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-- ключ значений у игрока в DataStore2
local DS2key = script.Parent.Parent.Name -- "MaxHeight1" local clickDetector = script.Parent.ClickDetector function onMouseClick(plr) -- для игрока plr, для ключа, изменить на -1 module.Update(plr,DS2key,-1) end clickDetector.MouseClick:Connect(onMouseClick)
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/jest-diff/src/types.ts --[[* * Copyright (c) Facebook, Inc. and its affiliates. All Rights Reserved. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. ]]
-- only merge property defined on target
function mergeProps(source, target) if not source or not target then return end for prop, value in pairs(source) do if target[prop] ~= nil then target[prop] = value end end end function methods:CreateGuiObjects(targetParent) local userDefinedChatWindowStyle pcall(function() userDefinedChatWindowStyle= Chat:InvokeChatCallback(Enum.ChatCallbackType.OnCreatingChatWindow, nil) end) -- merge the userdefined settings with the ChatSettings mergeProps(userDefinedChatWindowStyle, ChatSettings) local BaseFrame = Instance.new("Frame") BaseFrame.BackgroundTransparency = 1 BaseFrame.Active = ChatSettings.WindowDraggable BaseFrame.Parent = targetParent BaseFrame.AutoLocalize = false local ChatBarParentFrame = Instance.new("Frame") ChatBarParentFrame.Selectable = false ChatBarParentFrame.Name = "ChatBarParentFrame" ChatBarParentFrame.BackgroundTransparency = 1 ChatBarParentFrame.Parent = BaseFrame local ChannelsBarParentFrame = Instance.new("Frame") ChannelsBarParentFrame.Selectable = false ChannelsBarParentFrame.Name = "ChannelsBarParentFrame" ChannelsBarParentFrame.BackgroundTransparency = 1 ChannelsBarParentFrame.Position = UDim2.new(0, 0, 0, 0) ChannelsBarParentFrame.Parent = BaseFrame local ChatChannelParentFrame = Instance.new("Frame") ChatChannelParentFrame.Selectable = false ChatChannelParentFrame.Name = "ChatChannelParentFrame" ChatChannelParentFrame.BackgroundTransparency = 1 ChatChannelParentFrame.BackgroundColor3 = ChatSettings.BackGroundColor ChatChannelParentFrame.BackgroundTransparency = 0.6 ChatChannelParentFrame.BorderSizePixel = 0 ChatChannelParentFrame.Parent = BaseFrame local ChatResizerFrame = Instance.new("ImageButton") ChatResizerFrame.Selectable = false ChatResizerFrame.Image = "" ChatResizerFrame.BackgroundTransparency = 0.6 ChatResizerFrame.BorderSizePixel = 0 ChatResizerFrame.Visible = false ChatResizerFrame.BackgroundColor3 = ChatSettings.BackGroundColor ChatResizerFrame.Active = true if bubbleChatOnly() then ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 0, 0) else ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 1, -ChatResizerFrame.AbsoluteSize.Y) end ChatResizerFrame.Parent = BaseFrame local ResizeIcon = Instance.new("ImageLabel") ResizeIcon.Selectable = false ResizeIcon.Size = UDim2.new(0.8, 0, 0.8, 0) ResizeIcon.Position = UDim2.new(0.2, 0, 0.2, 0) ResizeIcon.BackgroundTransparency = 1 ResizeIcon.Image = "rbxassetid://261880743" ResizeIcon.Parent = ChatResizerFrame local function GetScreenGuiParent() --// Travel up parent list until you find the ScreenGui that the chat window is parented to local screenGuiParent = BaseFrame while (screenGuiParent and not screenGuiParent:IsA("ScreenGui")) do screenGuiParent = screenGuiParent.Parent end return screenGuiParent end local deviceType = DEVICE_DESKTOP local screenGuiParent = GetScreenGuiParent() if (screenGuiParent.AbsoluteSize.X <= PHONE_SCREEN_WIDTH) then deviceType = DEVICE_PHONE elseif (screenGuiParent.AbsoluteSize.X <= TABLET_SCREEN_WIDTH) then deviceType = DEVICE_TABLET end local checkSizeLock = false local function doCheckSizeBounds() if (checkSizeLock) then return end checkSizeLock = true if (not BaseFrame:IsDescendantOf(PlayerGui)) then return end local screenGuiParent = GetScreenGuiParent() local minWinSize = ChatSettings.MinimumWindowSize local maxWinSize = ChatSettings.MaximumWindowSize local forceMinY = ChannelsBarParentFrame.AbsoluteSize.Y + ChatBarParentFrame.AbsoluteSize.Y local minSizePixelX = (minWinSize.X.Scale * screenGuiParent.AbsoluteSize.X) + minWinSize.X.Offset local minSizePixelY = math.max((minWinSize.Y.Scale * screenGuiParent.AbsoluteSize.Y) + minWinSize.Y.Offset, forceMinY) local maxSizePixelX = (maxWinSize.X.Scale * screenGuiParent.AbsoluteSize.X) + maxWinSize.X.Offset local maxSizePixelY = (maxWinSize.Y.Scale * screenGuiParent.AbsoluteSize.Y) + maxWinSize.Y.Offset local absSizeX = BaseFrame.AbsoluteSize.X local absSizeY = BaseFrame.AbsoluteSize.Y if (absSizeX < minSizePixelX) then local offset = UDim2.new(0, minSizePixelX - absSizeX, 0, 0) BaseFrame.Size = BaseFrame.Size + offset elseif (absSizeX > maxSizePixelX) then local offset = UDim2.new(0, maxSizePixelX - absSizeX, 0, 0) BaseFrame.Size = BaseFrame.Size + offset end if (absSizeY < minSizePixelY) then local offset = UDim2.new(0, 0, 0, minSizePixelY - absSizeY) BaseFrame.Size = BaseFrame.Size + offset elseif (absSizeY > maxSizePixelY) then local offset = UDim2.new(0, 0, 0, maxSizePixelY - absSizeY) BaseFrame.Size = BaseFrame.Size + offset end local xScale = BaseFrame.AbsoluteSize.X / screenGuiParent.AbsoluteSize.X local yScale = BaseFrame.AbsoluteSize.Y / screenGuiParent.AbsoluteSize.Y BaseFrame.Size = UDim2.new(xScale, 0, yScale, 0) checkSizeLock = false end BaseFrame.Changed:connect(function(prop) if (prop == "AbsoluteSize") then doCheckSizeBounds() end end) ChatResizerFrame.DragBegin:connect(function(startUdim) BaseFrame.Draggable = false end) local function UpdatePositionFromDrag(atPos) if ChatSettings.WindowDraggable == false and ChatSettings.WindowResizable == false then return end local newSize = atPos - BaseFrame.AbsolutePosition + ChatResizerFrame.AbsoluteSize BaseFrame.Size = UDim2.new(0, newSize.X, 0, newSize.Y) if bubbleChatOnly() then ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 0, 0) else ChatResizerFrame.Position = UDim2.new(1, -ChatResizerFrame.AbsoluteSize.X, 1, -ChatResizerFrame.AbsoluteSize.Y) end end ChatResizerFrame.DragStopped:connect(function(endX, endY) BaseFrame.Draggable = ChatSettings.WindowDraggable --UpdatePositionFromDrag(Vector2.new(endX, endY)) end) local resizeLock = false ChatResizerFrame.Changed:connect(function(prop) if (prop == "AbsolutePosition" and not BaseFrame.Draggable) then if (resizeLock) then return end resizeLock = true UpdatePositionFromDrag(ChatResizerFrame.AbsolutePosition) resizeLock = false end end) local function CalculateChannelsBarPixelSize(textSize) if (deviceType == DEVICE_PHONE) then textSize = textSize or ChatSettings.ChatChannelsTabTextSizePhone else textSize = textSize or ChatSettings.ChatChannelsTabTextSize end local channelsBarTextYSize = textSize local chatChannelYSize = math.max(32, channelsBarTextYSize + 8) + 2 return chatChannelYSize end local function CalculateChatBarPixelSize(textSize) if (deviceType == DEVICE_PHONE) then textSize = textSize or ChatSettings.ChatBarTextSizePhone else textSize = textSize or ChatSettings.ChatBarTextSize end local chatBarTextSizeY = textSize local chatBarYSize = chatBarTextSizeY + (7 * 2) + (5 * 2) return chatBarYSize end if bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 0, 0) ChannelsBarParentFrame.Visible = false ChannelsBarParentFrame.Active = false ChatChannelParentFrame.Visible = false ChatChannelParentFrame.Active = false local useXScale = 0 local useXOffset = 0 local screenGuiParent = GetScreenGuiParent() if (deviceType == DEVICE_PHONE) then useXScale = ChatSettings.DefaultWindowSizePhone.X.Scale useXOffset = ChatSettings.DefaultWindowSizePhone.X.Offset elseif (deviceType == DEVICE_TABLET) then useXScale = ChatSettings.DefaultWindowSizeTablet.X.Scale useXOffset = ChatSettings.DefaultWindowSizeTablet.X.Offset else useXScale = ChatSettings.DefaultWindowSizeDesktop.X.Scale useXOffset = ChatSettings.DefaultWindowSizeDesktop.X.Offset end local chatBarYSize = CalculateChatBarPixelSize() BaseFrame.Size = UDim2.new(useXScale, useXOffset, 0, chatBarYSize) BaseFrame.Position = ChatSettings.DefaultWindowPosition else local screenGuiParent = GetScreenGuiParent() if (deviceType == DEVICE_PHONE) then BaseFrame.Size = ChatSettings.DefaultWindowSizePhone elseif (deviceType == DEVICE_TABLET) then BaseFrame.Size = ChatSettings.DefaultWindowSizeTablet else BaseFrame.Size = ChatSettings.DefaultWindowSizeDesktop end BaseFrame.Position = ChatSettings.DefaultWindowPosition end if (deviceType == DEVICE_PHONE) then ChatSettings.ChatWindowTextSize = ChatSettings.ChatWindowTextSizePhone ChatSettings.ChatChannelsTabTextSize = ChatSettings.ChatChannelsTabTextSizePhone ChatSettings.ChatBarTextSize = ChatSettings.ChatBarTextSizePhone end local function UpdateDraggable(enabled) BaseFrame.Active = enabled BaseFrame.Draggable = enabled end local function UpdateResizable(enabled) ChatResizerFrame.Visible = enabled ChatResizerFrame.Draggable = enabled local frameSizeY = ChatBarParentFrame.Size.Y.Offset if (enabled) then ChatBarParentFrame.Size = UDim2.new(1, -frameSizeY - 2, 0, frameSizeY) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -frameSizeY) end else ChatBarParentFrame.Size = UDim2.new(1, 0, 0, frameSizeY) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -frameSizeY) end end end local function UpdateChatChannelParentFrameSize() local channelsBarSize = CalculateChannelsBarPixelSize() local chatBarSize = CalculateChatBarPixelSize() if (ChatSettings.ShowChannelsBar) then ChatChannelParentFrame.Size = UDim2.new(1, 0, 1, -(channelsBarSize + chatBarSize + 2 + 2)) ChatChannelParentFrame.Position = UDim2.new(0, 0, 0, channelsBarSize + 2) else ChatChannelParentFrame.Size = UDim2.new(1, 0, 1, -(chatBarSize + 2 + 2)) ChatChannelParentFrame.Position = UDim2.new(0, 0, 0, 2) end end local function UpdateChatChannelsTabTextSize(size) local channelsBarSize = CalculateChannelsBarPixelSize(size) ChannelsBarParentFrame.Size = UDim2.new(1, 0, 0, channelsBarSize) UpdateChatChannelParentFrameSize() end local function UpdateChatBarTextSize(size) local chatBarSize = CalculateChatBarPixelSize(size) ChatBarParentFrame.Size = UDim2.new(1, 0, 0, chatBarSize) if not bubbleChatOnly() then ChatBarParentFrame.Position = UDim2.new(0, 0, 1, -chatBarSize) end ChatResizerFrame.Size = UDim2.new(0, chatBarSize, 0, chatBarSize) ChatResizerFrame.Position = UDim2.new(1, -chatBarSize, 1, -chatBarSize) UpdateChatChannelParentFrameSize() UpdateResizable(ChatSettings.WindowResizable) end local function UpdateShowChannelsBar(enabled) ChannelsBarParentFrame.Visible = enabled UpdateChatChannelParentFrameSize() end UpdateChatChannelsTabTextSize(ChatSettings.ChatChannelsTabTextSize) UpdateChatBarTextSize(ChatSettings.ChatBarTextSize) UpdateDraggable(ChatSettings.WindowDraggable) UpdateResizable(ChatSettings.WindowResizable) UpdateShowChannelsBar(ChatSettings.ShowChannelsBar) ChatSettings.SettingsChanged:connect(function(setting, value) if (setting == "WindowDraggable") then UpdateDraggable(value) elseif (setting == "WindowResizable") then UpdateResizable(value) elseif (setting == "ChatChannelsTabTextSize") then UpdateChatChannelsTabTextSize(value) elseif (setting == "ChatBarTextSize") then UpdateChatBarTextSize(value) elseif (setting == "ShowChannelsBar") then UpdateShowChannelsBar(value) end end) self.GuiObject = BaseFrame self.GuiObjects.BaseFrame = BaseFrame self.GuiObjects.ChatBarParentFrame = ChatBarParentFrame self.GuiObjects.ChannelsBarParentFrame = ChannelsBarParentFrame self.GuiObjects.ChatChannelParentFrame = ChatChannelParentFrame self.GuiObjects.ChatResizerFrame = ChatResizerFrame self.GuiObjects.ResizeIcon = ResizeIcon self:AnimGuiObjects() end function methods:GetChatBar() return self.ChatBar end function methods:RegisterChatBar(ChatBar) self.ChatBar = ChatBar self.ChatBar:CreateGuiObjects(self.GuiObjects.ChatBarParentFrame) end function methods:RegisterChannelsBar(ChannelsBar) self.ChannelsBar = ChannelsBar self.ChannelsBar:CreateGuiObjects(self.GuiObjects.ChannelsBarParentFrame) end function methods:RegisterMessageLogDisplay(MessageLogDisplay) self.MessageLogDisplay = MessageLogDisplay self.MessageLogDisplay.GuiObject.Parent = self.GuiObjects.ChatChannelParentFrame end function methods:AddChannel(channelName) if (self:GetChannel(channelName)) then error("Channel '" .. channelName .. "' already exists!") return end local channel = moduleChatChannel.new(channelName, self.MessageLogDisplay) self.Channels[channelName:lower()] = channel channel:SetActive(false) local tab = self.ChannelsBar:AddChannelTab(channelName) tab.NameTag.MouseButton1Click:connect(function() self:SwitchCurrentChannel(channelName) end) channel:RegisterChannelTab(tab) return channel end function methods:GetFirstChannel() --// Channels are not indexed numerically, so this function is necessary. --// Grabs and returns the first channel it happens to, or nil if none exist. for i, v in pairs(self.Channels) do return v end return nil end function methods:RemoveChannel(channelName) if (not self:GetChannel(channelName)) then error("Channel '" .. channelName .. "' does not exist!") end local indexName = channelName:lower() local needsChannelSwitch = false if (self.Channels[indexName] == self:GetCurrentChannel()) then needsChannelSwitch = true self:SwitchCurrentChannel(nil) end self.Channels[indexName]:Destroy() self.Channels[indexName] = nil self.ChannelsBar:RemoveChannelTab(channelName) if (needsChannelSwitch) then local generalChannelExists = (self:GetChannel(ChatSettings.GeneralChannelName) ~= nil) local removingGeneralChannel = (indexName == ChatSettings.GeneralChannelName:lower()) local targetSwitchChannel = nil if (generalChannelExists and not removingGeneralChannel) then targetSwitchChannel = ChatSettings.GeneralChannelName else local firstChannel = self:GetFirstChannel() targetSwitchChannel = (firstChannel and firstChannel.Name or nil) end self:SwitchCurrentChannel(targetSwitchChannel) end if not ChatSettings.ShowChannelsBar then if self.ChatBar.TargetChannel == channelName then self.ChatBar:SetChannelTarget(ChatSettings.GeneralChannelName) end end end function methods:GetChannel(channelName) return channelName and self.Channels[channelName:lower()] or nil end function methods:GetTargetMessageChannel() if (not ChatSettings.ShowChannelsBar) then return self.ChatBar.TargetChannel else local curChannel = self:GetCurrentChannel() return curChannel and curChannel.Name end end function methods:GetCurrentChannel() return self.CurrentChannel end function methods:SwitchCurrentChannel(channelName) if (not ChatSettings.ShowChannelsBar) then local targ = self:GetChannel(channelName) if (targ) then self.ChatBar:SetChannelTarget(targ.Name) end channelName = ChatSettings.GeneralChannelName end local cur = self:GetCurrentChannel() local new = self:GetChannel(channelName) if new == nil then error(string.format("Channel '%s' does not exist.", channelName)) end if (new ~= cur) then if (cur) then cur:SetActive(false) local tab = self.ChannelsBar:GetChannelTab(cur.Name) tab:SetActive(false) end if (new) then new:SetActive(true) local tab = self.ChannelsBar:GetChannelTab(new.Name) tab:SetActive(true) end self.CurrentChannel = new end end function methods:UpdateFrameVisibility() self.GuiObject.Visible = (self.Visible and self.CoreGuiEnabled) end function methods:GetVisible() return self.Visible end function methods:SetVisible(visible) self.Visible = visible self:UpdateFrameVisibility() end function methods:GetCoreGuiEnabled() return self.CoreGuiEnabled end function methods:SetCoreGuiEnabled(enabled) self.CoreGuiEnabled = enabled self:UpdateFrameVisibility() end function methods:EnableResizable() self.GuiObjects.ChatResizerFrame.Active = true end function methods:DisableResizable() self.GuiObjects.ChatResizerFrame.Active = false end function methods:FadeOutBackground(duration) self.ChannelsBar:FadeOutBackground(duration) self.MessageLogDisplay:FadeOutBackground(duration) self.ChatBar:FadeOutBackground(duration) self.AnimParams.Background_TargetTransparency = 1 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeInBackground(duration) self.ChannelsBar:FadeInBackground(duration) self.MessageLogDisplay:FadeInBackground(duration) self.ChatBar:FadeInBackground(duration) self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(duration) end function methods:FadeOutText(duration) self.MessageLogDisplay:FadeOutText(duration) self.ChannelsBar:FadeOutText(duration) end function methods:FadeInText(duration) self.MessageLogDisplay:FadeInText(duration) self.ChannelsBar:FadeInText(duration) end function methods:AnimGuiObjects() self.GuiObjects.ChatChannelParentFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.ChatResizerFrame.BackgroundTransparency = self.AnimParams.Background_CurrentTransparency self.GuiObjects.ResizeIcon.ImageTransparency = self.AnimParams.Background_CurrentTransparency end function methods:InitializeAnimParams() self.AnimParams.Background_TargetTransparency = 0.6 self.AnimParams.Background_CurrentTransparency = 0.6 self.AnimParams.Background_NormalizedExptValue = CurveUtil:NormalizedDefaultExptValueInSeconds(0) end function methods:Update(dtScale) self.ChatBar:Update(dtScale) self.ChannelsBar:Update(dtScale) self.MessageLogDisplay:Update(dtScale) self.AnimParams.Background_CurrentTransparency = CurveUtil:Expt( self.AnimParams.Background_CurrentTransparency, self.AnimParams.Background_TargetTransparency, self.AnimParams.Background_NormalizedExptValue, dtScale ) self:AnimGuiObjects() end
--[[Status Vars]]
local _IsOn = _Tune.AutoStart if _Tune.AutoStart then car.DriveSeat.IsOn.Value=true end local _GSteerT=0 local _GSteerC=0 local _GThrot=0 local _GThrotShift=1 local _GBrake=0 local _CBrake=0 local _CThrot=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 _Boost = 0 local _TCount = 0 local _TPsi = 0 local _BH = 0 local _BT = 0 local _NH = 0 local _NT = 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 _TCSAmt = 0 local _ABS = _Tune.ABSEnabled local _ABSActive = false local FlipWait=tick() local FlipDB=false local _InControls = false
-- CmdrInitaliser.lua
local CmdrRegistry = require(script.Cmdr).Registry CmdrRegistry:RegisterDefaultCommands({ 'Utility' }) CmdrRegistry:RegisterTypesIn(script.Types) CmdrRegistry:RegisterCommandsIn(script.Commands)
-- 100 == 1 0 == 0 1/0.5
function JamCalculation() local L_179_ if (math.random(1, 100) <= L_24_.JamChance) then L_179_ = true L_72_ = true else L_179_ = false end return L_179_ end function TracerCalculation() local L_180_ if (math.random(1, 100) <= L_24_.TracerChance) then L_180_ = true else L_180_ = false end return L_180_ end function ScreamCalculation() local L_181_ if (math.random(1, 100) <= L_24_.SuppressCalloutChance) then L_181_ = true else L_181_ = false end return L_181_ end function SearchResupply(L_182_arg1) local L_183_ = false local L_184_ = nil if L_182_arg1:FindFirstChild('ResupplyVal') or L_182_arg1.Parent:FindFirstChild('ResupplyVal') then L_183_ = true if L_182_arg1:FindFirstChild('ResupplyVal') then L_184_ = L_182_arg1.ResupplyVal elseif L_182_arg1.Parent:FindFirstChild('ResupplyVal') then L_184_ = L_182_arg1.Parent.ResupplyVal end end return L_183_, L_184_ end function CheckReverb() local L_185_, L_186_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_6_.CFrame.p, (L_6_.CFrame.upVector).unit * 30), IgnoreList); if L_185_ then local L_187_ = L_56_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') or Instance.new("ReverbSoundEffect", L_56_:WaitForChild('Fire')) elseif not L_185_ then if L_56_:WaitForChild('Fire'):FindFirstChild('ReverbSoundEffect') then L_56_.Fire.ReverbSoundEffect:Destroy() end end end function UpdateAmmo() L_29_.Text = L_100_ L_30_.Text = L_29_.Text L_31_.Text = '| ' .. math.ceil(L_101_ / L_24_.StoredAmmo) L_32_.Text = L_31_.Text if L_90_ == 0 then L_40_.Image = 'rbxassetid://' .. 1868007495 elseif L_90_ == 1 then L_40_.Image = 'rbxassetid://' .. 1868007947 elseif L_90_ == 2 then L_40_.Image = 'rbxassetid://' .. 1868008584 end if L_89_ == 1 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0.7 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_89_ == 2 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0 elseif L_89_ == 3 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_89_ == 4 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 elseif L_89_ == 5 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0.7 L_39_.BackgroundTransparency = 0.7 elseif L_89_ == 6 then L_35_.BackgroundTransparency = 0 L_36_.BackgroundTransparency = 0.7 L_37_.BackgroundTransparency = 0 L_38_.BackgroundTransparency = 0 L_39_.BackgroundTransparency = 0.7 end end
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
--[[function ClickB(mouse) reverse:Play() end function UnclickB(mouse) reverse:Stop() end--]]
script.Parent.MouseButton1Down:connect(Click) script.Parent.MouseButton1Up:connect(Unclick) script.Parent.MouseButton2Click:connect(ClickA)
--Right Legs
local RUL = character.LowerTorso:FindFirstChild("RightHipRigAttachment") local RULRig = character.RightUpperLeg:FindFirstChild("RightHipRigAttachment") local RLL = character.RightUpperLeg:FindFirstChild("RightKneeRigAttachment") local RLLRig = character.RightLowerLeg:FindFirstChild("RightKneeRigAttachment") local RF = character.RightLowerLeg:FindFirstChild("RightAnkleRigAttachment") local RFRig = character.RightFoot:FindFirstChild("RightAnkleRigAttachment")
-- Use the character attribute (updated by the server) as the source of truth for body orientation -- Intended to be used for replicated characters
function OrientableBody:useAttributeAsSource() self:orientFromAttribute() self.attributeConnection = self.character:GetAttributeChangedSignal(ATTRIBUTE):Connect(function() self:orientFromAttribute() end) end function OrientableBody:destroy() if self.attributeConnection then self.attributeConnection:Disconnect() self.attributeConnection = nil end if self.renderStepConnection then self.renderStepConnection:Disconnect() self.renderStepConnection = nil end self.motor:setGoal({ horizontalAngle = Otter.spring(0), verticalAngle = Otter.spring(0), }) self.motor:onComplete(function() if self.motor then self.motor:destroy() self.motor = nil end end) end return OrientableBody
-- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1) p1 = p1 * 100; local v1 = math.max(1, 10 ^ (math.ceil(-math.log10(math.abs(p1))) + 1)); if v1 == math.huge then v1 = 1; end; p1 = math.round(p1 * v1) / v1; return u1.Functions.FormatAbbreviated(p1) .. "%"; end;
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
while wait() do local nrstt = GetTorso(hroot.Position) if nrstt ~= nil and human.Health > 0 then -- if player detected vars.Wandering.Value = false vars.Chasing.Value = true local function checkw(t) local ci = 3 if ci > #t then ci = 3 end if t[ci] == nil and ci < #t then repeat ci = ci + 1 wait() until t[ci] ~= nil return Vector3.new(1,0,0) + t[ci] else ci = 3 return t[ci] end end path = pfs:FindPathAsync(hroot.Position, nrstt.Position) waypoint = path:GetWaypoints() local connection; local direct = Vector3.FromNormalId(Enum.NormalId.Front) local ncf = hroot.CFrame * CFrame.new(direct) direct = ncf.p.unit local rootr = Ray.new(hroot.Position, direct) local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot) if path and waypoint or checkw(waypoint) then if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then human:MoveTo( checkw(waypoint).Position ) human.Jump = false end if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then connection = human.Changed:connect(function() human.Jump = true end) human:MoveTo( waypoint[4].Position ) else human.Jump = false end if connection then connection:Disconnect() end else for i = 3, #waypoint do human:MoveTo( waypoint[i].Position ) end end path = nil waypoint = nil elseif nrstt == nil then vars.Wandering.Value = true vars.Chasing.Value = false CchaseName = nil path = nil waypoint = nil human.MoveToFinished:Wait() end end
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) then if input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) if _CGear < 1 then car.Misc.GL.SS.Motor.DesiredAngle = -0.3 end elseif input.UserInputState == Enum.UserInputState.End then car.Misc.GL.SS.Motor.DesiredAngle = 0 end --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) then if input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) if _CGear < 2 then car.Misc.GL.SS.Motor.DesiredAngle = 0.3 end elseif input.UserInputState == Enum.UserInputState.End then car.Misc.GL.SS.Motor.DesiredAngle = 0 end --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- ROBLOX deviation: extracted getState to jestMatchersObject_extracted to avoid circular dependency
local getState = jestMatchersObject_extracted.getState
--[[Steering]]
Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 38 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .07 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 330 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--local TEAM = Character:WaitForChild("TEAM")
local Module = require(Tool:WaitForChild("Setting")) local GunScript_Server = Tool:WaitForChild("GunScript_Server") local ChangeMagAndAmmo = GunScript_Server:WaitForChild("ChangeMagAndAmmo") local VisualizeBullet = game.ReplicatedStorage:WaitForChild("VisualizeBullet") local VisualizeMuzzle = game.ReplicatedStorage:WaitForChild("VisualizeMuzzle") local MarkerEvent = script:WaitForChild("MarkerEvent") local MagValue = GunScript_Server:WaitForChild("Mag") local AmmoValue = GunScript_Server:WaitForChild("Ammo") local GUI = script:WaitForChild("GunGUI") local CrosshairModule = require(GUI:WaitForChild("CrosshairModule")) local CameraModule = require(GUI:WaitForChild("CameraModule")) local IdleAnim local FireAnim local ReloadAnim local ShotgunClipinAnim local HoldDownAnim local EquippedAnim local Grip2 local Handle2 local HandleToFire = Handle
-- DESTROY/CLEANUP METHOD
function Icon:destroy() if self._destroyed then return end IconController.iconRemoved:Fire(self) self:clearNotices() if self._parentIcon then self:leave() end self:setDropdown() self:setMenu() self._destroyed = true self._maid:clean() end Icon.Destroy = Icon.destroy -- an alias for you maid-using Pascal lovers return Icon
-- NETWORK
export type NetworkType = { Key: number, Ping: number, Events: {}, Queue: {}, --Watchers: { [string]: {[number]: (...any) -> (...any) }}, Remotes: { Fetch: RemoteFunction, Send: RemoteEvent }, IgnoredEvents: Map<string, boolean>, GetKey: (self: NetworkType) -> number, GetPing: (self: NetworkType) -> number, --Watch: (Network, name: string, callback: (...any) -> (...any)) -> (), --Unwatch: (Network, name: string, callback: (...any) -> (...any)) -> (), Add: (self: NetworkType, name: string, callback: (...any) -> (...any)) -> (), Remove: (self: NetworkType, name: string) -> (), Modify: (self: NetworkType, name: string, callback: (...any) -> (...any)) -> (), Send: (self: NetworkType, name: string, ...any) -> (), Fetch: (self: NetworkType, name: string, ...any) -> (...any) }
--[[Weight and CG]]
-- Tune.Weight = 284 + 130 -- Bike weight in LBS Tune.WeightBrickSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 3 , --[[Height]] 3 , --[[Length]] 8 } Tune.WeightDistribution = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = 0.8 -- Center of gravity height (studs relative to median of the wheels) Tune.WBVisible = false -- Makes the weight brick visible (Debug) Tune.BalVisible = false -- Makes the balance brick visible (Debug)
--\\Variables//--
local PlayerService = game:GetService("Players")
-- You may turn both of these on at once. In that case, zone-specific music will play in the appropriate zones, and global background music will play whenever you're not within any zone.
