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--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.CookieSword -- 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)
|
-- ================================================================================
-- PUBLIC FUNCTIONS
-- ================================================================================
|
function ArrowGuide.new(targets)
local arrow = Instance.new("Part")
arrow.Name = "Arrow"
arrow.Size = Vector3.new(2, 1, 5)
arrow.Color = Color3.new(252/255, 1/255, 7/255) -- Red
arrow.CanCollide = false
local mesh = Instance.new("SpecialMesh")
mesh.MeshId = "http://www.roblox.com/asset/?id=14656345" -- Arrow mesh
mesh.Scale = Vector3.new(0.2, 0.4, 0.2)
mesh.Parent = arrow
arrow.Position = character.PrimaryPart.Position + Vector3.new(0, character.PrimaryPart.Size.Y + OFFSET, 0)
local arrowWeld = Instance.new("Weld")
arrowWeld.Part0 = arrow
arrowWeld.Part1 = character.PrimaryPart
arrow.Parent = character
RunService:BindToRenderStep("UpdateDirection", 1, function()
if targets == 0 then return end
local checkpoint = targets[1]:FindFirstChild("Checkpoint")
local closestDistance = (arrow.Position - checkpoint.Position).magnitude
local closestTarget = checkpoint
-- Find nearest target
for _, target in ipairs(targets) do
local hit = target:FindFirstChild("Hit")
if (not hit or hit.Value == false) then
checkpoint = target:FindFirstChild("Checkpoint")
local distance = (arrow.Position - checkpoint.Position).magnitude
if distance < closestDistance then
closestTarget = checkpoint
end
end
end
-- Point arrow at nearest target
local newPos = character.PrimaryPart.Position + Vector3.new(0, character.PrimaryPart.Size.Y + OFFSET, 0)
arrow.CFrame = CFrame.new(newPos, closestTarget.Position)
end)
return arrow
end -- ArrowGuide.new()
|
-- module
|
local INPUT = {}
function INPUT.GetActionInput(self, action)
local input = "nil"
if actions[action] then
local primary, secondary = actions[action].Primary, actions[action].Secondary
if primary then
input = primary.Name
elseif secondary then
input = secondary.Name
end
end
if REPLACEMENTS[input] then
input = REPLACEMENTS[input]
end
return string.upper(input)
end
function INPUT.GetAllActionInputs(self, action)
local inputP, inputS = "nil", "nil"
if actions[action] then
local primary, secondary = actions[action].Primary, actions[action].Secondary
if primary then
inputP = primary.Name
end
if secondary then
inputS = secondary.Name
end
end
if REPLACEMENTS[inputP] then
inputP = REPLACEMENTS[inputP]
end
if REPLACEMENTS[inputS] then
inputS = REPLACEMENTS[inputS]
end
return string.upper(inputP), string.upper(inputS)
end
if not initialized then
local keybindChanged = Instance.new("BindableEvent")
INPUT.KeybindChanged = keybindChanged.Event
actionBegan = Instance.new("BindableEvent")
actionEnded = Instance.new("BindableEvent")
INPUT.ActionBegan = actionBegan.Event
INPUT.ActionEnded = actionEnded.Event
-- register actions
local playerData = PLAYER_DATA:WaitForChild(PLAYER.Name)
local keybinds = playerData:WaitForChild("Keybinds")
local function Register(action, bindP, bindS)
local primary, secondary
if bindP then
local A, B = string.match(bindP, "(.-)%.(.+)")
if A and B then
primary = Enum[A][B]
end
end
if bindS then
local A, B = string.match(bindS, "(.-)%.(.+)")
if A and B then
secondary = Enum[A][B]
end
end
RegisterAction(action, primary, secondary)
keybindChanged:Fire(action)
end
local function Handle(keybind)
local action = keybind.Name
local bind = keybind.Value
if string.match(bind, ";") then
local bindP, bindS = string.match(bind, "(.-);(.+)")
if bindP and bindS then
Register(action, bindP, bindS)
elseif bindP then
Register(action, bindP)
elseif bindS then
Register(action, nil, bindS)
end
else
Register(action, bind)
end
end
keybinds.ChildAdded:connect(function(keybind)
keybind.Changed:connect(function()
Handle(keybind)
end)
RunService.Stepped:wait()
Handle(keybind)
end)
repeat
RunService.Stepped:wait()
until #keybinds:GetChildren() > 0
for _, keybind in pairs(keybinds:GetChildren()) do
keybind.Changed:connect(function()
Handle(keybind)
end)
Handle(keybind)
end
initialized = true
end
return INPUT
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.9 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
--[[ 7 ]] 0.50 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- Compiled with roblox-ts v2.1.0
--[[
*
* Represents a connection to a signal.
