end
castPoints[#castPoints + 1] = cframe.p
for i = 0, CIRCLE_CASTS - 1 do
local angle = (2 * math_pi / CIRCLE_CASTS) * i
local offset = 3 * Vector3_new(math_cos(angle), math_sin(angle), 0)
castPoints[#castPoints + 1] = cframe * offset
end
end
local function LimbMoveBehavior(castPoints)
LimbBehavior(castPoints)
MoveBehavior(castPoints)
end
local function OnCharacterAdded(character)
if childAddedConn then
childAddedConn:disconnect()
childAddedConn = nil
end
if childRemovedConn then
childRemovedConn:disconnect()
childRemovedConn = nil
end
Character = character
TrackedLimbs = {}
local function childAdded(child)
if child:IsA('BasePart') and LIMB_TRACKING_SET[child.Name] then
TrackedLimbs[child] = true
end
end
local function childRemoved(child)
TrackedLimbs[child] = nil
end
childAddedConn = character.ChildAdded:connect(childAdded)
childRemovedConn = character.ChildRemoved:connect(childRemoved)
for _, child in pairs(Character:GetChildren()) do
childAdded(child)
end
end
local function OnWorkspaceChanged(property)
if property == 'CurrentCamera' then
local newCamera = workspace.CurrentCamera
if newCamera then
Camera = newCamera
end
end
end
|
--[[
Executes all enqueued tasks, and clears out the task lists ready for new
tasks.
]]
|
function Scheduler.runTasks()
-- if no tasks were enqueued, exit early
if not willUpdate then
return
end
-- execute property changes
for instance, propertyTable in pairs(propertyChanges) do
for property, value in pairs(propertyTable) do
if value == None then
value = nil
end
-- FIXME: Typed Luau doesn't understand this yet
(instance :: any)[property] = value
end
end
-- run deferred callbacks
for callback in pairs(callbacks) do
callback()
end
willUpdate = false
table.clear(propertyChanges)
table.clear(callbacks)
end
RunService:BindToRenderStep(
"__FusionUIScheduler",
Enum.RenderPriority.Last.Value,
Scheduler.runTasks
)
return Scheduler
|
--{{MODULES}}
|
local Settings = require(script.Settings)
|
-- was enum OpArgMask
|
luaP.OpArgMask = { OpArgN = 0, OpArgU = 1, OpArgR = 2, OpArgK = 3 }
|
-- Public
|
function Maid:GiveTask(task)
local index = #self._tasks + 1
self._tasks[index] = task
return function()
self._tasks[index] = nil
end
end
function Maid:GiveTasks(...)
for _, task in next, {...} do
self:GiveTask(task)
end
end
function Maid:DoCleaning()
for index, task in next, self._tasks do
self._tasks[index] = nil
local T = type(task)
if T == 'table' then
task:Destroy()
elseif T == 'function' then
task()
else -- RbxScriptConnection
task:Disconnect()
end
end
end
Maid.Destroy = Maid.DoCleaning
|
--= Variables =--
|
local camera = game.Workspace.CurrentCamera
local TweeningService = game:GetService("TweenService")
local UIS = game:GetService('UserInputService')
local Bar = script.Parent:WaitForChild('STMBackground'):WaitForChild('Bar')
local player = game.Players.LocalPlayer
local NormalWalkSpeed = 16
local NewWalkSpeed = 24
local power = 10
local sprinting = false
repeat wait() until game.Players.LocalPlayer.Character
local character = player.Character
|
---------------------------------------------------------------|
---------------------------------------------------------------|
---------------------------------------------------------------|
|
local Debris = game.Debris
local Engine = game.ReplicatedStorage:WaitForChild("ACS_Engine")
local Evt = Engine:WaitForChild("Events")
local ServerConfig = require(Engine.GameRules:WaitForChild("Config"))
local Settings = script.Parent.ACS_Modulo:WaitForChild("Config")
local Weapon = script.Parent:FindFirstChildOfClass("Tool")
local WeaponData = require(Weapon:WaitForChild("ACS_Settings"))
local ACS_Storage = workspace:WaitForChild("ACS_WorkSpace")
local Modules = Engine:WaitForChild("Modules")
local Hitmarker = require(Modules:WaitForChild("Hitmarker"))
local Ragdoll = require(Modules:WaitForChild("Ragdoll"))
local Ignore_Model = ACS_Storage:FindFirstChild("Server")
local BulletModel = ACS_Storage:FindFirstChild("Client")
local Ray_Ignore = {Ignore_Model, BulletModel, ACS_Storage}
local Dead = false
task.wait(3)
script.Parent.ForceField:Destroy()
script.Parent.Humanoid.Died:connect(function()
Ragdoll(script.Parent)
if script.Parent:FindFirstChild("Gun") ~= nil then
script.Parent.Gun.CanCollide = true
end
Dead = true
Debris:AddItem(script.Parent,game.Players.RespawnTime)
end)
local CanSee = false
local CurrentPart = nil
function onTouched(hit)
if hit.Parent == nil then
return
end