settings.DisplayMuteButton = false -- If set to true, there will be a button in the bottom-right corner of the screen allowing players to mute the background music. settings.MusicFadeoutTime = 2 -- How long music takes to fade out, in seconds. settings.MusicOnlyPlaysWithinZones = false -- (This setting only applies when UseGlobalBackgroundMusic is set to false) If a player walks into an area that's not covered by any music zone, what should happen? If true, music will stop playing. If false, the music from the previous zone will continue to play. return settings
-- Variables for Module Scripts
local screenSpace = require(Tool:WaitForChild("ScreenSpace")) local connection local neck, shoulder, oldNeckC0, oldShoulderC0 local mobileShouldTrack = true
--Enter the name of the model you want to go to here. ------------------------------------
modelname="teleporter1d"
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi",} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.03 , --[[ 5 ]] 0.81 , --[[ 6 ]] 0.64 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Re-export all top-level public types
export type ReactEmpty = ReactTypes.ReactEmpty export type ReactFragment = ReactTypes.ReactFragment export type ReactNodeList = ReactTypes.ReactNodeList export type ReactProviderType<T> = ReactTypes.ReactProviderType<T> export type ReactConsumer<T> = ReactTypes.ReactConsumer<T> export type ReactProvider<T> = ReactTypes.ReactProvider<T> export type ReactContext<T> = ReactTypes.ReactContext<T> export type ReactPortal = ReactTypes.ReactPortal export type RefObject = ReactTypes.RefObject export type EventPriority = ReactTypes.EventPriority export type ReactFundamentalComponentInstance<C, H> = ReactTypes.ReactFundamentalComponentInstance<C, H> export type ReactFundamentalImpl<C, H> = ReactTypes.ReactFundamentalImpl<C, H> export type ReactFundamentalComponent<C, H> = ReactTypes.ReactFundamentalComponent<C, H> export type ReactScope = ReactTypes.ReactScope export type ReactScopeQuery = ReactTypes.ReactScopeQuery export type ReactScopeInstance = ReactTypes.ReactScopeInstance
-- Hello all. Thank you for using the script. With this script you can remove the "new Roblox OOF sound". -- You need it if you want to have the old Oof sound again. -- Without this script you will hear both sounds. (NEW & OLD together). Have fun fixing Roblox mistakes.
-- Selected game mode value
local InteractionGui = SelectionFrame.Parent local InteractionManager = InteractionGui:FindFirstChild("InteractionManager") local SelectedMode = InteractionManager:FindFirstChild("SelectedMode")
--[[ Event functions ]]
local function onHeartbeat() if target then -- Point towards the enemy maid.alignOrientation.Enabled = true maid.worldAttachment.CFrame = CFrame.new(maid.humanoidRootPart.Position, target.Position) else maid.alignOrientation.Enabled = false end -- Check if the current target no longer exists or is not attackable if not target or not isInstaceAttackable(target) then findTargets() end end local function died() target = nil attacking = false newTarget = nil searchParts = nil searchingForTargets = false maid.heartbeatConnection:Disconnect() if RAGDOLL_ENABLED then Ragdoll(maid.instance, maid.humanoid) end if DESTROY_ON_DEATH then delay(DEATH_DESTROY_DELAY, function() destroy() end) end end
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Linen",Paint) end)
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("Novena: AC6T Loaded - Build "..ver) --Runtime Loops -- ~60 c/s game["Run Service"].Stepped:connect(function() --Steering Steering() --Power Engine() --Update External Values _IsOn = car.DriveSeat.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.HpNatural.Value = _NH script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2) script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM script.Parent.Values.TqNatural.Value = _NT script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2) script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.TCSAmt.Value = 1-_TCSAmt script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity if car.DriveSeat.CC.Value == true then if (car.DriveSeat.Velocity.Magnitude*((10/12) * (60/88))) - 2 > car.DriveSeat.CCS.Value+0.5 then _CBrake = 0.15 else _CThrot = 1 end else _CBrake = 0 _CThrot = 0 end if car.DriveSeat.SST.Value then if (_RPM - 10) <= _Tune.IdleRPM then if (_GBrake > 0.05) or (_PBrake.Value == true) then car.DriveSeat.Tic.Value = true else car.DriveSeat.Tic.Value = false end end else car.DriveSeat.Tic.Value = false end if _GBrake > 0 then car.DriveSeat.CC.Value = false end end) _CGear.Changed:Connect(function() _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end) script.Parent.Values.Brake.Changed:Connect(function() if math.ceil(_GBrake) == 1 then car.DriveSeat.FE_Lights:FireServer('updateLights', 'brake', true) else car.DriveSeat.FE_Lights:FireServer('updateLights', 'brake', false) end end)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local handler = car:WaitForChild("AC6_FE_SoundsMisc") local _Tune = require(car["A-Chassis Tune"]) local on = 0 local mult=0 local det=.13 script:WaitForChild("Rel") script:WaitForChild("Start") script.Parent.Values.Gear.Changed:connect(function() mult=1 end) for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true) handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false) handler:FireServer("playSound","Rel") car.DriveSeat:WaitForChild("Rel") car.DriveSeat:WaitForChild("Start") while wait() do mult=math.max(0,mult-.1) local _RPM = script.Parent.Values.RPM.Value if script.Parent.Values.PreOn.Value then handler:FireServer("playSound","Start") wait(1) else if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end RelVolume = 2*(1 - math.min(((script.Parent.Values.RPM.Value*2)/_Tune.Redline),1)) RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on end if FE then handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume) else car.DriveSeat.Rel.Volume = RelVolume car.DriveSeat.Rel.Pitch = RelPitch end end
--[[ Returns all cached player character appearances, as a table with the index being userIds ]]
function CharacterAppearanceCache.getAllAppearances() return appearanceCache end
-- Properties
local OptimalEffects = false -- Adjust details of effects by client quality level local RenderDistance = 400 -- Maximum camera distance to render visual effects local ScreenCullingEnabled = true -- Show visual effects when their positions are on screen local MaxDebrisCounts = 100 -- Maximum number of debris objects (mostly decayed projectiles) to exist local RayExit = true -- Only for Wall Penetration FastCast.DebugLogging = false FastCast.VisualizeCasts = false local Beam = Instance.new("Beam") Beam.TextureSpeed = 0 Beam.LightEmission = 0 Beam.LightInfluence = 1 Beam.Transparency = NumberSequence.new(0) local BlockSegContainer = Instance.new("Folder") BlockSegContainer.Name = "BlockSegContainer" BlockSegContainer.Parent = Camera local CylinderSegContainer = Instance.new("Folder") CylinderSegContainer.Name = "CylinderSegContainer" CylinderSegContainer.Parent = Camera local ConeSegContainer = Instance.new("Folder") ConeSegContainer.Name = "ConeSegContainer" ConeSegContainer.Parent = Camera local Caster = FastCast.new() local BlockSegCache = PartCache.new(Miscs.BlockSegment, 500) BlockSegCache:SetCacheParent(BlockSegContainer) local CylinderSegCache = PartCache.new(Miscs.CylinderSegment, 500) CylinderSegCache:SetCacheParent(CylinderSegContainer) local ConeSegCache = PartCache.new(Miscs.ConeSegment, 500) ConeSegCache:SetCacheParent(ConeSegContainer) local ShootId = 0 local DebrisCounts = 0 local PartCacheStorage = {} local function CastWithBlacklist(Cast, Origin, Direction, Blacklist, IgnoreWater) local CastRay = Ray.new(Origin, Direction) local HitPart, HitPoint, HitNormal, HitMaterial = nil, Origin + Direction, Vector3.new(0, 1, 0), Enum.Material.Air local Success = false repeat HitPart, HitPoint, HitNormal, HitMaterial = Workspace:FindPartOnRayWithIgnoreList(CastRay, Blacklist, false, IgnoreWater) if HitPart then --if Cast.UserData.ClientModule.IgnoreBlacklistedParts and Cast.UserData.ClientModule.BlacklistParts[HitPart.Name] then -- table.insert(Blacklist, HitPart) -- Success = false --else local Target = HitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTool = HitPart:FindFirstAncestorOfClass("Tool") if (HitPart.Transparency > 0.75 or HitPart.Name == "Missile" or HitPart.Name == "Handle" or HitPart.Name == "Effect" or HitPart.Name == "Bullet" or HitPart.Name == "Laser" or string.lower(HitPart.Name) == "water" or HitPart.Name == "Rail" or HitPart.Name == "Arrow" or (TargetHumanoid and (TargetHumanoid.Health <= 0 or not DamageModule.CanDamage(Target, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) or (Cast.UserData.BounceData and table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid)))) or TargetTool) then table.insert(Blacklist, HitPart) Success = false else Success = true end --end else Success = true end until Success return HitPart, HitPoint, HitNormal, HitMaterial end local function AddressTableValue(Enabled, Level, V1, V2) if V1 ~= nil and Enabled and Level then return ((Level == 1 and V1.Level1) or (Level == 2 and V1.Level2) or (Level == 3 and V1.Level3) or V2) else return V2 end end local function CanShowEffects(Position) if ScreenCullingEnabled then local _, OnScreen = Camera:WorldToScreenPoint(Position) return OnScreen and (Position - Camera.CFrame.p).Magnitude <= RenderDistance end return (Position - Camera.CFrame.p).Magnitude <= RenderDistance end local function PopulateHumanoids(Cast, Model) if Model.ClassName == "Humanoid" then if DamageModule.CanDamage(Model.Parent, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then table.insert(Humanoids, Model) end end for i, mdl in ipairs(Model:GetChildren()) do PopulateHumanoids(Cast, mdl) end end local function FindNearestEntity(Cast, Position) Humanoids = {} PopulateHumanoids(Cast, Workspace) local Dist = Cast.UserData.HomeData.HomingDistance local TargetModel = nil local TargetHumanoid = nil local TargetTorso = nil for i, v in ipairs(Humanoids) do local torso = v.Parent:FindFirstChild("HumanoidRootPart") or v.Parent:FindFirstChild("Torso") or v.Parent:FindFirstChild("UpperTorso") if v and torso then if (torso.Position - Position).Magnitude < (Dist + (torso.Size.Magnitude / 2.5)) and v.Health > 0 then if not Cast.UserData.HomeData.HomeThroughWall then local hit, pos, normal, material = CastWithBlacklist(Cast, Position, (torso.CFrame.p - Position).Unit * 999, Cast.UserData.IgnoreList, true) if hit then if hit:IsDescendantOf(v.Parent) then if DamageModule.CanDamage(v.Parent, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then TargetModel = v.Parent TargetHumanoid = v TargetTorso = torso Dist = (Position - torso.Position).Magnitude end end end else if DamageModule.CanDamage(v.Parent, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then TargetModel = v.Parent TargetHumanoid = v TargetTorso = torso Dist = (Position - torso.Position).Magnitude end end end end end return TargetModel, TargetHumanoid, TargetTorso end local function EmitParticle(Particle, Count) if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end end local function FadeBeam(A0, A1, Beam, Hole, FadeTime, Replicate) if FadeTime > 0 then if OptimalEffects then if Replicate then local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / FadeTime, 1) if Beam then Beam.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end end else local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / FadeTime, 1) if Beam then Beam.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if Beam then Beam:Destroy() end if Hole then Hole:Destroy() end end end local function MakeImpactFX(Hit, Position, Normal, Material, ParentToPart, ClientModule, Misc, Replicate, IsMelee) local SurfaceCF = CFrame.new(Position, Position + Normal) local HitEffectEnabled = ClientModule.HitEffectEnabled local HitSoundIDs = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundIDs, ClientModule.HitSoundIDs) local HitSoundPitchMin = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundPitchMin, ClientModule.HitSoundPitchMin) local HitSoundPitchMax = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundPitchMax, ClientModule.HitSoundPitchMax) local HitSoundVolume = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundVolume, ClientModule.HitSoundVolume) local CustomHitEffect = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CustomHitEffect, ClientModule.CustomHitEffect) local BulletHoleEnabled = ClientModule.BulletHoleEnabled local BulletHoleSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletHoleSize, ClientModule.BulletHoleSize) local BulletHoleTexture = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletHoleTexture, ClientModule.BulletHoleTexture) local PartColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PartColor, ClientModule.PartColor) local BulletHoleVisibleTime = ClientModule.BulletHoleVisibleTime local BulletHoleFadeTime = ClientModule.BulletHoleFadeTime if IsMelee then HitEffectEnabled = ClientModule.MeleeHitEffectEnabled HitSoundIDs = ClientModule.MeleeHitSoundIDs HitSoundPitchMin = ClientModule.MeleeHitSoundPitchMin HitSoundPitchMax = ClientModule.MeleeHitSoundPitchMax HitSoundVolume = ClientModule.MeleeHitSoundVolume CustomHitEffect = ClientModule.CustomMeleeHitEffect BulletHoleEnabled = ClientModule.MarkerEffectEnabled BulletHoleSize = ClientModule.MarkerEffectSize BulletHoleTexture = ClientModule.MarkerEffectTexture BulletHoleVisibleTime = ClientModule.MarkerEffectVisibleTime BulletHoleFadeTime = ClientModule.MarkerEffectFadeTime PartColor = ClientModule.MarkerPartColor end if HitEffectEnabled then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound local function Spawner(material) if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialSounds") then local tracks = Misc.HitEffectFolder[material.Name].MaterialSounds:GetChildren() local rn = math.random(1, #tracks) local track = tracks[rn] if track ~= nil then Sound = track:Clone() if track:FindFirstChild("Pitch") then Sound.PlaybackSpeed = Random.new():NextNumber(track.Pitch.Min.Value, track.Pitch.Max.Value) else Sound.PlaybackSpeed = Random.new():NextNumber(HitSoundPitchMin, HitSoundPitchMax) end if track:FindFirstChild("Volume") then Sound.Volume = Random.new():NextNumber(track.Volume.Min.Value, track.Volume.Max.Value) else Sound.Volume = HitSoundVolume end Sound.Parent = Attachment end else Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..HitSoundIDs[math.random(1, #HitSoundIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(HitSoundPitchMin, HitSoundPitchMax) Sound.Volume = HitSoundVolume Sound.Parent = Attachment end for i, v in pairs(Misc.HitEffectFolder[material.Name]:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end if Particle.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end Particle.Color = ColorSequence.new(HitPartColor, HitPartColor) end Thread:Delay(0.01, function() EmitParticle(Particle, Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() if BulletHoleEnabled then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = BulletHoleSize if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialHoleSize") then Scale = Misc.HitEffectFolder[material.Name].MaterialHoleSize.Value end local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialDecals") then local Decals = Misc.HitEffectFolder[material.Name].MaterialDecals:GetChildren() local Chosen = math.random(1, #Decals) local Decal = Decals[Chosen] if Decal ~= nil then BeamClone.Texture = "rbxassetid://"..Decal.Value if Decal.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end else BeamClone.Texture = "rbxassetid://"..BulletHoleTexture[math.random(1, #BulletHoleTexture)] if PartColor then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BulletHoleVisibleTime, function() FadeBeam(A0, A1, BeamClone, Hole, BulletHoleFadeTime, Replicate) end) else Debris:AddItem(Hole, 5) end end end if not CustomHitEffect then if Misc.HitEffectFolder:FindFirstChild(Hit.Material) then Spawner(Hit.Material) else Spawner(Misc.HitEffectFolder.Custom) end else Spawner(Misc.HitEffectFolder.Custom) end Debris:AddItem(Attachment, 10) end end local function MakeBloodFX(Hit, Position, Normal, Material, ParentToPart, ClientModule, Misc, Replicate, IsMelee) local SurfaceCF = CFrame.new(Position, Position + Normal) local BloodEnabled = ClientModule.BloodEnabled local HitCharSndIDs = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndIDs, ClientModule.HitCharSndIDs) local HitCharSndPitchMin = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndPitchMin, ClientModule.HitCharSndPitchMin) local HitCharSndPitchMax = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndPitchMax, ClientModule.HitCharSndPitchMax) local HitCharSndVolume = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndVolume, ClientModule.HitCharSndVolume) local BloodWoundEnabled = ClientModule.BloodWoundEnabled local BloodWoundTexture = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundTexture, ClientModule.BloodWoundTexture) local BloodWoundSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundSize, ClientModule.BloodWoundSize) local BloodWoundTextureColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundTextureColor, ClientModule.BloodWoundTextureColor) local BloodWoundPartColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundPartColor, ClientModule.BloodWoundPartColor) local BloodWoundVisibleTime = ClientModule.BloodWoundVisibleTime local BloodWoundFadeTime = ClientModule.BloodWoundFadeTime if IsMelee then BloodEnabled = ClientModule.MeleeBloodEnabled HitCharSndIDs = ClientModule.MeleeHitCharSndIDs HitCharSndPitchMin = ClientModule.MeleeHitCharSndPitchMin HitCharSndPitchMax = ClientModule.MeleeHitCharSndPitchMax HitCharSndVolume = ClientModule.MeleeHitCharSndVolume BloodWoundEnabled = ClientModule.MeleeBloodWoundEnabled BloodWoundTexture = ClientModule.MeleeBloodWoundTexture BloodWoundSize = ClientModule.MeleeBloodWoundSize BloodWoundTextureColor = ClientModule.MeleeBloodWoundTextureColor BloodWoundPartColor = ClientModule.MeleeBloodWoundVisibleTime BloodWoundVisibleTime = ClientModule.MeleeBloodWoundFadeTime BloodWoundFadeTime = ClientModule.MeleeBloodWoundPartColor end if BloodEnabled then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..HitCharSndIDs[math.random(1, #HitCharSndIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(HitCharSndPitchMin, HitCharSndPitchMax) Sound.Volume = HitCharSndVolume Sound.Parent = Attachment for i, v in pairs(Misc.BloodEffectFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() EmitParticle(Particle, Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() Debris:AddItem(Attachment, 10) if BloodWoundEnabled then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = BloodWoundSize BeamClone.Width1 = BloodWoundSize BeamClone.Texture = "rbxassetid://"..BloodWoundTexture[math.random(1, #BloodWoundTexture)] BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, BloodWoundTextureColor), ColorSequenceKeypoint.new(1, BloodWoundTextureColor)}) if BloodWoundPartColor then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(BloodWoundSize / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-BloodWoundSize / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BloodWoundVisibleTime, function() FadeBeam(A0, A1, BeamClone, Hole, BloodWoundFadeTime, Replicate) end) else Debris:AddItem(Hole, 5) end end end end local function OnRayFinalHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) local EndPos = RaycastResult and RaycastResult.Position or Cast.UserData.SegmentOrigin local ShowEffects = CanShowEffects(EndPos) if not AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosiveEnabled, Cast.UserData.ClientModule.ExplosiveEnabled) then if not RaycastResult then return end if RaycastResult.Instance and RaycastResult.Instance.Parent then if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then if Cast.UserData.Replicate then ShatterGlass:FireServer(RaycastResult.Instance, RaycastResult.Position, Direction) end else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else local Distance = (RaycastResult.Position - Origin).Magnitude local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end if Cast.UserData.Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, RaycastResult.Instance, RaycastResult.Instance.Size, Cast.UserData.Misc, Distance) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, RaycastResult.Instance.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end end end else if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end end end end end else if Cast.UserData.ClientModule.ExplosionSoundEnabled then local SoundTable = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundIDs, Cast.UserData.ClientModule.ExplosionSoundIDs) local Attachment = Instance.new("Attachment") Attachment.CFrame = CFrame.new(EndPos) Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..SoundTable[math.random(1, #SoundTable)] Sound.PlaybackSpeed = Random.new():NextNumber(AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundPitchMin, Cast.UserData.ClientModule.ExplosionSoundPitchMin), AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundPitchMax, Cast.UserData.ClientModule.ExplosionSoundPitchMax)) Sound.Volume = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionSoundVolume, Cast.UserData.ClientModule.ExplosionSoundVolume) Sound.Parent = Attachment Sound:Play() Debris:AddItem(Attachment, 10) end local Explosion = Instance.new("Explosion") Explosion.BlastRadius = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionRadius, Cast.UserData.ClientModule.ExplosionRadius) Explosion.BlastPressure = 0 Explosion.ExplosionType = Enum.ExplosionType.NoCraters Explosion.Position = EndPos Explosion.Parent = Camera local SurfaceCF = RaycastResult and CFrame.new(RaycastResult.Position, RaycastResult.Position + RaycastResult.Normal) or CFrame.new(Cast.UserData.SegmentOrigin, Cast.UserData.SegmentOrigin + Cast.UserData.SegmentDirection) if ShowEffects and RaycastResult then if AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterEnabled, Cast.UserData.ClientModule.ExplosionCraterEnabled) then if RaycastResult.Instance and RaycastResult.Instance.Parent then local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") if not TargetHumanoid then local ParentToPart = true local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and RaycastResult.Instance or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterSize, Cast.UserData.ClientModule.ExplosionCraterSize) local Texture = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterTexture, Cast.UserData.ClientModule.ExplosionCraterTexture) local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale BeamClone.Texture = "rbxassetid://"..Texture[math.random(1,#Texture)] if AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterPartColor, Cast.UserData.ClientModule.ExplosionCraterPartColor) then local HitPartColor = RaycastResult.Instance and RaycastResult.Instance.Color or Color3.fromRGB(255, 255, 255) if RaycastResult.Instance and RaycastResult.Instance:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(RaycastResult.Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = RaycastResult.Instance A1.Parent = RaycastResult.Instance A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain local VisibleTime = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterVisibleTime, Cast.UserData.ClientModule.ExplosionCraterVisibleTime) local FadeTime = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionCraterFadeTime, Cast.UserData.ClientModule.ExplosionCraterFadeTime) Thread:Delay(VisibleTime, function() FadeBeam(A0, A1, BeamClone, Hole, FadeTime, Cast.UserData.Replicate) end) else Debris:AddItem(Hole, 5) end end end end end if Cast.UserData.ClientModule.CustomExplosion then Explosion.Visible = false if ShowEffects then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain for i, v in pairs(Cast.UserData.Misc.ExplosionEffectFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() EmitParticle(Particle, Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Debris:AddItem(Attachment, 10) end end local HitHumanoids = {} Explosion.Hit:Connect(function(HitPart, HitDist) if HitPart and Cast.UserData.Replicate then if HitPart.Parent and HitPart.Name == "HumanoidRootPart" or HitPart.Name == "Head" then local Target = HitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetTorso then if TargetHumanoid.Health > 0 then if not HitHumanoids[TargetHumanoid] then if Cast.UserData.ClientModule.ExplosionKnockback then local Multipler = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionKnockbackMultiplierOnTarget, Cast.UserData.ClientModule.ExplosionKnockbackMultiplierOnTarget) local DistanceFactor = HitDist / AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionRadius, Cast.UserData.ClientModule.ExplosionRadius) DistanceFactor = 1 - DistanceFactor local VelocityMod = (TargetTorso.Position - Explosion.Position).Unit * AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionKnockbackPower, Cast.UserData.ClientModule.ExplosionKnockbackPower) --* DistanceFactor local AirVelocity = TargetTorso.Velocity - Vector3.new(0, TargetTorso.Velocity.y, 0) + Vector3.new(VelocityMod.X, 0, VelocityMod.Z) if DamageModule.CanDamage(Target, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) then local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) else if TargetHumanoid.Parent.Name == Player.Name then Multipler = AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.ExplosionKnockbackMultiplierOnPlayer, Cast.UserData.ClientModule.ExplosionKnockbackMultiplierOnPlayer) local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) end end end local Part = RaycastResult and RaycastResult.Instance or HitPart Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, Part, Part.Size, Cast.UserData.Misc, HitDist) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, Part.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end HitHumanoids[TargetHumanoid] = true end end end elseif HitPart.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then ShatterGlass:FireServer(HitPart, HitPart.Position, Direction) end end end) end end local function OnRayHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) local CanBounce = Cast.UserData.CastBehavior.Hitscan and true or false local CurrentPosition = Cast:GetPosition() local CurrentVelocity = Cast:GetVelocity() local Acceleration = Cast.UserData.CastBehavior.Acceleration if not Cast.UserData.CastBehavior.Hitscan then Cast.UserData.SpinData.InitalTick = os.clock() Cast.UserData.SpinData.InitalAngularVelocity = RaycastResult.Normal:Cross(CurrentVelocity) / 0.2 Cast.UserData.SpinData.InitalRotation = (Cast.RayInfo.CurrentCFrame - Cast.RayInfo.CurrentCFrame.p) Cast.UserData.SpinData.ProjectileOffset = 0.2 * RaycastResult.Normal if CurrentVelocity.Magnitude > 0 then local NormalizeBounce = false local Position = Cast.RayInfo.RaycastHitbox and CurrentPosition or RaycastResult.Position if Cast.UserData.BounceData.BounceBetweenHumanoids then local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if not table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) then table.insert(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) end end local TrackedEntity, TrackedHumanoid, TrackedTorso = FindNearestEntity(Cast, Position) if TrackedEntity and TrackedHumanoid and TrackedTorso and TrackedHumanoid.Health > 0 then local DesiredVector = (TrackedTorso.Position - Position).Unit if Cast.UserData.BounceData.PredictDirection then local Pos, Vel = DirectionPredictor(Position, TrackedTorso.Position, Vector3.new(), TrackedTorso.Velocity, Acceleration, (2 * TrackedTorso.Velocity) / 3, SegmentVelocity.Magnitude) if Pos and Vel then DesiredVector = Vel.Unit end end Cast:SetVelocity(DesiredVector * SegmentVelocity.Magnitude) Cast:SetPosition(Position) else NormalizeBounce = true end else NormalizeBounce = true end if NormalizeBounce then local Delta = Position - CurrentPosition local Fix = 1 - 0.001 / Delta.Magnitude Fix = Fix < 0 and 0 or Fix Cast:AddPosition(Fix * Delta + 0.05 * RaycastResult.Normal) local NewNormal = RaycastResult.Normal local NewVelocity = CurrentVelocity if Cast.UserData.BounceData.IgnoreSlope and (Acceleration ~= Vector3.new(0, 0, 0) and Acceleration.Y < 0) then local NewPosition = Cast:GetPosition() NewVelocity = Vector3.new(CurrentVelocity.X, -Cast.UserData.BounceData.BounceHeight, CurrentVelocity.Z) local Instance2, Position2, Normal2, Material2 = CastWithBlacklist(Cast, NewPosition, Vector3.new(0, 1, 0), Cast.UserData.IgnoreList, true) if Instance2 then NewVelocity = Vector3.new(CurrentVelocity.X, Cast.UserData.BounceData.BounceHeight, CurrentVelocity.Z) end local X = math.deg(math.asin(RaycastResult.Normal.X)) local Z = math.deg(math.asin(RaycastResult.Normal.Z)) local FloorAngle = math.floor(math.max(X == 0 and Z or X, X == 0 and -Z or -X)) NewNormal = FloorAngle > 0 and (FloorAngle >= Cast.UserData.BounceData.SlopeAngle and RaycastResult.Normal or Vector3.new(0, RaycastResult.Normal.Y, 0)) or RaycastResult.Normal end local NormalVelocity = Vector3.new().Dot(NewNormal, NewVelocity) * NewNormal local TanVelocity = NewVelocity - NormalVelocity local GeometricDeceleration local D1 = -Vector3.new().Dot(NewNormal, Acceleration) local D2 = -(1 + Cast.UserData.BounceData.BounceElasticity) * Vector3.new().Dot(NewNormal, NewVelocity) GeometricDeceleration = 1 - Cast.UserData.BounceData.FrictionConstant * (10 * (D1 < 0 and 0 or D1) * Cast.StateInfo.Delta + (D2 < 0 and 0 or D2)) / TanVelocity.Magnitude Cast:SetVelocity((GeometricDeceleration < 0 and 0 or GeometricDeceleration) * TanVelocity - Cast.UserData.BounceData.BounceElasticity * NormalVelocity) end CanBounce = true end else local NormalizeBounce = false if Cast.UserData.BounceData.BounceBetweenHumanoids then local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if not table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) then table.insert(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid) end end local TrackedEntity, TrackedHumanoid, TrackedTorso = FindNearestEntity(Cast, RaycastResult.Position) if TrackedEntity and TrackedHumanoid and TrackedTorso and TrackedHumanoid.Health > 0 then local DesiredVector = (TrackedTorso.Position - RaycastResult.Position).Unit Cast.RayInfo.ModifiedDirection = DesiredVector else NormalizeBounce = true end else NormalizeBounce = true end if NormalizeBounce then local CurrentDirection = Cast.RayInfo.ModifiedDirection local NewDirection = CurrentDirection - (2 * CurrentDirection:Dot(RaycastResult.Normal) * RaycastResult.Normal) Cast.RayInfo.ModifiedDirection = NewDirection end end if CanBounce then if Cast.UserData.BounceData.CurrentBounces > 0 then Cast.UserData.BounceData.CurrentBounces -= 1 local ShowEffects = CanShowEffects(RaycastResult.Position) if Cast.UserData.BounceData.NoExplosionWhileBouncing then if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then if Cast.UserData.Replicate then ShatterGlass:FireServer(RaycastResult.Instance, RaycastResult.Position, SegmentVelocity.Unit) end else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local Distance = (RaycastResult.Position - Origin).Magnitude local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end if Cast.UserData.Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, RaycastResult.Instance, RaycastResult.Instance.Size, Cast.UserData.Misc, Distance) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, RaycastResult.Instance.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end end end else if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end end end end else OnRayFinalHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) end end end end local function CanRayHit(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if Cast.UserData.BounceData.StopBouncingOn == "Object" then return false end else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if Cast.UserData.BounceData.StopBouncingOn == "Humanoid" then return false end else if Cast.UserData.BounceData.StopBouncingOn == "Object" then return false end end end if not Cast.UserData.CastBehavior.Hitscan and Cast.UserData.BounceData.SuperRicochet then return true else if Cast.UserData.BounceData.CurrentBounces > 0 then return true end end return false end local function OnRayExited(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) if not RayExit then return end if Cast.UserData.PenetrationData then if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then local ShowEffects = CanShowEffects(RaycastResult.Position) if RaycastResult.Instance and RaycastResult.Instance.Parent then if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then return else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end else if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end end end end end end end if RaycastResult.Instance and RaycastResult.Instance.Parent then local vis = Cast:DbgVisualizeHit(CFrame.new(RaycastResult.Position), true) if (vis ~= nil) then vis.Color3 = Color3.fromRGB(13, 105, 172) end end end local function CanRayPenetrate(Cast, Origin, Direction, RaycastResult, SegmentVelocity, CosmeticBulletObject) local ShowEffects = CanShowEffects(RaycastResult.Position) if RaycastResult.Instance and RaycastResult.Instance.Parent then if Cast.UserData.ClientModule.IgnoreBlacklistedParts and Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then return true else local Target = RaycastResult.Instance:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTool = RaycastResult.Instance:FindFirstAncestorOfClass("Tool") if (RaycastResult.Instance.Transparency > 0.75 or RaycastResult.Instance.Name == "Missile" or RaycastResult.Instance.Name == "Handle" or RaycastResult.Instance.Name == "Effect" or RaycastResult.Instance.Name == "Bullet" or RaycastResult.Instance.Name == "Laser" or string.lower(RaycastResult.Instance.Name) == "water" or RaycastResult.Instance.Name == "Rail" or RaycastResult.Instance.Name == "Arrow" or (TargetHumanoid and (TargetHumanoid.Health <= 0 or not DamageModule.CanDamage(Target, Cast.UserData.Character, Cast.UserData.ClientModule.FriendlyFire) or (Cast.UserData.PenetrationData and table.find(Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid)) or (Cast.UserData.BounceData and table.find(Cast.UserData.BounceData.BouncedHumanoids, TargetHumanoid)))) or TargetTool) then return true else if Cast.UserData.PenetrationData then if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then if Cast.UserData.PenetrationData.PenetrationDepth <= 0 then return false end elseif Cast.UserData.ClientModule.PenetrationType == "HumanoidPenetration" then if Cast.UserData.PenetrationData.PenetrationAmount <= 0 then return false end end local MaxExtent = RaycastResult.Instance.Size.Magnitude * Direction local ExitHit, ExitPoint, ExitNormal, ExitMaterial = Workspace:FindPartOnRayWithWhitelist(Ray.new(RaycastResult.Position + MaxExtent, -MaxExtent), {RaycastResult.Instance}, Cast.RayInfo.Parameters.IgnoreWater) local Dist = (ExitPoint - RaycastResult.Position).Magnitude if RaycastResult.Instance.Name == "_glass" and AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.CanBreakGlass, Cast.UserData.ClientModule.CanBreakGlass) then if Cast.UserData.Replicate then ShatterGlass:FireServer(RaycastResult.Instance, RaycastResult.Position, SegmentVelocity.Unit) end if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce return true end else if Cast.UserData.ClientModule.BlacklistParts[RaycastResult.Instance.Name] then if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce if ExitHit then OnRayExited(Cast, RaycastResult.Position + MaxExtent, -MaxExtent, {Instance = ExitHit, Position = ExitPoint, Normal = ExitNormal, Material = ExitMaterial}, SegmentVelocity, CosmeticBulletObject) end return true end else local Distance = (RaycastResult.Position - Origin).Magnitude local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if not table.find( Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid) then table.insert(Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid) if ShowEffects then MakeBloodFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end if Cast.UserData.Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Cast.UserData.Tool, Cast.UserData.ClientModule, TargetHumanoid, TargetTorso, RaycastResult.Instance, RaycastResult.Instance.Size, Cast.UserData.Misc, Distance) end) if Cast.UserData.Tool and Cast.UserData.Tool.GunClient:FindFirstChild("MarkerEvent") then Cast.UserData.Tool.GunClient.MarkerEvent:Fire(Cast.UserData.ClientModule, RaycastResult.Instance.Name == "Head" and Cast.UserData.ClientModule.HeadshotHitmarker) end end end if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce if ExitHit then OnRayExited(Cast, RaycastResult.Position + MaxExtent, -MaxExtent, {Instance = ExitHit, Position = ExitPoint, Normal = ExitNormal, Material = ExitMaterial}, SegmentVelocity, CosmeticBulletObject) end elseif Cast.UserData.ClientModule.PenetrationType == "HumanoidPenetration" then Cast.UserData.PenetrationData.PenetrationAmount -= 1 end if Cast.UserData.PenetrationData.PenetrationIgnoreDelay ~= math.huge then Thread:Delay(Cast.UserData.PenetrationData.PenetrationIgnoreDelay, function() local Index = table.find( Cast.UserData.PenetrationData.HitHumanoids, TargetHumanoid) if Index then table.remove(Cast.UserData.PenetrationData.HitHumanoids, Index) end end) end return true end else if Cast.UserData.ClientModule.PenetrationType == "WallPenetration" then if ShowEffects then MakeImpactFX(RaycastResult.Instance, RaycastResult.Position, RaycastResult.Normal, RaycastResult.Material, true, Cast.UserData.ClientModule, Cast.UserData.Misc, Cast.UserData.Replicate) end local ToReduce = 1 - ((Dist / Cast.UserData.PenetrationData.PenetrationDepth / 1.1)) Cast.UserData.PenetrationData.PenetrationDepth *= ToReduce if ExitHit then OnRayExited(Cast, RaycastResult.Position + MaxExtent, -MaxExtent, {Instance = ExitHit, Position = ExitPoint, Normal = ExitNormal, Material = ExitMaterial}, SegmentVelocity, CosmeticBulletObject) end return true end end end end end end end end return false end local function UpdateParticle(Cast, Position, LastPosition, W2) if Cast.UserData.BulletParticleData.MotionBlur then local T2 = os.clock() local P2 = CFrame.new().pointToObjectSpace(Camera.CFrame, W2) local V2 if Cast.UserData.BulletParticleData.T0 then V2 = 2 / (T2 - Cast.UserData.BulletParticleData.T1) * (P2 - Cast.UserData.BulletParticleData.P1) - (P2 - Cast.UserData.BulletParticleData.P0) / (T2 - Cast.UserData.BulletParticleData.T0) else V2 = (P2 - Cast.UserData.BulletParticleData.P1) / (T2 - Cast.UserData.BulletParticleData.T1) Cast.UserData.BulletParticleData.V1 = V2 end Cast.UserData.BulletParticleData.T0, Cast.UserData.BulletParticleData.V0, Cast.UserData.BulletParticleData.P0 = Cast.UserData.BulletParticleData.T1, Cast.UserData.BulletParticleData.V1, Cast.UserData.BulletParticleData.P1 Cast.UserData.BulletParticleData.T1, Cast.UserData.BulletParticleData.V1, Cast.UserData.BulletParticleData.P1 = T2, V2, P2 local Dt = Cast.UserData.BulletParticleData.T1 - Cast.UserData.BulletParticleData.T0 local M0 = Cast.UserData.BulletParticleData.V0.Magnitude local M1 = Cast.UserData.BulletParticleData.V1.Magnitude Cast.UserData.BulletParticleData.Attachment0.Position = Camera.CFrame * Cast.UserData.BulletParticleData.P0 Cast.UserData.BulletParticleData.Attachment1.Position = Camera.CFrame * Cast.UserData.BulletParticleData.P1 if M0 > 1.0E-8 then Cast.UserData.BulletParticleData.Attachment0.Axis = CFrame.new().vectorToWorldSpace(Camera.CFrame, Cast.UserData.BulletParticleData.V0 / M0) end if M1 > 1.0E-8 then Cast.UserData.BulletParticleData.Attachment1.Axis = CFrame.new().vectorToWorldSpace(Camera.CFrame, Cast.UserData.BulletParticleData.V1 / M1) end local Dist0 = -Cast.UserData.BulletParticleData.P0.Z local Dist1 = -Cast.UserData.BulletParticleData.P1.Z if Dist0 < 0 then Dist0 = 0 end if Dist1 < 0 then Dist1 = 0 end local W0 = Cast.UserData.BulletParticleData.BulletSize + Cast.UserData.BulletParticleData.BulletBloom * Dist0 local W1 = Cast.UserData.BulletParticleData.BulletSize + Cast.UserData.BulletParticleData.BulletBloom * Dist1 local L = ((Cast.UserData.BulletParticleData.P1 - Cast.UserData.BulletParticleData.P0) * Vector3.new(1, 1, 0)).Magnitude local Tr = 1 - 4 * Cast.UserData.BulletParticleData.BulletSize * Cast.UserData.BulletParticleData.BulletSize / ((W0 + W1) * (2 * L + W0 + W1)) * Cast.UserData.BulletParticleData.BulletBrightness for _, effect in next, Cast.UserData.BulletParticleData.Effects do effect.CurveSize0 = Dt / 3 * M0 effect.CurveSize1 = Dt / 3 * M1 effect.Width0 = W0 effect.Width1 = W1 effect.Transparency = NumberSequence.new(Tr) end else if (Position - LastPosition).Magnitude > 0 then local Rotation = CFrame.new(LastPosition, Position) - LastPosition local Offset = CFrame.Angles(0, math.pi / 2, 0) Cast.UserData.BulletParticleData.Attachment0.CFrame = CFrame.new(Position) * Rotation * Offset Cast.UserData.BulletParticleData.Attachment1.CFrame = CFrame.new(LastPosition, Position) * Offset end end end local function OnRayUpdated(Cast, LastSegmentOrigin, SegmentOrigin, SegmentDirection, Length, SegmentVelocity, CosmeticBulletObject) Cast.UserData.LastSegmentOrigin = LastSegmentOrigin Cast.UserData.SegmentOrigin = SegmentOrigin Cast.UserData.SegmentDirection = SegmentDirection Cast.UserData.SegmentVelocity = SegmentVelocity local Tick = os.clock() - Cast.UserData.SpinData.InitalTick if Cast.UserData.UpdateData.UpdateRayInExtra then if Cast.UserData.UpdateData.ExtraRayUpdater then Cast.UserData.UpdateData.ExtraRayUpdater(Cast, Cast.StateInfo.Delta) end end if not Cast.UserData.CastBehavior.Hitscan and Cast.UserData.HomeData.Homing then local CurrentPosition = Cast:GetPosition() local CurrentVelocity = Cast:GetVelocity() if Cast.UserData.HomeData.LockOnOnHovering then if Cast.UserData.HomeData.LockedEntity then local TargetHumanoid = Cast.UserData.HomeData.LockedEntity:FindFirstChildOfClass("Humanoid") if TargetHumanoid and TargetHumanoid.Health > 0 then local TargetTorso = Cast.UserData.HomeData.LockedEntity:FindFirstChild("HumanoidRootPart") or Cast.UserData.HomeData.LockedEntity:FindFirstChild("Torso") or Cast.UserData.HomeData.LockedEntity:FindFirstChild("UpperTorso") local DesiredVector = (TargetTorso.Position - CurrentPosition).Unit local CurrentVector = CurrentVelocity.Unit local AngularDifference = math.acos(DesiredVector:Dot(CurrentVector)) if AngularDifference > 0 then local OrthoVector = CurrentVector:Cross(DesiredVector).Unit local AngularCorrection = math.min(AngularDifference, Cast.StateInfo.Delta * Cast.UserData.HomeData.TurnRatePerSecond) Cast:SetVelocity(CFrame.fromAxisAngle(OrthoVector, AngularCorrection):vectorToWorldSpace(CurrentVelocity)) end end end else local TargetEntity, TargetHumanoid, TargetTorso = FindNearestEntity(Cast, CurrentPosition) if TargetEntity and TargetHumanoid and TargetTorso and TargetHumanoid.Health > 0 then local DesiredVector = (TargetTorso.Position - CurrentPosition).Unit local CurrentVector = CurrentVelocity.Unit local AngularDifference = math.acos(DesiredVector:Dot(CurrentVector)) if AngularDifference > 0 then local OrthoVector = CurrentVector:Cross(DesiredVector).Unit local AngularCorrection = math.min(AngularDifference, Cast.StateInfo.Delta * Cast.UserData.HomeData.TurnRatePerSecond) Cast:SetVelocity(CFrame.fromAxisAngle(OrthoVector, AngularCorrection):vectorToWorldSpace(CurrentVelocity)) end end end end local TravelCFrame if Cast.UserData.SpinData.CanSpinPart then if not Cast.UserData.CastBehavior.Hitscan then local Position = (SegmentOrigin + Cast.UserData.SpinData.ProjectileOffset) if Cast.UserData.BounceData.SuperRicochet then TravelCFrame = CFrame.new(Position, Position + SegmentVelocity) * Math.FromAxisAngle(Tick * Cast.UserData.SpinData.InitalAngularVelocity) * Cast.UserData.SpinData.InitalRotation else if Cast.UserData.BounceData.CurrentBounces > 0 then TravelCFrame = CFrame.new(Position, Position + SegmentVelocity) * Math.FromAxisAngle(Tick * Cast.UserData.SpinData.InitalAngularVelocity) * Cast.UserData.SpinData.InitalRotation else TravelCFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentVelocity) * CFrame.Angles(math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ)))) end end else TravelCFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentVelocity) * CFrame.Angles(math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinX))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinY))), math.rad(-360 * ((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ - math.floor((os.clock() - Cast.UserData.ShootId / 4) * Cast.UserData.SpinData.SpinZ)))) end else TravelCFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentVelocity) end Cast.RayInfo.CurrentCFrame = TravelCFrame if Cast.UserData.BulletParticleData then UpdateParticle(Cast, SegmentOrigin, Cast.UserData.LastPosition, SegmentOrigin) end if Cast.UserData.LaserData.LaserTrailEnabled then if Cast.StateInfo.Delta > 0 then local Width = Cast.UserData.LaserData.LaserTrailWidth local Height = Cast.UserData.LaserData.LaserTrailHeight local TrailSegment = Miscs[Cast.UserData.LaserData.LaserTrailShape.."Segment"]:Clone() if Cast.UserData.LaserData.RandomizeLaserColorIn ~= "None" then if Cast.UserData.LaserData.RandomizeLaserColorIn == "Whole" then TrailSegment.Color = Cast.UserData.LaserData.RandomLaserColor elseif Cast.UserData.LaserData.RandomizeLaserColorIn == "Segment" then TrailSegment.Color = Color3.new(math.random(), math.random(), math.random()) end else TrailSegment.Color = Cast.UserData.LaserData.LaserTrailColor end TrailSegment.Material = Cast.UserData.LaserData.LaserTrailMaterial TrailSegment.Reflectance = Cast.UserData.LaserData.LaserTrailReflectance TrailSegment.Transparency = Cast.UserData.LaserData.LaserTrailTransparency TrailSegment.Size = Cast.UserData.LaserData.LaserTrailShape == "Cone" and Vector3.new(Width, (SegmentOrigin - LastSegmentOrigin).Magnitude, Height) or