prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--[[ The Class ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local VRNavigation = setmetatable({}, BaseCharacterController) VRNavigation.__index = VRNavigation function VRNavigation.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new(), VRNavigation) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.navigationRequestedConn = nil self.heartbeatConn = nil self.currentDestination = nil self.currentPath = nil self.currentPoints = nil self.currentPointIdx = 0 self.expectedTimeToNextPoint = 0 self.timeReachedLastPoint = tick() self.moving = false self.isJumpBound = false self.moveLatch = false self.userCFrameEnabledConn = nil return self end function VRNavigation:SetLaserPointerMode(mode) pcall(function() StarterGui:SetCore("VRLaserPointerMode", mode) end) end function VRNavigation:GetLocalHumanoid() local character = LocalPlayer.Character if not character then return end for _, child in pairs(character:GetChildren()) do if child:IsA("Humanoid") then return child end end return nil end function VRNavigation:HasBothHandControllers() return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand) end function VRNavigation:HasAnyHandControllers() return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand) end function VRNavigation:IsMobileVR() return UserInputService.TouchEnabled end function VRNavigation:HasGamepad() return UserInputService.GamepadEnabled end function VRNavigation:ShouldUseNavigationLaser() --Places where we use the navigation laser: -- mobile VR with any number of hands tracked -- desktop VR with only one hand tracked -- desktop VR with no hands and no gamepad (i.e. with Oculus remote?) --using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick. --in the future, we should query thumbstick presence with a features API if self:IsMobileVR() then return true else if self:HasBothHandControllers() then return false end if not self:HasAnyHandControllers() then return not self:HasGamepad() end return true end end function VRNavigation:StartFollowingPath(newPath) currentPath = newPath currentPoints = currentPath:GetPointCoordinates() currentPointIdx = 1 moving = true timeReachedLastPoint = tick() local humanoid = self:GetLocalHumanoid() if humanoid and humanoid.Torso and #currentPoints >= 1 then local dist = (currentPoints[1] - humanoid.Torso.Position).magnitude expectedTimeToNextPoint = dist / humanoid.WalkSpeed end movementUpdateEvent:Fire("targetPoint", self.currentDestination) end function VRNavigation:GoToPoint(point) currentPath = true currentPoints = { point } currentPointIdx = 1 moving = true local humanoid = self:GetLocalHumanoid() local distance = (humanoid.Torso.Position - point).magnitude local estimatedTimeRemaining = distance / humanoid.WalkSpeed timeReachedLastPoint = tick() expectedTimeToNextPoint = estimatedTimeRemaining movementUpdateEvent:Fire("targetPoint", point) end function VRNavigation:StopFollowingPath() currentPath = nil currentPoints = nil currentPointIdx = 0 moving = false self.moveVector = ZERO_VECTOR3 end function VRNavigation:TryComputePath(startPos, destination) local numAttempts = 0 local newPath = nil while not newPath and numAttempts < 5 do newPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE) numAttempts = numAttempts + 1 if newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then newPath = nil break end if newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then startPos = startPos + (destination - startPos).unit newPath = nil end if newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then destination = destination + Vector3.new(0, 1, 0) newPath = nil end end return newPath end function VRNavigation:OnNavigationRequest(destinationCFrame, inputUserCFrame ) local destinationPosition = destinationCFrame.p local lastDestination = self.currentDestination if not IsFiniteVector3(destinationPosition) then return end self.currentDestination = destinationPosition local humanoid = self:GetLocalHumanoid() if not humanoid or not humanoid.Torso then return end local currentPosition = humanoid.Torso.Position local distanceToDestination = (self.currentDestination - currentPosition).magnitude if distanceToDestination < NO_PATH_THRESHOLD then self:GoToPoint(self.currentDestination) return end if not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then local newPath = self:TryComputePath(currentPosition, self.currentDestination) if newPath then self:StartFollowingPath(newPath) if PathDisplay then PathDisplay.setCurrentPoints(self.currentPoints) PathDisplay.renderPath() end else self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end end else if moving then self.currentPoints[#currentPoints] = self.currentDestination else self:GoToPoint(self.currentDestination) end end end function VRNavigation:OnJumpAction(actionName, inputState, inputObj) if inputState == Enum.UserInputState.Begin then self.isJumping = true end return Enum.ContextActionResult.Sink end function VRNavigation:BindJumpAction(active) if active then if not self.isJumpBound then self.isJumpBound = true ContextActionService:BindActionAtPriority("VRJumpAction", (function() return self:OnJumpAction() end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA) end else if self.isJumpBound then self.isJumpBound = false ContextActionService:UnbindAction("VRJumpAction") end end end function VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject) if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 return end if inputState ~= Enum.UserInputState.End then self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end if self:ShouldUseNavigationLaser() then self:BindJumpAction(true) self:SetLaserPointerMode("Hidden") end if inputObject.Position.magnitude > THUMBSTICK_DEADZONE then self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y) if self.moveVector.magnitude > 0 then self.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude) end self.moveLatch = true end else self.moveVector = ZERO_VECTOR3 if self:ShouldUseNavigationLaser() then self:BindJumpAction(false) self:SetLaserPointerMode("Navigation") end if self.moveLatch then self.moveLatch = false movementUpdateEvent:Fire("offtrack") end end return Enum.ContextActionResult.Sink end function VRNavigation:OnHeartbeat(dt) local newMoveVector = self.moveVector local humanoid = self:GetLocalHumanoid() if not humanoid or not humanoid.Torso then return end if self.moving and self.currentPoints then local currentPosition = humanoid.Torso.Position local goalPosition = currentPoints[1] local vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3 local moveDist = vectorToGoal.magnitude local moveDir = vectorToGoal / moveDist if moveDist < POINT_REACHED_THRESHOLD then local estimatedTimeRemaining = 0 local prevPoint = currentPoints[1] for i, point in pairs(currentPoints) do if i ~= 1 then local dist = (point - prevPoint).magnitude prevPoint = point estimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed) end end table.remove(currentPoints, 1) currentPointIdx = currentPointIdx + 1 if #currentPoints == 0 then self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end return else if PathDisplay then PathDisplay.setCurrentPoints(currentPoints) PathDisplay.renderPath() end local newGoal = currentPoints[1] local distanceToGoal = (newGoal - currentPosition).magnitude expectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed timeReachedLastPoint = tick() end else local ignoreTable = { game.Players.LocalPlayer.Character, workspace.CurrentCamera } local obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3) local obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable) if obstructPart then local heightOffset = Vector3.new(0, 100, 0) local jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset) local jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable) local heightDifference = jumpCheckPoint.Y - currentPosition.Y if heightDifference < 6 and heightDifference > -2 then humanoid.Jump = true end end local timeSinceLastPoint = tick() - timeReachedLastPoint if timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then self:StopFollowingPath() if PathDisplay then PathDisplay.clearRenderedPath() end movementUpdateEvent:Fire("offtrack") end newMoveVector = self.moveVector:Lerp(moveDir, dt * 10) end end if IsFiniteVector3(newMoveVector) then self.moveVector = newMoveVector end end function VRNavigation:OnUserCFrameEnabled() if self:ShouldUseNavigationLaser() then self:BindJumpAction(false) self:SetLaserPointerMode("Navigation") else self:BindJumpAction(true) self:SetLaserPointerMode("Hidden") end end function VRNavigation:Enable(enable) self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then self.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end) self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end) ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end), false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1) ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2) self.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end) self:OnUserCFrameEnabled() VRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick) VRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY) self.enabled = true else -- Disable self:StopFollowingPath() ContextActionService:UnbindAction("MoveThumbstick") ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2) self:BindJumpAction(false) self:SetLaserPointerMode("Disabled") if self.navigationRequestedConn then self.navigationRequestedConn:Disconnect() self.navigationRequestedConn = nil end if self.heartbeatConn then self.heartbeatConn:Disconnect() self.heartbeatConn = nil end if self.userCFrameEnabledConn then self.userCFrameEnabledConn:Disconnect() self.userCFrameEnabledConn = nil end self.enabled = false end end return VRNavigation
--MainScript
repeat local Code1 = script.Parent.Code local EnteredCode1 = script.Parent.EnteredCode wait() until Code1.Value == EnteredCode1.Value and Ready == true CodeT1.Color = Color CodeT1C:Destroy() CodeT2.Color = Color CodeT2C:Destroy() CodeT3.Color = Color CodeT3C:Destroy() script.Parent.MainPart.Move:Play() script.Parent.MainDoor:Destroy() script:Destroy()
-- functions
function onRunning(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" end function onJumping() pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function onSwimming(speed) if speed>0 then pose = "Running" else pose = "Standing" end end function moveJump() RightShoulder.MaxVelocity = 0.4 LeftShoulder.MaxVelocity = 0.4 RightShoulder:SetDesiredAngle(3.14) LeftShoulder:SetDesiredAngle(-3.14) RightHip:SetDesiredAngle(0) LeftHip:SetDesiredAngle(0) wait(0.8) 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 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() end end end end)
--[=[ Cancels this promise, preventing the promise from resolving or rejecting. Does not do anything if the promise is already settled. Cancellations will propagate upwards and downwards through chained promises. Promises will only be cancelled if all of their consumers are also cancelled. This is to say that if you call `andThen` twice on the same promise, and you cancel only one of the child promises, it will not cancel the parent promise until the other child promise is also cancelled. ```lua promise:cancel() ``` ]=]
function Promise.prototype:cancel() if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Cancelled if self._cancellationHook then self._cancellationHook() end if self._parent then self._parent:_consumerCancelled(self) end for child in pairs(self._consumers) do child:cancel() end self:_finalize() end function Promise.prototype:Destroy() self:cancel() end
-- Catch any Blocker unloaded descendants
blockerFolder.DescendantAdded:Connect(function(instance) configureBlockerEffect(instance, adPortal.Status == Enum.AdUnitStatus.Active) end)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.HealingCandy -- 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)
--Protected Turn 1--: Standard GYR with a protected turn for one signal direction
--USES: Signal1, Signal1a, Signal2, Signal2a(Optional), Turn1 while true do PedValues = script.Parent.Parent.PedValues SignalValues = script.Parent.Parent.SignalValues TurnValues = script.Parent.Parent.TurnValues
--[=[ @return Timer Creates a new timer. ]=]
function Timer.new(interval: number) assert(type(interval) == "number", "Argument #1 to Timer.new must be a number; got " .. type(interval)) assert(interval >= 0, "Argument #1 to Timer.new must be greater or equal to 0; got " .. tostring(interval)) local self = setmetatable({}, Timer) self._runHandle = nil self.Interval = interval self.UpdateSignal = RunService.Heartbeat self.TimeFunction = time self.AllowDrift = true self.Tick = Signal.new() return self end
--["Walk"] = "rbxassetid://1136173829",
["Walk"] = "http://www.roblox.com/asset/?id=507767714", ["Idle"] = "http://www.roblox.com/asset/?id=507766666", ["SwingTool"] = "rbxassetid://1262318281" } local anims = {} for animName,animId in next,preAnims do local anim = Instance.new("Animation") anim.AnimationId = animId game:GetService("ContentProvider"):PreloadAsync({anim}) anims[animName] = animController:LoadAnimation(anim) end local fallConstant = -2 run.Heartbeat:connect(function() local part,pos,norm,mat = workspace:FindPartOnRay(Ray.new(root.Position,Vector3.new(0,-2.8,0)),char) if target.Value then local facingCFrame = CFrame.new(Vector3.new(root.CFrame.X,pos.Y+6.8,root.CFrame.Z),CFrame.new(target.Value.CFrame.X,pos.Y+3,target.Value.CFrame.Z).p) bg.CFrame = facingCFrame else --bg.CFrame = CFrame.new(root.CFrame.X,pos.Y+3,root.CFrame.Z) end if target.Value then bv.P = 100000 bv.Velocity = root.CFrame.lookVector*14 if not part then bv.Velocity = bv.Velocity+Vector3.new(0,fallConstant,0) fallConstant = fallConstant-1 else fallConstant = -2 end if not anims["Walk"].IsPlaying then anims["Walk"]:Play() end else bv.P = 0 bv.Velocity = Vector3.new(0,0,0) anims["Walk"]:Stop() anims["Idle"]:Play() end end) while task.wait(1) do local thresh,nearest = 120,nil for _,player in next,game.Players:GetPlayers() do if player.Character and player.Character.PrimaryPart then local dist = (player.Character.PrimaryPart.Position-root.Position).magnitude if dist < thresh then thresh = dist nearest = player.Character.PrimaryPart end end end if nearest then if thresh < 8 then anims["SwingTool"]:Play() nearest.Parent.Humanoid:TakeDamage(24) target.Value = nil task.wait(1) end target.Value = nearest else target.Value = nil end end
--local origWarn = warn
local startTime = time() local clientLocked = false local oldInstNew = Instance.new local oldReq = require local Folder = script.Parent; local locals = {} local client = {} local service = {} local ServiceSpecific = {} local function isModule(module) for ind, modu in pairs(client.Modules) do if rawequal(module, modu) then return true end end end local function logError(...) warn("ERROR: ", ...) if client and client.Remote then client.Remote.Send("LogError", table.concat({...}, " ")) end end local oldPrint = print; local print = function(...) oldPrint(":: Adonis ::", ...) end
--[[Engine]]
--Torque Curve Tune.Horsepower = 700 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 920 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 11000 -- Use sliders to manipulate values Tune.Redline = 14000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[Status Vars]]
local _IsOn = _Tune.AutoStart if _Tune.AutoStart then script.Parent.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GBrake=0 local _ClutchOn = true local _ClPressing = false local _RPM = 0 local _HP = 0 local _OutTorque = 0 local _CGear = 0 local _PGear = _CGear local _spLimit = 0 local _TMode = _Tune.TransModes[1] local _MSteer = false local _SteerL = false local _SteerR = false local _PBrake = false local _TCS = _Tune.TCSEnabled local _TCSActive = false local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
--// Function stuff
return function() local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Settings = server.Settings; Logs:AddLog("Script", "Functions Module Initialized") end; server.Functions = { Init = Init; PlayerFinders = { ["me"] = { Match = "me"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) table.insert(players,plr) plus() end; }; ["all"] = { Match = "all"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local everyone = true if isKicking then for i,v in next,parent:GetChildren() do local p = getplr(v) if p.Name:lower():sub(1,#msg)==msg:lower() then everyone = false table.insert(players,p) plus() end end end if everyone then for i,v in next,parent:GetChildren() do local p = getplr(v) if p then table.insert(players,p) plus() end end end end; }; ["@everyone"] = { Match = "@everyone"; Absolute = true; Function = function(...) return Functions.PlayerMatchers.all.Function(...) end }; ["others"] = { Match = "others"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for i,v in next,parent:GetChildren() do local p = getplr(v) if p ~= plr then table.insert(players,p) plus() end end end; }; ["random"] = { Match = "random"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) if #players>=#parent:GetChildren() then return end local rand = parent:GetChildren()[math.random(#parent:children())] local p = getplr(rand) for i,v in pairs(players) do if(v.Name == p.Name)then Functions.PlayerFinders.random.Function(msg, plr, parent, players, getplr, plus, isKicking) return; end end table.insert(players,p) plus(); end; }; ["admins"] = { Match = "admins"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for i,v in next,parent:children() do local p = getplr(v) if Admin.CheckAdmin(p,false) then table.insert(players, p) plus() end end end; }; ["nonadmins"] = { Match = "nonadmins"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for i,v in next,parent:children() do local p = getplr(v) if not Admin.CheckAdmin(p,false) then table.insert(players,p) plus() end end end; }; ["friends"] = { Match = "friends"; Prefix = true; Absolute = true; Function = function(msg, plr, parent, players, getplr, plus, isKicking) for i,v in next,parent:children() do local p = getplr(v) if p:IsFriendsWith(plr.userId) then table.insert(players,p) plus() end end end; }; ["%team"] = { Match = "%"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = msg:match("%%(.*)") if matched then for i,v in next,service.Teams:GetChildren() do if v.Name:lower():sub(1,#matched) == matched:lower() then for k,m in next,parent:GetChildren() do local p = getplr(m) if p.TeamColor == v.TeamColor then table.insert(players,p) plus() end end end end end end; }; ["$group"] = { Match = "$"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = msg:match("%$(.*)") if matched and tonumber(matched) then for i,v in next,parent:children() do local p = getplr(v) if p:IsInGroup(tonumber(matched)) then table.insert(players,p) plus() end end end end; }; ["id-"] = { Match = "id-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = tonumber(msg:match("id%-(.