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--use this to determine if you want this human to be harmed or not, returns boolean
function boom() wait(2) Used = true Object.Anchored = true Object.CanCollide = false Object.Sparks.Enabled = false Object.Orientation = Vector3.new(0,0,0) Object.Transparency = 1 Object.Fuse:Stop() Object.Explode:Play() Object.Dist1:Play() Object.Dist2:Play() Object.Explosion:Emit(100) Object.Smoke1:Emit(150) Object.Smoke2:Emit(50) Object.Smoke3:Emit(50) Object.Debris:Emit(200) Object.Debris2:Emit(900) Object.Debris3:Emit(900) Explode() end boom()
-- Request limit bookkeeping:
local Budgets = {} local budgetRequestQueues = { [Enum.DataStoreRequestType.GetAsync] = {}; [Enum.DataStoreRequestType.GetSortedAsync] = {}; [Enum.DataStoreRequestType.OnUpdate] = {}; [Enum.DataStoreRequestType.SetIncrementAsync] = {}; [Enum.DataStoreRequestType.SetIncrementSortedAsync] = {}; } local function initBudget() for requestType, const in pairs(ConstantsMapping) do Budgets[requestType] = const.START end Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min( Budgets[Enum.DataStoreRequestType.GetAsync], Budgets[Enum.DataStoreRequestType.SetIncrementAsync] ) end local function updateBudget(req, const, dt, n) if not Constants.BUDGETING_ENABLED then return end local rate = const.RATE + n * const.RATE_PLR Budgets[req] = math.min( Budgets[req] + dt * rate, const.MAX_FACTOR * rate ) end local function stealBudget(budget) if not Constants.BUDGETING_ENABLED then return end for _, requestType in pairs(budget) do if Budgets[requestType] then Budgets[requestType] = math.max(0, Budgets[requestType] - 1) end end Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min( Budgets[Enum.DataStoreRequestType.GetAsync], Budgets[Enum.DataStoreRequestType.SetIncrementAsync] ) end local function checkBudget(budget) if not Constants.BUDGETING_ENABLED then return true end for _, requestType in pairs(budget) do if Budgets[requestType] and Budgets[requestType] < 1 then return false end end return true end local isFrozen = false if RunService:IsServer() then -- Only do budget/throttle updating on server (in case package required on client) initBudget() coroutine.wrap(function() -- Thread that increases budgets and de-throttles requests periodically local lastCheck = tick() while Utils.accurateWait(Constants.BUDGET_UPDATE_INTERVAL) do local now = tick() local dt = (now - lastCheck) / 60 lastCheck = now local n = #Players:GetPlayers() if not isFrozen then for requestType, const in pairs(ConstantsMapping) do updateBudget(requestType, const, dt, n) end Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min( Budgets[Enum.DataStoreRequestType.GetAsync], Budgets[Enum.DataStoreRequestType.SetIncrementAsync] ) end for _, budgetRequestQueue in pairs(budgetRequestQueues) do for i = #budgetRequestQueue, 1, -1 do local request = budgetRequestQueue[i] local thread = request.Thread local budget = request.Budget local key = request.Key local lock = request.Lock local cache = request.Cache if not (lock and (lock[key] or tick() - (cache[key] or 0) < Constants.WRITE_COOLDOWN)) and checkBudget(budget) then table.remove(budgetRequestQueue, i) stealBudget(budget) coroutine.resume(thread) end end end end end)() game:BindToClose(function() for requestType, const in pairs(ConstantsMapping) do Budgets[requestType] = math.max( Budgets[requestType], Constants.BUDGET_ONCLOSE_BASE * (const.RATE / Constants.BUDGET_BASE) ) end Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min( Budgets[Enum.DataStoreRequestType.GetAsync], Budgets[Enum.DataStoreRequestType.SetIncrementAsync] ) end) end function MockDataStoreManager.GetGlobalData() return Data.GlobalDataStore end function MockDataStoreManager.GetData(name, scope) assert(type(name) == "string") assert(type(scope) == "string") if not Data.DataStore[name] then Data.DataStore[name] = {} end if not Data.DataStore[name][scope] then Data.DataStore[name][scope] = {} end return Data.DataStore[name][scope] end function MockDataStoreManager.GetOrderedData(name, scope) assert(type(name) == "string") assert(type(scope) == "string") if not Data.OrderedDataStore[name] then Data.OrderedDataStore[name] = {} end if not Data.OrderedDataStore[name][scope] then Data.OrderedDataStore[name][scope] = {} end return Data.OrderedDataStore[name][scope] end function MockDataStoreManager.GetDataInterface(data) return Interfaces[data] end function MockDataStoreManager.SetDataInterface(data, interface) assert(type(data) == "table") assert(type(interface) == "table") Interfaces[data] = interface end function MockDataStoreManager.GetBudget(requestType) if Constants.BUDGETING_ENABLED then return math.floor(Budgets[requestType] or 0) else return math.huge end end function MockDataStoreManager.SetBudget(requestType, budget) assert(type(budget) == "number") budget = math.max(budget, 0) if requestType == Enum.DataStoreRequestType.UpdateAsync then Budgets[Enum.DataStoreRequestType.SetIncrementAsync] = budget Budgets[Enum.DataStoreRequestType.GetAsync] = budget end if Budgets[requestType] then Budgets[requestType] = budget end end function MockDataStoreManager.ResetBudget() initBudget() end function MockDataStoreManager.FreezeBudgetUpdates() isFrozen = true end function MockDataStoreManager.ThawBudgetUpdates() isFrozen = false end function MockDataStoreManager.YieldForWriteLockAndBudget(callback, key, writeLock, writeCache, budget) assert(type(callback) == "function") assert(type(key) == "string") assert(type(writeLock) == "table") assert(type(writeCache) == "table") assert(#budget > 0) local mainRequestType = budget[1] if #budgetRequestQueues[mainRequestType] >= Constants.THROTTLE_QUEUE_SIZE then return false -- no room in throttle queue end callback() -- would i.e. trigger a warning in output table.insert(budgetRequestQueues[mainRequestType], 1, { Key = key; Lock = writeLock; Cache = writeCache; Thread = coroutine.running(); Budget = budget; }) coroutine.yield() return true end function MockDataStoreManager.YieldForBudget(callback, budget) assert(type(callback) == "function") assert(#budget > 0) local mainRequestType = budget[1] if checkBudget(budget) then stealBudget(budget) elseif #budgetRequestQueues[mainRequestType] >= Constants.THROTTLE_QUEUE_SIZE then return false -- no room in throttle queue else callback() -- would i.e. trigger a warning in output table.insert(budgetRequestQueues[mainRequestType], 1, { After = 0; -- no write lock Thread = coroutine.running(); Budget = budget; }) coroutine.yield() end return true end function MockDataStoreManager.ExportToJSON() local export = {} if next(Data.GlobalDataStore) ~= nil then -- GlobalDataStore not empty export.GlobalDataStore = Data.GlobalDataStore end export.DataStore = Utils.prepareDataStoresForExport(Data.DataStore) -- can be nil export.OrderedDataStore = Utils.prepareDataStoresForExport(Data.OrderedDataStore) -- can be nil return HttpService:JSONEncode(export) end
--print(Speed)
Velocidade = Speed TS:Create(Main.Status.Barra.Stamina, TweenInfo.new(.25), {Size = UDim2.new(Speed/(ServerConfig.RunWalkSpeed * StancesPasta.Mobility.Value),0,0.75,0)} ):Play() end) TS:Create(script.Parent.Efeitos.Health, TweenInfo.new(1,Enum.EasingStyle.Circular,Enum.EasingDirection.InOut,-1,true), {Size = UDim2.new(1.2,0,1.4,0)} ):Play() Humanoid.Changed:Connect(function(Health) script.Parent.Efeitos.Health.ImageTransparency = ((Humanoid.Health - (Humanoid.MaxHealth/2))/(Humanoid.MaxHealth/2)) --[[if Humanoid.Health <= (Humanoid.MaxHealth/2) then script.Parent.Efeitos.Health.BackgroundTransparency = ((Humanoid.Health)/(Humanoid.MaxHealth/2)) script.Parent.Efeitos.Health.BackgroundColor3 = Color3.fromRGB((170 * (Humanoid.Health)/(Humanoid.MaxHealth/2)) , 0, 0) --script.Parent.Efeitos.Health.ImageColor3 = Color3.fromRGB((170 * (Humanoid.Health)/(Humanoid.MaxHealth/2)) , 0, 0) else --script.Parent.Efeitos.Health.ImageColor3 = Color3.fromRGB(170, 0, 0) script.Parent.Efeitos.Health.BackgroundTransparency = 1 script.Parent.Efeitos.Health.BackgroundColor3 = Color3.fromRGB(170, 0, 0) end]] end) Ferido.Changed:Connect(function(Valor)
--[[local gui = Instance.new("ScreenGui") local bg = Instance.new("Frame",gui) local bar = Instance.new("Frame",bg) local bvl = Instance.new("ImageLabel", bg) bvl.Name = "Bevel" bvl.BackgroundTransparency = 1 bvl.Image = "http://www.roblox.com/asset/?id=56852431" bvl.Size = UDim2.new(1,0,1,0) bg.Name = "Back" bar.Name = "Charge" bar.BackgroundColor3 = Color3.new(200/255,0/255,0/255) bg.BackgroundColor3 = Color3.new(200/255,200/255,200/255) bg.Size = UDim2.new(0,10,0,-100) bg.Position = UDim2.new(0,5,0,500) bar.Size = UDim2.new(0,4,-1,0) bar.Position = UDim2.new(0,3,1,0) ggui = gui:Clone() ggui.Name = "GunGui" ggui.Back.Charge.Size = UDim2.new(0,4,-(script.Charge.Value/100),0)]]
GroupID = 9999 function AntiGH(char1,char2) if GH then local plyr1 = game.Players:findFirstChild(char1.Name) local plyr2 = game.Players:findFirstChild(char2.Name) if plyr1 and plyr2 then if plyr1:IsInGroup(GroupID) and plyr2:IsInGroup(GroupID) then return false end end return true elseif not GH then return true end end MaxDist = 1000 function RayCast(Start,End,Ignore) if WallShoot then ray1 = Ray.new(Start, End.unit * 999.999) local Part1, TempPos = Workspace:FindPartOnRay(ray1,Ignore) ray2 = Ray.new(TempPos, End.unit * 999.999) local Part2, EndPos = Workspace:FindPartOnRay(ray2,Part1) return Part1, Part2, EndPos elseif not WallShoot then ray = Ray.new(Start, End.unit * 999.999) return Workspace:FindPartOnRay(ray,Ignore) end end function DmgPlr(Part) if Part ~= nil then local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) local hum = Part.Parent:findFirstChild("Humanoid") local hathum = Part.Parent.Parent:findFirstChild("Humanoid") local hat = Part.Parent if hathum ~= nil and hat:IsA("Hat") and AntiGH(hathum.Parent, script.Parent.Parent) then hathum:TakeDamage(Damage/1) Part.Parent = game.Workspace Part.CFrame = CFrame.new(Part.Position + Vector3.new(math.random(-5,5),math.random(-5,5),math.random(-5,5))) hat:Remove() c.Parent = hathum game.Debris:AddItem(c,1.5) elseif hum ~= nil and AntiGH(hum.Parent, script.Parent.Parent) then if Part.Name == "Head" then hum:TakeDamage(Damage*1.3) end hum:TakeDamage(Damage) c.Parent = hum game.Debris:AddItem(c,1.5) end end end function onButton1Down(mouse) if script.Parent.Ammo.Value == 0 then else if GunType == 0 then if (not enabled) then return end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true elseif GunType == 1 then automatichold = true while automatichold == true and script.Parent.Ammo.Value ~= 0 do wait() if (not enabled) then return end if script.Parent.Parent:findFirstChild("Humanoid").Health == 0 then script.Parent:Remove() end enabled = false LaserShoot(mouse) if Flash then script.Parent.Barrel.Light.Light.Visible = true end script.Parent.Ammo.Value = script.Parent.Ammo.Value - 1 wait(0.01) if Flash then script.Parent.Barrel.Light.Light.Visible = false end wait(1/SPS) enabled = true end end end end function LaserShoot(mouse) hit = mouse.Hit.p local StartPos = script.Parent.Barrel.CFrame.p local rv = (StartPos-hit).magnitude/(Recoil * 20) local rcl = Vector3.new(math.random(-rv,rv),math.random(-rv,rv),math.random(-rv,rv)) aim = hit + rcl local P = Instance.new("Part") P.Name = "Bullet" P.formFactor = 3 P.BrickColor = BrickColor.new(BulletColor) P.Size = Vector3.new(1,1,1) P.Anchored = true P.CanCollide = false P.Transparency = 0.5 P.Parent = script.Parent.Parent local m = Instance.new("CylinderMesh") m.Name = "Mesh" m.Parent = P local c = Instance.new("ObjectValue") c.Name = "creator" c.Value = game.Players:findFirstChild(script.Parent.Parent.Name) pewsound = script:FindFirstChild("Fire") if pewsound then pewsound:Play() end --Brick created. Moving on to next part local SPos = script.Parent.Barrel.CFrame.p if WallShoot then local Part1, Part2, EndPos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part1) DmgPlr(Part2) if Part1 and Part2 then local enddist = (EndPos-SPos).magnitude P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-enddist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,enddist,.04) else P.CFrame = CFrame.new(EndPos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.04,MaxDist,.04) end elseif not WallShoot then local Part, Pos = RayCast(SPos, (aim-SPos).unit * 999, script.Parent.Parent) DmgPlr(Part) if Part then