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---|---|
-- @ModuleDescription Library for debug functions.
|
local Debug = {}
Debug.Replicated = true
|
--Made by Luckymaxer
|
Mouse_Icon = "rbxasset://textures/GunCursor.png"
Reloading_Icon = "rbxasset://textures/GunWaitCursor.png"
Tool = script.Parent
Mouse = nil
function UpdateIcon()
if Mouse then
Mouse.Icon = Tool.Enabled and Mouse_Icon or Reloading_Icon
end
end
function OnEquipped(ToolMouse)
Mouse = ToolMouse
UpdateIcon()
end
function OnChanged(Property)
if Property == "Enabled" then
UpdateIcon()
end
end
Tool.Equipped:Connect(OnEquipped)
Tool.Changed:connect(OnChanged)
|
-- Initialize resize tool
|
local ResizeTool = require(CoreTools:WaitForChild 'Resize')
Core.AssignHotkey('X', Core.Support.Call(Core.EquipTool, ResizeTool));
Core.AddToolButton(Core.Assets.ResizeIcon, 'X', ResizeTool)
|
--PUT THIS SCRIPT IN STARTERPACK, STOP DISLIKING IT BECAUSE YOU DIDN'T USE IT RIGHT
|
local sounds = game:GetService('SoundService')
local runtime = game:GetService('RunService')
script:WaitForChild('FootstepSounds').Parent = sounds
local materials = sounds:WaitForChild('FootstepSounds')
local plr = game:GetService("Players").LocalPlayer
repeat wait() until plr.Character
local char = plr.Character
local hrp = char.HumanoidRootPart
local hum = char.Humanoid
local walking
hum.Running:connect(function(speed)
if speed > hum.WalkSpeed/2 then
walking = true
else
walking = false
end
end)
function getMaterial()
local floormat = hum.FloorMaterial
if not floormat then floormat = 'Air' end
local matstring = string.split(tostring(floormat),'Enum.Material.')[2]
local material = matstring
return material
end
local lastmat
runtime.Heartbeat:connect(function()
if walking then
local material = getMaterial()
if material ~= lastmat and lastmat ~= nil then
materials[lastmat].Playing = false
end
local materialSound = materials[material]
materialSound.PlaybackSpeed = hum.WalkSpeed/12
materialSound.Playing = true
lastmat = material
else
for _,sound in pairs(materials:GetChildren()) do
sound.Playing = false
end
end
end)
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
if plrData.Money.Gold.Value > 12 then
return true
end
return false
end
|
--------END STAGE--------
--------CREW--------
|
game.Workspace.crewview1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.crew1.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.crew2.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
game.Workspace.crew3.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
|
--// States
|
local L_63_ = false
local L_64_ = false
local L_65_ = false
local L_66_ = false
local L_67_ = false
local L_68_ = true
local L_69_ = false
local L_70_ = false
local L_71_ = false
local L_72_ = false
local L_73_ = false
local L_74_ = false
local L_75_ = false
local L_76_ = false
local L_77_ = false
local L_78_ = false
local L_79_ = false
local L_80_ = false
local L_81_ = false
local L_82_ = false
local L_83_ = true
local L_84_ = true
local L_85_ = false
local L_86_
local L_87_
local L_88_
local L_89_
local L_90_
local L_91_ = L_24_.FireMode
local L_92_ = 0
local L_93_ = false
local L_94_ = true
local L_95_ = false
local L_96_ = 70
|
-- Setup Remote Events
|
local function createEvent(eventName)
local event = game.ReplicatedStorage:FindFirstChild(eventName)
if not event then
event = Instance.new("RemoteEvent", game.ReplicatedStorage)
event.Name = eventName
end
return event
end
local updateEvent = createEvent("ROBLOX_PistolUpdateEvent")
local equipEvent = createEvent("ROBLOX_PistolEquipEvent")
local unequipEvent = createEvent("ROBLOX_PistolUnequipEvent")
local fireEvent = createEvent("ROBLOX_PistolFireEvent")
local shotEvent = createEvent("ROBLOX_PistolShotEvent")
local reloadEvent = createEvent("ROBLOX_PistolReloadEvent")
local hitEvent = createEvent("ROBLOX_PistolHitEvent")
|
--now, create the functor:
|
Create = setmetatable({}, {__call = function(tb, ...) return Create_PrivImpl(...) end})
|
---------------------------
--Seat Offset (Make copies of this block for passenger seats)
|
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-10,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
end
end)
|
--// Declarables
|
local L_15_ = false
local L_16_ = false
local L_17_ = true
local L_18_ = L_1_:WaitForChild('Resource')
local L_19_ = L_18_:WaitForChild('FX')
local L_20_ = L_18_:WaitForChild('Events')
local L_21_ = L_18_:WaitForChild('HUD')
local L_22_ = L_18_:WaitForChild('Modules')
local L_23_ = L_18_:WaitForChild('SettingsModule')
local L_24_ = require(L_23_:WaitForChild("ClientConfig"))
local L_25_ = L_18_:WaitForChild('Vars')
local L_26_
local L_27_
local L_28_
local L_29_
local L_30_
local L_33_
local L_34_
local L_35_
local L_36_
local L_37_
local L_38_
local L_39_
local L_40_
local L_41_
local L_42_
local L_43_
local L_44_
local L_45_
local L_46_
local L_47_
local L_48_
local L_49_
local L_50_ = L_24_.AimZoom
local L_51_ = L_24_.MouseSensitivity
local L_52_ = L_12_.MouseDeltaSensitivity
|
------------------------------------------------------------------------------------------------------------------------------------------------
|
if script.Parent:FindFirstChild("Face") then
local g = script.Parent.Face:Clone()
g.Parent = File
for _,i in pairs(g:GetChildren()) do
if i:IsA("Part") or i:IsA("UnionOperation") or i:IsA("MeshPart") then
i.CanCollide = false
i.Anchored = false
local Y = Instance.new("Weld")
Y.Part0 = Player.Character.Head
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Player.Character.Head
end
end
end
|
-- Horsepower
|
Tune.E_Horsepower = 223
Tune.EH_FrontMult = 0.15
Tune.EH_EndMult = 2.9
Tune.EH_EndPercent = 7
|
-- params : ...
|
wait(1)
frame = script.Parent.Parent.Parent
local children = (script.Parent:GetChildren())
local call = nil
local picture = false
for i = 1, #children do
if children[i].ClassName == "StringValue" then
call = children[i]
else
if children[i].ClassName == "IntValue" then
call = children[i]
picture = true
end
end
end
print(call.Name)
click = function()
local board = frame.SmartboardObj.Value
board.SurfaceGui.RemoteEvents.Post:FireServer(call.Name, call.Value)
end
script.Parent.MouseButton1Click:connect(click)
|
--[[for n = 1,80 do
wait(0.005)
script.Parent.Parent.Parent.Grabber.Claw.Body.Rope.Length = script.Parent.Parent.Claw.Body.Rope.Length + 0.175
end]]
|
script.Parent.Parent.Parent.Grabber.Claw.Body.Rope.WinchTarget = 15
wait(3)
script.Parent.Parent.Prong1.Motor.HingeConstraint.TargetAngle = -5
script.Parent.Parent.Prong2.Motor.HingeConstraint.TargetAngle = -5
script.Parent.Parent.Prong3.Motor.HingeConstraint.TargetAngle = -5
wait(0.25)
script.Parent.Parent.Parent.Grabber.Claw.Body.Rope.WinchTarget = 0.1
wait(4)
|
--[[Brakes]]
|
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 1500 -- Front brake force
Tune.RBrakeForce = 1090 -- Rear brake force
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
|
--[[
Defines utilities for working with 'list-like' tables.
]]
|
return {
filter = require(script.filter),
filterMap = require(script.filterMap),
find = require(script.find),
findWhere = require(script.findWhere),
foldLeft = require(script.foldLeft),
foldRight = require(script.foldRight),
getRange = require(script.getRange),
join = require(script.join),
map = require(script.map),
removeIndex = require(script.removeIndex),
removeRange = require(script.removeRange),
removeValue = require(script.removeValue),
replaceIndex = require(script.replaceIndex),
reverse = require(script.reverse),
sort = require(script.sort),
toSet = require(script.toSet),
}
|
---
|
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Bronze",Paint)
end)
|
-- ROBLOX deviation START chalk_chainable: Lua Chalk doesn't support chainable calls. Using nested calls instead
-- Explicitly reset for these messages since they can get written out in the
-- middle of error logging
|
local LONG_TEST_COLOR = function(...)
return chalk.reset(chalk.bold(chalk.bgRed(...)))
end
local FAIL_TEXT = "FAIL"
local PASS_TEXT = "PASS"
|
---------------------------------------------------------------------------------------
|
local superLongLength = 2.85
local longLength = 2
local shortLength = 0.85
local ts = game.TweenService
local ti = TweenInfo.new(shortLength, Enum.EasingStyle.Circular, Enum.EasingDirection.InOut)
local ti2 = TweenInfo.new(longLength, Enum.EasingStyle.Circular, Enum.EasingDirection.InOut)
local ti3 = TweenInfo.new(superLongLength, Enum.EasingStyle.Circular, Enum.EasingDirection.InOut)
|
--Creates a client-side buffer.
|
function BufferCreator:CreateClientBuffer(BufferName)
return CreateBuffer(Tool:WaitForChild(BufferName))
end
return BufferCreator
|
--[[Transmission]]
|
Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T.
Tune.TransModes = {"Auto","Semi","Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
Tune.ClutchMode = "New" --[[
[Modes]
"New" : Speed controls clutch engagement (AC6C V1.2)
"Old" : Speed and RPM control clutch engagement (AC6C V1.1) ]]
Tune.ClutchType = "Clutch" --[[
[Types]
"Clutch" : Standard clutch, recommended
"TorqueConverter" : Torque converter, keeps RPM up
"CVT" : CVT, found in scooters
]]
--[[Transmission]]
--Transmission Settings
Tune.Stall = true -- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.
Tune.ClutchRel = false -- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners.
Tune.ClutchEngage = 10 -- How fast engagement is (0 = instant, 99 = super slow)
Tune.SpeedEngage = 20 -- Speed the clutch fully engages at (Based on SPS)
Tune.ClutchKick = true -- (LuaInt)
Tune.KickMult = 15 -- Torque multiplier on launch
Tune.KickSpeedThreshold = 40 -- Speed limit on launch (SPS)
Tune.KickRPMThreshold = 1000 -- RPM limit on launch, range is created below redline
--Clutch: "Old" mode
Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0
--Torque Converter:
Tune.TQLock = false -- Torque converter starts locking at a certain RPM
--Torque Converter and CVT:
Tune.RPMEngage = 3500 -- Keeps RPMs to this level until passed
--Neutral Rev Limiter (Avxnturador)
Tune.NeutralLimit = false -- Enables a different redline RPM for when the car is in neutral
Tune.NeutralRevRPM = 5000 -- The rev limiter when the car is in neutral
Tune.LimitClutch = false -- Will also limit RPMs while the clutch is pressed down
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoShiftType = "DCT" --[[
[Types]
"Rev" : Clutch engages fully once RPM reached (AC6C V1)
"DCT" : Clutch engages after a set time has passed (AC6.81T) ]]
Tune.AutoShiftVers = "New" --[[
[Versions]
"New" : Shift from Reverse, Neutral, and Drive (AC6.81T)
"Old" : Auto shifts into R or D when stopped. (AC6.52S2) ]]
Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Automatic: Revmatching
Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100%
--Automatic: DCT
Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one.
Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one.