local humanoid = hit.Parent:findFirstChild("Humanoid")
if humanoid == nil then
CurrentPart = hit
end
end
function waitForChild(parent, childName)
local child = parent:findFirstChild(childName)
if child then
return child
end
while true do
--print(childName)
child = parent.ChildAdded:wait()
if child.Name==childName then
return child
end
end
end
local Figure = script.Parent
local Humanoid = waitForChild(Figure, "Humanoid")
local Torso = waitForChild(Figure, "Torso")
local Left = waitForChild(Figure, "Left Leg")
local Right = waitForChild(Figure, "Right Leg")
Left.Touched:connect(onTouched)
Right.Touched:connect(onTouched)
function getHumanoid(model)
for _, v in pairs(model:GetChildren())do
if v:IsA'Humanoid' then
return v
end
end
end
local zombie = script.Parent
local human = getHumanoid(zombie)
local hroot = zombie.Torso
local head = zombie:FindFirstChild'Head'
local pfs = game:GetService("PathfindingService")
local players = game:GetService('Players')
local RecoilSpread = Spread/100
local perception = 0
local Memory = 0
task.wait(.1)
local ammo=Settings.Ammo.Value -- How much ammo the Enemy has
local w=.14
local RPM = 1/(FireRate/60)
local r=false
local t=script.Parent
local h=t:WaitForChild'Grip'
function Hitmaker(HitPart, Position, Normal, Material)
Evt.HitEffect:FireAllClients(nil, Position, HitPart, Normal, Material, WeaponData)
end
function CheckForHumanoid(L_225_arg1)
local L_226_ = false
local L_227_ = nil
if L_225_arg1 then
if (L_225_arg1.Parent:FindFirstChild("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChild("Humanoid")) then
L_226_ = true
if L_225_arg1.Parent:FindFirstChild('Humanoid') then
L_227_ = L_225_arg1.Parent.Humanoid
elseif L_225_arg1.Parent.Parent:FindFirstChild('Humanoid') then
L_227_ = L_225_arg1.Parent.Parent.Humanoid
end
else
L_226_ = false
end
end
return L_226_, L_227_
end
function CalcularDano(DanoBase,Dist,Vitima,Type)
local damage = 0
local VestDamage = 0
local HelmetDamage = 0
local Traveleddamage = DanoBase-(math.ceil(Dist)/40)*WeaponData.DamageFallOf
if Vitima.Parent:FindFirstChild("Saude") ~= nil then
local Vest = Vitima.Parent.Saude.Protecao.VestVida
local Vestfactor = Vitima.Parent.Saude.Protecao.VestProtect
local Helmet = Vitima.Parent.Saude.Protecao.HelmetVida
local Helmetfactor = Vitima.Parent.Saude.Protecao.HelmetProtect
if Type == "Head" then
if Helmet.Value > 0 and (WeaponData.BulletPenetration) < Helmetfactor.Value then
damage = Traveleddamage * ((WeaponData.BulletPenetration)/Helmetfactor.Value)
HelmetDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Helmetfactor.Value))
if HelmetDamage <= 0 then
HelmetDamage = 0.5
end
elseif Helmet.Value > 0 and (WeaponData.BulletPenetration) >= Helmetfactor.Value then
damage = Traveleddamage
HelmetDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Helmetfactor.Value))
if HelmetDamage <= 0 then
HelmetDamage = 1
end
elseif Helmet.Value <= 0 then
damage = Traveleddamage
end
else
if Vest.Value > 0 and (WeaponData.BulletPenetration) < Vestfactor.Value then
damage = Traveleddamage * ((WeaponData.BulletPenetration)/Vestfactor.Value)
VestDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Vestfactor.Value))
if VestDamage <= 0 then
VestDamage = 0.5
end
elseif Vest.Value > 0 and (WeaponData.BulletPenetration) >= Vestfactor.Value then
damage = Traveleddamage
VestDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Vestfactor.Value))
if VestDamage <= 0 then
VestDamage = 1
end
elseif Vest.Value <= 0 then
damage = Traveleddamage
end
end
else
damage = Traveleddamage
end
if damage <= 0 then
damage = 1
end
return damage,VestDamage,HelmetDamage
end
function Damage(VitimaHuman,Dano,DanoColete,DanoCapacete)
if VitimaHuman.Parent:FindFirstChild("Saude") ~= nil then
local Colete = VitimaHuman.Parent.Saude.Protecao.VestVida
local Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida
Colete.Value = Colete.Value - DanoColete
Capacete.Value = Capacete.Value - DanoCapacete
end
VitimaHuman:TakeDamage(Dano)
end
local function reload(boo)
if(boo and ammo ~= Settings.Ammo.Value)or ammo==0 then
r=true
if w then
w=.03
end
h.Reload:Play()
task.wait(3) -- How long the Enemy reloads
ammo= Settings.Ammo.Value
if w then
w=.14
end
r=false
elseif boo then
task.wait(.1)
end
end
local function near()
if not Dead then
local dis,pl= Settings.ShotDistance.Value ,nil -- Range of the Enemy
for _,v in ipairs(game.Players:GetPlayers())do
if v.Character and v.Character:FindFirstChild'Humanoid'and v:DistanceFromCharacter(h.Position)<dis then