*)")) local foundNum = 0 if matched then for i,v in next,parent:children() do local p = getplr(v) if p and p.userId == matched then table.insert(players,p) plus() foundNum = foundNum+1 end end if foundNum == 0 then local ran,name = pcall(function() return service.Players:GetNameFromUserIdAsync(matched) end) if ran and name then local fakePlayer = service.Wrap(service.New("Folder")) local data = { Name = name; ToString = name; ClassName = "Player"; AccountAge = 0; CharacterAppearanceId = tostring(matched); UserId = tonumber(matched); userId = tonumber(matched); Parent = service.Players; Character = Instance.new("Model"); Backpack = Instance.new("Folder"); PlayerGui = Instance.new("Folder"); PlayerScripts = Instance.new("Folder"); Kick = function() fakePlayer:Destroy() fakePlayer:SetSpecial("Parent", nil) end; IsA = function(ignore, arg) if arg == "Player" then return true end end; } for i,v in next,data do fakePlayer:SetSpecial(i, v) end table.insert(players, fakePlayer) plus() end end end end; }; ["team-"] = { Match = "team-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) print(1) local matched = msg:match("team%-(.*)") if matched then for i,v in next,service.Teams:GetChildren() do if v.Name:lower():sub(1,#matched) == matched:lower() then for k,m in next,parent:GetChildren() do local p = getplr(m) if p.TeamColor == v.TeamColor then table.insert(players, p) plus() end end end end end end; }; ["group-"] = { Match = "group-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = msg:match("group%-(.*)") if matched and tonumber(matched) then for i,v in next,parent:children() do local p = getplr(v) if p:IsInGroup(tonumber(matched)) then table.insert(players,p) plus() end end end end; }; ["-name"] = { Match = "-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = msg:match("%-(.*)") if matched then local removes = service.GetPlayers(plr,matched,true) for i,v in next,players do for k,p in next,removes do if v.Name == p.Name then table.remove(players,i) plus() end end end end end; }; ["#number"] = { Match = "#"; Function = function(msg, plr, ...) local matched = msg:match("%#(.*)") if matched and tonumber(matched) then local num = tonumber(matched) if not num then Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = "Invalid number!"}) end for i = 1,num do Functions.PlayerFinders.random.Function(msg, plr, ...) end end end; }; ["radius-"] = { Match = "radius-"; Function = function(msg, plr, parent, players, getplr, plus, isKicking) local matched = msg:match("radius%-(.*)") if matched and tonumber(matched) then local num = tonumber(matched) if not num then Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = "Invalid number!"}) end for i,v in next,parent:GetChildren() do local p = getplr(v) if p ~= plr and plr:DistanceFromCharacter(p.Character.Head.Position) <= num then table.insert(players,p) plus() end end end end; }; }; IsClass = function(obj, classList) for _,class in next,classList do if obj:IsA(class) then return true end end end; PerformOnEach = function(itemList, func, ...) for i,v in next,itemList do pcall(func, v, ...) end end; ArgsToString = function(args) local str = "" for i,arg in next,args do str = str.."Arg"..tostring(i)..": "..tostring(arg).."; " end return str end; GetPlayers = function(plr, names, dontError, isServer, isKicking, noID) local players = {} local prefix = Settings.SpecialPrefix if isServer then prefix = "" end local parent = service.NetworkServer or service.Players local function getplr(p) if p and p:IsA("Player") then return p elseif p and p:IsA('NetworkReplicator') then if p:GetPlayer()~=nil and p:GetPlayer():IsA('Player') then return p:GetPlayer() end end end local function checkMatch(msg) for ind, data in next, Functions.PlayerFinders do if not data.Level or (data.Level and Admin.GetLevel(plr) >= data.Level) then local check = ((data.Prefix and Settings.SpecialPrefix) or "")..data.Match if (data.Absolute and msg:lower() == check) or (not data.Absolute and msg:lower():sub(1,#check) == check:lower()) then return data end end end end if plr == nil then for i,v in pairs(parent:GetChildren()) do local p = getplr(v) if p then table.insert(players,p) end end elseif plr and not names then return {plr} else if names:lower():sub(1,2) == "##" then error("String passed to GetPlayers is filtered: "..tostring(names)) else for s in names:gmatch('([^,]+)') do local plrs = 0 local function plus() plrs = plrs+1 end local matchFunc = checkMatch(s) if matchFunc then matchFunc.Function(s, plr, parent, players, getplr, plus, isKicking, isServer, dontError) else for i,v in next,parent:children() do local p = getplr(v) if p and p.Name:lower():sub(1,#s)==s:lower() then table.insert(players,p) plus() end end if plrs == 0 then local ran,userid = pcall(function() return service.Players:GetUserIdFromNameAsync(s) end) if ran and tonumber(userid) then local fakePlayer = service.Wrap(service.New("Folder")) local data = { Name = s; ToString = s; ClassName = "Player"; AccountAge = 0; CharacterAppearanceId = tostring(userid); UserId = tonumber(userid); userId = tonumber(userid); Parent = service.Players; Character = Instance.new("Model"); Backpack = Instance.new("Folder"); PlayerGui = Instance.new("Folder"); PlayerScripts = Instance.new("Folder"); Kick = function() fakePlayer:Destroy() fakePlayer:SetSpecial("Parent", nil) end; IsA = function(ignore, arg) if arg == "Player" then return true end end; } for i,v in next,data do fakePlayer:SetSpecial(i, v) end table.insert(players, fakePlayer) plus() end end end if plrs == 0 and not dontError then Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = 'No players matching '..s..' were found!'}) end end end end if not isKicking then for i,Player in pairs(players) do for _,Card in pairs(Variables.NOU) do if plr==Card.Target and Player==Card.User then table.remove(players,i) table.insert(players,i,plr) end end end end return players end; GetRandom = function(pLen) --local str = "" --for i=1,math.random(5,10) do str=str..string.char(math.random(33,90)) end --return str local Len = (type(pLen) == "number" and pLen) or math.random(5,10) --// reru local Res = {}; for Idx = 1, Len do Res[Idx] = string.format('%02x', math.random(126)); end; return table.concat(Res) end; Base64Encode = function(data) local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' return ((data:gsub('.', function(x) local r,b='',x:byte() for i=8,1,-1 do r=r..(b%2^i-b%2^(i-1)>0 and '1' or '0') end return r; end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x) if (#x < 6) then return '' end local c=0 for i=1,6 do c=c+(x:sub(i,i)=='1' and 2^(6-i) or 0) end return b:sub(c+1,c+1) end)..({ '', '==', '=' })[#data%3+1]) end; Base64Decode = function(data) local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/' data = string.gsub(data, '[^'..b..'=]', '') return (data:gsub('.', function(x) if (x == '=') then return '' end local r,f='',(b:find(x)-1) for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end return r; end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x) if (#x ~= 8) then return '' end local c=0 for i=1,8 do c=c+(x:sub(i,i)=='1' and 2^(7-i) or 0) end return string.char(c) end)) end; Hint = function(message,players,time) for i,v in pairs(players) do Remote.MakeGui(v,"Hint",{ Message = message; Time = time; }) end end; Message = function(title,message,players,scroll,tim) for i,v in pairs(players) do Remote.RemoveGui(v,"Message") Remote.MakeGui(v,"Message",{ Title = title; Message = message; Scroll = scroll; Time = tim; }) end end; Notify = function(title,message,players,tim) for i,v in pairs(players) do Remote.RemoveGui(v,"Notify") Remote.MakeGui(v,"Notify",{ Title = title; Message = message; Time = tim; }) end end; MakeWeld = function(a, b) local weld = service.New("ManualWeld", a) weld.Part0 = a weld.Part1 = b weld.C0 = a.CFrame:inverse() * b.CFrame return weld end; SetView = function(ob) if ob == 'reset' then workspace.CurrentCamera.CameraType = 'Custom' workspace.CurrentCamera.CameraSubject = service.Player.Character.Humanoid workspace.CurrentCamera.FieldOfView = 70 else workspace.CurrentCamera.CameraSubject = ob end end; SetLighting = function(prop,value) if service.Lighting[prop]~=nil then service.Lighting[prop] = value Variables.LightingSettings[prop] = value for ind,p in pairs(service.GetPlayers()) do Remote.SetLighting(p,prop,value) end end end; LoadEffects = function(plr) for i,v in pairs(Variables.LocalEffects) do if (v.Part and v.Part.Parent) or v.NoPart then if v.Type == "Cape" then Remote.Send(plr,"Function","NewCape",v.Data) elseif v.Type == "Particle" then Remote.NewParticle(plr,v.Part,v.Class,v.Props) end else Variables.LocalEffects[i] = nil end end end; NewParticle = function(target,type,props) local ind = Functions.GetRandom() Variables.LocalEffects[ind] = { Part = target; Class = type; Props = props; Type = "Particle"; } for i,v in next,service.Players:GetPlayers() do Remote.NewParticle(v,target,type,props) end end; RemoveParticle = function(target,name) for i,v in next,Variables.LocalEffects do if v.Type == "Particle" and v.Part == target and (v.Props.Name == name or v.Class == name) then Variables.LocalEffects[i] = nil end end for i,v in next,service.Players:GetPlayers() do Remote.RemoveParticle(v,target,name) end end; UnCape = function(plr) for i,v in pairs(Variables.LocalEffects) do if v.Type == "Cape" and v.Player == plr then Variables.LocalEffects[i] = nil end end for i,v in pairs(service.GetPlayers()) do Remote.Send(v,"Function","RemoveCape",plr.Character) end end; Cape = function(player,isdon,material,color,decal,reflect) Functions.UnCape(player) local torso = player.Character:FindFirstChild("HumanoidRootPart") if torso then if type(color) == "table" then color = Color3.new(color[1],color[2],color[3]) end local data = { Color = color; Parent = player.Character; Material = material; Reflectance = reflect; Decal = decal; } if (isdon and Settings.DonorCapes and Settings.LocalCapes) then Remote.Send(player,"Function","NewCape",data) else local ind = Functions.GetRandom() Variables.LocalEffects[ind] = { Player = player; Part = player.Character.HumanoidRootPart; Data = data; Type = "Cape"; } for i,v in pairs(service.GetPlayers()) do Remote.Send(v,"Function","NewCape",data) end end end end; LoadOnClient = function(player,source,object,name) if service.Players:FindFirstChild(player.Name) then local parent = player:FindFirstChild('PlayerGui') or player:WaitForChild('Backpack') local cl = Core.NewScript('LocalScript',source) cl.Name = name or Functions.GetRandom() cl.Parent = parent cl.Disabled = false if object then table.insert(Variables.Objects,cl) end end end; Split = function(msg,key,num) if not msg or not key or not num or num <= 0 then return {} end if key=="" then key = " " end local tab = {} local str = '' for arg in msg:gmatch('([^'..key..']+)') do if #tab>=num then break elseif #tab>=num-1 then table.insert(tab,msg:sub(#str+1,#msg)) else str = str..arg..key table.insert(tab,arg) end end return tab end; BasicSplit = function(msg,key) local ret = {} for arg in msg:gmatch("([^"..key.."]+)") do table.insert(ret,arg) end return ret end; CountTable = function(tab) local num = 0 for i in pairs(tab) do num = num+1 end return num end; GetTexture = function(ID) ID = Functions.Trim(tostring(ID)) local created if not tonumber(ID) then return false else ID = tonumber(ID) end if not pcall(function() updated=service.MarketPlace:GetProductInfo(ID).Created:match("%d+-%d+-%S+:%d+") end) then return false end for i = 0,10 do local info local ran,error = pcall(function() info = service.MarketPlace:GetProductInfo(ID-i) end) if ran then if info.AssetTypeId == 1 and info.Created:match("%d+-%d+-%S+:%d+") == updated then return ID-i end end end end; Trim = function(str) return str:match("^%s*(.-)%s*$") end; Round = function(num) return math.floor(num + 0.5) end; RoundToPlace = function(num, places) return math.floor((num*(10^(places or 0)))+0.5)/(10^(places or 0)) end; GetOldDonorList = function() local temp={} for k,asset in pairs(service.InsertService:GetCollection(1290539)) do local ins=service.MarketPlace:GetProductInfo(asset.AssetId) local fo=ins.Description for so in fo:gmatch('[^;]+') do local name,id,cape,color=so:match('{(.*),(.*),(.*),(.*)}') table.insert(temp,{Name=name,Id=tostring(id),Cape=tostring(cape),Color=color,Material='Plastic',List=ins.Name}) end end Variables.OldDonorList = temp end; CleanWorkspace = function() for i,v in pairs(service.Workspace:children()) do if v:IsA("Tool") or v:IsA("Accessory") or v:IsA("Hat") then v:Destroy() end end end; GrabNilPlayers = function(name) local AllGrabbedPlayers = {} for i,v in pairs(service.NetworkServer:GetChildren()) do pcall(function() if v:IsA("ServerReplicator") then if v:GetPlayer().Name:lower():sub(1,#name)==name:lower() or name=='all' then table.insert(AllGrabbedPlayers, (v:GetPlayer() or "NoPlayer")) end end end) end return AllGrabbedPlayers end; AssignName = function() local name=math.random(100000,999999) return name end; Shutdown = function(reason) if not Core.PanicMode then Functions.Message("SYSTEM MESSAGE", "Shutting down...", service.Players:GetChildren(), false, 5) wait(1) end service.Players.PlayerAdded:connect(function(p) p:Kick("Game shutdown: ".. tostring(reason or "No Reason Given")) end) for i,v in pairs(service.NetworkServer:children()) do service.Routine(function() if v and v:GetPlayer() then v:GetPlayer():Kick("Game shutdown: ".. tostring(reason or "No Reason Given")) wait(30) if v.Parent and v:GetPlayer() then Remote.Send(v:GetPlayer(),'Function','KillClient') end end end) end end; Donor = function(plr) if (Admin.CheckDonor(plr) and Settings.DonorCapes) then local PlayerData = Core.GetPlayer(plr) or {Donor = {}} local donor = PlayerData.Donor or {} if donor and donor.Enabled then local img,color,material if donor and donor.Cape then img,color,material = donor.Cape.Image,donor.Cape.Color,donor.Cape.Material else img,color,material = '0','White','Neon' end if plr and plr.Character and plr.Character:FindFirstChild("HumanoidRootPart") then Functions.Cape(plr,true,material,color,img) end --[[ if Admin.CheckDonor(plr) and (Settings.DonorPerks or Admin.GetLevel(plr)>=4) then local gear=service.InsertService:LoadAsset(57902997):children()[1] if not plr.Backpack:FindFirstChild(gear.Name..'DonorTool') then gear.Name=gear.Name..'DonorTool' gear.Parent=plr.Backpack else gear:Destroy() end end --]] end end end; CheckMatch = function(check,match) if check==match then return true elseif type(check)=="table" and type(match)=="table" then local good = false local num = 0 for k,m in pairs(check) do if m == match[k] then good = true else good = false break end num = num+1 end if good and num==Functions.CountTable(check) then return true end end end; GetIndex = function(tab,match) for i,v in pairs(tab) do if v==match then return i elseif type(v)=="table" and type(match)=="table" then local good = false for k,m in pairs(v) do if m == match[k] then good = true else good = false break end end if good then return i end end end end }; end
--[[ Fired when state is left ]]
function Transitions.onLeavePreGame(stateMachine, event, from, to, playerComponent) PlayerPreGame.leave(stateMachine, playerComponent) end
-- This is meant for translating user game text that appears under CoreGui. -- It uses Player.LocaleId and the LocalizationTables under LocalizationService. -- This includes team names, score names, tool names, and notification toasts. -- DO NOT USE THIS TO TRANSLATE ROBLOX TEXT IN ROBLOX GUIS!!! -- Text from Roblox in Roblox guis should use LocalizationService.RobloxLocaleId -- and the CoreScriptLocalization table, NOT user tables with the game locale ID.
function GameTranslator:TranslateGameText(context, text) if CoreScriptTranslateGameText then local translator = getTranslator() if translator then return translator:RobloxOnlyTranslate(context, text) else return text end else return text end end local function retranslateAll() for element, info in pairs(registryInfoMap) do element.Text = GameTranslator:TranslateGameText(info.context, info.text) end end if CoreScriptTranslateGameText then LocalizationService.AutoTranslateWillRun:Connect(retranslateAll) end function GameTranslator:TranslateAndRegister(element, context, text) if CoreScriptTranslateGameText then element.Text = self:TranslateGameText(context, text) registerGui(element, context, text) end return text end return GameTranslator
-- tableUtil.Assign(Table target, ...Table sources)
local function Assign(target, ...) for _,src in ipairs({...}) do for k,v in pairs(src) do target[k] = v end end return target end local function Print(tbl, label, deepPrint) assert(type(tbl) == "table", "First argument must be a table") assert(label == nil or type(label) == "string", "Second argument must be a string or nil") label = (label or "TABLE") local strTbl = {} local indent = " - " -- Insert(string, indentLevel) local function Insert(s, l) strTbl[#strTbl + 1] = (indent:rep(l) .. s .. "\n") end local function AlphaKeySort(a, b) return (tostring(a.k) < tostring(b.k)) end local function PrintTable(t, lvl, lbl) Insert(lbl .. ":", lvl - 1) local nonTbls = {} local tbls = {} local keySpaces = 0 for k,v in pairs(t) do if (type(v) == "table") then table.insert(tbls, {k = k, v = v}) else table.insert(nonTbls, {k = k, v = "[" .. typeof(v) .. "] " .. tostring(v)}) end local spaces = #tostring(k) + 1 if (spaces > keySpaces) then keySpaces = spaces end end table.sort(nonTbls, AlphaKeySort) table.sort(tbls, AlphaKeySort) for _,v in pairs(nonTbls) do Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. v.v, lvl) end if (deepPrint) then for _,v in pairs(tbls) do PrintTable(v.v, lvl + 1, tostring(v.k) .. (" "):rep(keySpaces - #tostring(v.k)) .. " [Table]") end else for _,v in pairs(tbls) do Insert(tostring(v.k) .. ":" .. (" "):rep(keySpaces - #tostring(v.k)) .. "[Table]", lvl) end end end PrintTable(tbl, 1, label) print(table.concat(strTbl, "")) end local function IndexOf(tbl, item) for i = 1,#tbl do if (tbl[i] == item) then return i end end return nil end local function Reverse(tbl) 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) assert(type(tbl) == "table", "First argument must be a table") local rng = Random.new() for i = #tbl, 2, -1 do local j = rng:NextInteger(1, i) tbl[i], tbl[j] = tbl[j], tbl[i] end end local function IsEmpty(tbl) return (next(tbl) == nil) end local function EncodeJSON(tbl) return http:JSONEncode(tbl) end local function DecodeJSON(str) return http:JSONDecode(str) end local function FastRemoveFirstValue(t, v) local index = IndexOf(t, v) if (index) then FastRemove(t, index) return true, index end return false, nil end TableUtil.Copy = CopyTable TableUtil.CopyShallow = CopyTableShallow TableUtil.Sync = Sync TableUtil.FastRemove = FastRemove TableUtil.FastRemoveFirstValue = FastRemoveFirstValue TableUtil.Print = Print TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.Assign = Assign TableUtil.IndexOf = IndexOf TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON return TableUtil
--[[Steering]]
Tune.SteerInner = 49 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 50 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .02 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
-- options -------------------------
setupmode = "Auto" -- Manual or Auto (if you want to pick what plugins you have yourself or you want it to be automated) soundplugin = "StockSound" -- StockSound, SoundSuite or 1.5 Sound (no others are supported, sorry!) (MANUAL ONLY) camkey = "v" -- the key you use for first person camera level = 28 -- 0% - 100% exceptions = {"Horn","Engine","Ignition","Smoke"} -- put names of audios to ignore here (AUTO ONLY)
--[=[ Constructs a new value object @param baseValue T @return ValueObject ]=]
function ValueObject.new(baseValue) local self = {} rawset(self, "_value", baseValue) self._maid = Maid.new()
-- Get the correct sound from our sound list.