--Gear Ratios
Tune.FinalDrive = 3.545
Tune.Ratios = {
--[[Reverse]] 3.28 ,
--[[Neutral]] 0 ,
--[[ 1 ]] 3.827 ,
--[[ 2 ]] 2.36 ,
--[[ 3 ]] 1.685 ,
--[[ 4 ]] 1.313 ,
--[[ 5 ]] 1 ,
--[[ 6 ]] .793 ,
}
Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
|
--Method to find the teleporters
|
function Register:GetTeleporter(name)
return info[name] --Simply return the value we stored
end
|
-- RANK, RANK NAMES & SPECIFIC USERS
|
Ranks = {
{5, "Owner", };
{4, "Co-owner", {"",0}, };
{3, "Staff", {"",0}, };
{2, "Moderator", {"",0}, };
{1, "VIP", {"",0}, };
{0, "NonAdmin", };
};
|
--
|
local sight = 120
local walking = false
local shooting = false
local canshoot = true
local cansay = true
local saycooldown = 0
local akweld = Instance.new("Weld", npc["AK-47"])
akweld.Part0 = rightarm
akweld.Part1 = npc["AK-47"]
function walkanim(walkspeed)
if walkspeed > 5 then
walking = true
else
walking = false
end
end
npchumanoid.Running:connect(walkanim)
function randomwalk()
while wait(math.random(3,6)) do
if not shooting and not walking then
npchumanoid.WalkSpeed = 16
local function createwalkpart()
local walkpart = Instance.new("Part", npc)
walkpart.Size = Vector3.new(1,1,1)
walkpart.Anchored = true
walkpart.Material = "Neon"
walkpart.Transparency = 1
walkpart.BrickColor = BrickColor.new("Maroon")
walkpart.CFrame = torso.CFrame * CFrame.new(math.random(-60,60),math.random(-30,30),math.random(-60,60))
local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
for i,v in pairs(waypoints) do
local pospart = Instance.new("Part", npc)
pospart.Size = Vector3.new(1,1,1)
pospart.Anchored = true
pospart.Material = "Neon"
pospart.Transparency = 1
pospart.Position = v.Position
pospart.Name = "pospart"
pospart.CanCollide = false
end
for i,v in pairs(waypoints) do
npchumanoid:MoveTo(v.Position)
local allow = 0
while (torso.Position - v.Position).magnitude > 4 and allow < 35 do
allow = allow + 1
wait()
end
if v.Action == Enum.PathWaypointAction.Jump then
npchumanoid.Jump = true
end
end
for i,v in pairs(npc:GetChildren()) do
if v.Name == "pospart" then
v:destroy()
end
end
else
createwalkpart()
wait()
end
walkpart:destroy()
end
createwalkpart()
end
end
end
function checkandshoot()
while wait() do
saycooldown = saycooldown + 1
if saycooldown == 500 then
cansay = true
saycooldown = 0
end
for i,v in pairs(workspace:GetChildren()) do
if v.ClassName == "Model" and v.Name ~= "collazio" then
local victimhumanoid = v:findFirstChildOfClass("Humanoid")
local victimhead = v:findFirstChild("Head")
if victimhumanoid and victimhead and v.Name ~= npc.Name then
if (victimhead.Position - head.Position).magnitude < sight then
if victimhumanoid.Name == "Blackout" and cansay then
elseif not shooting and victimhumanoid.Health > 0 and canshoot then
shooting = true
walking = false
local doesshoot = 0
local hpnow = npchumanoid.Health
local walk = 0
npchumanoid.WalkSpeed = 0
while shooting and (victimhead.Position - head.Position).magnitude < sight and victimhumanoid.Health > 0 and canshoot do
doesshoot = doesshoot + 1
walk = walk + 1
if npchumanoid.PlatformStand == false then
npc.HumanoidRootPart.CFrame = CFrame.new(npc.HumanoidRootPart.Position,Vector3.new(victimhead.Position.x,npc.HumanoidRootPart.Position.y,victimhead.Position.z))
end
if walk == 100 and not walking then
local function createwalkpart()
local walkpart = Instance.new("Part", npc)
walkpart.Size = Vector3.new(1,1,1)
walkpart.Anchored = true
walkpart.Material = "Neon"
walkpart.Transparency = 1
walkpart.BrickColor = BrickColor.new("Maroon")
walkpart.CFrame = torso.CFrame * CFrame.new(-math.random(20,60),math.random(-40,40),math.random(-10,10))
local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
shooting = false
canshoot = false
npchumanoid.WalkSpeed = 20
for i,v in pairs(waypoints) do
local pospart = Instance.new("Part", npc)
pospart.Size = Vector3.new(1,1,1)
pospart.Anchored = true
pospart.Material = "Neon"
pospart.Transparency = 1
pospart.Position = v.Position
pospart.Name = "pospart"
pospart.CanCollide = true
end
for i,v in pairs(waypoints) do
npchumanoid:MoveTo(v.Position)
local allow = 0
while (torso.Position - v.Position).magnitude > 4 and allow < 35 do
allow = allow + 1
wait()
end
if v.Action == Enum.PathWaypointAction.Jump then
npchumanoid.Jump = true
end
end
canshoot = true
npchumanoid.WalkSpeed = 16
for i,v in pairs(npc:GetChildren()) do
if v.Name == "pospart" then
v:destroy()
end
end
else
createwalkpart()
wait()
end
walkpart:destroy()
end
createwalkpart()
end
if doesshoot == 5 then
doesshoot = 0
npc["AK-47"].shoot:Play()
local bullet = Instance.new("Part", npc)
bullet.Size = Vector3.new(0.3,0.3,3.5)
bullet.Material = "Neon"
bullet.CFrame = npc["AK-47"].CFrame * CFrame.new(0,0,-4)
bullet.CanCollide = false
local velocity = Instance.new("BodyVelocity", bullet)
velocity.MaxForce = Vector3.new(math.huge,math.huge,math.huge)
bullet.CFrame = CFrame.new(bullet.Position, victimhead.Position)
velocity.Velocity = bullet.CFrame.lookVector * 500 + Vector3.new(math.random(-25,25),math.random(-25,25),0)
local pointlight = Instance.new("PointLight", npc["AK-47"])
game.Debris:AddItem(pointlight,0.1)
local function damage(part)
local damage = math.random(10,50)
if part.Parent.ClassName ~= "Accessory" and part.Parent.Parent.ClassName ~= "Accessory" and part.ClassName ~= "Accessory" and part.Parent.Name ~= npc.Name and part.CanCollide == true then
bullet:destroy()
local victimhumanoid = part.Parent:findFirstChildOfClass("Humanoid")
if victimhumanoid then
if victimhumanoid.Health > damage then
victimhumanoid:TakeDamage(damage)
else
victimhumanoid:TakeDamage(damage)
end
end
end
end
game.Debris:AddItem(bullet, 5)
bullet.Touched:connect(damage)
end
wait()
end
walking = false
shooting = false
end
end
end
end
end
end
end
function run()
while wait() do
local hpnow = npchumanoid.Health
wait()
if npchumanoid.Health < hpnow then
local dorun = math.random(1,1)
if dorun == 1 and not walking then
local function createwalkpart()
local walkpart = Instance.new("Part", npc)
walkpart.Size = Vector3.new(1,1,1)
walkpart.Anchored = true
walkpart.Material = "Neon"
walkpart.Transparency = 1
walkpart.BrickColor = BrickColor.new("Maroon")
walkpart.CFrame = torso.CFrame * CFrame.new(math.random(20,60),math.random(-20,20),math.random(-60,60))
local path = game:GetService("PathfindingService"):FindPathAsync(torso.Position, walkpart.Position)
local waypoints = path:GetWaypoints()
if path.Status == Enum.PathStatus.Success then
shooting = false
canshoot = false
walking = true
npchumanoid.WalkSpeed = 20
for i,v in pairs(waypoints) do
local pospart = Instance.new("Part", npc)
pospart.Size = Vector3.new(1,1,1)
pospart.Anchored = true
pospart.Material = "Neon"
pospart.Transparency = 1
pospart.Position = v.Position
pospart.Name = "pospart"
pospart.CanCollide = false
end
for i,v in pairs(waypoints) do
npchumanoid:MoveTo(v.Position)
local allow = 0
while (torso.Position - v.Position).magnitude > 4 and allow < 35 do
allow = allow + 1
wait()
end
if v.Action == Enum.PathWaypointAction.Jump then
npchumanoid.Jump = true
end
end
shooting = false
canshoot = true
walking = false
npchumanoid.WalkSpeed = 16
for i,v in pairs(npc:GetChildren()) do
if v.Name == "pospart" then
v:destroy()
end
end
else
createwalkpart()
wait()
end
walkpart:destroy()
end
createwalkpart()
end
end
end
end
spawn(run)
spawn(checkandshoot)
spawn(randomwalk)
while wait() do --check animations and other things
if not walking and not shooting then
for i = 0.2,0.8 , 0.09 do
if not walking and not shooting then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.599619389, -1.99128425, 0, 0.996194661, 0.087155968, 0, -0.087155968, 0.996194661, 0, 0, 0, 1),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.599619389, -1.99128449, 0, 0.996194661, -0.087155968, 0, 0.087155968, 0.996194661, 0, 0, 0, 1),i)
root.C0 = root.C0:lerp(CFrame.new(0,0,0),i)
neck.C0 = neck.C0:lerp(CFrame.new(0,1.5,0),i)
wait()
end
end
end
if walking then --this is the walking animation
for i = 0.2,0.8 , 0.09 do
if walking then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.527039051, -1.78302765, 0.642787695, 0.999390841, 0.026734557, 0.0224329531, -0.0348994918, 0.765577614, 0.642395973, 0, -0.642787635, 0.766044438),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.522737741, -1.65984559, -0.766044617, 0.999390841, -0.0224329531, 0.0267345682, 0.0348994918, 0.642395794, -0.765577734, 0, 0.766044497, 0.642787457),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.996194661, 6.98491931e-09, -0.0871561021, 0.00759615982, 0.996194661, 0.0868242308, 0.0868244469, -0.087155886, 0.992403805),i)
neck.C0 = neck.C0:lerp(CFrame.new(2.38418579e-07, 1.49809694, 0.0435779095, 0.996194661, 6.38283382e-09, 0.0871560946, 0.00759615889, 0.996194601, -0.0868242308, -0.0868244469, 0.087155886, 0.992403746),i)
wait()
end
end
head.footstep:Play()
for i = 0.2,0.8 , 0.09 do
if walking then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.583096504, -1.87343168, 0.0918724537, 0.808914721, -0.582031429, 0.0830438882, -0.166903317, -0.0918986499, 0.981681228, -0.56373775, -0.807956576, -0.171481162),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.32261992, 0.220639229, -0.279059082, 0.766044497, 0.604022682, -0.219846413, -0.492403805, 0.331587851, -0.804728508, -0.413175881, 0.724711061, 0.551434159),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.16202736, -0.00836706161, -0.880517244, 0.939692557, -0.342020094, -2.98023224e-08, 0.171009958, 0.46984598, -0.866025567, 0.296198159, 0.813797832, 0.499999642),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.520322084, -1.59067655, -0.819151878, 0.999390841, 0.0200175196, -0.028587997, -0.0348994918, 0.573226929, -0.818652987, 0, 0.819151998, 0.57357645),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.528892756, -1.83610249, 0.573575974, 0.999390841, -0.0285879895, -0.020017527, 0.0348994955, 0.818652987, 0.57322675, -7.4505806e-09, -0.573576212, 0.819152057),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.996194661, -1.44354999e-08, 0.0871558934, -0.00759615237, 0.996194661, 0.0868244395, -0.0868242383, -0.0871560946, 0.992403805),i)
neck.C0 = neck.C0:lerp(CFrame.new(0, 1.49809742, 0.0435781479, 0.996194601, -1.27129169e-08, -0.0871559009, -0.0075961519, 0.996194661, -0.0868244097, 0.0868242458, 0.0871560723, 0.992403746),i)
wait()
end
end
head.footstep:Play()
end
if shooting then --this is the shooting animation
for i = 0.2,0.8 , 0.45 do
if shooting then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.109231472, -2.24730468, -0.300003052, 0.984807491, 1.94707184e-07, 0.173647866, -0.173648044, -2.68220873e-07, 0.984807491, 3.67846468e-07, -0.999999821, -8.00420992e-08),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.173648223, 0, -0.98480773, 0, 1, 0, 0.98480773, 0, 0.173648223),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.21384871, 0.500000477, -0.879925251, 0.342019856, 0.939692438, -1.49501886e-08, 1.94707184e-07, -2.68220873e-07, -0.999999821, -0.939692438, 0.342020035, -3.76157232e-07),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.59201181, 0.470158577, -0.794548988, 0.271118939, 0.181368172, 0.945304275, 0.902039766, -0.390578717, -0.18377316, 0.335885108, 0.902526498, -0.269494623),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.681244373, -2.07163191, 0, 0.98480773, 0.173648283, 0, -0.173648283, 0.98480767, 0, 0, -1.86264515e-09, 0.99999994),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.681244612, -2.07163191, -4.76837158e-07, 0.98480773, -0.173648283, 0, 0.173648283, 0.98480767, 0, 0, 1.86264515e-09, 0.99999994),i)
neck.C0 = neck.C0:lerp(CFrame.new(0.0296957493, 1.49240398, -0.0815882683, 0.336824059, 0.059391167, 0.939692557, -0.173648164, 0.98480773, -7.4505806e-09, -0.925416589, -0.163175896, 0.342020094),i)
wait()
end
end
for i = 0.2,0.8 , 0.45 do
if shooting then
akweld.C0 = akweld.C0:lerp(CFrame.new(-0.109231472, -2.24730468, -0.300003052, 0.984807491, 1.94707184e-07, 0.173647866, -0.173648044, -2.68220873e-07, 0.984807491, 3.67846468e-07, -0.999999821, -8.00420992e-08),i)
root.C0 = root.C0:lerp(CFrame.new(0, 0, 0, 0.173648223, 0, -0.98480773, 0, 1, 0, 0.98480773, 0, 0.173648223),i)
rightshoulder.C0 = rightshoulder.C0:lerp(CFrame.new(1.60777056, 0.499999523, -0.81046629, 0.342019439, 0.939691842, 1.55550936e-07, 4.10554577e-08, -3.93739697e-07, -0.999999464, -0.939691901, 0.342019975, -4.77612389e-07),i)
leftshoulder.C0 = leftshoulder.C0:lerp(CFrame.new(-1.10000956, 0.482372284, -0.926761627, 0.27112025, 0.263066441, 0.925899446, 0.902039289, -0.405109912, -0.149033815, 0.335885197, 0.875603914, -0.347129732),i)
lefthip.C0 = lefthip.C0:lerp(CFrame.new(-0.681244373, -2.07163191, 0, 0.98480773, 0.173648283, 0, -0.173648283, 0.98480767, 0, 0, -1.86264515e-09, 0.99999994),i)
righthip.C0 = righthip.C0:lerp(CFrame.new(0.681244612, -2.07163191, -4.76837158e-07, 0.98480773, -0.173648283, 0, 0.173648283, 0.98480767, 0, 0, 1.86264515e-09, 0.99999994),i)
neck.C0 = neck.C0:lerp(CFrame.new(0.121206045, 1.4753027, -0.0450725555, 0.336823881, 0.221664757, 0.915103495, -0.173648164, 0.969846308, -0.171010077, -0.925416648, -0.101305753, 0.365159094),i)
wait()
end
end
end
end
|
--[[
Used to catch any errors that may have occurred in the promise.
