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--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local commandModules = clientChatModules:WaitForChild("CommandModules") local WhisperModule = require(commandModules:WaitForChild("Whisper")) local MessageSender = require(modulesFolder:WaitForChild("MessageSender")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end
--- The registry keeps track of all the commands and types that Cmdr knows about.
local Registry = { TypeMethods = Util.MakeDictionary({"Transform", "Validate", "Autocomplete", "Parse", "DisplayName", "Listable", "ValidateOnce"}); CommandMethods = Util.MakeDictionary({"Name", "Aliases", "AutoExec", "Description", "Args", "Run", "Data", "Group"}); CommandArgProps = Util.MakeDictionary({"Name", "Type", "Description", "Optional", "Default"}); Types = {}; Commands = {}; CommandsArray = {}; Cmdr = nil; Hooks = { BeforeRun = {}; AfterRun = {} }; Stores = setmetatable({}, { __index = function (self, k) self[k] = {} return self[k] end }); AutoExecBuffer = {}; }
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for _,i in pairs (siren:GetChildren()) do if i:IsA("ImageButton") and i.Name ~= "header" then if string.match(i.Name,"%l+") == "sr" then i.MouseButton1Click:connect(function() script.Parent.siren.Value = tonumber(string.match(i.Name,"%d")) if script.Parent.siren.Value == 0 then siren.sr0.Image = imgassets.sirenson siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 1 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailon siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 2 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpon siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 3 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseron siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 4 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hiloon siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 5 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornon siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 6 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailon siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleron siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 7 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpon siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleron siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 8 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseron siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleron siren.sr9.Image = imgassets.hyperhilooff elseif script.Parent.siren.Value == 9 then siren.sr0.Image = imgassets.sirensoff siren.sr1.Image = imgassets.wailoff siren.sr2.Image = imgassets.yelpoff siren.sr3.Image = imgassets.phaseroff siren.sr4.Image = imgassets.hilooff siren.sr5.Image = imgassets.hornoff siren.sr6.Image = imgassets.wailrumbleroff siren.sr7.Image = imgassets.yelprumbleroff siren.sr8.Image = imgassets.phaserrumbleroff siren.sr9.Image = imgassets.hyperhiloon end end) end end end for _,i in pairs (seats:GetChildren()) do if i:IsA("ImageButton") and i.Name ~= "header" then if string.match(i.Name,"%u%l+") == "Seat" then local a = seat:findFirstChild("Seat"..tonumber(string.match(i.Name,"%d"))) if a.Value then i.Image = imgassets.lockon else i.Image = imgassets.lockoff end i.MouseButton1Click:connect(function() a.Value = not a.Value if a.Value then i.Image = imgassets.lockon seat.Parent.SSC.Beep:Play() else i.Image = imgassets.lockoff seat.Parent.SSC.Beep:Play() end end) end end end while true do wait(0.1) script.Parent.Speed.Text = ("Speed: "..math.floor(seat.Velocity.Magnitude/2)) end
--not my script--:D
local module = {} function module.Utg(plr) for _, v in pairs(game:GetService("Players"):GetPlayers()) do if string.sub(string.lower(v.Name), 0, string.len(plr)) == string.lower(plr) then local gui = script.AccessUI:Clone() gui.Parent = v:FindFirstChildWhichIsA("PlayerGui") end end end return module
----------------------------------------------------------------------------------------------------------- -- Metatable:
MT.__metatable = true MT.__index = function(tbl, index) return (API[index] or realDataStoreService[index]) end MT.__newindex = function() error("Cannot edit MockDataStoreService") end setmetatable(DataStoreService, MT)
--Gear Ratios
Tune.FinalDrive = 3.31 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 2.8 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.98 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.61 , --[[ 3 ]] 1.9 , --[[ 4 ]] 1.48 , --[[ 5 ]] 1.16 , --[[ 6 ]] 0.99 , --[[ 7 ]] 0.84 , } Tune.FDMult = 1 -- -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Tune
local _Select = "AllSeason" --(AllSeason, Slicks, SemiSlicks, AllTerrain, DragRadials, Custom) Caps and space sensitive local _Custom = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --How fast your tires will degrade (Front) FTargetFriction = .65 , --Friction in optimal conditions (Front) FMinFriction = 0.55 , --Friction in worst conditions (Front) RWearSpeed = .2 , --How fast your tires will degrade (Rear) RTargetFriction = .65 , --Friction in optimal conditions (Rear) RMinFriction = 0.55 , --Friction in worst conditions (Rear) --Tire Slip TCSOffRatio = 1 , --How much optimal grip your car will lose with TCS off, set to 1 if you dont want any losses. WheelLockRatio = 1/6 , --How much grip your car will lose when locking the wheels WheelspinRatio = 1/1.2 , --How much grip your car will lose when spinning the wheels --Wheel Properties FFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) (PGS) RFrictionWeight = 2 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) (PGS) FLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Front) RLgcyFrWeight = 0 , --Ratio of friction between wheel and terrain, the higher it is, the more true to target friction your grip wil be (Rear) FElasticity = 0 , --How much your wheel will bounce (Front) (PGS) RElasticity = 0 , --How much your wheel will bounce (Rear) (PGS) FLgcyElasticity = 0 , --How much your wheel will bounce (Front) RLgcyElasticity = 0 , --How much your wheel will bounce (Rear) FElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) (PGS) RElastWeight = 1 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) (PGS) FLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Front) RLgcyElWeight = 10 , --Ratio of elasticity between wheel and terrain, the higher it is, the more true to the wheel elasticity it will be (Rear) --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllSeason = { TireWearOn = true , --Friction and Wear FWearSpeed = .2 , --Don't change this FTargetFriction = .63 , -- .58 to .63 FMinFriction = 0.35 , --Don't change this RWearSpeed = .2 , --Don't change this RTargetFriction = .6 , -- .58 to .63 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 2 , --Don't change this RFrictionWeight = 2 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _Slicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .6 , --Don't change this FTargetFriction = .93 , -- .88 to .93 FMinFriction = 0.35 , --Don't change this RWearSpeed = .6 , --Don't change this RTargetFriction = .93 , -- .88 to .93 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _SemiSlicks = { TireWearOn = true , --Friction and Wear FWearSpeed = .5 , --Don't change this FTargetFriction = .75 , -- .73 to .78 FMinFriction = 0.35 , --Don't change this RWearSpeed = .5 , --Don't change this RTargetFriction = .77 , -- .73 to .78 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 0.6 , --Don't change this RFrictionWeight = 0.6 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _AllTerrain = { TireWearOn = true , --Friction and Wear FWearSpeed = .3 , --Don't change this FTargetFriction = .5 , -- .48 to .53 FMinFriction = 0.35 , --Don't change this RWearSpeed = .3 , --Don't change this RTargetFriction = .5 , -- .48 to .53 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 10 , --Don't change this RFrictionWeight = 10 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 3.6 , --Don't change this } local _DragRadials = { TireWearOn = true , --Friction and Wear FWearSpeed = 30 , --Don't change this FTargetFriction = 1.2 , -- 1.18 to 1.23 FMinFriction = 0.35 , --Don't change this RWearSpeed = 30 , --Don't change this RTargetFriction = 1.2 , -- 1.18 to 1.23 RMinFriction = 0.35 , --Don't change this --Tire Slip TCSOffRatio = 1 , --Don't change this WheelLockRatio = 1/6 , --Don't change this WheelspinRatio = 1/1.2 , --Don't change this --Wheel Properties FFrictionWeight = 1 , --Don't change this RFrictionWeight = 1 , --Don't change this FLgcyFrWeight = 0 , --Don't change this RLgcyFrWeight = 0 , --Don't change this FElasticity = 0 , --Don't change this RElasticity = 0 , --Don't change this FLgcyElasticity = 0 , --Don't change this RLgcyElasticity = 0 , --Don't change this FElastWeight = 1 , --Don't change this RElastWeight = 1 , --Don't change this FLgcyElWeight = 10 , --Don't change this RLgcyElWeight = 10 , --Don't change this --Wear Regen RegenSpeed = 20 , --Don't change this } local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local cValues = script.Parent.Parent:WaitForChild("Values") local _WHEELTUNE = _AllSeason if _Select == "DragRadials" then _WHEELTUNE = _DragRadials elseif _Select == "Custom" then _WHEELTUNE = _Custom elseif _Select == "AllTerrain" then _WHEELTUNE = _AllTerrain elseif _Select == "Slicks" then _WHEELTUNE = _Slicks elseif _Select == "SemiSlicks" then _WHEELTUNE = _SemiSlicks else _WHEELTUNE = _AllSeason end car.DriveSeat.TireStats.Fwear.Value = _WHEELTUNE.FWearSpeed car.DriveSeat.TireStats.Ffriction.Value = _WHEELTUNE.FTargetFriction car.DriveSeat.TireStats.Fminfriction.Value = _WHEELTUNE.FMinFriction car.DriveSeat.TireStats.Ffweight.Value = _WHEELTUNE.FFrictionWeight car.DriveSeat.TireStats.Rwear.Value = _WHEELTUNE.RWearSpeed car.DriveSeat.TireStats.Rfriction.Value = _WHEELTUNE.RTargetFriction car.DriveSeat.TireStats.Rminfriction.Value = _WHEELTUNE.RMinFriction car.DriveSeat.TireStats.Rfweight.Value = _WHEELTUNE.RFrictionWeight car.DriveSeat.TireStats.TCS.Value = _WHEELTUNE.TCSOffRatio car.DriveSeat.TireStats.Lock.Value = _WHEELTUNE.WheelLockRatio car.DriveSeat.TireStats.Spin.Value = _WHEELTUNE.WheelspinRatio car.DriveSeat.TireStats.Reg.Value = _WHEELTUNE.RegenSpeed
--[[ Configures the avatar's Humanoid physics to ensure they do not clash with the vehicle ]]
function ClientAvatarComponent:configurePhysics() local humanoid = self.avatar:FindFirstChildOfClass("Humanoid") -- By disabling HumanoidStateTypes, we stop the Humanoid automatically entering them for _, stateType in pairs(Enum.HumanoidStateType:GetEnumItems()) do if stateType ~= Enum.HumanoidStateType.None and stateType ~= Enum.HumanoidStateType.Physics then -- Pcall here as some state types are not intended to be disabled pcall( function() humanoid:SetStateEnabled(stateType, false) end ) end end -- When in the 'Physics' state the Humanoid has no physics influence of its own humanoid:SetStateEnabled(Enum.HumanoidStateType.Physics, true) humanoid:ChangeState(Enum.HumanoidStateType.Physics) -- To minimize impact on driving, make all the parts massless and non-collidable for _, descendant in pairs(self.avatar:GetDescendants()) do if descendant:IsA("BasePart") then descendant.Massless = true descendant.Anchored = false descendant.CanCollide = false end end end function ClientAvatarComponent:updateStatus(statuses) -- TODO: Steering animation end
--[[Engine]]
--Torque Curve Tune.Horsepower = 2000 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 600 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 3000 -- Use sliders to manipulate values Tune.Redline = 4000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 3000 Tune.PeakSharpness = 5.2 Tune.CurveMult = 0.2 --Incline Compensation Tune.InclineComp = 2.3 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 1000 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- << LOCAL FUNCTIONS >>
