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--local Sprinting =false
local L_103_ = L_79_.new(Vector3.new()) L_103_.s = 15 L_103_.d = 0.5 game:GetService("UserInputService").InputChanged:connect(function(L_208_arg1) --Get the mouse delta for the gun sway if L_208_arg1.UserInputType == Enum.UserInputType.MouseMovement then L_98_ = math.min(math.max(L_208_arg1.Delta.x, -L_100_), L_100_) L_99_ = math.min(math.max(L_208_arg1.Delta.y, -L_100_), L_100_) end end) L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still L_98_ = 0 L_99_ = 0 end) local L_104_ = false local L_105_ = CFrame.new() local L_106_ = CFrame.new() local L_107_ = 0 local L_108_ = .2 local L_109_ = 17 local L_110_ = 0 local L_111_ = 5 local L_112_ = .3 local L_113_, L_114_ = 0, 0 local L_115_ = nil local L_116_ = nil local L_117_ = nil L_3_.Humanoid.Running:connect(function(L_209_arg1) if L_209_arg1 > 1 then L_104_ = true else L_104_ = false end end)
-----Settings------
local mySettings = marine.Settings
-- Allocate works similarly to Pull, except it tries to reuse objects that exist in the specified bin. -- This removes the need to recycle every object during every frame.
function recyclingBin:Allocate(objectType,needed,bin) local allocation = {} local allocated = 0 for _,v in pairs(bin:GetChildren()) do if v:IsA(objectType) then allocated = allocated + 1 if allocated > needed then self:Recycle(v) else allocation[allocated] = v end end end while allocated < needed do allocated = allocated + 1 allocation[allocated] = self:Pull(objectType,bin) end return allocation end return recyclingBin
--[[Savin' Dem Stats --]]
game.Players.PlayerRemoving:connect(function(player) local datastore = game:GetService("DataStoreService"):GetDataStore(player.Name.."Stats") local statstorage = player:FindFirstChild("leaderstats"):GetChildren() for i = 1, #statstorage do datastore:SetAsync(statstorage[i].Name, statstorage[i].Value) print("saved data number "..i) end print("Stats successfully saved") end)
-- Only called on the client
function Grid:_onAddGridObjectRejected(objectTypeName, cellId, rotation, face) self.tempContentsManager:removeByName(objectTypeName .. "|" .. tostring(cellId)) end local function destroyAllWelds(part) local weld = part:FindFirstChild("WeldConstraint") while weld do weld:Destroy() weld = part:FindFirstChild("WeldConstraint") end end function Grid:_onDestroyObject(part) if part:IsDescendantOf(self.contentsManager.folder) then local connectedParts = part:GetConnectedParts() self.contentsManager:removeByName(part.Name) local removedPartSet = { part } for _, connectedPart in ipairs(connectedParts) do if connectedPart and removedPartSet[connectedPart] == nil and (not connectedPart:IsGrounded()) then local recursivelyConnectedParts = connectedPart:GetConnectedParts(true) if not self.physicallySimulateDestruction then for _, recursivelyConnectedPart in ipairs(recursivelyConnectedParts) do if not SceneryManager.isScenery(recursivelyConnectedPart) then self.contentsManager:removeByName(recursivelyConnectedPart.Name) end end if not SceneryManager.isScenery(connectedPart) then self.contentsManager:removeByName(connectedPart.Name) end else local hasHitGround = false self:_performFadeOutAnimation(recursivelyConnectedParts) for _, recursivelyConnectedPart in ipairs(recursivelyConnectedParts) do if removedPartSet[recursivelyConnectedPart] == nil and not SceneryManager.isScenery(recursivelyConnectedPart) then self.contentsManager:removeByName(recursivelyConnectedPart.Name, nil, true) PhysicsService:SetPartCollisionGroup(recursivelyConnectedPart, "Default") removedPartSet[recursivelyConnectedPart] = true local connections = {} table.insert(connections, recursivelyConnectedPart.Touched:Connect(function(otherPart) if SceneryManager.isScenery(otherPart) and hasHitGround == false then hasHitGround = true for _, partToDestroy in ipairs(recursivelyConnectedParts) do destroyAllWelds(partToDestroy) end for _, connection in ipairs(connections) do connection:Disconnect() end connections = {} end end)) end end end end end end end function Grid:_performFadeOutAnimation(recursivelyConnectedParts) for _, partToFade in ipairs(recursivelyConnectedParts) do CollectionService:AddTag(partToFade, "WeaponsSystemIgnore") local fadeOutTween = TweenService:Create( partToFade, TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 5), { Transparency = 1 } ) fadeOutTween.Completed:Connect(function() partToFade:Destroy() end) fadeOutTween:Play() end end function Grid:setPlacementCFrame(cframe, simpleObjectType, rotation, faceRotation) if cframe == nil or cframe.Position == nil or cframe.LookVector == nil or simpleObjectType == nil then self:_destroyPreview() return end local ignoreList = { Players, game.Workspace.CurrentCamera, } if self.preview and self.preview.part then table.insert(ignoreList, self.preview.part) end local _, hitPoint = penetrateCast(Ray.new(cframe.Position, cframe.LookVector.Unit * 100 * Grid.CELL_DIMENSIONS.Magnitude), ignoreList ) local rayLength = math.min((hitPoint - cframe.Position).Magnitude, 100 * Grid.CELL_DIMENSIONS.Magnitude) self:_updatePreview(cframe, rayLength, simpleObjectType, rotation, faceRotation) end function Grid:placePreview() if self.preview and self.preview.objectType ~= nil and self.preview.cell ~= nil and self.preview.rotation ~= nil then local placed = self.tempContentsManager:add(self.preview.objectType, self.preview.cell.id) if placed then AddGridObject:FireServer(self.preview.objectType.name, self.preview.cell.id) end self:_destroyPreview() end end function Grid:_destroyPreview() if self.tempContentsManager ~= nil and self.preview ~= nil then if self.preview.part then self.preview.part.Transparency = 1 end self.preview.cell = nil self.preview.rotation = nil self.preview.face = nil end end function Grid:renderPreview(objectType, cell) objectType:render(self.tempContentsManager, cell, true) end function Grid:canPlace(objectType, cell) return self.tempContentsManager:canPlace(objectType, cell.id) end local function getPrimaryAxisAndDirection(cframe) local lookUnitVector = cframe.LookVector.Unit local lookVectorMaxComponent = math.max(math.abs(lookUnitVector.X), math.abs(lookUnitVector.Y), math.abs(lookUnitVector.Z)) if math.abs(lookUnitVector.X) == lookVectorMaxComponent then return Enum.Axis.X, math.sign(lookUnitVector.X) elseif math.abs(lookUnitVector.Z) == lookVectorMaxComponent then return Enum.Axis.Z, math.sign(lookUnitVector.Z) else return Enum.Axis.Y, math.sign(lookUnitVector.Y) end end local function cellWithinRange(originCell, targetCell) local cellDist = targetCell.id - originCell.id return math.abs(cellDist.X) <= 1 and math.abs(cellDist.Y) <= 1 and math.abs(cellDist.Z) <= 1 end function Grid:_getCandidateCells(originCFrame, targetCFrame) local originCell = Cell.newFromWorldVector(self, originCFrame.Position) local targetCell = Cell.newFromWorldVector(self, targetCFrame.Position) local primaryLookAxis, axisDirection = getPrimaryAxisAndDirection(targetCFrame) local candidateCells = {} local axes = { Enum.Axis.X, Enum.Axis.Y, Enum.Axis.Z, } for _, axis in ipairs(axes) do if axis ~= primaryLookAxis then local axisAsVec3 = Vector3.FromAxis(axis) if axis ~= Enum.Axis.Y then if axisAsVec3:Dot(targetCFrame.LookVector.Unit) > 0.5 then local candidateCell = Cell.new(self, targetCell.id + axisAsVec3) if cellWithinRange(originCell, candidateCell) then table.insert(candidateCells, Cell.new(self, targetCell.id + axisAsVec3)) end elseif (-1 * axisAsVec3):Dot(targetCFrame.LookVector.Unit) > 0.5 then local candidateCell = Cell.new(self, targetCell.id + -1 * axisAsVec3) if cellWithinRange(originCell, candidateCell) then table.insert(candidateCells, candidateCell) end end else local candidateCell = Cell.new(self, targetCell.id + axisAsVec3) if cellWithinRange(originCell, candidateCell) then table.insert(candidateCells, Cell.new(self, targetCell.id + axisAsVec3)) end candidateCell = Cell.new(self, targetCell.id + -1 * axisAsVec3) if cellWithinRange(originCell, candidateCell) then table.insert(candidateCells, candidateCell) end end end end if targetCell.id ~= originCell.id then table.insert(candidateCells, targetCell) end -- TODO: Try to get the right feel without conditional logic on the Y angle local lookVector = targetCFrame.LookVector.Unit local lookVectorYAngle = math.deg(math.atan(lookVector.Y / math.sqrt(lookVector.X * lookVector.X + lookVector.Z * lookVector.Z))) if math.abs(lookVectorYAngle) > 65 then if targetCell.id ~= originCell.id then local candidateCell = Cell.new(self, targetCell.id + Vector3.FromAxis(primaryLookAxis) * -1 * axisDirection) if cellWithinRange(originCell, candidateCell) then table.insert(candidateCells, candidateCell) end else table.insert(candidateCells, targetCell) end end table.sort(candidateCells, function(cell1, cell2) return (originCFrame.Position - cell1.center).Magnitude < (originCFrame.Position - cell2.center).Magnitude end) return candidateCells end function Grid:_updatePreview(cframe, maxDist, simpleObjectType, rotation, faceRotation) local candidateCells = self:_getCandidateCells(cframe, CFrame.new( cframe.Position + math.min(Grid.CELL_DIMENSIONS.X, maxDist) * cframe.LookVector.Unit, cframe.Position + 2 * (math.min(Grid.CELL_DIMENSIONS.X, maxDist) * cframe.LookVector.Unit) )) local lookRotation if math.sign(cframe.LookVector.Z) > 0 and math.abs(cframe.LookVector.Z) >= math.abs(cframe.LookVector.X) then lookRotation = 0 elseif math.sign(cframe.LookVector.X) > 0 and math.abs(cframe.LookVector.Z) <= math.abs(cframe.LookVector.X) then lookRotation = 90 elseif math.sign(cframe.LookVector.Z) < 0 and math.abs(cframe.LookVector.Z) >= math.abs(cframe.LookVector.X) then lookRotation = 180 elseif math.sign(cframe.LookVector.X) < 0 and math.abs(cframe.LookVector.Z) <= math.abs(cframe.LookVector.X) then lookRotation = 270 end if BitOps.getVerticalFaceFromOccupancy(ObjectTypeConfigurations[simpleObjectType].OCCUPANCY) then rotation = 0 end local actualRotation = (lookRotation + rotation) % 360 local objectTypeName = simpleObjectType .. "$" .. actualRotation .. "$" .. faceRotation local objectType = self.objectTypes[objectTypeName] if objectType == nil then error("Trying to place preview of unknown object type " .. objectTypeName) end for _, candidateCell in ipairs(candidateCells) do if self:canPlace(objectType, candidateCell) then self:renderPreview(objectType, candidateCell) return end end self:_destroyPreview() end function Grid:destroy() self:_destroyPreview() if self.contentsFolder then self.contentsFolder:Destroy() self.contentsFolder = nil end if self.tempContentsFolder then self.tempContentsFolder:Destroy() self.tempContentsFolder = nil end for _, connection in pairs(self.connections) do connection:Disconnect() end self.connections = nil end return Grid
-- DefaultValue for spare ammo
local SpareAmmo = 300
-- Libraries
Security = require(Tool.SecurityModule); History = require(Tool.HistoryModule); Selection = require(Tool.SelectionModule); Targeting = require(Tool.TargetingModule); Region = require(Tool['Region by AxisAngle']); RbxUtility = LoadLibrary 'RbxUtility'; Create = RbxUtility.Create;
--Variables
local character = script.Parent local humanoid = character:WaitForChild("Humanoid")
-- Import the necessary modules -- Import the necessary modules
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players")
--[[ Cleaner alternative to GetNameFromUserIdAsync that caches to avoid constant yielding. Functions.UserIdToUsername( userId, <-- |REQ| User ID ) --]]
return function(userId) --- Check cache if cachedUsernames[userId] then --- Return cache return cachedUsernames[userId] else --- Grab username from web local username local success = pcall(function() username = game.Players:GetNameFromUserIdAsync(userId) end) --- Failed :( if not success then return end --- Success! Updating cache cachedUsernames[userId] = username -- return username end end
--Aesthetics
Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 3140355872; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = false; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {505757009,}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 1; WelcomeRankNotice = false; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = false; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--// Handling Settings
Firerate = 60 / 625; -- 60 = 1 Minute, 625 = Rounds per that 60 seconds. DO NOT TOUCH THE 60! FireMode = 2; -- 1 = Semi, 2 = Auto, 3 = Burst, 4 = Bolt Action, 5 = Shot, 6 = Explosive
--local pathfinder = require(game.ServerScriptService.Pathfinder)
K9 = script.Parent.Parent.K9.Value a1 = Instance.new("Attachment") a1.Parent = K9.Callor a2 = Instance.new("Attachment") a2.Parent = adminchar["Left Arm"] rope = Instance.new("RopeConstraint") rope.Parent = K9.Badge rope.Enabled = false rope.Attachment0 = a2 rope.Attachment1 = a1 rope.Length = 7 rope.Color = BrickColor.new("Really black") rope.Thickness = 0.07 a2.Position = Vector3.new(0.04, -1, 0.01) local plr = script.Parent.Parent.Player.Value plr.CharacterRemoving:connect(function() script.Parent.Parent.K9.Value:Destroy() end) script.Parent.Teleport.MouseButton1Click:connect(function () following = false roaming = false attacking = false tracking = false K9.Humanoid.Sit = false wait(.1) K9:MoveTo((adminchar.Torso.CFrame * CFrame.new(0,0,5)).p, adminchar.Torso) end) function Stay() following = false roaming = false attacking = false tracking = false K9.Humanoid.Sit = false wait(.1) K9.Humanoid:MoveTo(K9.Torso.Position, adminchar.Torso) end script.Parent.Stay.MouseButton1Click:connect(Stay) function Follow() following = false attacking = false tracking = false K9.Humanoid.Jump = false K9.Humanoid.Sit = false following = true repeat wait() K9.Humanoid.WalkSpeed = adminchar.Humanoid.WalkSpeed K9.Humanoid:MoveTo((adminchar.Torso.CFrame * CFrame.new(0,0,5)).p, adminchar.Torso) until not following following = false end script.Parent.Come.MouseButton1Click:connect(Follow) function SickEm() local Guibox = script.Parent.TargetLabel.Text plr = game.Players[Guibox] following = false roaming = false attacking = false tracking = false K9.Humanoid.Jump = false K9.Humanoid.Sit = false if plr and plr.Character and plr.Character:findFirstChild("Torso") and plr.Character:findFirstChild("Humanoid") then attacking = true local conn = K9.Mouth.Touched:connect(function(hit) if attacking == true and hit.Parent == plr.Character then repeat plr.Character.Humanoid.Health = plr.Character.Humanoid.Health -15 plr.Character.Humanoid.Sit = true Bark() plr.Character.Humanoid.WalkSpeed = 6 until plr.Character.Humanoid.Health <= 0 attacking = false Bark() Stay() end end) repeat wait() K9.Humanoid.WalkSpeed = plr.Character.Humanoid.WalkSpeed + 20 K9.Humanoid:MoveTo(plr.Character.Torso.Position, plr.Character.Torso) until not attacking plr.Character.Humanoid.WalkSpeed = 12 attacking = false conn:disconnect() end end script.Parent.Kill.MouseButton1Click:connect(SickEm) function Attack() local Guibox = script.Parent.TargetLabel.Text plr = game.Players[Guibox] following = false roaming = false attacking = false tracking = false K9.Humanoid.Jump = false K9.Humanoid.Sit = false if plr and plr.Character and plr.Character:findFirstChild("Torso") and plr.Character:findFirstChild("Humanoid") then attacking = true local conn = K9.Mouth.Touched:connect(function(hit) if attacking == true and hit.Parent == plr.Character then plr.Character.Humanoid.Health = plr.Character.Humanoid.Health -15 plr.Character.Humanoid.Sit = true Bark() plr.Character.Humanoid.WalkSpeed = 6 attacking = false Bark() Stay() end end) repeat wait() K9.Humanoid.WalkSpeed = plr.Character.Humanoid.WalkSpeed + 20 K9.Humanoid:MoveTo(plr.Character.Torso.Position, plr.Character.Torso) until not attacking plr.Character.Humanoid.WalkSpeed = 12 attacking = false conn:disconnect() end end script.Parent.Attack.MouseButton1Click:connect(Attack) function Bark() K9.Head.Bark:Play() end script.Parent.Bark.MouseButton1Click:connect(Bark) function Vest() if K9.Vest1.Transparency == 0 then VestOff() else if K9.Vest1.Transparency == 1 then VestOn() end end end script.Parent.ToggleVest.MouseButton1Click:connect(Vest) function VestOff() K9.Vest1.Transparency = 1 K9.K9NameInd.Transparency = 1 K9.K9NameInd.Left.Enabled = false K9.K9NameInd.Right.Enabled = false K9.Credit.Left.Enabled = false K9.Credit.Right.Enabled = false K9.Badge1.SurfaceGui.Enabled = false K9.Badge2.SurfaceGui.Enabled = false K9.Humanoid.MaxHealth = 150 K9.Humanoid.Health = 150 end function VestOn() K9.Vest1.Transparency = 0 K9.K9NameInd.Transparency = 0 K9.K9NameInd.Left.Enabled = true K9.K9NameInd.Right.Enabled = true K9.Credit.Left.Enabled = true K9.Credit.Right.Enabled = true K9.Badge1.SurfaceGui.Enabled = true K9.Badge2.SurfaceGui.Enabled = true K9.Humanoid.MaxHealth = 200 K9.Humanoid.Health = 200 end function Track() following = false attacking = false tracking = false K9.Humanoid.Jump = true K9.Humanoid.Sit = false local Guibox = script.Parent.TargetLabel.Text local plrz = game.Players[Guibox] if plrz and plrz.Character and plrz.Character:findFirstChild("Torso") and plrz.Character:findFirstChild("Humanoid") then following = true repeat wait() K9.Humanoid.WalkSpeed = plrz.Character.Humanoid.WalkSpeed+5 K9.Humanoid:MoveTo((plrz.Character.Torso.CFrame * CFrame.new(0,0,5)).p, plrz.Character.Torso) until not following following = false end end script.Parent.Track.MouseButton1Click:connect(Track) script.Parent.FindNearest.MouseButton1Click:connect(Track) function Leash() if rope.Visible == false then rope.Visible = true rope.Enabled = true Follow() else if rope.Visible == true then rope.Visible = false rope.Enabled = false end end end script.Parent.ToggleLeash.MouseButton1Click:connect(Leash) function CleanUp() for _,v in pairs(script.Parent.Parent.PlayerSelection:GetChildren()) do if v.Name ~= "Template" then v:Destroy() end end end script.Parent.TargetBox.Changed:connect(function (onChange) CleanUp() local searchTxt = script.Parent.TargetBox.Text local plrs = {} for _,player in pairs(game.Players:GetPlayers()) do if string.find(string.lower(player.Name), string.lower(searchTxt)) then table.insert(plrs, player) end end local PlrSel = script.Parent.Parent.PlayerSelection for i = 1, #plrs do local tem = PlrSel.Template:Clone() tem.Name = plrs[i].Name tem.Position = UDim2.new(0, 25, 0, ((i-1)*25)+5) tem.Parent = PlrSel tem.Text = plrs[i].Name tem.Visible = true tem.MouseButton1Down:connect(function () script.Parent.TargetLabel.Text = tem.Text CleanUp() end) PlrSel.CanvasSize = UDim2.new(0,0,0,(i*30)) end end)
--Script made by Shaakra--
while true do local stats = game.Players:findFirstChild(script.Parent.Parent.Name).leaderstats if stats.Spree.Value ~= nil then script.Parent.WalkSpeed = 16 + stats.Spree.Value/6 end if script.Parent.WalkSpeed > 32 then script.Parent.WalkSpeed = 32 end wait(1) end
-- Roblox User Input Control Modules - each returns a new() constructor function used to create controllers as needed
local Keyboard = require(script:WaitForChild("Keyboard")) local Gamepad = require(script:WaitForChild("Gamepad")) local TouchDPad = require(script:WaitForChild("TouchDPad")) local DynamicThumbstick = require(script:WaitForChild("DynamicThumbstick"))
-- Listen for changes to the selection and keep the focus updated
Selection.Changed:Connect(FocusOnLastSelectedPart); function GetCore() -- Returns the core API return require(script.Parent); end; local function GetVisibleChildren(Item, Table) local Table = Table or {} -- Search for visible items recursively for _, Item in pairs(Item:GetChildren()) do if IsVisible(Item) then Table[#Table + 1] = Item else GetVisibleChildren(Item, Table) end end -- Return visible items return Table end
wait(0.08)
weld55.C1 = CFrame.new(-0.35, 0.7, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.25, math.rad(-90)) weld33.C1 = CFrame.new(-0.75, 0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-70), math.rad(-15),0) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.8, 0.7) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.15, math.rad(-90)) Tool.BAR1.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR2.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR3.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR4.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR5.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BAR6.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BARCenter.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) Tool.BARCenter2.Mesh.Offset = Vector3.new(-0.1, 0, -0.2) wait(0.08) Tool.BAR1.Mesh.Offset = Vector3.new(-0.0, 0, -0.) Tool.BAR2.Mesh.Offset = Vector3.new(-0., 0, -0.) Tool.BAR3.Mesh.Offset = Vector3.new(-0., 0, -0.) Tool.BAR4.Mesh.Offset = Vector3.new(-0., 0, -0.) Tool.BAR5.Mesh.Offset = Vector3.new(-0., 0, -0.) Tool.BAR6.Mesh.Offset = Vector3.new(-0., 0, -0.) Tool.BARCenter.Mesh.Offset = Vector3.new(-0., 0, -0.) Tool.BARCenter2.Mesh.Offset = Vector3.new(-0., 0, -0.) wait(0.1) weld55.C1 = CFrame.new(-0.35, 0.8, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(275), 0.15, math.rad(-90)) wait(0.08) weld55.C1 = CFrame.new(-0.35, 0.7, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(280), 0.1, math.rad(-90)) wait(0.08) Tool.Reload:play() weld55.C1 = CFrame.new(-0.35, 0.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(285), 0.05, math.rad(-90)) wait(0.08) weld33.C1 = CFrame.new(-0.75, 0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-80), math.rad(-15),0) wait(0.08) weld33.C1 = CFrame.new(-0.75, 0.5, 0.35) * CFrame.fromEulerAnglesXYZ(math.rad(-90), math.rad(-15),0) weld55.C1 = CFrame.new(-0.35, 0.5, 0.6) * CFrame.fromEulerAnglesXYZ(math.rad(290), 0, math.rad(-90)) --bullets all in! =D script.Amo.Value = 6 -- amount of ammunition that can be discharged before reloading m.Text = "Ammo /"..script.Amo.Value end end end end function unequip1() print("Unequipped") if game.Players.LocalPlayer ~= nil then print("localplayer found") local m = game.Players.LocalPlayer:FindFirstChild("Message") if m ~= nil then m:remove() end end end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint local lookAt = (targetPos - character.Head.Position).unit fire(lookAt) wait(.01) Tool.Enabled = true end script.Parent.Activated:connect(onActivated) Tool.Equipped:connect(Equip) Tool.Unequipped:connect(Unequip) script.Parent.Equipped:connect(equip1) script.Parent.Unequipped:connect(unequip1)
----- MAGIC NUMBERS ABOUT THE TOOL ----- -- How much damage a bullet does
local Damage = 65
--For use incase ragdollsExisted cannot get to 0. For use with LdEnable.