dis,pl=v:DistanceFromCharacter(h.Position),v
end
end
if pl then
return pl.Character:GetModelCFrame(),dis,CFrame.new(pl.Character.Humanoid.WalkToPoint).lookVector
else
return nil
end
end
end
|
-- If in-game, enable ctrl hotkeys for sibling selection & selection clearing
|
if Mode == 'Tool' then
AssignHotkey({ 'LeftControl', 'LeftBracket' }, Support.Call(Targeting.SelectSiblings, false, false));
AssignHotkey({ 'RightControl', 'LeftBracket' }, Support.Call(Targeting.SelectSiblings, false, false));
AssignHotkey({ 'LeftControl', 'R' }, Support.Call(Selection.Clear, true));
AssignHotkey({ 'RightControl', 'R' }, Support.Call(Selection.Clear, true));
end;
function IsSelectable(Object)
-- Returns whether `Object` can be selected
-- Check if `Object` exists, is not locked, and is not ignored
if not Object or not Object.Parent or not Object:IsA 'BasePart' or Object.Locked or IsIgnored(Object) then
return false;
end;
-- If areas are enabled, check if `Object` violates any areas
if Security.AreAreasEnabled() then
return not Security.ArePartsViolatingAreas({ Object }, Player, true, {});
end;
-- If no checks fail, `Object` is selectable
return Object;
end;
function IsIgnored(Object)
-- TODO: Add ignoring capability
end;
function SetParent(Parent)
-- Sets the current default parent for parts
end;
function ExportSelection()
-- Exports the selected parts
-- Make sure that there are items in the selection
if #Selection.Items == 0 then
return;
end;
-- Start an export dialog
local Dialog = Cheer(Tool.Interfaces.ExportDialog, UI).Start();
-- Send the exporting request to the server
Try(SyncAPI.Invoke, SyncAPI, 'Export', Selection.Items)
-- Display creation ID on success
:Then(function (CreationId)
Dialog.SetResult(CreationId);
PlayConfirmationSound();
print('[Building Tools by F3X] Uploaded Export:', CreationId);
end)
-- Display error messages on failure
:Catch('Http requests are not enabled', function ()
Dialog.SetError('Please enable HTTP requests');
end)
:Catch('Export failed due to server-side error', function ()
Dialog.SetError('An error occurred, try again');
end)
:Catch('Post data too large', function ()
Dialog.SetError('Try splitting up your build');
end)
:Catch(function (Error, Stack, Attempt)
Dialog.SetError('An unknown error occurred, try again')
warn('❌ [Building Tools by F3X] Failed to export selection', '\n\nError:\n', Error, '\n\nStack:\n', Stack);
end);
end;
|
-- Player Variables
|
local player = Players.LocalPlayer
|
--[[
Loads all ModuleScripts within the given parent.
Loader.LoadChildren(parent: Instance): module[]
Loader.LoadDescendants(parent: Instance): module[]
--]]
|
local Loader = {}
function Loader.LoadChildren(parent)
local modules = {}
for _,child in ipairs(parent:GetChildren()) do
if (child:IsA("ModuleScript")) then
local m = require(child)
table.insert(modules, m)
end
end
return modules
end
function Loader.LoadDescendants(parent)
local modules = {}
for _,descendant in ipairs(parent:GetDescendants()) do
if (descendant:IsA("ModuleScript")) then
local m = require(descendant)
table.insert(modules, m)
end
end
return modules
end
return Loader
|
-- * UnOpr is used by luaK:prefix's op argument, but not directly used
-- because the function receives the symbols as strings, e.g. "OPR_NOT"
|
luaK.UnOpr = {
OPR_MINUS = 0, OPR_NOT = 1, OPR_LEN = 2, OPR_NOUNOPR = 3
}
|
-- Called when character is about to be removed
|
function Poppercam:CharacterRemoving(character, player)
end
function Poppercam:OnCameraSubjectChanged(newSubject)
end
return Poppercam
|
-- Generate a string that will highlight the difference between two values
-- with green and red. (similar to how github does code diffing)
-- eslint-disable-next-line @typescript-eslint/explicit-module-boundary-types
|
local function diff(a: any, b: any, options: DiffOptions?): string?
if Object.is(a, b) then
return getCommonMessage(NO_DIFF_MESSAGE, options)
end
local aType = getType(a)
local expectedType = aType
local omitDifference = false
if aType == "table" and getType(a.asymmetricMatch) == "function" then
if a["$$typeof"] ~= Symbol.for_("jest.asymmetricMatcher") then
-- Do not know expected type of user-defined asymmetric matcher.
return nil
end
if typeof(a.getExpectedType) ~= "function" then
-- For example, expect.anything() matches either null or undefined
return nil
end
expectedType = a:getExpectedType()
-- Primitive types boolean and number omit difference below.