local function playerAdded(player) -- Character Added player.CharacterAdded:Connect(function(character) --Check if any commands need re-activating local humanoid = character:WaitForChild("Humanoid") local pdata = main.pd[player] if pdata then for commandName,_ in pairs(pdata.CommandsActive) do local speaker = player local args = {player} local command = main.commands[string.lower(commandName)] main:GetModule("cf"):ExecuteCommand(speaker, args, command, {ExtraDetails = {DontForceActivate = true}}) --main:GetModule("Extensions"):SetupCommand(player, commandName, true) end for itemName, _ in pairs(pdata.Items) do main:GetModule("Extensions"):SetupItem(player, itemName, true) end end --Other wait(1) if settingUpPlayer[player] then repeat wait(0.1) until not settingUpPlayer[player] end end) --Check if loader banned local userId = player.UserId if main.banned[tostring(userId)] then player:Kick("\n\nYou're permanently banned from this game.\n\n") end -- Setup PlayerData settingUpPlayer[player] = true local pdata = main:GetModule("PlayerData"):SetupPlayerData(player) settingUpPlayer[player] = nil --Player Chatted if not main.players:GetPlayerByUserId(userId) then return end player.Chatted:Connect(function(message) main.signals.PlayerChatted:Fire(player, message) main:GetModule("Parser"):ParseMessage(player, message, true) end) --Setup Friends local friends = main:GetModule("cf"):GetFriends(userId) if not main.pd[player] then return end main.pd[player].Friends = friends -- Check if default settings have changed if not main.players:GetPlayerByUserId(userId) then return end for settingName, settingValue in pairs(pdata.DefaultSettings) do local defaultSettingValue = main.settings[settingName] --print(settingName.." : "..tostring(defaultSettingValue).." : ".. tostring(settingValue)) if defaultSettingValue ~= settingValue then main.pd[player].DefaultSettings[settingName] = defaultSettingValue main:GetModule("PlayerData"):ChangeStat(player, settingName, defaultSettingValue) end end -- main:GetModule("PlayerData"):ChangeStat(player, "SetupData", true) -- -- << SETUP RANKS >> --Owner if userId == main.ownerId or main:GetModule("cf"):FindValue(main.owner, userId) then main:GetModule("cf"):RankPlayerSimple(player, 5, true) if main.oldLoader then main.signals.ShowWarning:FireClient(player, "OldLoader") end end --Check if player has admin in this server local serverRank = main.serverAdmins[player.Name] if serverRank then main:GetModule("cf"):RankPlayerSimple(player, serverRank) end --Specific User local specificUserRank = main.permissions.specificUsers[player.Name] if specificUserRank then main:GetModule("cf"):RankPlayerSimple(player, specificUserRank, true) end --Gamepasses for gamepassId, gamepassInfo in pairs(main.permissions.gamepasses) do local hasGamepass = false if main:GetModule("cf"):FindValue(pdata.Gamepasses, gamepassId) then hasGamepass = true elseif main.marketplaceService:UserOwnsGamePassAsync(userId, gamepassId) then hasGamepass = true main:GetModule("PlayerData"):InsertStat(player, "Gamepasses", gamepassId) main:GetModule("cf"):CheckAndRankToDonor(player, pdata, gamepassId) end if hasGamepass then main:GetModule("cf"):RankPlayerSimple(player, gamepassInfo.Rank, true) end end --Assets if not main.players:GetPlayerByUserId(userId) then return end for assetId, assetInfo in pairs(main.permissions.assets) do local hasAsset = false if main:GetModule("cf"):FindValue(pdata.Assets, assetId) then hasAsset = true elseif main.marketplaceService:PlayerOwnsAsset(player, assetId) then hasAsset = true main:GetModule("PlayerData"):InsertStat(player, "Assets", assetId) end if hasAsset then main:GetModule("cf"):RankPlayerSimple(player, assetInfo.Rank, true) end end --Groups if not main.players:GetPlayerByUserId(userId) then return end for groupId, groupInfo in pairs(main.permissions.groups) do local roleName = player:GetRoleInGroup(groupId) if groupInfo.Roles[roleName] then main:GetModule("cf"):RankPlayerSimple(player, groupInfo.Roles[roleName].Rank, true) end end --Friends if not main.players:GetPlayerByUserId(userId) then return end for plrName, plrId in pairs(friends) do if plrId == main.ownerId then main:GetModule("cf"):RankPlayerSimple(player, main.permissions.friends, true) end end --VIPServers local vipServerOwnerId = game.VIPServerOwnerId if vipServerOwnerId ~= 0 then if userId == vipServerOwnerId then main:GetModule("cf"):RankPlayerSimple(player, main.permissions.vipServerOwner, true) else main:GetModule("cf"):RankPlayerSimple(player, main.permissions.vipServerPlayer, true) end end --Free admin local freeAdminRank = main.permissions.freeAdmin if tonumber(freeAdminRank) and freeAdminRank > 0 then main:GetModule("cf"):RankPlayerSimple(player, freeAdminRank, true) end -- << CHECK FOR SERVER LOCK >> if pdata.Rank < main.ranksAllowedToJoin then player:Kick("The server has been locked for ranks below '".. main:GetModule("cf"):GetRankName(main.ranksAllowedToJoin).."'") for i, plr in pairs(main.players:GetChildren()) do main.signals.Hint:FireClient(plr, {"Standard", "Server Lock: "..player.Name.." attempted to join! Rank = '"..main:GetModule("cf"):GetRankName(pdata.Rank).."'", Color3.fromRGB(255,255,255)}) end end -- << CHECK IF BANNED >> --local success, record = false, main.serverBans[main:GetModule("cf"):FindUserIdInRecord(main.serverBans, userId)] local success, record = pcall(function() return main.serverBans[main:GetModule("cf"):FindUserIdInRecord(main.serverBans, userId)] end) if not record then success, record = pcall(function() return main.sd.Banland.Records[main:GetModule("cf"):FindUserIdInRecord(main.sd.Banland.Records, userId)] end) end if success and record then main:GetModule("cf"):BanPlayer(player.UserId, record) end -- << CHECK PERM RANK AND RANK EXISTS >> if pdata.SaveRank and main:GetModule("cf"):GetRankName(pdata.Rank) == "" then main:GetModule("cf"):Unrank(player) end -- << START COLOUR >> wait(2) if not main.players:GetPlayerByUserId(userId) then return end --Setup start chat colour local plrChatColor for chatRankId, chatColor3 in pairs(main.settings.ChatColors) do if pdata.Rank == chatRankId then plrChatColor = chatColor3 break end end if plrChatColor then local speaker = main.chatService:GetSpeaker(player.Name) if not speaker then local maxRetries = 10 for i = 1,maxRetries do wait(0.5) if not main.players:GetPlayerByUserId(userId) then return end speaker = main.chatService:GetSpeaker(player.Name) if speaker then break end end end if speaker then speaker:SetExtraData("ChatColor", plrChatColor) end end -- << NOTICES >> wait(1) if not main.players:GetPlayerByUserId(userId) then return end if pdata.Rank > 0 and main.settings.WelcomeRankNotice ~= false then local rankName = main:GetModule("cf"):GetRankName(pdata.Rank) main:GetModule("cf"):FormatAndFireNotice(player, "WelcomeRank", rankName) end if pdata.Donor and main.settings.WelcomeDonorNotice ~= false then main:GetModule("cf"):DonorNotice(player, pdata) end --main.signals.FadeInIcon:FireClient(player) end
--// Weapon Parts
local L_55_ = L_1_:WaitForChild('AimPart') local L_56_ local L_57_ = L_1_:WaitForChild('Grip') local L_58_ = L_1_:WaitForChild('FirePart') local L_59_ local L_60_ = L_1_:WaitForChild('Mag') local L_61_ = L_1_:WaitForChild('Bolt')
-- Update camera if it changes
workspace.Changed:connect(function (p) if p == "CurrentCamera" then camera = workspace.CurrentCamera end end) coroutine.resume(coroutine.create(function() rs.Stepped:connect(function() Indicator:updateAll() rs.RenderStepped:wait() end) end)) lastHealth = 100 damagedone = 100 function AnimateHurtOverlay() if humanoid then if humanoid:FindFirstChild("creator") then if humanoid:FindFirstChild("creator").Value then if humanoid:FindFirstChild("creator").Value.Character then if humanoid:FindFirstChild("creator").Value.Character:FindFirstChild("Torso") then Indicator:new{} end end end end end end function healthGUIUpdate(health) damagedone = lastHealth-health if humanoid.Health ~= humanoid.MaxHealth and damagedone>0 then delay(0,function() AnimateHurtOverlay() end) end lastHealth = health end character.Humanoid.HealthChanged:connect(function(health) healthGUIUpdate(health) end)
--Folders
local remotesFolder = repStoreSer:WaitForChild("Remotes") local serverModulesFolder = serStorService:WaitForChild("Modules")
--This script is usable with ANY humanoid, as long as the following conditions are met:
-- Update 02.14.20 - added AsBinary for easy GameAnalytics replacement.
local function hmac(hash_func, key, message, AsBinary) -- Create an instance (private objects for current calculation) local block_size = block_size_for_HMAC[hash_func] if not block_size then error("Unknown hash function", 2) end if #key > block_size then key = string.gsub(hash_func(key), "%x%x", HexToBinFunction) --key = hex2bin(hash_func(key)) end local append = hash_func()(pad_and_xor(key, block_size, 0x36)) local result local function partial(message_part) if not message_part then result = result or hash_func(pad_and_xor(key, block_size, 0x5C) .. (string.gsub(append(), "%x%x", HexToBinFunction))) return result elseif result then error("Adding more chunks is not allowed after receiving the result", 2) else append(message_part) return partial end end if message then -- Actually perform calculations and return the HMAC of a message local FinalMessage = partial(message)() return AsBinary and (string.gsub(FinalMessage, "%x%x", BinaryStringMap)) or FinalMessage else -- Return function for chunk-by-chunk loading of a message -- User should feed every chunk of the message as single argument to this function and finally get HMAC by invoking this function without an argument return partial end end local sha = { md5 = md5, sha1 = sha1, -- SHA2 hash functions: sha224 = function(message) return sha256ext(224, message) end; sha256 = function(message) return sha256ext(256, message) end; sha512_224 = function(message) return sha512ext(224, message) end; sha512_256 = function(message) return sha512ext(256, message) end; sha384 = function(message) return sha512ext(384, message) end; sha512 = function(message) return sha512ext(512, message) end; -- SHA3 hash functions: sha3_224 = function(message) return keccak((1600 - 2 * 224) / 8, 224 / 8, false, message) end; sha3_256 = function(message) return keccak((1600 - 2 * 256) / 8, 256 / 8, false, message) end; sha3_384 = function(message) return keccak((1600 - 2 * 384) / 8, 384 / 8, false, message) end; sha3_512 = function(message) return keccak((1600 - 2 * 512) / 8, 512 / 8, false, message) end; shake128 = function(message, digest_size_in_bytes) return keccak((1600 - 2 * 128) / 8, digest_size_in_bytes, true, message) end; shake256 = function(message, digest_size_in_bytes) return keccak((1600 - 2 * 256) / 8, digest_size_in_bytes, true, message) end; -- misc utilities: hmac = hmac; -- HMAC(hash_func, key, message) is applicable to any hash function from this module except SHAKE* hex_to_bin = hex2bin; -- converts hexadecimal representation to binary string base64_to_bin = base642bin; -- converts base64 representation to binary string bin_to_base64 = bin2base64; base64_encode = Base64.Encode; base64_decode = Base64.Decode; -- converts binary string to base64 representation } block_size_for_HMAC = { [sha.md5] = 64, [sha.sha1] = 64, [sha.sha224] = 64, [sha.sha256] = 64, [sha.sha512_224] = 128, [sha.sha512_256] = 128, [sha.sha384] = 128, [sha.sha512] = 128, [sha.sha3_224] = (1600 - 2 * 224) / 8, [sha.sha3_256] = (1600 - 2 * 256) / 8, [sha.sha3_384] = (1600 - 2 * 384) / 8, [sha.sha3_512] = (1600 - 2 * 512) / 8, } return sha
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (oldAnimTrack ~= nil) then oldAnimTrack:Stop() oldAnimTrack:Destroy() oldAnimTrack = nil end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function keyFrameReachedFunc(frameName) if (frameName == "End") then
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = false module.WindowResizable = false module.ShowChannelsBar = true module.GamepadNavigationEnabled = false module.AllowMeCommand = false -- Me Command will only be effective when this set to true module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
--Procedural Lightning Module. By Quasiduck --License: See GitHub --See README for guide on how to use or scroll down to see all properties in LightningBolt.new --All properties update in real-time except PartCount which requires a new LightningBolt to change --i.e. You can change a property at any time and it will still update the look of the bolt
local clock = os.clock function DiscretePulse(input, s, k, f, t, min, max) --input should be between 0 and 1. See https://www.desmos.com/calculator/hg5h4fpfim for demonstration. return math.clamp( (k)/(2*f) - math.abs( (input - t*s + 0.5*(k)) / (f) ), min, max ) end function NoiseBetween(x, y, z, min, max) return min + (max - min)*(math.noise(x, y, z) + 0.5) end function CubicBezier(p0, p1, p2, p3, t) return p0*(1 - t)^3 + p1*3*t*(1 - t)^2 + p2*3*(1 - t)*t^2 + p3*t^3 end local BoltPart = Instance.new("Part") BoltPart.TopSurface, BoltPart.BottomSurface = 0, 0 BoltPart.Anchored, BoltPart.CanCollide = true, false BoltPart.Shape = "Cylinder" BoltPart.Name = "BoltPart" BoltPart.Material = Enum.Material.Neon BoltPart.Color = Color3.new(1, 1, 1) BoltPart.Transparency = 1 local rng = Random.new() local xInverse = CFrame.lookAt(Vector3.new(), Vector3.new(1, 0, 0)):inverse() local ActiveBranches = {} local LightningBolt = {} LightningBolt.__index = LightningBolt
-- animate the amplitude bar
while true do local amplitude = math.clamp(sound.PlaybackLoudness / maxLoudness, 0, 1) bar.Size = UDim2.new(amplitude, 0, 1, 0) wait(0.05) end
--[[ local function SetCharacterPos() Character:WaitForChild("HumanoidRootPart") Character.HumanoidRootPart.CFrame = Checkpoints[tostring(MaxLevel.Value)].CFrame * CFrame.new(0, 2, 0) print(MaxLevel.Value) end SetCharacterPos()]]
--SKP_13.Brightness = 0
SKP_12.Saturation = 0 SKP_12.Contrast = 0 SKP_14.Size = 0 SKP_12.Saturation = 0 SKP_12.Contrast = 0 SKP_15.Variaveis.Dor.Value = 0 if SKP_19 == true then Tween = SKP_10:Create(SKP_13,TweenInfo.new(game.Players.RespawnTime/1.25,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Brightness = 0, Contrast = 0,TintColor = Color3.new(0,0,0)}):Play() end end local SKP_25 = script.Parent.Parent.Humanoid local SKP_26 = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys.Collapse local SKP_rd = game.ReplicatedStorage.ACS_Engine.Eventos.MedSys.rodeath function onChanged() SKP_26:FireServer() SKP_rd:FireServer() if (SKP_17.Value <= 3500) or (SKP_18.Value >= 200) or (SKP_16.Value == true) or (SKP_rodeath.Value == true)then SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) SKP_25:UnequipTools() elseif (SKP_17.Value > 3500) and (SKP_18.Value < 200) and (SKP_16.Value == false) and SKP_15.Stances.Rendido.Value == false then -- YAY A MEDIC ARRIVED! =D SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true) elseif (SKP_rodeath.Value == false) then SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true) end end onChanged() SKP_17.Changed:Connect(onChanged) SKP_18.Changed:Connect(onChanged) SKP_16.Changed:Connect(onChanged) SKP_rodeath.Changed:Connect(onChanged) SKP_15.Stances.Rendido.Changed:Connect(function(Valor) if Valor == true then SKP_25:UnequipTools() SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,false) else SKP_6:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack,true) end end) local RS = game:GetService("RunService") RS.RenderStepped:connect(function(Update) if Morto then SKP_2.Character:FindFirstChild("Right Arm").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Left Arm").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Right Leg").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Left Leg").LocalTransparencyModifier = 0 SKP_2.Character:FindFirstChild("Torso").LocalTransparencyModifier = 0 game.Workspace.CurrentCamera.CameraType = Enum.CameraType.Scriptable game.Workspace.CurrentCamera.CFrame = SKP_15.Parent:WaitForChild('Head').CFrame end end) while true do SKP_10:Create(SKP_14,TweenInfo.new(3,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{Size = 0}):Play() wait(3) SKP_10:Create(SKP_14,TweenInfo.new(2,Enum.EasingStyle.Elastic,Enum.EasingDirection.InOut,0,false,0),{Size = (SKP_15.Variaveis.Dor.Value/SKP_15.Variaveis.Dor.MaxValue) * 25}):Play() wait(3) end