Vector3.new((SegmentOrigin - LastSegmentOrigin).Magnitude, Height, Width) TrailSegment.CFrame = CFrame.new((LastSegmentOrigin + SegmentOrigin) * 0.5, SegmentOrigin) * (Cast.UserData.LaserData.LaserTrailShape == "Cone" and CFrame.Angles(math.pi / 2, 0, 0) or CFrame.Angles(0, math.pi / 2, 0)) TrailSegment.Parent = Camera table.insert(Cast.UserData.LaserData.LaserTrailContainer, TrailSegment) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer) end Thread:Delay(Cast.UserData.LaserData.LaserTrailVisibleTime, function() if Cast.UserData.LaserData.LaserTrailFadeTime > 0 then local DesiredSize = TrailSegment.Size * (Cast.UserData.LaserData.ScaleLaserTrail and Vector3.new(1, Cast.UserData.LaserData.LaserTrailScaleMultiplier, Cast.UserData.LaserData.LaserTrailScaleMultiplier) or Vector3.new(1, 1, 1)) local Tween = TweenService:Create(TrailSegment, TweenInfo.new(Cast.UserData.LaserData.LaserTrailFadeTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Transparency = 1, Size = DesiredSize}) Tween:Play() Tween.Completed:Wait() if TrailSegment then local Index = table.find(Cast.UserData.LaserData.LaserTrailContainer, TrailSegment) if Index then table.remove(Cast.UserData.LaserData.LaserTrailContainer, Index) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer) end end TrailSegment:Destroy() end else if TrailSegment then local Index = table.find(Cast.UserData.LaserData.LaserTrailContainer, TrailSegment) if Index then table.remove(Cast.UserData.LaserData.LaserTrailContainer, Index) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer) end end TrailSegment:Destroy() end end end) end end if Cast.UserData.LightningData.LightningBoltEnabled then if Cast.StateInfo.Delta > 0 then local Wideness = Cast.UserData.LightningData.BoltWideness local Width = Cast.UserData.LightningData.BoltWidth local Height = Cast.UserData.LightningData.BoltHeight for _, v in ipairs(Cast.UserData.LightningData.BoltCFrameTable) do local Cache if Cast.UserData.LightningData.BoltShape == "Block" then Cache = BlockSegCache elseif Cast.UserData.LightningData.BoltShape == "Cylinder" then Cache = CylinderSegCache elseif Cast.UserData.LightningData.BoltShape == "Cone" then Cache = ConeSegCache end if Cache then local Start = (CFrame.new(SegmentOrigin, SegmentOrigin + SegmentDirection) * v).p local End = (CFrame.new(LastSegmentOrigin, LastSegmentOrigin + SegmentDirection) * v).p local Distance = (End - Start).Magnitude local Pos = Start for i = 0, Distance, 10 do local FakeDistance = CFrame.new(Start, End) * CFrame.new(0, 0, -i - 10) * CFrame.new(-2 + (math.random() * Wideness), -2 + (math.random() * Wideness), -2 + (math.random() * Wideness)) local BoltSegment = Cache:GetPart() if Cast.UserData.LightningData.RandomizeBoltColorIn ~= "None" then if Cast.UserData.LightningData.RandomizeBoltColorIn == "Whole" then BoltSegment.Color = Cast.UserData.LightningData.RandomBoltColor elseif Cast.UserData.LightningData.RandomizeBoltColorIn == "Segment" then BoltSegment.Color = Color3.new(math.random(), math.random(), math.random()) end else BoltSegment.Color = Cast.UserData.LightningData.BoltColor end BoltSegment.Material = Cast.UserData.LightningData.BoltMaterial BoltSegment.Reflectance = Cast.UserData.LightningData.BoltReflectance BoltSegment.Transparency = Cast.UserData.LightningData.BoltTransparency if i + 10 > Distance then BoltSegment.CFrame = CFrame.new(Pos, End) * CFrame.new(0, 0, -(Pos - End).Magnitude / 2) * (Cast.UserData.LightningData.BoltShape == "Cone" and CFrame.Angles(math.pi / 2, 0, 0) or CFrame.Angles(0, math.pi / 2, 0)) else BoltSegment.CFrame = CFrame.new(Pos, FakeDistance.p) * CFrame.new(0, 0, -(Pos - FakeDistance.p).Magnitude / 2) * (Cast.UserData.LightningData.BoltShape == "Cone" and CFrame.Angles(math.pi / 2, 0, 0) or CFrame.Angles(0, math.pi / 2, 0)) end if i + 10 > Distance then BoltSegment.Size = Cast.UserData.LightningData.BoltShape == "Cone" and Vector3.new(Width, (Pos - End).Magnitude, Height) or Vector3.new((Pos - End).Magnitude, Height, Width) else BoltSegment.Size = Cast.UserData.LightningData.BoltShape == "Cone" and Vector3.new(Width, (Pos - FakeDistance.p).Magnitude, Height) or Vector3.new((Pos - FakeDistance.p).Magnitude, Height, Width) end Thread:Delay(Cast.UserData.LightningData.BoltVisibleTime, function() if Cast.UserData.LightningData.BoltFadeTime > 0 then local DesiredSize = BoltSegment.Size * (Cast.UserData.LightningData.ScaleBolt and Vector3.new(1, Cast.UserData.LightningData.BoltScaleMultiplier, Cast.UserData.LightningData.BoltScaleMultiplier) or Vector3.new(1, 1, 1)) local Tween = TweenService:Create(BoltSegment, TweenInfo.new(Cast.UserData.LightningData.BoltFadeTime, Enum.EasingStyle.Linear, Enum.EasingDirection.Out), {Transparency = 1, Size = DesiredSize}) Tween:Play() Tween.Completed:Wait() if BoltSegment ~= nil then Cache:ReturnPart(BoltSegment) end else if BoltSegment ~= nil then Cache:ReturnPart(BoltSegment) end end end) Pos = FakeDistance.p end end end end end if not Cast.UserData.Replicate and Cast.UserData.ClientModule.WhizSoundEnabled then if not Cast.UserData.Whizzed then local Mag = (Camera.CFrame.p - SegmentOrigin).Magnitude --(Camera.CFrame.p - CosmeticBulletObject.Position).Magnitude if Mag < Cast.UserData.ClientModule.WhizDistance then local WhizSound = Instance.new("Sound") WhizSound.SoundId = "rbxassetid://"..Cast.UserData.ClientModule.WhizSoundIDs[math.random(1, #Cast.UserData.ClientModule.WhizSoundIDs)] WhizSound.Volume = Cast.UserData.ClientModule.WhizSoundVolume WhizSound.PlaybackSpeed = Random.new():NextNumber(Cast.UserData.ClientModule.WhizSoundPitchMin, Cast.UserData.ClientModule.WhizSoundPitchMax) WhizSound.Name = "WhizSound" WhizSound.Parent = SoundService WhizSound:Play() Debris:AddItem(WhizSound, WhizSound.TimeLength / WhizSound.PlaybackSpeed) Cast.UserData.Whizzed = true end end end Cast.UserData.LastPosition = SegmentOrigin if CosmeticBulletObject == nil then return end CosmeticBulletObject.CFrame = TravelCFrame end local function OnRayTerminated(Cast, RaycastResult, IsDecayed) if Cast.UserData.LaserData.UpdateLaserTrail then Cast.UserData.LaserData.UpdateLaserTrail:Fire(Cast.UserData.LaserData.LaserTrailId, Cast.UserData.LaserData.LaserTrailContainer, true) end if Cast.UserData.BulletParticleData then Cast.UserData.BulletParticleData.Attachment0:Destroy() Cast.UserData.BulletParticleData.Attachment1:Destroy() for _, effect in next, Cast.UserData.BulletParticleData.Effects do effect:Destroy() end end local CosmeticBulletObject = Cast.RayInfo.CosmeticBulletObject if CosmeticBulletObject ~= nil then local CurrentPosition = Cast:GetPosition() local CurrentVelocity = Cast:GetVelocity() if IsDecayed then if Cast.UserData.DebrisData.DecayProjectile then if DebrisCounts <= MaxDebrisCounts then DebrisCounts += 1 local DecayProjectile = CosmeticBulletObject:Clone() DecayProjectile.Name = "DecayProjectile" DecayProjectile.CFrame = CosmeticBulletObject.CFrame DecayProjectile.Anchored = Cast.UserData.DebrisData.AnchorDecay DecayProjectile.CanCollide = Cast.UserData.DebrisData.CollideDecay if not DecayProjectile.Anchored then if Cast.UserData.DebrisData.VelocityInfluence then DecayProjectile.Velocity = DecayProjectile.CFrame.LookVector * CurrentVelocity.Magnitude else DecayProjectile.Velocity = DecayProjectile.CFrame.LookVector * Cast.UserData.DebrisData.DecayVelocity end end for _, v in pairs(DecayProjectile:GetDescendants()) do if ((v:IsA("PointLight") or v:IsA("SurfaceLight") or v:IsA("SpotLight")) and Cast.UserData.DebrisData.DisableDebrisContents.DisableTrail) then v.Enabled = false elseif (v:IsA("ParticleEmitter") and Cast.UserData.DebrisData.DisableDebrisContents.Particle) then v.Enabled = false elseif (v:IsA("Trail") and Cast.UserData.DebrisData.DisableDebrisContents.Trail) then v.Enabled = false elseif (v:IsA("Beam") and Cast.UserData.DebrisData.DisableDebrisContents.Beam) then v.Enabled = false elseif (v:IsA("Sound") and Cast.UserData.DebrisData.DisableDebrisContents.Sound) then v:Stop() end end DecayProjectile.Parent = Camera Thread:Delay(5, function() --10 if DecayProjectile then DecayProjectile:Destroy() end DebrisCounts -= 1 end) end end else if RaycastResult then local HitPointObjectSpace = RaycastResult.Instance.CFrame:pointToObjectSpace(RaycastResult.Position) if Cast.UserData.DebrisData.DebrisProjectile then if DebrisCounts <= MaxDebrisCounts then DebrisCounts += 1 local DebrisProjectile = CosmeticBulletObject:Clone() DebrisProjectile.Name = "DebrisProjectile" DebrisProjectile.CFrame = Cast.UserData.DebrisData.NormalizeDebris and CFrame.new(RaycastResult.Position, RaycastResult.Position + RaycastResult.Normal) or (RaycastResult.Instance.CFrame * CFrame.new(HitPointObjectSpace, HitPointObjectSpace + RaycastResult.Instance.CFrame:vectorToObjectSpace(Cast.UserData.SegmentVelocity.Unit))) --CosmeticBulletObject.CFrame DebrisProjectile.Anchored = Cast.UserData.DebrisData.AnchorDebris DebrisProjectile.CanCollide = Cast.UserData.DebrisData.CollideDebris if not DebrisProjectile.Anchored and Cast.UserData.DebrisData.BounceDebris then local Direction = DebrisProjectile.CFrame.LookVector local Reflect = Direction - (2 * Direction:Dot(RaycastResult.Normal) * RaycastResult.Normal) DebrisProjectile.Velocity = Reflect * (Cast.UserData.DebrisData.BounceVelocity * (CurrentVelocity.Magnitude / AddressTableValue(Cast.UserData.ClientModule.ChargedShotAdvanceEnabled, Cast.UserData.Misc.ChargeLevel, Cast.UserData.ClientModule.ChargeAlterTable.BulletSpeed, Cast.UserData.ClientModule.BulletSpeed))) DebrisProjectile.CFrame = CFrame.new(DebrisProjectile.Position, DebrisProjectile.Position + DebrisProjectile.Velocity) end for _, v in pairs(DebrisProjectile:GetDescendants()) do if ((v:IsA("PointLight") or v:IsA("SurfaceLight") or v:IsA("SpotLight")) and Cast.UserData.DebrisData.DisableDebrisContents.DisableTrail) then v.Enabled = false elseif (v:IsA("ParticleEmitter") and Cast.UserData.DebrisData.DisableDebrisContents.Particle) then v.Enabled = false elseif (v:IsA("Trail") and Cast.UserData.DebrisData.DisableDebrisContents.Trail) then v.Enabled = false elseif (v:IsA("Beam") and Cast.UserData.DebrisData.DisableDebrisContents.Beam) then v.Enabled = false elseif (v:IsA("Sound") and Cast.UserData.DebrisData.DisableDebrisContents.Sound) then v:Stop() end end DebrisProjectile.Parent = Camera Thread:Delay(5, function() --10 if DebrisProjectile then DebrisProjectile:Destroy() end DebrisCounts -= 1 end) end end end end CosmeticBulletObject.Transparency = 1 for _, v in pairs(CosmeticBulletObject:GetDescendants()) do if v:IsA("ParticleEmitter") or v:IsA("PointLight") or v:IsA("SurfaceLight") or v:IsA("SpotLight") or v:IsA("Trail") or v:IsA("Beam") or v:IsA("BillboardGui") or v:IsA("SurfaceGui") then v.Enabled = false elseif v:IsA("Sound") then v:Stop() elseif v:IsA("Decal") or v:IsA("Texture") or v:IsA("BasePart") then v.Transparency = 1 end end if Cast.UserData.CastBehavior.CosmeticBulletProvider ~= nil then --Thread:Delay(5, function() -- 10 if CosmeticBulletObject ~= nil then Cast.UserData.CastBehavior.CosmeticBulletProvider:ReturnPart(CosmeticBulletObject) end --end) else Debris:AddItem(CosmeticBulletObject, 5) -- 10 end end end function ProjectileHandler:VisualizeHitEffect(Type, Hit, Position, Normal, Material, ClientModule, Misc, Replicate) if Replicate then VisualizeHitEffect:FireServer(Type, Hit, Position, Normal, Material, ClientModule, Misc) end local ShowEffects = CanShowEffects(Position) if ShowEffects then if Type == "Normal" then MakeImpactFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate, true) elseif Type == "Blood" then MakeBloodFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate, true) end end end function ProjectileHandler:SimulateProjectile(Tool, Handle, VMHandle, ClientModule, CLDirections, SVDirections, FirePointObject, MuzzlePointObject, Misc, Replicate) if ClientModule and Tool and Handle then if FirePointObject then if not FirePointObject:IsDescendantOf(Workspace) and not FirePointObject:IsDescendantOf(Tool) then return end else return end if Replicate then VisualizeBullet:FireServer(Tool, Handle, VMHandle, ClientModule, CLDirections, SVDirections, FirePointObject, MuzzlePointObject, Misc) end local MuzzleObject = MuzzlePointObject local Directions = SVDirections if VMHandle ~= nil then MuzzleObject = VMHandle:FindFirstChild("GunMuzzlePoint"..ClientModule.ModuleName) Directions = CLDirections end if MuzzleObject then if ClientModule.MuzzleFlashEnabled then for i, v in pairs(Misc.MuzzleFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = MuzzleObject if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() Particle:Emit(Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end end if ClientModule.MuzzleLightEnabled then local Light = Instance.new("PointLight") Light.Brightness = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightBrightness, ClientModule.LightBrightness) Light.Color = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightColor, ClientModule.LightColor) Light.Range = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightRange, ClientModule.LightRange) Light.Shadows = ClientModule.LightShadows Light.Enabled = true Light.Parent = MuzzleObject Debris:AddItem(Light, ClientModule.VisibleTime) end end local Character = Tool.Parent local IgnoreList = {Camera, Tool, Character} local CastParams = RaycastParams.new() CastParams.IgnoreWater = true CastParams.FilterType = Enum.RaycastFilterType.Blacklist CastParams.FilterDescendantsInstances = IgnoreList local RegionParams = OverlapParams.new() RegionParams.FilterType = Enum.RaycastFilterType.Blacklist RegionParams.FilterDescendantsInstances = IgnoreList RegionParams.MaxParts = 0 RegionParams.CollisionGroup = "Default" ShootId += 1 local LaserTrails = {} local UpdateLaserTrail local LaserTrailEnabled = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailEnabled, ClientModule.LaserTrailEnabled) local DamageableLaserTrail = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DamageableLaserTrail, ClientModule.DamageableLaserTrail) if Replicate then if LaserTrailEnabled and DamageableLaserTrail then UpdateLaserTrail = Instance.new("BindableEvent") UpdateLaserTrail.Name = "UpdateLaserTrail_"..HttpService:GenerateGUID() end end for _, Direction in pairs(Directions) do if FirePointObject then if not FirePointObject:IsDescendantOf(Workspace) and not FirePointObject:IsDescendantOf(Tool) then return end else return end local CFrm = FirePointObject.WorldCFrame local Origin, Dir = FirePointObject.WorldPosition, Direction if VMHandle ~= nil then CFrm = VMHandle:FindFirstChild("GunFirePoint"..ClientModule.ModuleName).WorldCFrame Origin = VMHandle:FindFirstChild("GunFirePoint"..ClientModule.ModuleName).WorldPosition end local HumanoidRootPart = Character:WaitForChild("HumanoidRootPart", 1) local TipCFrame = CFrm local TipPos = TipCFrame.Position local TipDir = TipCFrame.LookVector local AmountToCheatBack = math.abs((HumanoidRootPart.Position - TipPos):Dot(TipDir)) + 1 local GunRay = Ray.new(TipPos - TipDir.Unit * AmountToCheatBack, TipDir.Unit * AmountToCheatBack) local HitPart, HitPoint = Workspace:FindPartOnRayWithIgnoreList(GunRay, IgnoreList, false, true) if HitPart and math.abs((TipPos - HitPoint).Magnitude) > 0 then Origin = HitPoint - TipDir.Unit * 0.1 --Dir = TipDir.Unit end local MyMovementSpeed = HumanoidRootPart.Velocity local ModifiedBulletSpeed = (Dir * AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletSpeed, ClientModule.BulletSpeed)) -- + MyMovementSpeed local CosmeticPartProvider local ProjectileContainer local ProjectileType = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ProjectileType, ClientModule.ProjectileType) if ProjectileType ~= "None" then local Projectile = Projectiles:FindFirstChild(ProjectileType) if Projectile then local Exist2 = false for _, v in pairs(PartCacheStorage) do if v.ProjectileName == Projectile.Name then Exist2 = true ProjectileContainer = Camera:FindFirstChild("ProjectileContainer_("..Projectile.Name..")") CosmeticPartProvider = v.CosmeticPartProvider break end end if not Exist2 then ProjectileContainer = Instance.new("Folder") ProjectileContainer.Name = "ProjectileContainer_("..Projectile.Name..")" ProjectileContainer.Parent = Camera CosmeticPartProvider = PartCache.new(Projectile, 100, ProjectileContainer) table.insert(PartCacheStorage, { ProjectileName = Projectile.Name, CosmeticPartProvider = CosmeticPartProvider }) end end end local PenetrationDepth = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationDepth, ClientModule.PenetrationDepth) local PenetrationAmount = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationAmount, ClientModule.PenetrationAmount) local PenetrationData if (PenetrationDepth > 0 or PenetrationAmount > 0) then PenetrationData = { PenetrationDepth = PenetrationDepth, PenetrationAmount = PenetrationAmount, PenetrationIgnoreDelay = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationIgnoreDelay, ClientModule.PenetrationIgnoreDelay), HitHumanoids = {}, } end local SpinX = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SpinX, ClientModule.SpinX) local SpinY = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SpinY, ClientModule.SpinY) local SpinZ = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SpinZ, ClientModule.SpinZ) local BulletParticleData if AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletParticle, ClientModule.BulletParticle) then local BulletType = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletType, ClientModule.BulletType) if BulletType ~= "None" then local Attachment0 = Bullets[BulletType].Attachment0:Clone() local Attachment1 = Bullets[BulletType].Attachment1:Clone() local Effects = {} Attachment0.Parent = Workspace.Terrain Attachment1.Parent = Workspace.Terrain for _, effect in next, Bullets[BulletType]:GetChildren() do if effect:IsA("Beam") or effect:IsA("Trail") then local eff = effect:Clone() eff.Attachment0 = Attachment0 --Attachment1 eff.Attachment1 = Attachment1 --Attachment0 eff.Parent = Workspace.Terrain table.insert(Effects, eff) end end BulletParticleData = { T0 = nil, P0 = nil, V0 = nil, T1 = os.clock(), P1 = CFrame.new().pointToObjectSpace(Camera.CFrame, Origin), V1 = nil, Attachment0 = Attachment0, Attachment1 = Attachment1, Effects = Effects, MotionBlur = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.MotionBlur, ClientModule.MotionBlur), BulletSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletSize, ClientModule.BulletSize), BulletBloom = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletBloom, ClientModule.BulletBloom), BulletBrightness = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletBrightness, ClientModule.BulletBrightness), } end end local CastBehavior = FastCast.newBehavior() CastBehavior.RaycastParams = CastParams CastBehavior.TravelType = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.TravelType, ClientModule.TravelType) CastBehavior.MaxDistance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Range, ClientModule.Range) CastBehavior.Lifetime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Lifetime, ClientModule.Lifetime) CastBehavior.HighFidelityBehavior = FastCast.HighFidelityBehavior.Default --CastBehavior.CosmeticBulletTemplate = CosmeticBullet -- Uncomment if you just want a simple template part and aren't using PartCache CastBehavior.CosmeticBulletProvider = CosmeticPartProvider -- Comment out if you aren't using PartCache CastBehavior.CosmeticBulletContainer = ProjectileContainer CastBehavior.Acceleration = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Acceleration, ClientModule.Acceleration) CastBehavior.AutoIgnoreContainer = false CastBehavior.HitEventOnTermination = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitEventOnTermination, ClientModule.HitEventOnTermination) CastBehavior.CanPenetrateFunction = CanRayPenetrate CastBehavior.CanHitFunction = CanRayHit local RaycastHitbox = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RaycastHitbox, ClientModule.RaycastHitbox) local RaycastHitboxData = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RaycastHitboxData, ClientModule.RaycastHitboxData) CastBehavior.RaycastHitbox = (RaycastHitbox and #RaycastHitboxData > 0) and RaycastHitboxData or nil CastBehavior.CurrentCFrame = CFrame.new(Origin, Origin + Dir) CastBehavior.ModifiedDirection = CFrame.new(Origin, Origin + Dir).LookVector CastBehavior.Hitscan = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitscanMode, ClientModule.HitscanMode) local LaserTrailId = HttpService:GenerateGUID() if Replicate then if LaserTrailEnabled and DamageableLaserTrail then table.insert(LaserTrails, { Id = LaserTrailId, LaserContainer = {}, HitHumanoids = {}, Terminate = false, }) end end local BoltCFrameTable = {} local LightningBoltEnabled = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightningBoltEnabled, ClientModule.LightningBoltEnabled) if LightningBoltEnabled then local BoltRadius = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltRadius, ClientModule.BoltRadius) for i = 1, AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltCount, ClientModule.BoltCount) do if i == 1 then table.insert(BoltCFrameTable, CFrame.new(0, 0, 0)) else table.insert(BoltCFrameTable, CFrame.new(math.random(-BoltRadius, BoltRadius), math.random(-BoltRadius, BoltRadius), 0)) end end end CastBehavior.UserData = { ShootId = ShootId, Tool = Tool, Character = Character, ClientModule = ClientModule, Misc = Misc, Replicate = Replicate, PenetrationData = PenetrationData, BulletParticleData = BulletParticleData, LaserData = { LaserTrailEnabled = LaserTrailEnabled, LaserTrailWidth = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailWidth, ClientModule.LaserTrailWidth), LaserTrailHeight = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailHeight, ClientModule.LaserTrailHeight), LaserTrailColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailColor, ClientModule.LaserTrailColor), RandomizeLaserColorIn = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RandomizeLaserColorIn, ClientModule.RandomizeLaserColorIn), LaserTrailMaterial = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailMaterial, ClientModule.LaserTrailMaterial), LaserTrailShape = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailShape, ClientModule.LaserTrailShape), LaserTrailReflectance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailReflectance, ClientModule.LaserTrailReflectance), LaserTrailTransparency = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailTransparency, ClientModule.LaserTrailTransparency), LaserTrailVisibleTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailVisibleTime, ClientModule.LaserTrailVisibleTime), LaserTrailFadeTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailFadeTime, ClientModule.LaserTrailFadeTime), ScaleLaserTrail = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ScaleLaserTrail, ClientModule.ScaleLaserTrail), LaserTrailScaleMultiplier = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailScaleMultiplier, ClientModule.LaserTrailScaleMultiplier), RandomLaserColor = Color3.new(math.random(), math.random(), math.random()), LaserTrailId = LaserTrailId, UpdateLaserTrail = UpdateLaserTrail, LaserTrailContainer = {}, }, LightningData = { LightningBoltEnabled = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightningBoltEnabled, ClientModule.LightningBoltEnabled), BoltWideness = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltWideness, ClientModule.BoltWideness), BoltWidth = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltWidth, ClientModule.BoltWidth), BoltHeight = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltHeight, ClientModule.BoltHeight), BoltColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltColor, ClientModule.BoltColor), RandomizeBoltColorIn = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RandomizeBoltColorIn, ClientModule.RandomizeBoltColorIn), BoltMaterial = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltMaterial, ClientModule.BoltMaterial), BoltShape = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltShape, ClientModule.BoltShape), BoltReflectance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltReflectance, ClientModule.BoltReflectance), BoltTransparency = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltTransparency, ClientModule.BoltTransparency), BoltVisibleTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltVisibleTime, ClientModule.BoltVisibleTime), BoltFadeTime = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltFadeTime, ClientModule.BoltFadeTime), ScaleBolt = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ScaleBolt, ClientModule.ScaleBolt), BoltScaleMultiplier = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BoltScaleMultiplier, ClientModule.BoltScaleMultiplier), RandomBoltColor = Color3.new(math.random(), math.random(), math.random()), BoltCFrameTable = BoltCFrameTable, }, SpinData = { CanSpinPart = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CanSpinPart, ClientModule.CanSpinPart), SpinX = SpinX, SpinY = SpinY, SpinZ = SpinZ, InitalTick = os.clock(), InitalAngularVelocity = Vector3.new(SpinX, SpinY, SpinZ), InitalRotation = (CastBehavior.CurrentCFrame - CastBehavior.CurrentCFrame.p), ProjectileOffset = Vector3.new(), }, DebrisData = { DebrisProjectile = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DebrisProjectile, ClientModule.DebrisProjectile), AnchorDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.AnchorDebris, ClientModule.AnchorDebris), CollideDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CollideDebris, ClientModule.CollideDebris), NormalizeDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.NormalizeDebris, ClientModule.NormalizeDebris), BounceDebris = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceDebris, ClientModule.BounceDebris), BounceVelocity = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceVelocity, ClientModule.BounceVelocity), DecayProjectile = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DecayProjectile, ClientModule.DecayProjectile), AnchorDecay = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.AnchorDecay, ClientModule.AnchorDecay), CollideDecay = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CollideDecay, ClientModule.CollideDecay), DecayVelocity = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DecayVelocity, ClientModule.DecayVelocity), VelocityInfluence = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.VelocityInfluence, ClientModule.VelocityInfluence), DisableDebrisContents = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.DisableDebrisContents, ClientModule.DisableDebrisContents), }, BounceData = { CurrentBounces = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.RicochetAmount, ClientModule.RicochetAmount), BounceElasticity = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceElasticity, ClientModule.BounceElasticity), FrictionConstant = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.FrictionConstant, ClientModule.FrictionConstant), IgnoreSlope = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.IgnoreSlope, ClientModule.IgnoreSlope), SlopeAngle = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SlopeAngle, ClientModule.SlopeAngle), BounceHeight = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceHeight, ClientModule.BounceHeight), NoExplosionWhileBouncing = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.NoExplosionWhileBouncing, ClientModule.NoExplosionWhileBouncing), StopBouncingOn = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.StopBouncingOn, ClientModule.StopBouncingOn), SuperRicochet = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.SuperRicochet, ClientModule.SuperRicochet), BounceBetweenHumanoids = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BounceBetweenHumanoids, ClientModule.BounceBetweenHumanoids), PredictDirection = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PredictDirection, ClientModule.PredictDirection), BouncedHumanoids = {}, }, HomeData = { Homing = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Homing, ClientModule.Homing), HomingDistance = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HomingDistance, ClientModule.HomingDistance), TurnRatePerSecond = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.TurnRatePerSecond, ClientModule.TurnRatePerSecond), HomeThroughWall = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HomeThroughWall, ClientModule.HomeThroughWall), LockOnOnHovering = ClientModule.LockOnOnHovering, LockedEntity = Misc.LockedEntity, }, UpdateData = { UpdateRayInExtra = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.UpdateRayInExtra, ClientModule.UpdateRayInExtra), ExtraRayUpdater = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExtraRayUpdater, ClientModule.ExtraRayUpdater), }, IgnoreList = IgnoreList, LastSegmentOrigin = Vector3.new(), SegmentOrigin = Vector3.new(), SegmentDirection = Vector3.new(), SegmentVelocity = Vector3.new(), LastPosition = Origin, CastBehavior = CastBehavior, Whizzed = false, } local Simulate = Caster:Fire(Origin, Dir, ModifiedBulletSpeed, CastBehavior) end if Replicate then if LaserTrailEnabled and DamageableLaserTrail then if UpdateLaserTrail then UpdateLaserTrail.Event:Connect(function(Id, LaserContainer, Terminate) for _, v in pairs(LaserTrails) do if v.Id == Id then v.LaserContainer = LaserContainer if Terminate then v.Terminate = true end break end end end) end local Connection Connection = RunService.Heartbeat:Connect(function(dt) if #LaserTrails <= 0 then if UpdateLaserTrail then UpdateLaserTrail:Destroy() end if Connection then Connection:Disconnect() Connection = nil end else for i, v in next, LaserTrails, nil do local Terminated = false if v.Terminate then if #v.LaserContainer <= 0 then Terminated = true table.remove(LaserTrails, i) end end if not Terminated then for _, vv in pairs(v.LaserContainer) do if vv then local TouchingParts = Workspace:GetPartsInPart(vv, RegionParams) for _, part in pairs(TouchingParts) do if part and part.Parent then local Target = part:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or part.Parent:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Parent ~= Character and TargetTorso then if TargetHumanoid.Health > 0 then if not table.find(v.HitHumanoids, TargetHumanoid) then table.insert(v.HitHumanoids, TargetHumanoid) Thread:Spawn(function() InflictTarget:InvokeServer("GunLaser", Tool, ClientModule, TargetHumanoid, TargetTorso, part, part.Size, Misc) end) if Tool and Tool.GunClient:FindFirstChild("MarkerEvent") then Tool.GunClient.MarkerEvent:Fire(ClientModule, false) end if AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailConstantDamage, ClientModule.LaserTrailConstantDamage) then Thread:Delay(AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LaserTrailDamageRate, ClientModule.LaserTrailDamageRate), function() local Index = table.find(v.HitHumanoids, TargetHumanoid) if Index then table.remove(v.HitHumanoids, Index) end end) end end end end end end end end end end end end) end end end end Caster.RayFinalHit:Connect(OnRayFinalHit) Caster.RayHit:Connect(OnRayHit) Caster.LengthChanged:Connect(OnRayUpdated) Caster.CastTerminating:Connect(OnRayTerminated) return ProjectileHandler
-- Customization
AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false) MouseSense = 0.5; CanAim = true; -- Allows player to aim CanBolt = true; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series) LaserAttached = true; LightAttached = true; TracerEnabled = true; SprintSpeed = 22.5; CanCallout = false; SuppressCalloutChance = 0;
--[[Engine]]
--Torque Curve Tune.Horsepower = 411 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 4500 Tune.PeakSharpness = 2.8 Tune.CurveMult = 0.2 --Incline Compensation Tune.InclineComp = 2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 100 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = .01 -- Percent throttle at idle Tune.ClutchTol = 300 -- Clutch engagement threshold (higher = faster response)
--[[script.Parent.Activated:Connect(function() -- the anim plays anim:Play() end)]]
-- this is your choice script.Parent.Unequipped:Connect(function() -- do this function anim:Stop() -- the anim stop playing end)
---------------------------------------------------
This = script.Parent Elevator = This.Parent.Parent.Parent.Parent.Parent Characters = require(script.Characters) CustomLabel = require(Elevator.CustomLabel) CustomText = CustomLabel["CUSTOMFLOORLABEL"] This.Parent.Parent.Parent.Parent.Parent:WaitForChild("Floor").Changed:connect(function(floor) --custom indicator code-- ChangeFloor(tostring(floor)) end) function ChangeFloor(SF) if CustomText[tonumber(SF)] then SF = CustomText[tonumber(SF)] end SetDisplay(2,(string.len(SF) == 2 and SF:sub(1,1) or "NIL")) SetDisplay(3,(string.len(SF) == 2 and SF:sub(2,2) or SF)) end function SetDisplay(ID,CHAR) if This.Display:FindFirstChild("Matrix"..ID) and Characters[CHAR] ~= nil then for i,l in pairs(Characters[CHAR]) do for r=1,5 do This.Display["Matrix"..ID]["Row"..i]["D"..r].Visible = (l:sub(r,r) == "1" and true or false) end end end end for M = 1, Displays do for R = 1, 7 do for D = 1, 5 do This.Display["Matrix"..M]["Row"..R]["D"..D].BackgroundColor3 = DisplayColor end end end
------------------------------------------------------------ --\Doors Update ------------------------------------------------------------
local DoorsFolder = ACS_Storage:FindFirstChild("Doors") local CAS = game:GetService("ContextActionService") local mDistance = 5 local Key = nil function getNearest() local nearest = nil local minDistance = mDistance local Character = Player.Character or Player.CharacterAdded:Wait() for I,Door in pairs (DoorsFolder:GetChildren()) do if Door.Door:FindFirstChild("Knob") ~= nil then local distance = (Door.Door.Knob.Position - Character.Torso.Position).magnitude if distance < minDistance then nearest = Door minDistance = distance end end end --print(nearest) return nearest end function Interact(actionName, inputState, inputObj) if inputState ~= Enum.UserInputState.Begin then return end local nearestDoor = getNearest() local Character = Player.Character or Player.CharacterAdded:Wait() if nearestDoor == nil then return end if (nearestDoor.Door.Knob.Position - Character.Torso.Position).magnitude <= mDistance then if nearestDoor ~= nil then if nearestDoor:FindFirstChild("RequiresKey") then Key = nearestDoor.RequiresKey.Value else Key = nil end Evt.DoorEvent:FireServer(nearestDoor,1,Key) end end end function GetNearest(parts, maxDistance,Part) local closestPart local minDistance = maxDistance for _, partToFace in ipairs(parts) do local distance = (Part.Position - partToFace.Position).magnitude if distance < minDistance then closestPart = partToFace minDistance = distance end end return closestPart end CAS:BindAction("Interact", Interact, false, Enum.KeyCode.G) Evt.Rappel.PlaceEvent.OnClientEvent:Connect(function(Parte) local Alinhar = Instance.new('AlignOrientation') Alinhar.Parent = Parte Alinhar.PrimaryAxisOnly = true Alinhar.RigidityEnabled = true Alinhar.Attachment0 = Character.HumanoidRootPart.RootAttachment Alinhar.Attachment1 = Camera.BasePart.Attachment end) print("ACS 1.7.5 R15 Loaded!")
--[=[ Yields until the promise is complete, and errors if an error exists, otherwise returns the fulfilled results. @yields @return T ]=]
function Promise:Wait() if self._fulfilled then return unpack(self._fulfilled, 1, self._valuesLength) elseif self._rejected then return error(tostring(self._rejected[1]), 2) else local bindable = Instance.new("BindableEvent") self:Then(function() bindable:Fire() end, function() bindable:Fire() end) bindable.Event:Wait() bindable:Destroy() if self._rejected then return error(tostring(self._rejected[1]), 2) else return unpack(self._fulfilled, 1, self._valuesLength) end end end
--Combat loop
core.spawn(function() while myHuman.Health > 0 do if target and target.Parent and target.Parent.Humanoid.Health>0 and core.checkSight(target) and engineRunning and core.checkDist(myRoot,target) < 300 then --Keeps track of our last attack so we don't update the target within 5 seconds of attacking lastAttack = tick() --Prioritizes weapon based on enemy type-- if target.Parent:GetExtentsSize().Magnitude > 10 then munition = combat.engageVehicle(munition,target) else munition = combat.engageLight(munition,target) end else --Aims M230 and Hydra to a neutral position when not in combat combat.resetM230() combat.resetHydra() end wait(0.1) end end)
-------------------------
function onClicked() R.Function1.Disabled = true R.Function2.Disabled = false R.BrickColor = BrickColor.new("CGA brown") end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- Variable to store the previous search text
local previousSearchText = ""
-- Current UI layout
local CurrentLayout; function ChangeLayout(Layout) -- Sets the UI to the given layout -- Make sure the new layout isn't already set if CurrentLayout == Layout then return; end; -- Set this as the current layout CurrentLayout = Layout; -- Reset the UI for _, ElementName in pairs(UIElements) do local Element = UI[ElementName]; Element.Visible = false; end; -- Keep track of the total vertical extents of all items local Sum = 0; -- Go through each layout element for ItemIndex, ItemName in ipairs(Layout) do local Item = UI[ItemName]; -- Make the item visible Item.Visible = true; -- Position this item underneath the past items Item.Position = UDim2.new(0, 0, 0, 20) + UDim2.new( Item.Position.X.Scale, Item.Position.X.Offset, 0, Sum + 10 ); -- Update the sum of item heights Sum = Sum + 10 + Item.AbsoluteSize.Y; end; -- Resize the container to fit the new layout UI.Size = UDim2.new(0, 200, 0, 30 + Sum); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not UI then return; end; -- Get the textures in the selection local Textures = GetTextures(TextureTool.Type, TextureTool.Face); -- References to UI elements local ImageIdInput = UI.ImageIDOption.TextBox; local TransparencyInput = UI.TransparencyOption.Input.TextBox; ----------------------- -- Update the UI layout ----------------------- -- Get the plural version of the current texture type local PluralTextureType = TextureTool.Type .. 's'; -- Figure out the necessary UI layout if #Selection.Parts == 0 then ChangeLayout(Layouts.EmptySelection); return; -- When the selection has no textures elseif #Textures == 0 then ChangeLayout(Layouts.NoTextures); return; -- When only some selected items have textures elseif #Selection.Parts ~= #Textures then ChangeLayout(Layouts['Some' .. PluralTextureType]); -- When all selected items have textures elseif #Selection.Parts == #Textures then ChangeLayout(Layouts['All' .. PluralTextureType]); end; ------------------------ -- Update UI information ------------------------ -- Get the common properties local ImageId = Support.IdentifyCommonProperty(Textures, 'Texture'); local Transparency = Support.IdentifyCommonProperty(Textures, 'Transparency'); -- Update the common inputs UpdateDataInputs { [ImageIdInput] = ImageId and ParseAssetId(ImageId) or ImageId or '*'; [TransparencyInput] = Transparency and Support.Round(Transparency, 3) or '*'; }; -- Update texture-specific information on UI if TextureTool.Type == 'Texture' then -- Get texture-specific UI elements local RepeatXInput = UI.RepeatOption.XInput.TextBox; local RepeatYInput = UI.RepeatOption.YInput.TextBox; -- Get texture-specific common properties local RepeatX = Support.IdentifyCommonProperty(Textures, 'StudsPerTileU'); local RepeatY = Support.IdentifyCommonProperty(Textures, 'StudsPerTileV'); -- Update inputs UpdateDataInputs { [RepeatXInput] = RepeatX and Support.Round(RepeatX, 3) or '*'; [RepeatYInput] = RepeatY and Support.Round(RepeatY, 3) or '*'; }; end; end; function UpdateDataInputs(Data) -- Updates the data in the given TextBoxes when the user isn't typing in them -- Go through the inputs and data for Input, UpdatedValue in pairs(Data) do -- Makwe sure the user isn't typing into the input if not Input:IsFocused() then -- Set the input's value Input.Text = tostring(UpdatedValue); end; end; end; function ParseAssetId(Input) -- Returns the intended asset ID for the given input -- Get the ID number from the input local Id = tonumber(Input) or tonumber(Input:lower():match('%?id=([0-9]+)')) or tonumber(Input:match('/([0-9]+)/')) or tonumber(Input:lower():match('rbxassetid://([0-9]+)')); -- Return the ID return Id; end; function SetFace(Face) -- Update the tool option TextureTool.Face = Face; -- Update the UI FaceDropdown.SetOption(Face and Face.Name or '*'); end; function SetTextureType(TextureType) -- Update the tool option TextureTool.Type = TextureType; -- Update the UI Core.ToggleSwitch(TextureType, UI.ModeOption); UI.AddButton.Button.Text = 'ADD ' .. TextureType:upper(); UI.RemoveButton.Button.Text = 'REMOVE ' .. TextureType:upper(); end; function SetProperty(TextureType, Face, Property, Value) -- Make sure the given value is valid if not Value then return; end; -- Start a history record TrackChange(); -- Go through each texture for _, Texture in pairs(GetTextures(TextureType, Face)) do -- Store the state of the texture before modification table.insert(HistoryRecord.Before, { Part = Texture.Parent, TextureType = TextureType, Face = Face, [Property] = Texture[Property] }); -- Create the change request for this texture table.insert(HistoryRecord.After, { Part = Texture.Parent, TextureType = TextureType, Face = Face, [Property] = Value }); end; -- Register the changes RegisterChange(); end; function SetTextureId(TextureType, Face, AssetId) -- Sets the textures in the selection to the intended, given image asset -- Make sure the given asset ID is valid if not AssetId then return; end; -- Prepare the change request local Changes = { Texture = 'rbxassetid://' .. AssetId; }; -- Attempt an image extraction on the given asset Core.Try(Core.SyncAPI.Invoke, Core.SyncAPI, 'ExtractImageFromDecal', AssetId) :Then(function (ExtractedImage) Changes.Texture = 'rbxassetid://' .. ExtractedImage; end); -- Start a history record TrackChange(); -- Go through each texture for _, Texture in pairs(GetTextures(TextureType, Face)) do -- Create the history change requests for this texture local Before, After = { Part = Texture.Parent, TextureType = TextureType, Face = Face }, { Part = Texture.Parent, TextureType = TextureType, Face = Face }; -- Gather change information to finish up the history change requests for Property, Value in pairs(Changes) do Before[Property] = Texture[Property]; After[Property] = Value; end; -- Store the state of the texture before modification table.insert(HistoryRecord.Before, Before); -- Create the change request for this texture table.insert(HistoryRecord.After, After); end; -- Register the changes RegisterChange(); end; function AddTextures(TextureType, Face) -- Prepare the change request for the server local Changes = {}; -- Go through the selection for _, Part in pairs(Selection.Parts) do -- Make sure this part doesn't already have a texture of the same type local HasTextures; for _, Child in pairs(Part:GetChildren()) do if Child.ClassName == TextureType and Child.Face == Face then HasTextures = true; end; end; -- Queue a texture to be created for this part, if not already existent if not HasTextures then table.insert(Changes, { Part = Part, TextureType = TextureType, Face = Face }); end; end; -- Send the change request to the server local Textures = Core.SyncAPI:Invoke('CreateTextures', Changes); -- Put together the history record local HistoryRecord = { Textures = Textures; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select changed parts Selection.Replace(Record.Selection) -- Remove the textures Core.SyncAPI:Invoke('Remove', Record.Textures); end; Apply = function (Record) -- Reapplies this change -- Restore the textures Core.SyncAPI:Invoke('UndoRemove', Record.Textures); -- Select changed parts Selection.Replace(Record.Selection) end; }; -- Register the history record Core.History.Add(HistoryRecord); end; function RemoveTextures(TextureType, Face) -- Get all the textures in the selection local Textures = GetTextures(TextureType, Face); -- Create the history record local HistoryRecord = { Textures = Textures; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Restore the textures Core.SyncAPI:Invoke('UndoRemove', Record.Textures); -- Select changed parts Selection.Replace(Record.Selection) end; Apply = function (Record) -- Reapplies this change -- Select changed parts Selection.Replace(Record.Selection) -- Remove the textures Core.SyncAPI:Invoke('Remove', Record.Textures); end; }; -- Send the removal request Core.SyncAPI:Invoke('Remove', Textures); -- Register the history record Core.History.Add(HistoryRecord); end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncTexture', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncTexture', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncTexture', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
--[[** ensures value is an array and all values of the array match check @param check The check to compare all values with @returns A function that will return true iff the condition is passed **--]]
function t.array(check) assert(t.callback(check)) local valuesCheck = t.values(check) return function(value) local keySuccess, keyErrMsg = arrayKeysCheck(value) if keySuccess == false then return false, string.format("[array] %s", keyErrMsg or "") end -- # is unreliable for sparse arrays -- Count upwards using ipairs to avoid false positives from the behavior of # local arraySize = 0 for _ in ipairs(value) do arraySize = arraySize + 1 end for key in pairs(value) do if key < 1 or key > arraySize then return false, string.format("[array] key %s must be sequential", tostring(key)) end end local valueSuccess, valueErrMsg = valuesCheck(value) if not valueSuccess then return false, string.format("[array] %s", valueErrMsg or "") end return true end end
--[[ TODO: Slash, three swing string. Swing 1 is 0.00 to 0.27, swing 2 is 0.27 to 0.5, swing 3 is 0.5 to 1.0 ]]
--Load Nexus VR Character Model.