-- For example, omit difference for expect.stringMatching(regexp)
omitDifference = expectedType == "string"
end
if expectedType ~= getType(b) then
return string.format(
" Comparing two different types of values." .. " Expected %s but " .. "received %s.",
chalk.green(expectedType),
chalk.red(getType(b))
)
end
if omitDifference then
return nil
end
if aType == "string" then
return diffLinesUnified(string.split(a, "\n"), string.split(b, "\n"), options)
elseif aType == "boolean" or aType == "number" then
return comparePrimitive(a, b, options)
-- ROBLOX deviation: omitted, no ordered tables in lua
-- elseif aType == 'table' then
-- return compareObjects(sortTable(a), sortTable(b), options)
end
return compareObjects(a, b, options)
end
function comparePrimitive(a: number | boolean, b: number | boolean, options: DiffOptions?)
local aFormat = prettyFormat(a, FORMAT_OPTIONS)
local bFormat = prettyFormat(b, FORMAT_OPTIONS)
if aFormat == bFormat then
return getCommonMessage(NO_DIFF_MESSAGE, options)
end
return diffLinesUnified(string.split(aFormat, "\n"), string.split(bFormat, "\n"), options)
end
|
-- Customization
|
AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)
MouseSense = 0.5;
CanAim = false; -- Allows player to aim
CanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)
LaserAttached = false;
LightAttached = false;
TracerEnabled = false;
|
--[[Weld functions]]
|
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type,JS)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") and
a.Parent.Name ~= ("RotLight") and
a.Parent.Name ~= ("Lights") then
MakeWeld(b,a,"Weld")
for i,v in pairs(a:GetChildren()) do
if v ~= nil and v:IsA("BasePart") then
ModelWeld(v,b)
end
end
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
--[[
Set of keys for fields that are internal to Bindings
]]
|
local InternalData = Symbol.named("InternalData")
local bindingPrototype = {}
bindingPrototype.__index = bindingPrototype
bindingPrototype.__tostring = function(self)
return ("RoactBinding(%s)"):format(tostring(self[InternalData].value))
end
|
--
|
Player.PetAttachment = Instance.new("Attachment")
Player.PetAttachment.CFrame = CFrame.new(-3,-1,-1)
Player.PetAttachment.Parent = Player.Character.PrimaryPart
Player.CharacterAdded:Fire(char)
if Player.CharacterListeners then
for func, args in pairs(Player.CharacterListeners) do
func(args)
end
end
end
function Player:AddCharacterListener(func, ...)
Player.CharacterListeners = Player.CharacterListeners or {}
Player.CharacterListeners[func] = ...
end
Player.CharacterAdded = Instance.new("BindableEvent")
Player.Player.CharacterAdded:Connect(Player.NewCharacter)
if Player.Player.Character then
Player.NewCharacter(Player.Player.Character)
else
Player.Player.CharacterAdded:Wait()
end
Services.RunService.Heartbeat:Connect(function()
if Player.Character and Player.Character.PrimaryPart then
local original = Player.Character.PrimaryPart.Velocity
Player.Character.PrimaryPart.Velocity = Vector3.new(original.X, math.clamp(original.Y, -300, 300), original.Z)
end
end)
return Player
|
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
|
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = 0
wait((math.random(600,672))/1000)
while true do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = 0
wait((math.random(660,700))/1000)
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = 0
wait((math.random(600,642))/1000)
end
|
--///////////////// Internal-Use Methods
--//////////////////////////////////////
--DO NOT REMOVE THIS. Chat must be filtered or your game will face
--moderation.
|
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) --// USES FFLAG
if RunService:IsServer() then -- and not RunService:IsStudio()) then
local fromSpeaker = self:GetSpeaker(speakerName)
local toSpeaker = toSpeakerName and self:GetSpeaker(toSpeakerName)
if fromSpeaker == nil then
return nil
end
local fromPlayerObj = fromSpeaker:GetPlayer()
local toPlayerObj = toSpeaker and toSpeaker:GetPlayer()
if fromPlayerObj == nil then
return message
end
local filterStartTime = tick()
local filterRetries = 0
while true do
local success, message = pcall(function()
if toPlayerObj then
return Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj)
else
return Chat:FilterStringForBroadcast(message, fromPlayerObj)
end
end)
if success then
return message
else
warn("Error filtering message:", message)
end
filterRetries = filterRetries + 1
if filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then
self:InternalNotifyFilterIssue()
return nil
end
local backoffInterval = FILTER_BACKOFF_INTERVALS[math.min(#FILTER_BACKOFF_INTERVALS, filterRetries)]
-- backoffWait = backoffInterval +/- (0 -> backoffInterval)
local backoffWait = backoffInterval + ((math.random()*2 - 1) * backoffInterval)
wait(backoffWait)
end
else
--// Simulate filtering latency.