--------------------------- --[[ --Main anchor point is the DriveSeat <car.DriveSeat> Usage: MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only ModelWeld(Model,MainPart) Example: MakeWeld(car.DriveSeat,misc.PassengerSeat) MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2) ModelWeld(car.DriveSeat,misc.Door) ]] --Weld stuff here
MakeWeld(car.Misc.Wheel.W,car.DriveSeat,"Motor").Name="W" ModelWeld(car.Misc.Wheel.Parts,car.Misc.Wheel.W) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) end end)
-- this code hijacked from the new rocket launcher
local Rocket = Instance.new("Part") Rocket.Locked = true Rocket.BackSurface = 3 Rocket.BottomSurface = 3 Rocket.FrontSurface = 3 Rocket.LeftSurface = 3 Rocket.RightSurface = 3 Rocket.TopSurface = 3 Rocket.Size = Vector3.new(1,1,4) Rocket.BrickColor = BrickColor.new(24) script.Parent.RocketScript:clone().Parent = Rocket script.Parent.Explosion:clone().Parent = Rocket script.Parent.Swoosh:clone().Parent = Rocket function getPlayerTeamName(player) local teams = game.Teams:children() for i=1, #teams do if (teams[i].TeamColor == player.TeamColor) then return teams[i].Name end end end function getTeamColorFromName(name) local teams = game.Teams:children() for i=1, #teams do if (teams[i].Name == name) then return teams[i].TeamColor end end return BrickColor.new(24) end function fire(target) local dir = target - sphere.Position dir = computeDirection(dir) local missile = Rocket:clone() local spawnPos = sphere.Position local pos = spawnPos + (dir * 8) --missile.Position = pos missile.CFrame = CFrame.new(pos, pos + dir) missile.RocketScript.Disabled = false missile.Parent = game.Workspace end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end function scanForHumans() -- KILL THE HUMANS!!!!!!!!!! -- find the closest human that is not on my team local players = game.Players:children() local best_distance = 10000 local best_target = nil for n=1,#players do if (getPlayerTeamName(players[n]) ~= script.Parent.OwningTeam.Value) then if (players[n].Character ~= nil) then local dist = (players[n].Character.PrimaryPart.Position - sphere.Position).magnitude if (dist < best_distance) then best_distance = dist best_target = players[n].Character end end end end myTarget = best_target end function moveKillbot() -- killbots move using a biased random walk toward the target -- they also like to float at least 10 studs above the ground local dx = math.random(-100,100) local dy = math.random(-40,40) local dz = math.random(-100,100) if (sphere.Position.y < 10 and dy < 0) then dy = -dy end if (sphere.Position.y > 80 and dy > 0) then dy = -dy end if (myTarget ~= nil) then local dir = computeDirection(myTarget.PrimaryPart.Position - sphere.Position) dx = dx + (dir.x * 80) -- change this number to alter player trophism dz = dz + (dir.z * 80) end local vec = computeDirection(Vector3.new(dx,dy,dz)) sphere.BodyPosition.position = sphere.Position + (vec * 40) -- change this number to alter speed end function onTouched(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid~=nil then humanoid.Health = humanoid.Health - 2000 -- Killbots kill you when you touch them! duh. else -- sadly, there is no good way to give a killbot hit points, so one hit with any weapon kills them script.Parent.Parent = nil end end sphere.Touched:connect(onTouched) if (script.Parent.OwningTeam.Value ~= nil) then sphere.BrickColor = getTeamColorFromName(script.Parent.OwningTeam.Value) end while true do -- loop forever scanForHumans() for n=1,5 do if (myTarget ~= nil) then if(math.random(1,3) == 2) then fire(myTarget.PrimaryPart.Position) end wait(math.random(1,2)) moveKillbot() wait(math.random(1,2)) end end wait(1) -- don't hog CPU end
-- Create a text label to display the timer
local timerLabel = Instance.new("TextLabel") timerLabel.Text = "0" timerLabel.Parent = game.Workspace
-- Note: DotProduct check in CoordinateFrame::lookAt() prevents using values within about -- 8.11 degrees of the +/- Y axis, that's why these limits are currently 80 degrees
local MIN_Y = math.rad(-80) local MAX_Y = math.rad(80) local VR_ANGLE = math.rad(15) local VR_LOW_INTENSITY_ROTATION = Vector2.new(math.rad(15), 0) local VR_HIGH_INTENSITY_ROTATION = Vector2.new(math.rad(45), 0) local VR_LOW_INTENSITY_REPEAT = 0.1 local VR_HIGH_INTENSITY_REPEAT = 0.4 local ZERO_VECTOR2 = Vector2.new(0,0) local ZERO_VECTOR3 = Vector3.new(0,0,0) local SEAT_OFFSET = Vector3.new(0,5,0) local VR_SEAT_OFFSET = Vector3.new(0,4,0) local HEAD_OFFSET = Vector3.new(0,1.5,0) local R15_HEAD_OFFSET = Vector3.new(0, 1.5, 0) local R15_HEAD_OFFSET_NO_SCALING = Vector3.new(0, 2, 0) local HUMANOID_ROOT_PART_SIZE = Vector3.new(2, 2, 1) local GAMEPAD_ZOOM_STEP = 10 local GAMEPAD_ZOOM_STEP_1 = 0 local GAMEPAD_ZOOM_STEP_2 = 10 local GAMEPAD_ZOOM_STEP_3 = 20 local ZOOM_SENSITIVITY_CURVATURE = 0.5 local FIRST_PERSON_DISTANCE_MIN = 0.5 local CameraUtils = require(script.Parent:WaitForChild("CameraUtils")) local ZoomController = require(script.Parent:WaitForChild("ZoomController")) local CameraToggleStateController = require(script.Parent:WaitForChild("CameraToggleStateController")) local CameraInput = require(script.Parent:WaitForChild("CameraInput")) local CameraUI = require(script.Parent:WaitForChild("CameraUI"))
--// # key, Priority
mouse.KeyDown:connect(function(key) if key=="g" then if veh.Lightbar.middle.Priority.IsPlaying == true then veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Stop() script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.WAIL.Transparency = 1 veh.Lightbar.YELP.Transparency = 1 veh.Lightbar.PIER.Transparency = 1 veh.Lightbar.STBY.Transparency = 0 else veh.Lightbar.middle.Wail:Stop() veh.Lightbar.middle.Yelp:Stop() veh.Lightbar.middle.Priority:Play() script.Parent.Parent.Sirens.Yelp.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Wail.BackgroundColor3 = Color3.fromRGB(62, 62, 62) script.Parent.Parent.Sirens.Priority.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.WAIL.Transparency = 1 veh.Lightbar.YELP.Transparency = 1 veh.Lightbar.PIER.Transparency = 0 veh.Lightbar.STBY.Transparency = 1 end end end)
-- ANimation
local Sound = script:WaitForChild("Haoshoku Sound") UIS.InputEnded:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.E and Debounce == 1 and Tool.Equip.Value == true then Debounce = 2 Sound:Play() if Mochi == true then script.Transform:FireServer() script.Parent.DargonOn.Value = true for i = 1,20 do wait() plr.Character.Humanoid.CameraOffset = Vector3.new( math.random(-3,3), math.random(-3,3), math.random(-3,3) ) end plr.Character.Humanoid.CameraOffset = Vector3.new(0,0,0) Mochi = false else script.UnTransform:FireServer() script.Parent.DargonOn.Value = false for i = 1,20 do wait() plr.Character.Humanoid.CameraOffset = Vector3.new( math.random(-3,3), math.random(-3,3), math.random(-3,3) ) end plr.Character.Humanoid.CameraOffset = Vector3.new(0,0,0) Mochi = true end wait(1) Debounce = 1 end end)
-- ScreenSpace -> WorldSpace. Raw function taking a screen position and a depth and -- converting it into a world position.
function ScreenSpace.ScreenToWorld(x, y, depth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor -- local xf, yf = x/ScreenSpace.ViewSizeX()*2 - 1, y/ScreenSpace.ViewSizeY()*2 - 1 local xpos = xf * -wfactor * depth local ypos = yf * hfactor * depth -- return Vector3.new(xpos, ypos, depth) end
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self.lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self.lastInputType = newLastInputType end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule( occlusionMode ) local newModuleCreator = nil if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end
--[=[ Checks if the given object is a Signal. @param obj any -- Object to check @return boolean -- `true` if the object is a Signal. ]=]
function Signal.Is(obj) return type(obj) == "table" and getmetatable(obj) == Signal end
--bpos.position = char.Position + --wait() --end
end function onButton1Up(mouse) fly = false end function onSelected(mouse) print("select") if mouse == nil then return end airborne = true bpos.Parent = char bpos.position = char.Position + Vector3.new(0,10,0) gyro.Parent = char char.Parent.Humanoid.Sit = true mouse.Icon = "rbxasset://textures\\ArrowCursor.png" mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) mouse.Move:connect(function() onMove(mouse) end) for i, v in ipairs(char:GetChildren()) do if v.className == "Motor" then v.MaxVelocity = 0 v.CurrentAngle = -1 if v.Name == "Left Hip" then v.CurrentAngle = 1 end end end end function onDeselected(mouse) print("deselect") gyro.Parent = nil fly = false airborne = false for i, v in ipairs(char:GetChildren()) do if v.className == "Motor" then v.MaxVelocity = 1 end end char.Parent.Humanoid.Sit = false for i = 1, 30 do if not airborne then bpos.position = bpos.position - Vector3.new(0,0.3,0) wait(0.1) end end if not airborne then bpos.Parent = nil end end bin.Selected:connect(onSelected) bin.Deselected:connect(onDeselected)
--LIGHTS BUTTONS
for _,i in pairs(lights:GetChildren()) do if i:IsA("ImageButton") and i.Name ~= "header" then if string.match(i.Name,"%l+") == "td" then i.MouseButton1Click:connect(function() script.Parent.lighty.Value = tonumber(string.match(i.Name,"%d")) if script.Parent.lighty.Value == 0 then seat.Parent.SSC.Beep:Play() elseif script.Parent.lighty.Value == 1 then seat.Parent.SSC.Beep:Play() elseif script.Parent.lighty.Value == 2 then seat.Parent.SSC.Beep:Play() elseif script.Parent.lighty.Value == 3 then seat.Parent.SSC.Beep:Play() elseif script.Parent.lighty.Value == 4 then seat.Parent.SSC.Beep:Play() end end) elseif string.match(i.Name,"%l+") == "fl" then i.MouseButton1Click:connect(function() script.Parent.flasher.Value = tonumber(string.match(i.Name,"%d")) if script.Parent.flasher.Value == 0 then seat.Parent.SSC.Beep:Play() elseif script.Parent.flasher.Value == 1 then seat.Parent.SSC.Beep:Play() elseif script.Parent.flasher.Value == 2 then seat.Parent.SSC.Beep:Play() elseif script.Parent.flasher.Value == 3 then seat.Parent.SSC.Beep:Play() elseif script.Parent.flasher.Value == 4 then seat.Parent.SSC.Beep:Play() end end) end end end
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local u2 = false; return function(p1) local l__Loading__1 = u1.GUI.Loading; if p1 == "Trading Plaza" and not u1.Shared.IsTradingPlaza then p1 = "Spawn"; elseif u1.Shared.IsTradingPlaza then p1 = "Trading Plaza"; end; while u2 do u1.RenderStepped(); end; u2 = true; local v2 = u1.GFX.CacheProperty(l__Loading__1.Circle, "Position"); local v3 = v2 + UDim2.new(0, 0, 0.05, 0); local v4 = u1.GFX.CacheProperty(l__Loading__1.Info, "Position"); local v5 = v4 + UDim2.new(0, 0, 0.05, 0); l__Loading__1.Circle.Position = v3; l__Loading__1.Circle.Transparency = 1; l__Loading__1.Info.Position = v5; l__Loading__1.Label.TextTransparency = 1; l__Loading__1.Location.TextTransparency = 1; l__Loading__1.Location.Text = u1.Directory.Worlds[p1].display_name; (function() u1.Functions.Tween(l__Loading__1.Circle, { 0.8, 1, 1 }, { Position = v2, ImageTransparency = 0 }); u1.Functions.Tween(l__Loading__1.Circle.Circle, { 0.8, 1, 1 }, { Position = v2, ImageTransparency = 0 }); u1.Functions.Tween(l__Loading__1.Info, { 0.8, 1, 1 }, { Position = v4 }); u1.Functions.Tween(l__Loading__1.Label, { 0.7, 1, 1 }, { TextTransparency = 0 }); u1.Functions.Tween(l__Loading__1.Label.UIStroke, { 0.9, 1, 1 }, { Transparency = 0 }); u1.Functions.Tween(l__Loading__1.Location, { 0.9, 1, 1 }, { TextTransparency = 0 }); u1.Functions.Tween(l__Loading__1.Location.UIStroke, { 0.9, 1, 1 }, { Transparency = 0 }); u1.Functions.Tween(l__Loading__1.Frame, { 0.9, 1, 1 }, { Transparency = 0 }); u1.Functions.Tween(l__Loading__1.Texture.ImageLabel, { 0.9, 1, 1 }, { ImageTransparency = 0 }); l__Loading__1.Gui.Enabled = true; end)(); local function u3() u1.Functions.Tween(l__Loading__1.Circle, { 0.5, 1, 1 }, { Position = v3, ImageTransparency = 1 }); u1.Functions.Tween(l__Loading__1.Circle.Circle, { 0.5, 1, 1 }, { Position = v3, ImageTransparency = 1 }); u1.Functions.Tween(l__Loading__1.Info, { 0.5, 1, 1 }, { Position = v5 }); u1.Functions.Tween(l__Loading__1.Label, { 0.4, 1, 1 }, { TextTransparency = 1 }); u1.Functions.Tween(l__Loading__1.Label.UIStroke, { 0.9, 1, 1 }, { Transparency = 1 }); u1.Functions.Tween(l__Loading__1.Location, { 0.4, 1, 1 }, { TextTransparency = 1 }); u1.Functions.Tween(l__Loading__1.Location.UIStroke, { 0.9, 1, 1 }, { Transparency = 1 }); u1.Functions.Tween(l__Loading__1.Frame, { 0.9, 1, 1 }, { Transparency = 1 }); u1.Functions.Tween(l__Loading__1.Texture.ImageLabel, { 0.9, 1, 1 }, { ImageTransparency = 1 }); u1.Functions.Wait(1); l__Loading__1.Gui.Enabled = false; end; return function() u3(); u2 = false; end; end;
--Char.Humanoid.BreakJointsOnDeath = false