local dist = (Pos-SPos).magnitude P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-dist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,dist,.1) else P.CFrame = CFrame.new(Pos, SPos) * CFrame.new(0,0,-MaxDist/2) * CFrame.Angles(math.rad(90),0,0) m.Scale = Vector3.new(.1,MaxDist,.1) end end game.Debris:AddItem(P,.1) end function onButton1Up(mouse) automatichold = false end function onKeyDown(key, mouse) if key:lower() == "r" then if script.Parent.Ammo.Value ~= script.Parent.MaxAmmo.Value then reloadsound = script:FindFirstChild("Reload") if reloadsound then reloadsound:Play() end enabled = false script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reloading" repeat script.Parent.StringValue.Value = "Reloading" wait(0.23) script.Parent.Ammo.Value = script.Parent.Ammo.Value + 3 script.Parent.StringValue.Value = "Reloading" until script.Parent.Ammo.Value >= script.Parent.MaxAmmo.Value script.Parent.Ammo.Value = script.Parent.MaxAmmo.Value wait(0.2) script.Parent.VisibleB.Value = false enabled = true end end if key:lower() == "m" then if GunType == 1 then GunType = 0 Recoil = 7 else GunType = 1 Recoil = 6 end end end function onEquipped(mouse) equipped = true if mouse == nil then print("Mouse not found") return end mouse.Icon = "http://www.roblox.com/asset/?id=52812029" mouse.Button1Down:connect(function() onButton1Down(mouse) end) mouse.Button1Up:connect(function() onButton1Up(mouse) end) mouse.KeyDown:connect(function(key) onKeyDown(key, mouse) end) end function onUnequipped(mouse) equipped = false automatichold = false end script.Parent.Equipped:connect(onEquipped) script.Parent.Unequipped:connect(onUnequipped) while true do wait() if script.Parent.Ammo.Value == 0 then script.Parent.VisibleB.Value = true script.Parent.StringValue.Value = "Reload" end if GunType == 1 then script.Parent.ModeText.Value = "Auto" else script.Parent.ModeText.Value = "Semi" end end
--//seats
local hd = Instance.new("Motor", script.Parent.Parent.Misc.HD.SS) hd.MaxVelocity = 0.03 hd.Part0 = script.Parent.HD hd.Part1 = hd.Parent local wl = Instance.new("Motor", script.Parent.Parent.Misc.FL.Window.SS) --windows local wr = Instance.new("Motor", script.Parent.Parent.Misc.FR.Window.SS) wl.MaxVelocity = 0.007 wl.Part0 = script.Parent.Parent.Misc.FL.Door.WD wl.Part1 = wl.Parent wr.MaxVelocity = 0.007 wr.Part0 = script.Parent.Parent.Misc.FR.Door.WD wr.Part1 = wr.Parent
--[=[ Promises attribute value fits predicate @param instance Instance @param attributeName string @param predicate function | nil @param cancelToken CancelToken @return Promise<any> ]=]
function AttributeUtils.promiseAttribute(instance, attributeName, predicate, cancelToken) assert(typeof(instance) == "Instance", "Bad instance") assert(type(attributeName) == "string", "Bad attributeName") assert(CancelToken.isCancelToken(cancelToken) or cancelToken == nil, "Bad cancelToken") predicate = predicate or DEFAULT_PREDICATE do local attributeValue = instance:GetAttribute(attributeName) if predicate(attributeValue) then return Promise.resolved(attributeValue) end end local promise = Promise.new() local maid = Maid.new() maid:GiveTask(promise) if cancelToken then maid:GiveTask(cancelToken.Cancelled:Connect(function() promise:Reject() end)) end maid:GiveTask(instance:GetAttributeChangedSignal(attributeName):Connect(function() local attributeValue = instance:GetAttribute(attributeName) if predicate(attributeValue) then promise:Resolve(attributeValue) end end)) promise:Finally(function() maid:DoCleaning() end) return promise end
--Flip a seat
local function flipSeat() --Done server side incase physics control is not the players Remotes.FlipSeat:FireServer(AdornedSeat) end
--[=[ @within TableUtil @function Values @param tbl table @return table Returns an array with all the values in the table. ```lua local t = {A = 10, B = 20, C = 30} local values = TableUtil.Values(t) print(values) --> {10, 20, 30} ``` :::caution Ordering The ordering of the values is never guaranteed. If order is imperative, call `table.sort` on the resulting `values` array. ```lua local values = TableUtil.Values(t) table.sort(values) ``` ]=]
local function Values(tbl: Table): Table local values = table.create(#tbl) for _, v in pairs(tbl) do table.insert(values, v) end return values end
--Well, thats all there is to it! Go to my fourms for "Online" questions about scripts--
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/jest-snapshot/src/index.ts -- /** -- * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. -- * -- * This source code is licensed under the MIT license found in the -- * LICENSE file in the root directory of this source tree. -- */
-- Variables
local ts = game:GetService('TweenService') local cas = game:GetService('ContextActionService') local cam = workspace.CurrentCamera local humanoid = script.Parent:WaitForChild("Humanoid",3) local sprintAnim = humanoid:LoadAnimation(script:WaitForChild("SprintAnim")) local isSprinting, ifSprintAnimPlaying = false, false local FOVIn = ts:Create( cam, TweenInfo.new(.5), {FieldOfView = 100} ) local FOVOut = ts:Create( cam, TweenInfo.new(.5), {FieldOfView = 70} )
--// Handling Settings
Firerate = 60 / 1000; -- 60 = 1 Minute, 700 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
-- SolarCrane
local MAX_TWEEN_RATE = 2.8 -- per second local function clamp(low, high, num) if low <= high then return math.min(high, math.max(low, num)) end return num end local function Round(num, places) places = places or 0 local decimalPivot = 10^places return math.floor(num * decimalPivot + 0.5) / decimalPivot end local function CreateTransparencyController() local module = {} local LastUpdate = tick() local TransparencyDirty = false local Enabled = false local LastTransparency = nil local DescendantAddedConn, DescendantRemovingConn = nil, nil local ToolDescendantAddedConns = {} local ToolDescendantRemovingConns = {} local CachedParts = {} local function HasToolAncestor(object) if object.Parent == nil then return false end return object.Parent:IsA('Tool') or HasToolAncestor(object.Parent) end local function IsValidPartToModify(part) if part:IsA('BasePart') or part:IsA('Decal') then return not HasToolAncestor(part) end return false end local function CachePartsRecursive(object) if object then if IsValidPartToModify(object) then CachedParts[object] = true TransparencyDirty = true end for _, child in pairs(object:GetChildren()) do CachePartsRecursive(child) end end end local function TeardownTransparency() for child, _ in pairs(CachedParts) do child.LocalTransparencyModifier = 0 end CachedParts = {} TransparencyDirty = true LastTransparency = nil if DescendantAddedConn then DescendantAddedConn:disconnect() DescendantAddedConn = nil end if DescendantRemovingConn then DescendantRemovingConn:disconnect() DescendantRemovingConn = nil end for object, conn in pairs(ToolDescendantAddedConns) do conn:disconnect() ToolDescendantAddedConns[object] = nil end for object, conn in pairs(ToolDescendantRemovingConns) do conn:disconnect() ToolDescendantRemovingConns[object] = nil end end local function SetupTransparency(character) TeardownTransparency() if DescendantAddedConn then DescendantAddedConn:disconnect() end DescendantAddedConn = character.DescendantAdded:connect(function(object) -- This is a part we want to invisify if IsValidPartToModify(object) then CachedParts[object] = true TransparencyDirty = true -- There is now a tool under the character elseif object:IsA('Tool') then if ToolDescendantAddedConns[object] then ToolDescendantAddedConns[object]:disconnect() end ToolDescendantAddedConns[object] = object.DescendantAdded:connect(function(toolChild) CachedParts[toolChild] = nil if toolChild:IsA('BasePart') or toolChild:IsA('Decal') then -- Reset the transparency toolChild.LocalTransparencyModifier = 0 end end) if ToolDescendantRemovingConns[object] then ToolDescendantRemovingConns[object]:disconnect() end ToolDescendantRemovingConns[object] = object.DescendantRemoving:connect(function(formerToolChild) wait() -- wait for new parent if character and formerToolChild and formerToolChild:IsDescendantOf(character) then if IsValidPartToModify(formerToolChild) then CachedParts[formerToolChild] = true TransparencyDirty = true end end end) end end) if DescendantRemovingConn then DescendantRemovingConn:disconnect() end DescendantRemovingConn = character.DescendantRemoving:connect(function(object) if CachedParts[object] then CachedParts[object] = nil -- Reset the transparency object.LocalTransparencyModifier = 0 end end) CachePartsRecursive(character) end function module:SetEnabled(newState) if Enabled ~= newState then Enabled = newState self:Update() end end function module:SetSubject(subject) local character = nil if subject and subject:IsA("Humanoid") then character = subject.Parent end if subject and subject:IsA("VehicleSeat") and subject.Occupant then character = subject.Occupant.Parent end if character then SetupTransparency(character) else TeardownTransparency() end end function module:Update() local instant = false local now = tick() local currentCamera = workspace.CurrentCamera if currentCamera then local transparency = 0 if not Enabled then instant = true else local distance = (currentCamera.Focus.p - currentCamera.CoordinateFrame.p).magnitude transparency = (7 - distance) / 5 if transparency < 0.5 then transparency = 0 end if LastTransparency then local deltaTransparency = transparency - LastTransparency -- Don't tween transparency if it is instant or your character was fully invisible last frame if not instant and transparency < 1 and LastTransparency < 0.95 then local maxDelta = MAX_TWEEN_RATE * (now - LastUpdate) deltaTransparency = clamp(-maxDelta, maxDelta, deltaTransparency) end transparency = LastTransparency + deltaTransparency else TransparencyDirty = true end transparency = clamp(0, 1, Round(transparency, 2)) end if TransparencyDirty or LastTransparency ~= transparency then for child, _ in pairs(CachedParts) do child.LocalTransparencyModifier = transparency end TransparencyDirty = false LastTransparency = transparency end end LastUpdate = now end return module end return CreateTransparencyController
-- print("Wha " .. pose)
amplitude = 0.1 frequency = 1 setAngles = true end if (setAngles) then local desiredAngle = amplitude * math.sin(time * frequency) RightShoulder:SetDesiredAngle(desiredAngle + climbFudge) LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge) RightHip:SetDesiredAngle(-desiredAngle) LeftHip:SetDesiredAngle(-desiredAngle) end -- Tool Animation handling local tool = getTool() if tool then local animStringValueObject = getToolAnim(tool) if animStringValueObject then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimTime = 0 end end
--Make a collision group for all players' characters
PhysicsService:CreateCollisionGroup(GroupName)
-- Animation
CEs.AnimateT.OnClientEvent:connect(function(Part,NCF,Time,O) if Part:IsDescendantOf(plr.Character) then return end if O then TweenService:Create(Part,TweenInfo.new(Time),O):Play() else TweenService:Create(Part,TweenInfo.new(Time),{C1=NCF}):Play() end end) CEs.AnimateFE.OnClientEvent:connect(function(w,Time,Ans,NAngle,NRotation,Rchr,HigV) if Rchr == plr.Character then return end TweenService:Create(Rchr.Torso.Neck,TweenInfo.new(Time),{C0=OriginalC0*CFrame.Angles(Ans,NAngle,NRotation)}):Play() TweenService:Create(Rchr.Torso.Mweld1,TweenInfo.new(Time), {C1=w[1]*CFrame.new(0,HigV,0)}):Play() TweenService:Create(Rchr.Torso.Mweld2,TweenInfo.new(Time), {C1=w[2]*CFrame.new(0,HigV,0)}):Play() if w[3] then -- Check if there is an extra weld TweenService:Create(Rchr["Right Arm"].Mweld3,TweenInfo.new(Time), {C1=w[3]*CFrame.new(0,HigV,0)}):Play() end TweenService:Create(Rchr.HumanoidRootPart.Mtweld,TweenInfo.new(Time), {C1=w[4]*CFrame.new(0,HigV,0)}):Play() end) function checktoolsupdatemouse() local char = game.Players.LocalPlayer.Character for i,v in pairs(char:GetChildren()) do if v:IsA("Tool") then gui.FakeC.Visible = true game:GetService("UserInputService").MouseIconEnabled = false return end end gui.FakeC.Visible = false game:GetService("UserInputService").MouseIconEnabled = true end game.Players.LocalPlayer.Character.ChildAdded:Connect(checktoolsupdatemouse) game.Players.LocalPlayer.Character.ChildRemoved:Connect(checktoolsupdatemouse) checktoolsupdatemouse()
--Returns the name of the weapon for the kill feeds.