--// There is only latency the first time the message is filtered, all following calls will be instant.
if not StudioMessageFilteredCache[message] then
StudioMessageFilteredCache[message] = true
wait(0.2)
end
return message
end
return nil
end
|
--// Dev Vars
|
FirstPersonOnly = true;
TPSMouseIcon = 1415957732;
|
-- local NULL = require(srcWorkspace.luaUtils.null)
| |
-- Set up the event handlers for the ImageButton icons in the DockShelf
|
local icons = dockShelf:GetChildren()
for _, icon in ipairs(icons) do
if icon:IsA("ImageButton") then
icon.MouseButton1Click:Connect(function()
toggleWindow(icon)
end)
end
end
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 7000 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 500 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 10000 -- Use sliders to manipulate values
Tune.Redline = 10000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 7500
Tune.PeakSharpness = 10
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- Initialize the tool
|
local CollisionTool = {
Name = 'Collision Tool';
Color = BrickColor.new 'Really black';
};
|
-- Update. Called every frame after the camera movement step
|
function Invisicam:Update()
-- Bail if there is no Character
if not Character then return end
-- Make sure we still have a HumanoidRootPart
if not HumanoidRootPart then
local humanoid = Character:FindFirstChildOfClass("Humanoid")
if humanoid and humanoid.Torso then
HumanoidRootPart = humanoid.Torso
else
-- Not set up with Humanoid? Try and see if there's one in the Character at all:
HumanoidRootPart = Character:FindFirstChild("HumanoidRootPart")
if not HumanoidRootPart then
-- Bail out, since we're relying on HumanoidRootPart existing
return
end
end
local ancestryChangedConn;
ancestryChangedConn = HumanoidRootPart.AncestryChanged:connect(function(child, parent)
if child == HumanoidRootPart and not parent then
HumanoidRootPart = nil
if ancestryChangedConn and ancestryChangedConn.Connected then
ancestryChangedConn:Disconnect()
ancestryChangedConn = nil
end
end
end)
end
if not TorsoPart then
CheckTorsoReference()
if not TorsoPart then
-- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso
return
end
end
-- Make a list of world points to raycast to
local castPoints = {}
BehaviorFunction(castPoints)
-- Cast to get a list of objects between the camera and the cast points
local currentHits = {}
local ignoreList = {Character}
local function add(hit)
currentHits[hit] = true
if not SavedHits[hit] then
SavedHits[hit] = hit.LocalTransparencyModifier
end
end
local hitParts
local hitPartCount = 0
-- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays
-- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled
local headTorsoRayHitParts = {}
local partIsTouchingCamera = {}
local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY
local perPartTransparencyOtherHits = TARGET_TRANSPARENCY
if USE_STACKING_TRANSPARENCY then
-- This first call uses head and torso rays to find out how many parts are stacked up
-- for the purpose of calculating required per-part transparency
local headPoint = HeadPart and HeadPart.CFrame.p or castPoints[1]
local torsoPoint = TorsoPart and TorsoPart.CFrame.p or castPoints[2]
hitParts = Camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList)
-- Count how many things the sample rays passed through, including decals. This should only
-- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals,
-- so my compromise for now is to just let any decal increase the part count by 1. Only one
-- decal per part will be considered.
for i = 1, #hitParts do
local hitPart = hitParts[i]
hitPartCount = hitPartCount + 1 -- count the part itself
headTorsoRayHitParts[hitPart] = true
for _, child in pairs(hitPart:GetChildren()) do
if child:IsA('Decal') or child:IsA('Texture') then
hitPartCount = hitPartCount + 1 -- count first decal hit, then break
break
end
end
end
if (hitPartCount > 0) then
perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount )
perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount )
end
end
-- Now get all the parts hit by all the rays
hitParts = Camera:GetPartsObscuringTarget(castPoints, ignoreList)
local partTargetTransparency = {}
-- Include decals and textures
for i = 1, #hitParts do
local hitPart = hitParts[i]
partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits
-- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of
-- parts to be modified by invisicam
if hitPart.Transparency < partTargetTransparency[hitPart] then
add(hitPart)
end
-- Check all decals and textures on the part
for _, child in pairs(hitPart:GetChildren()) do
if child:IsA('Decal') or child:IsA('Texture') then
if (child.Transparency < partTargetTransparency[hitPart]) then
partTargetTransparency[child] = partTargetTransparency[hitPart]
add(child)
end
end
end
end
-- Invisibilize objects that are in the way, restore those that aren't anymore
for hitPart, originalLTM in pairs(SavedHits) do
if currentHits[hitPart] then
-- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency
hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0
else -- Restore original pre-invisicam value of LTM
hitPart.LocalTransparencyModifier = originalLTM
SavedHits[hitPart] = nil
end
end
end
function Invisicam:SetMode(newMode)
AssertTypes(newMode, 'number')
for modeName, modeNum in pairs(MODE) do
if modeNum == newMode then
Mode = newMode
BehaviorFunction = Behaviors[Mode]
return
end
end
error("Invalid mode number")
end
function Invisicam:SetCustomBehavior(func)