if configuracao.EnableRagdoll == true and Char:FindFirstChild("Humanoid") then Char.Humanoid.Died:Connect(function() Ragdoll(Char) end) end local leghp = script.Parent.Parent:WaitForChild("Left Leg"):WaitForChild("HP") local leghp2 = script.Parent.Parent:WaitForChild("Right Leg"):WaitForChild("HP") local torsohp = script.Parent.Parent:WaitForChild("Torso"):WaitForChild("HP") local headhp = script.Parent.Parent:WaitForChild("Head"):WaitForChild("HP") local armhp = script.Parent.Parent:WaitForChild("Left Arm"):WaitForChild("HP") local armhp2 = script.Parent.Parent:WaitForChild("Right Arm"):WaitForChild("HP") local lleghp = script.Parent.Parent:WaitForChild("Left Leg"):WaitForChild("HP").MaxValue local lleghp2 = script.Parent.Parent:WaitForChild("Right Leg"):WaitForChild("HP").MaxValue local ltorsohp = script.Parent.Parent:WaitForChild("Torso"):WaitForChild("HP").MaxValue local lheadhp = script.Parent.Parent:WaitForChild("Head"):WaitForChild("HP").MaxValue local larmhp = script.Parent.Parent:WaitForChild("Left Arm"):WaitForChild("HP").MaxValue local larmhp2 = script.Parent.Parent:WaitForChild("Right Arm"):WaitForChild("HP").MaxValue while configuracao.EnableMedSys do wait() if Character.Humanoid.Health > 0 and Character:WaitForChild("Head"):WaitForChild("HP").Value > 0 and Character:WaitForChild("Torso"):WaitForChild("HP").Value > 0 then Character.Humanoid.Health = (Character:WaitForChild("Head"):WaitForChild("HP").Value + Character:WaitForChild("Torso"):WaitForChild("HP").Value + Character:WaitForChild("Left Arm"):WaitForChild("HP").Value + Character:WaitForChild("Right Arm"):WaitForChild("HP").Value + Character:WaitForChild("Left Leg"):WaitForChild("HP").Value + Character:WaitForChild("Right Leg"):WaitForChild("HP").Value) elseif Character:FindFirstChild("Head") ~= nil and Character:WaitForChild("Head"):WaitForChild("HP").Value <= 0 or Character:FindFirstChild("Torso") ~= nil and Character:WaitForChild("Torso"):WaitForChild("HP").Value <= 0 then Character.Humanoid.Health = 0 end if Character.Humanoid.Health > 0 and armhp.Value > 0 and armhp2.Value > 0 or PK.Value == true then Steady.Value = 1 end if Character.Humanoid.Health > 0 and armhp.Value <= 0 and Steady.Value > 0 and armhp2.Value > 0 and PK.Value == false then Steady.Value = 0.75 Dor.Value = Dor.Value + 1 end if Character.Humanoid.Health > 0 and armhp2.Value <= 0 and Steady.Value > 0 and PK.Value == false then Steady.Value = 0.5 end if Sangrando.Value == true then if PastasStan.Tourniquet.Value == false then if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage*2.25) then PastaVar.HeavyBleed.Value = true end --[[if leghp.Value < lleghp -(configuracao.BleedDamage) then wait(math.random(1,10)) leghp.Value = (leghp.Value - 1) end if leghp2.Value < lleghp2 -(configuracao.BleedDamage) then wait(math.random(1,10)) leghp2.Value = (leghp2.Value - 1) end if armhp.Value < larmhp -(configuracao.BleedDamage) then wait(math.random(1,10)) armhp.Value = (armhp.Value - 1) end if armhp2.Value < larmhp2 -(configuracao.BleedDamage) then wait(math.random(1,10)) armhp2.Value = (armhp2.Value - 1) end if headhp.Value < lheadhp -(configuracao.BleedDamage) then wait(math.random(1,10)) headhp.Value = (headhp.Value - 1) end if torsohp.Value < ltorsohp -(configuracao.BleedDamage) then wait(math.random(1,10)) torsohp.Value = (torsohp.Value - 1) end]]-- if torsohp.Value > 0 then Sang.Value = (Sang.Value - (MLs.Value/60)) UltimoSang = Sang.Value MLs.Value = MLs.Value + 1 elseif torsohp.Value <= 0 then Sang.Value = (Sang.Value - (MLs.Value/60*4)) UltimoSang = Sang.Value MLs.Value = MLs.Value + 4 end end end if PastasStan.Tourniquet.Value == true then Dor.Value = Dor.Value + 0.1 end if (human.Health - ultimavida < 0) then Sang.Value = Sang.Value + (human.Health - ultimavida)*((configuracao.BloodMult)*(configuracao.BloodMult)*(configuracao.BloodMult)) UltimoSang = Sang.Value end if (human.Health - ultimavida < 0) then Dor.Value = math.ceil(Dor.Value + (human.Health - ultimavida)*(-configuracao.PainMult)) --Energia.Value = math.ceil(Energia.Value + (human.Health - ultimavida)*(5)) end if (human.Health - ultimavida < 0) --[[and (Sangrando.Value == true)]] then MLs.Value = MLs.Value + ((ultimavida - human.Health)* (configuracao.BloodMult)) end if leghp.Value > (leghp.MaxValue*.75) and leghp2.Value > (leghp.MaxValue*.75) then --old one = script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage) wait(math.random(50,100)/100) Ferido.Value = false end if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage) then Sangrando.Value = true if script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.BleedDamage*2.25) then PastaVar.HeavyBleed.Value = true end if leghp.Value <= (leghp.MaxValue*.25) or leghp2.Value <= (leghp.MaxValue*.25) then --old one = script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.InjuredDamage) Ferido.Value = true if armhp.Value <= (armhp.Value/2) and armhp2.Value <= (armhp.Value/2) and torsohp.Value <= (torsohp.Value/2) and leghp.Value <= (leghp.Value/2) and leghp2.Value <= (leghp.Value/2) or headhp.Value <= (headhp.Value/2) then --old one = script.Parent.Parent.Humanoid.Health < ultimavida -(configuracao.KODamage) Caido.Value = true end end end if human.Health >= ultimavida and Sangrando.Value == false then Sang.Value = Sang.Value + 10 MLs.Value = MLs.Value - 10 end if Sang.Value <= 0 then --human.Health = 0 end ultimavida = script.Parent.Parent.Humanoid.Health if script.Parent.Parent:FindFirstChild("Left Leg") ~= nil then lleghp = script.Parent.Parent:WaitForChild("Left Leg"):WaitForChild("HP").Value lleghp2 = script.Parent.Parent:WaitForChild("Right Leg"):WaitForChild("HP").Value ltorsohp = script.Parent.Parent:WaitForChild("Torso"):WaitForChild("HP").Value lheadhp = script.Parent.Parent:WaitForChild("Head"):WaitForChild("HP").Value larmhp = script.Parent.Parent:WaitForChild("Left Arm"):WaitForChild("HP").Value larmhp2 = script.Parent.Parent:WaitForChild("Right Arm"):WaitForChild("HP").Value end spawn(function(timer) if Sang.Value >= 3500 and Dor.Value < 200 and debounce == false and Caido.Value == true then debounce = true wait(60) Caido.Value = false debounce = false end end) end -- Quero um pouco de credito,plox :P -- -- FEITO 100% POR SCORPION -- -- Oficial Release 1.5 --
--Rescripted by Luckymaxer --Made by Stickmasterluke
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Sparkles = Handle:WaitForChild("Sparkles") Players = game:GetService("Players") Debris = game:GetService("Debris") WeaponHud = Tool:WaitForChild("WeaponHud") WeaponNameTag = WeaponHud:WaitForChild("WeaponName") GuiBar = WeaponHud:WaitForChild("Bar") GuiBarFill = GuiBar:WaitForChild("Fill") WeaponNameTag.Text = Tool:WaitForChild("ToolName").Value BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Animations = { Equip = {Animation = Tool:WaitForChild("Equip"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = nil}, Hold = {Animation = Tool:WaitForChild("Hold"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, Stab1 = {Animation = Tool:WaitForChild("Stab1"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, Stab2 = {Animation = Tool:WaitForChild("Stab2"), FadeTime = nil, Weight = nil, Speed = 1.2, Duration = nil}, } Sounds = { Swoosh1 = Handle:WaitForChild("Swoosh1"), Swoosh2 = Handle:WaitForChild("Swoosh2"), Hit1 = Handle:WaitForChild("Hit1"), Hit2 = Handle:WaitForChild("Hit2"), Hit3 = Handle:WaitForChild("Hit3"), Clash1 = Handle:WaitForChild("Clash1"), Clash2 = Handle:WaitForChild("Clash2"), Clash3 = Handle:WaitForChild("Clash3"), Clash4 = Handle:WaitForChild("Clash4"), Clash5 = Handle:WaitForChild("Clash5"), } Damage = 95 -- +/- 10% DamageWindow = 1 --How long the player has to hit opponent to deal damage after click SwingRate = 0.55 BloodEffects = true Ready = false ToolEquipped = false Rate = (1 / 30) LastSwing = 0 MouseDown = false CurrentAnimation = nil 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 Tool.Enabled = true ServerControl.OnServerInvoke = (function(player, Mode, Value) if player == Player then if Mode == "MouseClick" then MouseDown = Value.Down if MouseDown then Activated() end elseif Mode == "KeyPress" then local Key = Value.Key local Down = Value.Down end end end) function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function Billboard(Pos, Text, Time, Color) local Pos = (Pos or Vector3.new(0, 0, 0)) local Text = (Text or "Hello World!") local Time = (Time or 2) local Color = (Color or Color3.new(1, 0, 0)) local Pos = (Pos + Vector3.new(0, 5, 0)) local EffectPart = BasePart:Clone() EffectPart.Name = "Effect" EffectPart.Size = Vector3.new(0, 0, 0) EffectPart.CFrame=CFrame.new(Pos) EffectPart.Anchored = true EffectPart.CanCollide = false EffectPart.Transparency = 1 local BillboardGui = Instance.new("BillboardGui") BillboardGui.Size = UDim2.new(3, 0, 3, 0) BillboardGui.Adornee = EffectPart local TextLabel = Instance.new("TextLabel") TextLabel.BackgroundTransparency = 1 TextLabel.Size = UDim2.new(1, 0, 1, 0) TextLabel.Text = Text TextLabel.TextColor3 = Color TextLabel.TextScaled = true TextLabel.Font = Enum.Font.ArialBold TextLabel.Parent = BillboardGui BillboardGui.Parent = EffectPart Debris:AddItem(EffectPart, (Time + 0.1)) EffectPart.Parent = game:GetService("Workspace") Delay(0, function() local Frames = (Time / Rate) for Frame = 1, Frames do wait(Rate) local Percent = (Frame / Frames) EffectPart.CFrame=CFrame.new(Pos) + Vector3.new(0, (5 * Percent), 0) TextLabel.TextTransparency = Percent end if EffectPart and EffectPart.Parent then EffectPart:Destroy() end end) end function MakeBlood(Part) if not Part then return end local Blood = BasePart:Clone() Blood.BrickColor = BrickColor.new("Bright red") Blood.Transparency = (math.random(0, 1) * 0.5) Blood.CanCollide = ((math.random() < 0.5 and false) or true) Blood.Size = Vector3.new((0.2 * math.random(1, 5)), (0.2 * math.random(1, 5)), (0.2 * math.random(1, 5))) Blood.Velocity= Part.Velocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 30) Blood.RotVelocity = Part.RotVelocity + (Vector3.new((math.random() - 0.5), (math.random() - 0.5), (math.random() - 0.5)) * 20) Blood.CFrame= Part.CFrame * CFrame.new(((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3), ((math.random() - 0.5) * 3)) * CFrame.Angles((math.pi * 2 * math.random()), (math.pi * 2 * math.random()), (math.pi * 2 * math.random())) Debris:AddItem(Blood, (math.random() * 4)) Blood.Parent = game:GetService("Workspace") end function Blow(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not Ready or not ToolEquipped or (tick() - LastSwing) > DamageWindow then return end local character = Hit.Parent if character == Character then return end if Hit:FindFirstChild("CanBlock") and Handle:FindFirstChild("Blockable") then local Ready = false local PossibleSounds = {Sounds.Clash1, Sounds.Clash2, Sounds.Clash3, Sounds.Clash4, Sounds.Clash5} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() Sparkles.Enabled = true Delay(0.2, function() Sparkles.Enabled = false end) Billboard(Handle.Position, "Block", 2, Color3.new(1, 1, 0)) end local humanoid = character:FindFirstChild("Humanoid") local player = Players:GetPlayerFromCharacter(character) local RightArm = Character:FindFirstChild("Right Arm") if humanoid and humanoid.Health > 0 and humanoid ~= Humanoid and RightArm then local RightGrip = RightArm:FindFirstChild("RightGrip") if RightGrip and (RightGrip.Part0 == Handle or RightGrip.Part1 == Handle) then if player and player ~= Player and not Player.Neutral and not player.Neutral and Player.TeamColor == player.TeamColor then return --No team killing end Ready = false UntagHumanoid(humanoid) TagHumanoid(humanoid) local LocalDamage= math.floor(Damage * (0.9 + (math.random() * 0.2)) + 0.5) humanoid:TakeDamage(LocalDamage) Billboard(Hit.Position, ("-" .. tostring(LocalDamage))) local PossibleSounds = {Sounds.Hit1, Sounds.Hit2, Sounds.Hit3} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() if BloodEffects then local NumBloodEffects = math.ceil(LocalDamage / 10) for i = 1, math.random((NumBloodEffects - 1), (NumBloodEffects + 1)) do MakeBlood(Hit) end end end end end function Activated() if ToolEquipped and (tick() - LastSwing) >= SwingRate then Tool.Enabled = false Ready = true local PossibleSounds = {Sounds.Swoosh1, Sounds.Swoosh2} local Sound = PossibleSounds[math.random(1, #PossibleSounds)] Sound:Play() local AttackAnimations = {Animations.LeftSlash, Animations.RightSlash, Animations.Stab1, Animations.Stab2} local NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)] while NewAnimation == CurrentAnimation do NewAnimation = AttackAnimations[math.random(1, #AttackAnimations)] end CurrentAnimation = NewAnimation InvokeClient("PlayAnimation", CurrentAnimation) LastSwing = tick() wait(SwingRate) if MouseDown then Activated() end Tool.Enabled = true end end function UpdateGui() local SwingPercent = math.min(((tick() - LastSwing) / SwingRate), 1) if SwingPercent < 0.5 then --fade from red to yellow then to green GuiBarFill.BackgroundColor3 = Color3.new(1, (SwingPercent * 2), 0) else GuiBarFill.BackgroundColor3 = Color3.new((1 - ((SwingPercent - 0.5 ) / 0.5)), 1, 0) end GuiBarFill.Size = UDim2.new(SwingPercent, 0, 1, 0) end function CheckIfAlive() return (Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) PlayerGui = Player:FindFirstChild("PlayerGui") Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end if PlayerGui then WeaponHud.Parent = PlayerGui end InvokeClient("PlayAnimation", Animations.Equip) LastSwing = tick() Ready = false ToolEquipped = true for i, v in pairs(Animations) do if v and v.Animation then InvokeClient("Preload", v.Animation.AnimationId) end end ToolEquipped = true end function Unequipped() for i, v in pairs(Animations) do InvokeClient("StopAnimation", v) end WeaponHud.Parent = Tool ToolEquipped = false Ready = false end Handle.Touched:connect(Blow) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Spawn(function() while true do UpdateGui() wait(Rate) end end)