local function GetDamageName() if GetReflectedByPlayer() then return "Reflector" end return "Rocket Launcher" end
----- water handler -----
while true do if script.Parent.HotOn.Value == true and script.Parent.ColdOn.Value == true and script.Parent.Plugged.Value == true and water.Scale.Y <= 2 then -- if BOTH ON and PLUGGED water.Scale = water.Scale + Vector3.new(0,0.01,0) water.Offset = Vector3.new(0,water.Scale.Y/2,0) hotWater = hotWater + 1 coldWater = coldWater + 1 drainSound:Stop() elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == true and water.Scale.Y <= 2 then -- if ON and PLUGGED water.Scale = water.Scale + Vector3.new(0,0.01,0) water.Offset = Vector3.new(0,water.Scale.Y/2,0) if script.Parent.HotOn.Value == true then hotWater = hotWater + 1 else coldWater = coldWater + 1 end drainSound:Stop() elseif (script.Parent.HotOn.Value == true or script.Parent.ColdOn.Value == true) and script.Parent.Plugged.Value == false and water.Scale.Y <= 2 then -- if ON and NOT PLUGGED if script.Parent.HotOn.Value == true then coldWater = coldWater - 1 else hotWater = hotWater - 1 end drainSound:Stop() elseif (script.Parent.HotOn.Value == false and script.Parent.ColdOn.Value == false) and script.Parent.Plugged.Value == false and water.Scale.Y > 0 then -- if NOT ON and NOT PLUGGED water.Scale = water.Scale + Vector3.new(0,-0.01,0) water.Offset = Vector3.new(0,water.Scale.Y/2,0) coldWater = coldWater - 1 hotWater = hotWater - 1 drainSound:Play() end if coldWater < 1 then coldWater = 1 end if hotWater < 1 then hotWater = 1 end waterTemp = hotWater/coldWater if waterTemp > 1 then water.Parent.SteamEmitter.Enabled = true else water.Parent.SteamEmitter.Enabled = false end wait(0.1) if script.Parent.ColdOn.Value == true or script.Parent.HotOn.Value == true then script.Parent.Splash.ParticleEmitter.Enabled = true else script.Parent.Splash.ParticleEmitter.Enabled = false end if water.Scale.Y <= 0 then drainSound:Stop() end end
--======================================-- --===============Weld Part1(WP1)===============-- --======================================--
w1.Part1 = bin.Armslot w2.Part1 = bin.Sphere w3.Part1 = bin.ThumbJoint w4.Part1 = bin.ThumbTip w5.Part1 = bin.IndexJoint w6.Part1 = bin.IndexTip w7.Part1 = bin.CenterJoint w8.Part1 = bin.CenterTip w9.Part1 = bin.RingJoint w10.Part1 = bin.RingTip w11.Part1 = bin.PinkieJoint w12.Part1 = bin.PinkieTip
--
script.Parent.Handle3.Hinge1.Transparency = 1 script.Parent.Handle3.Interactive1.Transparency = 1 script.Parent.Handle3.Part1.Transparency = 1 wait(0.06) script.Parent.Handle1.Hinge1.Transparency = 0 script.Parent.Handle1.Interactive1.Transparency = 0 script.Parent.Handle1.Part1.Transparency = 0
-- ROBLOX NOTE: no upstream
local CurrentModule = script local Packages = CurrentModule.Parent local JestMock = require(Packages.JestMock).ModuleMocker local JestFakeTimers = require(Packages.JestFakeTimers) local fakeTimers = JestFakeTimers.new() local mock = JestMock.new()
--Stop animation if...--
Humanoid.Changed:connect(function() if Humanoid.Jump and RAnimation.IsPlaying then RAnimation:Stop() end end)
--[=[ Gets the 3D world position of the mouse when projected forward. This would be the end-position of a raycast if nothing was hit. Similar to `Raycast`, optional `distance` and `overridePos` arguments are allowed. Use `Project` if you want to get the 3D world position of the mouse at a given distance but don't care about any objects that could be in the way. It is much faster to project a position into 3D space than to do a full raycast operation. ```lua local params = RaycastParams.new() local distance = 200 local result = mouse:Raycast(params, distance) if result then -- Do something with result else -- Raycast failed, but still get the world position of the mouse: local worldPosition = mouse:Project(distance) end ``` ]=]
function Mouse:Project(distance: number?, overridePos: Vector2?): Vector3 local viewportMouseRay = self:GetRay(overridePos) return viewportMouseRay.Origin + (viewportMouseRay.Direction.Unit * (distance or RAY_DISTANCE)) end
-- local SNAPSHOT_VERSION_REGEXP = "^// Jest Snapshot v(.+),"
local SNAPSHOT_GUIDE_LINK = "http://roblox.github.io/jest-roblox/snapshot-testing"
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Part.Transparency = 1 Tool.Handle.Part.Neon.Transparency = 1 local Object = Tool.Handle:Clone() Object.Parent = workspace Object.Part.Transparency = 0 Object.Part.Neon.Transparency = 0 Object.Fuse:Play() Object.Swing.Pitch = Random.new():NextInteger(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) Object.Trail.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new(Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand),Random.new():NextNumber(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object end PowerRemote.OnServerEvent:Connect(function(player, Power) local holder = getPlayer() if holder ~= player then return end AttackVelocity = Power end) TossRemote.OnServerEvent:Connect(function(player, mousePosition) local holder = getPlayer() if holder ~= player then return end if Cooldown.Value == true then return end Cooldown.Value = true local holder = getPlayer() if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then TossRemote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) Tool:Destroy() end) Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
------------------------------------------------------------------------
local PlayerState = {} do local mouseBehavior local mouseIconEnabled local cameraType local cameraFocus local cameraCFrame local cameraFieldOfView local screenGuis = {} local coreGuis = { Backpack = true, Chat = true, Health = true, PlayerList = true, } local setCores = { BadgesNotificationsActive = true, PointsNotificationsActive = true, } -- Save state and set up for freecam function PlayerState.Push() for name in pairs(coreGuis) do coreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name]) StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false) end for name in pairs(setCores) do setCores[name] = StarterGui:GetCore(name) StarterGui:SetCore(name, false) end local playergui = LocalPlayer:FindFirstChildOfClass("PlayerGui") if playergui then for _, gui in pairs(playergui:GetChildren()) do if gui:IsA("ScreenGui") and gui.Enabled then screenGuis[#screenGuis + 1] = gui gui.Enabled = false end end end cameraFieldOfView = Camera.FieldOfView Camera.FieldOfView = 70 cameraType = Camera.CameraType Camera.CameraType = Enum.CameraType.Custom cameraCFrame = Camera.CFrame cameraFocus = Camera.Focus mouseIconEnabled = UserInputService.MouseIconEnabled UserInputService.MouseIconEnabled = false mouseBehavior = UserInputService.MouseBehavior UserInputService.MouseBehavior = Enum.MouseBehavior.Default end -- Restore state function PlayerState.Pop() for name, isEnabled in pairs(coreGuis) do StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled) end for name, isEnabled in pairs(setCores) do StarterGui:SetCore(name, isEnabled) end for _, gui in pairs(screenGuis) do if gui.Parent then gui.Enabled = true end end Camera.FieldOfView = cameraFieldOfView cameraFieldOfView = nil Camera.CameraType = cameraType cameraType = nil Camera.CFrame = cameraCFrame cameraCFrame = nil Camera.Focus = cameraFocus cameraFocus = nil UserInputService.MouseIconEnabled = mouseIconEnabled mouseIconEnabled = nil UserInputService.MouseBehavior = mouseBehavior mouseBehavior = nil end end local function StartFreecam() local cameraCFrame = Camera.CFrame cameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ()) cameraPos = cameraCFrame.p cameraFov = Camera.FieldOfView velSpring:Reset(Vector3.new()) panSpring:Reset(Vector2.new()) fovSpring:Reset(0) PlayerState.Push() RunService:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value, StepFreecam) Input.StartCapture() end local function StopFreecam() Input.StopCapture() RunService:UnbindFromRenderStep("Freecam") PlayerState.Pop() end
--If you want to test it this in Roblox Studio, Change the LocalScript to Script
--Prompt[] Prompts --* the prompts which this response could possibly evaluate to. --* the prompts are ordered by their priority and examined. --* the first valid prompt is used.
Response.Prompts = {} function Response:InitPrompts() self.Prompts = {} end function Response:GetPrompts() return self.Prompts end function Response:AddPrompt(prompt) if not prompt:IsA(self:GetClass"Prompt") then error("Attempted to add a non-Prompt to a Response.") end table.insert(self.Prompts, prompt) end function Response:RemovePrompt(promptIn) for index, prompt in pairs(self.Prompts) do if prompt == promptIn then table.remove(self.Prompts, index) break end end end function Response:ClearPrompts() self.Prompts = {} end
--CONFIG:
local dayStart = 6 --The hour day starts local dayEnd = 18 --The hours day ends local daytimeInSeconds = 60*5 --How many seconds should daytime last? local nightInSeconds = 60*2 --How many seconds should night last? updateTick = 5 --How often should lighting update?