--!nonstrict
local Slider = { Sliders = {} } local RunService = game:GetService("RunService") if not RunService:IsClient() then error("Slider module can only be used on the Client!", 2) return nil end local UserInputService = game:GetService("UserInputService") local TweenService = game:GetService("TweenService") local Clamp = math.clamp local Floor = math.floor local Min = math.min local Max = math.max local Round = math.round local Lower = string.lower local Upper = string.upper local Sub = string.sub local Format = string.format local Signal = require(script.Parent.Signal) Slider.__index = function(object, indexed) local deprecated = { {".OnChange", ".Changed", object.Changed} } for _, tbl in ipairs(deprecated) do local deprecatedStr = Sub(tbl[1], 2) if deprecatedStr == indexed then warn(Format("%s is deprecated, please use %s instead", tbl[1], tbl[2])) return tbl[3] end end return Slider[indexed] end export type sliderConfigDictionary = {[string]: number} function snapToScale(val, step) return Clamp(Floor(val / step) * step, 0, 1) end function lerp(start, finish, percent) return (1 - percent) * start + percent * finish end function map(value, start, stop, newStart, newEnd, constrain) local newVal = lerp(newStart, newEnd, getAlphaBetween(start, stop, value)) if not constrain then return newVal end if newStart < newEnd then newStart, newEnd = newEnd, newStart end return Max(Min(newVal, newStart), newEnd) end function getNewPosition(self, percent) local absoluteSize = self._button.AbsoluteSize[self._axis] local holderSize = self._holder.AbsoluteSize[self._axis] local anchorPoint = self._button.AnchorPoint[self._axis] local paddingScale = (self._padding / holderSize) local minScale = ( (anchorPoint * absoluteSize) / holderSize + paddingScale ) local decrement = ((2 * absoluteSize) * anchorPoint) - absoluteSize local maxScale = (1 - minScale) + (decrement / holderSize) local newPercent = map(percent or self._percent, 0, 1, minScale, maxScale, true) if self._axis == "X" then return UDim2.new(newPercent, self._button.Position.X.Offset, self._button.Position.Y.Scale, self._button.Position.Y.Offset) elseif self._axis == "Y" then return UDim2.fromScale(self._button.Position.X.Scale, newPercent) end end function getScaleIncrement(self) return 1 / ((self._config.End - self._config.Start) / self._config.Increment) end function getAlphaBetween(a, b, c) return (c - a) / (b - a) end function getNewValue(self) local newValue = lerp(self._config.Start, self._config.End, self._percent) local incrementScale = (1 / self._config.Increment) newValue = Floor(newValue * incrementScale) / incrementScale return newValue end function Slider.new(holder: any, configuration: sliderConfigDictionary, moveTweenInfo: TweenInfo, axis: string, padding: number) assert(pcall(function() return holder.AbsoluteSize, holder.AbsolutePosition end), "Holder argument does not have an AbsoluteSize/AbsolutePosition") local sliderBtn = holder:FindFirstChild("Slider") assert(sliderBtn ~= nil, "Failed to find slider button.") assert(sliderBtn:IsA("GuiButton"), "Slider is not a GuiButton") local duplicate = false for _, slider in ipairs(Slider.Sliders) do if slider._holder == holder then duplicate = true break end end assert(not duplicate, "Cannot set two sliders with same frame!") assert(configuration.Increment ~= nil, "Failed to find Increment in configuration table") assert(configuration.Start ~= nil, "Failed to find Start in configuration table") assert(configuration.End ~= nil, "Failed to find End in configuration table") assert(configuration.Increment > 0, "Increment must be greater than 0") assert(configuration.End > configuration.Start, "Config.End must be greater than Config.Start (" .. configuration.End .. " <= " .. configuration.Start .. ")") axis = axis or "x" axis = Lower(axis) assert(axis == "x" or axis == "y", "Axis must be X or Y!") assert(typeof(moveTweenInfo) == "TweenInfo", "MoveTweenInfo must be a TweenInfo object!") padding = padding or 5 assert(typeof(padding) == "number", "Padding variable must be a number!") local self = setmetatable({}, Slider) self._holder = holder self._button = sliderBtn self._config = configuration self._axis = Upper(axis) self._padding = padding self.IsHeld = false self._mainConnection = nil self._buttonConnections = {} self._inputPos = nil self._percent = 0 if configuration.DefaultValue then configuration.DefaultValue = Clamp(configuration.DefaultValue, configuration.Start, configuration.End) self._percent = getAlphaBetween(configuration.Start, configuration.End, configuration.DefaultValue) end self._percent = Clamp(self._percent, 0, 1) self._value = getNewValue(self) self._scaleIncrement = getScaleIncrement(self) self._currentTween = nil self._tweenInfo = moveTweenInfo or TweenInfo.new(1) self.Changed = Signal.new() self.Dragged = Signal.new() self.Released = Signal.new() self:Move() table.insert(Slider.Sliders, self) return self end function Slider:Track() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end table.insert(self._buttonConnections, self._button.MouseButton1Down:Connect(function() self.IsHeld = true end)) table.insert(self._buttonConnections, self._button.MouseButton1Up:Connect(function() if self.IsHeld then self.Released:Fire(self._value) end self.IsHeld = false end)) if self.Changed then self.Changed:Fire(self._value) end if self._mainConnection then self._mainConnection:Disconnect() end self._mainConnection = UserInputService.InputChanged:Connect(function(inputObject, gameProcessed) if inputObject.UserInputType == Enum.UserInputType.MouseMovement or inputObject.UserInputType == Enum.UserInputType.Touch then self._inputPos = inputObject.Position self:Update() end end) end function Slider:Update() if self.IsHeld and self._inputPos then local mousePos = self._inputPos[self._axis] local sliderSize = self._holder.AbsoluteSize[self._axis] local sliderPos = self._holder.AbsolutePosition[self._axis] local newPos = snapToScale((mousePos - sliderPos) / sliderSize, self._scaleIncrement) local percent = Clamp(newPos, 0, 1) self._percent = percent self:Move() self.Dragged:Fire(self._value) end end function Slider:Untrack() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end if self._mainConnection then self._mainConnection:Disconnect() end self.IsHeld = false end function Slider:Reset() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end if self._mainConnection then self._mainConnection:Disconnect() end self.IsHeld = false self._percent = 0 if self._config.DefaultValue then self._percent = getAlphaBetween(self._config.Start, self._config.End, self._config.DefaultValue) end self._percent = Clamp(self._percent, 0, 1) self:Move() end function Slider:OverrideValue(newValue: number) self.IsHeld = false self._percent = getAlphaBetween(self._config.Start, self._config.End, newValue) self._percent = Clamp(self._percent, 0, 1) self._percent = snapToScale(self._percent, self._scaleIncrement) self:Move() end function Slider:Move() self._value = getNewValue(self) if self._currentTween then self._currentTween:Cancel() end self._currentTween = TweenService:Create(self._button, self._tweenInfo, { Position = getNewPosition(self) }) self._currentTween:Play() self.Changed:Fire(self._value) end function Slider:OverrideVisualValue(newValue: number) if self.IsHeld then return false end local percent = getAlphaBetween(self._config.Start, self._config.End, newValue) percent = Clamp(percent, 0, 1) percent = snapToScale(percent, self._scaleIncrement) if self._currentTween then self._currentTween:Cancel() end self._currentTween = TweenService:Create(self._button, self._tweenInfo, { Position = getNewPosition(self, percent) }) self._currentTween:Play() end function Slider:OverrideIncrement(newIncrement: number) self._config.Increment = newIncrement self._scaleIncrement = getScaleIncrement(self) self._percent = Clamp(self._percent, 0, 1) self._percent = snapToScale(self._percent, self._scaleIncrement) self:Move() end function Slider:GetValue() return self._value end function Slider:GetIncrement() return self._increment end function Slider:Destroy() for _, connection in ipairs(self._buttonConnections) do connection:Disconnect() end if self._mainConnection then self._mainConnection:Disconnect() end self.Changed:Destroy() self.Dragged:Destroy() self.Released:Destroy() for index = 1, #Slider.Sliders do if Slider.Sliders[index] == self then table.remove(Slider.Sliders, index) end end setmetatable(self, nil) self = nil end UserInputService.InputEnded:Connect(function(inputObject, internallyProcessed) if inputObject.UserInputType == Enum.UserInputType.MouseButton1 or inputObject.UserInputType == Enum.UserInputType.Touch then for _, slider in ipairs(Slider.Sliders) do if slider.IsHeld then slider.Released:Fire(slider._value) end slider.IsHeld = false end end end) return Slider
-- goro7
local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 46) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update) update()
-- An object which can listen for updates on another state object.
export type Observer = Dependent & { -- kind: "Observer" (add this when Luau supports singleton types) onChange: (Observer, callback: () -> ()) -> (() -> ()) }
-- << CLIENT COMMANDS >>
local module = { ---------------------------------------------------------------------- ["wings"] = { Function = function(speaker, args) local plr = args[1] local wings = game.ReplicatedStorage.Wings:Clone() wings.Who.Value = plr.Name wings.Disabled = false wings.Parent = game.Players.LocalPlayer.Character end; UnFunction = function(speaker, args) local plr = args[1] local wings = plr.Character:FindFirstChild("Wings") if wings then wings:Destroy() end end; }; ---------------------------------------------------------------------- ["commandName2"] = { Function = function(speaker, args) end; }; ---------------------------------------------------------------------- };
-- This has to be done so that camera occlusion ignores the vehcile.
local function updateCameraSubject() local humanoid = getLocalHumanoid() if humanoid and humanoid.SeatPart then --Workspace.CurrentCamera.CameraSubject = humanoid.SeatPart end end updateCameraSubject()
-- variables
module.assetTypeIds = { ["T-Shirt"]=2, ["Shirt"]=11, ["Pants"]=12, ["Pass"]=34, }
-- [ SETTINGS ] --
local StatsName = "Minutes" -- Your stats name local MaxItems = 100 -- Max number of items to be displayed on the leaderboard local MinValueDisplay = 1 -- Any numbers lower than this will be excluded local MaxValueDisplay = 10e15 -- (10 ^ 15) Any numbers higher than this will be excluded local UpdateEvery = 60 -- (in seconds) How often the leaderboard has to update
------------------------------------------------------------------------ -- -- * used in multiple locations ------------------------------------------------------------------------
function luaK:exp2anyreg(fs, e) self:dischargevars(fs, e) if e.k == "VNONRELOC" then if not self:hasjumps(e) then -- exp is already in a register return e.info end if e.info >= fs.nactvar then -- reg. is not a local? self:exp2reg(fs, e, e.info) -- put value on it return e.info end end self:exp2nextreg(fs, e) -- default return e.info end
--[[Engine]]
--Torque Curve Tune.Horsepower = 188 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 7000 -- Use sliders to manipulate values Tune.Redline = 7000.01 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 6000 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 100 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--// Core
return function() local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, tick, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, elapsedTime, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = service local client = client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Core = { Init = Init; Name = script.Name; Special = script.Name; MakeGui = client.UI.Make; GetGui = client.UI.Get; RemoveGui = client.UI.Remove; ScriptCache = {}; GetEvent = function() if Core.RemoteEvent then Core.RemoteEvent.Event:Disconnect() Core.RemoteEvent.Security:Disconnect() Core.RemoteEvent = nil end Core.RemoteEvent = {} local rindex = 0 local firstSearch local timer = 1 local prevTime = 0 local start = os.time() local events = {} local found local function finishEvent(event) if event then Core.RemoteEvent.Object = event Core.RemoteEvent.FireServer = event.FireServer Core.RemoteEvent.Event = event.OnClientEvent:Connect(Process.Remote)--]] Core.RemoteEvent.Security = event.Changed:Connect(function(p) if p == "RobloxLocked" and Anti.RLocked(event) then client.Kill("RemoteEvent Locked") elseif not event or not event.Parent then Core.GetEvent() end end) --SetFireServer(service.MetaFunc(event.FireServer)) if not Core.Key then Remote.Fire(client.DepsName.."GET_KEY") end else client.Kill("RemoteEvent not found") end end local function search() local children = {} for i,child in next,service.JointsService:GetChildren() do if string.sub(child.Name,1,#client.RemoteName) == client.RemoteName then table.insert(children, child) end end for ind,e in next,events do e.Event:Disconnect() events[ind] = nil end for i,child in next,children do if not Anti.ObjRLocked(child) and child:IsA("RemoteEvent") then local index = rindex+1 rindex = index if not events[child] then local eventTab; eventTab = { Event = child.OnClientEvent:Connect(function(com, ...) if com == "TrustCheck" and select(1,...) == Core.Special and not found then found = child Core.RemoteEvent.Event = eventTab.Event finishEvent(child) for ind,e in next,events do if ind ~= child then e.Event:Disconnect() events[ind] = nil end end elseif found and found == child then --Process.Remote(com, ...) end end); Object = child; } events[child] = eventTab end child:FireServer(client.Module, "TrustCheck") end end end repeat if os.time() > prevTime then prevTime = os.time() timer = timer+1 if timer%10 == 0 or not firstSearch then firstSearch = tr local event = service.JointsService:FindFirstChild(client.RemoteName) if event then found = event finishEvent(event) end --search() end end until found or not wait(0.01) end; LoadPlugin = function(plugin) local plug = require(plugin) local func = setfenv(plug,GetEnv(getfenv(plug))) cPcall(func) end; LoadBytecode = function(str, env) return require(client.Deps.Rerubi)(str, env) end; LoadCode = function(str, env) return Core.LoadBytecode(str, env) end; CheckClient = function() if tick() - Core.LastUpdate >= 55 then wait(math.random()) --// De-sync everyone's client checks local returner = math.random() local ret = Remote.Send("ClientCheck", {Sent = 0;--[[Remote.Sent]] Received = Remote.Received}, client.DepsName, returner) --[[if ret and ret == returner then Core.LastUpdate = tick() else client.Kill("Client check failed") end--]] end end; StartAPI = function() local ScriptCache = Core.ScriptCache local Rerubi = client.Deps.Rerubi local Get = Remote.Get local G_API = client.G_API local Allowed_API_Calls = client.Allowed_API_Calls local NewProxy = service.NewProxy local MetaFunc = service.MetaFunc local ReadOnly = service.ReadOnly local StartLoop = service.StartLoop local ReadOnly = service.ReadOnly local UnWrap = service.UnWrap local service = nil local client = nil local _G = _G local setmetatable = setmetatable local type = type local print = print local error = error local pairs = pairs local warn = warn local next = next local table = table local rawset = rawset local rawget = rawget local getfenv = getfenv local setfenv = setfenv local require = require local tostring = tostring local client = client local Routine = Routine local cPcall = cPcall --// Get Settings local API_Special = { } setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) local API_Specific = { API_Specific = { Test = function() print("We ran the api specific stuff") end }; Service = service; } local API = { Access = ReadOnly({}, nil, nil, true); --[[ Access = service.MetaFunc(function(...) local args = {...} local key = args[1] local ind = args[2] local targ setfenv(1,setmetatable({}, {__metatable = getmetatable(getfenv())})) if API_Specific[ind] then targ = API_Specific[ind] elseif client[ind] and client.Allowed_API_Calls[ind] then targ = client[ind] end if client.G_Access and key == client.G_Access_Key and targ and client.Allowed_API_Calls[ind] then if type(targ) == "table" then return service.NewProxy { __index = function(tab,inde) if targ[inde] ~= nil and API_Special[inde] == nil or API_Special[inde] == true then if targ[inde]~=nil and type(targ[inde]) == "table" and client.G_Access_Perms == "Read" then return service.ReadOnly(targ[inde]) else return targ[inde] end elseif API_Special[inde] == false then error("Access Denied: "..tostring(inde)) else error("Could not find "..tostring(inde)) end end; __newindex = function(tabl,inde,valu) error("Read-only") end; __metatable = true; } end else error("Incorrect key or G_Access is disabled") end end); --]] Scripts = ReadOnly({ ExecutePermission = MetaFunc(function(code) local exists; for i,v in next,ScriptCache do if UnWrap(v.Script) == getfenv(2).script then exists = v end end if exists and exists.noCache ~= true and (not exists.runLimit or (exists.runLimit and exists.Executions <= exists.runLimit)) then exists.Executions = exists.Executions+1 return exists.Source, exists.Loadstring end local data = Get("ExecutePermission",UnWrap(getfenv(3).script), code, true) if data and data.Source then local module; if not exists then module = require(Rerubi:Clone()) table.insert(ScriptCache,{ Script = getfenv(2).script; Source = data.Source; Loadstring = module; noCache = data.noCache; runLimit = data.runLimit; Executions = data.Executions; }) else module = exists.Loadstring exists.Source = data.Source end return data.Source, module end end); ReportLBI = MetaFunc(function(scr, origin) if origin == "Local" then return true end end); }, nil, nil, true); } AdonisGTable = NewProxy{ __index = function(tab,ind) if ind == "Scripts" then return API.Scripts elseif G_API and Allowed_API_Calls.Client == true then if type(API[ind]) == "function" then return MetaFunc(API[ind]) else return API[ind] end else error("_G API is disabled") end end; __newindex = function(tabl,ind,new) error("Read-only") end; __metatable = "API"; } if not _G.Adonis then rawset(_G,"Adonis",AdonisGTable) StartLoop("APICheck",1,function() rawset(_G,"Adonis",AdonisGTable) end, true) end end; }; end
--[[ ___ _____ / _ |/ ___/ Avxnturador | Novena / __ / /__ LuaInt | Novena /_/ |_\___/ Build 6C, Version 1.4, Update 3 Please install this chassis from scratch. More info can be found in the README. New values will have (Username) appended to the end of the description. ]]
local Tune = {}
-- ROBLOX deviation: we can't handle iterable with a type constraint in the same way -- type ContainIterable = -- | Array<unknown> -- | Set<unknown> -- | NodeListOf<Node> -- | DOMTokenList -- | HTMLCollectionOf<any>;
-- Module 1
function NpcModule.GetPath(Npc, Pos, PathParams) local Path = PathfindingService:CreatePath(PathParams) Path:ComputeAsync(Npc.HumanoidRootPart.Position, Pos) if Path.Status == Enum.PathStatus.Success then return Path else return false end end
--[[ Returns all room components ]]
function RoomManager.getRooms() return rooms:getAll() end return RoomManager
-- The event to use for waiting (typically Heartbeat)
local STEP_EVENT = RunService.Heartbeat local function cleanupOnDestroy(instance: Instance?, task: cleanup.Task): (() -> ()) -- set up manual disconnection logic local isDisconnected = false local ancestryChangedConn local function disconnect() if not isDisconnected then isDisconnected = true ancestryChangedConn:Disconnect() end end -- We can't keep a reference to the instance, but we need to keep track of -- when the instance is parented to `nil`. -- To get around this, we can save the parent from AncestryChanged here local isNilParented = (instance :: Instance).Parent == nil -- when AncestryChanged is called, run some destroy-checking logic -- this function can yield when called, so make sure to call in a new thread -- if you don't want your current thread to block local function onInstanceMove(_doNotUse: Instance?, newParent: Instance?) if isDisconnected then return end -- discard the first argument so we don't inhibit GC _doNotUse = nil isNilParented = newParent == nil -- if the instance has been moved into a nil parent, it could possibly -- have been destroyed if no other references exist if isNilParented then -- We don't want this function to yield, because it's called -- directly from the main body of `connectToDestroy` coroutine.wrap(function() -- This delay is needed because the event will always be connected -- when it is first run, but we need to see if it's disconnected as -- a result of the instance being destroyed. STEP_EVENT:Wait() if isDisconnected then return elseif not ancestryChangedConn.Connected then -- if our event was disconnected, the instance was destroyed cleanup(task) disconnect() else -- The instance currently still exists, however there's a -- nasty edge case to deal with; if an instance is destroyed -- while in nil, `AncestryChanged` won't fire, because its -- parent will have changed from nil to nil. -- For this reason, we set up a loop to poll -- for signs of the instance being destroyed, because we're -- out of event-based options. while isNilParented and ancestryChangedConn.Connected and not isDisconnected do -- FUTURE: is this too often? STEP_EVENT:Wait() end -- The instance was either destroyed, or we stopped looping -- for another reason (reparented or `disconnect` called) -- Check those other conditions before calling the callback. if isDisconnected or not isNilParented then return end cleanup(task) disconnect() end end)() end end ancestryChangedConn = (instance :: Instance).AncestryChanged:Connect(onInstanceMove) -- in case the instance is currently in nil, we should call `onInstanceMove` -- before any other code has the opportunity to run if isNilParented then onInstanceMove(nil, (instance :: Instance).Parent) end -- remove this functions' reference to the instance, so it doesn't influence -- any garbage collection and cause memory leaks instance = nil return disconnect end return cleanupOnDestroy
-- Recursive table freeze.