--[=[ @class Timer The Timer class allows for code to run periodically at specified intervals. ```lua local timer = Timer.new(2) timer.Tick:Connect(function() print("Tock") end) timer:Start() ``` ]=]
local Timer = {} Timer.__index = Timer
------)
local TweenService = game:GetService("TweenService") local parts = {centerWeld,leftWeld,rightWeld} local part = centerWeld
--[[Weight and CG]]
Tune.Weight = 2014 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4 , --[[Length]] 15 } Tune.WeightDist = 51 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Reload animation
function reload() if not reloading then reloading=true; updateAmmo() local reloadTime = tankStats.ReloadTime.Value; local Timer = 0 for i = 7, 1, -1 do wait(reloadTime/8); Timer = Timer + 1 if Timer >= 2 and Loaded == false then GUI.ReloadSound:Play() Loaded = true end end wait(reloadTime/8); if Timer >= 7 then GUI.Loaded.Visible = true Timer = 0 reloading = false; end end end function fire() if reloading then return end; local APAmmo = tankStats.APAmmo; local HEAmmo = tankStats.HEAmmo; if currRound.Value == "AP" and APAmmo.Value <= 0 then return end if currRound.Value == "HE" and HEAmmo.Value <= 0 then return end GUI.Loaded.Visible = false TFE:FireServer('Fire',parts,currRound,APAmmo,HEAmmo,tankStats) reload(GUI); end
--[=[ Cleans up all tasks and removes them as entries from the Maid. :::note Signals that are already connected are always disconnected first. After that any signals added during a cleaning phase will be disconnected at random times. ::: :::tip DoCleaning() may be recursively invoked. This allows the you to ensure that tasks or other tasks. Each task will be executed once. However, adding tasks while cleaning is not generally a good idea, as if you add a function that adds itself, this will loop indefinitely. ::: ]=]
function Maid:DoCleaning() local tasks = self._tasks -- Disconnect all events first as we know this is safe for index, job in pairs(tasks) do if typeof(job) == "RBXScriptConnection" then tasks[index] = nil job:Disconnect() end end -- Clear out tasks table completely, even if clean up tasks add more tasks to the maid local index, job = next(tasks) while job ~= nil do tasks[index] = nil if type(job) == "function" then job() elseif typeof(job) == "RBXScriptConnection" then job:Disconnect() elseif job.Destroy then job:Destroy() end index, job = next(tasks) end end
--[=[ @param interval number @param callback () -> nil @param startNow boolean? @param updateSignal RBXScriptSignal? | Signal? @param timeFunc () -> number @return RBXScriptConnection Creates a simplified timer which just fires off a callback function at the given interval. ]=]
function Timer.Simple(interval: number, callback: CallbackFunc, startNow: boolean?, updateSignal: RBXScriptSignal?, timeFunc: TimeFunc?) local update = updateSignal or RunService.Heartbeat local t = timeFunc or time local nextTick = t() + interval if startNow then task.defer(callback) end return update:Connect(function() local now = t() if now >= nextTick then nextTick = now + interval task.defer(callback) end end) end
-- declarations
local head = script.Parent local sound = head:findFirstChild("Victory") function onTouched(part) local h = part.Parent:findFirstChild("Humanoid") if h~=nil then sound:play() if part.Parent:findFirstChild("Head"):findFirstChild("face").Texture == nil then return end part.Parent:findFirstChild("Head"):findFirstChild("face").Transparency = 1 end end script.Parent.Touched:connect(onTouched)
-- declarations
local sGettingUp = newSound("GettingUp", "rbxasset://sounds/action_get_up.mp3") local sDied = newSound("Died", "rbxasset://sounds/uuhhh.mp3") local sFreeFalling = newSound("FreeFalling", "rbxasset://sounds/action_falling.mp3") local sJumping = newSound("Jumping", "rbxasset://sounds/action_jump.mp3") local sLanding = newSound("Landing", "rbxasset://sounds/action_jump_land.mp3") local sSplash = newSound("Splash", "rbxasset://sounds/impact_water.mp3") local sRunning = newSound("Running", "rbxasset://sounds/action_footsteps_plastic.mp3") sRunning.Looped = true local sSwimming = newSound("Swimming", "rbxasset://sounds/action_swim.mp3") sSwimming.Looped = true local sClimbing = newSound("Climbing", "rbxasset://sounds/action_footsteps_plastic.mp3") sClimbing.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid; for _,Child in pairs(Figure:GetChildren())do if Child and Child.ClassName=="Humanoid"then Humanoid=Child; end; end; local hasPlayer = game.Players:GetPlayerFromCharacter(script.Parent) local filteringEnabled = game.Workspace.FilteringEnabled local prevState = "None"
-------------------------
function onClicked() R.Function1.Disabled = false R.loop.Disabled = true R.BrickColor = BrickColor.new("Neon orange") R.Function2.Disabled = true end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ Create a new expectation ]]
function Expectation.new(value) local self = { value = value, successCondition = true, condition = false } setmetatable(self, Expectation) self.a = bindSelf(self, self.a) self.an = self.a self.ok = bindSelf(self, self.ok) self.equal = bindSelf(self, self.equal) self.throw = bindSelf(self, self.throw) self.near = bindSelf(self, self.near) return self end function Expectation.__index(self, key) -- Keys that don't do anything except improve readability if SELF_KEYS[key] then return self end -- Invert your assertion if NEGATION_KEYS[key] then local newExpectation = Expectation.new(self.value) newExpectation.successCondition = not self.successCondition return newExpectation end -- Fall back to methods provided by Expectation return Expectation[key] end
-- initial script made by who knows, anti jump added by ColonelGraff! thanks for using
AJ = false on = 0 Tool = script.Parent welds = {} sh = {} arms = nil torso = nil f = nil function Crouch(ison) Tool.Parent:findFirstChild("Humanoid").WalkSpeed = 9 if arms == nil and torso == nil then arms = {Tool.Parent:FindFirstChild("Left Leg"), Tool.Parent:FindFirstChild("Right Leg")} torso = Tool.Parent:FindFirstChild("Torso") end if arms ~= nil and torso ~= nil then sh = {torso:FindFirstChild("Left Hip"), torso:FindFirstChild("Right Hip")} if sh ~= nil then local yes = true if yes then yes = false if ison == 1 then sh[1].Part1 = nil sh[2].Part1 = nil local weld1 = Instance.new("Weld") weld1.Part0 = torso weld1.Parent = torso weld1.Part1 = arms[1] weld1.C1 = CFrame.new(-0.5, 0.75, 1) arms[1].Name = "LDave" arms[1].CanCollide = true welds[1] = weld1
-- local sound = SM.FetchSound(soundName) -- local speed = sound.TimeLength
if (Rep.Constants.RelativeTime.Value - _G.SD[player.UserId].Data.tempData.lastAction) >= 0.25 then _G.SD[player.UserId].Data.tempData.lastAction = Rep.Constants.RelativeTime.Value SM.PlaySoundInObject(soundName, char.Head, equippedToolData.noteWaver, 6) end end) Rep.Relay.Tool.StopMusicTool.OnServerEvent:connect(function(player, musicName) local char if player.Character and player.Character.Humanoid and player.Character.Humanoid.Health > 0 and _G.SD[player.UserId].Data.stats.health > 0 then char = player.Character else return end if not musicName then local equippedToolName = _G.SD[player.UserId].Data.equipment.toolbar[_G.SD[player.UserId].Data.tempData.equippedSlot].name local equippedToolData = EntityData["Tool"][equippedToolName] musicName = equippedToolData.noteName end SM.StopSoundInObject(musicName, char.Head) end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 650 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 950 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 9400 -- Use sliders to manipulate values Tune.Redline = 9800 Tune.EqPoint = 7250 Tune.PeakSharpness = 9.5 Tune.CurveMult = 0.15 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
----------------------------------------------- -- Target Computer script written by Rolleol -- ----------------------------------------------- --This script works with the gatling gun -- -- -- --
local switch = script.Parent local base = script.Parent.Parent.Base local target = nil local targetposition1 = Vector3.new(0,0,0) -- Stores target's position, you can add more if you like local targetposition2 = Vector3.new(0,0,0) local targetposition3 = Vector3.new(0,0,0) local targetposition4 = Vector3.new(0,0,0) local targetposition5 = Vector3.new(0,0,0) local targetposition6 = Vector3.new(0,0,0) local targetvelocity1 = Vector3.new(0,0,0) -- Stores target's velocity, you can add more if you like local targetvelocity2 = Vector3.new(0,0,0) local targetvelocity3 = Vector3.new(0,0,0) local targetvelocity4 = Vector3.new(0,0,0) local targetvelocity5 = Vector3.new(0,0,0) local targetvelocity6 = Vector3.new(0,0,0) local targetavgposition = Vector3.new(0,0,0) -- Stores target's average position and velocity, might be useful local targetavgvelocity = Vector3.new(0,0,0) local targetnextposition = Vector3.new(0,0,0) -- This is what the script thinks the target's next position/velocity will be based on local targetnextvelocity = Vector3.new(0,0,0) -- the values above local targetpredictedposition = Vector3.new(0,0,0) -- This is what it returns to the other scripts and used for aiming and fuses local timeuntilrerollvelocitymultiplier = 0 -- used for rerolling velocity multiplier local velocitymultiplier = 1 -- literal multiplier, 1x is normal while true do target = script.Parent.Target.Value targetposition6=targetposition5 targetposition5=targetposition4 targetposition4=targetposition3 targetposition3=targetposition2 targetposition2=targetposition1 targetposition1=switch.TargetPosition.Value -- current value if targetposition2==Vector3.new(0,0,0) then -- if target position 2 is still empty, make all others copy current position targetposition6=targetposition1 targetposition5=targetposition1 targetposition4=targetposition1 targetposition3=targetposition1 targetposition2=targetposition1 end targetvelocity6=targetvelocity5 targetvelocity5=targetvelocity4 targetvelocity4=targetvelocity3 targetvelocity3=targetvelocity2 targetvelocity2=targetvelocity1 targetvelocity1=switch.TargetVelocity.Value -- current value targetavgposition=(targetposition1+targetposition2+targetposition3+targetposition4+targetposition5+targetposition6)/6 targetavgvelocity=(targetvelocity1+targetvelocity2+targetvelocity3+targetvelocity4+targetvelocity5+targetvelocity6)/6 -- Simplest equation, but lacks any sense of tracking --targetnextposition=targetposition1 --targetnextvelocity=targetvelocity1 -- Worst equation, easily fooled by constantly turning --targetnextposition=(targetposition1+targetavgposition)/2 -- Worst equation, easily fooled by constantly turning --targetnextvelocity=(targetvelocity1+targetavgvelocity)/2 -- This one is kinda meh, it can only reliably engage targets at 400 velocity --targetnextposition=targetavgposition --targetnextvelocity=targetavgvelocity -- Okay equation, can reliably shoot at targets up to 750+ velocity --targetnextposition=targetposition1+(targetposition2-targetposition1) --targetnextvelocity=targetvelocity1+(targetvelocity2-targetvelocity1) -- Very good equation, can reliably get direct hits on targets up to 150 velocity and with fuses can shoot at targets up to 800+ velocity targetnextposition=(targetposition1+(targetposition2-targetposition1)+(targetposition3-targetposition2)+(targetposition4-targetposition3)+(targetposition5-targetposition4)+(targetposition6-targetposition5)/6) targetnextvelocity=(targetvelocity1+(targetvelocity2-targetvelocity1)+(targetvelocity3-targetvelocity2)+(targetvelocity4-targetvelocity3)+(targetvelocity5-targetvelocity4)+(targetvelocity6-targetvelocity5)/6) targetnextvelocity=targetnextvelocity*velocitymultiplier -- place random multiplier on velocity so it isn't too predictable if timeuntilrerollvelocitymultiplier < 1 then timeuntilrerollvelocitymultiplier=10 -- 1 second between rerolls velocitymultiplier=(math.random(75,125)/100) else timeuntilrerollvelocitymultiplier=timeuntilrerollvelocitymultiplier-1 end targetpredictedposition=targetnextposition+(targetnextvelocity*(1+((switch.Position-targetpredictedposition).Magnitude)/3000)) switch.TargetPredictedPosition.Value=targetpredictedposition -- Sets the TargetPredictedPosition so that other scripts can use it switch.TargetingError.Value=targetpredictedposition-(switch.TargetPosition.Value+switch.TargetVelocity.Value) -- just for debug purposes wait(0.1) -- I would advise not setting this too high or too low because then it either becomes unresponsive to -- evasive maneuvers or won't have enough data to predict where the target is going -- I think a value of (Delay between shots/2) secs works well enough end
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local MoneyModule = require(game.ReplicatedStorage.Source.SystemModules.Money) MoneyModule.BuyWeaponFromDialogueFolder(player,dialogueFolder) end
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2) for v1 = #p1, 1, -1 do if p1[v1] == p2 then table.remove(p1, v1); end; end; return p1; end;
--
if Health_Bar == true then game.StarterGui:SetCoreGuiEnabled(1,true) elseif Health_Bar == false then game.StarterGui:SetCoreGuiEnabled(1,false) end if Player_List == true then game.StarterGui:SetCoreGuiEnabled(0,true) elseif Player_List == false then game.StarterGui:SetCoreGuiEnabled(0,false) end if Tool_Bar == true then game.StarterGui:SetCoreGuiEnabled(2,true) elseif Tool_Bar == false then game.StarterGui:SetCoreGuiEnabled(2,false) end if Chat == true then game.StarterGui:SetCoreGuiEnabled(3,true) elseif Chat == false then game.StarterGui:SetCoreGuiEnabled(3,false) end