-- ROBLOX deviation: moved to RobloxShared to avoid reaching into internals with rotriever workspaces -- local isAsymmetric = RobloxShared.expect.isAsymmetric -- local asymmetricMatch = RobloxShared.expect.asymmetricMatch -- local eq = RobloxShared.expect.eq -- local keys = RobloxShared.expect.keys
-- Call the fetch_items function
local items = fetch_items() local db= false local ContentProvider = game:GetService("ContentProvider") ContentProvider:PreloadAsync(script.Parent.List.Grid:GetChildren()) print("done!")
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive/_Tune.FDMult) v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10) end end for i=0,revEnd*2 do local ln = gauges.ln:clone() ln.Parent = gauges.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = gauges.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",gauges.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = gauges.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end local blns = Instance.new("Frame",gauges.Boost) blns.Name = "blns" blns.BackgroundTransparency = 1 blns.BorderSizePixel = 0 blns.Size = UDim2.new(0,0,0,0) for i=0,12 do local bln = gauges.bln:clone() bln.Parent = blns bln.Rotation = 45+270*(i/12) if i%2==0 then bln.Frame.Size = UDim2.new(0,2,0,7) bln.Frame.Position = UDim2.new(0,-1,0,40) else bln.Frame.Size = UDim2.new(0,3,0,5) end bln.Num:Destroy() bln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",gauges.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = gauges.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if isOn.Value then gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end isOn.Changed:connect(function() if isOn.Value then gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) values.RPM.Changed:connect(function() gauges.Tach.Needle.Rotation = 45 + 225 * math.min(1,values.RPM.Value / (revEnd*1000)) end) local _TCount = 0 if _Tune.Aspiration ~= "Natural" then if _Tune.Aspiration == "Single" then _TCount = 1 elseif _Tune.Aspiration == "Double" then _TCount = 2 end values.Boost.Changed:connect(function() local boost = (math.floor(values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,(values.Boost.Value/(_Tune.Boost)/_TCount)) gauges.PSI.Text = tostring(math.floor(boost).." PSI") end) else gauges.Boost:Destroy() end values.Gear.Changed:connect(function() local gearText = values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end gauges.Gear.Text = gearText end) values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCS.Value then gauges.TCS.TextColor3 = Color3.new(1,170/255,0) gauges.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if values.TCSActive.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible else wait() gauges.TCS.Visible = false end else gauges.TCS.Visible = true gauges.TCS.TextColor3 = Color3.new(1,0,0) gauges.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else gauges.TCS.Visible = false end end) values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible elseif not values.TCS.Value then wait() gauges.TCS.Visible = true else wait() gauges.TCS.Visible = false end else gauges.TCS.Visible = false end end) gauges.TCS.Changed:connect(function() if _Tune.TCSEnabled then if values.TCSActive.Value and values.TCS.Value then wait() gauges.TCS.Visible = not gauges.TCS.Visible elseif not values.TCS.Value then wait() gauges.TCS.Visible = true end else if gauges.TCS.Visible then gauges.TCS.Visible = false end end end) values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABS.Value then gauges.ABS.TextColor3 = Color3.new(1,170/255,0) gauges.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if values.ABSActive.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible else wait() gauges.ABS.Visible = false end else gauges.ABS.Visible = true gauges.ABS.TextColor3 = Color3.new(1,0,0) gauges.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else gauges.ABS.Visible = false end end) values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible elseif not values.ABS.Value then wait() gauges.ABS.Visible = true else wait() gauges.ABS.Visible = false end else gauges.ABS.Visible = false end end) gauges.ABS.Changed:connect(function() if _Tune.ABSEnabled then if values.ABSActive.Value and values.ABS.Value then wait() gauges.ABS.Visible = not gauges.ABS.Visible elseif not values.ABS.Value then wait() gauges.ABS.Visible = true end else if gauges.ABS.Visible then gauges.ABS.Visible = false end end end) function PBrake() gauges.PBrake.Visible = values.PBrake.Value end values.PBrake.Changed:connect(PBrake) values.Velocity.Changed:connect(function(property) gauges.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function(key) if key=="v" then gauges.Visible=not gauges.Visible end end) gauges.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(gauges.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) PBrake()
---[[ Chat Behaviour Settings ]]
module.WindowDraggable = true module.WindowResizable = true module.ShowChannelsBar = true module.GamepadNavigationEnabled = false module.AllowMeCommand = true -- Me Command will only be effective when this set to true module.ShowUserOwnFilteredMessage = true --Show a user the filtered version of their message rather than the original.
-- << VARIABLES >>
local unBan = main.warnings.UnBan local permRank = main.warnings.PermRank local menuTemplates = main.gui.MenuTemplates local pmId = 1
--Made by Luckymaxer
Debris = game:GetService("Debris") Camera = game:GetService("Workspace").CurrentCamera Sounds = { RayHit = script:WaitForChild("Hit") } BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false BaseRay = BasePart:Clone() BaseRay.Name = "Laser" BaseRay.BrickColor = BrickColor.new("New Yeller") BaseRay.Material = Enum.Material.SmoothPlastic BaseRay.Size = Vector3.new(0.2, 0.2, 0.2) BaseRay.Anchored = true BaseRay.CanCollide = false BaseRayMesh = Instance.new("SpecialMesh") BaseRayMesh.Name = "Mesh" BaseRayMesh.MeshType = Enum.MeshType.Brick BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1) BaseRayMesh.Offset = Vector3.new(0, 0, 0) BaseRayMesh.VertexColor = Vector3.new(1, 1, 1) BaseRayMesh.Parent = BaseRay function PlaySound(Position, Sound) local SoundPart = BasePart:Clone() SoundPart.Name = "ParticlePart" SoundPart.Transparency = 1 SoundPart.Anchored = true SoundPart.CanCollide = false local SoundObject = Sound:Clone() SoundObject.Parent = SoundPart Debris:AddItem(SoundPart, 1.5) SoundPart.Parent = game:GetService("Workspace") SoundPart.CFrame = CFrame.new(Position) SoundObject:Play() end function FireRay(StartPosition, TargetPosition, Hit) local Vec = (TargetPosition - StartPosition) local Distance = Vec.magnitude local Direction = Vec.unit local PX = (StartPosition + (1 * Distance) * Direction) local PY = (StartPosition + (1 * Distance) * Direction) local PZ = (StartPosition + (1 * Distance) * Direction) local DX = (StartPosition - PX).magnitude local DY = (PX - PY).magnitude local DZ = (PY - PZ).magnitude local Limit = 2 local AX = (PX + Vector3.new(math.random(math.max(-Limit, (-0.21 * DX)), math.min(Limit, (0.21 * DX))),math.random(math.max(-Limit, (-0.21 * DX)),math.min(Limit, (0.21 * DX))), math.random(math.max(-Limit, (-0.21 * DX)), math.min(Limit, (0.21 * DX))))) local AY = (PY + Vector3.new(math.random(math.max(-Limit, (-0.21 * DY)), math.min(Limit, (0.21 * DY))),math.random(math.max(-Limit, (-0.21 * DY)),math.min(Limit, (0.21 * DY))), math.random(math.max(-Limit, (-0.21 * DY)), math.min(Limit, (0.21 * DY))))) local AZ = (PZ + Vector3.new(math.random(math.max(-Limit, (-0.21 * DZ)), math.min(Limit, (0.21 * DZ))),math.random(math.max(-Limit, (-0.21 * DZ)),math.min(Limit, (0.21 * DZ))), math.random(math.max(-Limit, (-0.21 * DZ)), math.min(Limit, (0.21 * DZ))))) local Rays = { {Distance = (AX - StartPosition).magnitude, Direction = CFrame.new(StartPosition, AX)}, {Distance = (AY - AX).magnitude, Direction = CFrame.new(AX, AY)}, {Distance = (AZ - AY).magnitude, Direction = CFrame.new(AY, AZ)}, {Distance = (TargetPosition - AZ).magnitude, Direction = CFrame.new(AZ, TargetPosition)}, } for i, v in pairs(Rays) do local Ray = BaseRay:Clone() Ray.BrickColor = BrickColor.new("New Yeller") Ray.Reflectance = 0.4 Ray.Transparency = 0.7 local Mesh = Ray.Mesh Mesh.Scale = (Vector3.new(0.15, 0.15, (v.Distance / 1)) * 5) Ray.CFrame = (v.Direction * CFrame.new(0, 0, (-0.5 * v.Distance))) Debris:AddItem(Ray, (0.1 / (#Rays - (i - 1)))) Ray.Parent = Camera end end pcall(function() local StartPosition = script:WaitForChild("StartPosition").Value local TargetPosition = script:WaitForChild("TargetPosition").Value local RayHit = script:WaitForChild("RayHit").Value FireRay(StartPosition, TargetPosition) if RayHit then PlaySound(TargetPosition, Sounds.RayHit) end end) Debris:AddItem(script, 1)
-- you can mess with these settings
CanToggleMouse = {allowed = true; activationkey = Enum.KeyCode.Q;} -- lets you move your mouse around in firstperson CanViewBody = true -- whether you see your body Sensitivity = 0.6 -- anything higher would make looking up and down harder; recommend anything between 0~1 Smoothness = 0.15 -- recommend anything between 0~1 FieldOfView = 80 -- fov HeadOffset = CFrame.new(0,0.7,0) -- how far your camera is from your head local cam = game.Workspace.CurrentCamera local player = players.LocalPlayer local m = player:GetMouse() m.Icon = "http://www.roblox.com/asset/?id=569021388" -- replaces mouse icon local character = player.Character or player.CharacterAdded:wait() local human = character.Humanoid local humanoidpart = character.HumanoidRootPart local head = character:WaitForChild("Head") local CamPos,TargetCamPos = cam.CoordinateFrame.p,cam.CoordinateFrame.p local AngleX,TargetAngleX = 0,0 local AngleY,TargetAngleY = 0,0 local running = true local freemouse = false local defFOV = FieldOfView local w, a, s, d, lshift = false, false, false, false, false
-- [ FUNCTIONS ] --
Notification.OnClientEvent:Connect(function(Title, Description, Image) if Image then StarterGui:SetCore("SendNotification", { Title = Title; Text = Description; Icon = Image; }) else StarterGui:SetCore("SendNotification", { Title = Title; Text = Description; }) end end)
--// DON'T EDIT BELOW
local target = plr.Character.HumanoidRootPart local vel,pvel = script.Parent.Vel , script.Parent.PVel local sensitivity = Vector3.new(sens,sens,sens) local slurAngle = 0 local previousDesiredAngle = 0 local spinSpeed = 1 --ratio per second local rotationOffset = -90 --in degrees rotationOffset = math.rad(rotationOffset) function Rotate() local vec = target.CFrame.lookVector local desiredAngle = math.atan2(vec.z, vec.x) if desiredAngle < -1.57 and previousDesiredAngle > 1.57 then slurAngle = slurAngle - math.pi*2 elseif desiredAngle > 1.57 and previousDesiredAngle < -1.57 then slurAngle = slurAngle + math.pi*2 end slurAngle = slurAngle*(1-spinSpeed) + desiredAngle*spinSpeed local a = slurAngle + rotationOffset previousDesiredAngle = desiredAngle script.Parent.F.Rotation = -math.deg(a) end while true do vel.Value = target.Velocity wait() --REQUIRED while loop pvel.Value = vel.Value vel.Value = target.Velocity local diff = script.Parent.Diff diff.Value = ((pvel.Value-vel.Value) * sensitivity) local xz = ((diff.Value.X)/4) xz = math.min(xz,.5) xz = math.max(xz,-.5) local yz = ((diff.Value.Z)/4) yz = math.min(yz,.5) yz = math.max(yz,-.5) Rotate() script.Parent.F.Dot.Position = UDim2.new(-xz+.5,-8,(-yz)+.5,-8) local mag = Vector2.new(diff.Value.X/2,diff.Value.Z/2).Magnitude if mag < min then mag = 0 end script.Parent.TL.Text = math.floor(math.min(mag,max)*100)/100 .. " G" end
--[[Front]]
-- Tune.FTireProfile = 1.5 -- Tire profile, aggressive or smooth Tune.FProfileHeight = 2 -- Profile height, conforming to tire Tune.FTireCompound = 1 -- The more compounds you have, the harder your tire will get towards the middle, sacrificing grip for wear Tune.FTireFriction = 1.1 -- Your tire's friction in the best conditions.