]]
|
local Connection
do
Connection = setmetatable({}, {
__tostring = function()
return "Connection"
end,
})
Connection.__index = Connection
function Connection.new(...)
local self = setmetatable({}, Connection)
return self:constructor(...) or self
end
function Connection:constructor(signal, fn)
self.signal = signal
self.Connected = true
self._fn = fn
end
function Connection:Disconnect()
if not self.Connected then
return nil
end
self.Connected = false
if self.signal._handlerListHead == self then
self.signal._handlerListHead = self._next
else
local prev = self.signal._handlerListHead
while prev and prev._next ~= self do
prev = prev._next
end
if prev then
prev._next = self._next
end
end
end
function Connection:Destroy()
self:Disconnect()
end
end
|
--Don't worry about the rest of the code, except for line 25.
|
game.Players.PlayerAdded:connect(function(player)
local leader = Instance.new("Folder",player)
leader.Name = "leaderstats"
local Cash = Instance.new("IntValue",leader)
Cash.Name = stat
Cash.Value = ds:GetAsync(player.UserId) or startamount
ds:SetAsync(player.UserId, Cash.Value)
Cash.Changed:connect(function()
ds:SetAsync(player.UserId, Cash.Value)
end)
end)
game.Players.PlayerRemoving:connect(function(player)
ds:SetAsync(player.UserId, player.leaderstats.Money.Value) --Change "Points" to the name of your leaderstat.
end)
|
--/////////--
--Utilities--
--/////////--
|
local function isInRegion(Region, Position)
local Extents = Region.Size /2
local Offset = GetOffset(Region, Position)
return Offset.X < Extents.X and Offset.Y < Extents.Y and Offset.Z < Extents.Z
end
local function isInRegionIgnoreY(Region, Position)
local Extents = Region.Size /2
local Offset = GetOffset(Region, Position)
return Offset.X < Extents.X and Offset.Z < Extents.Z
end
|
--// Ammo Settings
|
Ammo = 15;
StoredAmmo = 15;
MagCount = 30; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge;
ExplosiveAmmo = 0;
|
---
|
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Lavender",Paint)
end)
|
-- Uber l33t maths to calcluate the angle needed to throw a projectile a distance, given the altitude of the end point and the projectile's velocity
|
function AngleOfReach(distance, altitude, velocity)
local gravity = workspace.Gravity
local theta = math.atan((velocity^2 + math.sqrt(velocity^4 -gravity*(gravity*distance^2 + 2*altitude*velocity^2)))/(gravity*distance))
if theta ~= theta then
theta = math.pi/4
end
return(theta)
end
|
--~strict
--[[
Packages up the internals of Roact and exposes a public API for it.