]]
|
function Promise.prototype:catch(failureCallback)
return self:andThen(nil, failureCallback)
end
|
--!strict
--EntityRenderController
--Yuuwa0519
--2022-03-16
| |
-- << VARIABLES >>
|
local frame = main.gui.MainFrame.Pages["Special"]
local pages = {
donor = frame.Donor;
}
local templateGame = pages.donor.TemplateGame
local firstLabel = pages.donor["A Space"]
local finalLabel = pages.donor["AZ Space"]
local unlockDonor = pages.donor["AG Unlock"]
local teleportFrame = main.warnings.Teleport
|
--BotHit
|
Door.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and hit.Parent:FindFirstChild("Bot") then
if Ready == true then
if Open == false then
Ready = false
Unlock:Play()
hit.Parent.HumanoidRootPart.Anchored = true
wait(1)
hit.Parent.HumanoidRootPart.Anchored = false
Open = true
OpenSound:Play()
OpenTween:Play()
wait(.5)
Ready = true
end
end
end
end)
|
-- Load the main tool's core environment when it's ready
|
repeat wait() until (
_G.BTCoreEnv and
_G.BTCoreEnv[script.Parent.Parent] and
_G.BTCoreEnv[script.Parent.Parent].CoreReady
);
setfenv( 1, _G.BTCoreEnv[script.Parent.Parent] );
|
-- humanoidAnimateR15Moods.lua
|
local Character = script.Parent
local Humanoid = Character:WaitForChild("Humanoid")
local pose = "Standing"
local userNoUpdateOnLoopSuccess, userNoUpdateOnLoopValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserNoUpdateOnLoop") end)
local userNoUpdateOnLoop = userNoUpdateOnLoopSuccess and userNoUpdateOnLoopValue
local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue
local function getRigScale()
if userAnimateScaleRun then
return Character:GetScale()
else
return 1
end
end
local AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent")
local HumanoidHipHeight = 2
local EMOTE_TRANSITION_TIME = 0.1
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local runAnimTrack = nil
local runAnimKeyframeHandler = nil
local PreloadedAnims = {}
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=507766666", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766951", weight = 1 },
{ id = "http://www.roblox.com/asset/?id=507766388", weight = 9 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=13545196719", weight = 10 }
},
run = {
{ id = "http://www.roblox.com/asset/?id=13545196719", weight = 10 }
},
swim = {
{ id = "http://www.roblox.com/asset/?id=507784897", weight = 10 }
},
swimidle = {
{ id = "http://www.roblox.com/asset/?id=507785072", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=507765000", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=507767968", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=507765644", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=2506281703", weight = 10 }
},
toolnone = {
{ id = "http://www.roblox.com/asset/?id=507768375", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=522635514", weight = 10 }
},
toollunge = {
{ id = "http://www.roblox.com/asset/?id=522638767", weight = 10 }
},
wave = {
{ id = "http://www.roblox.com/asset/?id=507770239", weight = 10 }
},
point = {
{ id = "http://www.roblox.com/asset/?id=507770453", weight = 10 }
},
dance = {
{ id = "http://www.roblox.com/asset/?id=507771019", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507771955", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507772104", weight = 10 }
},
dance2 = {
{ id = "http://www.roblox.com/asset/?id=507776043", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776720", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507776879", weight = 10 }
},
dance3 = {
{ id = "http://www.roblox.com/asset/?id=507777268", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777451", weight = 10 },
{ id = "http://www.roblox.com/asset/?id=507777623", weight = 10 }
},
laugh = {
{ id = "http://www.roblox.com/asset/?id=507770818", weight = 10 }
},
cheer = {
{ id = "http://www.roblox.com/asset/?id=507770677", weight = 10 }
},
}
|
--- Creates an alias command
|
function Util.MakeAliasCommand(name, commandString)
local commandName, commandDescription = unpack(name:split("|"))
local args = {}
commandString = Util.EncodeEscapedOperators(commandString)
local seenArgs = {}
for arg in commandString:gmatch("$(%d+)") do
if seenArgs[arg] == nil then
seenArgs[arg] = true
local options = commandString:match(`${arg}(%b\{})`)
local argOptional, argType, argName, argDescription
if options then
options = options:sub(2, #options - 1) -- remove braces
argType, argName, argDescription = unpack(options:split("|"))
end
argOptional = argType and not not argType:match("%?$")
argType = if argType then argType:match("^%w+") else "string"
argName = argName or `Argument {arg}`
argDescription = argDescription or ""
table.insert(args, {
Type = argType,
Name = argName,
Description = argDescription,
Optional = argOptional,
})
end
end
return {
Name = commandName,
Aliases = {},
Description = `<Alias> {commandDescription or commandString}`,
Group = "UserAlias",
Args = args,
Run = function(context)
return Util.RunCommandString(context.Dispatcher, Util.SubstituteArgs(commandString, context.RawArguments))
end,
}
end
|
-- Choose current Touch control module based on settings (user, dev)
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
|
function ControlModule:SelectTouchModule(): ({}?, boolean)
if not UserInputService.TouchEnabled then
return nil, false
end
local touchModule
local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode
if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then
touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode]
elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
return nil, true
else
touchModule = movementEnumToModuleMap[DevMovementMode]
end
return touchModule, true
end
local function calculateRawMoveVector(humanoid: Humanoid, cameraRelativeMoveVector: Vector3): Vector3
local camera = Workspace.CurrentCamera
if not camera then
return cameraRelativeMoveVector
end
if humanoid:GetState() == Enum.HumanoidStateType.Swimming then
return camera.CFrame:VectorToWorldSpace(cameraRelativeMoveVector)
end
local cameraCFrame = camera.CFrame
if VRService.VREnabled and FFlagUserFlagEnableNewVRSystem and humanoid.RootPart then
-- movement relative to VR frustum
local cameraDelta = humanoid.RootPart.CFrame.Position - cameraCFrame.Position
if cameraDelta.Magnitude < 3 then -- "nearly" first person
local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head)
cameraCFrame = cameraCFrame * vrFrame
end
end
local c, s
local _, _, _, R00, R01, R02, _, _, R12, _, _, R22 = cameraCFrame:GetComponents()
if R12 < 1 and R12 > -1 then
-- X and Z components from back vector.
c = R22
s = R02
else
-- In this case the camera is looking straight up or straight down.
-- Use X components from right and up vectors.
c = R00
s = -R01*math.sign(R12)
end
local norm = math.sqrt(c*c + s*s)
return Vector3.new(
(c*cameraRelativeMoveVector.x + s*cameraRelativeMoveVector.z)/norm,
0,
(c*cameraRelativeMoveVector.z - s*cameraRelativeMoveVector.x)/norm
)
end
function ControlModule:OnRenderStepped(dt)
if self.activeController and self.activeController.enabled and self.humanoid then
-- Give the controller a chance to adjust its state
self.activeController:OnRenderStepped(dt)
-- Now retrieve info from the controller
local moveVector = self.activeController:GetMoveVector()
local cameraRelative = self.activeController:IsMoveVectorCameraRelative()
local clickToMoveController = self:GetClickToMoveController()
if self.activeController ~= clickToMoveController then
if moveVector.magnitude > 0 then
-- Clean up any developer started MoveTo path
clickToMoveController:CleanupPath()
else
-- Get move vector for developer started MoveTo
clickToMoveController:OnRenderStepped(dt)
moveVector = clickToMoveController:GetMoveVector()
cameraRelative = clickToMoveController:IsMoveVectorCameraRelative()
end
end
-- Are we driving a vehicle ?
local vehicleConsumedInput = false
if self.vehicleController then
moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, cameraRelative, self.activeControlModule==Gamepad)
end
-- If not, move the player
-- Verification of vehicleConsumedInput is commented out to preserve legacy behavior,
-- in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat
--if not vehicleConsumedInput then
if cameraRelative then
moveVector = calculateRawMoveVector(self.humanoid, moveVector)
end
self.moveFunction(Players.LocalPlayer, moveVector, false)
--end
-- And make them jump if needed
self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping())
end
end
function ControlModule:OnHumanoidSeated(active: boolean, currentSeatPart: BasePart)
if active then
if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then
if not self.vehicleController then
self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY)
end
self.vehicleController:Enable(true, currentSeatPart)
end
else
if self.vehicleController then
self.vehicleController:Enable(false, currentSeatPart)
end
end
end
function ControlModule:OnCharacterAdded(char)
self.humanoid = char:FindFirstChildOfClass("Humanoid")
while not self.humanoid do
char.ChildAdded:wait()
self.humanoid = char:FindFirstChildOfClass("Humanoid")
end
self:UpdateTouchGuiVisibility()
if self.humanoidSeatedConn then
self.humanoidSeatedConn:Disconnect()
self.humanoidSeatedConn = nil
end
self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart)
self:OnHumanoidSeated(active, currentSeatPart)
end)
end
function ControlModule:OnCharacterRemoving(char)
self.humanoid = nil
self:UpdateTouchGuiVisibility()
end
function ControlModule:UpdateTouchGuiVisibility()
if self.touchGui then
local doShow = self.humanoid and not UserInputService.ModalEnabled
self.touchGui.Enabled = not not doShow -- convert to bool
end
end
|
--[[**
ensures Roblox Faces type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
|
t.Faces = t.typeof("Faces")
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value)
|
---------------------------
|
CurrentCamera.Changed:Connect(function(property)
local ViewportSizeX = game:GetService("Workspace").CurrentCamera.ViewportSize.X
local ViewportSizeY = game:GetService("Workspace").CurrentCamera.ViewportSize.Y
if ViewportSizeX <= 1206 or ViewportSizeY <= 627 then
UIStroke.Thickness = SmallScreenStroke
elseif ViewportSizeX >= 1207 or ViewportSizeY >= 628 then
UIStroke.Thickness = BigScreenStroke
end
end)
|
--Leave this
|
Heat = 0
if not FE then
radiator.Oil.Enabled = false
radiator.Antifreeze.Enabled = false
radiator.Liquid.Volume = 0
radiator.Fan:Play()
radiator.Fan.Pitch = 1+FanSpeed
radiator.Steam:Play()
radiator.Liquid:Play()
car.DriveSeat.Blown.Value = false
while wait(.2) do
if Heat > FanTemp and Fan == true then
FanCool = -FanSpeed
radiator.Fan.Volume = FanVolume
else
FanCool = 0
radiator.Fan.Volume = 0
end
Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
if Heat >= BlowupTemp then
Heat = BlowupTemp
radiator.Break:Play()
radiator.Liquid.Volume = .5
radiator.Oil.Enabled = true
radiator.Antifreeze.Enabled = true
script.Parent.IsOn.Value = false
car.DriveSeat.Blown.Value = true
elseif Heat >= BlowupTemp-10 then
radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1)
radiator.Smoke.Enabled = true
radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10)
else
radiator.Smoke.Enabled = false
radiator.Steam.Volume = 0
end
car.DriveSeat.Celsius.Value = Heat
end
else
handler:FireServer("Initialize",FanSpeed)
while wait(.2) do
if Heat > FanTemp and Fan == true then
FanCool = -FanSpeed
handler:FireServer("FanVolume",FanVolume)
else
FanCool = 0
handler:FireServer("FanVolume",0)
end
Load = ((script.Parent.Values.Throttle.Value*script.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
if Heat >= BlowupTemp then
Heat = BlowupTemp
handler:FireServer("Blown")
script.Parent.IsOn.Value = false
car.DriveSeat.Blown.Value = true
elseif Heat >= BlowupTemp-10 then
handler:FireServer("Smoke",true,BlowupTemp,Heat)
else
handler:FireServer("Smoke",false,BlowupTemp,Heat)
end
car.DriveSeat.Celsius.Value = Heat
end
end
|
--//Settings
|
BlurAmount = 10 -- Change this to increase or decrease the blur size
|
-- Set local variables
|
local player = players.LocalPlayer
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character.Humanoid
local isrunning = script.Parent.Parent:WaitForChild("IsRunning")
local oldWalkSpeed
|
-- Light Change Script --
|
while true do
R.Material = Enum.Material.Metal
G.Material = Enum.Material.Neon
wait(10)
G.Material = Enum.Material.Metal
O.Material = Enum.Material.Neon
wait(2)
O.Material = Enum.Material.Metal
R.Material = Enum.Material.Neon
wait(15)
end
|
--// Core
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =
_G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay
local script = script
local service = Vargs.Service
local client = Vargs.Client
local Anti, Core, Functions, Process, Remote, UI, Variables
local function Init()
UI = client.UI;
Anti = client.Anti;
Core = client.Core;
Variables = client.Variables
Functions = client.Functions;
Process = client.Process;
Remote = client.Remote;
Core.Name = "\0"
Core.Special = client.DepsName
Core.MakeGui = UI.Make;
Core.GetGui = UI.Get;
Core.RemoveGui = UI.Remove;
Core.Init = nil;
end
local function RunAfterPlugins(data)
Core.GetEvent()
Core.RunAfterPlugins = nil;
end
local function RunLast()
--// API
if service.NetworkClient then
service.TrackTask("Thread: API Manager", Core.StartAPI)
--service.Threads.RunTask("_G API Manager",client.Core.StartAPI)
end
--[[client = service.ReadOnly(client, {
[client.Variables] = true;
[client.Handlers] = true;
G_API = true;
G_Access = true;
G_Access_Key = true;
G_Access_Perms = true;
Allowed_API_Calls = true;
HelpButtonImage = true;
Finish_Loading = true;
RemoteEvent = true;
ScriptCache = true;
Returns = true;
PendingReturns = true;
EncodeCache = true;
DecodeCache = true;
Received = true;
Sent = true;
Service = true;
Holder = true;
GUIs = true;
LastUpdate = true;
RateLimits = true;
Init = true;
RunLast = true;
RunAfterInit = true;
RunAfterLoaded = true;
RunAfterPlugins = true;
}, true)--]]
Core.RunLast = nil
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.Core = {
Init = Init;
RunLast = RunLast;
--RunAfterLoaded = RunAfterLoaded;
RunAfterPlugins = RunAfterPlugins;
Name = script.Name;
Special = script.Name;
ScriptCache = {};
GetEvent = function()
if Core.RemoteEvent then
log("Disconnect old RemoteEvent")
for name,event in next,Core.RemoteEvent.Events do
event:Disconnect()
end
Core.RemoteEvent = nil;
end
log("Getting RemoteEvent");
local eventData = {}
local remoteParent = service.ReplicatedStorage;
local event = remoteParent:WaitForChild(client.RemoteName, 300)
if not event then
Anti.Detected("Kick", "RemoteEvent Not Found");
else
log("Getting RemoteFunction");
local rFunc = event:WaitForChild("__FUNCTION", 120);
if not rFunc then
Anti.Detected("Kick", "RemoteFunction Not Found");
else
local events = {};
rFunc.OnClientInvoke = Process.Remote;
eventData.Object = event;
eventData.Function = rFunc;
eventData.FireServer = event.FireServer;
eventData.Events = events;
events.ProcessRemote = event.OnClientEvent:Connect(Process.Remote)
events.ParentChildRemoved = remoteParent.ChildRemoved:Connect(function(child)
if (Core.RemoteEvent == eventData) and child == event and wait() then
warn("::ADONIS:: REMOTE EVENT REMOVED? RE-GRABBING");
log("~! REMOTEEVENT WAS REMOVED?")