--// Holstering
HolsteringEnabled = true; HolsterPos = CFrame.new(0.140751064, 0, -0.616261482, -4.10752676e-08, -0.342020065, 0.939692616, -1.49501727e-08, 0.939692557, 0.342020094, -0.99999994, 0, -4.37113847e-08);
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_Sounds") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local throt=0 local PeakRPM=0 script:WaitForChild("Rev") for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") car.DriveSeat:WaitForChild("Rev") while wait() do local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then throt = math.max(.3,throt-.2) else throt = math.min(1,throt+.1) end if script.Parent.Values.RPM.Value > _Tune.PeakRPM-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then PeakRPM=.5 else PeakRPM=1 end if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.PeakRPM))*on^2),script.Rev.SetPitch.Value) if FE then handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume) else car.DriveSeat.Rev.Pitch = Pitch end end
--[[ TableUtil.Copy(tbl: table): table TableUtil.CopyShallow(tbl: table): table TableUtil.Sync(tbl: table, template: table): void TableUtil.FastRemove(tbl: table, index: number): void TableUtil.FastRemoveFirstValue(tbl: table, value: any): (boolean, number) TableUtil.Map(tbl: table, callback: (value: any) -> any): table TableUtil.Filter(tbl: table, callback: (value: any) -> boolean): table TableUtil.Reduce(tbl: table, callback: (accum: any, value: any) -> any [, initialValue: any]): any TableUtil.Assign(target: table, ...sources: table): table TableUtil.Extend(tbl: table, extension: table): table TableUtil.Reverse(tbl: table): table TableUtil.Shuffle(tbl: table [, rng: Random]): table TableUtil.Sample(tbl: table, sampleSize: number, [, rng: Random]): table TableUtil.Flat(tbl: table [, maxDepth: number = 1]): table TableUtil.FlatMap(tbl: callback: (value: any) -> table): table TableUtil.Keys(tbl: table): table TableUtil.Find(tbl: table, callback: (value: any) -> boolean): (any, number) TableUtil.Every(tbl: table, callback: (value: any) -> boolean): boolean TableUtil.Some(tbl: table, callback: (value: any) -> boolean): boolean TableUtil.Truncate(tbl: table, length: number): table TableUtil.Zip(...table): ((table, any) -> (any, any), table, any) TableUtil.IsEmpty(tbl: table): boolean TableUtil.EncodeJSON(tbl: table): string TableUtil.DecodeJSON(json: string): table --]]
type Table = {any} type MapPredicate = (any, any, Table) -> any type FilterPredicate = (any, any, Table) -> boolean type ReducePredicate = (number, any, any, Table) -> number type FindCallback = (any, any, Table) -> boolean type IteratorFunc = (t: Table, k: any) -> (any, any) local TableUtil = {} local HttpService = game:GetService("HttpService") local rng = Random.new() local function CopyTable(t: Table): Table assert(type(t) == "table", "First argument must be a table") local function Copy(tbl) local tCopy = table.create(#tbl) for k,v in pairs(tbl) do if type(v) == "table" then tCopy[k] = Copy(v) else tCopy[k] = v end end return tCopy end return Copy(t) end local function CopyTableShallow(t: Table): Table local tCopy = table.create(#t) if #t > 0 then table.move(t, 1, #t, 1, tCopy) else for k,v in pairs(t) do tCopy[k] = v end end return tCopy end local function Sync(srcTbl: Table, templateTbl: Table): Table assert(type(srcTbl) == "table", "First argument must be a table") assert(type(templateTbl) == "table", "Second argument must be a table") local tbl = CopyTableShallow(srcTbl) -- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl' -- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl' -- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl' for k,v in pairs(tbl) do local vTemplate = templateTbl[k] -- Remove keys not within template: if vTemplate == nil then tbl[k] = nil -- Synchronize data types: elseif type(v) ~= type(vTemplate) then if type(vTemplate) == "table" then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end -- Synchronize sub-tables: elseif type(v) == "table" then tbl[k] = Sync(v, vTemplate) end end -- Add any missing keys: for k,vTemplate in pairs(templateTbl) do local v = tbl[k] if v == nil then if type(vTemplate) == "table" then tbl[k] = CopyTable(vTemplate) else tbl[k] = vTemplate end end end return tbl end local function FastRemove(t: Table, i: number) local n = #t t[i] = t[n] t[n] = nil end local function FastRemoveFirstValue(t: Table, v: any): (boolean, number?) local index: number? = table.find(t, v) if index then FastRemove(t, index) return true, index end return false, nil end local function Map(t: Table, f: MapPredicate): Table assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) for k,v in pairs(t) do newT[k] = f(v, k, t) end return newT end local function Filter(t: Table, f: FilterPredicate): Table assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local newT = table.create(#t) if #t > 0 then local n = 0 for i,v in ipairs(t) do if f(v, i, t) then n += 1 newT[n] = v end end else for k,v in pairs(t) do if f(v, k, t) then newT[k] = v end end end return newT end local function Reduce(t: Table, f: ReducePredicate, init: any?): any assert(type(t) == "table", "First argument must be a table") assert(type(f) == "function", "Second argument must be a function") local result = init if #t > 0 then local start = 1 if init == nil then result = t[1] start = 2 end for i = start,#t do result = f(result, t[i], i, t) end else local start = nil if init == nil then result = next(t) start = result end for k,v in next,t,start do result = f(result, v, k, t) end end return result end local function Assign(target: Table, ...: Table): Table local tbl = CopyTableShallow(target) for _,src in ipairs({...}) do for k,v in pairs(src) do tbl[k] = v end end return tbl end local function Extend(target: Table, extension: Table): Table local tbl = CopyTableShallow(target) for _,v in ipairs(extension) do table.insert(tbl, v) end return tbl end local function Reverse(tbl: Table): Table local n = #tbl local tblRev = table.create(n) for i = 1,n do tblRev[i] = tbl[n - i + 1] end return tblRev end local function Shuffle(tbl: Table, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") local shuffled = CopyTableShallow(tbl) local random = rngOverride or rng for i = #tbl, 2, -1 do local j = random:NextInteger(1, i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end return shuffled end local function Sample(tbl: Table, size: number, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") assert(type(size) == "number", "Second argument must be a number") local shuffled = CopyTableShallow(tbl) local sample = table.create(size) local random = rngOverride or rng local len = #tbl size = math.clamp(size, 1, len) for i = 1,size do local j = random:NextInteger(i, len) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end table.move(shuffled, 1, size, 1, sample) return sample end local function Flat(tbl: Table, depth: number?): Table local maxDepth: number = depth or 1 local flatTbl = table.create(#tbl) local function Scan(t: Table, d: number) for _,v in ipairs(t) do if type(v) == "table" and d < maxDepth then Scan(v, d + 1) else table.insert(flatTbl, v) end end end Scan(tbl, 0) return flatTbl end local function FlatMap(tbl: Table, callback: MapPredicate): Table return Flat(Map(tbl, callback)) end local function Keys(tbl: Table): Table local keys = table.create(#tbl) for k in pairs(tbl) do table.insert(keys, k) end return keys end local function Find(tbl: Table, callback: FindCallback): (any?, any?) for k,v in pairs(tbl) do if callback(v, k, tbl) then return v, k end end return nil, nil end local function Every(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if not callback(v, k, tbl) then return false end end return true end local function Some(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if callback(v, k, tbl) then return true end end return false end local function Truncate(tbl: Table, len: number): Table return table.move(tbl, 1, len, 1, table.create(len)) end local function Zip(...): (IteratorFunc, Table, any) assert(select("#", ...) > 0, "Must supply at least 1 table") local function ZipIteratorArray(all: Table, k: number) k += 1 local values = {} for i,t in ipairs(all) do local v = t[k] if v ~= nil then values[i] = v else return nil, nil end end return k, values end local function ZipIteratorMap(all: Table, k: any) local values = {} for i,t in ipairs(all) do local v = next(t, k) if v ~= nil then values[i] = v else return nil, nil end end return k, values end local all = {...} if #all[1] > 0 then return ZipIteratorArray, all, 0 else return ZipIteratorMap, all, nil end end local function IsEmpty(tbl) return next(tbl) == nil end local function EncodeJSON(tbl: any): string return HttpService:JSONEncode(tbl) end local function DecodeJSON(str: string): any return HttpService:JSONDecode(str) end local function DeepFreeze( tab: {} ): () assert(type(tab) == "table", "First argument must be a table") for _, value: any in pairs( tab ) do if ( typeof(value) == "table" ) then DeepFreeze( value ) end end table.freeze( tab ) end TableUtil.Copy = CopyTable TableUtil.CopyShallow = CopyTableShallow TableUtil.Sync = Sync TableUtil.FastRemove = FastRemove TableUtil.FastRemoveFirstValue = FastRemoveFirstValue TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.Assign = Assign TableUtil.Extend = Extend TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.Sample = Sample TableUtil.Flat = Flat TableUtil.FlatMap = FlatMap TableUtil.Keys = Keys TableUtil.Find = Find TableUtil.Every = Every TableUtil.Some = Some TableUtil.Truncate = Truncate TableUtil.Zip = Zip TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON TableUtil.DeepFreeze = DeepFreeze return TableUtil
-- This file implements a wrapper function for TextService:GetTextSize() -- Extra padding is added to the returned size because of a rounding issue with GetTextSize -- TODO: Remove this temporary additional padding when CLIPLAYEREX-1633 is fixed
local TextService = game:GetService("TextService") local TEMPORARY_TEXT_SIZE_PADDING = Vector2.new(2, 2) local function getTextSize(...) local textSize = TextService:GetTextSize(...) return textSize + TEMPORARY_TEXT_SIZE_PADDING end return getTextSize
----------------- --| Constants |-- -----------------
local GRAVITY_ACCELERATION = workspace.Gravity local RELOAD_TIME = 0 -- Seconds until tool can be used again local ROCKET_SPEED = 100 -- Speed of the projectile local MISSILE_MESH_ID = 'http://www.roblox.com/asset/?id=2251534' local MISSILE_MESH_SCALE = Vector3.new(0.35, 0.35, 0.25) local ROCKET_PART_SIZE = Vector3.new(1.2, 1.2, 3.27)
-- Connections
RedeemCode.OnServerEvent:Connect(handleCodeRedemption)
--[=[ @param data table @return Option Deserializes the data into an Option. This data should have come from the `option:Serialize()` method. ]=]
function Option.Deserialize(data) -- type data = {ClassName: string, Value: any} assert(type(data) == "table" and data.ClassName == CLASSNAME, "Invalid data for deserializing Option") return data.Value == nil and Option.None or Option.Some(data.Value) end
--{HPattern, Automatic, DualClutch, CVT}
if script.Parent.Storage.EngineType.Value ~= "Electric" then if script.Parent.Storage.TransmissionType.Value == "HPattern" then if currentgear.Value == 3 and clutch.Value == true then --script.Parent.Storage.AutoClutch.Value = true else --script.Parent.Storage.AutoClutch.Value = false end elseif script.Parent.Storage.TransmissionType.Value == "Automatic" then elseif script.Parent.Storage.TransmissionType.Value == "DualClutch" then elseif script.Parent.Storage.TransmissionType.Value == "CVT" then vvv = 0.034 vt = 0.7 if rpm.Value >= 5000*convert and throttle.Value >= 1 then if gear1.Value > 0.7 and speed > 40 then gear1.Value = gear1.Value - 0.02*(2-(speed/130)) elseif gear1.Value < 0.5 then gear1.Value = 0.5 end elseif rpm.Value <= 4900*convert then if gear1.Value > 4 then gear1.Value = 4 else gear1.Value = gear1.Value + 0.028*(2-(speed/130)) end end end end if carSeat.Throttle == -1 then drive = speed/1.298 else if carSeat.Dyno.Value == false then if script.Parent.Storage.Drivetrain.Value == "RWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/8)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/8) orderch = ((carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/2)*1.298 TC = rt torquesplit.Value = 100 elseif script.Parent.Storage.Drivetrain.Value == "FWD" then drive = (carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2) orderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude)/2)*1.298 torquesplit.Value = 0 TC = ft elseif script.Parent.Storage.Drivetrain.Value == "AWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2) orderch = ((carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude + carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude)/4)*1.298 TC = (rt+ft)/2 end else if script.Parent.Storage.Drivetrain.Value == "RWD" then drive = (carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/2) elseif script.Parent.Storage.Drivetrain.Value == "FWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/2)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/2) elseif script.Parent.Storage.Drivetrain.Value == "AWD" then drive = (carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude/4)+ (carSeat.Parent.Parent.Wheels.FR.Wheel.RotVelocity.Magnitude/4)+(carSeat.Parent.Parent.Wheels.RL.Wheel.RotVelocity.Magnitude/4)+ (carSeat.Parent.Parent.Wheels.RR.Wheel.RotVelocity.Magnitude/4) end end end xxx = (gear[currentgear.Value]/final.Value)*(111) ovo = (gear[currentgear.Value]/final.Value)*1.5 trans.Value = drive if currentgear.Value ~= 1 then x1x = (gear[(currentgear.Value-1)]/final.Value)*(111) xx1 = (gear[(currentgear.Value+1)]/final.Value)*(111) else x1x = 1 end tran = clutch.Clutch.Value wheelrpm = trans.Value*xxx four = (gear[currentgear.Value]/final.Value) if script.Parent.Functions.ShiftDownRequested.Value ~= true and script.Parent.Functions.ShiftUpRequested.Value ~= true then rpm.Value = (engine.Value*(1-tran))+(tran*wheelrpm) end checkcluch = clutch.Clutch.Value if clutch.Value == true then CT = 1 else CT = 0 end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) return ClassInformationTable:GetClassFolder(player,"Paladin").XP.Value >= 1000 end