]]
|
local GlobalConfig = require(script.GlobalConfig)
local createReconciler = require(script.createReconciler)
local createReconcilerCompat = require(script.createReconcilerCompat)
local RobloxRenderer = require(script.RobloxRenderer)
local strict = require(script.strict)
local Binding = require(script.Binding)
local robloxReconciler = createReconciler(RobloxRenderer)
local reconcilerCompat = createReconcilerCompat(robloxReconciler)
local Roact = strict({
Component = require(script.Component),
createElement = require(script.createElement),
createFragment = require(script.createFragment),
oneChild = require(script.oneChild),
PureComponent = require(script.PureComponent),
None = require(script.None),
Portal = require(script.Portal),
createRef = require(script.createRef),
forwardRef = require(script.forwardRef),
createBinding = Binding.create,
joinBindings = Binding.join,
createContext = require(script.createContext),
Change = require(script.PropMarkers.Change),
Children = require(script.PropMarkers.Children),
Event = require(script.PropMarkers.Event),
Ref = require(script.PropMarkers.Ref),
mount = robloxReconciler.mountVirtualTree,
unmount = robloxReconciler.unmountVirtualTree,
update = robloxReconciler.updateVirtualTree,
reify = reconcilerCompat.reify,
teardown = reconcilerCompat.teardown,
reconcile = reconcilerCompat.reconcile,
setGlobalConfig = GlobalConfig.set,
-- APIs that may change in the future without warning
UNSTABLE = {},
})
return Roact
|
--[=[
Observes all descendants that match a predicate as a brio
@param parent Instance
@param predicate ((value: Instance) -> boolean)? -- Optional filter
@return Observable<Brio<Instance>>
]=]
|
function RxInstanceUtils.observeDescendantsBrio(parent, predicate)
assert(typeof(parent) == "Instance", "Bad parent")
assert(type(predicate) == "function" or predicate == nil, "Bad predicate")
return Observable.new(function(sub)
local maid = Maid.new()
local function handleDescendant(descendant)
if not predicate or predicate(descendant) then
local value = Brio.new(descendant)
maid[descendant] = value
sub:Fire(value)
end
end
maid:GiveTask(parent.DescendantAdded:Connect(handleDescendant))
maid:GiveTask(parent.DescendantRemoving:Connect(function(descendant)
maid[descendant] = nil
end))
for _, descendant in pairs(parent:GetDescendants()) do
handleDescendant(descendant)
end
return maid
end)
end
|
-- Ask server to give points randomly:
|
PointsService.GiveMePoints:Fire()
|
--Rescripted by Luckymaxer
--Updated for R15 avatars by StarWars
|
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Head = Character:FindFirstChild("Head")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("UpperTorso")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
Player = Players:GetPlayerFromCharacter(Character)
Sounds = {
Explosion = script:WaitForChild("Explosion"),
}
function DestroyScript()
Debris:AddItem(script, 0.5)
script:Destroy()
end
if not Head or not Torso or not Humanoid or Humanoid.Health == 0 or not Player then
DestroyScript()
return
end
Duration = 30
Humanoid.WalkSpeed = (16 * 1.6)
Sparkles = Instance.new("Sparkles")
Sparkles.SparkleColor = Color3.new(0.8, 0, 0.8)
Sparkles.Enabled = true
Debris:AddItem(Sparkles, Duration)
Sparkles.Parent = Torso
Count = script:FindFirstChild("CoffeeCount")
if not Count then
Count = Instance.new("IntValue")
Count.Name = "CoffeeCount"
Count.Value = 1
Count.Parent = script
else
if (Count.Value > 3) then
if (math.random() > 0.5) then
ExplosionSound = Sounds.Explosion:Clone()
Debris:AddItem(ExplosionSound, 5)
ExplosionSound.Parent = Head
ExplosionSound:Play()
local Explosion = Instance.new("Explosion")
Explosion.ExplosionType = Enum.ExplosionType.NoCraters
Explosion.BlastRadius = 2
Explosion.BlastPressure = 1000000
Explosion.Position = Torso.Position
Explosion.Parent = game:GetService("Workspace")
end
end
Count.Value = (Count.Value + 1)
end
wait(Duration)
Humanoid.WalkSpeed = 16
DestroyScript()
|
-- Returns the Levenshtein distance between the two given strings
|
local utf8_len = utf8.len -- I'm not even sure if this is faster localized, thanks Luau and your massive inconsistency.
local utf8_codes = utf8.codes
local function Levenshtein(String1, String2)
if String1 == String2 then
return 0
end
local Length1 = utf8_len(String1)
local Length2 = utf8_len(String2)
if Length1 == 0 then
return Length2
elseif Length2 == 0 then
return Length1
end
local Matrix = {} -- Would love to use table.create for this, but it starts at 0.