NexusVRCharacterModelModule:SetConfiguration(Configuration) NexusVRCharacterModelModule:Load()
-- Decompiled with the Synapse X Luau decompiler.
local l__ReplicatedStorage__1 = game.ReplicatedStorage; local l__CurrentTarget__2 = script.Parent.CurrentTarget; local l__PetsFrame__1 = script.Parent.PetsFrame; function resetFrame() for v6, v7 in pairs(l__PetsFrame__1.Frame:GetChildren())do if v7.Name ~= "UICorner" then for v11, v12 in pairs(v7.PetView:GetChildren()) do v12:Destroy(); end; v7.Percentage.Text = ""; v7.Rarity.Text = ""; v7.ImageColor3 = Color3.fromRGB(25, 25, 25); end; end; end; local u2 = require(l__ReplicatedStorage__1.Pets.Eggs); local l__CostLabel__3 = script.Parent.CostLabel; local l__Models__4 = l__ReplicatedStorage__1.Pets.Models; l__CurrentTarget__2:GetPropertyChangedSignal("Value"):Connect(function() if l__CurrentTarget__2.Value == "None" then resetFrame(); return; end; local v13 = u2[l__CurrentTarget__2.Value]; local l__Currency__14 = v13.Currency; local v15 = 0; local v16 = {}; for v17, v18 in pairs(v13.Pets) do v16[#v16 + 1] = { Name = v18.Name, Type = v18.Type, Rarity = v18.Rarity, Secret = v18.Secret }; v15 = v15 + v18.Rarity; end; l__CostLabel__3.CurrencyImage.Image = l__ReplicatedStorage__1.Pets.Settings:FindFirstChild(l__Currency__14 .. "Image").Value; l__CostLabel__3.TextLabel.Text = v13.Cost; table.sort(v16, function(p1, p2) return p2.Rarity < p1.Rarity; end); if l__Currency__14 ~= "R$" then script.Parent.BuyButtonR.Visible = true; script.Parent.BuyButtonT.Visible = true; script.Parent.BuyButtonE.Size = script.Parent.BuyButtonR.Size; else script.Parent.BuyButtonR.Visible = false; script.Parent.BuyButtonT.Visible = false; script.Parent.BuyButtonE.Size = script.Parent.CostLabel.Size; end; resetFrame(); for v19, v20 in pairs(v16) do if v20.Secret == false then local l__Name__21 = v20.Name; local v22 = l__Models__4:FindFirstChild(l__Name__21):FindFirstChild(v20.Type):Clone(); local v23 = l__PetsFrame__1.Frame:FindFirstChild("Slot" .. v19); local l__PetView__24 = v23.PetView; local v25 = math.floor(v20.Rarity / v15 * 10000) / 100; local l__Value__26 = l__Models__4:FindFirstChild(l__Name__21).Settings.Rarity.Value; local l__Value__27 = l__ReplicatedStorage__1.Pets.Rarities:FindFirstChild(l__Value__26).Color.Value; local v28 = Instance.new("Camera", l__PetView__24); local v29 = Vector3.new(0, 0, 0); l__PetView__24.CurrentCamera = v28; v22:SetPrimaryPartCFrame(CFrame.new(v29)); v22.Parent = l__PetView__24; v23.Percentage.Text = v25 .. "%"; v23.Rarity.Text = l__Value__26; v23.Rarity.TextColor3 = l__Value__27; v23.ImageColor3 = Color3.fromRGB(55, 55, 55); spawn(function() local v30 = 180; while wait() and v22.Parent ~= nil do v28.CFrame = CFrame.Angles(0, math.rad(v30), 0) * CFrame.new(v29 + Vector3.new(0, 0, 3), v29 + Vector3.new(0, 0, 0)); v30 = v30 + 1; end; end); end; end; end);
-- Setup a list of audio ID's and properties to use. (These values can be changed as needed)
-- DefaultValue for spare ammo
local SpareAmmo = 1000
--- Gives `Character` the 'Amount' of silver in the bag, returns true if it was successful. ---@param Amount number ---@param Character Model ---@return boolean
local function GiveSilver(Amount: number, Character: Model): boolean --// One thing I noticed about this function is that the names of variables were.. Odd. --// The target is to make anyone be able to see the function and the algorithm just clicks. --// So you know, define the prefab, make sure your names are pretty self-explantory but not 'ToolToGive', etc etc. local Player = game.Players:GetPlayerFromCharacter(Character) if (not Player) then return false end Player.Data.Silver.Value += Amount return true end
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
ContentProvider:PreloadAsync(workspace.Scripts.MainModule:GetDescendants()) function SetSounds(sounds) ContentProvider:PreloadAsync(workspace.Scripts.MainModule:GetDescendants()) LocalSounds = sounds end function PlayNoteSound(note, source, range, sounds, vol, SpecialPiano) local pitch = 1 if note > 61 then pitch = 1.059463 ^ (note - 61) elseif note < 1 then pitch = 1.059463 ^ (-(1 - note)) end note = note > 61 and 61 or note < 1 and 1 or note local note2 = (note - 1)%12 + 1 -- Which note? (1-12) local octave = math.ceil(note/12) -- Which octave? local offset = (16 * (octave - 1) + 8 * (1 - note2%2)) local sound = math.ceil(note2/2) -- Which audio? local audio = Instance.new("Sound", SoundFolder) -- Create the audio audio.SoundId = "https://roblox.com/asset/?id="..((sounds and sounds[sound]) or LocalSounds[sound]) -- Give its sound if source then local a = 1/range^2 local distance = (game.Workspace.CurrentCamera.CoordinateFrame.p - source).magnitude local volume = -a*distance^2 + 1 if volume < 0.01 then audio:remove() return end audio.Volume = volume * vol else audio.Volume = Volume; end if fade then delay(0.75, function() for i = 1, 5 do audio.Volume = audio.Volume * 0.75 wait(0.1) end audio:Stop() audio:Destroy() end) end audio.TimePosition = offset + ((SpecialPiano or specialPiano) and 0.04 or (octave - .9)/15) -- set the time position audio.Pitch = pitch audio:Play() -- Play the audio table.insert(ExistingSounds, 1, audio) if #ExistingSounds >= 15 then ExistingSounds[15]:Stop() -- limit the number of playing sounds! ExistingSounds[15] = nil end delay(5, function() audio:Stop() audio:remove() end ) -- remove the audio in 4 seconds, enough time for it to play end
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("Torso"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(15); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=0.5; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=13; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.013; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=500; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--////////////////////////////// Include --//////////////////////////////////////
local Chat = game:GetService("Chat") local clientChatModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local CurveUtil = require(modulesFolder:WaitForChild("CurveUtil")) local commandModules = clientChatModules:WaitForChild("CommandModules") local WhisperModule = require(commandModules:WaitForChild("Whisper")) local MessageSender = require(modulesFolder:WaitForChild("MessageSender")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end local FFlagUserChatNewMessageLengthCheck2 do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserChatNewMessageLengthCheck2") end) FFlagUserChatNewMessageLengthCheck2 = success and result end
--//Value Info//--
script.Assets.Screen.StockUI.VehicleName.Text = VehicleName vholder = Instance.new("Folder") vholder.Name = "Storage" vholder.Parent = script.Assets.Screen vexternal = Instance.new("Folder") vexternal.Name = "Storage" vexternal.Parent = script.Parent vname = Instance.new("StringValue") vname.Parent = vholder vname.Name = "CarName" vname.Value = VehicleName vhorsepower = Instance.new("NumberValue") vhorsepower.Parent = vholder vhorsepower.Name = "EngineHorsepower" vhorsepower.Value = Horsepower vdisplacement = Instance.new("NumberValue") vdisplacement.Parent = vholder vdisplacement.Name = "EngineDisplacement" vdisplacement.Value = EngineDisplacement vtirefl = Instance.new("NumberValue", vexternal) vtirefl.Value = 0.59999999999999998 vtirefl.Name = "HeatFL" vtirefr = Instance.new("NumberValue", vexternal) vtirefr.Value = 0.59999999999999998 vtirefr.Name = "HeatFR" vtirerl = Instance.new("NumberValue", vexternal) vtirerl.Value = 0.59999999999999998 vtirerl.Name = "HeatRL" vtirerr = Instance.new("NumberValue", vexternal) vtirerr.Value = 0.59999999999999998 vtirerr.Name = "HeatRR" venginetype = Instance.new("StringValue") venginetype.Parent = vholder venginetype.Name = "EngineType" venginetype.Value = EngineType vforcedinduction = Instance.new("StringValue") vforcedinduction.Parent = vholder vforcedinduction.Name = "InductionType" vforcedinduction.Value = ForcedInduction vinduction = Instance.new("NumberValue") vinduction.Parent = vholder vinduction.Name = "TurboSize" if ForcedInduction == "Natural" then vinduction = 0 else vinduction.Value = InductionPartSize end vdrivetrain = Instance.new("StringValue") vdrivetrain.Parent = vholder vdrivetrain.Name = "Drivetrain" vdrivetrain.Value = Drivetrain vtorquesplit = Instance.new("NumberValue") vtorquesplit.Parent = vexternal vtorquesplit.Name = "TorqueSplit" vtorquesplit.Value = TorqueSplit vdff = Instance.new("NumberValue") vdff.Parent = vexternal vdff.Name = "DownforceF" vdff.Value = DownforceF vdfr = Instance.new("NumberValue") vdfr.Parent = vexternal vdfr.Name = "DownforceR" vdfr.Value = DownforceR vFdifferential = Instance.new("NumberValue") vFdifferential.Parent = vholder vFdifferential.Name = "FDifferential" vFdifferential.Value = DifferentialF vRdifferential = Instance.new("NumberValue") vRdifferential.Parent = vholder vRdifferential.Name = "RDifferential" vRdifferential.Value = DifferentialR vgears = Instance.new("NumberValue") vgears.Parent = vholder vgears.Name = "AmountOfGears" if EngineType == "Electric" or TransmissionType == "CVT" then vgears.Value = 1 else vgears.Value = AmountOfGears end vautoflip = Instance.new("BoolValue") vautoflip.Parent = vholder vautoflip.Name = "Autoflip" vautoflip.Value = AUTO_FLIP vdecay = Instance.new("NumberValue") vdecay.Parent = vholder vdecay.Name = "RPMDecay" vdecay.Value = RevDecay vtrans = Instance.new("StringValue") vtrans.Parent = vholder vtrans.Name = "TransmissionType" vtrans.Value = TransmissionType vmanual = Instance.new("BoolValue") vmanual.Parent = vholder vmanual.Name = "ManualOnly" vmanual.Value = ManualOnly vautoclutch = Instance.new("BoolValue") vautoclutch.Parent = vholder vautoclutch.Name = "AutoClutch" vmode = Instance.new("StringValue") vmode.Parent = vexternal vmode.Value = Mode vmode.Name = "Mode" if TransmissionType == "HPattern" then vautoclutch.Value = false else vautoclutch.Value = true end vclutch = Instance.new("BoolValue") vclutch.Parent = vholder vclutch.Name = "Clutch" vclutch.Value = true vclutch2 = Instance.new("NumberValue") vclutch2.Parent = vclutch vclutch2.Name = "Clutch" vclutch2.Value = 1 vbrakebias = Instance.new("NumberValue") vbrakebias.Parent = vexternal vbrakebias.Name = "BrakeBias" vbrakebias.Value = BrakeBias vbrakepower = Instance.new("NumberValue") vbrakepower.Parent = vexternal vbrakepower.Name = "BrakePower" vbrakepower.Value = BrakePower vabs = Instance.new("BoolValue") vabs.Parent = vexternal vabs.Name = "ABS" vabs.Value = ABS vtc = Instance.new("BoolValue") vtc.Parent = vexternal vtc.Name = "TC" vtc.Value = TC vasc = Instance.new("BoolValue") vasc.Parent = vexternal vasc.Name = "ASC" vasc.Value = ActiveStabilityControl vhb = Instance.new("BoolValue") vhb.Parent = vexternal vhb.Name = "Handbrake" vhb.Value = false vChb = Instance.new("BoolValue") vChb.Parent = vhb vChb.Name = "Computer" vChb.Value = false vUhb = Instance.new("BoolValue") vUhb.Parent = vhb vUhb.Name = "User" vUhb.Value = false vsteeringlock = Instance.new("NumberValue") vsteeringlock.Parent = vexternal vsteeringlock.Name = "SteeringAngle" vsteeringlock.Value = SteeringAngle+5 vtirefront = Instance.new("NumberValue") vtirefront.Parent = vholder vtirefront.Name = "TireCompoundFront" vtirefront.Value = TiresFront vtirerear = Instance.new("NumberValue") vtirerear.Parent = vholder vtirerear.Name = "TireCompoundRear" vtirerear.Value = TiresRear vgear1 = Instance.new("NumberValue") vgear1.Parent = vholder vgear1.Name = "Gear1" if EngineType == "Electric" then vgear1.Value = 4 else vgear1.Value = Gear1 end vgear2 = Instance.new("NumberValue") vgear2.Parent = vholder vgear2.Name = "Gear2" vgear2.Value = Gear2 vgear3 = Instance.new("NumberValue") vgear3.Parent = vholder vgear3.Name = "Gear3" vgear3.Value = Gear3 vgear4 = Instance.new("NumberValue") vgear4.Parent = vholder vgear4.Name = "Gear4" vgear4.Value = Gear4 vgear5 = Instance.new("NumberValue") vgear5.Parent = vholder vgear5.Name = "Gear5" vgear5.Value = Gear5 vgear6 = Instance.new("NumberValue") vgear6.Parent = vholder vgear6.Name = "Gear6" vgear6.Value = Gear6 vgear7 = Instance.new("NumberValue") vgear7.Parent = vholder vgear7.Name = "Gear7" vgear7.Value = Gear7 vgear8 = Instance.new("NumberValue") vgear8.Parent = vholder vgear8.Name = "Gear8" vgear8.Value = Gear8 vfinal = Instance.new("NumberValue") vfinal.Parent = vexternal vfinal.Name = "FinalDrive" vfinal.Value = 6.08 - FinalDrive vidle = Instance.new("NumberValue") vidle.Parent = vholder vidle.Name = "EngineIdle" vidle.Value = EngineIdle+RevDecay vdyno = Instance.new("BoolValue") vdyno.Parent = script.Parent vdyno.Name = "Dyno" vdyno.Value = false vboost = Instance.new("NumberValue") vboost.Parent = vholder vboost.Name = "Boost" vboost.Value = 0 vepitch = Instance.new("NumberValue") vepitch.Parent = script.Assets.Screen vepitch.Name = "ePitch" vepitch.Value = enginePitchAdjust vsteerspeed = Instance.new("NumberValue") vsteerspeed.Parent = vholder vsteerspeed.Name = "SteerSpeed" vsteerspeed.Value = SteerSpeed vipitch = Instance.new("NumberValue") vipitch.Parent = script.Assets.Screen vipitch.Name = "iPitch" vipitch.Value = idlePitchAdjust vredline = Instance.new("NumberValue") vredline.Parent = vholder vredline.Name = "EngineRedline" vredline.Value = EngineRedline vmaxl = Instance.new("NumberValue") vmaxl.Parent = vholder vmaxl.Name = "MaxLength" vmaxl.Value = minL vminl = Instance.new("NumberValue") vminl.Parent = vholder vminl.Name = "MinLength" vminl.Value = maxL sturbo = Instance.new("Sound") sturbo.Parent = engine sturbo.Name = "Turbo" sturbo.MaxDistance = 12000 sturbo.EmitterSize = InductionPartSize sturbo.Volume = turbovolume if InductionPartSize ~= 0 then sturbo.SoundId = TurboSound else sturbo.SoundId = 0 end sturbo = Instance.new("NumberValue") sturbo.Parent = engine sturbo.Name = "TurboSV" sturbo.Value = turbovolume ssupercharger = Instance.new("Sound") ssupercharger.Parent = engine ssupercharger.Name = "Supercharger" ssupercharger.MaxDistance = 12000 ssupercharger.EmitterSize = InductionPartSize ssupercharger.Volume = superchargervolume ssupercharger.SoundId = SuperchargerSound sidle = Instance.new("Sound") sidle.Parent = diff sidle.Name = "Idle" sidle.MaxDistance = 12000 sidle.EmitterSize = 3 sidle.Volume = 0 sidle:Play() sidle.Looped = true sengine = Instance.new("Sound") sengine.Parent = diff sengine.Name = "Engine" sengine.MaxDistance = 12000 sengine.EmitterSize = 6 sengine.Volume = 1 sengine:Play() sengine.Looped = true sengine.Volume = 0 sefengine = Instance.new("ReverbSoundEffect") sefengine.DecayTime = 0.3 sefengine.Density = 1 sefengine.Diffusion = 1 sefengine.DryLevel = 3 sefengine.WetLevel = -6 sintake = Instance.new("Sound") sintake.Parent = engine sintake.Name = "Intake" sintake.MaxDistance = 4000 sintake.EmitterSize = 2 sintake:Play() sintake.Looped = true sintake.Volume = 1 sintake.Pitch = 0 if EngineType == "Electric" then sengine.SoundId = "http://www.roblox.com/asset/?id=359277436" IdleSound = "http://www.roblox.com/asset/?id=359277436" sidle.SoundId = "http://www.roblox.com/asset/?id=359277436" else sengine.SoundId = EngineSound sintake.SoundId = "http://www.roblox.com/asset/?id=255444016" sidle.SoundId = IdleSound end shorn = Instance.new("Sound") shorn.Parent = script.Parent shorn.Name = "Horn" shorn.MaxDistance = 12000 shorn.EmitterSize = 8 shorn.Volume = hornvolume shorn.SoundId = HornSound swind = Instance.new("Sound") swind.Parent = script.Parent swind.Name = "Wind" swind.MaxDistance = 12000 swind.EmitterSize = 4 swind.Volume = 0 swind.Pitch = 1 swind.Looped = true swind.SoundId = "http://www.roblox.com/asset/?id=188608071" sbsqueal = Instance.new("Sound") sbsqueal.Parent = diff sbsqueal.Name = "Brakes" sbsqueal.MaxDistance = 12000 sbsqueal.EmitterSize = 2 sbsqueal.Volume = 0 sbsqueal.Pitch = 0 sbsqueal.Looped = true sbsqueal.SoundId = "http://www.roblox.com/asset/?id=185857550" sblow = Instance.new("Sound") sblow.Parent = engine sblow.Name = "Blowoff" sblow.MaxDistance = 12000 sblow.EmitterSize = 5 sblow.Volume = 0 sblow.Pitch = 0.8 sblow.Looped = false sblow.SoundId = "http://www.roblox.com/asset/?id=208085141" sstartup = Instance.new("Sound") sstartup.Parent = engine sstartup.Name = "Startup" sstartup.MaxDistance = 1000 sstartup.EmitterSize = 13 sstartup.Volume = startupvolume if EngineType == "Electric" then sstartup.SoundId = "http://www.roblox.com/asset/?id=402899121" sstartup.Pitch = 2 else sstartup.SoundId = StartupSound sstartup.Pitch = 1.1 efstartup = Instance.new("FlangeSoundEffect") efstartup.Parent = sstartup ef2startup = Instance.new("DistortionSoundEffect") efstartup.Parent = sstartup ef2startup.Level = 0.25 end sradio = Instance.new("Sound") sradio.Parent = script.Parent sradio.Name = "Radio" sradio.MaxDistance = 400 sradio.EmitterSize = 1 sradio.Volume = 0.4 sspool = Instance.new("Sound") sspool.Parent = engine sspool.Name = "Spool" sspool.Pitch = 0 if ForcedInduction == "Supercharger" then sspool.SoundId = SuperchargerSound else sspool.SoundId = "rbxassetid://234458445" end sspool.MaxDistance = 12000 sspool.EmitterSize = 2 sspool.Looped = true sreverse = Instance.new("Sound") sreverse.Parent = trans sreverse.Name = "Reverse" sreverse.SoundId = SuperchargerSound sreverse.MaxDistance = 12000 sreverse.EmitterSize = 1 sreverse.Pitch = 0 sreverse.Looped = true veaj = Instance.new("NumberValue") veaj.Parent = diff veaj.Name = "adjuster" veaj.Value = enginevolume vstartuplength = Instance.new("NumberValue") vstartuplength.Parent = vholder vstartuplength.Name = "startuplength" vstartuplength.Value = startuplength vrideheightf = Instance.new("NumberValue") vrideheightf.Parent = vexternal vrideheightf.Name = "FrontRideHeight" vrideheightf.Value = RideHeightFront vrideheightr = Instance.new("NumberValue") vrideheightr.Parent = vexternal vrideheightr.Name = "RearRideHeight" vrideheightr.Value = RideHeightRear vstifff = Instance.new("NumberValue") vstifff.Parent = vexternal vstifff.Name = "FrontStiffness" vstifff.Value = StiffnessFront vmode = Instance.new("BoolValue") vmode.Parent = vexternal vmode.Name = "Automatic" if TransmissionType ~= "HPattern" and TransmissionType ~= "CVT" then vmode.Value = true else vmode.Value = false end vstiffr = Instance.new("NumberValue") vstiffr.Parent = vexternal vstiffr.Name = "RearStiffness" vstiffr.Value = StiffnessRear vrollf = Instance.new("NumberValue") vrollf.Parent = vexternal vrollf.Name = "AntirollFront" vrollf.Value = AntiRollFront vrollr = Instance.new("NumberValue") vrollr.Parent = vexternal vrollr.Name = "AntirollRear" vrollr.Value = AntiRollRear vcamberf = Instance.new("NumberValue") vcamberf.Parent = vexternal vcamberf.Name = "CamberFront" vcamberf.Value = CamberFront vcamberr = Instance.new("NumberValue") vcamberr.Parent = vexternal vcamberr.Name = "CamberRear" vcamberr.Value = CamberRear venginerpm = Instance.new("NumberValue") venginerpm.Parent = vholder venginerpm.Name = "EngineRPM" vgearboxrpm = Instance.new("NumberValue") vgearboxrpm.Parent = vholder vgearboxrpm.Name = "GearboxRPM" vlimiter = Instance.new("NumberValue") vlimiter.Parent = vholder vlimiter.Name = "Limiter" if ElectronicallyLimited == true then vlimiter.Value = LimitSpeedValue else vlimiter.Value = 1000000 end vrpm = Instance.new("NumberValue") vrpm.Parent = vholder vrpm.Name = "RPM" vthrottle = Instance.new("NumberValue") vthrottle.Parent = vholder vthrottle.Name = "Throttle" vthrottleV = Instance.new("NumberValue") vthrottleV.Parent = vthrottle vthrottleV.Name = "Throttle" currentgear = Instance.new("NumberValue") currentgear.Parent = vholder currentgear.Name = "CurrentGear" if TransmissionType == "HPattern" then currentgear.Value = 3 else currentgear.Value = 1 end vcontrol = Instance.new("StringValue") vcontrol.Parent = vholder vcontrol.Name = "Control" vcontrol.Value = "Keyboard" vsteer = Instance.new("NumberValue") vsteer.Parent = vholder vsteer.Name = "Steer" vbrake = Instance.new("NumberValue") vbrake.Parent = vholder vbrake.Name = "Brake"
-- Simulate a raycast by one tick.