Core.GetEvent();
end
end)
Core.RemoteEvent = eventData
if not Core.Key then
log("~! Getting key from server")
Remote.Fire(client.DepsName.."GET_KEY")
end
end
end
end;
LoadPlugin = function(plugin)
local plug = require(plugin)
local func = setfenv(plug,GetEnv(getfenv(plug)))
cPcall(func)
end;
LoadBytecode = function(str, env)
return require(client.Shared.FiOne)(str, env)
end;
LoadCode = function(str, env)
return Core.LoadBytecode(str, env)
end;
StartAPI = function()
local ScriptCache = Core.ScriptCache
local FiOne = client.Shared.FiOne
local Get = Remote.Get
local GetFire = Remote.GetFire
local G_API = client.G_API
local Allowed_API_Calls = client.Allowed_API_Calls
local NewProxy = service.NewProxy
local MetaFunc = service.MetaFunc
local ReadOnly = service.ReadOnly
local StartLoop = service.StartLoop
local ReadOnly = service.ReadOnly
local UnWrap = service.UnWrap
local service = nil
local client = nil
local _G = _G
local setmetatable = setmetatable
local type = type
local print = print
local error = error
local pairs = pairs
local warn = warn
local next = next
local table = table
local rawset = rawset
local rawget = rawget
local getfenv = getfenv
local setfenv = setfenv
local require = require
local tostring = tostring
local client = client
local Routine = Routine
local cPcall = cPcall
--// Get Settings
local API_Special = {
}
setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())}))
local API_Specific = {
API_Specific = {
Test = function()
print("We ran the api specific stuff")
end
};
Service = service;
}
local API = {
Access = ReadOnly({}, nil, nil, true);
--[[
Access = service.MetaFunc(function(...)
local args = {...}
local key = args[1]
local ind = args[2]
local targ
setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())}))
if API_Specific[ind] then
targ = API_Specific[ind]
elseif client[ind] and client.Allowed_API_Calls[ind] then
targ = client[ind]
end
if client.G_Access and key == client.G_Access_Key and targ and client.Allowed_API_Calls[ind] then
if type(targ) == "table" then
return service.NewProxy {
__index = function(tab,inde)
if targ[inde] ~= nil and API_Special[inde] == nil or API_Special[inde] == true then
if targ[inde]~=nil and type(targ[inde]) == "table" and client.G_Access_Perms == "Read" then
return service.ReadOnly(targ[inde])
else
return targ[inde]
end
elseif API_Special[inde] == false then
error("Access Denied: "..tostring(inde))
else
error("Could not find "..tostring(inde))
end
end;
__newindex = function(tabl,inde,valu)
error("Read-only")
end;
__metatable = true;
}
end
else
error("Incorrect key or G_Access is disabled")
end
end);
--]]
Scripts = ReadOnly({
ExecutePermission = (function(srcScript, code)
local exists;
for i,v in next,ScriptCache do
if UnWrap(v.Script) == srcScript then
exists = v
end
end
if exists and exists.noCache ~= true and (not exists.runLimit or (exists.runLimit and exists.Executions <= exists.runLimit)) then
exists.Executions = exists.Executions+1
return exists.Source, exists.Loadstring
end
local data = Get("ExecutePermission", srcScript, code, true)
if data and data.Source then
local module;
if not exists then
module = require(FiOne:Clone())
table.insert(ScriptCache,{
Script = srcScript;
Source = data.Source;
Loadstring = module;
noCache = data.noCache;
runLimit = data.runLimit;
Executions = data.Executions;
})
else
module = exists.Loadstring
exists.Source = data.Source
end
return data.Source, module
end
end);
}, nil, nil, true);
}
local AdonisGTable = NewProxy({
__index = function(tab,ind)
if ind == "Scripts" then
return API.Scripts
elseif G_API and Allowed_API_Calls.Client == true then
if type(API[ind]) == "function" then
return MetaFunc(API[ind])
else
return API[ind]
end
else
error("_G API is disabled")
end
end;
__newindex = function()
error("Read-only")
end;
__metatable = "API";
})
if not rawget(_G, "Adonis") then
if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then
rawset(_G, "Adonis", AdonisGTable)
StartLoop("APICheck", 1, function()
if rawget(_G, "Adonis") ~= AdonisGTable then
if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then
rawset(_G, "Adonis", AdonisGTable)
else
warn("ADONIS CRITICAL WARNING! MALICIOUS CODE IS TRYING TO CHANGE THE ADONIS _G API AND IT CAN'T BE SET BACK! PLEASE SHUTDOWN THE SERVER AND REMOVE THE MALICIOUS CODE IF POSSIBLE!")
end
end
end, true)
else
warn("The _G table was locked and the Adonis _G API could not be loaded")
end
end
end;
};
end
|
--------------| SYSTEM SETTINGS |--------------
|
Prefix = "."; -- The character you use before every command (e.g. ';jump me').
SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'
QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)
Theme = "Blue"; -- The default UI theme.
NoticeSoundId = 2865227271; -- The SoundId for notices.
NoticeVolume = 0.1; -- The Volume for notices.
NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices.
ErrorSoundId = 2865228021; -- The SoundId for error notifications.
ErrorVolume = 0.1; -- The Volume for error notifications.
ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications.
AlertSoundId = 3140355872; -- The SoundId for alerts.
AlertVolume = 0.5; -- The Volume for alerts.
AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts.
WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.
CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.
SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.
LoopCommands = 3; -- The minimum rank required to use LoopCommands.
MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.
ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};
{"Red", Color3.fromRGB(150, 0, 0), };
{"Orange", Color3.fromRGB(150, 75, 0), };
{"Brown", Color3.fromRGB(120, 80, 30), };
{"Yellow", Color3.fromRGB(130, 120, 0), };
{"Green", Color3.fromRGB(0, 120, 0), };
{"Blue", Color3.fromRGB(0, 100, 150), };
{"Purple", Color3.fromRGB(100, 0, 150), };
{"Pink", Color3.fromRGB(150, 0, 100), };
{"Black", Color3.fromRGB(60, 60, 60), };
};
Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value};
{"r", "Red", Color3.fromRGB(255, 0, 0) };
{"o", "Orange", Color3.fromRGB(250, 100, 0) };
{"y", "Yellow", Color3.fromRGB(255, 255, 0) };
{"g", "Green" , Color3.fromRGB(0, 255, 0) };
{"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) };
{"b", "Blue", Color3.fromRGB(0, 255, 255) };
{"db", "DarkBlue", Color3.fromRGB(0, 50, 255) };
{"p", "Purple", Color3.fromRGB(150, 0, 255) };
{"pk", "Pink", Color3.fromRGB(255, 85, 185) };
{"bk", "Black", Color3.fromRGB(0, 0, 0) };
{"w", "White", Color3.fromRGB(255, 255, 255) };
};
ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow.
[5] = "Yellow";
};
Cmdbar = 2; -- The minimum rank required to use the Cmdbar.
Cmdbar2 = 2; -- The minimum rank required to use the Cmdbar2.
ViewBanland = 3; -- The minimum rank required to view the banland.
OnlyShowUsableCommands = true; -- Only display commands equal to or below the user's rank on the Commands page.
RankRequiredToViewPage = { -- || The pages on the main menu ||
["Commands"] = 2;
["Administrator"] = 2;
["Settings"] = 2;
};
RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin ||
["Valiant"] = 2;
["HeadAdmin"] = 2;
["Administrator"] = 2;
["Moderator"] = 2;
["VIP"] = 2;
};
RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||
["Valiant"] = 2;
["SpecificUsers"] = 5;
["Gamepasses"] = 2;
["Assets"] = 2;
["Groups"] = 2;
["Friends"] = 2;
["FreeAdmin"] = 2;
["VipServerOwner"] = 2;
};
RankRequiredToViewIcon = 2;
WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.
WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.
WarnIncorrectPrefix = false; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!"
DisableAllNotices = true; -- Set to true to disable all HD Admin notices.
ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.
IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit'
CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.
["fly"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["fly2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["speed"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["jumpPower"] = {
Limit = 10000;
IgnoreLimit = 3;
};
};
VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers.
GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command.
IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist.
PlayerDataStoreVersion = "V2.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.
SystemDataStoreVersion = "V2.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.
CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]
--NoticeName = NoticeDetails;
};
|
-- скрипт самоуничтоженире с количеством секунд в имени
|
me = script.Parent
timer = tonumber( script.Name )
|
--[[*
* Used by act() to track whether you're inside an act() scope.
]]
|
local IsSomeRendererActing = {
current = false,
}
return IsSomeRendererActing
|
--[=[
@function differenceSymmetric
@within Array
@param array Array<V> -- The array to compare.
@param ... ...Array<V> -- The arrays to compare against.
@return Array<V> -- The symmetric difference between the arrays.
Returns an array of values that are in the first array, but not in the other arrays, and vice versa.