--\\ Only Edit Above //--
local UserInputService = game:GetService('UserInputService') local plr = game.Players.LocalPlayer local Jumped = false --Debounce UserInputService.JumpRequest:Connect(function() local char = plr.Character -- some may place this script in StarterPlayer... if not Jumped then if char.Humanoid.FloorMaterial == Enum.Material.Air then return end -- Prevent mid air jumps Jumped = true --Making it true do it does not loop twice char.Humanoid:ChangeState(Enum.HumanoidStateType.Jumping) --Making the character jump task.wait(jumpCooldown) -- yield x Jumped = false --Make it false so we can repeat it again else char.Humanoid:SetStateEnabled(Enum.HumanoidStateType.Jumping, false) end end)
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 4 veh.Lightbar.middle.Yelp.Volume = 4 veh.Lightbar.middle.Priority.Volume = 4 veh.Lightbar.middle.Manual.Volume = 4 end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="k" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.TA.RemoteEvent:FireServer(true) end end)
-- Basic settings
local COOLDOWN = 0.25 local tool = script.Parent local toolPlr local debounce = false script.ClientActivate.OnServerEvent:connect(function(plr) -- Check if tool is equipped and correct player if plr == toolPlr and not debounce then debounce = true -- Toggle tool.Handle.MoneyEmitter:Emit(10) game.ReplicatedStorage.Interactions.Client.PlaySound:FireClient(plr, tool.Handle:FindFirstChild("Sound" .. math.random(1, 3))) -- Cooldown wait(COOLDOWN) debounce = false end end) tool.Equipped:connect(function() -- Set tool player toolPlr = game.Players:GetPlayerFromCharacter(tool.Parent) end)
--d.DidLoop:Connect(function() -- print("loop animation") --end)
function Zombie:Initialize() Shetchik = 1 for k, v in pairs(self.Obj:GetChildren()) do if v:IsA("BasePart") then v.CollisionGroupId = 1 end end spawn(function() d:Play() self.Obj:SetPrimaryPartCFrame(CFrame.new(workspace.Real_Spawn.Position)) self:moveTo() end) end
-- right mouse button up & down events
local rmbDown, rmbUp do local rmbDownBindable = Instance.new("BindableEvent") local rmbUpBindable = Instance.new("BindableEvent") rmbDown = rmbDownBindable.Event rmbUp = rmbUpBindable.Event UserInputService.InputBegan:Connect(function(input, gpe) if not gpe and input.UserInputType == Enum.UserInputType.MouseButton2 then rmbDownBindable:Fire() end end) UserInputService.InputEnded:Connect(function(input, gpe) if input.UserInputType == Enum.UserInputType.MouseButton2 then rmbUpBindable:Fire() end end) end local thumbstickCurve do local K_CURVATURE = 2 -- amount of upwards curvature (0 is flat) local K_DEADZONE = 0.1 -- deadzone function thumbstickCurve(x) -- remove sign, apply linear deadzone local fDeadzone = (math.abs(x) - K_DEADZONE)/(1 - K_DEADZONE) -- apply exponential curve and scale to fit in [0, 1] local fCurve = (math.exp(K_CURVATURE*fDeadzone) - 1)/(math.exp(K_CURVATURE) - 1) -- reapply sign and clamp return math.sign(x)*math.clamp(fCurve, 0, 1) end 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 ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , --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.DPadRight , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadUp , }
--print("found humanoid")
humanoid.HealthChanged:Connect(function(health) --print(health) script.Parent.PlaybackSpeed = health <= 30 and 2 or 1 end)
---Controls UI
script.Parent.Parent:WaitForChild("Controls") script.Parent.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Window") script.Parent:WaitForChild("Toggle") local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local UserInputService = game:GetService("UserInputService") local cPanel = script.Parent local Controls = script.Parent.Parent.Controls local ver = require(car["A-Chassis Tune"].README) cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." by //INSPARE" local controlsOpen = false local cInputB = nil local cInputT = nil local cInput = false for i,v in pairs(_Tune.Peripherals) do script.Parent.Parent.Controls:WaitForChild(i) local slider = cPanel.Window.Content[i] slider.Text = v.."%" slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0) slider.S.Changed:connect(function(property) if property=="CanvasPosition" then Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)) slider.Text = Controls[i].Value.."%" end end) end for i,v in pairs(_Tune.Controls) do script.Parent.Parent.Controls:WaitForChild(i) local button = cPanel.Window.Content[i] button.Text = v.Name button.MouseButton1Click:connect(function() script.Parent.Parent.ControlsOpen.Value = true cPanel.Window.Overlay.Visible = true cInput = true repeat wait() until cInputB~=nil if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then --do nothing elseif string.find(i,"Contlr")~=nil then if cInputT.Name:find("Gamepad") then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end elseif i=="MouseThrottle" or i=="MouseBrake" then if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then Controls[i].Value = cInputT.Name button.Text = cInputT.Name else cPanel.Window.Error.Visible = true end else if cInputT == Enum.UserInputType.Keyboard then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end end cInputB = nil cInputT = nil cInput = false wait(.2) cPanel.Window.Overlay.Visible = false script.Parent.Parent.ControlsOpen.Value = false end) end cPanel.Window.Error.Changed:connect(function(property) if property == "Visible" then wait(3) cPanel.Window.Error.Visible = false end end) UserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end) UserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end) cPanel.Toggle.MouseButton1Click:connect(function() controlsOpen = not controlsOpen if controlsOpen then cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) else cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) end end) cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) wait(.5) cPanel.Toggle:TweenPosition(UDim2.new(0, 50, 1, -30),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false) for i=1,6 do cPanel.Toggle.BackgroundColor3 = Color3.new(100/255,100/255,100/255) wait(.2) if controlsOpen then cPanel.Toggle.BackgroundColor3 = Color3.new(1,85/255,.5) else cPanel.Toggle.BackgroundColor3 = Color3.new(1,170/255,0) end wait(.2) end
--[[Drivetrain]]
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD" --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 50 -- 1 - 100% Tune.RDiffLockThres = 50 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize) local function removeTags(str) str = str:gsub("<br%s*/>", "\n") return (str:gsub("<[^<>]->", "")) end xSize = xSize or BaseFrame.AbsoluteSize.X local textBoundsSize = self:GetStringTextBounds(removeTags(BaseMessage.Text), BaseMessage.Font, BaseMessage.TextSize, Vector2.new(xSize, 1000)) if textBoundsSize.Y ~= math.floor(textBoundsSize.Y) then -- HACK Alert. TODO: Remove this when we switch UDim2 to use float Offsets -- This is nessary due to rounding issues on mobile devices when translating between screen pixels and native pixels return textBoundsSize.Y + 1 end return textBoundsSize.Y end function methods:GetNumberOfSpaces(str, font, textSize) local strSize = self:GetStringTextBounds(str, font, textSize) local singleSpaceSize = self:GetStringTextBounds(" ", font, textSize) return math.ceil(strSize.X / singleSpaceSize.X) end function methods:CreateBaseMessage(message, font, textSize, chatColor) local BaseFrame = self:GetFromObjectPool("Frame") BaseFrame.Selectable = false BaseFrame.Size = UDim2.new(1, 0, 0, 18) BaseFrame.Visible = true BaseFrame.BackgroundTransparency = 1 local messageBorder = 8 local BaseMessage = self:GetFromObjectPool("TextLabel") BaseMessage.Selectable = false BaseMessage.Size = UDim2.new(1, -(messageBorder + 6), 1, 0) BaseMessage.Position = UDim2.new(0, messageBorder, 0, 0) BaseMessage.BackgroundTransparency = 1 BaseMessage.Font = font BaseMessage.TextSize = textSize BaseMessage.TextXAlignment = Enum.TextXAlignment.Left BaseMessage.TextYAlignment = Enum.TextYAlignment.Top BaseMessage.TextTransparency = 0 BaseMessage.TextStrokeTransparency = 0.75 BaseMessage.TextColor3 = chatColor BaseMessage.TextWrapped = true BaseMessage.ClipsDescendants = true BaseMessage.Text = message BaseMessage.Visible = true BaseMessage.Parent = BaseFrame BaseMessage.RichText = true return BaseFrame, BaseMessage end function methods:AddNameButtonToBaseMessage(BaseMessage, nameColor, formatName, playerName) local speakerNameSize = self:GetStringTextBounds(formatName, BaseMessage.Font, BaseMessage.TextSize) local NameButton = self:GetFromObjectPool("TextButton") NameButton.Selectable = false NameButton.Size = UDim2.new(0, speakerNameSize.X, 0, speakerNameSize.Y) NameButton.Position = UDim2.new(0, 0, 0, 0) NameButton.BackgroundTransparency = 1 NameButton.Font = BaseMessage.Font NameButton.TextSize = BaseMessage.TextSize NameButton.TextXAlignment = BaseMessage.TextXAlignment NameButton.TextYAlignment = BaseMessage.TextYAlignment NameButton.TextTransparency = BaseMessage.TextTransparency NameButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency NameButton.TextColor3 = nameColor NameButton.Text = formatName NameButton.Visible = true NameButton.Parent = BaseMessage local clickedConn = NameButton.MouseButton1Click:connect(function() self:NameButtonClicked(NameButton, playerName) end) local changedConn = nil changedConn = NameButton.Changed:connect(function(prop) if prop == "Parent" then clickedConn:Disconnect() changedConn:Disconnect() end end) return NameButton end function methods:AddChannelButtonToBaseMessage(BaseMessage, channelColor, formatChannelName, channelName) local channelNameSize = self:GetStringTextBounds(formatChannelName, BaseMessage.Font, BaseMessage.TextSize) local ChannelButton = self:GetFromObjectPool("TextButton") ChannelButton.Selectable = false ChannelButton.Size = UDim2.new(0, channelNameSize.X, 0, channelNameSize.Y) ChannelButton.Position = UDim2.new(0, 0, 0, 0) ChannelButton.BackgroundTransparency = 1 ChannelButton.Font = BaseMessage.Font ChannelButton.TextSize = BaseMessage.TextSize ChannelButton.TextXAlignment = BaseMessage.TextXAlignment ChannelButton.TextYAlignment = BaseMessage.TextYAlignment ChannelButton.TextTransparency = BaseMessage.TextTransparency ChannelButton.TextStrokeTransparency = BaseMessage.TextStrokeTransparency ChannelButton.TextColor3 = channelColor ChannelButton.Text = formatChannelName ChannelButton.Visible = true ChannelButton.Parent = BaseMessage local clickedConn = ChannelButton.MouseButton1Click:connect(function() self:ChannelButtonClicked(ChannelButton, channelName) end) local changedConn = nil changedConn = ChannelButton.Changed:connect(function(prop) if prop == "Parent" then clickedConn:Disconnect() changedConn:Disconnect() end end) return ChannelButton end function methods:AddTagLabelToBaseMessage(BaseMessage, tagColor, formatTagText) local tagNameSize = self:GetStringTextBounds(formatTagText, BaseMessage.Font, BaseMessage.TextSize) local TagLabel = self:GetFromObjectPool("TextLabel") TagLabel.Selectable = false TagLabel.Size = UDim2.new(0, tagNameSize.X, 0, tagNameSize.Y) TagLabel.Position = UDim2.new(0, 0, 0, 0) TagLabel.BackgroundTransparency = 1 TagLabel.Font = BaseMessage.Font TagLabel.TextSize = BaseMessage.TextSize TagLabel.TextXAlignment = BaseMessage.TextXAlignment TagLabel.TextYAlignment = BaseMessage.TextYAlignment TagLabel.TextTransparency = BaseMessage.TextTransparency TagLabel.TextStrokeTransparency = BaseMessage.TextStrokeTransparency TagLabel.TextColor3 = tagColor TagLabel.Text = formatTagText TagLabel.Visible = true TagLabel.Parent = BaseMessage return TagLabel end function GetWhisperChannelPrefix() if ChatConstants.WhisperChannelPrefix then return ChatConstants.WhisperChannelPrefix end return "To " end function methods:NameButtonClicked(nameButton, playerName) if not self.ChatWindow then return end if ChatSettings.ClickOnPlayerNameToWhisper then local player = Players:FindFirstChild(playerName) if player and player ~= LocalPlayer then local whisperChannel = GetWhisperChannelPrefix() ..playerName if self.ChatWindow:GetChannel(whisperChannel) then self.ChatBar:ResetCustomState() local targetChannelName = self.ChatWindow:GetTargetMessageChannel() if targetChannelName ~= whisperChannel then self.ChatWindow:SwitchCurrentChannel(whisperChannel) end local whisperMessage = "/w " ..playerName self.ChatBar:SetText(whisperMessage) self.ChatBar:CaptureFocus() elseif not self.ChatBar:IsInCustomState() then local whisperMessage = "/w " ..playerName self.ChatBar:SetText(whisperMessage) self.ChatBar:CaptureFocus() end end end end function methods:ChannelButtonClicked(channelButton, channelName) if not self.ChatWindow then return end if ChatSettings.ClickOnChannelNameToSetMainChannel then if self.ChatWindow:GetChannel(channelName) then self.ChatBar:ResetCustomState() local targetChannelName = self.ChatWindow:GetTargetMessageChannel() if targetChannelName ~= channelName then self.ChatWindow:SwitchCurrentChannel(channelName) end self.ChatBar:ResetText() self.ChatBar:CaptureFocus() end end end function methods:RegisterChatWindow(chatWindow) self.ChatWindow = chatWindow self.ChatBar = chatWindow:GetChatBar() end function methods:GetFromObjectPool(className) if self.ObjectPool == nil then return Instance.new(className) end return self.ObjectPool:GetInstance(className) end function methods:RegisterObjectPool(objectPool) self.ObjectPool = objectPool end
-- Torso
character.RagdollRig.ConstraintUpperTorso.Attachment0 = UTJointB character.RagdollRig.ConstraintUpperTorso.Attachment1 = LTJointB
--- Registers a command definition and its server equivalent. -- Handles replicating the definition to the client.