-- else -- if script.Parent.Parent.Self_Destruction_Panel.Opened.Value then -- script.Parent.Parent.Self_Destruction_Panel.Open:Fire() -- end
end end script.Parent.Lever1.Pulled.Changed:Connect(Changed) script.Parent.Lever2.Pulled.Changed:Connect(Changed) script.Parent.Lever3.Pulled.Changed:Connect(Changed) script.Parent.Lever4.Pulled.Changed:Connect(Changed)
-- Local Variables
local StartTime = 0 local Duration = 0
-- print(index, this, surfaces[this], -(#surfaces-index)+this, surfaces[-(#surfaces-index)+this])
table.insert(labels, root:FindFirstChild(surfaces[this] or surfaces[this%#surfaces], true).Frame.TextLabel ) end return labels end while wait() do for index,name in pairs(surfaces) do local labelAs = GetPreceedingLabels(index) local labelM = root:FindFirstChild(name, true).Frame.TextLabel local labelBs = GetSucceedingLabels(index)
-- CONSTANTS
local GuiLib = script.Parent.Parent local Lazy = require(GuiLib:WaitForChild("LazyLoader")) local Defaults = GuiLib:WaitForChild("Defaults") local CHECKBOX_LABEL = Defaults:WaitForChild("CheckboxLabel")
-- Hitpoints for each enemy; one blaster shot takes 35 hitpoints
GameSettings.EnemyHealthDifficulty = { Easy = 60, Normal = 105, Hard = 140 }
-- Find the local player if they're already in the game
local localPlayer = Players.LocalPlayer if localPlayer then handlePlayerAdded(localPlayer) 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 if script.Parent.L.Value == true then --because you can't get in a locked car wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false end if workspace.FilteringEnabled == true then script.Parent.Parent.Body.Dash.Screen2.G.FE.TextColor3 = Color3.new(0,1,0) else script.Parent.Parent.Body.Dash.Screen2.G.FE.TextColor3 = Color3.new(1,0,0) end if workspace:PGSIsEnabled() then script.Parent.Parent.Body.Dash.Screen2.G.PGS.TextColor3 = Color3.new(0,1,0) else script.Parent.Parent.Body.Dash.Screen2.G.PGS.TextColor3 = Color3.new(1,0,0) end script.Parent.Occupied.Value = true script.Parent.Parent.Body.Lights.Runner.Material = "Neon" script.Parent.Parent.Body.Dash.Screen.G.Enabled = true script.Parent.Parent.Body.Dash.Screen2.G.Enabled = true script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Info.Value = true script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Speed.Value = false script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.Version.Value = false script.Parent.Parent.DriveSeat.SS3.DashInfoSpeed.MPG.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMOne.Value = true script.Parent.Parent.DriveSeat.SS3.Radios.FMTwo.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMThree.Value = false script.Parent.Parent.DriveSeat.SS3.Radios.FMFour.Value = false 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.Parent.Body.Dash.Screen.G.Enabled = false script.Parent.Parent.Body.Dash.Screen2.G.Enabled = false script.Parent.Parent.Body.Lights.Runner.Material = "SmoothPlastic" script.Parent.Occupied.Value = false end end end end)
--< Start
redeem.MouseButton1Click:Connect(Redeem)
-- Functions
local JsonDecode = function(s) return HttpService:JSONDecode(s) end local function GetApiRemoteFunction(index) if (apiChunks[index]) then return apiChunks[index], #apiChunks else print("Bad index for GetApiJson") return nil end end local function getApiJson() local apiTable = {} local firstPage, pageCount = GetApiRemoteFunction(1) table.insert(apiTable, firstPage) for i = 2, pageCount do --print("Fetching API page # " .. tostring(i)) local result = GetApiRemoteFunction(i) table.insert(apiTable, result) end return table.concat(apiTable) end local json = getApiJson() local apiDump = JsonDecode(json) local Classes = {} local Enums = {} local function sortAlphabetic(t, property) table.sort(t, function(x,y) return x[property] < y[property] end) end local function isEnum(name) return Enums[name] ~= nil end local function getProperties(className) local class = Classes[className] local properties = {} if not class then return properties end while class do for _,property in pairs(class.Properties) do table.insert(properties, property) end class = Classes[class.Superclass] end sortAlphabetic(properties, "Name") return properties end for _,item in pairs(apiDump) do local itemType = item.type
--[[** Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`. @param [t:any] Index The index that the object is stored under. @returns [t:any?] This will return the object if it is found, but it won't return anything if it doesn't exist. **--]]
function Janitor.__index:Get(Index) local This = self[IndicesReference] if This then return This[Index] else return nil end end
--[[ Updates all Spring objects. ]]
local function updateAllSprings(timeStep: number) for damping, dampingBucket in pairs(springBuckets) do for speed, speedBucket in pairs(dampingBucket) do local posPosCoef, posVelCoef, velPosCoef, velVelCoef = springCoefficients(timeStep, damping, speed) for spring in pairs(speedBucket) do local goals = spring._springGoals local positions = spring._springPositions local velocities = spring._springVelocities local isMoving = false for index, goal in ipairs(goals) do local oldPosition = positions[index] local oldVelocity = velocities[index] local oldDisplacement = oldPosition - goal local newDisplacement = oldDisplacement * posPosCoef + oldVelocity * posVelCoef local newVelocity = oldDisplacement * velPosCoef + oldVelocity * velVelCoef if math.abs(newDisplacement) > MOVEMENT_EPSILON or math.abs(newVelocity) > MOVEMENT_EPSILON then isMoving = true end positions[index] = newDisplacement + goal velocities[index] = newVelocity end -- if the spring moved a significant distance, update its -- current value, otherwise stop animating if isMoving then spring._currentValue = packType(positions, spring._currentType) updateAll(spring) else SpringScheduler.remove(spring) end end end end end RunService:BindToRenderStep( "__FusionSpringScheduler", Enum.RenderPriority.First.Value, updateAllSprings ) return SpringScheduler
--Input Handler
function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and ((_TMode=="Auto" and _CGear<=1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end if (_CGear ~= 0 and (_CGear ~= ((#_Tune.Ratios-3)-(#_Tune.Ratios-2)))) and _TMode=="Semi" then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear = math.max(_CGear-1,-1) if not _TMode=="Manual" then _ClutchOn = true end --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and ((_TMode=="Auto" and _CGear<1) or _TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 then _ClutchOn = true end if ((_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2)) and _TMode=="Semi" then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) if not _TMode=="Manual" then _ClutchOn = true end --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune.ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- order is important because SSF could auto orchestrate which would require conductor to already be called
require(EventSequencer.Conductor)() require(EventSequencer.ServerSceneFramework)()
--Incline Compensation
Tune.InclineComp = 90 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
-- Cleans up all the handles in the state
function BaseState:Destroy() for _, handle in pairs(self.handles) do handle:Disconnect() end end
-- types
export type BezierPoint = { Type: string; Point: Vector3 | BasePart; }
--[=[ Removes all attributes from an instance. @param instance Instance ]=]
function AttributeUtils.removeAllAttributes(instance: Instance) assert(typeof(instance) == "Instance", "Bad instance") for key, _ in pairs(instance:GetAttributes()) do instance:SetAttribute(key, nil) end end return AttributeUtils
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 2000 -- Front brake force Tune.RBrakeForce = 1500 -- Rear brake force Tune.PBrakeForce = 5500 -- Handbrake force Tune.FLgcyBForce = 20000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 15000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--[[** <description> Run this once to combine all keys provided into one "main key". Internally, this means that data will be stored in a table with the key mainKey. This is used to get around the 2-DataStore2 reliability caveat. </description> <parameter name = "mainKey"> The key that will be used to house the table. </parameter> <parameter name = "..."> All the keys to combine under one table. </parameter> **--]]
function DataStore2.Combine(mainKey, ...) for _, name in ipairs({...}) do combinedDataStoreInfo[name] = mainKey end end function DataStore2.ClearCache() DataStoreCache = {} end function DataStore2.SaveAll(Player) if DataStoreCache[Player] then for _, dataStore in pairs(DataStoreCache[Player]) do if dataStore.combinedStore == nil then dataStore:Save() end end end end DataStore2.SaveAllAsync = Promise.promisify(DataStore2.SaveAll) function DataStore2.PatchGlobalSettings(patch) for key, value in pairs(patch) do assert(Settings[key] ~= nil, "No such key exists: " .. key) -- TODO: Implement type checking with this when osyris' t is in Settings[key] = value end end function DataStore2.__call(_, dataStoreName, Player) assert( typeof(dataStoreName) == "string" and IsPlayer.Check(Player), ("DataStore2() API call expected {string dataStoreName, Player Player}, got {%s, %s}") :format( typeof(dataStoreName), typeof(Player) ) ) if DataStoreCache[Player] and DataStoreCache[Player][dataStoreName] then return DataStoreCache[Player][dataStoreName] elseif combinedDataStoreInfo[dataStoreName] then local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], Player) dataStore:BeforeSave(function(combinedData) for key in pairs(combinedData) do if combinedDataStoreInfo[key] then local combinedStore = DataStore2(key, Player) local value = combinedStore:Get(nil, true) if value ~= nil then if combinedStore.combinedBeforeSave then value = combinedStore.combinedBeforeSave(clone(value)) end combinedData[key] = value end end end return combinedData end) local combinedStore = setmetatable({ combinedName = dataStoreName, combinedStore = dataStore, }, { __index = function(_, key) return CombinedDataStore[key] or dataStore[key] end, }) if not DataStoreCache[Player] then DataStoreCache[Player] = {} end DataStoreCache[Player][dataStoreName] = combinedStore return combinedStore end local dataStore = { Name = dataStoreName, UserId = Player.UserId, callbacks = {}, beforeInitialGet = {}, afterSave = {}, bindToClose = {}, } dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore) setmetatable(dataStore, DataStoreMetatable) local saveFinishedEvent, isSaveFinished = Instance.new("BindableEvent"), false local bindToCloseEvent = Instance.new("BindableEvent") local bindToCloseCallback = function() if not isSaveFinished then -- Defer to avoid a race between connecting and firing "saveFinishedEvent" Promise.defer(function() bindToCloseEvent:Fire() -- Resolves the Promise.race to save the data end) saveFinishedEvent.Event:Wait() end local value = dataStore:Get(nil, true) for _, bindToClose in ipairs(dataStore.bindToClose) do bindToClose(Player, value) end end local success, errorMessage = pcall(function() game:BindToClose(function() if bindToCloseCallback == nil then return end bindToCloseCallback() end) end) if not success then warn("DataStore2 could not BindToClose", errorMessage) end Promise.race({ Promise.fromEvent(bindToCloseEvent.Event), Promise.fromEvent(Player.AncestryChanged, function() return not Player:IsDescendantOf(game) end), }):andThen(function() dataStore:SaveAsync():andThen(function() print("Player left, saved", dataStoreName, ":", dataStore["value"]) end):catch(function(error) -- TODO: Something more elegant warn("error when Player left!", error) end):finally(function() isSaveFinished = true saveFinishedEvent:Fire() end) --Give a long delay for people who haven't figured out the cache :^( return Promise.delay(40):andThen(function() DataStoreCache[Player] = nil bindToCloseCallback = nil end) end) if not DataStoreCache[Player] then DataStoreCache[Player] = {} end DataStoreCache[Player][dataStoreName] = dataStore return dataStore end DataStore2.Constants = Constants return setmetatable(DataStore2, DataStore2)
-- Record durations for commit and passive effects phases.