for Index = 0, Length1 do
Matrix[Index] = {[0] = Index}
end
for Index = 0, Length2 do
Matrix[0][Index] = Index
end
local Index = 1
local IndexSub1
for _, Code1 in utf8_codes(String1) do
local Jndex = 1
local JndexSub1
for _, Code2 in utf8_codes(String2) do
local Cost = Code1 == Code2 and 0 or 1
IndexSub1 = Index - 1
JndexSub1 = Jndex - 1
Matrix[Index][Jndex] = math.min(Matrix[IndexSub1][Jndex] + 1, Matrix[Index][JndexSub1] + 1, Matrix[IndexSub1][JndexSub1] + Cost)
Jndex = Jndex + 1
end
Index = Index + 1
end
return Matrix[Length1][Length2]
end
local function SortResults(A, B)
return A.Distance < B.Distance
end
local function FuzzySearch(String, ArrayOfStrings, MaxResults)
local Results = table.create(#ArrayOfStrings)
for Index, Value in ipairs(ArrayOfStrings) do
Results[Index] = {
String = Value;
Distance = Levenshtein(String, Value);
}
end
table.sort(Results, SortResults)
return Results
end
return FuzzySearch
|
--- Runs embedded commands and replaces them
|
function Util.RunEmbeddedCommands(dispatcher, str)
str = encodeCommandEscape(str)
local results = {}
-- We need to do this because you can't yield in the gsub function
for text in str:gmatch("$(%b{})") do
local doQuotes = true
local commandString = text:sub(2, #text-1)
if commandString:match("^{.+}$") then -- Allow double curly for literal replacement
doQuotes = false
commandString = commandString:sub(2, #commandString-1)
end
results[text] = Util.RunCommandString(dispatcher, commandString)
if doQuotes then
if results[text]:find("%s") or results[text] == "" then
results[text] = string.format("%q", results[text])
end
end
end
return decodeCommandEscape(str:gsub("$(%b{})", results))
end
|
-- [[ Dummiez's Data Store Score Board ]]
-- This script updates the Data store with the values from the remote function.
|
wait(1)
local score = game:GetService("DataStoreService"):GetOrderedDataStore(script.DataStore.Value)
function script.UploadScore.OnServerInvoke(player)
local inv = player:FindFirstChild(script.Original.Value)
score:SetAsync(player.Name, inv:FindFirstChild(script.Score.Value).Value)
end
|
-----------------
--| Constants |--
-----------------
|
local COOLDOWN = 5 -- Seconds until tool can be used again
|
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]]
|
--
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
local OriginalC0=JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0;
function FindNearestBae()
local NoticeDistance=99999999999999999999999999999999999999;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(999999999999999999999999);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.4);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.15);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=1;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=15;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
local NeckRotation=(JeffTheKiller:FindFirstChild("Torso").Position.Y-MainTarget.Parent:FindFirstChild("Head").Position.Y)/10;
if NeckRotation>-1.5 and NeckRotation<1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=OriginalC0*CFrame.fromEulerAnglesXYZ(NeckRotation,0,0);
end;
if NeckRotation<-1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,-0.993636549,0.112633869,0,0.112633869,0.993636549);
elseif NeckRotation>1.5 then
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0.996671617,0.081521146,0,0.081521146,-0.996671617);
end;
else
end;
else
Notice=false;
NoticeDebounce=false;
JeffTheKiller:FindFirstChild("Torso"):FindFirstChild("Neck").C0=CFrame.new(0,1,0,-1,0,0,0,0,1,0,1,-0);
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=500;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end;
|
--= Variables =--
|
local camera = game.Workspace.CurrentCamera
local TweeningService = game:GetService("TweenService")
local UIS = game:GetService('UserInputService')