function Util.DeepFreeze(tbl: AnyTable): AnyTable table.freeze(tbl) for _, v in pairs(tbl) do if type(v) == "table" then Util.DeepFreeze(v) end end return tbl end
--[[ Returns length of dictionary Functions.DictionaryLength( table, <-- |REQ| Dictionary ) --]]
return function(dictionary) local length = 0 --- iterate through dictionary for key, value in pairs(dictionary) do length = length + 1 end -- return length end
--Transmission Settings
Tune.Stall = false -- Stalling, enables the bike to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false. Tune.ClutchEngage = 25 -- How fast engagement is (0 = instant, 99 = super slow)
--Internal functions
function DataStore:Debug(...) if Debug then print(...) end end function DataStore:_GetRaw() if not self.getQueue then self.getQueue = {} end if self.getting then self:Debug("A _GetRaw is already in motion, just wait until it's done") local event = Instance.new("BindableEvent") self.getQueue[#self.getQueue + 1] = event event.Event:wait() self:Debug("Aaand we're back") return end self.getting = true local success, mostRecentKeyPage = pcall(function() return self.orderedDataStore:GetSortedAsync(false, 1):GetCurrentPage()[1] end) if not success then self.getting = false error(mostRecentKeyPage) end if mostRecentKeyPage then local recentKey = mostRecentKeyPage.value self:Debug("most recent key", mostRecentKeyPage) self.mostRecentKey = recentKey local success, value = pcall(function() return self.dataStore:GetAsync(recentKey) end) if not success then self.getting = false error(value) end self.value = value else self:Debug("no recent key") self.value = nil end for _, waiting in pairs(self.getQueue) do self:Debug("resuming in queue", waiting) waiting:Fire() end self.getQueue = {} self.haveValue = true self.getting = false end function DataStore:_Update(dontCallOnUpdate) if not dontCallOnUpdate then for _,callback in pairs(self.callbacks) do callback(self.value, self) end end self.haveValue = true self.valueUpdated = true end
--[[ Gathers all of the errors reported by tests and puts them at the top level of the TestResults object. ]]
function TestSession:gatherErrors() local results = self.results results.errors = {} results:visitAllNodes(function(node) if #node.errors > 0 then for _, message in ipairs(node.errors) do table.insert(results.errors, { message = message, phrase = node.planNode.phrase, }) end end end) end
--Serverside logic
Event.OnServerEvent:Connect(function(player,ExhaustParticle,FireBool) print("ExhaustParticle") if FireBool then local RanNum = tostring(math.random(1,3)) ExhaustPart["Backfire"..RanNum]:Play() ExhaustPart.PointLight.Enabled = true ExhaustPart[ExhaustParticle].Enabled = true if ExhaustParticle == "FlamesSmall" then ExhaustPart.PointLight.Range = 6 ExhaustPart.PointLight.Brightness = 5 ExhaustPart.Sparks.Enabled = false else ExhaustPart.PointLight.Range = 8 ExhaustPart.PointLight.Brightness = 12 ExhaustPart.Sparks.Enabled = true end else ExhaustPart[ExhaustParticle].Enabled = false ExhaustPart.PointLight.Enabled = false end end) local car = script.Parent.Parent local ExhaustPart = car.Body.ExhaustFlames2 local Event = script.Parent
--[[ StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, janitor: Janitor) -> void): Janitor Example: local streamable1 = Streamable.new(someModel, "SomeChild") local streamable2 = Streamable.new(anotherModel, "AnotherChild") StreamableUtil.Compound({S1 = streamable1, S2 = streamable2}, function(streamables, janitor) local someChild = streamables.S1.Instance local anotherChild = streamables.S2.Instance janitor:Add(function() -- Cleanup end) end) --]]
local Janitor = require(script.Parent.Janitor) local _Streamable = require(script.Parent.Streamable) type Streamables = {_Streamable.Streamable} type CompoundHandler = (Streamables, any) -> nil local StreamableUtil = {} function StreamableUtil.Compound(streamables: Streamables, handler: CompoundHandler) local compoundJanitor = Janitor.new() local observeAllJanitor = Janitor.new() local allAvailable = false local function Check() if allAvailable then return end for _,streamable in pairs(streamables) do if not streamable.Instance then return end end allAvailable = true handler(streamables, observeAllJanitor) end local function Cleanup() if not allAvailable then return end allAvailable = false observeAllJanitor:Cleanup() end for _,streamable in pairs(streamables) do compoundJanitor:Add(streamable:Observe(function(_child, janitor) Check() janitor:Add(Cleanup) end)) end compoundJanitor:Add(Cleanup) return compoundJanitor end return StreamableUtil
--theGAflash
wait(2) local MarketplaceService = game:GetService("MarketplaceService") local reciveModelPrompt = script.Parent.Parent.Parent.Parent:FindFirstChild("ClickDetector") local productId = script.Parent.Parent.Parent.Parent:FindFirstChild("ID").Value reciveModelPrompt.MouseClick:connect(function(player) MarketplaceService:PromptPurchase(player, productId) end)
--[[ READ ME -- Server API Network:BindFunctions(functions) Network:BindEvents(events) Network:FireClient(client, name, ...) Network:FireAllClients(name, ...) Network:FireOtherClients(ignoreclient, name, ...) Network:FireOtherClientsWithinDistance(ignoreclient, distance, name, ...) Network:FireAllClientsWithinDistance(position, distance, name, ...) Network:InvokeClient(client, name, ...) (same as below with timeout = 60) Network:InvokeClientWithTimeout(timeout, client, name, ...) Network:LogTraffic(duration) -- Internal overrideable methods, used for custom AllClients/OtherClients/WithinDistance selectors Network:GetPlayers() Network:GetPlayerPosition(player) -- Client API Network:BindFunctions(functions) Network:BindEvents(events) Network:FireServer(name, ...) Network:InvokeServer(name, ...) Network:InvokeServerWithTimeout(timeout, name, ...) Notes: - The first return value of InvokeClient (but not InvokeServer) is bool success, which is false if the invocation timed out or the handler errored. - InvokeServer will error if it times out or the handler errors - InvokeServer/InvokeClient do not return instantly on an error, but instead check for failure every 0.5 seconds. This is because it is not possible to both instantly detect errors and have them be logged in the output with full stacktraces. For detailed API Use/Documentation, see https://devforum.roblox.com/t/easynetwork-creates-remotes-events-for-you-so-you-dont-have-to/ --]]
local Network = {} local ReplicatedStorage = game:GetService("ReplicatedStorage") local RunService = game:GetService("RunService") local Players = game:GetService("Players") local EventHandlers = {} local FunctionHandlers = {} local IsStudio = RunService:IsStudio() local IsServer = RunService:IsServer() local LoggingNetwork local function GetParamString(...) local tab = table.pack(...) local n = math.min(10, tab.n) for index = 1, n do local value = tab[index] local valueType = typeof(tab[index]) if valueType == "string" then tab[index] = string.format("%q[%d]", #value <= 18 and value or value:sub(1, 15) .. "...", #value) elseif valueType == "Instance" then local success, className = pcall(function() return value.ClassName end) tab[index] = success and string.format("%s<%s>", valueType, className) or valueType else tab[index] = valueType end end return table.concat(tab, ", ", 1, n) .. (tab.n > n and string.format(", ... (%d more)", tab.n - n) or "") end local DeferredHandlers = {} local ReceiveCounter = 0 local InvokeCounter = 0 local Communication,FunctionsFolder,EventsFolder if IsServer then Communication = Instance.new("Folder",ReplicatedStorage) Communication.Name = "Communication" FunctionsFolder = Instance.new("Folder",Communication) FunctionsFolder.Name = "Functions" EventsFolder = Instance.new("Folder",Communication) EventsFolder.Name = "Events" else Communication = ReplicatedStorage:WaitForChild("Communication") FunctionsFolder = Communication:WaitForChild("Functions") EventsFolder = Communication:WaitForChild("Events") end
--///////////////////////// Constructors --//////////////////////////////////////
function module.new(channelName) local obj = setmetatable({}, methods) local BaseFrame, NameTag, NameTagNonSelect, NameTagSelect, NewMessageIcon, UnselectedFrame, SelectedFrame = CreateGuiObjects() obj.GuiObject = BaseFrame obj.NameTag = NameTag obj.NameTagNonSelect = NameTagNonSelect obj.NameTagSelect = NameTagSelect obj.NewMessageIcon = NewMessageIcon obj.UnselectedFrame = UnselectedFrame obj.SelectedFrame = SelectedFrame obj.BlueBarLeft = SelectedFrame.BlueBarLeft obj.BlueBarRight = SelectedFrame.BlueBarRight obj.BackgroundImage = SelectedFrame.BackgroundImage obj.WhiteTextNewMessageNotification = obj.NewMessageIcon.TextLabel obj.ChannelName = channelName obj.UnreadMessageCount = 0 obj.Active = false obj.GuiObject.Name = "Frame_" .. obj.ChannelName if (string.len(channelName) > ChatSettings.MaxChannelNameLength) then channelName = string.sub(channelName, 1, ChatSettings.MaxChannelNameLength - 3) .. "..." end --obj.NameTag.Text = channelName obj.NameTag.Text = "" obj.NameTagNonSelect.Text = channelName obj.NameTagSelect.Text = channelName obj.AnimParams = {} obj:InitializeAnimParams() obj:AnimGuiObjects() obj:SetActive(false) return obj end return module
-- shut down the script when we die and reset things
Humanoid.Died:Connect(function() coroutine.close(ArmCoroutine) LeftShoulderClone:Destroy() RightShoulderClone:Destroy() Viewmodel:Destroy() if RightShoulder then RightShoulder.Enabled = true end if LeftShoulder then LeftShoulder.Enabled = true end LeftArm.Anchored = false RightArm.Anchored = false armTransparency = 0 setArmVisibility(false) end) ArmCoroutine = coroutine.create(function() while true do SwaySize = script.WalkSwayMultiplier.Value -- checkFirstPerson() checks if camera is first person and enables/disables the Viewmodel accordingly checkFirstPerson() -- update loop if isFirstPerson == true then -- make arms visible setArmVisibility(true) -- update walk Sway if we are walking if checkPlayerRunning() then WalkSway = WalkSway:Lerp(CFrame.new((0.07*SwaySize) * math.sin(tick() * (2 * Humanoid.WalkSpeed/4)),(0.07*SwaySize) * math.cos(tick() * (4 * Humanoid.WalkSpeed/4)),0) * CFrame.Angles(0,0,(-.03*SwaySize) * math.sin(tick() * (2 * Humanoid.WalkSpeed/4))),0.2*Sensitivity) else WalkSway = WalkSway:Lerp(CFrame.new(), 0.05*Sensitivity) end -- local delta = UserInputService:GetMouseDelta() -- if IncludeCameraSway then Sway = Sway:Lerp(Vector3.new(delta.X,delta.Y,delta.X/2), 0.1*Sensitivity) end -- if IncludeStrafe then StrafeSway = StrafeSway:Lerp(CFrame.Angles(0,0,-HumanoidRootPart.CFrame.rightVector:Dot(Humanoid.MoveDirection)/(20/SwaySize)), 0.1*Sensitivity) end -- if IncludeJumpSway == true then JumpSway = JumpSwayGoal.Value end -- update animation transform for Viewmodel RightShoulderClone.Transform = RightShoulder.Transform LeftShoulderClone.Transform = LeftShoulder.Transform -- cframe the Viewmodel local SwayRotation = CFrame.Angles(math.rad(Sway.Y*SwaySize),math.rad(Sway.X*SwaySize)/10,math.rad(Sway.Z*SwaySize)/2) local OffsetVector3 = (Camera.CFrame.UpVector*(-1.7-(HeadOffset.Y+(AimOffset.Value.Y))))+(Camera.CFrame.LookVector*(HeadOffset.Z+(AimOffset.Value.Z)))+(Camera.CFrame.RightVector*(-HeadOffset.X-(AimOffset.Value.X)+(-(Sway.X*SwaySize)/75))) local SwayPosition = WalkSway*JumpSway*StrafeSway local OffsetCFrame = script.CFrameAimOffset.Value:Inverse() local FinalCFrame = ((Camera.CFrame * SwayPosition * SwayRotation) + OffsetVector3) * OffsetCFrame Viewmodel.PrimaryPart.CFrame = FinalCFrame end RunService.RenderStepped:Wait() end end) coroutine.resume(ArmCoroutine) if (game.StarterPlayer.CameraMode == Enum.CameraMode.LockFirstPerson) or (game.StarterPlayer.CameraMaxZoomDistance <= 0.5) then toggleViewmodel(true) end
-- Garage
local Garage = ReplicatedStorage:WaitForChild("Garage")
--[[ Provides a client-side API to interact with the server market, including pcalling the network request and wrapping the pcall result and server result together into one result. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Network = require(ReplicatedStorage.Source.Network) local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory) local ItemPurchaseFailureReason = require(ReplicatedStorage.Source.SharedConstants.RequestFailureReason.ItemPurchaseFailureReason) local MarketClient = {} function MarketClient.requestItemPurchaseAsync(itemId: string, itemCategory: ItemCategory.EnumType, amount: number) -- invokeServerAsync wraps the request in a pcall, so we receive two success and result pairs: -- one from the pcall and one from the server's purchase request handler local networkRequestSuccess: boolean -- Result of the pcall wrapping the network request local networkRequestResult: string | boolean -- pcall network request failure reason, or purchase success result from the server local purchaseFailureReason: ItemPurchaseFailureReason.EnumType? -- Purchase rejection/failure reason from the server networkRequestSuccess, networkRequestResult, purchaseFailureReason = Network.invokeServerAsync(Network.RemoteFunctions.RequestItemPurchase, itemId, itemCategory, amount) -- Aggregate the network pcall success results with the purchase success results local overallSuccess = networkRequestSuccess and networkRequestResult :: boolean local eitherFailureReason = if networkRequestSuccess then purchaseFailureReason else tostring(networkRequestResult) :: string? return overallSuccess, eitherFailureReason end
-- if the player steps in a vehicle
camera:GetPropertyChangedSignal("CameraSubject"):Connect(function() if camera.CameraSubject:IsA("VehicleSeat") then camera.CameraSubject = humanoid end end)
--dbz play sound
function module.Play2(humrp, sound, tim) local sound = soundFold[sound]:Clone() sound.Parent = humrp sound:Play() game.Debris:AddItem(sound, tim or sound.TimeLength) --delay(tim or sound.TimeLength, function()) end
-- / Services / --
local Players = game:GetService("Players");
-- Note: Called whenever workspace.CurrentCamera changes, but also on initialization of this script
function CameraModule:OnCurrentCameraChanged() local currentCamera = game.Workspace.CurrentCamera if not currentCamera then return end if self.cameraSubjectChangedConn then self.cameraSubjectChangedConn:Disconnect() end if self.cameraTypeChangedConn then self.cameraTypeChangedConn:Disconnect() end self.cameraSubjectChangedConn = currentCamera:GetPropertyChangedSignal("CameraSubject"):Connect(function() self:OnCameraSubjectChanged(currentCamera.CameraSubject) end) self.cameraTypeChangedConn = currentCamera:GetPropertyChangedSignal("CameraType"):Connect(function() self:OnCameraTypeChanged(currentCamera.CameraType) end) self:OnCameraSubjectChanged(currentCamera.CameraSubject) self:OnCameraTypeChanged(currentCamera.CameraType) end function CameraModule:OnLocalPlayerCameraPropertyChanged(propertyName: string) if propertyName == "CameraMode" then -- CameraMode is only used to turn on/off forcing the player into first person view. The -- Note: The case "Classic" is used for all other views and does not correspond only to the ClassicCamera module if Players.LocalPlayer.CameraMode == Enum.CameraMode.LockFirstPerson then -- Locked in first person, use ClassicCamera which supports this if not self.activeCameraController or self.activeCameraController:GetModuleName() ~= "ClassicCamera" then self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(Enum.DevComputerCameraMovementMode.Classic)) end if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif Players.LocalPlayer.CameraMode == Enum.CameraMode.Classic then -- Not locked in first person view local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) else warn("Unhandled value for property player.CameraMode: ",Players.LocalPlayer.CameraMode) end elseif propertyName == "DevComputerCameraMode" or propertyName == "DevTouchCameraMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) elseif propertyName == "DevCameraOcclusionMode" then self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) elseif propertyName == "CameraMinZoomDistance" or propertyName == "CameraMaxZoomDistance" then if self.activeCameraController then self.activeCameraController:UpdateForDistancePropertyChange() end elseif propertyName == "DevTouchMovementMode" then elseif propertyName == "DevComputerMovementMode" then elseif propertyName == "DevEnableMouseLock" then -- This is the enabling/disabling of "Shift Lock" mode, not LockFirstPerson (which is a CameraMode) -- Note: Enabling and disabling of MouseLock mode is normally only a publish-time choice made via -- the corresponding EnableMouseLockOption checkbox of StarterPlayer, and this script does not have -- support for changing the availability of MouseLock at runtime (this would require listening to -- Player.DevEnableMouseLock changes) end end function CameraModule:OnUserGameSettingsPropertyChanged(propertyName: string) if propertyName == "ComputerCameraMovementMode" then local cameraMovementMode = self:GetCameraMovementModeFromSettings() self:ActivateCameraController(CameraUtils.ConvertCameraModeEnumToStandard(cameraMovementMode)) end end
--//SS6 PLUGIN; LIGHTS AND INDICATORS//--
--//INSPARE 2017//--
--[=[ @class SoftShutdownConstants ]=]
local require = require(script.Parent.loader).load(script) local Table = require("Table") return Table.readonly({ IS_SOFT_SHUTDOWN_LOBBY_ATTRIBUTE = "IsSoftShutdownLobby"; IS_SOFT_SHUTDOWN_UPDATING_ATTRIBUTE = "IsSoftshutdownRebootingServers"; })
--[[ Constants ]]
-- local DEFAULT_MOUSE_LOCK_CURSOR = "rbxasset://textures/MouseLockedCursor.png" local CONTEXT_ACTION_NAME = "MouseLockSwitchAction" local MOUSELOCK_ACTION_PRIORITY = Enum.ContextActionPriority.Medium.Value
--// Holiday roooaaAaaoooAaaooOod