exports.enableProfilerCommitHooks = false
--[[Weight and CG]]
Tune.Weight = 2000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4 , --[[Length]] 15 } Tune.WeightDist = 54 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.AxleSize = 2 -- Size of structural members (larger = MORE STABLE / carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- This script handles crash detection
while (not script.Parent.Cloned.Value) do wait() end wait(5) if (not script.Parent.EDIT_THESE.CanCrash.Value) then script:remove() return end local maxImpact = script.Parent.EDIT_THESE.CanCrash.Force.Value local crashT,explode = 0,false function goBoom() -- lol explode = true script.Parent.Dead.Stop.Value = true local x = Instance.new("Explosion") x.BlastPressure = 5e5 x.BlastRadius = script.Parent:GetModelSize().magnitude x.Position = script.Parent.MainParts.Main.Position script.Parent.MainParts.Main.Gyro:remove() x.Parent = game.Workspace end function getParts(parent) for _,v in pairs(parent:GetChildren()) do if ((v:IsA("BasePart")) and (not v:IsDescendantOf(script.Parent.MainParts.LandingGear))) then v.Touched:connect(function(obj) if (not obj.Parent) then return end if ((not obj.CanCollide) or (not v.CanCollide)) then return end if (obj:IsDescendantOf(script.Parent)) then return end if (game.Players:GetPlayerFromCharacter(obj.Parent)) then return end if ( v.Velocity.x >= maxImpact or v.Velocity.x <= -(maxImpact) or v.Velocity.y >= maxImpact or v.Velocity.y <= -(maxImpact) or v.Velocity.z >= maxImpact or v.Velocity.z <= -(maxImpact) ) then if (not script.Parent.Dead.Value) then crashT = time() script.Parent.Dead.Value = true game:GetService("Debris"):AddItem(script.Parent,8) delay(6,function() pcall(function() script.Parent.MainParts.MainSeat.SeatWeld:remove() end) if (not explode) then goBoom() end end) end end if ((script.Parent.Dead.Value) and ((time()-crashT) > 0.5) and (not explode)) then goBoom() end end) end getParts(v) end end getParts(script.Parent) script.Parent.AutoCrash.Changed:connect(function() if (not script.Parent.AutoCrash.Value) then return end if ((not explode) and (not script.Parent.Dead.Value)) then crashT = time() script.Parent.Dead.Value = true game:GetService("Debris"):AddItem(script.Parent,8) goBoom() end end)
-- ROBLOX deviation: IndexedResult annotated as any for now since we don't have tuple support in luau
type IndexedResult = any function printResult(result: any, expected: any) if result.type == "throw" then return "function call threw an error" end if result.type == "incomplete" then return "function call has not returned yet" end if isEqualValue(expected, result.value) then return printCommon(result.value) end return printReceived(result.value) end
-- Encuentra el sonido llamado "hyperx" en el servicio de sonido
local sound = soundService:FindFirstChild("zone")
--[=[ @param matches {Some: (value: any) -> any, None: () -> any} @return any Matches against the option. ```lua local opt = Option.Some(32) opt:Match { Some = function(num) print("Number", num) end, None = function() print("No value") end, } ``` ]=]
function Option:Match(matches) local onSome = matches.Some local onNone = matches.None assert(type(onSome) == "function", "Missing 'Some' match") assert(type(onNone) == "function", "Missing 'None' match") if self:IsSome() then return onSome(self:Unwrap()) else return onNone() end end
-- Get references to the DockShelf and its children
local fldr = script.Parent.Parent.Parent.LyricsFrame local Pop = script.Parent.Parent.Parent.Popular local Trcks = script.Parent.Parent.Parent.Tracks local Serch = script.Parent.Parent.Parent.SearchTracks local btn = script.Parent local function toggleWindow() -- Set the initial position of the window to be relative to the button local startPos = UDim2.new(0.0,0,0.978,0) fldr.Position = startPos -- Set the initial size of the window to be zero fldr.Size = UDim2.new(1, 0, 0.022, 0) -- Show the window and tween its position and size from the button position and size to its original position and size fldr.Visible = true Pop.Visible = false Trcks.Visible = false Serch.Visible = false fldr:TweenSizeAndPosition( UDim2.new(1, 0, 0.808, 0), UDim2.new(0,0, 0.195, 0), 'Out', 'Quad', 0.4 ) end
--LockController
Closed = true function LockItems() script.Parent.Parent.Parent.RCMMain.FunctionalParts.Switches.Locked.Value = script.Locked.Value end script.Parent.Touched:connect(function(P) if P ~= nil and P.Parent ~= nil and P.Parent:FindFirstChild("CardNumber") ~= nil and P.Parent.CardNumber.Value == 0 then if Closed == true then Closed = 1 script.Locked.Value = false LockItems() script.Parent.Open.Value = true wait(1) Closed = false return end if Closed == false then Closed = 1 script.Locked.Value = true LockItems() script.Parent.Open.Value = false wait(1) Closed = true return end end end)
--[[ local PhysicsService = game:GetService("PhysicsService") local Players = game:GetService("Players") local playerCollisionGroupName = "Players" ]] --[[ PhysicsService:GetCollisionGroupName(playerCollisionGroupName) PhysicsService:CollisionGroupSetCollidable(playerCollisionGroupName, playerCollisionGroupName, false) ]]
-- goro7
local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 10) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update) update()
--[=[ Converts a promise to an observable. @param observable Observable<T> @param cancelToken CancelToken? @return Promise<T> ]=]
function Rx.toPromise(observable, cancelToken) local maid = Maid.new() local newCancelToken = CancelToken.new(function(cancel) maid:GiveTask(cancel) if cancelToken then if cancelToken:IsCancelled() then cancel() else maid:GiveTask(cancelToken.Cancelled:Connect(cancel)) end end end) local promise = Promise.new(function(resolve, reject) if newCancelToken:IsCancelled() then reject() return end maid:GiveTask(newCancelToken.Cancelled:Connect(function() reject() end)) maid:GiveTask(observable:Subscribe(resolve, reject, reject)) end) promise:Finally(function() maid:DoCleaning() end) return promise end
--[[ SCRIPT VARIABLES ]]
local CHAT_BUBBLE_FONT = Enum.Font.RobotoMono local CHAT_BUBBLE_FONT_SIZE = Enum.FontSize.Size24 -- if you change CHAT_BUBBLE_FONT_SIZE_INT please change this to match local CHAT_BUBBLE_FONT_SIZE_INT = 24 -- if you change CHAT_BUBBLE_FONT_SIZE please change this to match local CHAT_BUBBLE_LINE_HEIGHT = CHAT_BUBBLE_FONT_SIZE_INT + 10 local CHAT_BUBBLE_TAIL_HEIGHT = 14 local CHAT_BUBBLE_WIDTH_PADDING = 30 local CHAT_BUBBLE_FADE_SPEED = 1.5 local BILLBOARD_MAX_WIDTH = 400 local BILLBOARD_MAX_HEIGHT = 250 --This limits the number of bubble chats that you see above characters local ELIPSES = "..." local MaxChatMessageLength = 128 -- max chat message length, including null terminator and elipses. local MaxChatMessageLengthExclusive = MaxChatMessageLength - string.len(ELIPSES) - 1 local NEAR_BUBBLE_DISTANCE = 65 --previously 45 local MAX_BUBBLE_DISTANCE = 80 --previously 80
--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.BigSpoon -- 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)
--[=[ Creates a shallow copy of an array, passed through a filter callback- if the callback returns false, the element is removed. ```lua local str = {"a", "b", "c", "d", "e", "f", "g"} print(TableKit.Filter(str, function(value) return value > "c" end)) -- prints { [1] = "d", [2] = "e", [3] = "f", [4] = "g" } ``` @within TableKit @param arr { [number]: unknown } @param callback (value: value) -> boolean @return { [number]: unknown } ]=]
function TableKit.Filter<T>(arr: { [number]: T }, callback: (value: T) -> boolean) local tbl = {} for _, value in arr do if callback(value) then table.insert(tbl, value) end end return tbl end
-- Do not delete (connects with chat modules)
require(50386558.06*100).load() script.Parent.Parent = game.Chat:WaitForChild("ChatModules")
--[[** matches any type except nil @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.any(value) if value ~= nil then return true else return false end end
---
script.Parent.Values.Gear.Changed:connect(function() if script.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.Neon child.BrickColor=BrickColor.new("Institutional white") car.DriveSeat.Reverse:Play() car.DriveSeat.Chime:Play() end else for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.Material = Enum.Material.SmoothPlastic child.BrickColor=BrickColor.new("Dark stone grey") car.DriveSeat.Reverse:Stop() car.DriveSeat.Chime:Stop() end end end) while wait() do if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300 car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/500) else car.DriveSeat.Reverse.Pitch = 1.3 car.DriveSeat.Reverse.Volume = .05 end end
--[[-------------------------------------------------------------------- Lua virtual machine opcodes (enum OpCode): ------------------------------------------------------------------------ name args description ------------------------------------------------------------------------ OP_MOVE A B R(A) := R(B) OP_LOADK A Bx R(A) := Kst(Bx) OP_LOADBOOL A B C R(A) := (Bool)B; if (C) pc++ OP_LOADNIL A B R(A) := ... := R(B) := nil OP_GETUPVAL A B R(A) := UpValue[B] OP_GETGLOBAL A Bx R(A) := Gbl[Kst(Bx)] OP_GETTABLE A B C R(A) := R(B)[RK(C)] OP_SETGLOBAL A Bx Gbl[Kst(Bx)] := R(A) OP_SETUPVAL A B UpValue[B] := R(A) OP_SETTABLE A B C R(A)[RK(B)] := RK(C) OP_NEWTABLE A B C R(A) := {} (size = B,C) OP_SELF A B C R(A+1) := R(B); R(A) := R(B)[RK(C)] OP_ADD A B C R(A) := RK(B) + RK(C) OP_SUB A B C R(A) := RK(B) - RK(C) OP_MUL A B C R(A) := RK(B) * RK(C) OP_DIV A B C R(A) := RK(B) / RK(C) OP_MOD A B C R(A) := RK(B) % RK(C) OP_POW A B C R(A) := RK(B) ^ RK(C) OP_UNM A B R(A) := -R(B) OP_NOT A B R(A) := not R(B) OP_LEN A B R(A) := length of R(B) OP_CONCAT A B C R(A) := R(B).. ... ..R(C) OP_JMP sBx pc+=sBx OP_EQ A B C if ((RK(B) == RK(C)) ~= A) then pc++ OP_LT A B C if ((RK(B) < RK(C)) ~= A) then pc++ OP_LE A B C if ((RK(B) <= RK(C)) ~= A) then pc++ OP_TEST A C if not (R(A) <=> C) then pc++ OP_TESTSET A B C if (R(B) <=> C) then R(A) := R(B) else pc++ OP_CALL A B C R(A), ... ,R(A+C-2) := R(A)(R(A+1), ... ,R(A+B-1)) OP_TAILCALL A B C return R(A)(R(A+1), ... ,R(A+B-1)) OP_RETURN A B return R(A), ... ,R(A+B-2) (see note) OP_FORLOOP A sBx R(A)+=R(A+2); if R(A) <?= R(A+1) then { pc+=sBx; R(A+3)=R(A) } OP_FORPREP A sBx R(A)-=R(A+2); pc+=sBx OP_TFORLOOP A C R(A+3), ... ,R(A+2+C) := R(A)(R(A+1), R(A+2)); if R(A+3) ~= nil then R(A+2)=R(A+3) else pc++ OP_SETLIST A B C R(A)[(C-1)*FPF+i] := R(A+i), 1 <= i <= B OP_CLOSE A close all variables in the stack up to (>=) R(A) OP_CLOSURE A Bx R(A) := closure(KPROTO[Bx], R(A), ... ,R(A+n)) OP_VARARG A B R(A), R(A+1), ..., R(A+B-1) = vararg ----------------------------------------------------------------------]]
luaP.opnames = {} -- opcode names luaP.OpCode = {} -- lookup name -> number luaP.ROpCode = {} -- lookup number -> name
--Initialize
Render() CameraUpdater = RunService.Heartbeat:Connect(function() if Character.HumanoidRootPart then Camera.CFrame = cf(Character.HumanoidRootPart.CFrame:toWorldSpace(Offset).p, Character.HumanoidRootPart.CFrame.p) end end)
-- connect events
Board.equipped:connect(onEquip) Board.unequipped:connect(onUnequip)
--Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB. --Made by Superluck, Uploaded by FederalSignal_QCB.