local function getSoundProperties() for name, data in pairs(IDList) do if name == material then oldWalkSpeed = humanoid.WalkSpeed id = data.id volume = data.volume playbackSpeed = (humanoid.WalkSpeed / 16) * data.speed break end end end
-- Initialization
local MapPurgeProof = game.Workspace:FindFirstChild("MapPurgeProof") if not MapPurgeProof then MapPurgeProof = Instance.new("Folder", game.Workspace) MapPurgeProof.Name = "MapPurgeProof" end
--// Tables
local L_65_ = { "285421759"; "151130102"; "151130171"; "285421804"; "287769483"; "287769415"; "285421687"; "287769261"; "287772525"; "287772445"; "287772351"; "285421819"; "287772163"; } local L_66_ = workspace:FindFirstChild("BulletModel: " .. L_2_.Name) or Instance.new("Folder", workspace) L_66_.Name = "BulletModel: " .. L_2_.Name local L_67_ local L_68_ = L_21_.Ammo local L_69_ = L_21_.StoredAmmo * L_21_.MagCount IgnoreList = { L_3_, L_66_, L_5_ }
--------LEFT DOOR --------
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
-------------------------------------------------------------------------------------
Loader:updateModel(Model, Config.userId.Value) if Config.AutoUpdateCharacter.Value then while wait() do Loader:updateModel(Model, Config.userId.Value) end end
--[=[ @param name string @param priority number @param fn (dt: number) -> nil Calls `RunService:BindToRenderStep` and registers a function in the Janitor that will call `RunService:UnbindFromRenderStep` on cleanup. ```lua Janitor:BindToRenderStep("Test", Enum.RenderPriority.Last.Value, function(dt) -- Do something end) ``` ]=]
function Janitor:BindToRenderStep(name: string, priority: number, fn: (dt: number) -> nil) RunService:BindToRenderStep(name, priority, fn) self:Add(function() RunService:UnbindFromRenderStep(name) end) end
-- How many times per second the gun can fire
local FireRate = 5 / 5.5
-- Variables --
local proximityPrompts = {} local connections = {} local tween local isOpen = false local shrinkSpeed = Settings["Shrink speed"].Value local teamColorObjectValues = Settings.Teams:GetChildren() local openGoal local closedGoal
-- Create component
local ImageLabel = Roact.PureComponent:extend 'ImageLabel'
--[[ Plays an animation on humanoid/character/player. Returns {animationTrack, animation} Functions.Animation( id, <-- |REQ| Animation ID instance, <-- |REQ| Player/character/humanoid ) --]]
return function(id, parent) local humanoid --- Get humanoid if parent.ClassName == "Humanoid" then humanoid = parent elseif parent:FindFirstChildOfClass("Humanoid") then humanoid = parent:FindFirstChildOfClass("Humanoid") elseif parent.ClassName == "Player" then humanoid = parent.Character:FindFirstChild("Humanoid") end --- Play animation if humanoid then local animation = Instance.new("Animation") animation.AnimationId = "rbxassetid://" .. id -- local track = humanoid:LoadAnimation(animation) track:Play() -- return track end end
-- Load proper GUI
local gui = Guis:WaitForChild(IS_MOBILE and "MobileGui" or IS_CONSOLE and "ConsoleGui" or "DesktopGui") gui.Parent = player.PlayerGui local guiController = require(gui:WaitForChild("GuiController"))
-- ROBLOX deviation: omitted functionToString since we don't use it
--local Part = script.Parent --local Org = Part.Position
local rate = 1 / 30 local frames = Time.Value / rate for frame = 1, frames do wait(rate) local percent = frame / frames --Part.Position = Org + Vector3.new(0, 5 * percent, 0) Lbl.Value.Parent.StudsOffset = Lbl.Value.Parent.StudsOffset + Vector3.new(0, 0.2, 0) Lbl.Value.TextTransparency = percent Lbl.Value.TextStrokeTransparency = percent end
-- Folders to parse into databases
for _, databaseFolder in ipairs(ReplicateStorage.Common.Databases:GetChildren()) do Database.ParseFolder(databaseFolder) end
--// Settings //--
script.Parent.Triggered:Connect(function(plr) plr.leaderstats.Coins.Value = plr.leaderstats.Coins.Value + amount s.Playing = true end)
--Services
local UIS = game:GetService("UserInputService") local tweenService = game:GetService("TweenService") local ti = TweenInfo.new( 0.5, Enum.EasingStyle.Sine )
--s.Pitch = 0.7
s.Volume=1 s2.Volume=0 while true do
-- If gun has more than one part undisable this and it will weld everything for you!
function Weld(p0,p1) local weld = Instance.new('Weld') weld.Part0 = p0 weld.Part1 = p1 weld.C0 = p0.CFrame:inverse()*CFrame.new(p0.Position) weld.C1 = p1.CFrame:inverse()*CFrame.new(p0.Position) weld.Parent = p0 end function WeldIt(obj) if obj then if obj:IsA('BasePart') then Weld(script.Parent.Handle,obj) end for i,v in pairs(obj:children()) do WeldIt(v) end end end script.Parent.Equipped:connect(function() WeldIt(script.Parent) end) script.Parent.Unequipped:connect(function() WeldIt(script.Parent) end) WeldIt(script.Parent)
--Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps --Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps --Made by Superluck, Uploaded by FederalSignal_QCB. and Dalek For the Amps
script.Parent.Material = Enum.Material.Glass script.Parent.Parent.Parent.On.Changed:Connect(function() if script.Parent.Parent.Parent.On.Value == true then script.Parent.Material = Enum.Material.Neon else script.Parent.Material = Enum.Material.Glass end end)
--]]
primaryWeaponSlot.ChildAdded:Connect(function(newChild) weapon1Label.BackgroundColor3 = offColor weapon1Label.Text = newChild.Name end) secondaryWeaponSlot.ChildAdded:Connect(function(newChild) weapon2Label.BackgroundColor3 = offColor weapon2Label.Text = newChild.Name end) tertiaryWeaponSlot.ChildAdded:Connect(function(newChild) weapon3Label.BackgroundColor3 = offColor weapon3Label.Text = newChild.Name end)
-- Local variable defaults
local startCheckpoint = nil local finishCheckpoint = nil local numLaps = 1 local raceDuration = 60 local debugEnabled = false
-------------------------
function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColor.new("CGA brown") FX.GATE.loop.Disabled = true FX.PHASER.BrickColor = BrickColor.new("CGA brown") FX.PHASER.loop.Disabled = true FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown") FX.SLIPROLL.loop.Disabled = true FX.FILTER.BrickColor = BrickColor.new("CGA brown") FX.FILTER.loop.Disabled = true FX.SENDRETURN.BrickColor = BrickColor.new("Really red") FX.SENDRETURN.loop.Disabled = true FX.TRANS.BrickColor = BrickColor.new("CGA brown") FX.TRANS.loop.Disabled = true FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown") FX.MultiTapDelay.loop.Disabled = true FX.DELAY.BrickColor = BrickColor.new("CGA brown") FX.DELAY.loop.Disabled = true FX.ECHO.BrickColor = BrickColor.new("CGA brown") FX.ECHO.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--end
end end function Plaka() for i,v in pairs(Car.Body.Plate:GetChildren()) do
--------------------------------------------------------------------------------------------------
if Module.DualEnabled then Handle2 = Tool:WaitForChild("Handle2",2) if Handle2 == nil and Module.DualEnabled then error("\"Dual\" setting is enabled but \"Handle2\" is missing!") end end local Equipped = false local Enabled = true local Down = false local HoldDown = false local Reloading = false local AimDown = false local Scoping = false local Mag = MagValue.Value local Ammo = AmmoValue.Value local MaxAmmo = Module.MaxAmmo if Module.IdleAnimationID ~= nil or Module.DualEnabled then IdleAnim = Tool:WaitForChild("IdleAnim") IdleAnim = Humanoid:LoadAnimation(IdleAnim) end if Module.FireAnimationID ~= nil then FireAnim = Tool:WaitForChild("FireAnim") FireAnim = Humanoid:LoadAnimation(FireAnim) end if Module.ReloadAnimationID ~= nil then ReloadAnim = Tool:WaitForChild("ReloadAnim") ReloadAnim = Humanoid:LoadAnimation(ReloadAnim) end if Module.ShotgunClipinAnimationID ~= nil then ShotgunClipinAnim = Tool:WaitForChild("ShotgunClipinAnim") ShotgunClipinAnim = Humanoid:LoadAnimation(ShotgunClipinAnim) end if Module.HoldDownAnimationID ~= nil then HoldDownAnim = Tool:WaitForChild("HoldDownAnim") HoldDownAnim = Humanoid:LoadAnimation(HoldDownAnim) end if Module.EquippedAnimationID ~= nil then EquippedAnim = Tool:WaitForChild("EquippedAnim") EquippedAnim = Humanoid:LoadAnimation(EquippedAnim) end function wait(TimeToWait) if TimeToWait ~= nil then local TotalTime = 0 TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() while TotalTime < TimeToWait do TotalTime = TotalTime + game:GetService("RunService").Heartbeat:wait() end else game:GetService("RunService").Heartbeat:wait() end end function numLerp(A, B, Alpha) return A + (B - A) * Alpha end function RAND(Min, Max, Accuracy) local Inverse = 1 / (Accuracy or 1) return (math.random(Min * Inverse, Max * Inverse) / Inverse) end function GetFireDirection(CurrentPosOnScreen, FirePointObject) local X = CurrentPosOnScreen.X + math.random(-Module.SpreadX * 2, Module.SpreadX * 2) * (AimDown and 1-Module.SpreadRedutionIS and 1-Module.SpreadRedutionS or 1) local Y = CurrentPosOnScreen.Y + math.random(-Module.SpreadY * 2, Module.SpreadY * 2) * (AimDown and 1-Module.SpreadRedutionIS and 1-Module.SpreadRedutionS or 1) local RayMag1 = Camera:ScreenPointToRay(X, Y) --Hence the var name, the magnitude of this is 1. local NewRay = Ray.new(RayMag1.Origin, RayMag1.Direction * 5000) local Target, Position = workspace:FindPartOnRay(NewRay, Character) --NOTE: This ray is from camera to object's position. This is why I check for a position value - With that value, I can get the proper direction return (Position - FirePointObject.WorldPosition).Unit end MarkerEvent.Event:connect(function(IsHeadshot) pcall(function() if Module.HitmarkerEnabled then if IsHeadshot then GUI.Crosshair.Hitmarker.ImageColor3 = Module.HitmarkerColorHS GUI.Crosshair.Hitmarker.ImageTransparency = 0 TweeningService:Create(GUI.Crosshair.Hitmarker, TweenInfo.new(Module.HitmarkerFadeTimeHS, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {ImageTransparency = 1}):Play() local markersound = GUI.Crosshair.MarkerSound:Clone() markersound.PlaybackSpeed = Module.HitmarkerSoundPitchHS markersound.Parent = Player.PlayerGui markersound:Play() game:GetService("Debris"):addItem(markersound,markersound.TimeLength) else GUI.Crosshair.Hitmarker.ImageColor3 = Module.HitmarkerColor GUI.Crosshair.Hitmarker.ImageTransparency = 0 TweeningService:Create(GUI.Crosshair.Hitmarker, TweenInfo.new(Module.HitmarkerFadeTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {ImageTransparency = 1}):Play() local markersound = GUI.Crosshair.MarkerSound:Clone() markersound.PlaybackSpeed = Module.HitmarkerSoundPitch markersound.Parent = Player.PlayerGui markersound:Play() game:GetService("Debris"):addItem(markersound,markersound.TimeLength) end end end) end) function EjectShell(ShootingHandle) if Module.BulletShellEnabled then local ShellPos = (ShootingHandle.CFrame * CFrame.new(Module.BulletShellOffset.X,Module.BulletShellOffset.Y,Module.BulletShellOffset.Z)).p local Chamber = Instance.new("Part") Chamber.Name = "Chamber" Chamber.Size = Vector3.new(0.01,0.01,0.01) Chamber.Transparency = 1 Chamber.Anchored = false Chamber.CanCollide = false Chamber.TopSurface = Enum.SurfaceType.SmoothNoOutlines Chamber.BottomSurface = Enum.SurfaceType.SmoothNoOutlines local Weld = Instance.new("Weld",Chamber) Weld.Part0 = ShootingHandle Weld.Part1 = Chamber Weld.C0 = CFrame.new(Module.BulletShellOffset.X,Module.BulletShellOffset.Y,Module.BulletShellOffset.Z) Chamber.Position = ShellPos Chamber.Parent = workspace.CurrentCamera local function spawner() local Shell = Instance.new("Part") Shell.CFrame = Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-2.5,1,1) Shell.Size = Module.ShellSize Shell.CanCollide = Module.AllowCollide Shell.Name = "Shell" --VVV Edit here VVV-- Shell.Velocity = Chamber.CFrame.lookVector * 20 + Vector3.new(math.random(-10,10),20,math.random(-10,10)) Shell.RotVelocity = Vector3.new(0,200,0) --^^^ Edit here ^^^-- Shell.Parent = workspace.CurrentCamera local shellmesh = Instance.new("SpecialMesh") shellmesh.Scale = Module.ShellScale shellmesh.MeshId = "rbxassetid://"..Module.ShellMeshID shellmesh.TextureId = "rbxassetid://"..Module.ShellTextureID shellmesh.MeshType = "FileMesh" shellmesh.Parent = Shell game:GetService("Debris"):addItem(Shell,Module.DisappearTime) end spawn(spawner) game.Debris:AddItem(Chamber,10) end end function RecoilCamera() if Module.CameraRecoilingEnabled then local CurrentRecoil = Module.Recoil*(AimDown and 1-Module.RecoilRedution or 1) local RecoilX = math.rad(CurrentRecoil * RAND(Module.AngleX_Min, Module.AngleX_Max, Module.Accuracy)) local RecoilY = math.rad(CurrentRecoil * RAND(Module.AngleY_Min, Module.AngleY_Max, Module.Accuracy)) local RecoilZ = math.rad(CurrentRecoil * RAND(Module.AngleZ_Min, Module.AngleZ_Max, Module.Accuracy)) CameraModule:accelerate(RecoilX,RecoilY,RecoilZ) delay(0.05, function() CameraModule:accelerateXY(-RecoilX,-RecoilY) end) end end function Fire(ShootingHandle, InputPos) if FireAnim then FireAnim:Play(nil,nil,Module.FireAnimationSpeed) end if not ShootingHandle.FireSound.Playing or not ShootingHandle.FireSound.Looped then ShootingHandle.FireSound:Play() end local FireDirection = GetFireDirection(InputPos, ShootingHandle:FindFirstChild("GunFirePoint")) Player.PlayerScripts.BulletVisualizerScript.Visualize:Fire(nil,Tool,ShootingHandle,FireDirection, ShootingHandle:FindFirstChild("GunFirePoint"), {Module.HitEffectEnabled,Module.HitSoundIDs,Module.HitSoundPitch,Module.HitSoundVolume,script:WaitForChild("HitEffect"),Module.CustomHitEffect}, {Module.BloodEnabled,Module.HitCharSndIDs,Module.HitCharSndPitch,Module.HitCharSndVolume,script:WaitForChild("BloodEffect")}, {Module.BulletHoleEnabled,Module.BulletHoleSize,Module.BulletHoleTexture,Module.PartColor,Module.BulletHoleVisibleTime,Module.BulletHoleFadeTime}, {Module.FleshHole,Module.FleshHoleSize,Module.FleshHoleTexture,Module.FleshHoleColor,Module.FleshHoleVisibleTime,Module.FleshHoleFadeTime}, {Module.ExplosiveEnabled,Module.ExplosionRadius,Module.ExplosionSoundEnabled,Module.ExplosionSoundIDs,Module.ExplosionSoundPitch,Module.ExplosionSoundVolume,Module.CustomExplosion,script:WaitForChild("ExplosionEffect")}, {Module.BulletTracerEnabled,Module.BulletTracerOffset0,Module.BulletTracerOffset1,script:WaitForChild("TracerEffect"),Module.BulletParticleEnaled,script:WaitForChild("ParticleEffect"),Module.Range,Module.BulletSpeed,Module.DropGravity,Module.WindOffset,Module.BulletSize,Module.BulletColor,Module.BulletTransparency,Module.BulletMaterial,Module.BulletShape,Module.BulletMeshEnabled,Module.BulletMeshID,Module.BulletTextureID,Module.BulletMeshScale}, {Module.BaseDamage,Module.HeadshotDamageMultiplier,Module.HeadshotEnabled}, {Module.WhizSoundEnabled,Module.WhizSoundID,Module.WhizSoundVolume,Module.WhizSoundPitch}, {Module.BulletLightEnabled,Module.BulletLightBrightness,Module.BulletLightColor,Module.BulletLightRange,Module.BulletLightShadows}, {Module.Knockback, Module.Lifesteal, Module.FlamingBullet}) VisualizeBullet:FireServer(Tool,ShootingHandle,FireDirection, ShootingHandle:FindFirstChild("GunFirePoint"), {Module.HitEffectEnabled,Module.HitSoundIDs,Module.HitSoundPitch,Module.HitSoundVolume,script:WaitForChild("HitEffect"),Module.CustomHitEffect}, {Module.BloodEnabled,Module.HitCharSndIDs,Module.HitCharSndPitch,Module.HitCharSndVolume,script:WaitForChild("BloodEffect")}, {Module.BulletHoleEnabled,Module.BulletHoleSize,Module.BulletHoleTexture,Module.PartColor,Module.BulletHoleVisibleTime,Module.BulletHoleFadeTime}, {Module.FleshHole,Module.FleshHoleSize,Module.FleshHoleTexture,Module.FleshHoleColor,Module.FleshHoleVisibleTime,Module.FleshHoleFadeTime}, {Module.ExplosiveEnabled,Module.ExplosionRadius,Module.ExplosionSoundEnabled,Module.ExplosionSoundIDs,Module.ExplosionSoundPitch,Module.ExplosionSoundVolume,Module.CustomExplosion,script:WaitForChild("ExplosionEffect")}, {Module.BulletTracerEnabled,Module.BulletTracerOffset0,Module.BulletTracerOffset1,script:WaitForChild("TracerEffect"),Module.BulletParticleEnaled,script:WaitForChild("ParticleEffect"),Module.Range,Module.BulletSpeed,Module.DropGravity,Module.WindOffset,Module.BulletSize,Module.BulletColor,Module.BulletTransparency,Module.BulletMaterial,Module.BulletShape,Module.BulletMeshEnabled,Module.BulletMeshID,Module.BulletTextureID,Module.BulletMeshScale}, {Module.BaseDamage,Module.HeadshotDamageMultiplier,Module.HeadshotEnabled}, {Module.WhizSoundEnabled,Module.WhizSoundID,Module.WhizSoundVolume,Module.WhizSoundPitch}, {Module.BulletLightEnabled,Module.BulletLightBrightness,Module.BulletLightColor,Module.BulletLightRange,Module.BulletLightShadows}, {Module.Knockback, Module.Lifesteal, Module.FlamingBullet}) end function Reload() if Enabled and not Reloading and (Ammo > 0 or not Module.LimitedAmmoEnabled) and Mag < Module.AmmoPerMag then Reloading = true if AimDown then TweeningService:Create(Camera, TweenInfo.new(Module.TweenLengthNAD, Module.EasingStyleNAD, Module.EasingDirectionNAD), {FieldOfView = 70}):Play() CrosshairModule:setcrossscale(1) --[[local GUI = game:GetService("Players").LocalPlayer.PlayerGui:FindFirstChild("ZoomGui") if GUI then GUI:Destroy() end]] Scoping = false game:GetService("Players").LocalPlayer.CameraMode = Enum.CameraMode.Classic UserInputService.MouseDeltaSensitivity = InitialSensitivity AimDown = false end UpdateGUI() if Module.ShotgunReload then for i = 1,(Module.AmmoPerMag - Mag) do if ShotgunClipinAnim then ShotgunClipinAnim:Play(nil,nil,Module.ShotgunClipinAnimationSpeed) end Handle.ShotgunClipin:Play() wait(Module.ShellClipinSpeed) end end if ReloadAnim then ReloadAnim:Play(nil,nil,Module.ReloadAnimationSpeed) end Handle.ReloadSound:Play() wait(Module.ReloadTime) if Module.LimitedAmmoEnabled then local ammoToUse = math.min(Module.AmmoPerMag - Mag, Ammo) Mag = Mag + ammoToUse Ammo = Ammo - ammoToUse else Mag = Module.AmmoPerMag end ChangeMagAndAmmo:FireServer(Mag,Ammo) Reloading = false UpdateGUI() end end function UpdateGUI() GUI.Frame.Mag.Fill:TweenSizeAndPosition(UDim2.new(Mag/Module.AmmoPerMag,0,1,0), UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.25, true) GUI.Frame.Ammo.Fill:TweenSizeAndPosition(UDim2.new(Ammo/Module.MaxAmmo,0,1,0), UDim2.new(0,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.25, true) GUI.Frame.Mag.Current.Text = Mag GUI.Frame.Mag.Max.Text = Module.AmmoPerMag GUI.Frame.Ammo.Current.Text = Ammo GUI.Frame.Ammo.Max.Text = Module.MaxAmmo GUI.Frame.Mag.Current.Visible = not Reloading GUI.Frame.Mag.Max.Visible = not Reloading GUI.Frame.Mag.Frame.Visible = not Reloading GUI.Frame.Mag.Reloading.Visible = Reloading GUI.Frame.Ammo.Current.Visible = not (Ammo <= 0) GUI.Frame.Ammo.Max.Visible = not (Ammo <= 0) GUI.Frame.Ammo.Frame.Visible = not (Ammo <= 0) GUI.Frame.Ammo.NoMoreAmmo.Visible = (Ammo <= 0) GUI.Frame.Ammo.Visible = Module.LimitedAmmoEnabled GUI.Frame.Size = Module.LimitedAmmoEnabled and UDim2.new(0,250,0,100) or UDim2.new(0,250,0,55) GUI.Frame.Position = Module.LimitedAmmoEnabled and UDim2.new(1,-260,1,-110)or UDim2.new(1,-260,1,-65) GUI.MobileButtons.Visible = UserInputService.TouchEnabled --For mobile version GUI.MobileButtons.AimButton.Visible = Module.SniperEnabled or Module.IronsightEnabled GUI.MobileButtons.HoldDownButton.Visible = Module.HoldDownEnabled end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
script.Parent:WaitForChild("Speedo") script.Parent:WaitForChild("Tach") script.Parent:WaitForChild("ln") script.Parent:WaitForChild("Gear") script.Parent:WaitForChild("Speed") local car = script.Parent.Parent.Car.Value car.DriveSeat.HeadsUpDisplay = false local _Tune = require(car["A-Chassis Tune"]) local _pRPM = _Tune.PeakRPM local _lRPM = _Tune.Redline local revEnd = (8) local intach = car.Body.Dash.D.G.Tac.Needle local inspd = car.Body.Dash.D.G.Spd.Needle 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 local maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) local maxSp = 160 local spInc = math.max(math.ceil(maxSp/200)*20,20) for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_lRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 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 for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Speedo ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i=0,maxSp,spInc do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Speedo ln.Rotation = 45 + 225*(i/maxSp) ln.Num.Text = math.floor(i) ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end if car.DriveSeat.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end car.DriveSeat.IsOn.Changed:connect(function() if car.DriveSeat.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) intach.Rotation = -90 + script.Parent.Parent.Values.RPM.Value * 270 / 8000 end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" car.Body.Dash.D.G.Info.Gear.Text = "N" elseif gearText == -1 then gearText = "R" car.Body.Dash.D.G.Info.Gear.Text = "R" end script.Parent.Gear.Text = gearText car.Body.Dash.D.G.Info.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end end) script.Parent.Parent.Values.PBrake.Changed:connect(function() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end) script.Parent.Parent.Values.TransmissionMode.Changed:connect(function() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,script.Parent.Parent.Values.Velocity.Value.Magnitude/(maxSp*1.6)) inspd.Rotation = -90 + script.Parent.Parent.Values.Velocity.Value.Magnitude * 270 / 256 script.Parent.Speed.Text = math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude/1.6) .. " MPH" end)
--------END RIGHT DOOR --------
end wait(0.15) if game.Workspace.DoorFlashing.Value == true then
-- print("Keyframe : ".. frameName)
local repeatAnim = stopToolAnimations() playToolAnimation(repeatAnim, 0.0, Humanoid) end end function playToolAnimation(animName, transitionTime, humanoid) if animName ~= toolAnimName then if toolAnimTrack then toolAnimTrack:Stop() toolAnimTrack:Destroy() transitionTime = 0 end local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end
--Zombie artificial stupidity script --(Modified for skeletons)
sp=script.Parent lastattack=0 nextrandom=0
--[[ Module functions ]]
-- function Invisicam:LimbBehavior(castPoints) for limb, _ in pairs(self.trackedLimbs) do castPoints[#castPoints + 1] = limb.Position end end function Invisicam:MoveBehavior(castPoints) for i = 1, MOVE_CASTS do local position, velocity = self.humanoidRootPart.Position, self.humanoidRootPart.Velocity local horizontalSpeed = Vector3.new(velocity.X, 0, velocity.Z).Magnitude / 2 local offsetVector = (i - 1) * self.humanoidRootPart.CFrame.lookVector * horizontalSpeed castPoints[#castPoints + 1] = position + offsetVector end end function Invisicam:CornerBehavior(castPoints) local cframe = self.humanoidRootPart.CFrame local centerPoint = cframe.p local rotation = cframe - centerPoint local halfSize = self.char:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations castPoints[#castPoints + 1] = centerPoint for i = 1, #CORNER_FACTORS do castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i])) end end function Invisicam:CircleBehavior(castPoints) local cframe = nil if self.mode == MODE.CIRCLE1 then cframe = self.humanoidRootPart.CFrame else local camCFrame = self.camera.CoordinateFrame cframe = camCFrame - camCFrame.p + self.humanoidRootPart.Position end castPoints[#castPoints + 1] = cframe.p for i = 0, CIRCLE_CASTS - 1 do local angle = (2 * math.pi / CIRCLE_CASTS) * i local offset = 3 * Vector3.new(math.cos(angle), math.sin(angle), 0) castPoints[#castPoints + 1] = cframe * offset end end function Invisicam:LimbMoveBehavior(castPoints) self:LimbBehavior(castPoints) self:MoveBehavior(castPoints) end function Invisicam:CharacterOutlineBehavior(castPoints) local torsoUp = self.torsoPart.CFrame.upVector.unit local torsoRight = self.torsoPart.CFrame.rightVector.unit -- Torso cross of points for interior coverage castPoints[#castPoints + 1] = self.torsoPart.CFrame.p castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight if self.headPart then castPoints[#castPoints + 1] = self.headPart.CFrame.p end local cframe = CFrame.new(ZERO_VECTOR3,Vector3.new(self.camera.CoordinateFrame.lookVector.X,0,self.camera.CoordinateFrame.lookVector.Z)) local centerPoint = (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position) local partsWhitelist = {self.torsoPart} if self.headPart then partsWhitelist[#partsWhitelist + 1] = self.headPart end for i = 1, CHAR_OUTLINE_CASTS do local angle = (2 * math.pi * i / CHAR_OUTLINE_CASTS) local offset = cframe * (3 * Vector3.new(math.cos(angle), math.sin(angle), 0)) offset = Vector3.new(offset.X, math.max(offset.Y, -2.25), offset.Z) local ray = Ray.new(centerPoint + offset, -3 * offset) local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false, false) if hit then -- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against -- walls is less likely to cause a transparency glitch castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit end end end function Invisicam:SmartCircleBehavior(castPoints) local torsoUp = self.torsoPart.CFrame.upVector.unit local torsoRight = self.torsoPart.CFrame.rightVector.unit -- SMART_CIRCLE mode includes rays to head and 5 to the torso. -- Hands, arms, legs and feet are not included since they -- are not canCollide and can therefore go inside of parts castPoints[#castPoints + 1] = self.torsoPart.CFrame.p castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight if self.headPart then castPoints[#castPoints + 1] = self.headPart.CFrame.p end local cameraOrientation = self.camera.CFrame - self.camera.CFrame.p local torsoPoint = Vector3.new(0,0.5,0) + (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position) local radius = 2.5 -- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the -- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within -- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that -- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the -- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are -- behind, below or beside the character and not really obstructing view of the character. This minimizes -- the undesirable situation where the character walks up to an exterior wall and it is made invisible even -- though it is behind the character. for i = 1, SMART_CIRCLE_CASTS do local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi local offset = radius * Vector3.new(math.cos(angle), math.sin(angle), 0) local circlePoint = torsoPoint + cameraOrientation * offset -- Vector from camera to point on the circle being tested local vp = circlePoint - self.camera.CFrame.p local ray = Ray.new(torsoPoint, circlePoint - torsoPoint) local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) local castPoint = circlePoint if hit then local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface local v0 = hprime - torsoPoint -- Vector from torso to offset hit point local d0 = v0.magnitude local perp = (v0:Cross(vp)).unit -- Vector from the offset hit point, along the hit surface local v1 = (perp:Cross(hitNormal)).unit -- Vector from camera to offset hit local vprime = (hprime - self.camera.CFrame.p).unit -- This dot product checks to see if the vector along the hit surface would hit the correct -- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then castPoint = RayIntersection(hprime, v1, circlePoint, vp) if castPoint.Magnitude > 0 then local ray = Ray.new(hprime, castPoint - hprime) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) if hit then local hprime2 = hitPoint + 0.1 * hitNormal.unit castPoint = hprime2 end else castPoint = hprime end else castPoint = hprime end local ray = Ray.new(torsoPoint, (castPoint - torsoPoint)) local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false ) if hit then local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit castPoint = castPoint2 end end castPoints[#castPoints + 1] = castPoint end end function Invisicam:CheckTorsoReference() if self.char then self.torsoPart = self.char:FindFirstChild("Torso") if not self.torsoPart then self.torsoPart = self.char:FindFirstChild("UpperTorso") if not self.torsoPart then self.torsoPart = self.char:FindFirstChild("HumanoidRootPart") end end self.headPart = self.char:FindFirstChild("Head") end end function Invisicam:CharacterAdded(char, player) -- We only want the LocalPlayer's character if player~=PlayersService.LocalPlayer then return end if self.childAddedConn then self.childAddedConn:Disconnect() self.childAddedConn = nil end if self.childRemovedConn then self.childRemovedConn:Disconnect() self.childRemovedConn = nil end self.char = char self.trackedLimbs = {} local function childAdded(child) if child:IsA("BasePart") then if LIMB_TRACKING_SET[child.Name] then self.trackedLimbs[child] = true end if (child.Name == "Torso" or child.Name == "UpperTorso") then self.torsoPart = child end if (child.Name == "Head") then self.headPart = child end end end local function childRemoved(child) self.trackedLimbs[child] = nil -- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use self:CheckTorsoReference() end self.childAddedConn = char.ChildAdded:Connect(childAdded) self.childRemovedConn = char.ChildRemoved:Connect(childRemoved) for _, child in pairs(self.char:GetChildren()) do childAdded(child) end end function Invisicam:SetMode(newMode) AssertTypes(newMode, 'number') for modeName, modeNum in pairs(MODE) do if modeNum == newMode then self.mode = newMode self.behaviorFunction = self.behaviors[self.mode] return end end error("Invalid mode number") end function Invisicam:GetObscuredParts() return self.savedHits end
-- This script only needs to run if increment values actually exist.