local function SimulateCast(cast: ActiveCast, delta: number, expectingShortCall: boolean) assert(cast.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) PrintDebug("Casting for frame.") local latestTrajectory = cast.StateInfo.Trajectories[#cast.StateInfo.Trajectories] local origin = latestTrajectory.Origin local totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local initialVelocity = latestTrajectory.InitialVelocity local acceleration = latestTrajectory.Acceleration local lastPoint = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local lastVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local lastDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime cast.StateInfo.TotalRuntime += delta -- Recalculate this. totalDelta = cast.StateInfo.TotalRuntime - latestTrajectory.StartTime local currentTarget = GetPositionAtTime(totalDelta, origin, initialVelocity, acceleration) local segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, acceleration) local totalDisplacement = currentTarget - lastPoint -- This is the displacement from where the ray was on the last from to where the ray is now. local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta local targetWorldRoot = cast.RayInfo.WorldRoot local resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, cast.RayInfo.Parameters) local point = currentTarget local part: Instance? = nil local material = Enum.Material.Air local normal = Vector3.new() if (resultOfCast ~= nil) then point = resultOfCast.Position part = resultOfCast.Instance material = resultOfCast.Material normal = resultOfCast.Normal end local rayDisplacement = (point - lastPoint).Magnitude -- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing, -- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing) SendLengthChanged(cast, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast.StateInfo.DistanceCovered += rayDisplacement local rayVisualization: ConeHandleAdornment? = nil if (delta > 0) then rayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement) end -- HIT DETECTED. Handle all that garbage, and also handle behaviors 1 and 2 (default behavior, go high res when hit) if applicable. -- CAST BEHAVIOR 2 IS HANDLED IN THE CODE THAT CALLS THIS FUNCTION. if part and part ~= cast.RayInfo.CosmeticBulletObject then local start = tick() PrintDebug("Hit something, testing now.") -- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute. if (cast.RayInfo.CanPierceCallback ~= nil) then if expectingShortCall == false then if (cast.StateInfo.IsActivelySimulatingPierce) then cast:Terminate() error("ERROR: The latest call to CanPierceCallback took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors. Please fix your performance problems, or remove statements that yield (e.g. wait() calls)") -- Use error. This should absolutely abort the cast. end end -- expectingShortCall is used to determine if we are doing a forced resolution increase, in which case this will be called several times in a single frame, which throws this error. cast.StateInfo.IsActivelySimulatingPierce = true end ------------------------------ if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false) then PrintDebug("Piercing function is nil or it returned FALSE to not pierce this hit.") cast.StateInfo.IsActivelySimulatingPierce = false if (cast.StateInfo.HighFidelityBehavior == 2 and latestTrajectory.Acceleration ~= Vector3.new() and cast.StateInfo.HighFidelitySegmentSize ~= 0) then cast.StateInfo.CancelHighResCast = false -- Reset this here. if cast.StateInfo.IsActivelyResimulating then cast:Terminate() error("Cascading cast lag encountered! The caster attempted to perform a high fidelity cast before the previous one completed, resulting in exponential cast lag. Consider increasing HighFidelitySegmentSize.") end cast.StateInfo.IsActivelyResimulating = true -- This is a physics based cast and it needs to be recalculated. PrintDebug("Hit was registered, but recalculation is on for physics based casts. Recalculating to verify a real hit...") -- Split this ray segment into smaller segments of a given size. -- In 99% of cases, it won't divide evently (e.g. I have a distance of 1.25 and I want to divide into 0.1 -- that won't work) -- To fix this, the segments need to be stretched slightly to fill the space (rather than having a single shorter segment at the end) local numSegmentsDecimal = rayDisplacement / cast.StateInfo.HighFidelitySegmentSize -- say rayDisplacement is 5.1, segment size is 0.5 -- 10.2 segments local numSegmentsReal = math.floor(numSegmentsDecimal) -- 10 segments + 0.2 extra segments local realSegmentLength = rayDisplacement / numSegmentsReal -- this spits out 0.51, which isn't exact to the defined 0.5, but it's close local timeIncrement = delta / numSegmentsReal for segmentIndex = 1, numSegmentsReal do if cast.StateInfo.CancelHighResCast then cast.StateInfo.CancelHighResCast = false break end local subPosition = GetPositionAtTime(lastDelta + (timeIncrement * segmentIndex), origin, initialVelocity, acceleration) local subVelocity = GetVelocityAtTime(lastDelta + (timeIncrement * segmentIndex), initialVelocity, acceleration) local subRayDir = subVelocity * delta local subResult = targetWorldRoot:Raycast(subPosition, subRayDir, cast.RayInfo.Parameters) local subDisplacement = (subPosition - (subPosition + subVelocity)).Magnitude if (subResult ~= nil) then local subDisplacement = (subPosition - subResult.Position).Magnitude local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement) if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end if cast.RayInfo.CanPierceCallback == nil or (cast.RayInfo.CanPierceCallback ~= nil and cast.RayInfo.CanPierceCallback(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) == false) then cast.StateInfo.IsActivelyResimulating = false SendRayHit(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() local vis = DbgVisualizeHit(CFrame.new(point), false) if (vis ~= nil) then vis.Color3 = Color3.new(0.0588235, 0.87451, 1) end return else SendRayPierced(cast, subResult, subVelocity, cast.RayInfo.CosmeticBulletObject) local vis = DbgVisualizeHit(CFrame.new(point), true) if (vis ~= nil) then vis.Color3 = Color3.new(1, 0.113725, 0.588235) end if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.305882, 0.243137, 0.329412) end end else local dbgSeg = DbgVisualizeSegment(CFrame.new(subPosition, subPosition + subVelocity), subDisplacement) if (dbgSeg ~= nil) then dbgSeg.Color3 = Color3.new(0.286275, 0.329412, 0.247059) end end end cast.StateInfo.IsActivelyResimulating = false elseif (cast.StateInfo.HighFidelityBehavior ~= 1 and cast.StateInfo.HighFidelityBehavior ~= 3) then cast:Terminate() error("Invalid value " .. (cast.StateInfo.HighFidelityBehavior) .. " for HighFidelityBehavior.") else PrintDebug("Hit was successful. Terminating.") SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(point), false) return end else PrintDebug("Piercing function returned TRUE to pierce this part.") if rayVisualization ~= nil then rayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) end DbgVisualizeHit(CFrame.new(point), true) local params = cast.RayInfo.Parameters local alteredParts = {} local currentPierceTestCount = 0 local originalFilter = params.FilterDescendantsInstances local brokeFromSolidObject = false while true do if resultOfCast.Instance:IsA("Terrain") then if material == Enum.Material.Water then cast:Terminate() error("Do not add Water as a piercable material. If you need to pierce water, set cast.RayInfo.Parameters.IgnoreWater = true instead", 0) end warn("WARNING: The pierce callback for this cast returned TRUE on Terrain! This can cause severely adverse effects.") end if params.FilterType == Enum.RaycastFilterType.Exclude then local filter = params.FilterDescendantsInstances table.insert(filter, resultOfCast.Instance) table.insert(alteredParts, resultOfCast.Instance) params.FilterDescendantsInstances = filter else local filter = params.FilterDescendantsInstances table.removeObject(filter, resultOfCast.Instance) table.insert(alteredParts, resultOfCast.Instance) params.FilterDescendantsInstances = filter end SendRayPierced(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) resultOfCast = targetWorldRoot:Raycast(lastPoint, rayDir, params) if resultOfCast == nil then break end if currentPierceTestCount >= MAX_PIERCE_TEST_COUNT then warn("WARNING: Exceeded maximum pierce test budget for a single ray segment (attempted to test the same segment " .. MAX_PIERCE_TEST_COUNT .. " times!)") break end currentPierceTestCount = currentPierceTestCount + 1; if cast.RayInfo.CanPierceCallback(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) == false then brokeFromSolidObject = true break end end cast.RayInfo.Parameters.FilterDescendantsInstances = originalFilter cast.StateInfo.IsActivelySimulatingPierce = false if brokeFromSolidObject then PrintDebug("Broke because the ray hit something solid (" .. tostring(resultOfCast.Instance) .. ") while testing for a pierce. Terminating the cast.") SendRayHit(cast, resultOfCast, segmentVelocity, cast.RayInfo.CosmeticBulletObject) cast:Terminate() DbgVisualizeHit(CFrame.new(resultOfCast.Position), false) return end end end if (cast.StateInfo.DistanceCovered >= cast.RayInfo.MaxDistance) then cast:Terminate() DbgVisualizeHit(CFrame.new(currentTarget), false) end end
-- Connections
game.Players.PlayerAdded:Connect(function(player) DataStore:Load(player) end) game.Players.PlayerRemoving:Connect(saveOnExit) game:BindToClose(function() for _, player in ipairs(game.Players:GetPlayers()) do saveOnExit(player) end end) return DataStore
--[=[ Destroys the timer. ]=]
function Timer:Destroy() self.Tick:Destroy() self:Stop() end return Timer
--// Firemode Shot Customization
BurstNum = 3; -- How many bullets per burst ShotNum = 5; -- How many bullets per shot
--[[Transmission]]
Tune.TransModes = {"Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = 0 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 3.21 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * pi(3.14) * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[Reverse]] 5.000 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[Neutral]] 0 , --[[ 1 ]] 3.519 , --[[ 2 ]] 2.320 , --[[ 3 ]] 1.700 , --[[ 4 ]] 1.400 , --[[ 5 ]] 0.907 , } Tune.FDMult = 1.3 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--Load the Nexus VR Character Model module.
local NexusVRCharacterModelModule local MainModule = script:FindFirstChild("MainModule") if MainModule then NexusVRCharacterModelModule = require(MainModule) else NexusVRCharacterModelModule = require(6052374981) end
-- Remove back accessories since they frequently block the camera
local function isBackAccessory(instance) if instance and instance:IsA("Accessory") then local handle = instance:WaitForChild("Handle", 5) if handle and handle:IsA("Part") then local bodyBackAttachment = handle:WaitForChild("BodyBackAttachment", 5) if bodyBackAttachment and bodyBackAttachment:IsA("Attachment") then return true end local waistBackAttachment = handle:WaitForChild("WaistBackAttachment", 5) if waistBackAttachment and waistBackAttachment:IsA("Attachment") then return true end end end return false end local function removeBackAccessoriesFromCharacter(character) for _, child in ipairs(character:GetChildren()) do coroutine.wrap(function() if isBackAccessory(child) then child:Destroy() end end)() end end local descendantAddedConnection = nil local function onCharacterAdded(character) removeBackAccessoriesFromCharacter(character) descendantAddedConnection = character.DescendantAdded:Connect(function(descendant) coroutine.wrap(function() if isBackAccessory(descendant) then descendant:Destroy() end end)() end) end local function onCharacterRemoving(character) if descendantAddedConnection then descendantAddedConnection:Disconnect() descendantAddedConnection = nil end end
--[=[ This allows the storage of subscriptions for keys, such that something can subscribe onto a key, and events can be invoked onto keys. @class ObservableSubscriptionTable ]=]
local require = require(script.Parent.loader).load(script) local Observable = require("Observable") local ObservableSubscriptionTable = {} ObservableSubscriptionTable.ClassName = "ObservableSubscriptionTable" ObservableSubscriptionTable.__index = ObservableSubscriptionTable function ObservableSubscriptionTable.new() local self = setmetatable({}, ObservableSubscriptionTable) self._subMap = {} -- { TKey: Subscription<TEmit> } return self end
-- Overrides Keyboard:UpdateJump() because jump is handled in OnRenderStepped
function ClickToMove:UpdateJump() -- Nothing to do (handled in OnRenderStepped) end
--- Toggles Cmdr window
function Cmdr:Toggle () if not self.Enabled then return self:Hide() end Interface.Window:SetVisible(not Interface.Window:IsVisible()) end
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain local settings = main.settings
-------------------------------------------
local weld2 = Instance.new("Weld") weld2.Part0 = torso weld2.Parent = torso weld2.Part1 = arms[2] weld2.C1 = CFrame.new(-0.5,1,-1) * CFrame.fromEulerAnglesXYZ(math.rad(-90),0,0) --Right leg arms[2].Name = "RDave" arms[2].CanCollide = true welds[2] = weld2
--Main Control------------------------------------------------------------------------
SideLight1 = script.Parent.SideLight1 SideLight1A = script.Parent.SideLight1A SideLight2 = script.Parent.SideLight2 SideLight2A = script.Parent.SideLight2A Red1 = script.Parent.Red1.Lamp.Light Red1A = script.Parent.Red1A.Lamp.Light Red2 = script.Parent.Red2.Lamp.Light Red2A = script.Parent.Red2A.Lamp.Light DRed1 = script.Parent.Red1.DynamicLight DRed1A = script.Parent.Red1A.DynamicLight DRed2 = script.Parent.Red2.DynamicLight Ded2A = script.Parent.Red2A.DynamicLight while true do wait() if Signal.Value == false then SideLight1.Material = "SmoothPlastic" SideLight1A.Material = "SmoothPlastic" SideLight2.Material = "SmoothPlastic" SideLight2A.Material = "SmoothPlastic" SideLight1.BrickColor = BrickColor.new(1003) SideLight1A.BrickColor = BrickColor.new(1003) SideLight2.BrickColor = BrickColor.new(1003) SideLight2A.BrickColor = BrickColor.new(1003) Red1.Visible = false Red1A.Visible = false Red2.Visible = false Red2A.Visible = false DRed1.Enabled = false DRed1A.Enabled = false DRed2.Enabled = false Ded2A.Enabled = false else if Flash.Value == true then SideLight1.Material = "Neon" SideLight1A.Material = "SmoothPlastic" SideLight2.Material = "Neon" SideLight2A.Material = "SmoothPlastic" SideLight1.BrickColor = BrickColor.new(1004) SideLight1A.BrickColor = BrickColor.new(1003) SideLight2.BrickColor = BrickColor.new(1004) SideLight2A.BrickColor = BrickColor.new(1003) Red1.Visible = true Red1A.Visible = false Red2.Visible = true Red2A.Visible = false DRed1.Enabled = true DRed1A.Enabled = false DRed2.Enabled = true Ded2A.Enabled = false else SideLight1.Material = "SmoothPlastic" SideLight1A.Material = "Neon" SideLight2.Material = "SmoothPlastic" SideLight2A.Material = "Neon" SideLight1.BrickColor = BrickColor.new(1003) SideLight1A.BrickColor = BrickColor.new(1004) SideLight2.BrickColor = BrickColor.new(1003) SideLight2A.BrickColor = BrickColor.new(1004) Red1.Visible = false Red1A.Visible = true Red2.Visible = false Red2A.Visible = true DRed1.Enabled = false DRed1A.Enabled = true DRed2.Enabled = false Ded2A.Enabled = true end end end
-- Create sound variables
local id local volume local playbackSpeed
--//Script
Plaka() CarColor() Stats.Locked.Changed:Connect(function() ToogleLock(Stats.Locked.Value) end) Stats.Color.Changed:Connect(function() CarColor() end) Fuel = script.Parent.Parent.Stats.Fuel MainPart = script.Parent.Parent.Body.Main while wait(.5) do if oldpos == nil then oldpos = MainPart.Position else newpos = MainPart.Position Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude/150 oldpos = newpos end end
--Don't touch anything in this script unless you know what you're doing
script.Parent.MouseButton1Click:connect(function() script.Parent.Parent.Parent.Open.Visible=true script.Parent.Parent.Visible=false end)
--//Player//--
local Player = game.Players.LocalPlayer local Mouse = Player:GetMouse()
-- Function to update the text label with the Core's size
local function UpdateLabel() local coreSize = core.Size textLabel.Text = "Core Size: " .. tostring(coreSize) end
--// Ammo Settings
Ammo = 1; StoredAmmo = 1; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 0;
-- Camera Shake Presets -- Stephen Leitnick -- February 26, 2018
--[=[ Gets whatever object is stored with the given index, if it exists. This was added since Maid allows getting the task using `__index`. ```lua local Obliterator = Janitor.new() Obliterator:Add(workspace.Baseplate, "Destroy", "Baseplate") print(Obliterator:Get("Baseplate")) -- Returns Baseplate. ``` ```ts import { Workspace } from "@rbxts/services"; import { Janitor } from "@rbxts/janitor"; const Obliterator = new Janitor<{ Baseplate: Part }>(); Obliterator.Add(Workspace.FindFirstChild("Baseplate") as Part, "Destroy", "Baseplate"); print(Obliterator.Get("Baseplate")); // Returns Baseplate. ``` @param Index any -- The index that the object is stored under. @return any? -- This will return the object if it is found, but it won't return anything if it doesn't exist. ]=]
function Janitor:Get(Index: any): any? local This = self[IndicesReference] if This then return This[Index] else return nil end end
--ClickFunctions
local Size0 = Vector3.new(0.175, 1, 1) local Size1 = Vector3.new(0.1, 1, 1) local Material0 = "Metal" local Material1 = "Neon" local Min = 0 local Max = 9
--Engine--
script.Parent.Parent.Values.RPM.Changed:connect(function() local HP = StockHP local Horsepower = _Tune.Horsepower local Boost = (((totalPSI/2)*WasteGatePressure)*(CompressionRatio/10)*TurboCount) local B2 = (Boost)/7.5 local B3 = HP*B2 local B4 = B3/2 _Tune.Horsepower = (HP) + (B4) end)
--//Character//--
local Character = script.Parent
-- See if the game is Team or FFA
IsTeams = FetchConfiguration:FireServer("TEAMS")
-- Implements Javascript's `Array.prototype.reduce` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/reduce
local function reduce(array: Array, callback: Function, initialValue: any?): any if typeof(array) ~= "table" then error(string.format("Array.reduce called on %s", typeof(array))) end if typeof(callback) ~= "function" then error("callback is not a function") end local length = #array local value local initial = 1 if initialValue ~= nil then value = initialValue else initial = 2 if length == 0 then error("reduce of empty array with no initial value") end value = array[1] end for i = initial, length do value = callback(value, array[i], i, array) end return value end return reduce
-- ==================== -- BULLET VISUALIZER -- Enabled the gun to display a fake travelling bullet -- ====================
VisualizerEnabled = true; BulletSpeed = 25; BulletSize = Vector3.new(0.25,0.25,100); BulletColor = BrickColor.new("White"); BulletTransparency = 0.25; BulletMaterial = Enum.Material.Neon; FadeTime = 0.25; --Only work when bullet travel instantly. For this, you have to set BulletSpeed to "math.huge"
--- An expensive way to spawn a function. However, unlike spawn(), it executes on the same frame, and -- unlike coroutines, does not obscure errors -- @module fastSpawn
return function(func, ...) local args = {...} local count = select("#", ...) local bindable = Instance.new("BindableEvent") bindable.Event:Connect(function() func(unpack(args, 1, count)) end) bindable:Fire() bindable:Destroy() end
--[[ The Module ]]
-- local BaseCharacterController = {} BaseCharacterController.__index = BaseCharacterController function BaseCharacterController.new() local self = setmetatable({}, BaseCharacterController) self.enabled = false self.moveVector = ZERO_VECTOR3 self.moveVectorIsCameraRelative = true self.isJumping = false return self end function BaseCharacterController:OnRenderStepped(dt) -- By default, nothing to do end function BaseCharacterController:GetMoveVector() return self.moveVector end function BaseCharacterController:IsMoveVectorCameraRelative() return self.moveVectorIsCameraRelative end function BaseCharacterController:GetIsJumping() return self.isJumping end
--[[Standardized Values: Don't touch unless needed]]
--[WEIGHT // Cubic stud : pounds ratio] Tune.WeightScaling = 1/50 --Default = 1/50 (1 cubic stud = 50 lbs) Tune.LegacyScaling = 1/10 --Default = 1/10 (1 cubic stud = 10 lbs) [PGS OFF] --[ENGINE // Caching] Tune.CurveCache = true --Default = true (Caches the engine and boost curves) Tune.CacheInc = 100 --Default = 100 (How many points the curve will have.) --[[Examples: 1 = every RPM increment [will freeze your computer at low settings like this], 100 = default and recommended, 1000 or more = death ]] return Tune
--SoundPurge