function Registry:RegisterCommand (commandScript, commandServerScript, filter) local commandObject = require(commandScript) assert( typeof(commandObject) == "table", `Invalid return value from command script "{commandScript.Name}" (CommandDefinition expected, got {typeof(commandObject)})` ) if commandServerScript then commandObject.Run = require(commandServerScript) end if filter and not filter(commandObject) then return end self:RegisterCommandObject(commandObject) commandScript.Parent = self.Cmdr.ReplicatedRoot.Commands end
-- goro7
local playerGuiBlacklist = { "Intro" } local plr = game.Players.LocalPlayer function kick() plr:Kick("You have been kicked for cheating.") end
-- NOTE: this needs to be weakly held so gc isn't inhibited
local overrideParents: {[Instance]: Types.StateOrValue<Instance>} = setmetatable({}, WEAK_KEYS_METATABLE) local function New(className: string) return function(propertyTable: {[string | Types.Symbol]: any}) -- things to clean up when the instance is destroyed or gc'd local cleanupTasks = {} -- event handlers to connect local toConnect: {[RBXScriptSignal]: () -> ()} = {} --[[ STEP 1: Create a reference to a new instance ]] local refMetatable = {__mode = ""} local ref = setmetatable({}, refMetatable) local conn do local createOK, instance = pcall(Instance.new, className) if not createOK then logError("cannotCreateClass", nil, className) end local defaultClassProps = defaultProps[className] if defaultClassProps ~= nil then for property, value in pairs(defaultClassProps) do instance[property] = value end end ref.instance = instance conn = instance.Changed:Connect(function() end) instance = nil end --[[ STEP 2: Apply properties and event handlers ]] for key, value in pairs(propertyTable) do -- ignore some keys which will be processed later if key == Children or key == "Parent" then continue --[[ STEP 2.1: Property (string) keys ]] elseif typeof(key) == "string" then -- Properties bound to state if typeof(value) == "table" and value.type == "State" then local assignOK = pcall(function() ref.instance[key] = value:get(false) end) if not assignOK then logError("cannotAssignProperty", nil, className, key) end table.insert(cleanupTasks, Compat(value):onChange(function() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end Scheduler.enqueueProperty(ref.instance, key, value:get(false)) end) ) -- Properties with constant values else local assignOK = pcall(function() ref.instance[key] = value end) if not assignOK then logError("cannotAssignProperty", nil, className, key) end end --[[ STEP 2.2: Symbol keys ]] elseif typeof(key) == "table" and key.type == "Symbol" then -- Event handler if key.name == "OnEvent" then local event if not pcall(function() event = ref.instance[key.key] end) or typeof(event) ~= "RBXScriptSignal" then logError("cannotConnectChange", nil, className, key.key) end toConnect[event] = value -- Property change handler elseif key.name == "OnChange" then local event if not pcall(function() event = ref.instance:GetPropertyChangedSignal(key.key) end) then logError("cannotConnectChange", nil, className, key.key) end toConnect[event] = function() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end value(ref.instance[key.key]) end -- Unknown symbol key else logError("unrecognisedPropertyKey", nil, key.name) end -- Unknown key of arbitrary type else logError("unrecognisedPropertyKey", nil, typeof(key)) end end --[[ STEP 3: If provided, parent [Children] to instance ]] local children = propertyTable[Children] if children ~= nil then local currentChildren = {} local prevChildren = {} local currentConnections = {} local prevConnections = {} local function updateCurrentlyParented() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end prevChildren, currentChildren = currentChildren, prevChildren prevConnections, currentConnections = currentConnections, prevConnections local function recursiveAddChild(child) local childType = typeof(child) if childType == "Instance" then -- single instance child currentChildren[child] = true -- reused or newly parented logic if prevChildren[child] == nil then if overrideParents[child] == nil then child.Parent = ref.instance end else prevChildren[child] = nil end elseif childType == "table" then -- could either be an array or state object if child.type == "State" then -- state object recursiveAddChild(child:get(false)) -- reuse old connection change handler if possible local prevDisconnect = prevConnections[child] if prevDisconnect ~= nil then currentConnections[child] = prevDisconnect prevConnections[child] = nil else -- FUTURE: does this need to be cleaned up when -- the instance is destroyed at any point? -- If so, how? currentConnections[child] = Compat(child):onChange(function() Scheduler.enqueueCallback(updateCurrentlyParented) end) end else -- array of children for _, subChild in pairs(child) do recursiveAddChild(subChild) end end -- explicitly allow nils (probably inside a state object) elseif childType ~= "nil" then logWarn("unrecognisedChildType", childType) end end recursiveAddChild(children) -- clean up previous children which weren't reused for prevChild in pairs(prevChildren) do if overrideParents[prevChild] == nil then prevChild.Parent = nil end end -- clean up previous connection handlers which weren't reused for prevState, disconnect in pairs(prevConnections) do disconnect() end table.clear(prevChildren) table.clear(prevConnections) end updateCurrentlyParented() end --[[ STEP 4: If provided, override the Parent of this instance ]] local parent = propertyTable.Parent if parent ~= nil then overrideParents[ref.instance] = parent if typeof(parent) == "table" and parent.type == "State" then -- bind parent to state object local assignOK = pcall(function() ref.instance.Parent = parent:get(false) end) if not assignOK then logError("cannotAssignProperty", nil, className, "Parent") end table.insert(cleanupTasks, Compat(parent):onChange(function() if ref.instance == nil then if ENABLE_EXPERIMENTAL_GC_MODE then if conn.Connected then warn("ref is nil and instance is around!!!") else print("ref is nil, but instance was destroyed") end end return end Scheduler.enqueueProperty(ref.instance, "Parent", parent:get(false)) end) ) else -- constant parent assignment local assignOK = pcall(function() ref.instance.Parent = parent end) if not assignOK then logError("cannotAssignProperty", nil, className, "Parent") end end end --[[ STEP 5: Connect event handlers ]] for event, callback in pairs(toConnect) do table.insert(cleanupTasks, event:Connect(callback)) end --[[ STEP 6: Register cleanup tasks if needed ]] if cleanupTasks[1] ~= nil then if ENABLE_EXPERIMENTAL_GC_MODE then -- TODO: enabling this code sometimes leads to unexpected nil references appearing -- it remains to be determined whether this is a bug with the instance being gc'd -- too early, or whether this is a by-product of cleanupOnDestroy() taking some time -- before detecting gc'd instances. -- when the instance changes ancestor, check if it's still in the -- data model - if not, we switch to a weak reference to allow for -- gc to occur, otherwise hold the reference strongly local function updateRefStrength() if game:IsAncestorOf(ref.instance) then setmetatable(ref, {}) else setmetatable(ref, {__mode = "v"}) end end task.defer(updateRefStrength) table.insert(cleanupTasks, ref.instance.AncestryChanged:Connect(updateRefStrength)) end cleanupOnDestroy(ref.instance, cleanupTasks) end return ref.instance end end return New
-- Replace common spaces with middle dot at the end of any line
function replaceTrailingSpaces(text: string): string return text:gsub("%s+$", function(spaces) return string.rep(SPACE_SYMBOL, #spaces) end) end local function printReceived(object: any): string return RECEIVED_COLOR(replaceTrailingSpaces(stringify(object))) end local function printExpected(value: any): string return EXPECTED_COLOR(replaceTrailingSpaces(stringify(value))) end local function printWithType( name: string, -- 'Expected' or 'Received' value: any, print_: (any) -> string -- printExpected or printReceived ): string local type_ = getType(value) local hasType if type_ ~= "nil" then hasType = string.format("%s has type: %s\n", name, type_) else hasType = "" end local hasValue = string.format("%s has value: %s", name, print_(value)) return hasType .. hasValue end local function ensureNoExpected(expected: any, matcherName: string, options: MatcherHintOptions?): () if typeof(expected) ~= "nil" then -- Prepend maybe not only for backward compatibility local matcherString = matcherName if not options then matcherString = "[.never]" .. matcherString end error( Error( matcherErrorMessage( matcherHint(matcherString, nil, "", options), "this matcher must not have an expected argument", printWithType("Expected", expected, printExpected) ) ) ) end end
--Made by Repressed_Memories -- Edited by Truenus
local component = script.Parent.Parent local car = script.Parent.Parent.Parent.Parent.Car.Value local mouse = game.Players.LocalPlayer:GetMouse() local leftsignal = "z" local rightsignal = "c" local hazards = "x" local hazardson = false local lefton = false local righton = false local leftlight = car.Body.Lights.Left.RLTS.TSL local rightlight = car.Body.Lights.Right.RRTS.TSL local leftfront = car.Body.Lights.Left.RLTS local rightfront = car.Body.Lights.Right.RRTS local signalblinktime = 0.32 local neonleft = car.Body.Lights.Left.LTS local neonright = car.Body.Lights.Right.RTS local leftgui = script.Parent.Parent.Parent.Parent:WaitForChild("AC6_Stock_Gauges").Left local rightgui = script.Parent.Parent.Parent.Parent:WaitForChild("AC6_Stock_Gauges").Right local off = BrickColor.New("Mid gray") local on = BrickColor.New("Bright orange") mouse.KeyDown:connect(function(lkey) local key = string.lower(lkey) if key == leftsignal then if lefton == false then lefton = true script.Parent.Parent.StartSignal:play() repeat neonleft.BrickColor=on leftlight.Enabled = true neonleft.Material = "Neon" neonleft.Transparency=0 leftgui.ImageTransparency=0 leftfront.Material = "Neon" component.TurnSignal:play() wait(signalblinktime) neonleft.Transparency=1 neonleft.BrickColor=off leftgui.ImageTransparency=1 component.TurnSignal:play() neonleft.Material = "Sand" leftfront.Material = "Sand" leftlight.Enabled = false wait(signalblinktime) until lefton == false or righton == true elseif lefton == true or righton == true then lefton = false component.TurnSignal:stop() leftlight.Enabled = false wait(0.05) script.Parent.Parent.StopSignal:play() end elseif key == rightsignal then if righton == false then righton = true script.Parent.Parent.StartSignal:play() repeat rightlight.Enabled = true neonright.Material = "Neon" rightfront.Material = "Neon" component.TurnSignal:play() neonright.BrickColor=on neonright.Transparency=0 rightgui.ImageTransparency=0 wait(signalblinktime) neonright.Transparency=1 neonright.BrickColor=off rightgui.ImageTransparency=1 component.TurnSignal:play() neonright.Material = "Sand" rightfront.Material = "Sand" rightlight.Enabled = false wait(signalblinktime) until righton == false or lefton == true elseif righton == true or lefton == true then righton = false component.TurnSignal:stop() wait(0.05) script.Parent.Parent.StopSignal:play() rightlight.Enabled = false end elseif key == hazards then if hazardson == false then script.Parent.Parent.StartSignal:play() hazardson = true repeat neonright.BrickColor=on neonleft.BrickColor=on neonright.Material = "Neon" rightfront.Material = "Neon" neonleft.Material = "Neon" neonleft.Transparency=0 neonright.Transparency=0 leftfront.Material = "Neon" component.TurnSignal:play() rightlight.Enabled = true leftlight.Enabled = true leftgui.ImageTransparency=0 rightgui.ImageTransparency=0 wait(signalblinktime) neonleft.Transparency=1 neonright.Transparency=1 neonright.BrickColor=off neonleft.BrickColor=off leftgui.ImageTransparency=1 rightgui.ImageTransparency=1 component.TurnSignal:play() neonright.Material = "Sand" rightfront.Material = "Sand" neonleft.Material = "Sand" leftfront.Material = "Sand" rightlight.Enabled = false leftlight.Enabled = false wait(signalblinktime) until hazardson == false elseif hazardson == true then hazardson = false component.TurnSignal:stop() rightlight.Enabled = false leftlight.Enabled = false wait(0.05) script.Parent.Parent.StopSignal:play() end end end)
-- Decompiled with the Synapse X Luau decompiler.
game:GetService("Players").LocalPlayer.CharacterAdded:connect(function(p1) p1:WaitForChild("Humanoid").Seated:connect(function(p2, p3) if p3 and p3:IsA("VehicleSeat") then workspace.CurrentCamera.CameraSubject = p1.Humanoid; end; end); end);
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Red ruby crown" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2, 1, 1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -0.9, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- Player specific convenience variables
local MyPlayer = nil local MyCharacter = nil local MyHumanoid = nil local MyTorso = nil local DebrisService = game:GetService('Debris') local FireSound local OnFireConnection = nil local OnReloadConnection = nil
-- This module is based on the script found on this tutorial: https://www.youtube.com/watch?v=XfedvejJBGY -- Please watch the video for a better understanding!
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if emoteNames[oldAnim] and emoteNames[oldAnim] == false then oldAnim = "idle" end currentAnim = "" if currentAnimKeyframeHandler then currentAnimKeyframeHandler:disconnect() end if currentAnimTrack then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if frameName == "End" then
-- Decompiled with the Synapse X Luau decompiler.
local v1 = require(script.Parent:WaitForChild("BaseCharacterController")); local v2 = setmetatable({}, v1); v2.__index = v2; function v2.new() local v3 = setmetatable(v1.new(), v2); v3.textFocusReleasedConn = nil; v3.textFocusGainedConn = nil; v3.windowFocusReleasedConn = nil; v3.forwardValue = 0; v3.backwardValue = 0; v3.leftValue = 0; v3.rightValue = 0; return v3; end; local l__UserInputService__1 = game:GetService("UserInputService"); local u2 = Vector3.new(0, 0, 0); function v2.Enable(p1, p2) if not l__UserInputService__1.KeyboardEnabled then return false; end; if p2 == p1.enabled then return true; end; p1.forwardValue = 0; p1.backwardValue = 0; p1.leftValue = 0; p1.rightValue = 0; p1.moveVector = u2; p1.isJumping = false; if p2 then p1:BindContextActions(); p1:ConnectFocusEventListeners(); else p1:UnbindContextActions(); p1:DisconnectFocusEventListeners(); end; p1.enabled = p2; return true; end; function v2.UpdateMovement(p3, p4) if p4 == Enum.UserInputState.Cancel then p3.moveVector = u2; return; end; p3.moveVector = Vector3.new(p3.leftValue + p3.rightValue, 0, p3.forwardValue + p3.backwardValue); end; local l__ContextActionService__3 = game:GetService("ContextActionService"); function v2.BindContextActions(p5) l__ContextActionService__3:BindAction("moveForwardAction", function(p6, p7, p8) if p7 == Enum.UserInputState.Begin then local v4 = -1; else v4 = 0; end; p5.forwardValue = v4; p5:UpdateMovement(p7); end, false, Enum.PlayerActions.CharacterForward); l__ContextActionService__3:BindAction("moveBackwardAction", function(p9, p10, p11) if p10 == Enum.UserInputState.Begin then local v5 = 1; else v5 = 0; end; p5.backwardValue = v5; p5:UpdateMovement(p10); end, false, Enum.PlayerActions.CharacterBackward); l__ContextActionService__3:BindAction("moveLeftAction", function(p12, p13, p14) if p13 == Enum.UserInputState.Begin then local v6 = -1; else v6 = 0; end; p5.leftValue = v6; p5:UpdateMovement(p13); end, false, Enum.PlayerActions.CharacterLeft); l__ContextActionService__3:BindAction("moveRightAction", function(p15, p16, p17) if p16 == Enum.UserInputState.Begin then local v7 = 1; else v7 = 0; end; p5.rightValue = v7; p5:UpdateMovement(p16); end, false, Enum.PlayerActions.CharacterRight); l__ContextActionService__3:BindAction("jumpAction", function(p18, p19, p20) p5.isJumping = p19 == Enum.UserInputState.Begin; end, false, Enum.PlayerActions.CharacterJump); end; function v2.UnbindContextActions(p21) l__ContextActionService__3:UnbindAction("moveForwardAction"); l__ContextActionService__3:UnbindAction("moveBackwardAction"); l__ContextActionService__3:UnbindAction("moveLeftAction"); l__ContextActionService__3:UnbindAction("moveRightAction"); l__ContextActionService__3:UnbindAction("jumpAction"); end; function v2.ConnectFocusEventListeners(p22) local function v8() p22.moveVector = u2; p22.forwardValue = 0; p22.backwardValue = 0; p22.leftValue = 0; p22.rightValue = 0; p22.isJumping = false; end; p22.textFocusReleasedConn = l__UserInputService__1.TextBoxFocusReleased:Connect(v8); p22.textFocusGainedConn = l__UserInputService__1.TextBoxFocused:Connect(function(p23) p22.isJumping = false; end); p22.windowFocusReleasedConn = l__UserInputService__1.WindowFocused:Connect(v8); end; function v2.DisconnectFocusEventListeners(p24) if p24.textFocusReleasedCon then p24.textFocusReleasedCon:Disconnect(); p24.textFocusReleasedCon = nil; end; if p24.textFocusGainedConn then p24.textFocusGainedConn:Disconnect(); p24.textFocusGainedConn = nil; end; if p24.windowFocusReleasedConn then p24.windowFocusReleasedConn:Disconnect(); p24.windowFocusReleasedConn = nil; end; end; return v2;
-- ROBLOX MOVED: expect/utils.lua
local function hasPropertyInObject(object: any, key: string): boolean -- We don't have to deal with the complexities around prototype chains in -- javascript since a simple key access will look up the -- metatable chain for us local shouldBeFalse = not toJSBoolean(object) or typeof(object) ~= "table" if shouldBeFalse then return false end return object[key] ~= nil end
-- Create the path object
local path = PathfindingService:CreatePath(agentParams) path:ComputeAsync(humanoid.Position, destination.Position)
-- functions
function onRunning(speed) if isSeated then return end if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" print("Seated") end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 3.14 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveClimb() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveSit() print("Move Sit") RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle = 3.14 /2 LeftShoulder.DesiredAngle = -3.14 /2 RightHip.DesiredAngle = 3.14 /2 LeftHip.DesiredAngle = -3.14 /2 end function getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = 1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle/4 LeftHip.DesiredAngle = -desiredAngle/4 local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
--[=[ @within TableUtil @function IsEmpty @param tbl table @return boolean Returns `true` if the given table is empty. This is simply performed by checking if `next(tbl)` is `nil` and works for both arrays and dictionaries. This is useful when needing to check if a table is empty but not knowing if it is an array or dictionary. ```lua TableUtil.IsEmpty({}) -- true TableUtil.IsEmpty({"abc"}) -- false TableUtil.IsEmpty({abc = 32}) -- false ``` ]=]
local function IsEmpty(tbl: { any }): boolean return not next(tbl) end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 1500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50000 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2.00 -- Suspension length (in studs) Tune.FPreCompress = .2 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = 0 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 1500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50000 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2.00 -- Suspension length (in studs) Tune.RPreCompress = -0.3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = 0 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--A simple function to check if the car is grounded
local function IsGrounded() local hit, position = Raycast.new((car.Chassis.CFrame * CFrame.new(0, 0, (car.Chassis.Size.Z / 2) - 1)).p, car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(0, -1, 0)) * (stats.Height.Value + 0.2)) if hit and hit.CanCollide then return(true) end return(false) end local oldCameraType = camera.CameraType camera.CameraType = cameraType spawn(function() while character.Humanoid.SeatPart == car.DriveSeat do game:GetService("RunService").RenderStepped:wait() --Broken gyro input --[[if userInputService.GyroscopeEnabled then local inputObject, cframe = userInputService:GetDeviceRotation() local up = cframe:vectorToWorldSpace(Vector3.new(0, 1, 0)) local angle = (1 - up.Y) * (math.abs(up.X) / up.X) movement = Vector2.new(angle, movement.Y) end]] if IsGrounded() then if movement.Y ~= 0 then local velocity = car.Chassis.CFrame.lookVector * movement.Y * stats.Speed.Value car.Chassis.Velocity = car.Chassis.Velocity:Lerp(velocity, 0.1) bodyVelocity.maxForce = Vector3.new(0, 0, 0) else bodyVelocity.maxForce = Vector3.new(mass / 2, mass / 4, mass / 2) end local rotVelocity = car.Chassis.CFrame:vectorToWorldSpace(Vector3.new(movement.Y * stats.Speed.Value / 50, 0, -car.Chassis.RotVelocity.Y * 5 * movement.Y)) local speed = -car.Chassis.CFrame:vectorToObjectSpace(car.Chassis.Velocity).unit.Z rotation = rotation + math.rad((-stats.Speed.Value / 5) * movement.Y) if math.abs(speed) > 0.1 then rotVelocity = rotVelocity + car.Chassis.CFrame:vectorToWorldSpace((Vector3.new(0, -movement.X * speed * stats.TurnSpeed.Value, 0))) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) else bodyAngularVelocity.maxTorque = Vector3.new(mass / 4, mass / 2, mass / 4) end car.Chassis.RotVelocity = car.Chassis.RotVelocity:Lerp(rotVelocity, 0.1) --bodyVelocity.maxForce = Vector3.new(mass / 3, mass / 6, mass / 3) --bodyAngularVelocity.maxTorque = Vector3.new(mass / 6, mass / 3, mass / 6) else bodyVelocity.maxForce = Vector3.new(0, 0, 0) bodyAngularVelocity.maxTorque = Vector3.new(0, 0, 0) end for i, part in pairs(car:GetChildren()) do if part.Name == "Thruster" then UpdateThruster(part) end end end for i, v in pairs(car:GetChildren()) do if v:FindFirstChild("BodyThrust") then v.BodyThrust:Destroy() end end bodyVelocity:Destroy() bodyAngularVelocity:Destroy() camera.CameraType = oldCameraType userInputService.ModalEnabled = false script:Destroy() end)
-- check if the player is moving and not climbing
humanoid.Running:Connect(function(speed) if humanoid.MoveDirection.Magnitude > 0 and speed > 0 and humanoid:GetState() ~= Enum.HumanoidStateType.Climbing then getSoundProperties() update() currentSound.Playing = true currentSound.Looped = true else currentSound:Stop() end end) print("Walking sounds successfully loaded!")