if earnTime > 0 and earnAmount ~= 0 then -- The first shop in the game that loads will parent this script to -- ServerScriptService. After that, the other shops will just change -- the value of playerObject, and the player gets added to the increment list. script.playerObject.Changed:connect(function(value) if value and value:IsA("Player") then for _, player in next, playersToIncrement do if player == value then return end end table.insert(playersToIncrement, value) end script.playerObject.Value = nil end) while wait(earnTime) and wait() do for i, player in next, playersToIncrement do if player then local cash = player.leaderstats:FindFirstChild(cashName) if cash then cash.Value = cash.Value + earnAmount end else table.remove(playersToIncrement, i) end end end else script:Destroy() end
--Made by Luckymaxer
Seat = script.Parent Model = Seat.Parent Engine = Model:WaitForChild("Engine") BeamPart = Model:WaitForChild("BeamPart") Lights = Model:WaitForChild("Lights") Seats = Model:WaitForChild("Seats") Sounds = { Flying = Engine:WaitForChild("UFO_Flying"), Beam = Engine:WaitForChild("UFO_Beam"), Idle = Engine:WaitForChild("UFO_Idle"), TakingOff = Engine:WaitForChild("UFO_Taking_Off") } Players = game:GetService("Players") Debris = game:GetService("Debris") BeamSize = 50 CurrentBeamSize = 0 MaxVelocity = 40 MinVelocity = -40 MaxSideVelocity = 40 MinSideVelocity = -40 Acceleration = 2 Deceleration = 2 AutoDeceleration = 2 SideAcceleration = 2 SideDeceleration = 2 AutoSideDeceleration = 2 LiftOffSpeed = 5 LiftSpeed = 10 LowerSpeed = -10 Velocity = Vector3.new(0, 0, 0) SideVelocity = 0 FlipForce = 1000000 InUse = false PlayerUsing = nil PlayerControlScript = nil PlayerConnection = nil BeamActive = false TakingOff = false LightsEnabled = false Enabled = false Controls = { Forward = {Key = "W", Byte = 17, Mode = false}, Backward = {Key = "S", Byte = 18, Mode = false}, Left = {Key = "A", Byte = 20, Mode = false}, Right = {Key = "D", Byte = 19, Mode = false}, Up = {Key = "Q", Byte = 113, Mode = false}, Down = {Key = "E", Byte = 101, Mode = false}, } ControlScript = script:WaitForChild("ControlScript") Beam = Instance.new("Part") Beam.Name = "Beam" Beam.Transparency = 0.3 Beam.BrickColor = BrickColor.new("Pastel Blue") Beam.Material = Enum.Material.Plastic Beam.Shape = Enum.PartType.Block Beam.TopSurface = Enum.SurfaceType.Smooth Beam.BottomSurface = Enum.SurfaceType.Smooth Beam.FormFactor = Enum.FormFactor.Custom Beam.Size = Vector3.new(BeamPart.Size.X, 0.2, BeamPart.Size.Z) Beam.Anchored = false Beam.CanCollide = false BeamMesh = Instance.new("CylinderMesh") BeamMesh.Parent = Beam script.Parent.Parent.BeamPart.SpotLight.Enabled = true for i, v in pairs(Sounds) do v:Stop() end RemoteConnection = script:FindFirstChild("RemoteConnection") if not RemoteConnection then RemoteConnection = Instance.new("RemoteFunction") RemoteConnection.Name = "RemoteConnection" RemoteConnection.Parent = script end BodyGyro = Engine:FindFirstChild("BodyGyro") if not BodyGyro then BodyGyro = Instance.new("BodyGyro") BodyGyro.Parent = Engine end BodyGyro.maxTorque = Vector3.new(0, 0, 0) BodyGyro.D = 7500 BodyGyro.P = 10000 BodyPosition = Engine:FindFirstChild("BodyPosition") if not BodyPosition then BodyPosition = Instance.new("BodyPosition") BodyPosition.Parent = Engine end BodyPosition.maxForce = Vector3.new(0, 0, 0) BodyPosition.D = 10000 BodyPosition.P = 50000 BodyVelocity = Engine:FindFirstChild("BodyVelocity") if not BodyVelocity then BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.Parent = Engine end BodyVelocity.velocity = Vector3.new(0, 0, 0) BodyVelocity.maxForce = Vector3.new(0, 0, 0) BodyVelocity.P = 10000 FlipGyro = BeamPart:FindFirstChild("FlipGyro") if not FlipGyro then FlipGyro = Instance.new("BodyGyro") FlipGyro.Name = "FlipGyro" FlipGyro.Parent = BeamPart end FlipGyro.maxTorque = Vector3.new(0, 0, 0) FlipGyro.D = 500 FlipGyro.P = 3000 RiseVelocity = BeamPart:FindFirstChild("RiseVelocity") if not RiseVelocity then RiseVelocity = Instance.new("BodyVelocity") RiseVelocity.Name = "RiseVelocity" RiseVelocity.Parent = BeamPart end RiseVelocity.velocity = Vector3.new(0, 0, 0) RiseVelocity.maxForce = Vector3.new(0, 0, 0) RiseVelocity.P = 10000 function RayCast(Position, Direction, MaxDistance, IgnoreList) return game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(Position, Direction.unit * (MaxDistance or 999.999)), IgnoreList) end function ToggleLights() for i, v in pairs(Lights:GetChildren()) do if v:IsA("BasePart") then for ii, vv in pairs(v:GetChildren()) do if vv:IsA("Light") then vv.Enabled = LightsEnabled end end end end end ToggleLights() function CheckTable(Table, Instance) for i, v in pairs(Table) do if v == Instance then return true end end return false end function RandomizeTable(Table) local TableCopy = {} for i = 1, #Table do local Index = math.random(1, #Table) table.insert(TableCopy, Table[Index]) table.remove(Table, Index) end return TableCopy end for i, v in pairs(Model:GetChildren()) do if v:IsA("BasePart") and v.Name == "Beam" then v:Destroy() end end function GetPartsInBeam(beam) local IgnoreObjects = {(((PlayerUsing and PlayerUsing.Character) and PlayerUsing.Character) or nil), Model} local NegativePartRadius = Vector3.new((beam.Size.X / 2), ((CurrentBeamSize / 5) / 2), (beam.Size.Z / 2)) local PositivePartRadius = Vector3.new((beam.Size.X / 2), ((CurrentBeamSize / 5) / 2), (beam.Size.Z / 2)) local Parts = game:GetService("Workspace"):FindPartsInRegion3WithIgnoreList(Region3.new(beam.Position - NegativePartRadius, beam.Position + PositivePartRadius), IgnoreObjects, 100) local Humanoids = {} local Torsos = {} for i, v in pairs(Parts) do if v and v.Parent then local humanoid = v.Parent:FindFirstChild("Humanoid") local torso = v.Parent:FindFirstChild("Torso") local player = Players:GetPlayerFromCharacter(v.Parent) if player and humanoid and humanoid.Health > 0 and torso and not CheckTable(Humanoids, humanoid) then table.insert(Humanoids, humanoid) table.insert(Torsos, {Humanoid = humanoid, Torso = torso}) end end end return Torsos end RemoteConnection.OnServerInvoke = (function(Player, Script, Action, Value) if Script and Script ~= PlayerControlScript then Script.Disabled = true Script:Destroy() else if Action == "KeyDown" then if Value == "l" then LightsEnabled = not LightsEnabled ToggleLights() elseif Value == "t" then if TemporaryBeam and TemporaryBeam.Parent then local Torsos = GetPartsInBeam(TemporaryBeam) local TorsosUsed = {} Torsos = RandomizeTable(Torsos) for i, v in pairs(Seats:GetChildren()) do if v:IsA("Seat") and not v:FindFirstChild("SeatWeld") then for ii, vv in pairs(Torsos) do if vv.Humanoid and vv.Humanoid.Parent and vv.Humanoid.Health > 0 and not vv.Humanoid.Sit and vv.Torso and vv.Torso.Parent and not CheckTable(TorsosUsed, vv.Torso) then table.insert(TorsosUsed, vv.Torso) vv.Torso.CFrame = v.CFrame break end end end end end end if not TakingOff then for i, v in pairs(Controls) do if string.lower(v.Key) == string.lower(Value) or v.Byte == string.byte(Value) then v.Mode = true end end if Controls.Up.Mode or Controls.Down.Mode then RiseVelocity.maxForce = Vector3.new(0, 1000000, 0) end if Controls.Forward.Mode or Controls.Backward.Mode or Controls.Left.Mode or Controls.Right.Mode or Controls.Up.Mode or Controls.Down.Mode then Sounds.Idle:Stop() Sounds.Flying:Play() end end elseif Action == "KeyUp" then if not TakingOff then for i, v in pairs(Controls) do if string.lower(v.Key) == string.lower(Value) or v.Byte == string.byte(Value) then v.Mode = false end end if not Controls.Up.Mode and not Controls.Down.Mode then BodyPosition.position = Engine.Position BodyPosition.maxForce = Vector3.new(0, 100000000, 0) RiseVelocity.maxForce = Vector3.new(0, 0, 0) RiseVelocity.velocity = Vector3.new(0, 0, 0) end if not Controls.Forward.Mode and not Controls.Backward.Mode and not Controls.Left.Mode and not Controls.Right.Mode and not Controls.Up.Mode and not Controls.Down.Mode then Sounds.Flying:Stop() Sounds.Idle:Play() end end elseif Action == "Button1Down" then if not BeamActive and not TakingOff then BeamActive = true if TemporaryBeam and TemporaryBeam.Parent then TemporaryBeam:Destroy() end TemporaryBeam = Beam:Clone() TemporaryBeam.Parent = Model Spawn(function() while TemporaryBeam and TemporaryBeam.Parent do local Torsos = GetPartsInBeam(TemporaryBeam) for i, v in pairs(Torsos) do if v.Humanoid and v.Humanoid.Parent and v.Humanoid.Health > 0 and v.Torso and v.Torso.Parent and not v.Torso:FindFirstChild("UFOPullForce") and not v.Torso:FindFirstChild("UFOBalanceForce") then local UFOPullForce = Instance.new("BodyVelocity") UFOPullForce.Name = "UFOPullForce" UFOPullForce.maxForce = Vector3.new(0, 1000000, 0) UFOPullForce.velocity = CFrame.new(v.Torso.Position, BeamPart.Position).lookVector * 25 Debris:AddItem(UFOPullForce, 0.25) UFOPullForce.Parent = v.Torso local UFOBalanceForce = Instance.new("BodyGyro") UFOBalanceForce.Name = "UFOBalanceForce" UFOBalanceForce.maxTorque = Vector3.new(1000000, 0, 1000000) Debris:AddItem(UFOBalanceForce, 0.25) UFOBalanceForce.Parent = v.Torso end end wait() end end) local BeamWeld = Instance.new("Weld") BeamWeld.Part0 = BeamPart BeamWeld.Part1 = TemporaryBeam Spawn(function() Sounds.Beam:Play() while Enabled and BeamActive and TemporaryBeam and TemporaryBeam.Parent do local IgnoreTable = {Model} for i, v in pairs(Players:GetChildren()) do if v:IsA("Player") and v.Character then table.insert(IgnoreTable, v.Character) end end local BeamPartClone = BeamPart:Clone() local BeamPartCloneY = BeamPartClone:Clone() BeamPartCloneY.CFrame = BeamPartCloneY.CFrame * CFrame.Angles(-math.rad(90), 0, 0) BeamPartCloneY.CFrame = BeamPartCloneY.CFrame - BeamPartCloneY.CFrame.lookVector * ((BeamPart.Size.Y / 2)) local Hit, Position = RayCast(BeamPart.Position, BeamPartCloneY.CFrame.lookVector, BeamSize, IgnoreTable) CurrentBeamSize = ((BeamPart.Position - Position).magnitude * 5) TemporaryBeam.Mesh.Scale = Vector3.new(1, CurrentBeamSize, 1) BeamWeld.Parent = TemporaryBeam BeamWeld.C0 = CFrame.new(0, 0, 0) - Vector3.new(0, ((CurrentBeamSize / 2) + (BeamPart.Size.Y / 2)) / 5 , 0) wait() end BeamActive = false Sounds.Beam:Stop() if TemporaryBeam and TemporaryBeam.Parent then TemporaryBeam:Destroy() end end) end elseif Action == "Button1Up" then BeamActive = false end end end) function ManageMotionStep(ForceLift, CoordinateFrame) local CameraForwards = -CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 0, 1)) local CameraSideways = -CoordinateFrame:vectorToWorldSpace(Vector3.new(1, 0, 0)) local CameraRotation = -CoordinateFrame:vectorToWorldSpace(Vector3.new(0, 1, 0)) CameraForwards = CameraForwards * Vector3.new(1, 0, 1) CameraSideways = CameraSideways * Vector3.new(1, 0, 1) if CameraForwards:Dot(CameraForwards) < 0.1 or CameraSideways:Dot(CameraSideways) < 0.1 then return end CameraForwards = CameraForwards.unit CameraSideways = CameraSideways.unit if math.abs(Velocity.X) < 2 and math.abs(Velocity.Z) < 2 then BodyVelocity.velocity = Vector3.new(0, 0, 0) else BodyVelocity.velocity = Velocity end BodyGyro.cframe = CFrame.new(0, 0, 0) * CFrame.Angles(Velocity:Dot(Vector3.new(0, 0, 1)) * (math.pi / 320), 0, math.pi - Velocity:Dot(Vector3.new(1, 0, 0)) * (math.pi / 320)) if Controls.Forward.Mode and (not Controls.Backward.Mode) and Velocity:Dot(CameraForwards) < MaxVelocity then Velocity = Velocity + Acceleration * CameraForwards elseif Controls.Backward.Mode and (not Controls.Forward.Mode) and Velocity:Dot(CameraForwards) > MinVelocity then Velocity = Velocity - Deceleration * CameraForwards elseif (not Controls.Backward.Mode) and (not Controls.Forward.Mode) and Velocity:Dot(CameraForwards) > 0 then Velocity = Velocity - AutoDeceleration * CameraForwards elseif (not Controls.Backward.Mode) and (not Controls.Forward.Mode) and Velocity:Dot(CameraForwards) < 0 then Velocity = Velocity + AutoDeceleration * CameraForwards end if Controls.Left.Mode and (not Controls.Right.Mode) and Velocity:Dot(CameraSideways) < MaxSideVelocity then Velocity = Velocity + SideAcceleration * CameraSideways elseif Controls.Right.Mode and (not Controls.Left.Mode) and Velocity:Dot(CameraSideways) > MinSideVelocity then Velocity = Velocity - SideDeceleration * CameraSideways elseif (not Controls.Right.Mode) and (not Controls.Left.Mode) and Velocity:Dot(CameraSideways) > 0 then Velocity = Velocity - AutoSideDeceleration * CameraSideways elseif (not Controls.Right.Mode) and (not Controls.Left.Mode) and Velocity:Dot(CameraSideways) < 0 then Velocity = Velocity + AutoSideDeceleration * CameraSideways end if ForceLift then RiseVelocity.velocity = Vector3.new(0, LiftOffSpeed, 0) else if Controls.Up.Mode and (not Controls.Down.Mode) then RiseVelocity.velocity = Vector3.new(0, LiftSpeed, 0) BodyPosition.maxForce = Vector3.new(0, 0, 0) elseif Controls.Down.Mode and (not Controls.Up.Mode) then RiseVelocity.velocity = Vector3.new(0, LowerSpeed, 0) BodyPosition.maxForce = Vector3.new(0, 0, 0) end end end function MotionManager() Spawn(function() TakingOff = true RiseVelocity.maxForce = Vector3.new(0, 1000000, 0) local StartTime = tick() Sounds.TakingOff:Play() while Enabled and PlayerConnection and (tick() - StartTime) < 3 do local CoordinateFrame = PlayerConnection:InvokeClient(PlayerUsing, "CoordinateFrame") ManageMotionStep(true, CoordinateFrame) wait() end TakingOff = false Sounds.TakingOff:Stop() while PlayerConnection and (Enabled or Velocity:Dot(Velocity) > 0.5) do local CoordinateFrame = PlayerConnection:InvokeClient(PlayerUsing, "CoordinateFrame") ManageMotionStep(false, CoordinateFrame) wait() end end) end function LiftOff() BodyGyro.maxTorque = Vector3.new(1000000, 1000000, 1000000) BodyVelocity.maxForce = Vector3.new(1000000, 0, 1000000) Velocity = Vector3.new(0, 0, 0) Enabled = true MotionManager() end function Equipped(Player) local Backpack = Player:FindFirstChild("Backpack") if Backpack then InUse = true PlayerUsing = Player PlayerControlScript = ControlScript:Clone() local RemoteController = Instance.new("ObjectValue") RemoteController.Name = "RemoteController" RemoteController.Value = RemoteConnection RemoteController.Parent = PlayerControlScript local VehicleSeat = Instance.new("ObjectValue") VehicleSeat.Name = "VehicleSeat" VehicleSeat.Value = Seat VehicleSeat.Parent = PlayerControlScript PlayerConnection = Instance.new("RemoteFunction") PlayerConnection.Name = "PlayerConnection" PlayerConnection.Parent = PlayerControlScript PlayerControlScript.Disabled = false PlayerControlScript.Parent = Backpack LiftOff() end end function Unequipped() if PlayerControlScript and PlayerControlScript.Parent then PlayerControlScript:Destroy() end Enabled = false PlayerControlScript = nil PlayerUsing = nil PlayerConnection = nil BeamActive = false TakingOff = false InUse = false BodyGyro.maxTorque = Vector3.new(0, 0, 0) BodyPosition.maxForce = Vector3.new(0, 0, 0) BodyVelocity.maxForce = Vector3.new(0, 0, 0) BodyVelocity.velocity = Vector3.new(0, 0, 0) RiseVelocity.maxForce = Vector3.new(0, 0, 0) RiseVelocity.velocity = Vector3.new(0, 0, 0) for i, v in pairs(Controls) do v.Mode = false end end function Flip() local EngineCloneY = Engine:Clone() EngineCloneY.CFrame = EngineCloneY.CFrame * CFrame.Angles(-math.rad(90), 0, 0) if EngineCloneY.CFrame.lookVector.Y < 0.707 then FlipGyro.cframe = CFrame.new(Vector3.new(0, 0, 0), Vector3.new(0, 1, 0)) * CFrame.Angles((-math.pi / 2), 0, 0) FlipGyro.maxTorque = Vector3.new(FlipForce, FlipForce, FlipForce) wait(2) FlipGyro.maxTorque = Vector3.new(0,0,0) end end Seat.ChildAdded:connect(function(Child) if Child:IsA("Weld") and Child.Name == "SeatWeld" then if Child.Part0 and Child.Part0 == Seat and Child.Part1 and Child.Part1.Parent then local Player = Players:GetPlayerFromCharacter(Child.Part1.Parent) if Player then Equipped(Player) end end end end) Seat.ChildRemoved:connect(function(Child) if Child:IsA("Weld") and Child.Name == "SeatWeld" then if Child.Part0 and Child.Part0 == Seat and Child.Part1 and Child.Part1.Parent then local Player = Players:GetPlayerFromCharacter(Child.Part1.Parent) if Player and Player == PlayerUsing then Unequipped(Player) end end end end) Spawn(function() while true do Flip() wait(5) end end)
--// Recoil Settings
gunrecoil = -0.3; -- How much the gun recoils backwards when not aiming camrecoil = 0.05; -- How much the camera flicks when not aiming AimGunRecoil = -0.1; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.02; -- How much the camera flicks when aiming CamShake = 56; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 38; -- THIS IS ALSO NEW!!!! Kickback = 3; -- Upward gun rotation when not aiming AimKickback = 0.1; -- Upward gun rotation when aiming
-- innit bruv
local renderResolution = 10 local cam = workspace.CurrentCamera local viewportSize = cam.ViewportSize
-- Driver Input Loop --
while script.Parent ~= nil do --Update throttle, steer, handbrake getInputValues() local currentVel = Chassis.GetAverageVelocity() local steer = script.Steering.Value Chassis.UpdateSteering(steer, currentVel) -- Taking care of throttling local throttle = script.Throttle.Value script.AngularMotorVelocity.Value = currentVel script.ForwardVelocity.Value = DriverSeat.CFrame.LookVector:Dot(DriverSeat.Velocity) Chassis.UpdateThrottle(currentVel, throttle) -- Taking care of handbrake if script.HandBrake.Value > 0 then Chassis.EnableHandbrake() end wait() end
-- LIGHT SETTINGS --[[ LIGHT TYPES: - Halogen - LED ]]