```lua
local array1 = { "hello", "world" }
local array2 = { "cat", "dog", "hello" }
local difference = DifferenceSymmetric(array1, array2) -- { "world", "cat", "dog" }
```
]=]
|
local function differenceSymmetric<V>(array: T.Array<V>, ...: T.Array<V>): T.Array<V>
local arraySet = toSet(array)
local otherSets = {}
for _, nextArray in { ... } do
if typeof(nextArray) ~= "table" then
continue
end
table.insert(otherSets, toSet(nextArray))
end
local differenceSet = setDifferenceSymmetric(arraySet, unpack(otherSets))
return toArray(differenceSet)
end
return differenceSymmetric
|
---SG Is Here---
---Please Dont Change Anything Can Dont Work If You Change--
|
local player = game.Players.LocalPlayer
local stats = player:WaitForChild("leaderstats")
local coins = stats:WaitForChild("Rebirths")
local text = script.Parent
text.Text = "Rebirths: "..coins.Value
coins:GetPropertyChangedSignal("Value"):Connect(function()
text.Text = "Rebirths: "..coins.Value
end)
|
-- MISCELLANEOUS
|
settings.AntiIllegalAttributes = true
settings.AntiStateChange = true
|
-- Make signal strict
|
setmetatable(Signal, {
__index = function(tb, key)
error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2)
end,
__newindex = function(tb, key, value)
error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2)
end
})
return Signal
|
--[ Pre-Funcs ]:
|
local Ang = CFrame.Angles; --[ Storing these as variables so I dont have to type them out. ]
local aSin = math.asin;
local aTan = math.atan;
|
-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script
|
function CameraModule:OnCurrentCameraChanged()
local currentCamera = game.Workspace.CurrentCamera
if not currentCamera then return end
if self.cameraSubjectChangedConn then
self.cameraSubjectChangedConn:Disconnect()
end
if self.cameraTypeChangedConn then
self.cameraTypeChangedConn:Disconnect()
end
self.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
self:OnCameraSubjectChanged(currentCamera.CameraSubject)
end)
self.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function()
self:OnCameraTypeChanged(currentCamera.CameraType)
end)
self:OnCameraSubjectChanged(currentCamera.CameraSubject)
self:OnCameraTypeChanged(currentCamera.CameraType)
end
function CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName: string)
if propertyName == "CameraMode" then
-- CameraMode is only used to turn on/off forcing the player into first person view. The
-- Note: The case "Classic" is used for all other views and does not correspond only to the ClassicCamera module
if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then
-- Locked in first person, use ClassicCamera which supports this
if not self.activeCameraController or self.activeCameraController:GetModuleName() ~= "ClassicCamera" then
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic))
end
if self.activeCameraController then
self.activeCameraController:UpdateForDistancePropertyChange()
end
elseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then
-- Not locked in first person view
local cameraMovementMode = self:GetCameraMovementModeFromSettings()
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
else
warn("Unhandled value for property player.CameraMode: ",Players.LocalPlayer.CameraMode)
end
elseif propertyName == "DevComputerCameraMode" or
propertyName == "DevTouchCameraMode" then
local cameraMovementMode = self:GetCameraMovementModeFromSettings()
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
elseif propertyName == "DevCameraOcclusionMode" then
self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode)
elseif propertyName == "CameraMinZoomDistance" or propertyName == "CameraMaxZoomDistance" then
if self.activeCameraController then
self.activeCameraController:UpdateForDistancePropertyChange()
end
elseif propertyName == "DevTouchMovementMode" then
elseif propertyName == "DevComputerMovementMode" then
elseif propertyName == "DevEnableMouseLock" then
-- This is the enabling/disabling of "Shift Lock" mode, not LockFirstPerson (which is a CameraMode)
-- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via
-- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have
-- support for changing the availability of MouseLock at runtime (this would require listening to
-- Player.DevEnableMouseLock changes)
end
end
function CameraModule:OnUserGameSettingsPropertyChanged(propertyName: string)
if propertyName == "ComputerCameraMovementMode" then
local cameraMovementMode = self:GetCameraMovementModeFromSettings()
self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode))
end
end
|
-- ROBLOX deviation: inline this typedef to avoid upstream's circular dependency
|
type LazyComponent<T, P> = {
["$$typeof"]: number,
_payload: P,
_init: (payload: P) -> T,
}
local ReactSymbols = require(script.Parent.ReactSymbols)
local REACT_CONTEXT_TYPE = ReactSymbols.REACT_CONTEXT_TYPE
local REACT_FORWARD_REF_TYPE = ReactSymbols.REACT_FORWARD_REF_TYPE
local REACT_FRAGMENT_TYPE = ReactSymbols.REACT_FRAGMENT_TYPE
local REACT_PORTAL_TYPE = ReactSymbols.REACT_PORTAL_TYPE
local REACT_MEMO_TYPE = ReactSymbols.REACT_MEMO_TYPE
local REACT_PROFILER_TYPE = ReactSymbols.REACT_PROFILER_TYPE
local REACT_PROVIDER_TYPE = ReactSymbols.REACT_PROVIDER_TYPE
local REACT_STRICT_MODE_TYPE = ReactSymbols.REACT_STRICT_MODE_TYPE
local REACT_SUSPENSE_TYPE = ReactSymbols.REACT_SUSPENSE_TYPE
local REACT_SUSPENSE_LIST_TYPE = ReactSymbols.REACT_SUSPENSE_LIST_TYPE
local REACT_LAZY_TYPE = ReactSymbols.REACT_LAZY_TYPE
local REACT_BLOCK_TYPE = ReactSymbols.REACT_BLOCK_TYPE
local ReactTypes = require(script.Parent.ReactTypes)
type ReactContext<T> = ReactTypes.ReactContext<T>
type ReactProviderType<T> = ReactTypes.ReactProviderType<T>
local describeError = require(script.Parent["ErrorHandling.roblox"]).describeError
local function getWrappedName(outerType: any, innerType: any, wrapperName: string): string
-- deviation: Account for indexing into function
local functionName = "<function>"
if typeof(innerType) == "table" then
functionName = innerType.displayName or innerType.name or ""
end
return outerType.displayName
or (
functionName ~= "" and string.format("%s(%s)", wrapperName, functionName)
or wrapperName
)
end
local function getContextName(type: ReactContext<any>): string
return type.displayName or "Context"
end
local function getComponentName(type: any): string | nil
if type == nil then
-- Host root, text node or just invalid type.
return nil
end
local typeofType = typeof(type)
if _G.__DEV__ then
if typeofType == "table" and typeof(type.tag) == "number" then
console.warn(
"Received an unexpected object in getComponentName(). "
.. "This is likely a bug in React. Please file an issue."
)
end
end
if typeofType == "function" then
-- ROBLOX deviation: we can't deref functions in Lua, so get the name of the function and move logic to table section
-- ROBLOX FIXME Luau: this line gets a bunch of bizarre errors in strict mode
local name = debug.info((type :: any) :: Function, "n")
-- ROBLOX deviaton:when name = (null) we want it to be treated as nil, not as an empty (truthy) string
if name and string.len(name) > 0 then
return name
else
return nil
end
end
if typeofType == "string" then
return (type :: any) :: string
end
if type == REACT_FRAGMENT_TYPE then
return "Fragment"
elseif type == REACT_PORTAL_TYPE then
return "Portal"
elseif type == REACT_PROFILER_TYPE then
return "Profiler"
elseif type == REACT_STRICT_MODE_TYPE then
return "StrictMode"
elseif type == REACT_SUSPENSE_TYPE then
return "Suspense"
elseif type == REACT_SUSPENSE_LIST_TYPE then
return "SuspenseList"
end
if typeofType == "table" then
local typeProp = type["$$typeof"]
if typeProp == REACT_CONTEXT_TYPE then
local context: ReactContext<any> = type :: any
return getContextName(context) .. ".Consumer"
elseif typeProp == REACT_PROVIDER_TYPE then
local provider: ReactProviderType<any> = type :: any
return getContextName(provider._context) .. ".Provider"
elseif typeProp == REACT_FORWARD_REF_TYPE then
return getWrappedName(type, type.render, "ForwardRef")
elseif typeProp == REACT_MEMO_TYPE then
return getComponentName(type.type)
elseif typeProp == REACT_BLOCK_TYPE then
return getComponentName(type._render)
elseif typeProp == REACT_LAZY_TYPE then
local lazyComponent: LazyComponent<any, any> = type :: any
local payload = lazyComponent._payload
local init = lazyComponent._init
-- ROBLOX performance: getComponentName won't throw, but init() might, extract it out to eliminate an anon function
local ok, result = xpcall(init, describeError, payload)
if ok then
return getComponentName(result)
else
return nil
end
else
-- ROBLOX deviation: Normally, the `typeofType == "function"` check would
-- cover this case, but in Lua, class components are tables. We need
-- to check for that here and use the name the component was
-- assigned.
if type.displayName then
return type.displayName
end
if type.name then
return type.name
end
-- ROBLOX note: only use tostring() if its overridden to avoid "table: 0xabcd9012"
local mt = getmetatable(type)
if mt and rawget(mt, "__tostring") then
return tostring(type)
end
end
end
return nil
end
return getComponentName
|
-- SOULDRAGON'S INSANAQUARIUM FOUNTAIN LIKE MOVEMENT SCRIPT
|
function rv()
return 5*math.random()-2.5;
end
while true do
script.Parent.Velocity = Vector3.new(rv(),0,rv())
wait(3)
end
|
-- TEAM COLORS
|
function onTeamChanged(player)
wait(1)
local char = player.Character
if char == nil then return end
if player.Neutral then
-- Replacing the current BodyColor object will force a reset
local old = char:findFirstChild("Body Colors")
if not old then return end
old:clone().Parent = char
old.Parent = nil
else
local head = char:findFirstChild("Head")
local torso = char:findFirstChild("Torso")
local left_arm = char:findFirstChild("Left Arm")
local right_arm = char:findFirstChild("Right Arm")
local left_leg = char:findFirstChild("Left Leg")
local right_leg = char:findFirstChild("Right Leg")
if head then head.BrickColor = BrickColor.new(24) end
if torso then torso.BrickColor = player.TeamColor end
if left_arm then left_arm.BrickColor = BrickColor.new(26) end
if right_arm then right_arm.BrickColor = BrickColor.new(26) end
if left_leg then left_leg.BrickColor = BrickColor.new(26) end
if right_leg then right_leg.BrickColor = BrickColor.new(26) end
end
end
function onPlayerPropChanged(property, player)
if property == "Character" then
onTeamChanged(player)
end
if property== "TeamColor" or property == "Neutral" then
onTeamChanged(player)
end
end
local cPlayer = game.Players:GetPlayerFromCharacter(script.Parent)
cPlayer.Changed:connect(function(property) onPlayerPropChanged(property, cPlayer) end )
onTeamChanged(cPlayer)
|
--[[Run]]
|
local ver=require(car["A-Chassis Tune"].README)
--Runtime Loop
while wait() do
--Steering
Steering()
--Powertrain
Engine()
--Flip
if _Tune.AutoFlip then Flip() end
--Update External Values
_IsOn = script.Parent.IsOn.Value
_InControls = script.Parent.ControlsOpen.Value
script.Parent.Values.Gear.Value = _CGear
script.Parent.Values.RPM.Value = _RPM
script.Parent.Values.Horsepower.Value = _HP
script.Parent.Values.Torque.Value = _HP * 5250 / _RPM
script.Parent.Values.TransmissionMode.Value = _TMode
script.Parent.Values.Throttle.Value = _GThrot
script.Parent.Values.Brake.Value = _GBrake
script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
script.Parent.Values.SteerT.Value = _GSteerT
script.Parent.Values.PBrake.Value = _PBrake
script.Parent.Values.TCS.Value = _TCS
script.Parent.Values.TCSActive.Value = _TCSActive
script.Parent.Values.ABS.Value = _ABS
script.Parent.Values.ABSActive.Value = _ABSActive
script.Parent.Values.MouseSteerOn.Value = _MSteer
script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
end
|
--[[
ORDER
1 = Shiftlock
2 = Crouch
3 = Tools
4 = ?
--]]
| |
--------LEFT DOOR --------
|
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(1013)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1023)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-- COLOR SETTINGS
--[[
COLOR PRESETS:
Headlights
- OEM White
- Xenon
- Pure White
- Brilliant Blue
- Light Green
- Golden Yellow
- Bubu's Purple
- Yellow
Indicators
- Light Orange
- Dark Orange
- Yellow
- Red
For custom color use Color3.fromRGB(R, G, B). You can get your RGB code from the "Color" property.