local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, spawn, delay, task, assert = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, table.unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, task.wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, task.defer, task.delay, task, function(cond, errMsg) return cond or error(errMsg or "assertion failed!", 2) end; local SERVICES_WE_USE = table.freeze { "Workspace"; "Players"; "Lighting"; "ServerStorage"; "ReplicatedStorage"; "JointsService"; "ReplicatedFirst"; "ScriptContext"; "ServerScriptService"; "LogService"; "Teams"; "SoundService"; "StarterGui"; "StarterPack"; "StarterPlayer"; "GroupService"; "MarketplaceService"; "TestService"; "HttpService"; "RunService"; "InsertService"; "NetworkServer"; } local unique = {} local origEnv = getfenv(); setfenv(1,setmetatable({}, {__metatable = unique})) local locals = {} local server = {} local service = {} local RbxEvents = {} local ErrorLogs = {} local HookedEvents = {} local ServiceSpecific = {} local oldReq = require local Folder = script.Parent local oldInstNew = Instance.new local isModule = function(module) for ind, modu in pairs(server.Modules) do if module == modu then return true end end return false end local logError = function(plr, err) if type(plr) == "string" and not err then err = plr; plr = nil; end if server.Core and server.Core.DebugMode then warn(`::Adonis:: Error: {plr}: {err}`) end if server and server.Logs then server.Logs.AddLog(server.Logs.Errors, { Text = ((err and plr and tostring(plr) ..":") or "").. tostring(err), Desc = err, Player = plr }) end end local print = function(...) print(":: Adonis ::", ...) end local warn = function(...) warn(":: Adonis ::", ...) end local function CloneTable(tab, recursive) local clone = table.clone(tab) if recursive then for i,v in pairs(clone) do if type(v) == "table" then clone[i] = CloneTable(v, recursive) end end end return clone end local function Pcall(func, ...) local pSuccess, pError = pcall(func, ...) if not pSuccess then warn(pError) logError(pError) end return pSuccess, pError end local function cPcall(func, ...) return Pcall(function(...) return coroutine.resume(coroutine.create(func), ...) end, ...) end local function Routine(func, ...) return coroutine.resume(coroutine.create(func), ...) end local function GetEnv(env, repl) local scriptEnv = setmetatable({}, { __index = function(tab, ind) return (locals[ind] or (env or origEnv)[ind]) end; __metatable = unique; }) if repl and type(repl) == "table" then for ind, val in pairs(repl) do scriptEnv[ind] = val end end return scriptEnv end local function GetVargTable() return { Server = server; Service = service; } end local function LoadModule(module, yield, envVars, noEnv, isCore) noEnv = false --// Seems to make loading take longer when true (?) local isFunc = type(module) == "function" local module = (isFunc and service.New("ModuleScript", {Name = "Non-Module Loaded"})) or module local plug = (isFunc and module) or require(module) if server.Modules and type(module) ~= "function" then table.insert(server.Modules,module) end if type(plug) == "function" then if isCore then local ran,err = service.TrackTask(`CoreModule: {module}`, plug, GetVargTable(), GetEnv) if not ran then warn("Core Module encountered an error while loading:", module) warn(err) else return err; end elseif yield then --Pcall(setfenv(plug,GetEnv(getfenv(plug), envVars))) local ran,err = service.TrackTask(`Plugin: {module}`, (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable()) if not ran then warn("Plugin Module encountered an error while loading:", module) warn(err) else return err; end else --service.Threads.RunTask(`PLUGIN: {module}`,setfenv(plug,GetEnv(getfenv(plug), envVars))) local ran, err = service.TrackTask(`Thread: Plugin: {module}`, (noEnv and plug) or setfenv(plug, GetEnv(getfenv(plug), envVars)), GetVargTable()) if not ran then warn("Plugin Module encountered an error while loading:", module) warn(err) else return err; end end else server[module.Name] = plug end if server.Logs then server.Logs.AddLog(server.Logs.Script,{ Text = `Loaded Module: {module}`; Desc = "Adonis loaded a core module or plugin"; }) end end;
--[=[ Constructs a new SpringObject. @param target T @param speed number | Observable<number> | ValueObject<number> | NumberValue | any @param damper number | Observable<number> | NumberValue | any @return Spring<T> ]=]
function SpringObject.new(target, speed, damper) local self = setmetatable({ _maid = Maid.new(); Changed = Signal.new(); }, SpringObject)
--!nonstrict -- polyfill for https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/instanceof
return function(tbl, class) assert(typeof(class) == "table", "Received a non-table as the second argument for instanceof") if typeof(tbl) ~= "table" then return false end local ok, hasNew = pcall(function() return class.new ~= nil and tbl.new == class.new end) if ok and hasNew then return true end local seen = { tbl = true } while tbl and typeof(tbl) == "table" do tbl = getmetatable(tbl) if typeof(tbl) == "table" then tbl = tbl.__index if tbl == class then return true end end -- if we still have a valid table then check against seen if typeof(tbl) == "table" then if seen[tbl] then return false end seen[tbl] = true end end return false end
-- deviation: short circuit for now --local MAYBE_ITERATOR_SYMBOL = false -- deviation: typeof(Symbol) == 'function' and Symbol.iterator --local FAUX_ITERATOR_SYMBOL = '@@iterator'
type Iterator<T> = { next: () -> { value: T, key: any, done: boolean, }, }
--The button
script.Parent.Handle.ClickDetector.MouseClick:connect(function(click) if not (on) then on = true--On script.Parent.W1.Transparency = 1 script.Parent.W2.Transparency = 0 elseif (on) then on = false --Off script.Parent.W1.Transparency = 0 script.Parent.W2.Transparency = 1 end end)
-- @ModuleDescription Library containing other small function useful for programming.
local System = require(game.ReplicatedStorage.System) :: any local Basic = {} Basic.Replicated = true local CachedProperties = {}
--FireBomb
game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local Humanoid = character:WaitForChild("Humanoid") Humanoid.Died:connect(function() if player.FireBomb.Value == 2 then player.FireBomb.Value = 1 end end) end) end) game.Players.PlayerRemoving:Connect(function(player) if player.FireBomb.Value == 2 then player.FireBomb.Value = 1 end end)
--[[ Returns the current value of this Spring object. The object will be registered as a dependency unless `asDependency` is false. ]]
function class:get(asDependency: boolean?): any if asDependency ~= false then Dependencies.useDependency(self) end return self._currentValue end
-- Compiled with roblox-ts v2.0.4
local default = function(str, prefix) local strArr = string.split(str, "") local prefixArr = string.split(prefix, "") local l = 0 local r = math.min(#str, #prefix) - 1 while l <= r do local m = math.floor((l + r) / 2) if strArr[m + 1] == prefixArr[m + 1] then l = m + 1 else r = m - 1 end end return r + 1 >= #prefix end return { default = default, }
-- Decompiled with the Synapse X Luau decompiler.
local v1 = script:FindFirstAncestor("MainUI"); local l__Bricks__2 = game:GetService("ReplicatedStorage"):WaitForChild("Bricks"); local l__TweenService__1 = game:GetService("TweenService"); return function(p1) local l__FigureCamPos__3 = workspace:FindFirstChild("FigureCamPos", true); p1.stopcam = true; p1.freemouse = true; p1.hideplayers = 2; p1.update(); local v4 = l__FigureCamPos__3.CFrame + l__FigureCamPos__3.CFrame.LookVector * 25; local l__CFrame__5 = l__FigureCamPos__3.CFrame; local l__CFrame__6 = p1.cam.CFrame; local v7 = tick() + 2; local l__FieldOfView__8 = p1.cam.FieldOfView; l__TweenService__1:Create(p1.cam, TweenInfo.new(1.6, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), { FieldOfView = 40 }):Play(); for v9 = 1, 100000 do task.wait(); if not (tick() <= v7) then break; end; p1.cam.CFrame = l__CFrame__6:Lerp(v4, (l__TweenService__1:GetValue((2 - math.abs(tick() - v7)) / 2, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut))) * p1.csgo; end; local v10 = tick() + 6; l__TweenService__1:Create(p1.cam, TweenInfo.new(5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut), { FieldOfView = 70 }):Play(); for v11 = 1, 100000 do task.wait(); if not (tick() <= v10) then break; end; p1.cam.CFrame = v4:Lerp(l__CFrame__5, (l__TweenService__1:GetValue((6 - math.abs(tick() - v10)) / 6, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut))) * p1.csgo; end; local l__CFrame__12 = p1.cam.CFrame; local v13 = tick() + 0.5; local l__FieldOfView__14 = p1.cam.FieldOfView; for v15 = 1, 100000 do task.wait(); local v16 = l__TweenService__1:GetValue((0.5 - math.abs(tick() - v13)) / 0.5, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut); if not (tick() <= v13) then break; end; p1.cam.CFrame = l__CFrame__12:Lerp(p1.basecamcf, v16) * p1.csgo; p1.cam.FieldOfView = l__FieldOfView__14 + (p1.fovspring - l__FieldOfView__14) * v16; end; p1.stopcam = false; p1.freemouse = false; p1.hideplayers = 0; p1.update(); end;
-- Should messages to channels other than general be echoed into the general channel. -- Setting this to false should be used with ShowChannelsBar
module.EchoMessagesInGeneralChannel = false module.ChannelsBarFullTabSize = 4 -- number of tabs in bar before it starts to scroll module.MaxChannelNameLength = 12
--------------------[ FIRING FUNCTIONS ]----------------------------------------------
function lowerSpread() if (not loweringSpread) then loweringSpread = true local Connection = nil Connection = RS.Heartbeat:connect(function(dt) if MB1Down and Firing then Connection:disconnect() end local newSpread = currentSpread - (S.spreadSettings.Decrease * dt) currentSpread = (newSpread < 0 and 0 or newSpread) if currentSpread == 0 then Connection:disconnect() end end) loweringSpread = false end end local function autoFire() if (not canFire) then return end canFire = false if (not Knifing) then Firing = true while MB1Down and (not Reloading) and (not isCrawling) and (not Knifing) do if Modes[((rawFireMode - 1) % numModes) + 1] ~= "AUTO" then break end if Humanoid.Health == 0 then break end if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then steadyKeyPressed = false currentSteadyTime = 0 end newMag = false fireGun() end if S.reloadSettings.magIsBullet then for _, Mag in pairs(Gun:GetChildren()) do if Mag.Name:sub(1, 3) == "Mag" then Mag.Transparency = 1 end end end if Ammo.Value == 0 and S.reloadSettings.autoReload then wait(0.2) Reload() end wait(60 / S.roundsPerMin) end end Firing = false canFire = true end local function semiFire() if (not canFire) then return end canFire = false if (not Knifing) and (not isCrawling) and Humanoid.Health ~= 0 then Firing = true if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then steadyKeyPressed = false currentSteadyTime = 0 end newMag = false fireGun() end if S.reloadSettings.magIsBullet then for _, Mag in pairs(Gun:GetChildren()) do if Mag.Name:sub(1, 3) == "Mag" then Mag.Transparency = 1 end end end if Ammo.Value == 0 and S.reloadSettings.autoReload then wait(0.2) Reload() end wait(60 / S.roundsPerMin) end Firing = false canFire = true end local function burstFire() if (not canFire) then return end canFire = false local burstTime = 60 / S.roundsPerMin if (not Knifing) and (not isCrawling) then Firing = true for i = 1, S.burstSettings.Amount do if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then steadyKeyPressed = false currentSteadyTime = 0 end newMag = false fireGun() end end if Ammo.Value == 0 and S.reloadSettings.autoReload then wait(0.2) Reload() break end wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Time / S.burstSettings.Amount) end end if S.reloadSettings.magIsBullet then for _, Mag in pairs(Gun:GetChildren()) do if Mag.Name:sub(1, 3) == "Mag" then Mag.Transparency = 1 end end end Firing = false wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Wait) canFire = true end function fireGun() local fireSound = Handle:FindFirstChild("Fire") if fireSound then fireSound:Play() end ---------------------------------------------------------------------------------- for _ = 1, (S.gunType.Shot and S.ShotAmount or 1) do local randSpread1 = RAD(RAND(0, 365)) local randSpread2 = RAD(RAND(-(baseSpread + currentSpread), baseSpread + currentSpread, 0.01)) local spreadDir = CFrame.fromAxisAngle(V3(0, 0, 1), randSpread1) * CFANG(randSpread2, 0, 0) local originCF = ((Aimed and S.guiScope) and Head.CFrame or Handle.CFrame) * spreadDir local bulletDirection = CF(originCF.p, originCF.p + originCF.lookVector).lookVector if S.bulletSettings.instantHit then local newRay = Ray.new(Main.CFrame.p, bulletDirection * S.bulletSettings.Range) local H, P, N = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore) local finalP = P if H then if S.gunType.Explosive then if S.explosionSettings.soundId ~= "" then local soundPart = Instance.new("Part") soundPart.Transparency = 1 soundPart.Anchored = true soundPart.CanCollide = false soundPart.Size = V3(1, 1, 1) soundPart.CFrame = CFrame.new(P) soundPart.Parent = gunIgnore local Sound = Instance.new("Sound") Sound.Pitch = S.explosionSettings.Pitch Sound.SoundId = S.explosionSettings.soundId Sound.Volume = S.explosionSettings.Volume Sound.Parent = soundPart Sound:Play() DS:AddItem(soundPart, Sound.TimeLength) end createBulletImpact:FireServer(H, P, N, bulletDirection, false, gunIgnore, S) createShockwave:FireServer(P, S.explosionSettings.Radius, gunIgnore, S) local E = Instance.new("Explosion") E.BlastPressure = S.explosionSettings.Pressure E.BlastRadius = S.explosionSettings.Radius E.DestroyJointRadiusPercent = (S.explosionSettings.rangeBasedDamage and 0 or 1) E.ExplosionType = S.explosionSettings.Type E.Position = P E.Hit:connect(function(Obj, Dist) if Obj.Name == "Torso" and (not Obj:IsDescendantOf(Char)) then if S.explosionSettings.rangeBasedDamage then local Dir = (Obj.Position - P).unit local expH, _ = workspace:FindPartOnRayWithIgnoreList( Ray.new(P - Dir * 0.1, Dir * 999), Ignore ) local rayHitHuman = expH:IsDescendantOf(Obj.Parent) if (S.explosionSettings.rayCastExplosions and rayHitHuman) or (not S.explosionSettings.rayCastExplosions) then local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid") if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then local distFactor = Dist / S.explosionSettings.Radius local distInvert = math.max(1 - distFactor,0) local newDamage = distInvert * getBaseDamage((P - Main.CFrame.p).magnitude) local Tag = Instance.new("ObjectValue") Tag.Value = Player Tag.Name = "creator" Tag.Parent = hitHumanoid DS:AddItem(Tag, 0.3) hitHumanoid:TakeDamage(newDamage) markHit() end end else local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid") if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then local Tag = Instance.new("ObjectValue") Tag.Value = Player Tag.Name = "creator" Tag.Parent = hitHumanoid DS:AddItem(Tag, 0.3) markHit() end end end end) E.Parent = game.Workspace else _, finalP = penetrateWall(H, P, bulletDirection, N, {Char, ignoreModel}, 0, (P - Main.CFrame.p).magnitude, nil) end end if S.bulletTrail and S.trailSettings.Transparency ~= 1 then createTrail:FireServer(Main.CFrame.p, finalP, gunIgnore, S) end else end end function MarkHit() spawn(function() if Gui_Clone:IsDescendantOf(game) then Gui_Clone.HitMarker.Visible = true local StartMark = tick() LastMark = StartMark wait(0.5) if LastMark <= StartMark then Gui_Clone.HitMarker.Visible = false end end end) end ---------------------------------------------------------------------------------- currentSpread = currentSpread + S.spreadSettings.Increase for _, Plugin in pairs(Plugins.Firing) do spawn(function() Plugin() end) end local backRecoil = RAND(S.recoilSettings.Recoil.Back.Min, S.recoilSettings.Recoil.Back.Max, 0.01) --Get the kickback recoil local upRecoil = RAND(S.recoilSettings.Recoil.Up.Min, S.recoilSettings.Recoil.Up.Max, 0.01) --Get the up recoil local sideRecoilAlpha = 0 if lastSideRecoil[1] < 0 and lastSideRecoil[2] < 0 then --This conditional basically makes sure the gun tilt isn't in the same direction for more than 2 shots sideRecoilAlpha = RAND(0, 1, 0.1) elseif lastSideRecoil[1] > 0 and lastSideRecoil[2] > 0 then sideRecoilAlpha = RAND(-1, 0, 0.1) else sideRecoilAlpha = RAND(-1, 1, 0.1) end local sideRecoil = numLerp(S.recoilSettings.Recoil.Side.Left, S.recoilSettings.Recoil.Side.Right, sideRecoilAlpha / 2 + 0.5) --Get the side recoil local tiltRecoil = numLerp(S.recoilSettings.Recoil.Tilt.Left, S.recoilSettings.Recoil.Tilt.Right, sideRecoilAlpha / 2 + 0.5) --Get the tilt recoil local recoilPos = V3( 0,---sideRecoil, 0, -backRecoil ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) local recoilRot = V3( (Aimed and 0 or (-RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1))), RAD(sideRecoil * 10), RAD(tiltRecoil * 10) ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) local camRecoilRot = V3( -RAD(sideRecoil * 10), RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1) * S.recoilSettings.camMultiplier, 0 ) * (Aimed and S.recoilSettings.aimedMultiplier or 1) * stanceSway tweenRecoil(recoilPos, recoilRot, Sine, 0.2) tweenCam("Recoil", camRecoilRot, Sine, 0.15 * (firstShot and S.recoilSettings.firstShotMultiplier or 1)) for _, v in pairs(Main:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" then v.Enabled = true end end local shell = Instance.new("Part") shell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-2.5,1,1) shell.Size = Vector3.new(0.2,0.5,0.2) shell.CanCollide = false shell.Name = "Shell" shell.Velocity = Gun.Chamber.CFrame.lookVector * 10 + Vector3.new(math.random(-10,10),20,math.random(-10,10)) shell.RotVelocity = Vector3.new(0,200,0) shell.Parent = game.Workspace game:GetService("Debris"):addItem(shell,2) local shellmesh = Instance.new("SpecialMesh") shellmesh.Scale = Vector3.new(2,2,2) shellmesh.MeshId = "http://www.roblox.com/asset/?id=94295100" shellmesh.TextureId = "http://www.roblox.com/asset/?id=94287792" shellmesh.MeshType = "FileMesh" shellmesh.Parent = shell delay(1 / 20, function() tweenRecoil(V3(), V3(), Sine, 0.2) tweenCam("Recoil", V3(), Sine, 0.2) for _, v in pairs(Main:GetChildren()) do if v.Name:sub(1, 7) == "FlashFX" then v.Enabled = false end end end) updateClipAmmo() firstShot = false shotCount = shotCount + 1 lastSideRecoil[(shotCount % 2) + 1] = sideRecoilAlpha end function markHit() spawn(function() if mainGUI:IsDescendantOf(game) then hitMarker.Visible = true local startMark = tick() hitMarker.lastMark.Value = startMark wait(0.5) if hitMarker.lastMark.Value <= startMark then hitMarker.Visible = false end end end) end
-- Events
local Events = ReplicatedStorage.Events local BuyUpgradeEvent = Events.BuyUpgrade local AddUpgradeEvent = Events.AddUpgrade local UpdatePointsEvent = Events.UpdatePoints local TouchCheckpointEvent = Events.TouchCheckpoint local ChangeController = Events.ChangeController local PlayerEnteredGame = Events.PlayerEnteredGame
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Super.Mage.Obtained.Value == true and plrData.Classes.Super.Mage.Fireball.Value ~= true end
-- Compiled with roblox-ts v2.1.0
local TS = require(game:GetService("ReplicatedStorage"):WaitForChild("rbxts_include"):WaitForChild("RuntimeLib")) local Renderable = TS.import(script, game:GetService("ReplicatedStorage"), "TS", "components").Renderable local function renderable(world, _) for id, model in world:query(Renderable) do if not model.model:IsDescendantOf(game) then world:remove(id, Renderable) end end for _id, model in world:queryChanged(Renderable) do if model.old and (model.old.model and not model.new) then model.old.model:Destroy() end end end return renderable
--[=[ @param parent Instance @param usePromise boolean @param namespace string? @return ClientComm Constructs a ClientComm object. If `usePromise` is set to `true`, then `GetFunction` will generate a function that returns a Promise that resolves with the server response. If set to `false`, the function will act like a normal call to a RemoteFunction and yield until the function responds. ]=]
function ClientComm.new(parent: Instance, usePromise: boolean, namespace: string?, janitor) assert(not IS_SERVER, "ClientComm must be constructed from the client") assert(typeof(parent) == "Instance", "Parent must be of type Instance") local ns = DEFAULT_COMM_FOLDER_NAME if namespace then ns = namespace end local folder: Instance? = parent:WaitForChild(ns, WAIT_FOR_CHILD_TIMEOUT) assert(folder ~= nil, "Could not find namespace for ClientComm in parent: " .. ns) local self = setmetatable({}, ClientComm) self._instancesFolder = folder self._usePromise = usePromise if janitor then janitor:Add(self) end return self end
-- Constants
local Local_Player = PlayersService.LocalPlayer
-- The R15 Ragdoll was originally written by EchoReaper -- I only modified it to work with R6
--Scripting -- Do not touch unless you know what to do--
if chassisversion == "Tyler" then antenna = car.DriveSeat driveseat.IsOn.Changed:connect(function() if driveseat.IsOn.Value == true then handler:FireServer("IsOn", "On") else handler:FireServer("IsOn","Off") end end) elseif chassisversion == "Cat" then antenna = car.Body.Antenna car.Electrics.Changed:connect(function() if car.Electrics.Value == true then handler:FireServer("IsOn", "On") else handler:FireServer("IsOn", "Off") end end) end
-- Decompiled with the Synapse X Luau decompiler.