-- if (pose == "Standing" and emoteNames[emote] ~= nil) then -- playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) -- end --end)
--Stickmasterluke
sp=script.Parent function Equipped(mouse) if mouse~=nil then mouse.Icon="rbxasset://textures\\GunCursor.png" end end sp.Equipped:connect(Equipped)
--//////////////////////////////////////////////////////////////////////////////////////////// --///////////////////////////////////////////////// Code to hook client UI up to server events --////////////////////////////////////////////////////////////////////////////////////////////
function DoChatBarFocus() if (not ChatWindow:GetCoreGuiEnabled()) then return end if (not ChatBar:GetEnabled()) then return end if (not ChatBar:IsFocused() and ChatBar:GetVisible()) then moduleApiTable:SetVisible(true) InstantFadeIn() ChatBar:CaptureFocus() moduleApiTable.ChatBarFocusChanged:fire(true) end end chatBarFocusChanged.Event:connect(function(focused) moduleApiTable.ChatBarFocusChanged:fire(focused) end) function DoSwitchCurrentChannel(targetChannel) if (ChatWindow:GetChannel(targetChannel)) then ChatWindow:SwitchCurrentChannel(targetChannel) end end function SendMessageToSelfInTargetChannel(message, channelName, extraData) local channelObj = ChatWindow:GetChannel(channelName) if (channelObj) then local messageData = { ID = -1, FromSpeaker = nil, SpeakerUserId = 0, OriginalChannel = channelName, IsFiltered = true, MessageLength = string.len(message), MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)), Message = trimTrailingSpaces(message), MessageType = ChatConstants.MessageTypeSystem, Time = os.time(), ExtraData = extraData, } channelObj:AddMessageToChannel(messageData) end end function chatBarFocused() if (not mouseIsInWindow) then DoBackgroundFadeIn() if (textIsFaded) then DoTextFadeIn() end end chatBarFocusChanged:Fire(true) end
--//Unloading\\-- --[[ Always have these if you intend to have a script unload, It removes all unwanted storage to improve performance instead of maintaining it, lagging it behind. Under no circumstance should you try to stop the script by deleting it, Simply delete Zombie or Spawner. It is safe to remove spawner, Simply delete this script. If you plan to have this script work later, Simply delete the spawner and maintain this script, as for it will stay on standby until useable. ]]
if Zombie then Zombie:Destroy() end if Spawner then Spawner:Destroy() end script:Destroy()
----------------- --| Constants |-- -----------------
local SPAWN_RADIUS = 8 -- Studs local SUMMON_COOLDOWN = 16 local SKELETON_ASSET_ID = 132805224 local SKELETON_DURATION = 60
-- / Functions / --
FadeModule.Fade = function(FadeObject: Instance, TweenValue: NumberValue, TweenTime: number?, DelayTime: number?) if FadeObject:IsA("Frame") then local FadeTween = TweenService:Create( FadeObject, TweenInfo.new(TweenTime), { BackgroundTransparency = TweenValue } ) FadeTween:Play() elseif FadeObject:IsA("BlurEffect") then local FadeTween = TweenService:Create( FadeObject, TweenInfo.new(TweenTime), { Size = TweenValue } ) FadeTween:Play() end if DelayTime then task.wait(DelayTime) end end
-- if userPlayEmoteByIdAnimTrackReturn then -- return true, currentAnimTrack -- else -- return true -- end -- end
--[[Transmission]]
Tune.TransModes = {"Semi"}--"Auto", "Semi", or "Manual". Can have more than one; order from first to last --Automatic Settings Tune.AutoShiftMode = "Speed" --"Speed" or "RPM" Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 2000 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.84 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.42 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 4.37 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.76 , --[[ 3 ]] 1.94 , --[[ 4 ]] 1.45 , --[[ 5 ]] 1.05 , --[[ 6 ]] .85 , --[[ 7 ]] .69 , } Tune.FDMult = 1 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--// Aim|Zoom|Sensitivity Customization
ZoomSpeed = 0.25; -- The lower the number the slower and smoother the tween AimZoom = 45; -- Default zoom AimSpeed = 0.45; UnaimSpeed = 0.35; CycleAimZoom = 4; -- Cycled zoom MouseSensitivity = 0.5; -- Number between 0.1 and 1 SensitivityIncrement = 0.05; -- No touchy
--[=[ @param fn ConnectionFn @return SignalConnection Connects a function to the signal, which will be called the next time the signal fires. Once the connection is triggered, it will disconnect itself. ```lua signal:ConnectOnce(function(msg, num) print(msg, num) end) signal:Fire("Hello", 25) signal:Fire("This message will not go through", 10) ``` ]=]
function Signal:ConnectOnce(fn) local connection local done = false connection = self:Connect(function(...) if done then return end done = true connection:Disconnect() fn(...) end) return connection end function Signal:GetConnections() local items = {} local item = self._handlerListHead while item do table.insert(items, item) item = item._next end return items end
-- Basic Settings
AdminCredit=false; -- Enables the credit GUI for that appears in the bottom right AutoClean=false; -- Enables automatic cleaning of hats & tools in the Workspace AutoCleanDelay=60; -- The delay between each AutoClean routine CommandBar=true; -- Enables the Command Bar | GLOBAL KEYBIND: \ FunCommands=true; -- Enables fun yet unnecessary commands FreeAdmin=false; -- Set to 1-5 to grant admin powers to all, otherwise set to false PublicLogs=false; -- Allows all users to see the command & chat logs Prefix=':'; -- Character to begin a command --[[ Admin Powers 0 Player 1 VIP Can use nonabusive commands only on self 2 Moderator Can kick, mute, & use most commands 3 Administrator Can ban, crash, & set Moderators/VIP 4 SuperAdmin Can grant permanent powers, & shutdown the game 5 Owner Can set SuperAdmins, & use all the commands 6 Game Creator Can set owners & use all the commands Group & VIP Admin You can set multiple Groups & Ranks to grant users admin powers: GroupAdmin={ [12345]={[254]=4,[253]=3}; [GROUPID]={[RANK]=ADMINPOWER} }; You can set multiple Assets to grant users admin powers: VIPAdmin={ [12345]=3; [54321]=4; [ITEMID]=ADMINPOWER; }; ]] GroupAdmin={ }; VIPAdmin={ };
-- When Tool UnEqiopped
tool.Unequipped:Connect(function() if track and track1 then track:Stop() track1:Stop() end end)
--//Configs
local REAPPEAR_TIME = 2 --//Once the part becomes invisible, after this amount of seconds it'll appear again local FADE_TIME = 1 --//How long it takes for the part to become fully visible/invisible local function Animate() if isAnimating then return end isAnimating = true local targetProperties = {} targetProperties.Transparency = 1 local disappearFade = tweenService:Create(script.Parent, TweenInfo.new(FADE_TIME), targetProperties) disappearFade:Play() disappearFade.Completed:Wait() wait(REAPPEAR_TIME) targetProperties.Transparency = 0 local appearFade = tweenService:Create(script.Parent, TweenInfo.new(FADE_TIME), targetProperties) appearFade:Play() appearFade.Completed:Wait() isAnimating = false end script.Parent.Touched:Connect(Animate)
--[[ Server Init ]]
local RunServ = game:GetService("RunService") local ServStore = game:GetService("ServerStorage") local ServerScripts = ServStore.Modules:GetChildren() local modules, priority = {}, {} for _, module: ModuleScript in ipairs(ServerScripts) do if module:IsA("ModuleScript") and not module.Name:find("IGNORE") then local mod = require(module) priority[mod.InitPriority] = mod modules[module.Name] = mod end end local function call_loop(dt: number) for _, module in modules do module:Loop(dt) end end for _, module in ipairs(priority) do module:Init() end RunServ.Heartbeat:Connect(call_loop)
--Flingi2's Lap --This script is free to use for anyone
local ting = 0 --debouncer function onTouched(hit) if ting == 0 then --debounce check ting = 1 --activate debounce check = hit.Parent:FindFirstChild("Humanoid") --Find the human that touched the button if check ~= nil then --If a human is found, then local user = game.Players:GetPlayerFromCharacter(hit.Parent) --get player from touching human local stats = user:findFirstChild("leaderstats") --Find moneyholder if stats ~= nil then --If moneyholder exists then local cash = stats:findFirstChild("Laps") --Change Cash To The Money In The Leaderboard cash.Value = cash.Value +1 --increase amount of money by the number displayed here (1) wait(0.1) --wait-time before button works again end end ting = 0 --remove debounce end end script.Parent.Touched:connect(onTouched)
--[[Flip]]
function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=3 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end game:GetService("RunService").RenderStepped:connect(function() if script.Parent.AssistantBrake.Value == true and _CGear ~= -1 and _SteerL == false and _SteerR == false then RBrakeForce = _Tune.RBrakeForce FBrakeForce = _Tune.FBrakeForce _GBrake = 1 script.Parent.Lights.Value:FireServer({["EnableBrakes"]=true}) if script.Parent.AssistantAlarm.IsPlaying == false then script.Parent.AssistantAlarm:Play() end script.Parent["AC6_Stock_Gauges"].EBrake.Visible = true script.Parent.FEAssistantBrake.DisableAssistantBrake:FireServer() wait(3.5) script.Parent["AC6_Stock_Gauges"].EBrake.Visible = false _GBrake = 0 script.Parent.Lights.Value:FireServer({["DisableBrakes"]=true}) elseif _CGear == -1 and script.Parent.AssistantBrake.Value == true then script.Parent.FEAssistantBrake.DisableAssistantBrake:FireServer() elseif (_SteerL == true or _SteerR == true) and script.Parent.AssistantBrake.Value == true then script.Parent.FEAssistantBrake.DisableAssistantBrake:FireServer() end end)
-- For me: In hell dont forget to fix the structuring way fix when options are published!
--- Replace with true/false to force the chat type. Otherwise this will default to the setting on the website.
module.BubbleChatEnabled = true ---PlayersService.BubbleChat module.ClassicChatEnabled = PlayersService.ClassicChat
--[[ Recursively iterates through the object to construct strings and add it to the localization table @param localizationTable LocalizationTable @param localeId string -- The localizationid to add @param baseKey string -- the key to add @param object any -- The value to iterate over ]]
local function recurseAdd(localizationTable, localeId, baseKey, object, tableName) if baseKey ~= "" then baseKey = baseKey .. "." end for index, value in pairs(object) do local key = baseKey .. index if type(value) == "table" then recurseAdd(localizationTable, localeId, key, value, tableName) elseif type(value) == "string" then local source = "" -- Guarantee the context is unique. This is important because Roblox will not -- allow something with the same source without a differing context value. local context = tableName .. "." .. key if localeId == "en" then source = value end localizationTable:SetEntryValue(key, source, context, localeId, value) else error("Bad type for value in '" .. key .. "'.") end end end