]]
|
--
local Low_Beam_Color = "OEM White"
local High_Beam_Color = "OEM White"
local Running_Light_Color = "OEM White"
local Front_Indicator_Color = "Dark Orange"
local Rear_Indicator_Color = "Dark Orange"
local Fog_Light_Color = "OEM White"
local Plate_Light_Color = "OEM White"
|
-- @preconditions: vec should be a unit vector, and 0 < rayLength <= 1000
|
function RayCast(startPos, vec, rayLength)
local hitObject, hitPos = game.Workspace:FindPartOnRay(Ray.new(startPos + (vec * .01), vec * rayLength), Handle)
if hitObject and hitPos then
local distance = rayLength - (hitPos - startPos).magnitude
if RayIgnoreCheck(hitObject, hitPos) and distance > 0 then
-- there is a chance here for potential infinite recursion
return RayCast(hitPos, vec, distance)
end
end
return hitObject, hitPos
end
function TagHumanoid(humanoid, player)
-- Add more tags here to customize what tags are available.
while humanoid:FindFirstChild('creator') do
humanoid:FindFirstChild('creator'):Destroy()
end
local creatorTag = Instance.new("ObjectValue")
creatorTag.Value = player
creatorTag.Name = "creator"
creatorTag.Parent = humanoid
DebrisService:AddItem(creatorTag, 1.5)
local weaponIconTag = Instance.new("StringValue")
weaponIconTag.Value = IconURL
weaponIconTag.Name = "icon"
weaponIconTag.Parent = creatorTag
end
local function CreateBullet(bulletPos)
local bullet = Instance.new('Part', Workspace)
bullet.FormFactor = Enum.FormFactor.Custom
bullet.Size = Vector3.new(0.1, 0.1, 0.1)
bullet.BrickColor = BrickColor.new("Black")
bullet.Shape = Enum.PartType.Block
bullet.CanCollide = false
bullet.CFrame = CFrame.new(bulletPos)
bullet.Anchored = true
bullet.TopSurface = Enum.SurfaceType.Smooth
bullet.BottomSurface = Enum.SurfaceType.Smooth
bullet.Name = 'Bullet'
DebrisService:AddItem(bullet, 2.5)
return bullet
end
local function Reload()
if not Reloading then
Reloading = true
-- Don't reload if you are already full or have no extra ammo
if AmmoInClip ~= ClipSize and SpareAmmo > 0 then
if RecoilTrack then
RecoilTrack:Stop()
end
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
if WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
WeaponGui.Crosshair.ReloadingLabel.Visible = true
end
end
for i = 1, math.min(ClipSize - AmmoInClip, SpareAmmo) do
Receiver:FireServer("PlaySound", "Reload")
wait(0.5)
end
Receiver:FireServer("PlaySound", "PumpSound")
-- Only use as much ammo as you have
local ammoToUse = math.min(ClipSize - AmmoInClip, SpareAmmo)
AmmoInClip = AmmoInClip + ammoToUse
SpareAmmo = SpareAmmo - ammoToUse
UpdateAmmo(AmmoInClip)
WeaponGui.Reload.Visible = false
end
Reloading = false
end
end
function OnFire()
if IsShooting then return end
if MyHumanoid and MyHumanoid.Health > 0 then
if RecoilTrack and AmmoInClip > 0 then
RecoilTrack:Play()
end
IsShooting = true
while LeftButtonDown and AmmoInClip > 0 and not Reloading do
if Spread and not DecreasedAimLastShot then
Spread = math.min(MaxSpread, Spread + AimInaccuracyStepAmount)
UpdateCrosshair(Spread)
end
DecreasedAimLastShot = not DecreasedAimLastShot
script.Parent.Flash.Image.Enabled = true
script.Parent.Flash.ImageTwo.Enabled = true
script.Parent.Flash.Image.Flash.Rotation = rot[math.random(1,#rot)]
script.Parent.Flash.ImageTwo.Flash.Rotation = rot[math.random(1,#rot)]
script.Parent.Flash.Embers.Enabled = true
if Handle:FindFirstChild('FireSound') then
Receiver:FireServer("PlaySound", "FireSound")
Receiver:FireServer("Flash", true)
end
if MyMouse then
for i = 1,12 do -- Shotgun effect :P
local targetPoint = MyMouse.Hit.p
local shootDirection = (targetPoint - Handle.Position).unit
-- Adjust the shoot direction randomly off by a little bit to account for recoil
shootDirection = CFrame.Angles((0.5 - math.random()) * 2 * Spread,
(0.5 - math.random()) * 2 * Spread,
(0.5 - math.random()) * 2 * Spread) * shootDirection
local hitObject, bulletPos = RayCast(Handle.Position, shootDirection, Range)
local bullet
-- Create a bullet here
if hitObject then
bullet = CreateBullet(bulletPos)
end
if hitObject and hitObject.Parent then
local hitHumanoid = hitObject.Parent:FindFirstChild("Humanoid")
if hitHumanoid then
local hitPlayer = game.Players:GetPlayerFromCharacter(hitHumanoid.Parent)
if MyPlayer.Neutral or (hitPlayer and hitPlayer.TeamColor ~= MyPlayer.TeamColor) then
TagHumanoid(hitHumanoid, MyPlayer)
Receiver:FireServer("Damage", hitHumanoid, Damage)
if bullet then
bullet:Destroy()
bullet = nil
--bullet.Transparency = 1
end
Spawn(UpdateTargetHit)
elseif not hitPlayer then
TagHumanoid(hitHumanoid, MyPlayer)
Receiver:FireServer("Damage", hitHumanoid, Damage)
if bullet then
bullet:Destroy()
bullet = nil
--bullet.Transparency = 1
end
Spawn(UpdateTargetHit)
end
end
end
end
AmmoInClip = AmmoInClip - 1
UpdateAmmo(AmmoInClip)
end
Receiver:FireServer("PlaySound", "PumpSound")
wait(.2); Receiver:FireServer("Flash", false)
script.Parent.Flash.Image.Enabled = false
script.Parent.Flash.ImageTwo.Enabled = false
script.Parent.Flash.Embers.Enabled = false
wait(FireRate)
OnMouseUp()
end
IsShooting = false
if AmmoInClip == 0 then
Reload()
end
if RecoilTrack then
RecoilTrack:Stop()
end
end
end
local TargetHits = 0
function UpdateTargetHit()
TargetHits = TargetHits + 1
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = true
end
wait(0.5)
TargetHits = TargetHits - 1
if TargetHits == 0 and WeaponGui and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('TargetHitImage') then
WeaponGui.Crosshair.TargetHitImage.Visible = false
end
end
function UpdateCrosshair(value, mouse)
if WeaponGui then
local absoluteY = 650
WeaponGui.Crosshair:TweenSize(
UDim2.new(0, value * absoluteY * 2 + 23, 0, value * absoluteY * 2 + 23),
Enum.EasingDirection.Out,
Enum.EasingStyle.Linear,
0.33)
end
end
function UpdateAmmo(value)
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('ClipAmmo') then
WeaponGui.AmmoHud.ClipAmmo.Text = AmmoInClip
if value > 0 and WeaponGui:FindFirstChild('Crosshair') and WeaponGui.Crosshair:FindFirstChild('ReloadingLabel') then
WeaponGui.Crosshair.ReloadingLabel.Visible = false
end
end
if WeaponGui and WeaponGui:FindFirstChild('AmmoHud') and WeaponGui.AmmoHud:FindFirstChild('TotalAmmo') then
WeaponGui.AmmoHud.TotalAmmo.Text = SpareAmmo
end
end
function OnMouseDown()
LeftButtonDown = true
OnFire()
end
function OnMouseUp()
LeftButtonDown = false
end
function OnKeyDown(key)
if string.lower(key) == 'r' then
Reload()
end
end
function OnEquipped(mouse)
Receiver:FireServer("PlaySound", "EquipSound")
RecoilAnim = WaitForChild(Tool, 'Recoil')
FireSound = WaitForChild(Handle, 'FireSound')
MyCharacter = Tool.Parent
MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
MyTorso = MyCharacter:FindFirstChild('Torso')
MyMouse = mouse
WeaponGui = WaitForChild(Tool, 'WeaponHud'):Clone()
if WeaponGui and MyPlayer then
WeaponGui.Parent = MyPlayer.PlayerGui
UpdateAmmo(AmmoInClip)
end
if RecoilAnim then
RecoilTrack = MyHumanoid:LoadAnimation(RecoilAnim)
end
if MyMouse then
-- Disable mouse icon
MyMouse.Icon = "http://www.roblox.com/asset/?id=18662154"
MyMouse.Button1Down:connect(OnMouseDown)
MyMouse.Button1Up:connect(OnMouseUp)
MyMouse.KeyDown:connect(OnKeyDown)
end
end
|
--[[ Modules ]]
|
--
local CurrentControlModule = nil
local ClickToMoveTouchControls = nil
local ControlModules = {}
local MasterControl = require(script:WaitForChild('MasterControl'))
if IsTouchDevice then
ControlModules.Thumbstick = require(script.MasterControl:WaitForChild('Thumbstick'))
ControlModules.Thumbpad = require(script.MasterControl:WaitForChild('Thumbpad'))
ControlModules.DPad = require(script.MasterControl:WaitForChild('DPad'))
ControlModules.Default = ControlModules.Thumbstick
TouchJumpModule = require(script.MasterControl:WaitForChild('TouchJump'))
BindableEvent_OnFailStateChanged = script.Parent:WaitForChild('OnClickToMoveFailStateChange')
else
ControlModules.Keyboard = require(script.MasterControl:WaitForChild('KeyboardMovement'))
end
ControlModules.Gamepad = require(script.MasterControl:WaitForChild('Gamepad'))
|
--None of this is mine...
|
Tool = script.Parent;
local arms = nil
local torso = nil
local welds = {}
script.act.OnServerEvent:Connect(function()
wait(0.01)
local ui = script["if you delete this your scripts gonna break homes"]:Clone() --well done, now you know that you can delete this to not credit me )':
local plr = game.Players:GetPlayerFromCharacter(Tool.Parent)
ui.Parent = plr.PlayerGui
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.Name = "weld1"
weld1.Part0 = torso
weld1.Parent = torso
weld1.Part1 = arms[1]
weld1.C1 = CFrame.new(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0)
welds[1] = weld1
local weld2 = Instance.new("Weld")
weld2.Name = "weld2"
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4)
welds[2] = weld2
end
else
print("sh")
end
else
print("arms")
end
end)
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(1.2, 0, 0.) * CFrame.fromEulerAnglesXYZ(math.rad(-10), math.rad(-6), 0)
welds[1] = weld1
local weld2 = Instance.new("Weld")
weld2.Name = "weld2"
weld2.Part0 = torso
weld2.Parent = torso
weld2.Part1 = arms[2]
weld2.C1 = CFrame.new(-1.2, 1, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-5), -.4)
welds[2] = weld2
weld2.Name = "weld2"
end
else
print("sh")
end
else
print("arms")
end;
script.dct.OnServerEvent:Connect(function()
local ui = script.Parent.Parent.Parent.PlayerGui["if you delete this your scripts gonna break homes"]
ui:Destroy()
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)
|
--[[
Loop that flashes the alert lights for rooms that are not pressurized.