-- local Low_Beam_Brightness = 0.55 local High_Beam_Brightness = 0.80 local Fog_Light_Brightness = 0.7 local Rear_Light_Brightness = 1.0 local Brake_Light_Brightness = 1.5 local Reverse_Light_Brightness = 1 local Headlight_Type = "Halogen" local Indicator_Type = "Halogen" local Fog_Light_Type = "Halogen" local Plate_Light_Type = "Halogen" local Rear_Light_Type = "Halogen" local Reverse_Light_Type = "Halogen" local Running_Light_Location = "Custom DRL" -- Where your running lights will luminate. ("Low Beam / Indicators" and "Low Beam". LED DRLS or any DRL in a differnet position go in the Running model, change the string to "Custom DRL") local CustomDRL_Type = "LED" local Fade_Time = 0.35 -- How long it takes for the light to fully turn on. (works only with Halogen, default is 0.35 seconds) local Indicator_Flash_Rate = 0.3 -- Rate of change between each indicator state. (in seconds) local Popup_Hinge_Angle = -0.75 -- Changes the angle of your popup headlights. (only use if your car has popups)
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire==true) end function boom() wait(1.5) Used = true Object.Anchored = true Object.CanCollide = true Object.Sparks.Enabled = false Object.Orientation = Vector3.new(0,0,0) Object.Transparency = 1 Object.Fuse:Stop() Object.Explode:Play() Object.Explosion:Emit(100) Explode() end Object.Touched:Connect(function(part) if Used == true or part.Name == "Handle" then return end if part:IsDescendantOf(Tag.Value.Character) then return end if part.Parent then if part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) then tagHuman(human) human:TakeDamage(Damage) end end Used = true Object.Impact:Play() Object.Velocity = Vector3.new(Object.Velocity.x/10,Object.Velocity.y/10,Object.Velocity.z/10) Object.RotVelocity = Vector3.new(Object.RotVelocity.x/10,Object.RotVelocity.y/10,Object.RotVelocity.z/10) game:GetService("Debris"):AddItem(Object, 10) end end) boom()
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Keyboard = setmetatable({}, BaseCharacterController) Keyboard.__index = Keyboard local bindAtPriorityFlagExists, bindAtPriorityFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserPlayerScriptsBindAtPriority") end) local FFlagPlayerScriptsBindAtPriority = bindAtPriorityFlagExists and bindAtPriorityFlagEnabled function Keyboard.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new(), Keyboard) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.textFocusReleasedConn = nil self.textFocusGainedConn = nil self.windowFocusReleasedConn = nil self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 return self end function Keyboard:Enable(enable) if not UserInputService.KeyboardEnabled then return false end if enable == self.enabled then -- Module is already in the state being requested. True is returned here since the module will be in the state -- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate -- no action was necessary. False indicates failure to be in requested/expected state. return true end self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then self:BindContextActions() self:ConnectFocusEventListeners() else self:UnbindContextActions() self:DisconnectFocusEventListeners() end self.enabled = enable return true end function Keyboard:UpdateMovement(inputState) if inputState == Enum.UserInputState.Cancel then self.moveVector = ZERO_VECTOR3 else self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue) end end function Keyboard:BindContextActions() -- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are, -- which fixes them from getting stuck on. local handleMoveForward = function(actionName, inputState, inputObject) self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end local handleMoveBackward = function(actionName, inputState, inputObject) self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end local handleMoveLeft = function(actionName, inputState, inputObject) self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0 self:UpdateMovement(inputState) if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end local handleMoveRight = function(actionName, inputState, inputObject) self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0 self:UpdateMovement(inputState) if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end local handleJumpAction = function(actionName, inputState, inputObject) self.isJumping = (inputState == Enum.UserInputState.Begin) if FFlagPlayerScriptsBindAtPriority then return Enum.ContextActionResult.Sink end end -- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to -- movement direction is done in Lua if FFlagPlayerScriptsBindAtPriority then ContextActionService:BindActionAtPriority("moveForwardAction", handleMoveForward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward) ContextActionService:BindActionAtPriority("moveBackwardAction", handleMoveBackward, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward) ContextActionService:BindActionAtPriority("moveLeftAction", handleMoveLeft, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft) ContextActionService:BindActionAtPriority("moveRightAction", handleMoveRight, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight) ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false, self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump) else ContextActionService:BindAction("moveForwardAction", handleMoveForward, false, Enum.PlayerActions.CharacterForward) ContextActionService:BindAction("moveBackwardAction", handleMoveBackward, false, Enum.PlayerActions.CharacterBackward) ContextActionService:BindAction("moveLeftAction", handleMoveLeft, false, Enum.PlayerActions.CharacterLeft) ContextActionService:BindAction("moveRightAction", handleMoveRight, false, Enum.PlayerActions.CharacterRight) ContextActionService:BindAction("jumpAction",handleJumpAction,false,Enum.PlayerActions.CharacterJump) end end function Keyboard:UnbindContextActions() ContextActionService:UnbindAction("moveForwardAction") ContextActionService:UnbindAction("moveBackwardAction") ContextActionService:UnbindAction("moveLeftAction") ContextActionService:UnbindAction("moveRightAction") ContextActionService:UnbindAction("jumpAction") end function Keyboard:ConnectFocusEventListeners() local function onFocusReleased() self.moveVector = ZERO_VECTOR3 self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.isJumping = false end local function onTextFocusGained(textboxFocused) self.isJumping = false end self.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased) self.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained) self.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased) end function Keyboard:DisconnectFocusEventListeners() if self.textFocusReleasedCon then self.textFocusReleasedCon:Disconnect() self.textFocusReleasedCon = nil end if self.textFocusGainedConn then self.textFocusGainedConn:Disconnect() self.textFocusGainedConn = nil end if self.windowFocusReleasedConn then self.windowFocusReleasedConn:Disconnect() self.windowFocusReleasedConn = nil end end return Keyboard
---Finds the characters position, based off their torso
local t = P.Character:FindFirstChild("Torso") if t then local Char = P.Character local X = Char.Torso.Position.X local Y = Char.Torso.Position.Y local Z = Char.Torso.Position.Z local X1 = Instance.new("IntValue") X1.Value = X local Y1 = Instance.new("IntValue") Y1.Value = Y local Z1 = Instance.new("IntValue") Z1.Value = Z script.Parent.Text = " " ..X1.Value.. ", " ..Y1.Value.. ", " ..Z1.Value.. " " end end wait(T) end
-- print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName -- set up keyframe name triggers if currentAnimKeyframeHandler then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end
--[[ Gamepad Character Control - This module handles controlling your avatar using a game console-style controller 2018 PlayerScripts Update - AllYourBlox --]]
local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService")
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [0] = "Yellow"; [5] = "White"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 0; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; for v2, v3 in ipairs(script:GetChildren()) do if not v2 then break; end; if v3.ClassName == "ModuleScript" then for v5, v6 in pairs((require(v3))) do v1[v5] = v6; end; end; end; return v1;
---------------------------------- ------------VARIABLES------------- ----------------------------------
PianoId = nil Connector = game.Workspace:FindFirstChild("GlobalPianoConnector") local Transposition, Volume = script.Parent:WaitForChild("Transpose"), 1
---Box thing
for _,v in pairs(script.Parent.ShopFrame.Boxes:GetChildren()) do if v:IsA("TextButton") then v.MouseButton1Click:Connect(function() ---Clean for _,y in pairs(script.Parent.ShopFrame.BoxContaining.Frame:GetChildren()) do if y:IsA("ImageLabel") then y:Destroy() end end --Add local Weaponfolder = game.ReplicatedStorage.Weapons:FindFirstChild(v.Parent.Weapon.Value) print(Weaponfolder.Name) print(v.Name) local Boxfolder = Weaponfolder:FindFirstChild(v.Name) local Weapons = Boxfolder:GetChildren() if #Weapons > 0 then for _,y in pairs(Weapons) do local ImgFrame = Instance.new("ImageLabel") ImgFrame.Parent = script.Parent.ShopFrame.BoxContaining.Frame ImgFrame.Image = y.TextureId end end script.Parent.ShopFrame.BoxContaining.TextLabel.Text = (Boxfolder.Name).." box contains:" script.Parent.ShopFrame.BoxContaining.Box.Value = Boxfolder script.Parent.ShopFrame.BoxContaining.Visible = true script.Parent.ShopFrame.Boxes.Visible = false end) end end
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1) local v1 = Instance.new("Part"); v1.Anchored = true; v1.CanCollide = false; v1.Transparency = 1; v1.Material = Enum.Material.SmoothPlastic; v1.CastShadow = false; v1.Size = Vector3.new(); v1.CFrame = typeof(p1) == "Vector3" and CFrame.new(p1) or p1; v1.Name = "host"; local v2 = Instance.new("Attachment"); v2.Parent = v1; v1.Parent = u1.Debris; return v1, v2; end;
-- Declaring Variables
local ts = game:GetService("TweenService") local mainUI = script.Parent.Parent local shopFrame = mainUI.Frame local shopBtn = mainUI.OpenShop
--!strict
local function startsWith(value: string, substring: string, position: number?): boolean if string.len(substring) == 0 then return true end -- Luau FIXME: we have to use a tmp variable, as Luau doesn't understand the logic below narrow position to `number` local position_ if position == nil or position < 1 then position_ = 1 else position_ = position end if position_ > string.len(value) then return false end return value:find(substring, position_, true) == position_ end return startsWith
--local function pad_and_xor(str, result_length, byte_for_xor) -- return string.gsub(str, ".", function(c) -- return string.char(bit32_bxor(string.byte(c), byte_for_xor)) -- end) .. string.rep(string.char(byte_for_xor), result_length - #str) --end
--bin.Equipped:connect(onEquipped) --bin.Selected:connect(onSelected)
--[[ Sets the text on the touchable button ]]
function BaseSystem:_setButtonText(text) local button = self._model:FindFirstChild("ToggleButton") if not button then return end local textLabel = button:FindFirstChild("SurfaceGui"):FindFirstChild("Text") if not textLabel then return end textLabel.Text = text end
--Disable script if car is removed from workspace
Car.AncestryChanged:Connect(function() if not Car:IsDescendantOf(Workspace) then unbindActions() LocalVehicleSeating.ExitSeat() LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat) -- stop seated anim --print("car removed from workspace") script.Disabled = true ProximityPromptService.Enabled = true end end) local function exitVehicle(action, inputState, inputObj) if inputState == Enum.UserInputState.Begin then LocalVehicleSeating.ExitSeat() -- stop seated anim end end local function _updateRawInput(_, inputState, inputObj) local key = inputObj.KeyCode local data = Keymap.getData(key) if not data then return end local axis = data.Axis local val = 0 if axis then val = inputObj.Position:Dot(axis) else val = (inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change) and 1 or 0 end val = val * (data.Sign or 1) _rawInput[key] = val if data.Pass then return Enum.ContextActionResult.Pass end end local function _calculateInput(action) -- Loop through all mappings for this action and calculate a resultant value from the raw input local mappings = Keymap[action] local val = 0 local absVal = val for _, data in ipairs(mappings) do local thisVal = _rawInput[data.KeyCode] if math.abs(thisVal) > absVal then val = thisVal absVal = math.abs(val) end end return val end ContextActionService:BindAction( EXIT_ACTION_NAME, exitVehicle, false, Keymap.EnterVehicleGamepad, Keymap.EnterVehicleKeyboard ) ContextActionService:BindActionAtPriority( RAW_INPUT_ACTION_NAME, _updateRawInput, false, Enum.ContextActionPriority.High.Value, unpack(Keymap.allKeys()))
--[[ Calculates a ratio for interface scaling based on resolution (screen size). Used for scaling down, not up. Functions.ResolutionScale() --]]
return function() --- Return cache if tick() - lastCalcTick <= 0.05 then return lastCalc end --- calc local resolution = camera.ViewportSize local resolutionScale = resolution.Magnitude local scale = math.clamp(resolutionScale / 1800, 0.33, 1) --- Cache lastCalc = scale lastCalcTick = tick() -- return scale end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Rev") if not FE then 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 for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end car.DriveSeat.Rev:Play() while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2 end else local handler = car.AC6_FE_Sounds handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2 handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume) end end
-- this script is optional and not required to have, delete it or keep it
local player = {} local input = {} local animation = {} local players = game:GetService("Players") local runservice = game:GetService("RunService") local userinput = game:GetService("UserInputService") do -- player local PLAYER = players.LocalPlayer player = setmetatable({}, {__index = function(k) return rawget(player, k) or PLAYER:FindFirstChild(tostring(k)) end}) local function onCharacter(character) wait() player.character = character player.mouse = PLAYER:GetMouse() player.backpack = PLAYER:WaitForChild("Backpack") player.humanoid = player.character:WaitForChild("Humanoid") player.torso = player.character:WaitForChild("Torso") player.alive = true repeat wait() until player.humanoid.Parent == player.character and player.character:IsDescendantOf(game) animation.crouch = player.humanoid:LoadAnimation(script:WaitForChild("crouch")) input.stance = "stand" local onDied onDied = player.humanoid.Died:connect(function() player.alive = false onDied:disconnect() if animation.crouch then animation.crouch:Stop(.2) end end) end if PLAYER.Character then onCharacter(PLAYER.Character) end PLAYER.CharacterAdded:connect(onCharacter) end do -- input input.stance = "stand" local sprinting = false local default_right = CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0) local default_left = CFrame.new(-1, -1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0) runservice.RenderStepped:connect(function() if animation.crouch then if animation.crouch.IsPlaying then animation.crouch:AdjustSpeed(Vector3.new(player.torso.Velocity.x, 0, player.torso.Velocity.z).magnitude/10) end end end) userinput.TextBoxFocused:connect(function() if sprinting then sprinting = false player.humanoid.WalkSpeed = 16 end end) userinput.InputBegan:connect(function(object, g) if not g then if object.UserInputType == Enum.UserInputType.Keyboard then local key = object.KeyCode if key == Enum.KeyCode.C then if input.stance == "crouch" then player.humanoid.HipHeight = 0 player.humanoid.WalkSpeed = 16 animation.crouch:Stop(.2) input.stance = "stand" else input.stance = "crouch" player.humanoid.HipHeight = -1 player.humanoid.WalkSpeed = 16 * 0.4 animation.crouch:Play(.2) end elseif key == Enum.KeyCode.LeftShift then if not sprinting then sprinting = true player.humanoid.WalkSpeed = 16 * (input.stance == "crouch" and 0.8 or 1.25) end end end end end) userinput.InputEnded:connect(function(object, g) if not g then if object.UserInputType == Enum.UserInputType.Keyboard then local key = object.KeyCode if key == Enum.KeyCode.LeftShift then if sprinting then sprinting = false player.humanoid.WalkSpeed = 16 * (input.stance == "crouch" and 0.4 or 1) end end end end end) end
-- UAEmaple
function onTouch(part) local human = part.Parent:findFirstChild("Humanoid") if human ~= nil then part.Parent:findFirstChild("Head").Transparency = 0.99 part.Parent:findFirstChild("Torso").Transparency = 1 part.Parent:findFirstChild("Left Arm").Transparency = 1 part.Parent:findFirstChild("Right Arm").Transparency = 1 part.Parent:findFirstChild("Left Leg").Transparency = 1 part.Parent:findFirstChild("Right Leg").Transparency = 1 if part.Parent:findFirstChild("Head"):findFirstChild("face") == nil then return end part.Parent:findFirstChild("Head"):findFirstChild("face"):remove() if part.Parent:findFirstChild("Torso"):findFirstChild("roblox") == nil then return end part.Parent:findFirstChild("Torso"):findFirstChild("roblox"):remove() end end script.Parent.Touched:connect(onTouch)print("Hello world!")