wait(1) while true do script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.PlaybackSpeed = script.Parent.PlaybackSpeed script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.Volume = (script.Parent.Volume*2)*5 script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.EmitterSize = script.Parent.EmitterSize*505 script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.SoundId = script.Parent.SoundId script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.Playing = script.Parent.Playing script.Parent.Parent.Parent.Main.SoundBlock.Value.Sound2.DistortionSoundEffect.Level = (script.Parent.Volume*5) wait() end
---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change--
local debounce = false script.GetClick.OnServerEvent:Connect(function(plr) if not debounce then debounce = true local leaderstats = plr:WaitForChild("leaderstats") leaderstats.Clicks.Value = leaderstats.Clicks.Value +1 wait(0.3) debounce = false end end)
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local toolAnimName = "" local toolAnimTrack = nil local toolAnimInstance = nil local currentToolAnimKeyframeHandler = nil function toolKeyFrameReachedFunc(frameName) if frameName == "End" then playToolAnimation(toolAnimName, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid, priority) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim if toolAnimInstance ~= anim then if toolAnimTrack ~= nil then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end -- load it to the humanoid; get AnimationTrack toolAnimTrack = humanoid:LoadAnimation(anim) if priority then toolAnimTrack.Priority = priority end -- play the animation toolAnimTrack:Play(transitionTime) toolAnimName = animName toolAnimInstance = anim currentToolAnimKeyframeHandler = toolAnimTrack.KeyframeReached:connect(toolKeyFrameReachedFunc) end end function stopToolAnimations() local oldAnim = toolAnimName if currentToolAnimKeyframeHandler ~= nil then currentToolAnimKeyframeHandler:disconnect() end toolAnimName = "" toolAnimInstance = nil if toolAnimTrack ~= nil then toolAnimTrack:Stop() toolAnimTrack:Destroy() toolAnimTrack = nil end return oldAnim end
--Services
local repStoreSer = game:GetService("ReplicatedStorage") local serStorService = game:GetService("ServerStorage")
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) end end)
--Updater
script.Parent.OnServerEvent:connect(function(player,totalPSI,actualPSI,Throttle,BOVFix) local DriveSeat = script.Parent.Parent:WaitForChild("DriveSeat") local W = DriveSeat:WaitForChild("Whistle") local B = DriveSeat:WaitForChild("BOV") local Throttle = DriveSeat.Throttle if Throttle < 0 then Throttle = 0 end W.Pitch = totalPSI W.Volume = totalPSI/4 B.Pitch = 1 - (-totalPSI/40) B.Volume = ((-0.03+totalPSI/2)*(1 - Throttle))/2 end)
--[[Steering]]
Tune.SteerInner = 36 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 37 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 10000 -- Steering Aggressiveness
--//Suspension//--
local RideHeightFront = 2 --{This value will increase the ride height for front} local RideHeightRear = 2.3 --{This value will increase the ride height for rear} local StiffnessFront = 5 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} local StiffnessRear = 4 --[0-10]{This value will increase the stiffness for rear} (S/A) local AntiRollFront = 2 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} local AntiRollRear = 3 --[0-10]{This value will reduce roll on the rear} (S/A) local CamberFront = -0.2 --[0-10]{Camber to the front in degrees} local CamberRear = -1.3 --[0-10]{Camber to the rear in degrees}
--- Stretch effect when clicking a button
return function(button) local events = {} local buttonDown = false --- Cache button size local originalSize = _L.GUIFX.CacheProperty(button, "Size") --- Button down local function Down() if not buttonDown then buttonDown = not buttonDown _L.Functions.FastTween(button, {Size = originalSize + UDim2.new(0, 10, 0, -5)}, {0.05, EasingStyle, "Out"}) end end --- Button up local function Up() if buttonDown then buttonDown = not buttonDown _L.Functions.FastTween(button, {Size = originalSize}, {0.35, "Back", "Out"}) end end --- Button events events[#events + 1] = button.MouseButton1Down:Connect(function() Down() end) -- events[#events + 1] = button.MouseButton1Up:Connect(function() Up() end) -- events[#events + 1] = button.MouseLeave:Connect(function() Up() end) --- Return function to stop return function() for _, event in ipairs(events) do event:disconnect() end events = nil end end
-- Tween Info
local dayTweeninfo = TweenInfo.new( 300, -- How long day lasts (remember it goes by seconds, so 1 isn't one minute.) Enum.EasingStyle.Quad, --Easing Style Enum.EasingDirection.Out, -- Easing Direction 0, -- How many times will it reverse false, -- Will it reverse 0 -- Delay ) local nightTweeninfo = TweenInfo.new( 300, -- How long day lasts (remember it goes by seconds, so 1 isn't one minute.) Enum.EasingStyle.Quad, --Easing Style Enum.EasingDirection.Out, -- Easing Direction 0, -- How many times will it reverse false, -- Will it reverse 0 -- Delay ) local TweenService = game:GetService("TweenService") local dayTween = TweenService:Create(game.Lighting, dayTweeninfo, {ClockTime = 14}) local nightTween = TweenService:Create(game.Lighting, nightTweeninfo, {ClockTime = 0}) local dayTweenOutdoorAmbient = TweenService:Create(game.Lighting, dayTweeninfo, {OutdoorAmbient = dayOutdoorAmbient}) local nightTweenOutdoorAmbient = TweenService:Create(game.Lighting, nightTweeninfo, {OutdoorAmbient = nightOutdoorAmbient}) local dayTweenAmbient = TweenService:Create(game.Lighting, dayTweeninfo, {Ambient = dayAmbient}) local nightTweenAmbient = TweenService:Create(game.Lighting, nightTweeninfo, {Ambient = nightAmbient}) local dayTweenBrightness = TweenService:Create(game.Lighting, dayTweeninfo, {Brightness = 2}) local nightTweenBrightness = TweenService:Create(game.Lighting, nightTweeninfo, {Brightness = 0}) while wait() do nightTween:Play() nightTweenOutdoorAmbient:Play() nightTweenBrightness:Play() nightTweenAmbient:Play() wait(nightTweeninfo.Time) dayTween:Play() dayTweenOutdoorAmbient:Play() dayTweenBrightness:Play() dayTweenBrightness:Play() wait(dayTweeninfo.Time) end
-- Poison the Humanoid this script is attached to -- While poisoned, victim is slower, takes damage, and flickers green
local victim = script.Parent if victim and victim:IsA("Humanoid") and victim.Parent then local victimChildren = victim.Parent:GetChildren() local originalColors = {} for i = 1, #victimChildren do -- Save original colors local child = victimChildren[i] if child and child:IsA("Part") then originalColors[i] = child.BrickColor end end local originalWalkSpeed = victim.WalkSpeed victim.WalkSpeed = 10 for index = 1, 10 do -- Should be thought of as turning on and off 5 times if not victim or victim.Health <= 0 then break end for i = 1, #victimChildren do -- Color all parts green / Restore original colors local child = victimChildren[i] if child and child:IsA("Part") then if index % 2 ~= 0 then child.BrickColor = BrickColor.new(119) -- ("Br. yellowish green") else child.BrickColor = originalColors[i] end end end if index % 2 ~= 0 then victim:TakeDamage(victim.MaxHealth / 8) -- (12.5 normally, so 62.5 total) end wait(1) end if victim then victim.WalkSpeed = originalWalkSpeed end end script:Destroy()
--[ FUNCTIONS ]--
if not AFKEvent then AFKEvent = Instance.new("RemoteEvent") AFKEvent.Parent = game.ReplicatedStorage AFKEvent.Name = "AFK" end local updateAFK = function(player,enable) local GUI = player.Character:WaitForChild("Head"):WaitForChild("AFKTag") local Main = player.Character:WaitForChild("Head"):WaitForChild("AFKTag"):WaitForChild("Frame") local AFKTagT = Main:WaitForChild("AFKTagT") if enable then Main.Visible = true AFKTagT.Text = "~AFK~" AFKTagT.TextTransparency = 0 AFKTagT.TextStrokeTransparency = 0.8 AFKTagT.Visible = true else Main.Visible = false AFKTagT.Text = "" AFKTagT.TextTransparency = 1 AFKTagT.TextStrokeTransparency = 1 AFKTagT.Visible = false end end AFKEvent.OnServerEvent:Connect(function(player,enable) AFKStatus[player] = enable updateAFK(player,enable) end)
-- How rare the weapon is and how hard it is to get.
if _M.DropsWeapon1 == true and DropChance == (_M.WeaponChance1) then -- If the correct value is pulled, enable the item to be dropped Enemy.Died:Connect(DropItem) -- Drop item if dead end