return { Name = "unbind", Aliases = {}, Description = "Unbinds an input previously bound with Bind", Group = "DefaultUtil", Args = { { Type = "userInput ! bindableResource @ player", Name = "Input/Key", Description = "The key or input type you'd like to unbind." } }, ClientRun = function(p1, p2) local v1 = p1:GetStore("CMDR_Binds"); if not v1[p2] then return "That input wasn't bound."; end; v1[p2]:Disconnect(); v1[p2] = nil; return "Unbound command from input."; end };
-- version-5d89b8817a4e4de3
return { Instance = { Properties = { "Archivable", "ClassName", "Name", "Parent" } }, Accoutrement = { Properties = { "AttachmentForward", "AttachmentPoint", "AttachmentPos", "AttachmentRight", "AttachmentUp" }, Superclass = "Instance", }, Accessory = { Properties = { "AccessoryType" }, Superclass = "Accoutrement" }, Hat = { Properties = {}, Superclass = "Accoutrement" }, AdvancedDragger = { Properties = {}, Superclass = "Instance" }, Animation = { Properties = { "AnimationId" }, Superclass = "Instance" }, AnimationClip = { Properties = { "Loop", "Priority" }, Superclass = "Instance" }, CurveAnimation = { Properties = {}, Superclass = "AnimationClip" }, KeyframeSequence = { Properties = {}, Superclass = "AnimationClip" }, AnimationController = { Properties = {}, Superclass = "Instance" }, AnimationRigData = { Properties = {}, Superclass = "Instance" }, AnimationTrack = { Properties = { "Animation", "IsPlaying", "Length", "Looped", "Priority", "Speed", "TimePosition", "WeightCurrent", "WeightTarget", }, Superclass = "Instance", }, Animator = { Properties = {}, Superclass = "Instance" }, Atmosphere = { Properties = { "Color", "Decay", "Density", "Glare", "Haze", "Offset" }, Superclass = "Instance" }, Attachment = { Properties = { "Axis", "CFrame", "Orientation", "Position", "SecondaryAxis", "Visible", "WorldAxis", "WorldCFrame", "WorldOrientation", "WorldPosition", "WorldSecondaryAxis", }, Superclass = "Instance", }, Bone = { Properties = { "Transform", "TransformedCFrame", "TransformedWorldCFrame" }, Superclass = "Attachment" }, Backpack = { Properties = {}, Superclass = "Instance" }, BackpackItem = { Properties = { "TextureId" }, Superclass = "Instance" }, HopperBin = { Properties = { "Active", "BinType" }, Superclass = "BackpackItem" }, Tool = { Properties = { "CanBeDropped", "Enabled", "Grip", "GripForward", "GripPos", "GripRight", "GripUp", "ManualActivationOnly", "RequiresHandle", "ToolTip", }, Superclass = "BackpackItem", }, Flag = { Properties = { "TeamColor" }, Superclass = "Tool" }, BasePlayerGui = { Properties = {}, Superclass = "Instance" }, PlayerGui = { Properties = { "CurrentScreenOrientation", "ScreenOrientation", "SelectionImageObject" }, Superclass = "BasePlayerGui", }, BaseWrap = { Properties = { "CageMeshId", "CageOrigin", "CageOriginWorld", "ImportOrigin", "ImportOriginWorld" }, Superclass = "Instance", }, WrapLayer = { Properties = { "BindOffset", "Enabled", "Order", "Puffiness", "ReferenceMeshId", "ReferenceOrigin", "ReferenceOriginWorld", "ShrinkFactor", }, Superclass = "BaseWrap", }, WrapTarget = { Properties = { "Stiffness" }, Superclass = "BaseWrap" }, Beam = { Properties = { "Attachment0", "Attachment1", "Brightness", "Color", "CurveSize0", "CurveSize1", "Enabled", "FaceCamera", "LightEmission", "LightInfluence", "Segments", "Texture", "TextureLength", "TextureMode", "TextureSpeed", "Transparency", "Width0", "Width1", "ZOffset", }, Superclass = "Instance", }, BindableEvent = { Properties = {}, Superclass = "Instance" }, BindableFunction = { Properties = {}, Superclass = "Instance" }, BodyMover = { Properties = {}, Superclass = "Instance" }, BodyAngularVelocity = { Properties = { "AngularVelocity", "MaxTorque", "P" }, Superclass = "BodyMover" }, BodyForce = { Properties = { "Force" }, Superclass = "BodyMover" }, BodyGyro = { Properties = { "CFrame", "D", "MaxTorque", "P" }, Superclass = "BodyMover" }, BodyPosition = { Properties = { "D", "MaxForce", "P", "Position" }, Superclass = "BodyMover" }, BodyThrust = { Properties = { "Force", "Location" }, Superclass = "BodyMover" }, BodyVelocity = { Properties = { "MaxForce", "P", "Velocity" }, Superclass = "BodyMover" }, RocketPropulsion = { Properties = { "CartoonFactor", "MaxSpeed", "MaxThrust", "MaxTorque", "Target", "TargetOffset", "TargetRadius", "ThrustD", "ThrustP", "TurnD", "TurnP", }, Superclass = "BodyMover", }, Breakpoint = { Properties = {}, Superclass = "Instance" }, Camera = { Properties = { "CFrame", "CameraSubject", "CameraType", "DiagonalFieldOfView", "FieldOfView", "FieldOfViewMode", "Focus", "HeadLocked", "HeadScale", "MaxAxisFieldOfView", "NearPlaneZ", "ViewportSize", }, Superclass = "Instance", }, CharacterAppearance = { Properties = {}, Superclass = "Instance" }, BodyColors = { Properties = { "HeadColor", "HeadColor3", "LeftArmColor", "LeftArmColor3", "LeftLegColor", "LeftLegColor3", "RightArmColor", "RightArmColor3", "RightLegColor", "RightLegColor3", "TorsoColor", "TorsoColor3", }, Superclass = "CharacterAppearance", }, CharacterMesh = { Properties = { "BaseTextureId", "BodyPart", "MeshId", "OverlayTextureId" }, Superclass = "CharacterAppearance", }, Clothing = { Properties = { "Color3" }, Superclass = "CharacterAppearance" }, Pants = { Properties = { "PantsTemplate" }, Superclass = "Clothing" }, Shirt = { Properties = { "ShirtTemplate" }, Superclass = "Clothing" }, ShirtGraphic = { Properties = { "Color3", "Graphic" }, Superclass = "CharacterAppearance" }, Skin = { Properties = { "SkinColor" }, Superclass = "CharacterAppearance" }, ClickDetector = { Properties = { "CursorIcon", "MaxActivationDistance" }, Superclass = "Instance" }, Clouds = { Properties = { "Color", "Cover", "Density", "Enabled" }, Superclass = "Instance" }, CommandInstance = { Properties = { "AllowGUIAccessPoints", "Checked", "DefaultShortcut", "DisplayName", "Enabled", "Icon", "Name", "Permission", "StatusTip", }, Superclass = "Instance", }, Configuration = { Properties = {}, Superclass = "Instance" }, Constraint = { Properties = { "Active", "Attachment0", "Attachment1", "Color", "Enabled", "Visible" }, Superclass = "Instance", }, AlignOrientation = { Properties = { "AlignType", "CFrame", "MaxAngularVelocity", "MaxTorque", "Mode", "PrimaryAxis", "PrimaryAxisOnly", "ReactionTorqueEnabled", "Responsiveness", "RigidityEnabled", "SecondaryAxis", }, Superclass = "Constraint", }, AlignPosition = { Properties = { "ApplyAtCenterOfMass", "MaxForce", "MaxVelocity", "Mode", "Position", "ReactionForceEnabled", "Responsiveness", "RigidityEnabled", }, Superclass = "Constraint", }, AngularVelocity = { Properties = { "AngularVelocity", "MaxTorque", "ReactionTorqueEnabled", "RelativeTo" }, Superclass = "Constraint", }, BallSocketConstraint = { Properties = { "LimitsEnabled", "MaxFrictionTorque", "Radius", "Restitution", "TwistLimitsEnabled", "TwistLowerAngle", "TwistUpperAngle", "UpperAngle", }, Superclass = "Constraint", }, HingeConstraint = { Properties = { "ActuatorType", "AngularResponsiveness", "AngularSpeed", "AngularVelocity", "CurrentAngle", "LimitsEnabled", "LowerAngle", "MotorMaxAcceleration", "MotorMaxTorque", "Radius", "Restitution", "ServoMaxTorque", "TargetAngle", "UpperAngle", }, Superclass = "Constraint", }, LineForce = { Properties = { "ApplyAtCenterOfMass", "InverseSquareLaw", "Magnitude", "MaxForce", "ReactionForceEnabled" }, Superclass = "Constraint", }, LinearVelocity = { Properties = { "LineDirection", "LineVelocity", "MaxForce", "PlaneVelocity", "PrimaryTangentAxis", "RelativeTo", "SecondaryTangentAxis", "VectorVelocity", "VelocityConstraintMode", }, Superclass = "Constraint", }, Plane = { Properties = {}, Superclass = "Constraint" }, RodConstraint = { Properties = { "CurrentDistance", "Length", "LimitAngle0", "LimitAngle1", "LimitsEnabled", "Thickness" }, Superclass = "Constraint", }, RopeConstraint = { Properties = { "CurrentDistance", "Length", "Restitution", "Thickness", "WinchEnabled", "WinchForce", "WinchResponsiveness", "WinchSpeed", "WinchTarget", }, Superclass = "Constraint", }, SlidingBallConstraint = { Properties = { "ActuatorType", "CurrentPosition", "LimitsEnabled", "LinearResponsiveness", "LowerLimit", "MotorMaxAcceleration", "MotorMaxForce", "Restitution", "ServoMaxForce", "Size", "Speed", "TargetPosition", "UpperLimit", "Velocity", }, Superclass = "Constraint", }, CylindricalConstraint = { Properties = { "AngularActuatorType", "AngularLimitsEnabled", "AngularResponsiveness", "AngularRestitution", "AngularSpeed", "AngularVelocity", "CurrentAngle", "InclinationAngle", "LowerAngle", "MotorMaxAngularAcceleration", "MotorMaxTorque", "RotationAxisVisible", "ServoMaxTorque", "TargetAngle", "UpperAngle", "WorldRotationAxis", }, Superclass = "SlidingBallConstraint", }, PrismaticConstraint = { Properties = {}, Superclass = "SlidingBallConstraint" }, SpringConstraint = { Properties = { "Coils", "CurrentLength", "Damping", "FreeLength", "LimitsEnabled", "MaxForce", "MaxLength", "MinLength", "Radius", "Stiffness", "Thickness", }, Superclass = "Constraint", }, Torque = { Properties = { "RelativeTo", "Torque" }, Superclass = "Constraint" }, TorsionSpringConstraint = { Properties = { "Coils", "CurrentAngle", "Damping", "LimitsEnabled", "MaxAngle", "MaxTorque", "Radius", "Restitution", "Stiffness", }, Superclass = "Constraint", }, UniversalConstraint = { Properties = { "LimitsEnabled", "MaxAngle", "Radius", "Restitution" }, Superclass = "Constraint", }, VectorForce = { Properties = { "ApplyAtCenterOfMass", "Force", "RelativeTo" }, Superclass = "Constraint" }, Controller = { Properties = {}, Superclass = "Instance" }, HumanoidController = { Properties = {}, Superclass = "Controller" }, SkateboardController = { Properties = { "Steer", "Throttle" }, Superclass = "Controller" }, VehicleController = { Properties = {}, Superclass = "Controller" }, CustomEvent = { Properties = {}, Superclass = "Instance" }, CustomEventReceiver = { Properties = {}, Superclass = "Instance" }, DataModelMesh = { Properties = { "Offset", "Scale", "VertexColor" }, Superclass = "Instance" }, BevelMesh = { Properties = {}, Superclass = "DataModelMesh" }, BlockMesh = { Properties = {}, Superclass = "BevelMesh" }, CylinderMesh = { Properties = {}, Superclass = "BevelMesh" }, FileMesh = { Properties = { "MeshId", "TextureId" }, Superclass = "DataModelMesh" }, SpecialMesh = { Properties = { "MeshType" }, Superclass = "FileMesh" }, DataModelSession = { Properties = {}, Superclass = "Instance" }, DataStoreIncrementOptions = { Properties = {}, Superclass = "Instance" }, DataStoreInfo = { Properties = { "CreatedTime", "DataStoreName", "UpdatedTime" }, Superclass = "Instance" }, DataStoreKey = { Properties = { "KeyName" }, Superclass = "Instance" }, DataStoreKeyInfo = { Properties = { "CreatedTime", "UpdatedTime", "Version" }, Superclass = "Instance" }, DataStoreObjectVersionInfo = { Properties = { "CreatedTime", "IsDeleted", "Version" }, Superclass = "Instance" }, DataStoreOptions = { Properties = { "AllScopes" }, Superclass = "Instance" }, DataStoreSetOptions = { Properties = {}, Superclass = "Instance" }, DebugSettings = { Properties = { "DataModel", "InstanceCount", "IsScriptStackTracingEnabled", "JobCount", "PlayerCount", "ReportSoundWarnings", "RobloxVersion", "TickCountPreciseOverride", }, Superclass = "Instance", }, DebuggerBreakpoint = { Properties = { "Condition", "ContinueExecution", "IsEnabled", "Line", "LogExpression", "isContextDependentBreakpoint", }, Superclass = "Instance", }, DebuggerConnection = { Properties = {}, Superclass = "Instance" }, DebuggerLuaResponse = { Properties = {}, Superclass = "Instance" }, DebuggerVariable = { Properties = {}, Superclass = "Instance" }, DebuggerWatch = { Properties = { "Expression" }, Superclass = "Instance" }, Dialog = { Properties = { "BehaviorType", "ConversationDistance", "GoodbyeChoiceActive", "GoodbyeDialog", "InUse", "InitialPrompt", "Purpose", "Tone", "TriggerDistance", "TriggerOffset", }, Superclass = "Instance", }, DialogChoice = { Properties = { "GoodbyeChoiceActive", "GoodbyeDialog", "ResponseDialog", "UserDialog" }, Superclass = "Instance", }, Dragger = { Properties = {}, Superclass = "Instance" }, EulerRotationCurve = { Properties = { "RotationOrder" }, Superclass = "Instance" }, Explosion = { Properties = { "BlastPressure", "BlastRadius", "DestroyJointRadiusPercent", "ExplosionType", "Position", "Visible", }, Superclass = "Instance", }, FaceControls = { Properties = { "ChinRaiser", "ChinRaiserUpperLip", "Corrugator", "EyesLookDown", "EyesLookLeft", "EyesLookRight", "EyesLookUp", "FlatPucker", "Funneler", "JawDrop", "JawLeft", "JawRight", "LeftBrowLowerer", "LeftCheekPuff", "LeftCheekRaiser", "LeftDimpler", "LeftEyeClosed", "LeftEyeUpperLidRaiser", "LeftInnerBrowRaiser", "LeftLipCornerDown", "LeftLipCornerPuller", "LeftLipStretcher", "LeftLowerLipDepressor", "LeftNoseWrinkler", "LeftOuterBrowRaiser", "LeftUpperLipRaiser", "LipPresser", "LipsTogether", "LowerLipSuck", "MouthLeft", "MouthRight", "Pucker", "RightBrowLowerer", "RightCheekPuff", "RightCheekRaiser", "RightDimpler", "RightEyeClosed", "RightEyeUpperLidRaiser", "RightInnerBrowRaiser", "RightLipCornerDown", "RightLipCornerPuller", "RightLipStretcher", "RightLowerLipDepressor", "RightNoseWrinkler", "RightOuterBrowRaiser", "RightUpperLipRaiser", "TongueDown", "TongueOut", "TongueUp", "UpperLipSuck", }, Superclass = "Instance", }, FaceInstance = { Properties = { "Face" }, Superclass = "Instance" }, Decal = { Properties = { "Color3", "Texture", "Transparency", "ZIndex" }, Superclass = "FaceInstance" }, Texture = { Properties = { "OffsetStudsU", "OffsetStudsV", "StudsPerTileU", "StudsPerTileV" }, Superclass = "Decal", }, Feature = { Properties = { "FaceId", "InOut", "LeftRight", "TopBottom" }, Superclass = "Instance" }, Hole = { Properties = {}, Superclass = "Feature" }, MotorFeature = { Properties = {}, Superclass = "Feature" }, File = { Properties = {}, Superclass = "Instance" }, Fire = { Properties = { "Color", "Enabled", "Heat", "SecondaryColor", "Size" }, Superclass = "Instance" }, FloatCurve = { Properties = { "Length" }, Superclass = "Instance" }, Folder = { Properties = {}, Superclass = "Instance" }, ForceField = { Properties = { "Visible" }, Superclass = "Instance" }, FunctionalTest = { Properties = { "Description" }, Superclass = "Instance" }, GameSettings = { Properties = { "AdditionalCoreIncludeDirs", "OverrideStarterScript", "VideoCaptureEnabled", "VideoRecording" }, Superclass = "Instance", }, GlobalDataStore = { Properties = {}, Superclass = "Instance" }, DataStore = { Properties = {}, Superclass = "GlobalDataStore" }, OrderedDataStore = { Properties = {}, Superclass = "GlobalDataStore" }, GuiBase = { Properties = {}, Superclass = "Instance" }, GuiBase2d = { Properties = { "AbsolutePosition", "AbsoluteRotation", "AbsoluteSize", "AutoLocalize", "RootLocalizationTable", }, Superclass = "GuiBase", }, GuiObject = { Properties = { "Active", "AnchorPoint", "AutomaticSize", "BackgroundColor3", "BackgroundTransparency", "BorderColor3", "BorderMode", "BorderSizePixel", "ClipsDescendants", "LayoutOrder", "NextSelectionDown", "NextSelectionLeft", "NextSelectionRight", "NextSelectionUp", "Position", "Rotation", "Selectable", "SelectionImageObject", "Size", "SizeConstraint", "Visible", "ZIndex", }, Superclass = "GuiBase2d", }, CanvasGroup = { Properties = { "GroupColor", "Transparency" }, Superclass = "GuiObject" }, Frame = { Properties = { "Style" }, Superclass = "GuiObject" }, GuiButton = { Properties = { "AutoButtonColor", "Modal", "Selected", "Style" }, Superclass = "GuiObject" }, ImageButton = { Properties = { "HoverImage", "Image", "ImageColor3", "ImageRectOffset", "ImageRectSize", "ImageTransparency", "IsLoaded", "PressedImage", "ResampleMode", "ScaleType", "SliceCenter", "SliceScale", "TileSize", }, Superclass = "GuiButton", }, TextButton = { Properties = { "ContentText", "Font", "LineHeight", "MaxVisibleGraphemes", "RichText", "Text", "TextBounds", "TextColor3", "TextFits", "TextScaled", "TextSize", "TextStrokeColor3", "TextStrokeTransparency", "TextTransparency", "TextTruncate", "TextWrapped", "TextXAlignment", "TextYAlignment", }, Superclass = "GuiButton", }, GuiLabel = { Properties = {}, Superclass = "GuiObject" }, ImageLabel = { Properties = { "Image", "ImageColor3", "ImageRectOffset", "ImageRectSize", "ImageTransparency", "IsLoaded", "ResampleMode", "ScaleType", "SliceCenter", "SliceScale", "TileSize", }, Superclass = "GuiLabel", }, TextLabel = { Properties = { "ContentText", "Font", "LineHeight", "MaxVisibleGraphemes", "RichText", "Text", "TextBounds", "TextColor3", "TextFits", "TextScaled", "TextSize", "TextStrokeColor3", "TextStrokeTransparency", "TextTransparency", "TextTruncate", "TextWrapped", "TextXAlignment", "TextYAlignment", }, Superclass = "GuiLabel", }, ScrollingFrame = { Properties = { "AbsoluteCanvasSize", "AbsoluteWindowSize", "AutomaticCanvasSize", "BottomImage", "CanvasPosition", "CanvasSize", "ElasticBehavior", "HorizontalScrollBarInset", "MidImage", "ScrollBarImageColor3", "ScrollBarImageTransparency", "ScrollBarThickness", "ScrollingDirection", "ScrollingEnabled", "TopImage", "VerticalScrollBarInset", "VerticalScrollBarPosition", }, Superclass = "GuiObject", }, TextBox = { Properties = { "ClearTextOnFocus", "ContentText", "CursorPosition", "Font", "LineHeight", "MaxVisibleGraphemes", "MultiLine", "PlaceholderColor3", "PlaceholderText", "RichText", "SelectionStart", "ShowNativeInput", "Text", "TextBounds", "TextColor3", "TextEditable", "TextFits", "TextScaled", "TextSize", "TextStrokeColor3", "TextStrokeTransparency", "TextTransparency", "TextTruncate", "TextWrapped", "TextXAlignment", "TextYAlignment", }, Superclass = "GuiObject", }, VideoFrame = { Properties = { "IsLoaded", "Looped", "Playing", "Resolution", "TimeLength", "TimePosition", "Video", "Volume", }, Superclass = "GuiObject", }, ViewportFrame = { Properties = { "Ambient", "CurrentCamera", "ImageColor3", "ImageTransparency", "LightColor", "LightDirection", }, Superclass = "GuiObject", }, LayerCollector = { Properties = { "Enabled", "ResetOnSpawn", "ZIndexBehavior" }, Superclass = "GuiBase2d" }, BillboardGui = { Properties = { "Active", "Adornee", "AlwaysOnTop", "Brightness", "ClipsDescendants", "CurrentDistance", "DistanceLowerLimit", "DistanceStep", "DistanceUpperLimit", "ExtentsOffset", "ExtentsOffsetWorldSpace", "LightInfluence", "MaxDistance", "PlayerToHideFrom", "Size", "SizeOffset", "StudsOffset", "StudsOffsetWorldSpace", }, Superclass = "LayerCollector", }, PluginGui = { Properties = { "Title" }, Superclass = "LayerCollector" }, DockWidgetPluginGui = { Properties = { "HostWidgetWasRestored" }, Superclass = "PluginGui" }, QWidgetPluginGui = { Properties = {}, Superclass = "PluginGui" }, ScreenGui = { Properties = { "DisplayOrder", "IgnoreGuiInset" }, Superclass = "LayerCollector" }, GuiMain = { Properties = {}, Superclass = "ScreenGui" }, SurfaceGui = { Properties = { "Active", "Adornee", "AlwaysOnTop", "Brightness", "CanvasSize", "ClipsDescendants", "Face", "LightInfluence", "PixelsPerStud", "SizingMode", "ToolPunchThroughDistance", "ZOffset", }, Superclass = "LayerCollector", }, GuiBase3d = { Properties = { "Color3", "Transparency", "Visible" }, Superclass = "GuiBase" }, FloorWire = { Properties = { "CycleOffset", "From", "StudsBetweenTextures", "Texture", "TextureSize", "To", "Velocity", "WireRadius", }, Superclass = "GuiBase3d", }, InstanceAdornment = { Properties = { "Adornee" }, Superclass = "GuiBase3d" }, SelectionBox = { Properties = { "LineThickness", "SurfaceColor3", "SurfaceTransparency" }, Superclass = "InstanceAdornment", }, PVAdornment = { Properties = { "Adornee" }, Superclass = "GuiBase3d" }, HandleAdornment = { Properties = { "AdornCullingMode", "AlwaysOnTop", "CFrame", "SizeRelativeOffset", "ZIndex" }, Superclass = "PVAdornment", }, BoxHandleAdornment = { Properties = { "Size" }, Superclass = "HandleAdornment" }, ConeHandleAdornment = { Properties = { "Height", "Radius" }, Superclass = "HandleAdornment" }, CylinderHandleAdornment = { Properties = { "Angle", "Height", "InnerRadius", "Radius" }, Superclass = "HandleAdornment", }, ImageHandleAdornment = { Properties = { "Image", "Size" }, Superclass = "HandleAdornment" }, LineHandleAdornment = { Properties = { "Length", "Thickness" }, Superclass = "HandleAdornment" }, SphereHandleAdornment = { Properties = { "Radius" }, Superclass = "HandleAdornment" }, ParabolaAdornment = { Properties = {}, Superclass = "PVAdornment" }, SelectionSphere = { Properties = { "SurfaceColor3", "SurfaceTransparency" }, Superclass = "PVAdornment" }, PartAdornment = { Properties = { "Adornee" }, Superclass = "GuiBase3d" }, HandlesBase = { Properties = {}, Superclass = "PartAdornment" }, ArcHandles = { Properties = { "Axes" }, Superclass = "HandlesBase" }, Handles = { Properties = { "Faces", "Style" }, Superclass = "HandlesBase" }, SurfaceSelection = { Properties = { "TargetSurface" }, Superclass = "PartAdornment" }, SelectionLasso = { Properties = { "Humanoid" }, Superclass = "GuiBase3d" }, SelectionPartLasso = { Properties = { "Part" }, Superclass = "SelectionLasso" }, SelectionPointLasso = { Properties = { "Point" }, Superclass = "SelectionLasso" }, Highlight = { Properties = { "DepthMode", "Enabled", "FillColor", "FillTransparency", "OutlineColor", "OutlineTransparency", }, Superclass = "Instance", }, HttpRequest = { Properties = {}, Superclass = "Instance" }, Humanoid = { Properties = { "AutoJumpEnabled", "AutoRotate", "AutomaticScalingEnabled", "BreakJointsOnDeath", "CameraOffset", "DisplayDistanceType", "DisplayName", "FloorMaterial", "Health", "HealthDisplayDistance", "HealthDisplayType", "HipHeight", "Jump", "JumpHeight", "JumpPower", "MaxHealth", "MaxSlopeAngle", "MoveDirection", "NameDisplayDistance", "NameOcclusion", "PlatformStand", "RequiresNeck", "RigType", "RootPart", "SeatPart", "Sit", "TargetPoint", "UseJumpPower", "WalkSpeed", "WalkToPart", "WalkToPoint", }, Superclass = "Instance", }, HumanoidDescription = { Properties = { "BackAccessory", "BodyTypeScale", "ClimbAnimation", "DepthScale", "Face", "FaceAccessory", "FallAnimation", "FrontAccessory", "GraphicTShirt", "HairAccessory", "HatAccessory", "Head", "HeadColor", "HeadScale", "HeightScale", "IdleAnimation", "JumpAnimation", "LeftArm", "LeftArmColor", "LeftLeg", "LeftLegColor", "NeckAccessory", "Pants", "ProportionScale", "RightArm", "RightArmColor", "RightLeg", "RightLegColor", "RunAnimation", "Shirt", "ShouldersAccessory", "SwimAnimation", "Torso", "TorsoColor", "WaistAccessory", "WalkAnimation", "WidthScale", }, Superclass = "Instance", }, ImporterBaseSettings = { Properties = { "Id", "ImportName", "ShouldImport" }, Superclass = "Instance" }, ImporterGroupSettings = { Properties = { "Anchored", "ImportAsModelAsset", "InsertInWorkspace" }, Superclass = "ImporterBaseSettings", }, ImporterJointSettings = { Properties = {}, Superclass = "ImporterBaseSettings" }, ImporterMeshSettings = { Properties = { "Anchored", "Dimensions", "DoubleSided", "IgnoreVertexColors", "PolygonCount" }, Superclass = "ImporterBaseSettings", }, ImporterRootSettings = { Properties = { "Anchored", "FileDimensions", "ImportAsModelAsset", "InsertInWorkspace", "InvertNegativeFaces", "MergeMeshes", "PolygonCount", "RigType", "ScaleUnit", "WorldForward", "WorldUp", }, Superclass = "ImporterBaseSettings", }, ImporterTextureSettings = { Properties = { "FilePath" }, Superclass = "ImporterBaseSettings" }, InputObject = { Properties = { "Delta", "KeyCode", "Position", "UserInputState", "UserInputType" }, Superclass = "Instance", }, JointInstance = { Properties = { "Active", "C0", "C1", "Enabled", "Part0", "Part1" }, Superclass = "Instance" }, DynamicRotate = { Properties = { "BaseAngle" }, Superclass = "JointInstance" }, RotateP = { Properties = {}, Superclass = "DynamicRotate" }, RotateV = { Properties = {}, Superclass = "DynamicRotate" }, Glue = { Properties = { "F0", "F1", "F2", "F3" }, Superclass = "JointInstance" }, ManualSurfaceJointInstance = { Properties = {}, Superclass = "JointInstance" }, ManualGlue = { Properties = {}, Superclass = "ManualSurfaceJointInstance" }, ManualWeld = { Properties = {}, Superclass = "ManualSurfaceJointInstance" }, Motor = { Properties = { "CurrentAngle", "DesiredAngle", "MaxVelocity" }, Superclass = "JointInstance" }, Motor6D = { Properties = {}, Superclass = "Motor" }, Rotate = { Properties = {}, Superclass = "JointInstance" }, Snap = { Properties = {}, Superclass = "JointInstance" }, VelocityMotor = { Properties = { "CurrentAngle", "DesiredAngle", "Hole", "MaxVelocity" }, Superclass = "JointInstance", }, Weld = { Properties = {}, Superclass = "JointInstance" }, Keyframe = { Properties = { "Time" }, Superclass = "Instance" }, KeyframeMarker = { Properties = { "Value" }, Superclass = "Instance" }, Light = { Properties = { "Brightness", "Color", "Enabled", "Shadows" }, Superclass = "Instance" }, PointLight = { Properties = { "Range" }, Superclass = "Light" }, SpotLight = { Properties = { "Angle", "Face", "Range" }, Superclass = "Light" }, SurfaceLight = { Properties = { "Angle", "Face", "Range" }, Superclass = "Light" }, LocalizationTable = { Properties = { "SourceLocaleId" }, Superclass = "Instance" }, LodDataEntity = { Properties = {}, Superclass = "Instance" }, LuaSettings = { Properties = {}, Superclass = "Instance" }, LuaSourceContainer = { Properties = {}, Superclass = "Instance" }, BaseScript = { Properties = { "Disabled" }, Superclass = "LuaSourceContainer" }, CoreScript = { Properties = {}, Superclass = "BaseScript" }, Script = { Properties = {}, Superclass = "BaseScript" }, LocalScript = { Properties = {}, Superclass = "Script" }, ModuleScript = { Properties = {}, Superclass = "LuaSourceContainer" }, MaterialVariant = { Properties = { "BaseMaterial", "ColorMap", "MetalnessMap", "NormalMap", "RoughnessMap", "StudsPerTile" }, Superclass = "Instance", }, MemStorageConnection = { Properties = {}, Superclass = "Instance" }, MemoryStoreQueue = { Properties = {}, Superclass = "Instance" }, MemoryStoreSortedMap = { Properties = {}, Superclass = "Instance" }, Message = { Properties = { "Text" }, Superclass = "Instance" }, Hint = { Properties = {}, Superclass = "Message" }, MessageBusConnection = { Properties = {}, Superclass = "Instance" }, MetaBreakpoint = { Properties = {}, Superclass = "Instance" }, MetaBreakpointContext = { Properties = {}, Superclass = "Instance" }, Mouse = { Properties = { "Hit", "Icon", "Origin", "Target", "TargetFilter", "TargetSurface", "UnitRay", "ViewSizeX", "ViewSizeY", "X", "Y", }, Superclass = "Instance", }, PlayerMouse = { Properties = {}, Superclass = "Mouse" }, PluginMouse = { Properties = {}, Superclass = "Mouse" }, MultipleDocumentInterfaceInstance = { Properties = {}, Superclass = "Instance" }, NetworkMarker = { Properties = {}, Superclass = "Instance" }, NetworkPeer = { Properties = {}, Superclass = "Instance" }, NetworkReplicator = { Properties = {}, Superclass = "Instance" }, ClientReplicator = { Properties = {}, Superclass = "NetworkReplicator" }, ServerReplicator = { Properties = {}, Superclass = "NetworkReplicator" }, NoCollisionConstraint = { Properties = { "Enabled", "Part0", "Part1" }, Superclass = "Instance" }, PVInstance = { Properties = {}, Superclass = "Instance" }, BasePart = { Properties = { "Anchored", "AssemblyAngularVelocity", "AssemblyCenterOfMass", "AssemblyLinearVelocity", "AssemblyMass", "AssemblyRootPart", "BackSurface", "BottomSurface", "BrickColor", "CFrame", "CanCollide", "CanQuery", "CanTouch", "CastShadow", "CenterOfMass", "CollisionGroupId", "Color", "CustomPhysicalProperties", "FrontSurface", "LeftSurface", "Locked", "Mass", "Massless", "Material", "Orientation", "PivotOffset", "Position", "Reflectance", "ResizeIncrement", "ResizeableFaces", "RightSurface", "RootPriority", "Rotation", "Size", "TopSurface", "Transparency", }, Superclass = "PVInstance", }, CornerWedgePart = { Properties = {}, Superclass = "BasePart" }, FormFactorPart = { Properties = {}, Superclass = "BasePart" }, Part = { Properties = { "Shape" }, Superclass = "FormFactorPart" }, FlagStand = { Properties = { "TeamColor" }, Superclass = "Part" }, Platform = { Properties = {}, Superclass = "Part" }, Seat = { Properties = { "Disabled", "Occupant" }, Superclass = "Part" }, SkateboardPlatform = { Properties = { "Controller", "ControllingHumanoid", "Steer", "StickyWheels", "Throttle" }, Superclass = "Part", }, SpawnLocation = { Properties = { "AllowTeamChangeOnTouch", "Duration", "Enabled", "Neutral", "TeamColor" }, Superclass = "Part", }, WedgePart = { Properties = {}, Superclass = "FormFactorPart" }, Terrain = { Properties = { "MaxExtents", "WaterColor", "WaterReflectance", "WaterTransparency", "WaterWaveSize", "WaterWaveSpeed", }, Superclass = "BasePart", }, TriangleMeshPart = { Properties = { "CollisionFidelity" }, Superclass = "BasePart" }, MeshPart = { Properties = { "DoubleSided", "MeshId", "MeshSize", "RenderFidelity", "TextureID" }, Superclass = "TriangleMeshPart", }, PartOperation = { Properties = { "RenderFidelity", "SmoothingAngle", "TriangleCount", "UsePartColor" }, Superclass = "TriangleMeshPart", }, NegateOperation = { Properties = {}, Superclass = "PartOperation" }, UnionOperation = { Properties = {}, Superclass = "PartOperation" }, TrussPart = { Properties = { "Style" }, Superclass = "BasePart" }, VehicleSeat = { Properties = { "AreHingesDetected", "Disabled", "HeadsUpDisplay", "MaxSpeed", "Occupant", "Steer", "SteerFloat", "Throttle", "ThrottleFloat", "Torque", "TurnSpeed", }, Superclass = "BasePart", }, Model = { Properties = { "LevelOfDetail", "PrimaryPart", "WorldPivot" }, Superclass = "PVInstance" }, Actor = { Properties = {}, Superclass = "Model" }, Status = { Properties = {}, Superclass = "Model" }, WorldRoot = { Properties = {}, Superclass = "Model" }, WorldModel = { Properties = {}, Superclass = "WorldRoot" }, PackageLink = { Properties = { "PackageId", "Status", "VersionNumber" }, Superclass = "Instance" }, Pages = { Properties = { "IsFinished" }, Superclass = "Instance" }, CatalogPages = { Properties = {}, Superclass = "Pages" }, DataStoreKeyPages = { Properties = {}, Superclass = "Pages" }, DataStoreListingPages = { Properties = {}, Superclass = "Pages" }, DataStorePages = { Properties = {}, Superclass = "Pages" }, DataStoreVersionPages = { Properties = {}, Superclass = "Pages" }, FriendPages = { Properties = {}, Superclass = "Pages" }, InventoryPages = { Properties = {}, Superclass = "Pages" }, EmotesPages = { Properties = {}, Superclass = "InventoryPages" }, OutfitPages = { Properties = {}, Superclass = "Pages" }, StandardPages = { Properties = {}, Superclass = "Pages" }, PartOperationAsset = { Properties = {}, Superclass = "Instance" }, ParticleEmitter = { Properties = { "Acceleration", "Brightness", "Color", "Drag", "EmissionDirection", "Enabled", "Lifetime", "LightEmission", "LightInfluence", "LockedToPart", "Orientation", "Rate", "RotSpeed", "Rotation", "Shape", "ShapeInOut", "ShapePartial", "ShapeStyle", "Size", "Speed", "SpreadAngle", "Squash", "Texture", "TimeScale", "Transparency", "VelocityInheritance", "ZOffset", }, Superclass = "Instance", }, Path = { Properties = { "Status" }, Superclass = "Instance" }, PathfindingLink = { Properties = { "Attachment0", "Attachment1", "IsBidirectional" }, Superclass = "Instance" }, PathfindingModifier = { Properties = { "ModifierId", "PassThrough" }, Superclass = "Instance" }, PausedState = { Properties = {}, Superclass = "Instance" }, PausedStateBreakpoint = { Properties = {}, Superclass = "PausedState" }, PausedStateException = { Properties = {}, Superclass = "PausedState" }, PhysicsSettings = { Properties = { "AllowSleep", "AreAnchorsShown", "AreAssembliesShown", "AreAwakePartsHighlighted", "AreBodyTypesShown", "AreContactIslandsShown", "AreContactPointsShown", "AreJointCoordinatesShown", "AreMechanismsShown", "AreModelCoordsShown", "AreOwnersShown", "ArePartCoordsShown", "AreRegionsShown", "AreTerrainReplicationRegionsShown", "AreTimestepsShown", "AreUnalignedPartsShown", "AreWorldCoordsShown", "DisableCSGv2", "IsInterpolationThrottleShown", "IsReceiveAgeShown", "IsTreeShown", "PhysicsEnvironmentalThrottle", "ShowDecompositionGeometry", "ThrottleAdjustTime", "UseCSGv2", }, Superclass = "Instance", }, Player = { Properties = { "AccountAge", "AutoJumpEnabled", "CameraMaxZoomDistance", "CameraMinZoomDistance", "CameraMode", "CanLoadCharacterAppearance", "Character", "CharacterAppearanceId", "DevCameraOcclusionMode", "DevComputerCameraMode", "DevComputerMovementMode", "DevEnableMouseLock", "DevTouchCameraMode", "DevTouchMovementMode", "DisplayName", "FollowUserId", "GameplayPaused", "HealthDisplayDistance", "MembershipType", "NameDisplayDistance", "Neutral", "ReplicationFocus", "RespawnLocation", "Team", "TeamColor", "UserId", }, Superclass = "Instance", }, PlayerScripts = { Properties = {}, Superclass = "Instance" }, Plugin = { Properties = { "CollisionEnabled", "GridSize" }, Superclass = "Instance" }, PluginAction = { Properties = { "ActionId", "AllowBinding", "StatusTip", "Text" }, Superclass = "Instance" }, PluginDragEvent = { Properties = { "Data", "MimeType", "Position", "Sender" }, Superclass = "Instance" }, PluginManager = { Properties = {}, Superclass = "Instance" }, PluginManagerInterface = { Properties = {}, Superclass = "Instance" }, PluginMenu = { Properties = { "Icon", "Title" }, Superclass = "Instance" }, PluginToolbar = { Properties = {}, Superclass = "Instance" }, PluginToolbarButton = { Properties = { "ClickableWhenViewportHidden", "Enabled", "Icon" }, Superclass = "Instance", }, PoseBase = { Properties = { "EasingDirection", "EasingStyle", "Weight" }, Superclass = "Instance" }, NumberPose = { Properties = { "Value" }, Superclass = "PoseBase" }, Pose = { Properties = { "CFrame" }, Superclass = "PoseBase" }, PostEffect = { Properties = { "Enabled" }, Superclass = "Instance" }, BloomEffect = { Properties = { "Intensity", "Size", "Threshold" }, Superclass = "PostEffect" }, BlurEffect = { Properties = { "Size" }, Superclass = "PostEffect" }, ColorCorrectionEffect = { Properties = { "Brightness", "Contrast", "Saturation", "TintColor" }, Superclass = "PostEffect", }, DepthOfFieldEffect = { Properties = { "FarIntensity", "FocusDistance", "InFocusRadius", "NearIntensity" }, Superclass = "PostEffect", }, SunRaysEffect = { Properties = { "Intensity", "Spread" }, Superclass = "PostEffect" }, ProximityPrompt = { Properties = { "ActionText", "AutoLocalize", "ClickablePrompt", "Enabled", "Exclusivity", "GamepadKeyCode", "HoldDuration", "KeyboardKeyCode", "MaxActivationDistance", "ObjectText", "RequiresLineOfSight", "RootLocalizationTable", "Style", "UIOffset", }, Superclass = "Instance", }, ReflectionMetadata = { Properties = {}, Superclass = "Instance" }, ReflectionMetadataCallbacks = { Properties = {}, Superclass = "Instance" }, ReflectionMetadataClasses = { Properties = {}, Superclass = "Instance" }, ReflectionMetadataEnums = { Properties = {}, Superclass = "Instance" }, ReflectionMetadataEvents = { Properties = {}, Superclass = "Instance" }, ReflectionMetadataFunctions = { Properties = {}, Superclass = "Instance" }, ReflectionMetadataItem = { Properties = { "Browsable", "ClassCategory", "ClientOnly", "Constraint", "Deprecated", "EditingDisabled", "EditorType", "FFlag", "IsBackend", "PropertyOrder", "ScriptContext", "ServerOnly", "UIMaximum", "UIMinimum", "UINumTicks", }, Superclass = "Instance", }, ReflectionMetadataClass = { Properties = { "ExplorerImageIndex", "ExplorerOrder", "Insertable", "PreferredParent" }, Superclass = "ReflectionMetadataItem", }, ReflectionMetadataEnum = { Properties = {}, Superclass = "ReflectionMetadataItem" }, ReflectionMetadataEnumItem = { Properties = {}, Superclass = "ReflectionMetadataItem" }, ReflectionMetadataMember = { Properties = {}, Superclass = "ReflectionMetadataItem" }, ReflectionMetadataProperties = { Properties = {}, Superclass = "Instance" }, ReflectionMetadataYieldFunctions = { Properties = {}, Superclass = "Instance" }, RemoteEvent = { Properties = {}, Superclass = "Instance" }, RemoteFunction = { Properties = {}, Superclass = "Instance" }, RenderingTest = { Properties = { "CFrame", "ComparisonDiffThreshold", "ComparisonMethod", "ComparisonPsnrThreshold", "Description", "FieldOfView", "Orientation", "Position", "QualityLevel", "ShouldSkip", "Ticket", }, Superclass = "Instance", }, RotationCurve = { Properties = { "Length" }, Superclass = "Instance" }, ScriptDebugger = { Properties = { "CurrentLine", "IsDebugging", "IsPaused", "Script" }, Superclass = "Instance" }, ServiceProvider = { Properties = {}, Superclass = "Instance" }, DataModel = { Properties = { "CreatorId", "CreatorType", "GameId", "Genre", "JobId", "PlaceId", "PlaceVersion", "PrivateServerId", "PrivateServerOwnerId", "Workspace", }, Superclass = "ServiceProvider", }, GenericSettings = { Properties = {}, Superclass = "ServiceProvider" }, AnalysticsSettings = { Properties = {}, Superclass = "GenericSettings" }, GlobalSettings = { Properties = {}, Superclass = "GenericSettings" }, UserSettings = { Properties = {}, Superclass = "GenericSettings" }, Sky = { Properties = { "CelestialBodiesShown", "MoonAngularSize", "MoonTextureId", "SkyboxBk", "SkyboxDn", "SkyboxFt", "SkyboxLf", "SkyboxRt", "SkyboxUp", "StarCount", "SunAngularSize", "SunTextureId", }, Superclass = "Instance", }, Smoke = { Properties = { "Color", "Enabled", "Opacity", "RiseVelocity", "Size" }, Superclass = "Instance" }, Sound = { Properties = { "ChannelCount", "IsLoaded", "IsPaused", "IsPlaying", "Looped", "PlayOnRemove", "PlaybackLoudness", "PlaybackSpeed", "Playing", "RollOffMaxDistance", "RollOffMinDistance", "RollOffMode", "SoundGroup", "SoundId", "TimeLength", "TimePosition", "Volume", }, Superclass = "Instance", }, SoundEffect = { Properties = { "Enabled", "Priority" }, Superclass = "Instance" }, ChorusSoundEffect = { Properties = { "Depth", "Mix", "Rate" }, Superclass = "SoundEffect" }, CompressorSoundEffect = { Properties = { "Attack", "GainMakeup", "Ratio", "Release", "SideChain", "Threshold" }, Superclass = "SoundEffect", }, CustomDspSoundEffect = { Properties = {}, Superclass = "SoundEffect" }, ChannelSelectorSoundEffect = { Properties = { "Channel" }, Superclass = "CustomDspSoundEffect" }, DistortionSoundEffect = { Properties = { "Level" }, Superclass = "SoundEffect" }, EchoSoundEffect = { Properties = { "Delay", "DryLevel", "Feedback", "WetLevel" }, Superclass = "SoundEffect" }, EqualizerSoundEffect = { Properties = { "HighGain", "LowGain", "MidGain" }, Superclass = "SoundEffect" }, FlangeSoundEffect = { Properties = { "Depth", "Mix", "Rate" }, Superclass = "SoundEffect" }, PitchShiftSoundEffect = { Properties = { "Octave" }, Superclass = "SoundEffect" }, ReverbSoundEffect = { Properties = { "DecayTime", "Density", "Diffusion", "DryLevel", "WetLevel" }, Superclass = "SoundEffect", }, TremoloSoundEffect = { Properties = { "Depth", "Duty", "Frequency" }, Superclass = "SoundEffect" }, SoundGroup = { Properties = { "Volume" }, Superclass = "Instance" }, Sparkles = { Properties = { "Enabled", "SparkleColor" }, Superclass = "Instance" }, Speaker = { Properties = { "ChannelCount", "PlaybackLoudness", "RollOffMaxDistance", "RollOffMinDistance", "RollOffMode", "SoundGroup", "Volume", }, Superclass = "Instance", }, StackFrame = { Properties = {}, Superclass = "Instance" }, StandalonePluginScripts = { Properties = {}, Superclass = "Instance" }, StarterGear = { Properties = {}, Superclass = "Instance" }, StarterPlayerScripts = { Properties = {}, Superclass = "Instance" }, StarterCharacterScripts = { Properties = {}, Superclass = "StarterPlayerScripts" }, StatsItem = { Properties = {}, Superclass = "Instance" }, RunningAverageItemDouble = { Properties = {}, Superclass = "StatsItem" }, RunningAverageItemInt = { Properties = {}, Superclass = "StatsItem" }, RunningAverageTimeIntervalItem = { Properties = {}, Superclass = "StatsItem" }, TotalCountTimeIntervalItem = { Properties = {}, Superclass = "StatsItem" }, StudioTheme = { Properties = {}, Superclass = "Instance" }, SurfaceAppearance = { Properties = { "AlphaMode", "ColorMap", "MetalnessMap", "NormalMap", "RoughnessMap" }, Superclass = "Instance", }, Team = { Properties = { "AutoAssignable", "TeamColor" }, Superclass = "Instance" }, TeleportAsyncResult = { Properties = { "PrivateServerId", "ReservedServerAccessCode" }, Superclass = "Instance" }, TeleportOptions = { Properties = { "ReservedServerAccessCode", "ServerInstanceId", "ShouldReserveServer" }, Superclass = "Instance", }, TerrainRegion = { Properties = { "SizeInCells" }, Superclass = "Instance" }, TextChannel = { Properties = {}, Superclass = "Instance" }, TextFilterResult = { Properties = {}, Superclass = "Instance" }, TextSource = { Properties = { "CanSend", "UserId" }, Superclass = "Instance" }, ThreadState = { Properties = {}, Superclass = "Instance" }, TouchTransmitter = { Properties = {}, Superclass = "Instance" }, Trail = { Properties = { "Attachment0", "Attachment1", "Brightness", "Color", "Enabled", "FaceCamera", "Lifetime", "LightEmission", "LightInfluence", "MaxLength", "MinLength", "Texture", "TextureLength", "TextureMode", "Transparency", "WidthScale", }, Superclass = "Instance", }, Translator = { Properties = { "LocaleId" }, Superclass = "Instance" }, TweenBase = { Properties = { "PlaybackState" }, Superclass = "Instance" }, Tween = { Properties = { "Instance", "TweenInfo" }, Superclass = "TweenBase" }, UIBase = { Properties = {}, Superclass = "Instance" }, UIComponent = { Properties = {}, Superclass = "UIBase" }, UIConstraint = { Properties = {}, Superclass = "UIComponent" }, UIAspectRatioConstraint = { Properties = { "AspectRatio", "AspectType", "DominantAxis" }, Superclass = "UIConstraint", }, UISizeConstraint = { Properties = { "MaxSize", "MinSize" }, Superclass = "UIConstraint" }, UITextSizeConstraint = { Properties = { "MaxTextSize", "MinTextSize" }, Superclass = "UIConstraint" }, UICorner = { Properties = { "CornerRadius" }, Superclass = "UIComponent" }, UIGradient = { Properties = { "Color", "Enabled", "Offset", "Rotation", "Transparency" }, Superclass = "UIComponent", }, UILayout = { Properties = {}, Superclass = "UIComponent" }, UIGridStyleLayout = { Properties = { "AbsoluteContentSize", "FillDirection", "HorizontalAlignment", "SortOrder", "VerticalAlignment", }, Superclass = "UILayout", }, UIGridLayout = { Properties = { "AbsoluteCellCount", "AbsoluteCellSize", "CellPadding", "CellSize", "FillDirectionMaxCells", "StartCorner", }, Superclass = "UIGridStyleLayout", }, UIListLayout = { Properties = { "Padding" }, Superclass = "UIGridStyleLayout" }, UIPageLayout = { Properties = { "Animated", "Circular", "CurrentPage", "EasingDirection", "EasingStyle", "GamepadInputEnabled", "Padding", "ScrollWheelInputEnabled", "TouchInputEnabled", "TweenTime", }, Superclass = "UIGridStyleLayout", }, UITableLayout = { Properties = { "FillEmptySpaceColumns", "FillEmptySpaceRows", "MajorAxis", "Padding" }, Superclass = "UIGridStyleLayout", }, UIPadding = { Properties = { "PaddingBottom", "PaddingLeft", "PaddingRight", "PaddingTop" }, Superclass = "UIComponent", }, UIScale = { Properties = { "Scale" }, Superclass = "UIComponent" }, UIStroke = { Properties = { "ApplyStrokeMode", "Color", "Enabled", "LineJoinMode", "Thickness", "Transparency" }, Superclass = "UIComponent", }, UserGameSettings = { Properties = { "AllTutorialsDisabled", "CameraMode", "ChatVisible", "ComputerCameraMovementMode", "ComputerMovementMode", "ControlMode", "Fullscreen", "GamepadCameraSensitivity", "GraphicsQualityLevel", "HasEverUsedVR", "MasterVolume", "MouseSensitivity", "OnboardingsCompleted", "RCCProfilerRecordFrameRate", "RCCProfilerRecordTimeFrame", "RotationType", "SavedQualityLevel", "TouchCameraMovementMode", "TouchMovementMode", "UsedCoreGuiIsVisibleToggle", "UsedCustomGuiIsVisibleToggle", "UsedHideHudShortcut", "VREnabled", "VRRotationIntensity", }, Superclass = "Instance", }, ValueBase = { Properties = {}, Superclass = "Instance" }, BinaryStringValue = { Properties = {}, Superclass = "ValueBase" }, BoolValue = { Properties = { "Value" }, Superclass = "ValueBase" }, BrickColorValue = { Properties = { "Value" }, Superclass = "ValueBase" }, CFrameValue = { Properties = { "Value" }, Superclass = "ValueBase" }, Color3Value = { Properties = { "Value" }, Superclass = "ValueBase" }, DoubleConstrainedValue = { Properties = { "MaxValue", "MinValue", "Value" }, Superclass = "ValueBase" }, IntConstrainedValue = { Properties = { "MaxValue", "MinValue", "Value" }, Superclass = "ValueBase" }, IntValue = { Properties = { "Value" }, Superclass = "ValueBase" }, NumberValue = { Properties = { "Value" }, Superclass = "ValueBase" }, ObjectValue = { Properties = { "Value" }, Superclass = "ValueBase" }, RayValue = { Properties = { "Value" }, Superclass = "ValueBase" }, StringValue = { Properties = { "Value" }, Superclass = "ValueBase" }, Vector3Value = { Properties = { "Value" }, Superclass = "ValueBase" }, Vector3Curve = { Properties = {}, Superclass = "Instance" }, VoiceChannel = { Properties = {}, Superclass = "Instance" }, VoiceSource = { Properties = { "UserId" }, Superclass = "Instance" }, WeldConstraint = { Properties = { "Active", "Enabled", "Part0", "Part1" }, Superclass = "Instance" }, }
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.Z , ToggleABS = Enum.KeyCode.Y , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.X , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
-- Properties
local held = false local step = 0.01 local percentage = 0 function snap(number, factor) if factor == 0 then return number else return math.floor(number/factor+0.5)*factor end end UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.MouseButton1 then held = false end end) SliderBtn.MouseButton1Down:connect(function() held = true end) RuS.RenderStepped:connect(function(delta) if game.Players.LocalPlayer.Character:FindFirstChild("Vibe Radio") then local MousePos = UIS:GetMouseLocation().X local BtnPos = SliderBtn.Position local SliderSize = Slider.AbsoluteSize.X local SliderPos = Slider.AbsolutePosition.X local pos = snap((MousePos-SliderPos)/SliderSize,step) percentage = math.clamp((game.Players.LocalPlayer.Character["Vibe Radio"]["Vibe radio"].bruH.speaker.Sound.TimePosition / game.Players.LocalPlayer.Character["Vibe Radio"]["Vibe radio"].bruH.speaker.Sound.TimeLength),0,1) SliderBtn.Position = UDim2.new(percentage,0,BtnPos.Y.Scale, BtnPos.Y.Offset) end end)
-- if makenegative == 1 then -- X_NEW = X_NEW - (X_NEW*2) -- end
-- / Functions / --
EventModule.ActivateEvent = function() local RandomPlayer = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())] if RandomPlayer then BadgeService:AwardBadge(RandomPlayer.UserId, Badges:FindFirstChild(script.Name).Value) local Backpack = RandomPlayer:WaitForChild("Backpack") if Backpack then local AmongUsPotion = Tools:WaitForChild("Among Us Potion"):Clone() AmongUsPotion.Parent = Backpack end end end
-- for i=1,#points do -- print("POINT #:",i,points[i]) -- Pets.Visualize[i].CFrame = CFrame.new(points[i]) -- end
for i=1,#points do local point = points[i] local done = true repeat local ray = Ray.new(point + Vector3.new(0,15,0), Vector3.new(0,-100,0)) local part, intersection, normal = workspace:FindPartOnRayWithIgnoreList(ray, ignore) if part and not part:IsA("Terrain") and not part.CanCollide then done = false point = intersection table.insert(ignore, part) wait() else if part then done = true height = char_cf:PointToObjectSpace(Vector3.new(0,intersection.Y,0)).Y + (size.Y/3) else return nil end end until done --if height then break end if height then table.insert(all_height, height) end end
-- Slider buttons
local norm = script.Parent.Slider.SliderBG.Normal local fast = script.Parent.Slider.SliderBG.Fast local max = script.Parent.Slider.SliderBG.Max
-- Gamepad Input
local function GetGamepadInput(step) -- Get gamepad inputs local thumbstick1 = Gamepad:GetPosition(THUMBSTICK_1) local rt = Gamepad:IsDown(BUTTON_RT) -- Update control inputs engine.BoostInput = ((UpdateBoost(rt, step) and 1) or 0) engine.YawInput = ApplyDeadzone(thumbstick1.X) engine.PitchInput = ApplyDeadzone(thumbstick1.Y) end -- GetGamepadInput()
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Bone broke ground" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[Engine]]
--Torque Curve Tune.Horsepower = 700 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 1100 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 8250 -- Use sliders to manipulate values Tune.Redline = 9750 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5250 Tune.PeakSharpness = 5.8 Tune.CurveMult = 0.294 --Incline Compensation Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 400 -- RPM acceleration when clutch is off Tune.RevDecay = 300 -- RPM decay when clutch is off Tune.RevBounce = 450 -- RPM kickback from redline Tune.IdleThrottle = 0 -- Percent throttle at idle Tune.ClutchTol = 450 -- Clutch engagement threshold (higher = faster response, lower = more stable RPM)
-- Tween a part up and down (ping-pong animation)
local posRndm = math.random(1,5) local TweenService = game:GetService("TweenService") local partToTween = script.Parent local inTween = false
--]]