--[=[ @return ... any @yields Yields the current thread until the signal is fired, and returns the arguments fired from the signal. Yielding the current thread is not always desirable. If the desire is to only capture the next event fired, using `ConnectOnce` might be a better solution. ```lua task.spawn(function() local msg, num = signal:Wait() print(msg, num) --> "Hello", 32 end) signal:Fire("Hello", 32) ``` ]=]
function Signal:Wait() local waitingCoroutine = coroutine.running() local connection local done = false connection = self:Connect(function(...) if done then return end done = true connection:Disconnect() task.spawn(waitingCoroutine, ...) end) return coroutine.yield() end
--Player.CameraMode = "LockFirstPerson"
elseif key == "q" or key== "ButtonL2" and zoomed then zoomed = false Cam.FieldOfView = 70 Player.Character.Humanoid.CameraOffset = Vector3.new(0,0,0)
-- << AUTO UPDATE FRAMES >>
spawn(function() while wait(20) do if frame.Visible and main.gui.MainFrame.Visible then module:UpdatePages() end end end) return module
-- Given two pairs of arrays of strings: -- Compare the pair of comparison arrays line-by-line. -- Format the corresponding lines in the pair of displayable arrays.
local function diffLinesUnified2( aLinesDisplay: { [number]: string }, bLinesDisplay: { [number]: string }, aLinesCompare: { [number]: string }, bLinesCompare: { [number]: string }, options: DiffOptions? ): string if isEmptyString(aLinesDisplay) and isEmptyString(aLinesCompare) then aLinesDisplay = {} aLinesCompare = {} end if isEmptyString(bLinesDisplay) and isEmptyString(bLinesCompare) then bLinesDisplay = {} bLinesCompare = {} end if #aLinesDisplay ~= #aLinesCompare or #bLinesDisplay ~= #bLinesCompare then -- Fall back to diff of display lines. return diffLinesUnified(aLinesDisplay, bLinesDisplay, options) end local diffs = diffLinesRaw(aLinesCompare, bLinesCompare) -- Replace comparison lines with displayable lines. local aIndex = 0 local bIndex = 0 for _, d in ipairs(diffs) do local case = d[1] if case == DIFF_DELETE then d[2] = aLinesDisplay[aIndex + 1] aIndex += 1 elseif case == DIFF_INSERT then d[2] = bLinesDisplay[bIndex + 1] bIndex += 1 else d[2] = bLinesDisplay[bIndex + 1] aIndex += 1 bIndex += 1 end end return printDiffLines(diffs, normalizeDiffOptions(options)) end
--// F key, Manual
mouse.KeyDown:connect(function(key) if key=="f" then script.Parent.Parent.Man.TextTransparency = 0 veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 veh.Lightbar.middle.Hilo.Volume = 0 veh.Lightbar.middle.Rwail.Volume = 0 script.Parent.Parent.MBOV.Visible = true script.Parent.Parent.MBOV.Text = "Made by OfficerVargas" end end)
--// Variables
repeat wait() until Players.LocalPlayer local Player = Players.LocalPlayer
-- Set the tank's welds to face the right direction
function setTurretDirection(elevation, rotation) parts.MantletBase.MainGunWeld.C1 = CFrame.new(0,0,0) * CFrame.fromEulerAnglesXYZ(0, elevation, 0); parts.TurretRing2.TurretRingWeld.C1 = CFrame.new(0,0,0.8) * CFrame.fromEulerAnglesXYZ(0, 0, rotation); end
-- Create component
local AboutPane = Roact.PureComponent:extend(script.Name) function AboutPane:init() self.DockSize, self.SetDockSize = Roact.createBinding(UDim2.new()) self.Maid = Maid.new() end function AboutPane:willUnmount() self.Maid:Destroy() end function AboutPane:render() return new('ImageButton', { Image = ''; BackgroundTransparency = 0.75; BackgroundColor3 = Color3.fromRGB(0, 0, 0); LayoutOrder = self.props.LayoutOrder; Size = UDim2.new(1, 0, 0, 32); [Roact.Event.Activated] = function (rbx) self:setState({ IsManualOpen = not self.state.IsManualOpen; }) end; [Roact.Event.MouseButton1Down] = function (rbx) local Dock = rbx.Parent local InitialAbsolutePosition = UserInputService:GetMouseLocation() - GuiService:GetGuiInset() local InitialPosition = Dock.Position self.Maid.DockDragging = UserInputService.InputChanged:Connect(function (Input) if (Input.UserInputType.Name == 'MouseMovement') or (Input.UserInputType.Name == 'Touch') then -- Suppress activation response if dragging detected if (Vector2.new(Input.Position.X, Input.Position.Y) - InitialAbsolutePosition).Magnitude > 3 then rbx.Active = false end -- Reposition dock Dock.Position = UDim2.new( InitialPosition.X.Scale, InitialPosition.X.Offset + (Input.Position.X - InitialAbsolutePosition.X), InitialPosition.Y.Scale, InitialPosition.Y.Offset + (Input.Position.Y - InitialAbsolutePosition.Y) ) end end) self.Maid.DockDraggingEnd = UserInputService.InputEnded:Connect(function (Input) if (Input.UserInputType.Name == 'MouseButton1') or (Input.UserInputType.Name == 'Touch') then self.Maid.DockDragging = nil self.Maid.DockDraggingEnd = nil rbx.Active = true end end) end; }, { Corners = new('UICorner', { CornerRadius = UDim.new(0, 3); }); Signature = new('ImageLabel', { AnchorPoint = Vector2.new(0, 0.5); BackgroundTransparency = 1; Size = UDim2.new(1, 0, 0, 13); Image = 'rbxassetid://2326685066'; Position = UDim2.new(0, 6, 0.5, 0); }, { AspectRatio = new('UIAspectRatioConstraint', { AspectRatio = 2.385; }); }); HelpIcon = new('ImageLabel', { AnchorPoint = Vector2.new(1, 0.5); BackgroundTransparency = 1; Position = UDim2.new(1, 0, 0.5, 0); Size = UDim2.new(0, 30, 0, 30); Image = 'rbxassetid://141911973'; }); ManualWindowPortal = new(Roact.Portal, { target = self.props.Core.UI; }, { ManualWindow = (self.state.IsManualOpen or nil) and new(ToolManualWindow, { Text = MANUAL_CONTENT; ThemeColor = Color3.fromRGB(255, 176, 0); }); }); }) end return AboutPane
----------------------------------
local PhysicsManager, SeatManager, ControlManager local BoatModel = script.Parent local Seat = WaitForChild(BoatModel, "qBoatSeat")
--[[ Function called upon entering the state ]]
function PlayerPreGame.enter(stateMachine, playerComponent) end
--[[Weight and CG]]
Tune.Weight = 3472 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3 , --[[Length]] 14 } Tune.WeightDist = 60 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 1 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .45 -- Front Wheel Density Tune.RWheelDensity = .45 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Standard Flash Rates -- 50 flashes/min -> wait(.6) -- 60 flashes/min -> wait(.5) (default)
-- module
local INPUT = {} function INPUT.GetActionInput(self, action) local input = "nil" local replacements = { Zero = "0"; One = "1"; Two = "2"; Three = "3"; Four = "4"; Five = "5"; Six = "6"; Seven = "7"; Eight = "8"; Nine = "9"; MouseButton1 = "MB1"; MouseButton2 = "MB2"; MouseButton3 = "MB3"; Return = "Enter"; Slash = "/"; Tilde = "~"; Backquote = "`"; } if actions[action] then local primary, secondary = actions[action].Primary, actions[action].Secondary if primary then input = primary.Name elseif secondary then input = secondary.Name end end if replacements[input] then input = replacements[input] end return string.upper(input) end if not initialized then local keybindChanged = Instance.new("BindableEvent") INPUT.KeybindChanged = keybindChanged.Event actionBegan = Instance.new("BindableEvent") actionEnded = Instance.new("BindableEvent") INPUT.ActionBegan = actionBegan.Event INPUT.ActionEnded = actionEnded.Event -- register actions local function Register(action, bindP, bindS) local primary, secondary if bindP then local A, B = string.match(bindP, "(.-)%.(.+)") if A and B then primary = Enum[A][B] end end if bindS then local A, B = string.match(bindS, "(.-)%.(.+)") if A and B then secondary = Enum[A][B] end end RegisterAction(action, primary, secondary) keybindChanged:Fire(action) end local function Handle(keybind) local action = keybind.Name local bind = keybind.Value if string.match(bind, ";") then local bindP, bindS = string.match(bind, "(.-);(.+)") if bindP and bindS then Register(action, bindP, bindS) elseif bindP then Register(action, bindP) elseif bindS then Register(action, nil, bindS) end else Register(action, bind) end end initialized = true end return INPUT
--[=[ Converts the string to `UpperCamelCase` from `camelCase` or `snakeCase` or `YELL_CASE` @param str string @return string ]=]
function String.toCamelCase(str: string): string str = str:lower() str = str:gsub("[ _](%a)", string.upper) str = str:gsub("^%a", string.upper) str = str:gsub("%p", "") return str end
-- Door variables
local Door = script.Parent.Parent.Door.Door local DoorLogo = Door.DoorLogo local DoorSeg = Door.DoorSegment Door.PrimaryPart = Door.DoorSegment local Open, ShouldBe = false, false local InZone = {}
--[[ Button for opening the EmoteBar on gamepad enabled devices. ]]
local ContextActionService = game:GetService("ContextActionService") local Roact = require(script.Parent.Parent.Packages.Roact) local t = require(script.Parent.Parent.Packages.t) local ConfigurationContext = require(script.Parent.Parent.Libraries.Configuration).ConfigurationContext local GamepadToggleButton = Roact.Component:extend("GamepadToggleButton") local MAX_SIZE = 66 GamepadToggleButton.defaultProps = { actionName = "GamepadToggleButton", onActivated = function() end, } GamepadToggleButton.validateProps = t.interface({ onActivated = t.callback, transparency = t.optional(t.union(t.table, t.number)), -- Binding or number }) function GamepadToggleButton:init() self.onActivated = function(_actionName, inputState) if inputState ~= Enum.UserInputState.Begin then return end self.props.onActivated() end end function GamepadToggleButton:render() return Roact.createElement("ImageButton", { Size = UDim2.fromOffset(MAX_SIZE, MAX_SIZE), Image = self.props.configuration.gamepadButtonIcon, ImageTransparency = self.props.transparency, BackgroundTransparency = 1, [Roact.Event.Activated] = self.props.onActivated, }, { AspectRatio = Roact.createElement("UIAspectRatioConstraint", { AspectRatio = 1, }), GamepadButton = Roact.createElement("ImageLabel", { Image = self.props.configuration.toggleButtonImage, ImageTransparency = self.props.transparency, Size = UDim2.fromScale(0.5, 0.5), Position = UDim2.fromScale(1, 1), AnchorPoint = Vector2.new(0.85, 0.85), BackgroundTransparency = 1, }), }) end function GamepadToggleButton:didMount() ContextActionService:BindAction( self.props.actionName, self.onActivated, false, self.props.configuration.toggleButton ) end function GamepadToggleButton:willUnmount() ContextActionService:UnbindAction(self.props.actionName) end return ConfigurationContext.withConfiguration(GamepadToggleButton)
--Made by Stickmasterluke ;D
sp=script.Parent theface="http://www.roblox.com/asset?id=103838612" health=80 textureclosed="http://www.roblox.com/asset?id=103920391" textureopen="http://www.roblox.com/asset?id=103920471" storedface="" local debris=game:GetService("Debris") check=true sp.Equipped:connect(function(mouse) equipped=true if mouse~=nil then mouse.Icon="rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() local chr=sp.Parent if chr and check then local t=chr:FindFirstChild("Torso") local h=chr:FindFirstChild("Humanoid") local anim=sp:FindFirstChild("Eat") if anim and t and h and h.Health>0 and equipped and check then mouse.Icon="rbxasset://textures\\GunWaitCursor.png" check=false anim2=h:LoadAnimation(anim) anim2:Play() local handle=sp:FindFirstChild("Handle") if handle~=nil then local mesh=handle:FindFirstChild("Mesh") if mesh~=nil then mesh.TextureId=textureopen end end wait(2) local s=sp.Handle:FindFirstChild("Sound") if s~=nil and equipped and w~=nil then w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(-.3,0,math.pi/4) s:Play() else check=true return end wait(2) if h~=nil and h.Health>0 and equipped and w~=nil then h:TakeDamage(-math.min(health*.5,h.MaxHealth-h.Health)) head=nil face=nil local head=h.Parent:FindFirstChild("Head") if head~=nil then face=head:FindFirstChild("face") if face~=nil then storedface=face.Texture face.Texture=theface end end w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(.3,0,math.pi/4) else check=true return end wait(2) local s=sp.Handle:FindFirstChild("Sound") if s~=nil and equipped and w~=nil then w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(-.3,0,math.pi/4) s:Play() else check=true return end wait(2) if h~=nil and h.Health>0 and equipped and w~=nil then h:TakeDamage(-math.min(health*.5,h.MaxHealth-h.Health)) w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(0,0,math.pi/4) end wait(3) if mouse~=nil then mouse.Icon="rbxasset://textures\\GunCursor.png" end if face~=nil then face.Texture=storedface end local handle=sp:FindFirstChild("Handle") if handle~=nil then local mesh=handle:FindFirstChild("Mesh") if mesh~=nil then mesh.TextureId=textureclosed end end check=true end end end) end delay(0,function() local la=sp.Parent:FindFirstChild("Left Arm") if la~=nil then if spoon then spoon:remove() end spoon=Instance.new("Part") spoon.FormFactor="Custom" spoon.Name="Handle" spoon.Size=Vector3.new(.2,.2,1.3) spoon.TopSurface="Smooth" spoon.BottomSurface="Smooth" spoon.CanCollide=false local m=Instance.new("SpecialMesh") m.MeshId="http://www.roblox.com/asset?id=103919885" m.TextureId=textureopen m.Parent=spoon w=Instance.new("Motor") w.Part0=la w.Part1=spoon w.C0=CFrame.new(0,-1,-.3)*CFrame.Angles(0,0,math.pi/4) w.Parent=spoon debris:AddItem(spoon,600) spoon.Parent=game.Workspace end end) end) sp.Unequipped:connect(function() equipped=false if anim2 then anim2:Stop() end if face~=nil then face.Texture=storedface end local handle=sp:FindFirstChild("Handle") if handle~=nil then local mesh=handle:FindFirstChild("Mesh") if mesh~=nil then mesh.TextureId=textureclosed end end if spoon then spoon:remove() end end)
-- Fires off everytime the link is reconfigured into a valid link -- Fires with link, linkValue
function RxLinkUtils.observeValidityBrio(linkName, link) assert(typeof(link) == "Instance" and link:IsA("ObjectValue"), "Bad link") assert(type(linkName) == "string", "Bad linkName") return Observable.new(function(sub) local maid = Maid.new() local function updateValidity() if not ((link.Name == linkName) and link.Value) then maid._lastValid = nil return end local newValid = Brio.new(link, link.Value) maid._lastValid = newValid sub:Fire(newValid) end maid:GiveTask(link:GetPropertyChangedSignal("Value") :Connect(updateValidity)) maid:GiveTask(link:GetPropertyChangedSignal("Name") :Connect(updateValidity)) updateValidity() return maid end) end return RxLinkUtils
---------------------------------------DO NOT EDIT-------------------------------------------------------
local AbiltyGui = script.Parent.ScreenGui:Clone() AbiltyGui.AbilitySecs.Value = script.Parent.Configuration.AbilityCoolDown.Value AbiltyGui.AbilitySecs2.Value = script.Parent.Configuration.AbilityCoolDown.Value wait(0.01) AbiltyGui.LocalScript.Disabled = false wait() AbiltyGui.LocalScript2.Disabled = false wait(0.1) AbiltyGui.Parent = Player.PlayerGui wait(script.Parent.Configuration.AbilityCoolDown.Value) script.Disabled = false script.Parent.Ability.Disabled = false end end)
-- elseif inputType == Enum.UserInputType.Keyboard or inputType.Value <= 4 then
-- SpeederSpawnLocation part
local SpeederSpawnLocation = workspace:FindFirstChild("SpeederSpawnLocation")
--[[ The symbol used to denote the children of an instance when working with the `New` function. ]]
local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) return { type = "Symbol", name = "Children" } :: PubTypes.ChildrenKey
-- Formerly getCurrentCameraMode, this function resolves developer and user camera control settings to -- decide which camera control module should be instantiated. The old method of converting redundant enum types