local Bar = script.Parent:WaitForChild('STMBackground'):WaitForChild('Bar')
local player = game.Players.LocalPlayer
local NormalWalkSpeed = 10
local NewWalkSpeed = 30
local power = 10
local sprinting = false
repeat wait() until game.Players.LocalPlayer.Character
local character = player.Character
local Humanoid = character.Humanoid
local runninganim = Humanoid:LoadAnimation(script.Parent.Runninganim)
|
--------END RIGHT DOOR-------
|
end
wait(0.15)
until game.Workspace.DoorFlashing.Value == false
end
end
end
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
-- SOME OTHER VARIABLES --
|
local Animations
local loopConnection
local holdingConnection
|
--[[Engine]]
|
local fFD = _Tune.FinalDrive*_Tune.FDMult
local fFDr = fFD*30/math.pi
local cGrav = workspace.Gravity*_Tune.InclineComp/32.2
local wDRatio = wDia*math.pi/60
local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0)
local cfYRot = CFrame.Angles(0,math.pi,0)
local rtTwo = (2^.5)/2
--Horsepower Curve
local fgc_h=_Tune.Horsepower/100
local fgc_n=_Tune.PeakRPM/1000
local fgc_a=_Tune.PeakSharpness
local fgc_c=_Tune.CurveMult
function FGC(x)
x=x/1000
return (((-(x-fgc_n)^2)*math.min(fgc_h/(fgc_n^2),fgc_c^(fgc_n/fgc_h)))+fgc_h)*(x-((x^fgc_a)/((fgc_a*fgc_n)^(fgc_a-1))))
end
local PeakFGC = FGC(_Tune.PeakRPM)
--Plot Current Horsepower
function GetCurve(x,gear)
local hp=math.max((FGC(x)*_Tune.Horsepower)/PeakFGC,0)
return hp,hp*(_Tune.EqPoint/x)*_Tune.Ratios[gear+2]*fFD*hpScaling
end
--Output Cache
local CacheTorque = true
local HPCache = {}
local HPInc = 100
if CacheTorque then
for gear,ratio in pairs(_Tune.Ratios) do
local hpPlot = {}
for rpm = math.floor(_Tune.IdleRPM/HPInc),math.ceil((_Tune.Redline+100)/HPInc) do
local tqPlot = {}
tqPlot.Horsepower,tqPlot.Torque = GetCurve(rpm*HPInc,gear-2)
hp1,tq1 = GetCurve((rpm+1)*HPInc,gear-2)
tqPlot.HpSlope = (hp1 - tqPlot.Horsepower)/(HPInc/1000)
tqPlot.TqSlope = (tq1 - tqPlot.Torque)/(HPInc/1000)
hpPlot[rpm] = tqPlot
end
table.insert(HPCache,hpPlot)
end
end
--Powertrain
--Update RPM
function RPM()
--Neutral Gear
if _CGear==0 then _ClutchOn = false end
--Car Is Off
local revMin = _Tune.IdleRPM
if not _IsOn then
revMin = 0
_CGear = 0
_ClutchOn = false
_GThrot = _Tune.IdleThrottle/100
end
--Determine RPM
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin)
local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9)
_RPM = _RPM*clutchP + aRPM*(1-clutchP)
else
if _GThrot-(_Tune.IdleThrottle/100)>0 then
if _RPM>_Tune.Redline then
_RPM = _RPM-_Tune.RevBounce*2
else
_RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100)
end
else
_RPM = math.max(_RPM-_Tune.RevDecay,revMin)
end
end
--Rev Limiter
_spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2])
if _RPM>_Tune.Redline then
if _CGear<#_Tune.Ratios-2 then
_RPM = _RPM-_Tune.RevBounce
else
_RPM = _RPM-_Tune.RevBounce*.5
end
end
end
--Apply Power
function Engine()
--Get Torque
local maxSpin=0
for i,v in pairs(Drive) do
if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end
end
if _ClutchOn then
if CacheTorque then
local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/HPInc)]
_HP = cTq.Horsepower+(cTq.HpSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
_OutTorque = cTq.Torque+(cTq.TqSlope*(_RPM-math.floor(_RPM/HPInc))/1000)
else
_HP,_OutTorque = GetCurve(_RPM,_CGear)
end
local iComp =(car.Body.CarName.Value.VehicleSeat.CFrame.lookVector.y)*cGrav
if _CGear==-1 then iComp=-iComp end
_OutTorque = _OutTorque*math.max(1,(1+iComp))
else
_HP,_OutTorque = 0,0
end
--Automatic Transmission
if _TMode == "Auto" and _IsOn then
_ClutchOn = true
if _CGear == 0 then _CGear = 1 end
if _CGear >= 1 then
if _CGear==1 and _GBrake > 0 and car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude < 20 then
_CGear = -1
else
if _Tune.AutoShiftMode == "RPM" then
if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then