AssertTypes(func, 'function')
Behaviors[MODE.CUSTOM] = func
if Mode == MODE.CUSTOM then
BehaviorFunction = func
end
end
function Invisicam:GetObscuredParts()
return SavedHits
end
|
--------END RIGHT DOOR --------
|
wait(0.5)
end
until game.Workspace.DoorFlashing.Value == false
end
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 5
local slash_damage = 12
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "http://www.roblox.com/Asset/?ID=11949128"
SlashSound.Parent = sword
SlashSound.Volume = .7
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game:GetService("Players"):playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function 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
print("Humanoid not found")
return
end
attack()
wait(.5)
Tool.Enabled = true
end
function onEquipped()
SlashSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
--Audio
|
local soundBank = game.ServerStorage.Sounds.NPC.Banto:GetChildren()
banto.Health.Changed:connect(function()
local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
hitSound.Parent = banto.PrimaryPart
hitSound.PlayOnRemove = true
wait()
hitSound:Destroy()
end)
while true do
bp.Parent = banto.PrimaryPart
local goal
repeat
local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), banto.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0))
local part,pos,norm,mat = workspace:FindPartOnRay(ray,banto)
if part == workspace.Terrain and mat ~= Enum.Material.Water then
goal = pos+Vector3.new(0,2.25,0)
end
wait()
until goal
--Set new goal for banto to MoveTo :)
walk:Play()
local pos = banto.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 wait(.5)
local ray = Ray.new(banto.PrimaryPart.Position, Vector3.new(0,-140,0))
until (banto.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10
walk:Stop()
bp.Parent = nil
wait(math.random(3,8))
end
|
--[=[
@interface Extension
@within Component
.ShouldExtend ExtensionShouldFn?
.ShouldConstruct ExtensionShouldFn?
.Constructing ExtensionFn?
.Constructed ExtensionFn?
.Starting ExtensionFn?
.Started ExtensionFn?
.Stopping ExtensionFn?
.Stopped ExtensionFn?
An extension allows the ability to extend the behavior of
components. This is useful for adding injection systems or
extending the behavior of components by wrapping around
component lifecycle methods.
The `ShouldConstruct` function can be used to indicate
if the component should actually be created. This must
return `true` or `false`. A component with multiple
`ShouldConstruct` extension functions must have them _all_
return `true` in order for the component to be constructed.
The `ShouldConstruct` function runs _before_ all other
extension functions and component lifecycle methods.
The `ShouldExtend` function can be used to indicate if
the extension itself should be used. This can be used in
order to toggle an extension on/off depending on whatever
logic is appropriate. If no `ShouldExtend` function is
provided, the extension will always be used if provided
as an extension to the component.
As an example, an extension could be created to simply log
when the various lifecycle stages run on the component:
```lua
local Logger = {}
function Logger.Constructing(component) print("Constructing", component) end
function Logger.Constructed(component) print("Constructed", component) end
function Logger.Starting(component) print("Starting", component) end
function Logger.Started(component) print("Started", component) end
function Logger.Stopping(component) print("Stopping", component) end
function Logger.Stopped(component) print("Stopped", component) end
local MyComponent = Component.new({Tag = "MyComponent", Extensions = {Logger}})
```
Sometimes it is useful for an extension to control whether or
not a component should be constructed. For instance, if a
component on the client should only be instantiated for the
local player, an extension might look like this, assuming the
instance has an attribute linking it to the player's UserId:
```lua
local player = game:GetService("Players").LocalPlayer
local OnlyLocalPlayer = {}
function OnlyLocalPlayer.ShouldConstruct(component)
local ownerId = component.Instance:GetAttribute("OwnerId")
return ownerId == player.UserId
end
local MyComponent = Component.new({Tag = "MyComponent", Extensions = {OnlyLocalPlayer}})
```
It can also be useful for an extension itself to turn on/off
depending on various contexts. For example, let's take the
Logger from the first example, and only use that extension
if the bound instance has a Log attribute set to `true`:
```lua
function Logger.ShouldExtend(component)
return component.Instance:GetAttribute("Log") == true
end
```
]=]
|
type Extension = {
ShouldExtend: ExtensionShouldFn?,
ShouldConstruct: ExtensionShouldFn?,
Constructing: ExtensionFn?,
Constructed: ExtensionFn?,
Starting: ExtensionFn?,
Started: ExtensionFn?,
Stopping: ExtensionFn?,
Stopped: ExtensionFn?,
}
|
--[[Drivetrain]]
|
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 50 -- 1 - 100%
Tune.RDiffLockThres = 50 -- 0 - 100%
Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = true -- Implements TCS
Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
|
--Dont worry about these, but do not change anything under here
|
cc.CameraType = Enum.CameraType.Scriptable
cc.CFrame = pc.CFrame
|
---[[ Window Settings ]]
|
module.MinimumWindowSize = UDim2.new(0.3, 0, 0.25, 0)
module.MaximumWindowSize = UDim2.new(1, 0, 1, 0) -- if you change this to be greater than full screen size, weird things start to happen with size/position bounds checking.