]]
|
function RoomManager._flashAlerts()
coroutine.wrap(
function()
local onColor = Color3.fromRGB(255, 0, 0)
local offColor = Color3.fromRGB(0, 0, 0)
while true do
local allAlerts = {}
for _, room in pairs(RoomManager.getRooms()) do
if not room:isPressurized() then
local alerts = room:getModel().AlertLights:GetChildren()
for _, alert in pairs(alerts) do
table.insert(allAlerts, alert)
end
end
end
for _, alert in pairs(allAlerts) do
local lamp = alert:FindFirstChild("Lamp")
local light = lamp:FindFirstChild("Bulb"):FindFirstChild("Light")
light.Enabled = true
lamp.Part.Color = onColor
end
wait(1)
for _, alert in pairs(allAlerts) do
local lamp = alert:FindFirstChild("Lamp")
local light = lamp:FindFirstChild("Bulb"):FindFirstChild("Light")
light.Enabled = false
lamp.Part.Color = offColor
end
wait(1)
end
end
)()
end
function RoomManager.resetRooms()
for _, room in pairs(rooms:getAll()) do
room:reset()
end
end
|
-- Create variables
|
pet = script.Parent
Model = pet.Parent.Model
master = nil
|
--| Players, Character
|
local Players = game:GetService("Players").LocalPlayer
local Characters = Players.Character or Players.CharacterAdded:Wait()
|
-- Below are functions that are only meant to be used in command implementations --
| |
--[[Brakes]]
|
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 30000 -- Front brake force
Tune.RBrakeForce = 20000 -- Rear brake force
Tune.PBrakeForce = 100000 -- Handbrake force
Tune.FLgcyBForce = 25000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 20000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 35000 -- Handbrake force [PGS OFF]
|
-- ================================================================================
-- VARIABLES
-- ================================================================================
|
local Sounds = script.Parent.Parent.Parent:WaitForChild("Sounds")
local MotorSound = Sounds.MotorRunSound
local pitchFx = MotorSound.PitchFx
local StartSound = Sounds.StartSound
local v3 = Vector3.new
local cf = CFrame.new
local atan2 = math.atan2
local acos = math.acos
local asin = math.asin
local sin = math.sin
local cos = math.cos
local pi = math.pi
local abs = math.abs
local Dot = v3().Dot
local Cross = v3().Cross
local EulerXYZ = CFrame.Angles
local GetChildren = game.GetChildren
local v3null = v3()
local propMaxAngle = pi*128
local rad = math.pi/180
local minThrottle = 0
local EngineRate
|
--[[
Takes a list and returns a table whose
keys are elements of the list and whose
values are all true
]]
|
local function membershipTable(list)
local result = {}
for i = 1, #list do
result[list[i]] = true
end
return result
end
|
--// Firemode Shot Customization
|
BurstNum = 3; -- How many bullets per burst
ShotNum = 10; -- How many bullets per shot
|
-- Compatibility methods for TopbarPlus
|
ScriptConnection.destroy = ScriptConnection.Disconnect
ScriptConnection.Destroy = ScriptConnection.Disconnect
ScriptConnection.disconnect = ScriptConnection.Disconnect
ScriptSignal.destroy = ScriptSignal.Destroy
ScriptSignal.Disconnect = ScriptSignal.Destroy
ScriptSignal.disconnect = ScriptSignal.Destroy
ScriptSignal.connect = ScriptSignal.Connect
ScriptSignal.wait = ScriptSignal.Wait
ScriptSignal.fire = ScriptSignal.Fire
return ScriptSignal
|
-- Libraries
|
local RbxUtility = LoadLibrary 'RbxUtility';
History = {
-- Record stack
Stack = {},
-- Current position in record stack
Index = 0,
-- History change event
Changed = RbxUtility.CreateSignal()
};
function History.Undo()
-- Unapplies the previous record in stack
-- Stay within boundaries
if History.Index - 1 < 0 then
return;
end;
-- Get the history record, unapply it
local Record = History.Stack[History.Index];
Record:Unapply();
-- Update the index
History.Index = History.Index - 1;
-- Fire the Changed event
History.Changed:fire();
end;
function History.Redo()
-- Applies the next record in stack
-- Stay within boundaries
if History.Index + 1 > #History.Stack then
return;
end;
-- Update the index
History.Index = History.Index + 1;
-- Get the history record and apply it
local Record = History.Stack[History.Index];
Record:Apply();
-- Fire the Changed event
History.Changed:fire();
end;
function History.Add(Record)
-- Adds new history record to stack
-- Update the index
History.Index = History.Index + 1;
-- Register the new history record
History.Stack[History.Index] = Record;
-- Clear history ahead
for Index = History.Index + 1, #History.Stack do
History.Stack[Index] = nil;
end;
-- Fire the Changed event
History.Changed:fire();
end;
return History;
|
--[[local function attack(target)
local distance = (TeddyAI.HumanoidRootPart.Position - target.HumanoidRootPart.Position).Magnitude
if distance > 90 then
humanoid:MoveTo(target.HumanoidRootPart.Position)
else
--stop movement
--TeddyAI.Humanoid.WalkSpeed = 0
--target.Humanoid.WalkSpeed = 0
-- play sound
--TeddyAI.Head.AttackSound:Play()
--fire event
local events = game.ReplicatedStorage:WaitForChild("Events")
local player = game.Players:GetPlayerFromCharacter(target)
events:WaitForChild("playerDeath"):FireClient(player, TeddyAI)
-- play the animation
local attackAnim = humanoid:LoadAnimation(script.AttackAnim)
attackAnim:Play()
attackAnim.Stopped:Wait()
-- kill the player
target.Humanoid.Health = 0
--restart movement
TeddyAI.Humanoid.WalkSpeed = script.Parent.Humanoid.WalkSpeed
end
end]]
|
local function displayPath(waypoints)
local color = BrickColor.Random()
for index, waypoint in pairs(waypoints) do
local part = Instance.new("Part")
part.BrickColor = color
part.Anchored = true
part.CanCollide = false
part.Size = Vector3.new(1,1,1)
part.Position = waypoint.Position
part.Parent = workspace
local Debris = game:GetService("Debris")
Debris:AddItem(part, 6)
end
end
local function walkTo(destination)
local path = getPath(destination)
if path.Status == Enum.PathStatus.Success then
for index, waypoint in pairs(path:GetWaypoints()) do
local target = findTarget()
if target and target.Humanoid.Health > 0 then
attack(target)
break
else
humanoid:MoveTo(waypoint.Position)
humanoid.MoveToFinished:Wait()
end
end
else
humanoid:MoveTo(destination.Position - (TeddyAI.HumanoidRootPart.CFrame.LookVector * 10))
end
end
function patrol()
local waypoints = TeddyAI.Parent.TeddyWaypoints:GetChildren()
local randomNum = math.random(1, #waypoints)
walkTo(waypoints[randomNum])
end
while true do
patrol()
end
|
-- Gradually regenerates the Pillarman's Health over time.
|
local REGEN_RATE = 1/50-- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.5 -- Wait this long between each regeneration step.
|
-- Event that inserts player into the racing module's activePlayers list
|
local Events = ReplicatedStorage:FindFirstChild("Events")
local RemoveActivePlayer = Events:FindFirstChild("RemoveActivePlayer")
|
-- EVENTS --
|
local ResizeEvent = ParentContainer.Attribs.ResizeEvent
local RowCt = 5
local CellSize = 0.25
local Padding = 6
local ContainerPadding_Bottom = 32
function getNewCellSize()
CellSize = (Container.AbsoluteSize.X / RowCt) - Padding
end
function updateLayout()
--[[
if #Container.Cells:GetChildren() < 1 then
Container.Parent.HeaderFrame.Visible = false
else
Container.Parent.HeaderFrame.Visible = true
end
]]
getNewCellSize()
local cells = Container.Cells:GetChildren()
for i, cell in pairs(cells) do
local index = i - 1
local posX = ((index % RowCt) * (CellSize + Padding)) + (Padding / 2)
local posY = (math.floor(index / RowCt) * (CellSize + Padding)) + (Padding / 2)
cell.Size = UDim2.fromOffset(CellSize, CellSize)
cell.Position = UDim2.fromOffset(posX, posY)
end
local rows = math.ceil((#cells / RowCt))
local newSize = UDim2.new(1, -24, 0, (rows * CellSize + Padding) + ContainerPadding_Bottom)
Container.Size = newSize
ResizeEvent:Fire(ParentContainer.Name)
end
Container.Cells.ChildAdded:Connect(updateLayout)
Container.Cells.ChildRemoved:Connect(updateLayout)
Container:GetPropertyChangedSignal("AbsoluteSize"):Connect(updateLayout)
|
-- regeneration
|
while true do
local s = wait(1)
local health = Humanoid.Health
if health > 0 and health < Humanoid.MaxHealth then
health = health + 0.01 * s * Humanoid.MaxHealth
if health * 1.05 < Humanoid.MaxHealth then
Humanoid.Health = health
else
Humanoid.Health = Humanoid.MaxHealth
end
end
end
|
------
|
UIS.InputBegan:connect(function(i,GP)
if not GP then
if i.KeyCode == Enum.KeyCode.L then REvent:FireServer("L",true) end
if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",true) end
if i.KeyCode == Enum.KeyCode.J then REvent:FireServer("J",true) end
end
end)
UIS.InputEnded:connect(function(i,GP)
if not GP then
if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",false) end
end
end)
|
--// All global vars will be wiped/replaced except script
|
return function(data)
local playergui = service.PlayerGui
local localplayer = service.Player
local toggle = script.Parent.Parent.Toggle
if client.Core.Get("Chat") then
toggle.Position = UDim2.new(1, -(45+40),1, -45)
end
toggle.MouseButton1Down:Connect(function()
local found = client.Core.Get("UserPanel",nil,true)
if found then
found.Object:Destroy()
else
client.Core.Make("UserPanel",{})
end
end)
script.Parent.Parent.Parent = playergui
end
|
--// Touch Connections
|
L_3_:WaitForChild('Humanoid').Touched:connect(function(L_305_arg1)
local L_306_, L_307_ = SearchResupply(L_305_arg1)
if L_306_ and L_17_ then
L_17_ = false
L_100_ = L_24_.Ammo
L_101_ = L_24_.StoredAmmo * L_24_.MagCount
L_102_ = L_24_.ExplosiveAmmo
if L_55_:FindFirstChild('Resupply') then
L_55_.Resupply:Play()
end
wait(15)
L_17_ = true
end;
end)
|
-- double rd_dbl_basic(byte f1..8)
-- @f1..8 - The 8 bytes composing a little endian double
|
local function rd_dbl_basic(f1, f2, f3, f4, f5, f6, f7, f8)
local sign = (-1) ^ bit.rshift(f8, 7)
local exp = bit.lshift(bit.band(f8, 0x7F), 4) + bit.rshift(f7, 4)
local frac = bit.band(f7, 0x0F) * 2 ^ 48
local normal = 1
frac = frac + (f6 * 2 ^ 40) + (f5 * 2 ^ 32) + (f4 * 2 ^ 24) + (f3 * 2 ^ 16) + (f2 * 2 ^ 8) + f1 -- help
if exp == 0 then
if frac == 0 then
return sign * 0
else
normal = 0
exp = 1
end
elseif exp == 0x7FF then
if frac == 0 then
return sign * (1 / 0)
else
return sign * (0 / 0)
end
end
return sign * 2 ^ (exp - 1023) * (normal + frac / 2 ^ 52)
end
|
--// Input Connections
|
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2)
if not L_315_arg2 and L_15_ then
if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
if not L_64_ then
if not L_65_ then
if L_24_.TacticalModeEnabled then
L_154_ = 0.015
L_155_ = 7
L_3_:WaitForChild("Humanoid").WalkSpeed = 20
else
L_155_ = 10
L_154_ = 0.008
L_3_:WaitForChild("Humanoid").WalkSpeed = 22
end
end
if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then
L_97_ = L_50_
end
L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
L_115_:FireServer(true)
L_64_ = true
end
end;
if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
L_134_ = CFrame.Angles(0, 0, 0.1)
end;
if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
L_134_ = CFrame.Angles(0, 0, -0.1)
end;
if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then
L_80_ = true
L_82_ = false
L_81_ = true
LeanRight()
end
if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then
L_80_ = true
L_81_ = false
L_82_ = true
LeanLeft()
end
if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then
if not L_64_ then
if not L_65_ then
L_3_.Humanoid.WalkSpeed = 20
L_155_ = 10
L_154_ = 0.008
end
L_97_ = L_50_
L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p
L_115_:FireServer(true)
L_64_ = true
end
end;
if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then
L_68_ = true
if not Shooting and L_15_ and not L_83_ then
if L_103_ > 0 then
Shoot()
end
elseif not Shooting and L_15_ and L_83_ then
if L_105_ > 0 then
Shoot()
end
end
end;
if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then
local L_316_ = L_1_:FindFirstChild("LaserLight")
L_122_.KeyDown[1].Plugin()
end;
if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then
local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light')
local L_318_ = false
L_317_.Enabled = not L_317_.Enabled
end;
if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then
L_70_ = true
if L_92_ == 1 then
if Shooting then
Shooting = false
end
if L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 2 then
if Shooting then
Shooting = false
end
if L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BurstEnabled and L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 3 then
if Shooting then
Shooting = false
end
if L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 4 then
if Shooting then
Shooting = false
end
if L_24_.ExplosiveEnabled then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
end
elseif L_92_ == 6 then
if Shooting then
Shooting = false
end
L_85_ = L_69_
if L_24_.SemiEnabled then
L_92_ = 1
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then
L_92_ = 2
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then
L_92_ = 3
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then
L_92_ = 4
L_83_ = false
L_69_ = L_84_
elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then
L_92_ = 6
L_83_ = true
L_84_ = L_69_
L_69_ = L_85_
end
end
UpdateAmmo()
FireModeAnim()
IdleAnim()
L_70_ = false
end;
if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then
if not L_73_ and not L_74_ then
L_74_ = true
Shooting = false
L_69_ = false
L_135_ = time()
delay(0.6, function()
if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
CreateShell()
end
end)
BoltBackAnim()
L_73_ = true
elseif L_73_ and L_74_ then
BoltForwardAnim()
Shooting = false
L_69_ = true
if L_103_ ~= L_24_.Ammo and L_103_ > 0 then
L_103_ = L_103_ - 1
elseif L_103_ >= L_24_.Ammo then
L_69_ = true
end
L_73_ = false
L_74_ = false
IdleAnim()
L_75_ = false
end
UpdateAmmo()
end;
if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then
L_71_ = false
if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then
Shooting = false
L_64_ = false
L_67_ = true
delay(0, function()
if L_67_ and not L_66_ then
L_64_ = false
L_72_ = true
end
end)
L_97_ = 80
if L_24_.TacticalModeEnabled then
L_154_ = 0.4
L_155_ = 32.5
else
L_155_ = L_24_.SprintSpeed
L_154_ = 0.4
end
L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed
end
end;
if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then
if not L_83_ then
if L_104_ > 0 and L_103_ < L_24_.Ammo then
Shooting = false
L_66_ = true
for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do
if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then
if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then
if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then