_CGear=math.max(_CGear-1,1)
end
else
if car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then
_CGear=math.min(_CGear+1,#_Tune.Ratios-2)
elseif car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then
_CGear=math.max(_CGear-1,1)
end
end
end
else
if _GThrot-(_Tune.IdleThrottle/100) > 0 and car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude < 20 then
_CGear = 1
end
end
end
--Average Rotational Speed Calculation
local fwspeed=0
local fwcount=0
local rwspeed=0
local rwcount=0
for i,v in pairs(car.Wheels:GetChildren()) do
if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then
fwspeed=fwspeed+v.RotVelocity.Magnitude
fwcount=fwcount+1
elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then
rwspeed=rwspeed+v.RotVelocity.Magnitude
rwcount=rwcount+1
end
end
fwspeed=fwspeed/fwcount
rwspeed=rwspeed/rwcount
local cwspeed=(fwspeed+rwspeed)/2
--Update Wheels
for i,v in pairs(car.Wheels:GetChildren()) do
--Reference Wheel Orientation
local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector
local aRef=1
local diffMult=1
if v.Name=="FL" or v.Name=="RL" then aRef=-1 end
--AWD Torque Scaling
if _Tune.Config == "AWD" then _OutTorque = _OutTorque*rtTwo end
--Differential/Torque-Vectoring
if v.Name=="FL" or v.Name=="FR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
elseif v.Name=="RL" or v.Name=="RR" then
diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50))))
if _Tune.Config == "AWD" then
diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50)))))
end
end
_TCSActive = false
_ABSActive = false
--Output
if _PBrake and ((_Tune.Config ~= "FWD" and (((v.Name=="FL" or v.Name=="FR") and car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude<20) or ((v.Name=="RR" or v.Name=="RL") and car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude>=20))) or (_Tune.Config == "FWD" and (v.Name=="RR" or v.Name=="RL"))) then
--PBrake
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce
v["#AV"].angularvelocity=Vector3.new()
else
--Apply Power
if ((_TMode == "Manual" or _TMode == "Semi") and _GBrake==0) or (_TMode == "Auto" and ((_CGear>-1 and _GBrake==0 ) or (_CGear==-1 and _GThrot-(_Tune.IdleThrottle/100)==0 )))then
local driven = false
for _,a in pairs(Drive) do if a==v then driven = true end end
if driven then
local on=1
if not script.Parent.IsOn.Value then on=0 end
local throt = _GThrot
if _TMode == "Auto" and _CGear==-1 then throt = _GBrake end
--Apply TCS
local tqTCS = 1
if _TCS then
tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100)))
end
if tqTCS < 1 then
_TCSActive = true
end
--Update Forces
local dir = 1
if _CGear==-1 then dir = -1 end
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on
v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir
else
v["#AV"].maxTorque=Vector3.new()
v["#AV"].angularvelocity=Vector3.new()
end
--Brakes
else
local brake = _GBrake
if _TMode == "Auto" and _CGear==-1 then brake = _GThrot end
--Apply ABS
local tqABS = 1
if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then
tqABS = 0
end
if tqABS < 1 then
_ABSActive = true
end
--Update Forces
if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS
else
v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS
end
v["#AV"].angularvelocity=Vector3.new()
end
end
end
end
|
--Made by Luckymaxer
|
Character = script.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Debris = game:GetService("Debris")
if Humanoid then
for i, v in pairs(Humanoid:GetChildren()) do
if v:IsA("Animator") then
v:Destroy()
end
end
function SetHumanoid()
Humanoid.AutoRotate = false
Humanoid.PlatformStand = false
Humanoid.WalkSpeed = 0
Humanoid.Jump = false
Humanoid:ChangeState(Enum.HumanoidStateType.Freefall)
end
function UnequipTools()
Humanoid:UnequipTools()
end
HumanoidChanged = Humanoid.Changed:connect(SetHumanoid)