module.DefaultWindowPosition = UDim2.new(0, 0, 0.03, 2)
local extraOffset = (7 * 2) + (5 * 2) -- Extra chatbar vertical offset
module.DefaultWindowSizePhone = UDim2.new(0.5, 0, 0.5, extraOffset)
module.DefaultWindowSizeTablet = UDim2.new(0.4, 0, 0.3, extraOffset)
module.DefaultWindowSizeDesktop = UDim2.new(0.3, 0, 0.25, extraOffset)
|
--[=[
Adds a callback to be called before save on removal
@param callback function -- May return a promise
]=]
|
function PlayerDataStoreManager:AddRemovingCallback(callback)
table.insert(self._removingCallbacks, callback)
end
|
--MainScript
|
repeat
local Code1 = script.Parent.Code
local EnteredCode1 = script.Parent.EnteredCode
wait()
until Code1.Value == EnteredCode1.Value and Ready == true
AddButton1.Script:Destroy()
AddButton1.ClickDetector:Destroy()
AddButton1.Size = Size
AddButton1.Material = Material
AddButton2.Script:Destroy()
AddButton2.ClickDetector:Destroy()
AddButton2.Size = Size
AddButton2.Material = Material
AddButton3.Script:Destroy()
AddButton3.ClickDetector:Destroy()
AddButton3.Size = Size
AddButton3.Material = Material
SubtractButton1.Script:Destroy()
SubtractButton1.ClickDetector:Destroy()
SubtractButton1.Size = Size
SubtractButton1.Material = Material
SubtractButton2.Script:Destroy()
SubtractButton2.ClickDetector:Destroy()
SubtractButton2.Size = Size
SubtractButton2.Material = Material
SubtractButton3.Script:Destroy()
SubtractButton3.ClickDetector:Destroy()
SubtractButton3.Size = Size
SubtractButton3.Material = Material
Screen1.Color = Color
Screen2.Color = Color
Screen2.Unlock:Play()
Screen3.Color = Color
script.Parent.MainDoor:Destroy()
script:Destroy()
|
--!strict
-- upstream: https://github.com/facebook/react/blob/ba82eea3837e4aaeb5a30b7827b664a8c2128d2e/packages/shared/ReactFeatureFlags.js
--[[*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
]]
-- Unknown globals fail type checking (see "Unknown symbols" section of
-- https://roblox.github.io/luau/typecheck.html)
|
local exports = {}
|
--script.Parent.Close:play()
|
wait(0.01)
end
script.Parent.CFrame = cframe
end
opening = false
end
end)
|
--[[
Sets the position of the internal springs, meaning the value of this
Spring will jump to the given value. This doesn't affect velocity.
If the type doesn't match the current type of the spring, an error will be
thrown.
]]
|
function class:setPosition(newValue)
local newType = typeof(newValue)
if newType ~= self._currentType then
parseError("springTypeMismatch", nil, newType, self._currentType)
end
self._springPositions = unpackType(newValue, newType)
self._currentValue = newValue
SpringScheduler.add(self)
Dependencies.updateAll(self)
end
|
--[=[
Checks if the right mouse button is down.
]=]
|
function Mouse:IsRightDown(): boolean
return UserInputService:IsMouseButtonPressed(Enum.UserInputType.MouseButton2)
end
|
--[[
Main RenderStep Update. The camera controller and occlusion module both have opportunities
to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera.
The camera and occlusion modules should only return CFrames, not set the CFrame property of
CurrentCamera directly.
--]]
|
function CameraModule:Update(dt)
if self.activeCameraController then
self.activeCameraController:UpdateMouseBehavior()
local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt)
if not FFlagUserFlagEnableNewVRSystem then
self.activeCameraController:ApplyVRTransform()
end
if self.activeOcclusionModule then
newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus)
end
-- Here is where the new CFrame and Focus are set for this render frame
game.Workspace.CurrentCamera.CFrame = newCameraCFrame
game.Workspace.CurrentCamera.Focus = newCameraFocus
-- Update to character local transparency as needed based on camera-to-subject distance
if self.activeTransparencyController then
self.activeTransparencyController:Update(dt)
end
if CameraInput.getInputEnabled() then
CameraInput.resetInputForFrameEnd()
end
end
end
|
--PlayerClick0
|
ClickDetector.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)
|
-- ROBLOX deviation START: skipped
-- Expect.assertions = assertions
-- Expect.hasAssertions = hasAssertions
-- ROBLOX deviation END
|
Expect.getState = getState
Expect.setState = setState
|
--[[Transmission]]
|
Tune.TransModes = {"Semi", "Auto"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.32 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 0.009 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 1.5 , -- Reverse, Neutral, and 1st gear are required
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- ROBLOX TODO: ADO-1449 add imports for snapshot_resolver and related functionality
|
local SnapshotState = require(CurrentModule.State)
local plugins = require(CurrentModule.plugins)
local addSerializer = plugins.addSerializer
local getSerializers = plugins.getSerializers
local printSnapshot = require(CurrentModule.printSnapshot)
local PROPERTIES_ARG = printSnapshot.PROPERTIES_ARG
|
--// Load client
|
if _G.__CLIENTLOADER then
warn("ClientLoader already running;");
else
_G.__CLIENTLOADER = true;
print("Debug: ACLI Loading?")
setfenv(1, {})
script.Name = "\0"
script:Destroy()
--lockCheck(script)
--lockCheck(game)
warn("Checking CoreGui")
if not Locked(game:GetService("CoreGui")) then
warn("CoreGui not locked?")