L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)])
end
end
end
end
ReloadAnim()
if L_103_ <= 0 then
if not L_24_.CanSlideLock then
BoltBackAnim()
BoltForwardAnim()
end
end
IdleAnim()
L_69_ = true
if L_103_ <= 0 then
if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
L_103_ = L_103_ + L_104_
L_104_ = 0
else
L_104_ = L_104_ - (L_24_.Ammo - L_103_)
L_103_ = L_24_.Ammo
end
elseif L_103_ > 0 then
if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then
L_103_ = L_103_ + L_104_ + 1
L_104_ = 0
else
L_104_ = L_104_ - (L_24_.Ammo - L_103_)
L_103_ = L_24_.Ammo + 0
end
end
L_66_ = false
if not L_75_ then
L_69_ = true
end
end;
elseif L_83_ then
if L_105_ > 0 then
Shooting = false
L_66_ = true
nadeReload()
IdleAnim()
L_66_ = false
L_69_ = true
end
end;
UpdateAmmo()
end;
if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then
if (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
end
end
if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then
if (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then
if not L_86_ then
L_56_ = L_1_:WaitForChild("AimPart2")
L_50_ = L_24_.CycleAimZoom
if L_64_ then
L_97_ = L_24_.CycleAimZoom
end
L_86_ = true
else
L_56_ = L_1_:FindFirstChild("AimPart")
L_50_ = L_24_.AimZoom
if L_64_ then
L_97_ = L_24_.AimZoom
end
L_86_ = false
end;
end;
if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then
if not L_77_ then
L_77_ = true
InspectAnim()
IdleAnim()
L_77_ = false
end
end;
if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then
if L_15_ then
if not L_78_ then
L_67_ = false
L_64_ = false
L_69_ = false
L_78_ = true
AttachAnim()
elseif L_78_ then
L_67_ = false
L_64_ = false
L_69_ = true
L_78_ = false
IdleAnim()
end
end
end;
if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then
if not L_79_ then
L_79_ = true
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = L_24_.SprintPos
}):Play()
wait(0.2)
L_112_:FireServer("Patrol", L_24_.SprintPos)
else
L_79_ = false
L_14_:Create(L_45_, TweenInfo.new(0.2), {
C1 = CFrame.new()
}):Play()
wait(0.2)
L_112_:FireServer("Unpatrol")
end
end;
end
end)
L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2)
if not L_322_arg2 and L_15_ then
if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then
if L_64_ then
if not L_65_ then
L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5
if L_24_.TacticalModeEnabled then
L_154_ = 0.09
L_155_ = 11
else
L_154_ = .2
L_155_ = 17
end
end
L_97_ = 70
L_133_.target = Vector3.new()
L_115_:FireServer(false)
L_64_ = false
end
end;
if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then
L_134_ = CFrame.Angles(0, 0, 0)
end;
if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then
L_134_ = CFrame.Angles(0, 0, 0)
end;
if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then
Unlean()
L_80_ = false
L_82_ = false
L_81_ = false
end
if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then
Unlean()
L_80_ = false
L_82_ = false
L_81_ = false
end
if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then
if L_64_ then
if not L_65_ then
L_3_.Humanoid.WalkSpeed = 27.5
L_155_ = 17
L_154_ = .25
end
L_97_ = 70
L_133_.target = Vector3.new()
L_115_:FireServer(false)
L_64_ = false
end
end;
if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then
L_68_ = false
if Shooting then
Shooting = false
end
end;
if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then
local L_323_ = L_42_:WaitForChild('GameGui')
if L_16_ then
L_323_:WaitForChild('AmmoFrame').Visible = false
L_16_ = false
end
end;
if L_321_arg1.KeyCode == (Enum.KeyCode.SysReq or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT
L_71_ = false
if L_67_ and not L_64_ and not Shooting and not L_71_ then
L_67_ = false
L_72_ = false
L_97_ = 70
L_3_.Humanoid.WalkSpeed = 27.5
if L_24_.TacticalModeEnabled then
L_154_ = 0.09
L_155_ = 11
else
L_154_ = .2
L_155_ = 17
end
end
end;
end
end)
L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2)
if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then
if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then
if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then
L_51_ = L_51_ + L_24_.SensitivityIncrement
elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then
L_51_ = L_51_ - L_24_.SensitivityIncrement
end
end
end
end)
L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2)
if not L_327_arg2 and L_15_ then
local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList);
if L_328_ then
local L_330_ = (L_329_ - L_6_.Position).magnitude
L_33_.Text = math.ceil(L_330_) .. ' m'
end
end
end)
|
-- Отображение глобальной статистики с учётом DataStore2 значения
-- Что больше, то и будет результатом
|
local ServerScriptService = game:GetService("ServerScriptService") -- берём ссылку на сервис серверных скриптов
local DataStore2 = require(ServerScriptService.DataStore2) -- если скачали модуль и залили в игру
BASE = game.Workspace.BASE.Value
DataParam="Kill" -- ключ для баз DataStoreService и DataStore2
DataStore2.Combine(BASE,DataParam)
local tmp, DonateStore
local sg = script.Parent --Surface GUI
local sample = script:WaitForChild("Sample") --Our Sample frame
local sf = sg:WaitForChild("ScrollingFrame") --The scrolling frame
local ui = sf:WaitForChild("UI") --The UI list layout
|
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR
|
local TycoonName = "Tycoon kit"
if game.Workspace:FindFirstChild(TycoonName) then
local s = nil
local bTycoon = game.Workspace:FindFirstChild(TycoonName)
local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
local new_Collector = zTycoon['READ ME'].Script:Clone()
local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()
if zTycoon then
for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'
if v then
s = v.PurchaseHandler:Clone()
v:Destroy()
end
end
-- Now make it compatiable
if s ~= nil then
for i,v in pairs(bTycoon.Tycoons:GetChildren()) do
local New_Tycoon = v:Clone()
New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()
s:Clone().Parent = New_Tycoon
local Team_C = Instance.new('BrickColorValue',New_Tycoon)
Team_C.Value = BrickColor.new(tostring(v.Name))
Team_C.Name = "TeamColor"
New_Tycoon.Name = v.TeamName.Value
New_Tycoon.Cash.Name = "CurrencyToCollect"
New_Tycoon.Parent = zTycoon.Tycoons
New_Tycoon.TeamName:Destroy()
v:Destroy()
New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()
local n = new_Collector:Clone()
n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')
n.Disabled = false
New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()
local g = Gate:Clone()
g.Parent = New_Tycoon.Gate['Touch to claim ownership!']
end
else
error("Please don't tamper with script names or this won't work!")
end
else
error("Please don't change the name of our tycoon kit or it won't work!")
end
bTycoon:Destroy()
Gate:Destroy()
new_Collector:Destroy()
print('Transfer complete! :)')
else
error("Check if you spelt the kit's name wrong!")
end
|
-- local JestMessageUtil = require(Packages.JestMessageUtil)
-- local getStackTraceLines = JestMessageUtil.getStackTraceLines
-- local getTopFrame = JestMessageUtil.getTopFrame
| |
-- XxWrithyxX
|
local Bloco = script.Parent
local Esperar = false
Bloco.Touched:Connect(function(Hit)
local Humanoid = Hit.Parent:FindFirstChild("Humanoid")
if Humanoid and Esperar == false then
Esperar = true
Humanoid:TakeDamage(101) -- Damage
wait(0.5) -- Seconds
Esperar = false
end
end)
|
--Old never do it like this because child of Tycoons get deleted the the child children is empty causes bug
--local tycoons = script.Parent:WaitForChild("Tycoons"):GetChildren()
|
local Tycoons = script.Parent:WaitForChild("Tycoons")
local serverStorage = game:GetService("ServerStorage")
local runService = game:GetService("RunService")
local DataStoreService = game:GetService("DataStoreService")
local SaveSettings = require(script.Parent.SaveTrigger.Settings).Save
local playerData = DataStoreService:GetDataStore(SaveSettings.databaseName)
|
--// All global vars will be wiped/replaced except script
|
return function(data)
local playergui = service.PlayerGui
local gui = client.UI.Prepare(script.Parent.Parent)
local label = gui.LABEL
local str = data.Message
client.UI.Remove("Notif",script.Parent.Parent)
if str and type(str)=="string" then
label.Text = str
gTable:Ready()
else
gui:Destroy()
end
end
|
------------------
------------------
|
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
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 toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
local parts = Figure:GetChildren()
for i=1,#parts do
if parts.className == "Part" then
Debris.AddItem(parts[i], 60)
end
end
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onDancing()
pose = "Dancing"
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 = -1
LeftShoulder.DesiredAngle = -1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFloat()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = -1.57
end
function moveBoogy()
while pose=="Boogy" do
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 1.57
end
end
function moveZombie()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function movePunch()
script.Parent.Torso.Anchored=true
RightShoulder.MaxVelocity = 60
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose="Standing"
end
function moveKick()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveFly()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
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()
kidTable = Figure:children()
if (kidTable ~= nil) then
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)
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 == "Zombie") then
moveZombie()
return
end
if (pose == "Boogy") then
moveBoogy()
return
end
if (pose == "Float") then
moveFloat()
return
end
if (pose == "Punch") then
movePunch()
return
end
if (pose == "Kick") then
moveKick()
return
end
if (pose == "Fly") then
moveFly()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
amplitude = 0.1
frequency = 1
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running") then
amplitude = 1
frequency = 9
elseif (pose == "Dancing") then
amplitude = 2
frequency = 16
end
desiredAngle = amplitude * math.sin(time*frequency)
if pose~="Dancing" then
RightShoulder.DesiredAngle = -desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
else
RightShoulder.DesiredAngle = -desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
end
local tool = getTool()
if tool ~= nil then
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
|
---- Create motors
|
local ovenMotor = Instance.new("Motor")
ovenMotor.Name = "OvenMotor"
ovenMotor.Parent = stove.Bottom
ovenMotor.Part0 = stove.Bottom
ovenMotor.Part1 = stove.Door
ovenMotor.C0 = CFrame.new(0,stove.Bottom.Size.Y,-stove.Bottom.Size.Z/2+stove.Door.Size.Z/2) * CFrame.Angles(0,-math.pi/2,0)
ovenMotor.C1 = CFrame.new(0,-stove.Door.Size.Y/2+stove.Bottom.Size.Y/2,0) * CFrame.Angles(0,3*math.pi/2,0)
ovenMotor.MaxVelocity = .1
|
-- TOOLAME CONFIDENTIAL --
|
Use = false
function ChangeCode(Code,l)
if script.Parent.Parent.Status.Value ~= 0 then return end
if Use then return end
Use = true
for i,l in pairs(script.Parent.Parent.CPanelButtons:GetChildren()) do l.BrickColor = BrickColor.new("Light stone grey") end
l.BrickColor = BrickColor.new("Lime green")
script.Parent.Parent.SounderTone.Value = Code
wait(0.5)
Use = false
end
for i,l in pairs(script.Parent.Parent.CPanelButtons:GetChildren()) do
l.ClickDetector.MouseClick:connect(function() ChangeCode(l.Name:sub(7),l) end)
end
|
--[[
Takes two lists A and B, returns a new list of elements of A
which are not in B
]]
|
return function(A, B)
return listOfKeys(tableDifference(membershipTable(A), membershipTable(B)))
end
|
--------RIGHT DOOR 8--------
|
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
|
-- Visualizes a ray. This will not run if FastCast.VisualizeCasts is false.
|
function DbgVisualizeSegment(castStartCFrame: CFrame, castLength: number): ConeHandleAdornment?
if ClientSettings.Debug.Value == false then return nil end
local adornment = Instance.new("CylinderHandleAdornment")
adornment.Adornee = workspace.Terrain
adornment.CFrame = castStartCFrame
adornment.Height = castLength
adornment.Color3 = Color3.new(1, 0, 0)
adornment.Radius = 0.05
adornment.Transparency = 0.5
adornment.Parent = GetFastCastVisualizationContainer()
Debris:AddItem(adornment, 3)
return adornment
end
|
--[[
Returns the index of the first value for which predicate(value, index) is truthy, or nil if not found.
]]
|
local function findWhere(list, predicate)
for i = 1, #list do
if predicate(list[i], i) then
return i
end
end
return nil
end
return findWhere
|
-- Type in the command name as seen in :cmds or it won't work
| |
--[[Wheel Stabilizer Gyro]]
|
--
Tune.FGyroDamp = 100 -- Front Wheel Non-Axial Dampening
Tune.RGyroDamp = 100 -- Rear Wheel Non-Axial Dampening
|
--Binds
|
Service.InputBegan:Connect(function(input, gameProcessedEvent)
local buttons = Service:GetMouseButtonsPressed()
for _, button in pairs (buttons) do
if (button.UserInputType.Name == "MouseButton1") then
Slash()
end
end
end)
Service.InputBegan:connect(function(input, recieved)
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.Q then
Shield()
end
end
end)
Service.InputBegan:connect(function(input, recieved)
if input.UserInputType == Enum.UserInputType.Keyboard then
if input.KeyCode == Enum.KeyCode.E then
Replace()
end
end
end)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = {
Name = "json-array-encode",
Aliases = {},
Description = "Encodes a comma-separated list into a JSON array",
Group = "DefaultUtil",
Args = { {
Type = "string",
Name = "CSV",
Description = "The comma-separated list"
} }
};
local l__HttpService__1 = game:GetService("HttpService");
function v1.Run(p1, p2)
return l__HttpService__1:JSONEncode(p2:split(","));
end;
return v1;
|
--// N key, Cruise
|
mouse.KeyDown:connect(function(key)
if key=="n" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.CruiseEvent:FireServer(true)
end
end)
|
-- Example usage in Roblox GUI
|
local function updateTextLabel()
display.Text = input.Text
end
input.Changed:Connect(updateTextLabel)
|
--> VARIABLES
|
local Module = script.Parent
local Door = Module:WaitForChild("Door")
local Board = Module:WaitForChild("Board")
local Text = Board:WaitForChild("Informer"):WaitForChild("SurfaceGui"):WaitForChild("TextLabel")
local Code = Module:WaitForChild("Code").Value
local EnteredText = script:WaitForChild("EnteredText")
local OtherButtons = Board:WaitForChild("Other")
|
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