ToolEquipped = Character.ChildAdded:connect(UnequipTools)
SetHumanoid()
UnequipTools()
end
wait(10)
for i, v in pairs({HumanoidChanged, ToolEquipped}) do
if v then
v:disconnect()
end
end
Humanoid.AutoRotate = true
Humanoid.PlatformStand = false
Humanoid.WalkSpeed = 16
script:Destroy()
|
--legends:
--[s]: speed
--[d]: damper
--[t]: target
--[p]: position
--[v]: velocity
|
local SpeedSpring = Spring.spring.new()
SpeedSpring.s = 16
local SwaySpring = Spring.spring.new(0)
SwaySpring.s = 4
SwaySpring.d = 1
local SwaySpeed = Spring.spring.new(0)
SwaySpeed.s = 6
SwaySpeed.d = 1
SwaySpeed.t = 1
local DamageSpring = Spring.spring.new(Vector3.new())
DamageSpring.s = 20
DamageSpring.d = 0.75
local ImpactSpring = Spring.spring.new(Vector3.new())
ImpactSpring.s = 15
ImpactSpring.d = 1
local OffStates = {"Jumping", "PlatformStanding", "Ragdoll", "Seated", "FallingDown", "FreeFalling", "GettingUp", "Swimming", "Climbing"}
local OnStates = {"Running"}
local speed = 0
local distance = 0
local swayT = 0
local lastHealth = Humanoid.Health
local isFalling = false
local debounce = false
for _, state in pairs(OffStates) do
Humanoid[state]:Connect(function()
active = false
end)
end
for _, state in pairs(OnStates) do
Humanoid[state]:Connect(function(speed)
active = (speed > 1)
end)
end
local function GetHit(d)
local l = CFrame.new():VectorToObjectSpace(d)
DamageSpring:Accelerate(Vector3.new(l.Z, 0, -l.X) * 0.25)
Thread:Wait(0.03)
DamageSpring:Accelerate(Vector3.new(-l.Z, 0, 0) * 0.25)
end
local function HealthChanged(health)
if lastHealth > health and lastHealth - health >= 5 then
if Humanoid.Health ~= Humanoid.MaxHealth then
local damageDealt = lastHealth - health
Thread:Spawn(function()
local dir = Vector3.new(0, 0, 0)
if Humanoid:FindFirstChild("creator") then
local killer = Humanoid.creator
local killerChar = killer.Value.Character
local killerHum = killerChar:FindFirstChildOfClass("Humanoid")
local killerHRP = killerChar:FindFirstChild("HumanoidRootPart")
if killerChar and killerHRP and killerHum and killerHum.Health > 0 then
dir = (Camera.CFrame.p - killerHRP.Position).Unit
else
dir = (Camera.CFrame.p - HumanoidRootPart.Position).Unit
end
else
dir = (Camera.CFrame.p - HumanoidRootPart.Position).Unit
end
GetHit((-damageDealt / 12 + 4.166666666666667) * dir)
end)
end
end
lastHealth = health
end
Humanoid.FreeFalling:Connect(function(falling)
isFalling = falling
if isFalling and not debounce then
debounce = true
local maxHeight, lowHeight = 0, math.huge
while isFalling do
local height = HumanoidRootPart.Position.Y
if height > maxHeight then
maxHeight = height
end
if height < lowHeight then
lowHeight = height
end
Thread:Wait()
end
local fallHeight = maxHeight - lowHeight
local impactHeight = fallHeight - GeneralSettings.LowestFallHeight
if impactHeight > 0 then
--local damage = impactHeight * (humanoid.MaxHealth / GeneralSettings.MaxFallHeight)
--humanoid:TakeDamage(damage)
ImpactSpring:Accelerate(Vector3.new(0, 0, math.random(-impactHeight, impactHeight) / 5))
end
debounce = false
end
end)
RunService.RenderStepped:Connect(function(dt)
if Character and HumanoidRootPart and Humanoid then
local RelativeVelocity = CFrame.new().VectorToObjectSpace(HumanoidRootPart.CFrame, HumanoidRootPart.Velocity)
SpeedSpring.t = (active and Humanoid.Health > 0) and (Vector3.new(1, 0, 1) * RelativeVelocity).Magnitude or 0
speed = SpeedSpring.p
distance = distance + dt * SpeedSpring.p
swayT = swayT + dt * SwaySpeed.p
if GeneralSettings.FpsCam then
local CF = CFrame.new()
CF = Camera.CoordinateFrame
local T = swayT
local S, D = 0.5 * speed, distance * 6.28318 / 4 * 3 / 4
local SS = SwaySpring.p
local BobAngles = Math.FromAxisAngle(S * math.cos(D + 2) / 2048, S * math.cos(D / 2) / 2048, S * math.cos(D / 2 + 2) / 4096) * Math.FromAxisAngle(SS * math.cos(2 * T + 2) / 2048, SS * math.cos(2 * T / 2) / 2048, SS * math.cos(2 * T / 2 - 2) / 4096)