Kill("ACLI: Error")
else
warn("CoreGui Locked: "..tostring(Locked(game:GetService("CoreGui"))))
end
warn("Checking Services")
--[[for i,service in next,services do
doPcall(lockCheck, game:GetService(service))
end--]]
warn("Waiting for PlayerGui...");
local playerGui = player:FindFirstChildOfClass("PlayerGui") or player:WaitForChild("PlayerGui", 600);
if not playerGui then
warn("PlayerGui not found after 10 minutes");
Kick(player, "ACLI: PlayerGui Never Appeared (Waited 10 Minutes)");
else
playerGui.Changed:Connect(function()
if playerGui.Name ~= "PlayerGui" then
playerGui.Name = "PlayerGui";
end
end)
end
finderEvent = playerGui.ChildAdded:Connect(function(child)
warn("Child Added")
if not foundClient and child.Name == "Adonis_Container" then
local client = child:FindFirstChildOfClass("Folder");
doPcall(checkChild, client);
end
end)
warn("Waiting and scanning (incase event fails)...")
repeat
scan(playerGui);
wait(5);
until (time() - start > 600) or foundClient
warn("Elapsed: ".. tostring(time() - start));
warn("Timeout: ".. tostring(time() - start > 600));
warn("Found Client: ".. tostring(foundClient));
warn("Disconnecting finder event...");
if finderEvent then
finderEvent:Disconnect();
end
warn("Checking if client found...")
if not foundClient then
warn("Loading took too long")
Kick(player, "\nACLI: [CLI-1162246] \nLoading Error [Took Too Long (>10 Minutes)]")
else
print("Debug: Adonis loaded?")
warn("Client found")
warn("Finished")
warn(time())
end
end
|
--[[
Defines ProximityPrompt visibility logic specific to the CanPlacePot cta
--]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory)
local countInventoryItemsInCategory = require(ReplicatedStorage.Source.Utility.PlayerData.countInventoryItemsInCategory)
local function shouldEnable(promptParent: Instance)
-- Only show when player has a pot to place
local numPotsOwned = countInventoryItemsInCategory(ItemCategory.Pots)
return numPotsOwned > 0
end
return shouldEnable
|
-- Public Methods
|
function RadialMenuClass:SetRadialProps(props)
for _, child in next, self.Frame.Radial:GetChildren() do
for prop, value in next, props do
child[prop] = value
end
end
end
function RadialMenuClass:SetDialProps(props)
local dial = self.Frame.RadialDial
for prop, value in next, props do
dial[prop] = value
end
end
function RadialMenuClass:GetTheta(userInputType)
local delta = nil
if (MOUSE_GROUP[userInputType]) then
local frame = self.Frame
local radius = frame.AbsoluteSize.y/2
local center = frame.AbsolutePosition + frame.AbsoluteSize/2
local mousePos = UIS:GetMouseLocation() + Vector2.new(0, -36)
delta = (mousePos - center) / radius
elseif (GAMEPAD_GROUP[userInputType]) then
local states = UIS:GetGamepadState(userInputType)
for _, state in next, states do
states[state.KeyCode] = state
end
delta = states[Enum.KeyCode.Thumbstick2].Position * Vector3.new(1, -1, 1)
end
if (delta) then
local m = delta.Magnitude
if (m >= self.DeadZoneIn and m <= self.DeadZoneOut) then
return math.atan2(delta.y, -delta.x)
end
end
end
function RadialMenuClass:PickIndex(theta)
local frameRot = math.rad(self.Frame.Rotation)
local toDeg = math.deg(theta - self.Rotation + frameRot + EX_OFFSET + 2*TAU) % 360
local closest = math.floor(toDeg / (360 / self.SubN))
return closest + 1
end
function RadialMenuClass:GetRotation(index)
return -TAU * ((index - 1) / self.SubN)
end
function RadialMenuClass:GetRadial(index)
return self.Frame.Radial[index]
end
function RadialMenuClass:GetAttachment(index)
return self.Frame.Attach[index]
end
function RadialMenuClass:IsVisible()
local frame = self.Frame
while (frame and frame:IsA("GuiObject") and frame.Visible) do
frame = frame.Parent
if (frame and frame:IsA("ScreenGui") and frame.Enabled) then
return true
end
end
return false
end
function RadialMenuClass:Destroy()
self._Maid:Sweep()
self.Frame:Destroy()
self.Clicked = nil
self.Hover = nil
self.Frame = nil
end
|
--Enter the name of the model you want to go to here.
------------------------------------
|
modelname="Teleporter 1"
|
--/Damage Modification
|
module.DamageMod = .85
module.minDamageMod = 1
|
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