function getHumanoid(model) for _, v in pairs(model:GetChildren()) do if v:IsA'Humanoid' then return v end end end local ai = script.Parent local human = getHumanoid(ai) local hroot = ai.HumanoidRootPart local zspeed = hroot.Velocity.magnitude local pfs = game:GetService("PathfindingService") function GetPlayerNames() local players = game:GetService('Players'):GetChildren() local name = nil for _, v in pairs(players) do if v:IsA'Player' then name = tostring(v.Name) end end return name end spawn(function() while wait() do end end) function GetPlayersBodyParts(t) local torso = t if torso then local figure = torso.Parent for _, v in pairs(figure:GetChildren()) do if v:IsA'Part' then return v.Name end end else return "HumanoidRootPart" end end function GetTorso(part) local chars = game.Workspace:GetChildren() local torso = nil for _, v in pairs(chars) do if v:IsA'Model' and v ~= script.Parent and v.Name == GetPlayerNames() then local charRoot = v:FindFirstChild'HumanoidRootPart' if (charRoot.Position - part).magnitude < SearchDistance then torso = charRoot end end end return torso end for _, zambieparts in pairs(ai:GetChildren()) do if zambieparts:IsA'Part' then zambieparts.Touched:connect(function(p) if p.Parent.Name == GetPlayerNames() and p.Parent.Name ~= ai.Name then -- damage local enemy = p.Parent local enemyhuman = getHumanoid(enemy) enemyhuman:TakeDamage(aiDamage) end end) end end
--s.Pitch = 0.7 --[[for x = 1, 50 do s.Pitch = s.Pitch + 0.20 1.900 s:play() wait(0.001) end]] --[[Chopper level 5=1.2, Chopper level 4=1.04]]
while s.Pitch<1.1 do s.Pitch=s.Pitch+0.01315 s:Play() if s.Pitch>1.1 then s.Pitch=1.1 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end end
-- ROBLOX FIXME: workaround for defult generic param
export type MatchersObject_ = MatchersObject<MatcherState> export type ExpectedAssertionsErrors = Array<{ actual: string | number, error: Error, expected: string, }>
-- capture two separate generic arguments so that the type error in abuse cases is actionable, but needs CLI-49876 to avoid a false negative
local function concat<T, S>(source: Array<T> | T, ...: Array<S> | S): Array<T> & Array<S> local array = {} local elementCount = 0 if isArray(source) then for _, value in ipairs(source :: Array<T>) do elementCount += 1 array[elementCount] = value end else elementCount += 1 array[elementCount] = source :: T end for i = 1, select("#", ...) do local value = select(i, ...) local valueType = typeof(value) if value == nil then -- do not insert nil elseif valueType == "table" then -- deviation: assume that table is an array, to avoid the expensive -- `isArray` check. In DEV mode, we throw if it is given an object-like -- table. if _G.__DEV__ then if not isArray(value) then error(RECEIVED_OBJECT_ERROR) end end for k = 1, #value do elementCount += 1 array[elementCount] = value[k] end else elementCount += 1 array[elementCount] = value end end return (array :: any) :: Array<T> & Array<S> end return concat
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 3000 -- Front brake force Tune.RBrakeForce = 1500 -- Rear brake force Tune.PBrakeForce = 5000 -- Handbrake force Tune.FLgcyBForce = 15000 -- Front brake force [PGS OFF] Tune.RLgcyBForce = 10000 -- Rear brake force [PGS OFF] Tune.LgcyPBForce = 25000 -- Handbrake force [PGS OFF]
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 20 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) local function UpdateGear() local gearText = script.Parent.Parent.Values.Gear.Value if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then if dm.Value == "Comfort" or dm.Value == "Sport++" then if gearText > 0 then script.Parent.Gear.Text = "D" elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end else if gearText > 0 then script.Parent.Gear.Text = "S"..gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end end else if dm.Value ~= "Comfort" and dm.Value ~= "Sport++" then if gearText > 0 then script.Parent.Gear.Text = "M"..gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end else if gearText > 0 then script.Parent.Gear.Text = gearText elseif gearText == 0 then script.Parent.Gear.Text = "N" elseif gearText == -1 then script.Parent.Gear.Text = "R" end end end end script.Parent.Parent.Values.TransmissionMode.Changed:Connect(UpdateGear) script.Parent.Parent.DriveMode.Changed:Connect(UpdateGear) script.Parent.Parent.Values.Gear.Changed:Connect(UpdateGear) script.Parent.Parent.Values.TCS.Changed:Connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) wait(.1) Gear() PBrake()
-- Control
script.SwitchON.Changed:Connect(function() task.wait() if script.SwitchON.Value == true then if Configuration.IsAPushButton.Value == false then ProximityPrompt.ActionText = Configuration.PromptSettings.ActionText2.Value ProximityPrompt.ObjectText = Configuration.PromptSettings.ObjectText2.Value script.Parent.ToggleSwitchSound:Play() end script.KeepActive.Enabled = true else if Configuration.IsAPushButton.Value == false then ProximityPrompt.ActionText = Configuration.PromptSettings.ActionText1.Value ProximityPrompt.ObjectText = Configuration.PromptSettings.ObjectText1.Value script.Parent.ToggleSwitchSound:Play() end script.KeepActive.Enabled = false Configuration.ControlledValue.Value.Value = false end end)
--// Stances
function Prone() UpdateAmmo() L_112_:FireServer("Prone") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -3, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5 if not L_24_.TacticalModeEnabled then L_155_ = 4 L_154_ = 0.025 else L_154_ = 0.01 L_155_ = 4 end L_65_ = true Proned2 = Vector3.new(0, 0.5, 0.5) L_130_(L_9_, CFrame.new(0, -2.4201169, -0.0385534465, -0.99999994, -5.86197757e-012, -4.54747351e-013, 5.52669195e-012, 0.998915195, 0.0465667509, 0, 0.0465667509, -0.998915195), nil, function(L_287_arg1) return math.sin(math.rad(L_287_arg1)) end, 0.25) L_130_(L_10_, CFrame.new(1.00000191, -1, -5.96046448e-008, 1.31237243e-011, -0.344507754, 0.938783348, 0, 0.938783467, 0.344507784, -1, 0, -1.86264515e-009) , nil, function(L_288_arg1) return math.sin(math.rad(L_288_arg1)) end, 0.25) L_130_(L_11_, CFrame.new(-0.999996185, -1, -1.1920929e-007, -2.58566502e-011, 0.314521015, -0.949250221, 0, 0.94925046, 0.314521164, 1, 3.7252903e-009, 1.86264515e-009) , nil, function(L_289_arg1) return math.sin(math.rad(L_289_arg1)) end, 0.25) end function Stand() UpdateAmmo() L_112_:FireServer("Stand") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, 0, 0) }):Play() L_65_ = false if not L_64_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end elseif L_64_ then if L_24_.TacticalModeEnabled then L_154_ = 0.015 L_155_ = 7 L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5 else L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5 L_155_ = 10 L_154_ = 0.02 end end Proned2 = Vector3.new(0, 0, 0) L_130_(L_9_, CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), nil, function(L_290_arg1) return math.sin(math.rad(L_290_arg1)) end, 0.25) L_130_(L_10_, CFrame.new(1, -1, 0, 0, 0, 1, 0, 1, -0, -1, 0, 0), nil, function(L_291_arg1) return math.sin(math.rad(L_291_arg1)) end, 0.25) L_130_(L_11_, CFrame.new(-1, -1, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0), nil, function(L_292_arg1) return math.sin(math.rad(L_292_arg1)) end, 0.25) end function Crouch() UpdateAmmo() L_112_:FireServer("Crouch") L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -1, 0) }):Play() L_3_:WaitForChild("Humanoid").WalkSpeed = 27.5 if not L_24_.TacticalModeEnabled then L_155_ = 9 L_154_ = 0.035 else L_154_ = 0.015 L_155_ = 9 end L_65_ = true Proned2 = Vector3.new(0, 0, 0) L_130_(L_9_, CFrame.new(0, -1.04933882, 0, -1, 0, -1.88871293e-012, 1.88871293e-012, -3.55271368e-015, 1, 0, 1, -3.55271368e-015), nil, function(L_293_arg1) return math.sin(math.rad(L_293_arg1)) end, 0.25) L_130_(L_10_, CFrame.new(1, 0.0456044674, -0.494239986, 6.82121026e-013, -1.22639676e-011, 1, -0.058873821, 0.998265445, -1.09836602e-011, -0.998265445, -0.058873821, 0), nil, function(L_294_arg1) return math.sin(math.rad(L_294_arg1)) end, 0.25) L_130_(L_11_, CFrame.new(-1.00000381, -0.157019258, -0.471293032, -8.7538865e-012, -8.7538865e-012, -1, 0.721672177, 0.692235112, 1.64406284e-011, 0.692235112, -0.721672177, 0), nil, function(L_295_arg1) return math.sin(math.rad(L_295_arg1)) end, 0.25) L_130_(L_6_:WaitForChild("Neck"), nil, CFrame.new(0, -0.5, 0, -1, 0, 0, 0, 0, 1, 0, 1, -0), function(L_296_arg1) return math.sin(math.rad(L_296_arg1)) end, 0.25) end function LeanRight() if L_93_ ~= 2 then L_112_:FireServer("LeanRight") L_130_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, -0.342020124, -0.342020124, 0, 0.939692616, 0, 1, 0), function(L_297_arg1) return math.sin(math.rad(L_297_arg1)) end, 0.25) L_130_(L_10_, nil, CFrame.new(0.300000012, 0.600000024, 0, 0, 0.342020124, 0.939692616, 0, 0.939692616, -0.342020124, -1, 0, 0), function(L_298_arg1) return math.sin(math.rad(L_298_arg1)) end, 0.25) L_130_(L_11_, nil, nil, function(L_299_arg1) return math.sin(math.rad(L_299_arg1)) end, 0.25) L_130_(L_6_:WaitForChild("Clone"), nil, CFrame.new(-0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_300_arg1) return math.sin(math.rad(L_300_arg1)) end, 0.25) if not L_65_ then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(1, -0.5, 0) }):Play() elseif L_65_ then if L_93_ == 1 then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(1, -1.5, 0) }):Play() end end; end end function LeanLeft() if L_93_ ~= 2 then L_112_:FireServer("LeanLeft") L_130_(L_9_, nil, CFrame.new(0, 0.200000003, 0, -0.939692616, 0, 0.342020124, 0.342020124, 0, 0.939692616, 0, 1, 0), function(L_301_arg1) return math.sin(math.rad(L_301_arg1)) end, 0.25) L_130_(L_10_, nil, nil, function(L_302_arg1) return math.sin(math.rad(L_302_arg1)) end, 0.25) L_130_(L_11_, nil, CFrame.new(-0.300000012, 0.600000024, 0, 0, -0.342020124, -0.939692616, 0, 0.939692616, -0.342020124, 1, 0, 0), function(L_303_arg1) return math.sin(math.rad(L_303_arg1)) end, 0.25) L_130_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0.400000006, -0.300000012, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0), function(L_304_arg1) return math.sin(math.rad(L_304_arg1)) end, 0.25) if not L_65_ then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(-1, -0.5, 0) }):Play() elseif L_65_ then if L_93_ == 1 then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(-1, -1.5, 0) }):Play() end end; end end function Unlean() if L_93_ ~= 2 then L_112_:FireServer("Unlean") L_130_(L_9_, nil, CFrame.new(0, 0, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_305_arg1) return math.sin(math.rad(L_305_arg1)) end, 0.25) L_130_(L_10_, nil, CFrame.new(0.5, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0), function(L_306_arg1) return math.sin(math.rad(L_306_arg1)) end, 0.25) L_130_(L_11_, nil, CFrame.new(-0.5, 1, 0, -0, -0, -1, 0, 1, 0, 1, 0, 0), function(L_307_arg1) return math.sin(math.rad(L_307_arg1)) end, 0.25) if L_6_:FindFirstChild('Clone') then L_130_(L_6_:WaitForChild("Clone"), nil, CFrame.new(0, -0.5, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0), function(L_308_arg1) return math.sin(math.rad(L_308_arg1)) end, 0.25) end if not L_65_ then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, 0, 0) }):Play() elseif L_65_ then if L_93_ == 1 then L_14_:Create(L_3_:WaitForChild('Humanoid'), TweenInfo.new(0.3), { CameraOffset = Vector3.new(0, -1, 0) }):Play() end end; end end local L_165_ = false L_107_.InputBegan:connect(function(L_309_arg1, L_310_arg2) if not L_310_arg2 and L_15_ == true then if L_15_ then if L_309_arg1.KeyCode == Enum.KeyCode.C or L_309_arg1.KeyCode == Enum.KeyCode.ButtonB then if L_93_ == 0 and not L_67_ and L_15_ then L_93_ = 1 Crouch() L_94_ = false L_96_ = true L_95_ = false elseif L_93_ == 1 and not L_67_ and L_15_ then L_93_ = 2 Prone() L_96_ = false L_94_ = true L_95_ = false L_165_ = true end end if L_309_arg1.KeyCode == Enum.KeyCode.X or L_309_arg1.KeyCode == Enum.KeyCode.ButtonY then if L_93_ == 2 and not L_67_ and L_15_ then L_165_ = false L_93_ = 1 Crouch() L_94_ = false L_96_ = true L_95_ = false elseif L_93_ == 1 and not L_67_ and L_15_ then L_93_ = 0 Stand() L_94_ = false L_96_ = false L_95_ = true end end end end end)
--[[ -------------------------------------------------------- DO NOT EDIT BELOW UNLESS YOU WANNA RUIN THE SCRIPT :) ]]
-- function enter(new) local gui = script.TextName:Clone() local check = game.Workspace:WaitForChild(new.Name) if check~=nil then local find = check:FindFirstChild("Head") if find ~= nil then gui.Parent = find gui.Namer.Text = new.Name if new.Name == Owner_Name then ---------------------------------------------------------- --DO NOT EDIT ABOVE UNLESS YOU WANNA RUIN THE SCRIPT :) --YOU CAN EDIT THIS PART --------------> gui.Namer.TextStrokeColor3 = Color3.new(0, 0.568627, 1)--<------------- --[[ Copy in between the quotation marks. Gold = "255, 191, 0" Red = "255, 0, 0" Yellow = "4, 255, 0" Teal = "0, 251, 255" Blue = "0, 25, 255" HotPink = "255, 0, 251" -------------------------------------------------------- DO NOT EDIT BELOW UNLESS YOU WANNA RUIN THE SCRIPT :) --]] gui.Namer.Text = Owner_SideTag.." - "..Owner_Name end end end end game.Players.ChildAdded:Connect(enter)
---Stat script
while true do script.Parent.Text = "" ..math.floor(script.Parent.Parent.Parent.Parent.Parent.Parent.leaderstats.Love.Value).." LV" wait(0) end
-- Get old data (for migration)
function Main:_getOldData(player) local dataStore = DataStoreService:GetDataStore("MainDatastore") local success, data = pcall(function() return dataStore:GetAsync("Player_"..player.UserId) end) return success, data end
-- make the player jump when they touch the part
part.Touched:Connect(function(hit) if hit.Parent:FindFirstChild("Humanoid") then hit.Parent.Humanoid.Jump = true end end)
--slow
script.Parent.Color = Color3.new(math.random(),math.random(),math.random()) wait(5) mode6() end function mode7()
-----------------------------------------------
function findAllFlagStands(root) local c = root:children() for i=1,#c do if (c[i].className == "Model" or c[i].className == "Part") then findAllFlagStands(c[i]) end if (c[i].className == "FlagStand") then table.insert(stands, c[i]) end end end function hookUpListeners() for i=1,#stands do stands[i].FlagCaptured:connect(onCaptureScored) end end function onPlayerEntered(newPlayer) if CTF_mode == true then local stats = Instance.new("IntValue") stats.Name = "leaderstats" local captures = Instance.new("IntValue") captures.Name = "Captures" captures.Value = 0 captures.Parent = stats -- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end stats.Parent = newPlayer else local stats = Instance.new("IntValue") stats.Name = "leaderstats" local kills = false if Settings.LeaderboardSettings.KOs then kills = Instance.new("IntValue") kills.Name = Settings.LeaderboardSettings.KillsName kills.Value = 0 end local deaths = false if Settings.LeaderboardSettings.WOs then deaths = Instance.new("IntValue") deaths.Name = Settings.LeaderboardSettings.DeathsName deaths.Value = 0 end local cash = false if Settings.LeaderboardSettings.ShowCurrency then cash = Instance.new("StringValue") cash.Name = Settings.CurrencyName cash.Value = 0 end local diamonds = Instance.new("StringValue") diamonds.Name = 'Diamonds' diamonds.Value = 0 local PlayerStats = game.ServerStorage.PlayerMoney:FindFirstChild(newPlayer.Name) if PlayerStats ~= nil then if cash then local Short = Settings.LeaderboardSettings.ShowShortCurrency PlayerStats.Changed:connect(function() if (Short) then cash.Value = Settings:ConvertShort(PlayerStats.Value) else cash.Value = Settings:ConvertComma(PlayerStats.Value) end end) coroutine.resume(coroutine.create(function() local Diamonds = PlayerStats:WaitForChild('Diamonds') diamonds.Value = Settings:ConvertComma(PlayerStats.Diamonds.Value) PlayerStats.Diamonds.Changed:connect(function() diamonds.Value = Settings:ConvertComma(PlayerStats.Diamonds.Value) end) end)) end end if kills then kills.Parent = stats end if deaths then deaths.Parent = stats end if cash then cash.Parent = stats end diamonds.Parent = stats -- VERY UGLY HACK -- Will this leak threads? -- Is the problem even what I think it is (player arrived before character)? while true do if newPlayer.Character ~= nil then break end wait(5) end local humanoid = newPlayer.Character.Humanoid humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end ) -- start to listen for new humanoid newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end ) stats.Parent = newPlayer end end function onCaptureScored(player) local ls = player:findFirstChild("leaderstats") if ls == nil then return end local caps = ls:findFirstChild("Captures") if caps == nil then return end caps.Value = caps.Value + 1 end findAllFlagStands(game.Workspace) hookUpListeners() if (#stands > 0) then CTF_mode = true end game.Players.ChildAdded:connect(onPlayerEntered)