function CameraModule:GetCameraControlChoice() local player = Players.LocalPlayer if player then if self.lastInputType == Enum.UserInputType.Touch or UserInputService.TouchEnabled then -- Touch if player.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then return CameraUtils.ConvertCameraModeEnumToStandard( UserGameSettings.TouchCameraMovementMode ) else return CameraUtils.ConvertCameraModeEnumToStandard( player.DevTouchCameraMode ) end else -- Computer if player.DevComputerCameraMode == Enum.DevComputerCameraMovementMode.UserChoice then local computerMovementMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) return CameraUtils.ConvertCameraModeEnumToStandard(computerMovementMode) else return CameraUtils.ConvertCameraModeEnumToStandard(player.DevComputerCameraMode) end end end end function CameraModule:OnCharacterAdded(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterAdded(char, player) end end function CameraModule:OnCharacterRemoving(char, player) if self.activeOcclusionModule then self.activeOcclusionModule:CharacterRemoving(char, player) end end function CameraModule:OnPlayerAdded(player) player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char, player) end) player.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char, player) end) end function CameraModule:OnMouseLockToggled() if self.activeMouseLockController then local mouseLocked = self.activeMouseLockController:GetIsMouseLocked() local mouseLockOffset = self.activeMouseLockController:GetMouseLockOffset() if self.activeCameraController then self.activeCameraController:SetIsMouseLocked(mouseLocked) self.activeCameraController:SetMouseLockOffset(mouseLockOffset) end end end return CameraModule.new()
--[[** ensures value is a number where min < value @param min The minimum to use @returns A function that will return true iff the condition is passed **--]]
function t.numberMinExclusive(min) return function(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if min < value then return true else return false, string.format("number > %s expected, got %s", min, value) end end end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; v1.__index = v1; local l__Players__2 = game:GetService("Players"); local l__RunService__3 = game:GetService("RunService"); local l__UserInputService__4 = game:GetService("UserInputService"); local l__VRService__5 = game:GetService("VRService"); local l__UserGameSettings__6 = UserSettings():GetService("UserGameSettings"); local v7 = require(script:WaitForChild("CameraUtils")); local v8 = require(script:WaitForChild("CameraInput")); local v9 = require(script:WaitForChild("ClassicCamera")); local v10 = require(script:WaitForChild("OrbitalCamera")); local v11 = require(script:WaitForChild("LegacyCamera")); local v12 = require(script:WaitForChild("VehicleCamera")); local v13 = require(script:WaitForChild("VRCamera")); local v14 = require(script:WaitForChild("VRVehicleCamera")); local v15 = require(script:WaitForChild("Invisicam")); local v16 = require(script:WaitForChild("Poppercam")); local v17 = require(script:WaitForChild("TransparencyController")); local v18 = require(script:WaitForChild("MouseLockController")); local l__PlayerScripts__19 = l__Players__2.LocalPlayer:WaitForChild("PlayerScripts"); l__PlayerScripts__19:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default); l__PlayerScripts__19:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow); l__PlayerScripts__19:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic); l__PlayerScripts__19:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default); l__PlayerScripts__19:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow); l__PlayerScripts__19:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic); l__PlayerScripts__19:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle); local u1 = { "CameraMinZoomDistance", "CameraMaxZoomDistance", "CameraMode", "DevCameraOcclusionMode", "DevComputerCameraMode", "DevTouchCameraMode", "DevComputerMovementMode", "DevTouchMovementMode", "DevEnableMouseLock" }; local u2 = { "ComputerCameraMovementMode", "ComputerMovementMode", "ControlMode", "GamepadCameraSensitivity", "MouseSensitivity", "RotationType", "TouchCameraMovementMode", "TouchMovementMode" }; function v1.new() local v20 = setmetatable({}, v1); v20.activeCameraController = nil; v20.activeOcclusionModule = nil; v20.activeTransparencyController = nil; v20.activeMouseLockController = nil; v20.currentComputerCameraMovementMode = nil; v20.cameraSubjectChangedConn = nil; v20.cameraTypeChangedConn = nil; for v21, v22 in pairs(l__Players__2:GetPlayers()) do v20:OnPlayerAdded(v22); end; l__Players__2.PlayerAdded:Connect(function(p1) v20:OnPlayerAdded(p1); end); v20.activeTransparencyController = v17.new(); v20.activeTransparencyController:Enable(true); if not l__UserInputService__4.TouchEnabled then v20.activeMouseLockController = v18.new(); local v23 = v20.activeMouseLockController:GetBindableToggleEvent(); if v23 then v23:Connect(function() v20:OnMouseLockToggled(); end); end; end; v20:ActivateCameraController(v20:GetCameraControlChoice()); v20:ActivateOcclusionModule(l__Players__2.LocalPlayer.DevCameraOcclusionMode); v20:OnCurrentCameraChanged(); l__RunService__3:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(p2) v20:Update(p2); end); for v24, v25 in pairs(u1) do l__Players__2.LocalPlayer:GetPropertyChangedSignal(v25):Connect(function() v20:OnLocalPlayerCameraPropertyChanged(v25); end); end; for v26, v27 in pairs(u2) do l__UserGameSettings__6:GetPropertyChangedSignal(v27):Connect(function() v20:OnUserGameSettingsPropertyChanged(v27); end); end; game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() v20:OnCurrentCameraChanged(); end); return v20; end; function v1.GetCameraMovementModeFromSettings(p3) if l__Players__2.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then return v7.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic); end; if l__UserInputService__4.TouchEnabled then local v28 = v7.ConvertCameraModeEnumToStandard(l__Players__2.LocalPlayer.DevTouchCameraMode); local v29 = v7.ConvertCameraModeEnumToStandard(l__UserGameSettings__6.TouchCameraMovementMode); else v28 = v7.ConvertCameraModeEnumToStandard(l__Players__2.LocalPlayer.DevComputerCameraMode); v29 = v7.ConvertCameraModeEnumToStandard(l__UserGameSettings__6.ComputerCameraMovementMode); end; if v28 == Enum.DevComputerCameraMovementMode.UserChoice then return v29; end; return v28; end; local u3 = {}; function v1.ActivateOcclusionModule(p4, p5) if p5 == Enum.DevCameraOcclusionMode.Zoom then local v30 = v16; else if p5 ~= Enum.DevCameraOcclusionMode.Invisicam then warn("CameraScript ActivateOcclusionModule called with unsupported mode"); return; end; v30 = v15; end; p4.occlusionMode = p5; if p4.activeOcclusionModule and p4.activeOcclusionModule:GetOcclusionMode() == p5 then if not p4.activeOcclusionModule:GetEnabled() then p4.activeOcclusionModule:Enable(true); end; return; end; local l__activeOcclusionModule__31 = p4.activeOcclusionModule; p4.activeOcclusionModule = u3[v30]; if not p4.activeOcclusionModule then p4.activeOcclusionModule = v30.new(); if p4.activeOcclusionModule then u3[v30] = p4.activeOcclusionModule; end; end; if p4.activeOcclusionModule then if p4.activeOcclusionModule:GetOcclusionMode() ~= p5 then warn("CameraScript ActivateOcclusionModule mismatch: ", p4.activeOcclusionModule:GetOcclusionMode(), "~=", p5); end; if l__activeOcclusionModule__31 then if l__activeOcclusionModule__31 ~= p4.activeOcclusionModule then l__activeOcclusionModule__31:Enable(false); else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module"); end; end; if p5 == Enum.DevCameraOcclusionMode.Invisicam then if l__Players__2.LocalPlayer.Character then p4.activeOcclusionModule:CharacterAdded(l__Players__2.LocalPlayer.Character, l__Players__2.LocalPlayer); end; else for v32, v33 in pairs(l__Players__2:GetPlayers()) do if v33 and v33.Character then p4.activeOcclusionModule:CharacterAdded(v33.Character, v33); end; end; p4.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject); end; p4.activeOcclusionModule:Enable(true); end; end; function v1.ShouldUseVehicleCamera(p6) local l__CurrentCamera__34 = workspace.CurrentCamera; if not l__CurrentCamera__34 then return false; end; local l__CameraType__35 = l__CurrentCamera__34.CameraType; local l__CameraSubject__36 = l__CurrentCamera__34.CameraSubject; local v37 = true; if l__CameraType__35 ~= Enum.CameraType.Custom then v37 = l__CameraType__35 == Enum.CameraType.Follow; end; return (l__CameraSubject__36 and l__CameraSubject__36:IsA("VehicleSeat") or false) and (v37 and p6.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam); end; local u4 = {}; function v1.ActivateCameraController(p7, p8, p9) local v38 = nil; if p9 ~= nil then if p9 == Enum.CameraType.Scriptable then if p7.activeCameraController then p7.activeCameraController:Enable(false); p7.activeCameraController = nil; end; return; end; if p9 == Enum.CameraType.Custom then p8 = p7:GetCameraMovementModeFromSettings(); elseif p9 == Enum.CameraType.Track then p8 = Enum.ComputerCameraMovementMode.Classic; elseif p9 == Enum.CameraType.Follow then p8 = Enum.ComputerCameraMovementMode.Follow; elseif p9 == Enum.CameraType.Orbital then p8 = Enum.ComputerCameraMovementMode.Orbital; elseif p9 == Enum.CameraType.Attach or p9 == Enum.CameraType.Watch or p9 == Enum.CameraType.Fixed then v38 = v11; else warn("CameraScript encountered an unhandled Camera.CameraType value: ", p9); end; end; if not v38 then if l__VRService__5.VREnabled then v38 = v13; elseif p8 == Enum.ComputerCameraMovementMode.Classic or p8 == Enum.ComputerCameraMovementMode.Follow or p8 == Enum.ComputerCameraMovementMode.Default or p8 == Enum.ComputerCameraMovementMode.CameraToggle then v38 = v9; else if p8 ~= Enum.ComputerCameraMovementMode.Orbital then warn("ActivateCameraController did not select a module."); return; end; v38 = v10; end; end; if p7:ShouldUseVehicleCamera() then if l__VRService__5.VREnabled then v38 = v14; else v38 = v12; end; end; if not u4[v38] then local v39 = v38.new(); u4[v38] = v39; else v39 = u4[v38]; if v39.Reset then v39:Reset(); end; end; if p7.activeCameraController then if p7.activeCameraController ~= v39 then p7.activeCameraController:Enable(false); p7.activeCameraController = v39; p7.activeCameraController:Enable(true); elseif not p7.activeCameraController:GetEnabled() then p7.activeCameraController:Enable(true); end; elseif v39 ~= nil then p7.activeCameraController = v39; p7.activeCameraController:Enable(true); end; if p7.activeCameraController then if p8 == nil then if p9 ~= nil then p7.activeCameraController:SetCameraType(p9); end; return; end; else return; end; p7.activeCameraController:SetCameraMovementMode(p8); end; function v1.OnCameraSubjectChanged(p10) local l__CurrentCamera__40 = workspace.CurrentCamera; local v41 = l__CurrentCamera__40 and l__CurrentCamera__40.CameraSubject; if p10.activeTransparencyController then p10.activeTransparencyController:SetSubject(v41); end; if p10.activeOcclusionModule then p10.activeOcclusionModule:OnCameraSubjectChanged(v41); end; p10:ActivateCameraController(nil, l__CurrentCamera__40.CameraType); end; function v1.OnCameraTypeChanged(p11, p12) if p12 == Enum.CameraType.Scriptable and l__UserInputService__4.MouseBehavior == Enum.MouseBehavior.LockCenter then v7.restoreMouseBehavior(); end; p11:ActivateCameraController(nil, p12); end; function v1.OnCurrentCameraChanged(p13) local l__CurrentCamera__42 = game.Workspace.CurrentCamera; if not l__CurrentCamera__42 then return; end; if p13.cameraSubjectChangedConn then p13.cameraSubjectChangedConn:Disconnect(); end; if p13.cameraTypeChangedConn then p13.cameraTypeChangedConn:Disconnect(); end; p13.cameraSubjectChangedConn = l__CurrentCamera__42:GetPropertyChangedSignal("CameraSubject"):Connect(function() p13:OnCameraSubjectChanged(l__CurrentCamera__42.CameraSubject); end); p13.cameraTypeChangedConn = l__CurrentCamera__42:GetPropertyChangedSignal("CameraType"):Connect(function() p13:OnCameraTypeChanged(l__CurrentCamera__42.CameraType); end); p13:OnCameraSubjectChanged(l__CurrentCamera__42.CameraSubject); p13:OnCameraTypeChanged(l__CurrentCamera__42.CameraType); end; function v1.OnLocalPlayerCameraPropertyChanged(p14, p15) if p15 == "CameraMode" then if l__Players__2.LocalPlayer.CameraMode ~= Enum.CameraMode.LockFirstPerson then if l__Players__2.LocalPlayer.CameraMode == Enum.CameraMode.Classic then p14:ActivateCameraController(v7.ConvertCameraModeEnumToStandard((p14:GetCameraMovementModeFromSettings()))); return; else warn("Unhandled value for property player.CameraMode: ", l__Players__2.LocalPlayer.CameraMode); return; end; end; if not p14.activeCameraController or p14.activeCameraController:GetModuleName() ~= "ClassicCamera" then p14:ActivateCameraController(v7.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic)); end; if p14.activeCameraController then p14.activeCameraController:UpdateForDistancePropertyChange(); return; end; else if p15 == "DevComputerCameraMode" or p15 == "DevTouchCameraMode" then p14:ActivateCameraController(v7.ConvertCameraModeEnumToStandard((p14:GetCameraMovementModeFromSettings()))); return; end; if p15 == "DevCameraOcclusionMode" then p14:ActivateOcclusionModule(l__Players__2.LocalPlayer.DevCameraOcclusionMode); return; end; if p15 == "CameraMinZoomDistance" or p15 == "CameraMaxZoomDistance" then if p14.activeCameraController then p14.activeCameraController:UpdateForDistancePropertyChange(); return; end; else if p15 == "DevTouchMovementMode" then return; end; if p15 == "DevComputerMovementMode" then return; end; if p15 == "DevEnableMouseLock" then end; end; end; end; function v1.OnUserGameSettingsPropertyChanged(p16, p17) if p17 == "ComputerCameraMovementMode" then p16:ActivateCameraController(v7.ConvertCameraModeEnumToStandard((p16:GetCameraMovementModeFromSettings()))); end; end; function v1.Update(p18, p19) if p18.activeCameraController then p18.activeCameraController:UpdateMouseBehavior(); local v43, v44 = p18.activeCameraController:Update(p19); if p18.activeOcclusionModule then local v45, v46 = p18.activeOcclusionModule:Update(p19, v43, v44); v43 = v45; v44 = v46; end; local l__CurrentCamera__47 = game.Workspace.CurrentCamera; l__CurrentCamera__47.CFrame = v43; l__CurrentCamera__47.Focus = v44; if p18.activeTransparencyController then p18.activeTransparencyController:Update(p19); end; if v8.getInputEnabled() then v8.resetInputForFrameEnd(); end; end; end; function v1.GetCameraControlChoice(p20) local l__LocalPlayer__48 = l__Players__2.LocalPlayer; if not l__LocalPlayer__48 then return; end; if l__UserInputService__4:GetLastInputType() == Enum.UserInputType.Touch or l__UserInputService__4.TouchEnabled then if l__LocalPlayer__48.DevTouchCameraMode == Enum.DevTouchCameraMovementMode.UserChoice then return v7.ConvertCameraModeEnumToStandard(l__UserGameSettings__6.TouchCameraMovementMode); else return v7.ConvertCameraModeEnumToStandard(l__LocalPlayer__48.DevTouchCameraMode); end; end; if l__LocalPlayer__48.DevComputerCameraMode ~= Enum.DevComputerCameraMovementMode.UserChoice then return v7.ConvertCameraModeEnumToStandard(l__LocalPlayer__48.DevComputerCameraMode); end; return v7.ConvertCameraModeEnumToStandard((v7.ConvertCameraModeEnumToStandard(l__UserGameSettings__6.ComputerCameraMovementMode))); end; function v1.OnCharacterAdded(p21, p22, p23) if p21.activeOcclusionModule then p21.activeOcclusionModule:CharacterAdded(p22, p23); end; end; function v1.OnCharacterRemoving(p24, p25, p26) if p24.activeOcclusionModule then p24.activeOcclusionModule:CharacterRemoving(p25, p26); end; end; function v1.OnPlayerAdded(p27, p28) p28.CharacterAdded:Connect(function(p29) p27:OnCharacterAdded(p29, p28); end); p28.CharacterRemoving:Connect(function(p30) p27:OnCharacterRemoving(p30, p28); end); end; function v1.OnMouseLockToggled(p31) if p31.activeMouseLockController then local v49 = p31.activeMouseLockController:GetIsMouseLocked(); local v50 = p31.activeMouseLockController:GetMouseLockOffset(); if p31.activeCameraController then p31.activeCameraController:SetIsMouseLocked(v49); p31.activeCameraController:SetMouseLockOffset(v50); end; end; end; local v51 = v1.new(); return {};