function SoundPurge() local Sound = script.Parent.Parent.BeltSet.SoundMain wait(2) Sound.PlaybackSpeed = 0.2 wait(0.4) Sound.PlaybackSpeed = 0 end SoundPurge() RCMAddress.Contactors.Blower:GetPropertyChangedSignal("Value"):Connect(function() script.Parent.BlowerOn.Value = RCMAddress.Contactors.Blower.Value end) RunCycle = false CompleteStop = true script.Parent.BlowerOn.Changed:Connect(function() if CompleteStop == true and script.Parent.BlowerOn.Value == true then CompleteStop = false --script.Parent.Parent.BeltSet.MotorStart:Play() repeat wait() if SirenAddress.SirenHeadMovingPartsMain.Sound.SoundMain.On.Value == true then if script.Parent.BlowerOn.Value == true and script.Parent.Parent.BeltSet.Sound.PlaybackSpeed > 0 then local pitch = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.7)/250,0.0004,0.07) --local formula = math.clamp(math.log(pitch+0.0001,0.7)/250,0.0004,0.07) script.Parent.Parent.BeltSet.Sound.PlaybackSpeed = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed - formula elseif script.Parent.BlowerOn.Value == false and script.Parent.Parent.BeltSet.Sound.PlaybackSpeed < 1 then local pitch = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed local formula = math.clamp(math.log(pitch+0.0001,0.7)/250,0.0004,0.07) --local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.7)/250,0.0004,0.07) --print(math.abs(pitch-1)) script.Parent.Parent.BeltSet.Sound.PlaybackSpeed = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed + formula end else if script.Parent.BlowerOn.Value == true and script.Parent.Parent.BeltSet.Sound.PlaybackSpeed > 0 then local pitch = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.7)/250,0.0004,0.07) --local formula = math.clamp(math.log(pitch+0.0001,0.7)/250,0.0004,0.07) script.Parent.Parent.BeltSet.Sound.PlaybackSpeed = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed - formula elseif script.Parent.BlowerOn.Value == false and script.Parent.Parent.BeltSet.Sound.PlaybackSpeed > 0 then local pitch = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.7)/250,0.0004,0.07) --local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.7)/250,0.0004,0.07) --print(math.abs(pitch-1)) script.Parent.Parent.BeltSet.Sound.PlaybackSpeed = script.Parent.Parent.BeltSet.Sound.PlaybackSpeed - formula end end until CompleteStop == true end end) LobeSet1 = script.Parent.Parent.Sutorbilt4MBlower.MovingParts.Set1Motor.HingeConstraint LobeSet2 = script.Parent.Parent.Sutorbilt4MBlower.MovingParts.Set2Motor.HingeConstraint BlowerMotor = script.Parent.Parent.BlowerMotor.Motor.HingeConstraint function Rotate() LobeSet1.AngularVelocity = -script.Parent.CurrentBlowerSpeed.Value/.01 LobeSet2.AngularVelocity = script.Parent.CurrentBlowerSpeed.Value/.01 BlowerMotor.AngularVelocity = -script.Parent.CurrentBlowerSpeed.Value/.01 end PlayAudio = false function playAudio() if PlayAudio == false then PlayAudio = true script.Parent.Parent.BeltSet.SoundMain:Play() script.Parent.Parent.BeltSet.MotorStart.Volume = 0.5 wait(0.1) if SirenAddress.SirenHeadMovingPartsMain.Sound.SoundMain.On.Value == false then SirenAddress.SirenHeadMovingPartsMain.Sound.SoundMain.RollOffMaxDistance = 0 SirenAddress.SirenHeadMovingPartsMain.Sound.SoundMain.RollOffMinDistance = 0 end end end script.Parent.BlowerOn.Changed:Connect(function() if script.Parent.BlowerOn.Value == true then playAudio() RunCycle = true repeat game:GetService("RunService").Heartbeat:wait() script.Parent.CurrentBlowerSpeed.Value = script.Parent.CurrentBlowerSpeed.Value + 0.06 script.Parent.Parent.BeltSet.SoundMain.PlaybackSpeed = script.Parent.CurrentBlowerSpeed.Value Rotate() until script.Parent.CurrentBlowerSpeed.Value >= 1 or script.Parent.BlowerOn.Value == false script.Parent.CurrentBlowerSpeed.Value = 1 script.Parent.Parent.BeltSet.SoundMain.PlaybackSpeed = script.Parent.CurrentBlowerSpeed.Value Rotate() else RunCycle = false repeat game:GetService("RunService").Heartbeat:wait() script.Parent.CurrentBlowerSpeed.Value = script.Parent.CurrentBlowerSpeed.Value - 0.0032 script.Parent.Parent.BeltSet.SoundMain.PlaybackSpeed = script.Parent.CurrentBlowerSpeed.Value Rotate() until script.Parent.CurrentBlowerSpeed.Value <= 0 or RunCycle == true if script.Parent.CurrentBlowerSpeed.Value <= 0 then script.Parent.CurrentBlowerSpeed.Value = 0 script.Parent.Parent.BeltSet.SoundMain:Stop() PlayAudio = false CompleteStop = true script.Parent.Parent.BeltSet.SoundMain.Volume = 0 script.Parent.Parent.BeltSet.SoundMain.PlaybackSpeed = script.Parent.CurrentBlowerSpeed.Value Rotate() end end end) script.Parent.BlowerOn.Changed:Connect(function() if script.Parent.BlowerOn.Value == true then script.Parent.Parent.BeltSet.SoundMain.Volume = 0.5 script.Parent.Parent.BeltSet.MotorStart:Play() else script.Parent.Parent.BeltSet.MotorStart:Stop() end end) script.Parent.Parent.BeltSet.Sound.Changed:Connect(function() script.Parent.SpeedInvert.Value = script.Parent.Parent.BeltSet.SoundMain.PlaybackSpeed * -1 script.Parent.Parent.BeltSet.MotorStart.Volume = script.Parent.SpeedInvert.Value + 1 end) SirenAddress.SirenHeadMovingPartsMain.Sound.SoundMain.On.Changed:Connect(function() if SirenAddress.SirenHeadMovingPartsMain.Sound.SoundMain.On.Value == true and script.Parent.BlowerOn.Value == false then script.Parent.Parent.BeltSet.Sound.PlaybackSpeed = 0.68 end end)
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.38 , --[[ 4 ]] 1.13 , --[[ 5 ]] 0.63 , --[[ 6 ]] 0.47 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
-- Testing AC FE support
local event = script.Parent local car=script.Parent.Parent local LichtNum = 0 event.OnServerEvent:connect(function(player,data) if data['ToggleLight'] then if car.Body.Light.on.Value==true then car.Body.Light.on.Value=false else car.Body.Light.on.Value=true end elseif data['EnableBrakes'] then car.Body.Brakes.on.Value=true elseif data['DisableBrakes'] then car.Body.Brakes.on.Value=false elseif data['ToggleLeftBlink'] then if car.Body.Left.on.Value==true then car.Body.Left.on.Value=false else car.Body.Left.on.Value=true end elseif data['ToggleRightBlink'] then if car.Body.Right.on.Value==true then car.Body.Right.on.Value=false else car.Body.Right.on.Value=true end elseif data['ReverseOn'] then car.Body.Reverse.on.Value=true elseif data['ReverseOff'] then car.Body.Reverse.on.Value=false elseif data['ToggleStandlicht'] then if LichtNum == 0 then LichtNum = 2 car.Body.Headlight.on.Value = true elseif LichtNum == 1 then LichtNum = 2 car.Body.Headlight.on.Value = true elseif LichtNum == 2 then LichtNum = 3 car.Body.Highlight.on.Value = true elseif LichtNum == 3 then LichtNum = 1 car.Body.Highlight.on.Value = false car.Body.Headlight.on.Value = false end elseif data["ToggleHazards"] then if car.Body.Hazards.on.Value == false then car.Body.Hazards.on.Value = true elseif car.Body.Hazards.on.Value == true then car.Body.Hazards.on.Value = false end end end)
--------| Variables |--------
local b = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function weld(folder, main, parent) for _,child in pairs(parent:GetChildren()) do if ((child:IsA("BasePart")) and (child ~= main) and (child.Name ~= "Head") and (child.Name ~= "UpperTorso")) then local weld = Instance.new("WeldConstraint") weld.Parent = folder weld.Name = "Weld" weld.Part0, weld.Part1 = child, main end weld(folder, main, child) end end -- weld()
-- Update loop; on every loop, checks if an object should be made and, if so, creates that object
local last = tick() while wait() do local now = tick() local delta = now - last for _, object in ipairs(fallingStuffTable) do if checkIfShouldDrop(object, delta) then local obj = object.MODEL:Clone() positionFallingObject(obj) setupFallingObjectCollisions(obj, object.DAMAGE) objectCleanup(obj, object.CLEANUP_DELAY_IN_SECONDS) end end last = now end
-- setup based on rig type (r15 or r6)
if humanoid.RigType == Enum.HumanoidRigType.R15 then rigtype = "R15" torso = character:WaitForChild("UpperTorso") lowertorso = character:WaitForChild("LowerTorso") larm = character:WaitForChild("LeftUpperArm") rarm = character:WaitForChild("RightUpperArm") -- setup variables waist = torso:WaitForChild("Waist") oldc0 = waist.C0 leftshoulder = character:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder") rightshoulder = character:WaitForChild("RightUpperArm"):WaitForChild("RightShoulder") -- make fake lower torso fakelowertorso = Instance.new("Part") fakelowertorso.Name = "LowerTorso" fakelowertorso.CanCollide = false fakelowertorso.Anchored = false fakelowertorso.CanTouch = false fakelowertorso.Transparency = 1 --fakelowertorso.Massless = true fakelowertorso.Parent = viewmodel -- faketorso.Size = torso.Size fakeroot.Size = rootpart.Size fakelowertorso.Size = lowertorso.Size faketorso.CFrame = fakeroot.CFrame roothipclone = lowertorso:WaitForChild("Root"):Clone() roothipclone.Parent = fakelowertorso roothipclone.Part0 = fakeroot roothipclone.Part1 = fakelowertorso -- if firstperson_waist_movements_enabled then waistclone = torso:WaitForChild("Waist"):Clone() waistclone.Parent = faketorso waistclone.Part0 = fakelowertorso waistclone.Part1 = faketorso else -- waist movements not enabled, replace waist joint with a weld waistclone = Instance.new("Weld") waistclone.Parent = faketorso waistclone.Part0 = fakelowertorso waistclone.Part1 = faketorso waistclone.C0 = waist.C0 waistclone.C1 = waist.C1 end -- leftshoulderclone = leftshoulder:Clone() leftshoulderclone.Name = "LeftShoulderClone" leftshoulderclone.Parent = faketorso leftshoulderclone.Part0 = larm -- rightshoulderclone = rightshoulder:Clone() rightshoulderclone.Name = "RightShoulderClone" rightshoulderclone.Parent = faketorso rightshoulderclone.Part0 = rarm -- add the arms table.insert(armparts, character:WaitForChild("RightLowerArm")) table.insert(armparts, character:WaitForChild("LeftUpperArm")) table.insert(armparts, character:WaitForChild("RightUpperArm")) table.insert(armparts, character:WaitForChild("LeftLowerArm")) table.insert(armparts, character:WaitForChild("RightLowerArm")) table.insert(armparts,character:WaitForChild("LeftHand")) table.insert(armparts,character:WaitForChild("RightHand")) else rigtype = "R6" torso = character:WaitForChild("Torso") -- add the arms table.insert(armparts, character:WaitForChild("Right Arm")) table.insert(armparts, character:WaitForChild("Left Arm")) -- setup variables roothip = rootpart:FindFirstChildOfClass("Motor6D") oldc0 = roothip.C0 leftshoulder = torso:WaitForChild("Left Shoulder") rightshoulder = torso:WaitForChild("Right Shoulder") -- faketorso.Size = torso.Size fakeroot.Size = rootpart.Size faketorso.CFrame = fakeroot.CFrame roothipclone = roothip:Clone() roothipclone.Parent = fakeroot roothipclone.Part0 = fakeroot roothipclone.Part1 = faketorso -- leftshoulderclone = leftshoulder:Clone() leftshoulderclone.Name = "LeftShoulderClone" leftshoulderclone.Parent = torso leftshoulderclone.Part0 = torso -- rightshoulderclone = rightshoulder:Clone() rightshoulderclone.Name = "RightShoulderClone" rightshoulderclone.Parent = torso rightshoulderclone.Part0 = torso -- larm = character:WaitForChild("Left Arm") rarm = character:WaitForChild("Right Arm") end if firstperson_arm_transparency >= 1 then armsvisible = false end
--Kyles45678
if not game:IsLoaded() then game.Loaded:Wait() end local ply = game.Players.LocalPlayer local inGame = ply:WaitForChild("InGame") local repStoreService = game:GetService("ReplicatedStorage") local userInputService = game:GetService("UserInputService") local gui = script.Parent local defaultView = gui.Default local mobileView = gui.Mobile local gameFolder = repStoreService:WaitForChild("Game") local IM = require(gameFolder.Modules:WaitForChild("IsMobile")) local function toggleGameUI() local ism = IM.isMobile() defaultView.Visible = not ism mobileView.Visible = ism end toggleGameUI() userInputService.InputBegan:Connect(function(inputObj, GPE) --if GPE then return end if inputObj.UserInputType == Enum.UserInputType.MouseMovement and userInputService.MouseEnabled and mobileView.Visible then toggleGameUI() elseif inputObj.UserInputType == Enum.UserInputType.Touch and not userInputService.MouseEnabled and defaultView.Visible then toggleGameUI() end end) local function onInGameChange() gui.Enabled = inGame.Value end inGame.Changed:Connect(onInGameChange) onInGameChange()
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then
-- Set up the event handler for the GClippsly button
Minimalise.MouseButton1Click:Connect(toggleWindow)
-- declarations
local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") local regening = false
-- Keyboard controller is really keyboard and mouse controller
local computerInputTypeToModuleMap = { [Enum.UserInputType.Keyboard] = Keyboard, [Enum.UserInputType.MouseButton1] = Keyboard, [Enum.UserInputType.MouseButton2] = Keyboard, [Enum.UserInputType.MouseButton3] = Keyboard, [Enum.UserInputType.MouseWheel] = Keyboard, [Enum.UserInputType.MouseMovement] = Keyboard, [Enum.UserInputType.Gamepad1] = Gamepad, [Enum.UserInputType.Gamepad2] = Gamepad, [Enum.UserInputType.Gamepad3] = Gamepad, [Enum.UserInputType.Gamepad4] = Gamepad, } local lastInputType function ControlModule.new() local self = setmetatable({},ControlModule) -- The Modules above are used to construct controller instances as-needed, and this -- table is a map from Module to the instance created from it self.controllers = {} self.activeControlModule = nil -- Used to prevent unnecessarily expensive checks on each input event self.activeController = nil self.touchJumpController = nil self.moveFunction = Players.LocalPlayer.Move self.humanoid = nil self.lastInputType = Enum.UserInputType.None -- For Roblox self.vehicleController self.humanoidSeatedConn = nil self.vehicleController = nil self.touchControlFrame = nil self.vehicleController = VehicleController.new(CONTROL_ACTION_PRIORITY) Players.LocalPlayer.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) Players.LocalPlayer.CharacterRemoving:Connect(function(char) self:OnCharacterRemoving(char) end) if Players.LocalPlayer.Character then self:OnCharacterAdded(Players.LocalPlayer.Character) end RunService:BindToRenderStep("ControlScriptRenderstep", Enum.RenderPriority.Input.Value, function(dt) self:OnRenderStepped(dt) end) UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self:OnLastInputTypeChanged(newLastInputType) end) UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end) Players.LocalPlayer:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnTouchMovementModeChange() end) UserGameSettings:GetPropertyChangedSignal("ComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end) Players.LocalPlayer:GetPropertyChangedSignal("DevComputerMovementMode"):Connect(function() self:OnComputerMovementModeChange() end) --[[ Touch Device UI ]]-- self.playerGui = nil self.touchGui = nil self.playerGuiAddedConn = nil UserInputService:GetPropertyChangedSignal("ModalEnabled"):Connect(function() self:UpdateTouchGuiVisibility() end) if UserInputService.TouchEnabled then self.playerGui = Players.LocalPlayer:FindFirstChildOfClass("PlayerGui") if self.playerGui then self:CreateTouchGuiContainer() self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) else self.playerGuiAddedConn = Players.LocalPlayer.ChildAdded:Connect(function(child) if child:IsA("PlayerGui") then self.playerGui = child self:CreateTouchGuiContainer() self.playerGuiAddedConn:Disconnect() self.playerGuiAddedConn = nil self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end end) end else self:OnLastInputTypeChanged(UserInputService:GetLastInputType()) end return self end
-- Function to bind to Unequip event
local function unequip() if connection then connection:disconnect() end mouse.Icon = oldIcon neck.C0 = oldNeckC0 shoulder.C0 = oldShoulderC0 end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 0.5 -- cooldown for use of the tool again ZoneModelName = "Random homing bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
----------//Render Functions\\----------
Run.RenderStepped:Connect(function(step) HeadMovement() renderGunRecoil() renderCam() if ViewModel and LArm and RArm and WeaponInHand then --Check if the weapon and arms are loaded local mouseDelta = User:GetMouseDelta() SwaySpring:accelerate(Vector3.new(mouseDelta.x/60, mouseDelta.y/60, 0)) local swayVec = SwaySpring.p local TSWAY = swayVec.z local XSSWY = swayVec.X local YSSWY = swayVec.Y local Sway = CFrame.Angles(YSSWY,XSSWY,XSSWY) if BipodAtt then local BipodRay = Ray.new(UnderBarrelAtt.Main.Position, Vector3.new(0,-1.75,0)) local BipodHit, BipodPos, BipodNorm = workspace:FindPartOnRayWithIgnoreList(BipodRay, Ignore_Model, false, true) if BipodHit then CanBipod = true if CanBipod and BipodActive and not runKeyDown and (GunStance == 0 or GunStance == 2) then TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,255), ImageTransparency = .123}):Play() if not aimming then BipodCF = BipodCF:Lerp(CFrame.new(0,(((UnderBarrelAtt.Main.Position - BipodPos).magnitude)-1) * (-1.5), 0),.2) else BipodCF = BipodCF:Lerp(CFrame.new(),.2) end else BipodActive = false BipodCF = BipodCF:Lerp(CFrame.new(),.2) TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,255,0), ImageTransparency = .5}):Play() end else BipodActive = false CanBipod = false BipodCF = BipodCF:Lerp(CFrame.new(),.2) TS:Create(SE_GUI.GunHUD.Att.Bipod, TweenInfo.new(.1,Enum.EasingStyle.Linear), {ImageColor3 = Color3.fromRGB(255,0,0), ImageTransparency = .5}):Play() end end AnimPart.CFrame = cam.CFrame * NearZ * BipodCF * maincf * gunbobcf * aimcf if not AnimData.GunModelFixed then WeaponInHand:SetPrimaryPartCFrame( ViewModel.PrimaryPart.CFrame * guncf ) end if running then gunbobcf = gunbobcf:Lerp(CFrame.new( 0.025 * (charspeed/10) * math.sin(tick() * 8), 0.025 * (charspeed/10) * math.cos(tick() * 16), 0 ) * CFrame.Angles( math.rad( 1 * (charspeed/10) * math.sin(tick() * 16) ), math.rad( 1 * (charspeed/10) * math.cos(tick() * 8) ), math.rad(0) ), 0.1) else gunbobcf = gunbobcf:Lerp(CFrame.new( 0.005 * math.sin(tick() * 1.5), 0.005 * math.cos(tick() * 2.5), 0 ), 1) end local AimTiming = 0 if WeaponData.adsTime then AimTiming += step / (WeaponData.adsTime * 0.1) else AimTiming = 0.2 end if CurAimpart and aimming and AnimDebounce and not CheckingMag then if not NVG or WeaponInHand.AimPart:FindFirstChild("NVAim") == nil then if AimPartMode == 1 then TS:Create(cam,AimTween,{FieldOfView = ModTable.ZoomValue}):Play() maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * CurAimpart.CFrame:toObjectSpace(cam.CFrame), AimTiming) else TS:Create(cam,AimTween,{FieldOfView = ModTable.Zoom2Value}):Play() maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * CurAimpart.CFrame:toObjectSpace(cam.CFrame), AimTiming) end else TS:Create(cam,AimTween,{FieldOfView = 70}):Play() maincf = maincf:Lerp(maincf * CFrame.new(0,0,-.5) * recoilcf * Sway:inverse() * (WeaponInHand.AimPart.CFrame * WeaponInHand.AimPart.NVAim.CFrame):toObjectSpace(cam.CFrame), AimTiming) end else TS:Create(cam,AimTween,{FieldOfView = 70}):Play() maincf = maincf:Lerp(AnimData.MainCFrame * recoilcf * Sway:inverse(), AimTiming) end for index, Part in pairs(WeaponInHand:GetDescendants()) do if Part:IsA("BasePart") and Part.Name == "SightMark" then local dist_scale = Part.CFrame:pointToObjectSpace(cam.CFrame.Position)/Part.Size local reticle = Part.SurfaceGui.Border.Scope reticle.Position=UDim2.new(.5+dist_scale.x,0,.5-dist_scale.y,0) if Part.SurfaceGui.Border:FindFirstChild("Vignette") then --Part.SurfaceGui.Border.Vignette.Position = reticle.Position end end end recoilcf = recoilcf:Lerp(CFrame.new() * CFrame.Angles( math.rad(RecoilSpring.p.X), math.rad(RecoilSpring.p.Y), math.rad(RecoilSpring.p.z)), AimTiming) if WeaponData.CrossHair then if aimming then CHup = CHup:Lerp(UDim2.new(.5,0,.5,0),AimTiming) CHdown = CHdown:Lerp(UDim2.new(.5,0,.5,0),AimTiming) CHleft = CHleft:Lerp(UDim2.new(.5,0,.5,0),AimTiming) CHright = CHright:Lerp(UDim2.new(.5,0,.5,0),AimTiming) else local Normalized = ((WeaponData.CrosshairOffset + BSpread + (charspeed * WeaponData.WalkMult * ModTable.WalkMult) ) / 50)/10 CHup = CHup:Lerp(UDim2.new(0.5, 0, 0.5 - Normalized,0),0.5) CHdown = CHdown:Lerp(UDim2.new(.5, 0, 0.5 + Normalized,0),0.5) CHleft = CHleft:Lerp(UDim2.new(.5 - Normalized, 0, 0.5, 0),0.5) CHright = CHright:Lerp(UDim2.new(.5 + Normalized, 0, 0.5, 0),0.5) end Crosshair.Position = UDim2.new(0,mouse.X,0,mouse.Y) Crosshair.Up.Position = CHup Crosshair.Down.Position = CHdown Crosshair.Left.Position = CHleft Crosshair.Right.Position = CHright else CHup = CHup:Lerp(UDim2.new(.5,0,.5,0),AimTiming) CHdown = CHdown:Lerp(UDim2.new(.5,0,.5,0),AimTiming) CHleft = CHleft:Lerp(UDim2.new(.5,0,.5,0),AimTiming) CHright = CHright:Lerp(UDim2.new(.5,0,.5,0),AimTiming) Crosshair.Position = UDim2.new(0,mouse.X,0,mouse.Y) Crosshair.Up.Position = CHup Crosshair.Down.Position = CHdown Crosshair.Left.Position = CHleft Crosshair.Right.Position = CHright end if BSpread then local currTime = time() if currTime - LastSpreadUpdate > (60/WeaponData.ShootRate) * 2 and not shooting and BSpread > WeaponData.MinSpread * ModTable.MinSpread then BSpread = math.max(WeaponData.MinSpread * ModTable.MinSpread, BSpread - WeaponData.AimInaccuracyDecrease * ModTable.AimInaccuracyDecrease) end if currTime - LastSpreadUpdate > (60/WeaponData.ShootRate) * 1.5 and not shooting and RecoilPower > WeaponData.MinRecoilPower * ModTable.MinRecoilPower then RecoilPower = math.max(WeaponData.MinRecoilPower * ModTable.MinRecoilPower, RecoilPower - WeaponData.RecoilPowerStepAmount * ModTable.RecoilPowerStepAmount) end end if LaserActive and Pointer ~= nil then if NVG then Pointer.Transparency = 0 Pointer.Beam.Enabled = true else if not gameRules.RealisticLaser then Pointer.Beam.Enabled = true else Pointer.Beam.Enabled = false end if IRmode then Pointer.Transparency = 1 else Pointer.Transparency = 0 end end for index, Key in pairs(WeaponInHand:GetDescendants()) do if Key:IsA("BasePart") and Key.Name == "LaserPoint" then local L_361_ = Ray.new(Key.CFrame.Position, Key.CFrame.LookVector * 1000) local Hit, Pos, Normal = workspace:FindPartOnRayWithIgnoreList(L_361_, Ignore_Model, false, true) if Hit then Pointer.CFrame = CFrame.new(Pos, Pos + Normal) else Pointer.CFrame = CFrame.new(cam.CFrame.Position + Key.CFrame.LookVector * 2000, Key.CFrame.LookVector) end if HalfStep and gameRules.ReplicatedLaser then Evt.SVLaser:FireServer(Pos,1,Pointer.Color,IRmode,WeaponTool) end break end end end end if ACS_Client:GetAttribute("Surrender") then char.Humanoid.WalkSpeed = 0 elseif script.Parent:GetAttribute("Injured") then SetWalkSpeed(gameRules.InjuredCrouchWalkSpeed) elseif runKeyDown then SetWalkSpeed(gameRules.RunWalkSpeed) Crouched = false Proned = false elseif Crouched then SetWalkSpeed(gameRules.CrouchWalkSpeed) elseif Proned then SetWalkSpeed(gameRules.ProneWalksSpeed) elseif Steady then SetWalkSpeed(gameRules.SlowPaceWalkSpeed) else SetWalkSpeed(gameRules.NormalWalkSpeed) end end)
-- functions
function onDied() sDied:Play() end function onState(state, sound) if state then sound:Play() else sound:Pause() end end function onRunning(speed) if speed>0 then sRunning:Play() else sRunning:Pause() end end