local DamageAngles = Math.FromAxisAngle(DamageSpring.p)
local ImpactAngles = Math.FromAxisAngle(ImpactSpring.p)
if GeneralSettings.CamBobble then
CF = CF * BobAngles
end
if GeneralSettings.CamHurt then
CF = CF * DamageAngles
end
if GeneralSettings.CamImpact then
CF = CF * ImpactAngles
end
Camera.CoordinateFrame = CF
end
end
end)
Humanoid.HealthChanged:Connect(HealthChanged)
Humanoid.Died:Connect(function()
HealthChanged(20)
end)
HealthChanged(Humanoid.Health)
|
--[should be false OR DISABLED]
|
--WeaponsSystem.camera:setEnabled(true)
end
--Setup weapon tools and listening
WeaponsSystem.connections.weaponAdded = CollectionService:GetInstanceAddedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponAdded)
WeaponsSystem.connections.weaponRemoved = CollectionService:GetInstanceRemovedSignal(WEAPON_TAG):Connect(WeaponsSystem.onWeaponRemoved)
for _, instance in pairs(CollectionService:GetTagged(WEAPON_TAG)) do
WeaponsSystem.onWeaponAdded(instance)
end
WeaponsSystem.doingSetup = false
WeaponsSystem.didSetup = true
end
function WeaponsSystem.onCharacterAdded(character)
-- Make it so players unequip weapons while seated, then reequip weapons when they become unseated
local humanoid = character:WaitForChild("Humanoid")
WeaponsSystem.connections.seated = humanoid.Seated:Connect(function(isSeated)
if isSeated then
WeaponsSystem.seatedWeapon = character:FindFirstChildOfClass("Tool")
humanoid:UnequipTools()
WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
|
-- Checkpoint counters
|
numCheckpointsHit = 0
numCheckpoints = #checkpointList
_numLaps = 0
|
--------LEFT DOOR --------
|
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(106)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1003)
game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-- function
|
local function SetStartGame(value)
startGame = value
end
local function ResetGame()
left = 0
right = 0
moveDir = 0
SetStartGame(false)
end
local function SetWalkSpeed(speed)
humanoid.WalkSpeed = speed
end
function SmoothDie()
SetStartGame(false)
if humanoid.Health > 0 then
moveDir = 0
SetWalkSpeed(0)
|
-- (Hat Giver Script - Loaded.)
|
debounce = true
function onTouched(hit)
if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then
debounce = false
h = Instance.new("Hat")
p = Instance.new("Part")
h.Name = "Hat"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(1,1,1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentForward = Vector3.new(-0, -0.151, -0.989)
h.AttachmentPos = Vector3.new(0.05, -0.3, 0)
h.AttachmentRight = Vector3.new(1, 0, 0)
h.AttachmentUp = Vector3.new(0, 0.989, -0.151)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Updating weapons HUD
|
function updateWeaponHud(mag, ammo)
clipUI.Text = mag
ammoUI.Text = ammo
ammoUI.AmmoEffect.Text = ammo
if ammo > ammoLeft then
spawn(ammoEffect)
end
if mag == 0 then
clipUI.TextColor3 = Color3.new(227/255, 29/255, 32/255)
else
clipUI.TextColor3 = Color3.new(199/255, 199/255, 199/255)
end
if ammo == 0 then
ammoUI.TextColor3 = Color3.new(227/255, 29/255, 32/255)
else
ammoUI.TextColor3 = Color3.new(199/255, 199/255, 199/255)
end
currentAmmo = mag
ammoLeft = ammo
end
if configs.infiniteAmmo == true then
updateWeaponHud(currentAmmo, clipSize)
else
updateWeaponHud(currentAmmo, ammoLeft)
end
function equip()
local char = player.Character
-- Setup joint variables
if player.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
neck = player.Character.Torso.Neck
oldNeckC0 = neck.C0
shoulder = player.Character.Torso:FindFirstChild("Right Shoulder")
oldShoulderC0 = shoulder.C0
else
neck = player.Character.Head.Neck
oldNeckC0 = neck.C0
shoulder = player.Character.RightUpperArm:FindFirstChild("RightShoulder")
oldShoulderC0 = shoulder.C0
end
-- Remember old mouse icon and update current
hud.AmmoHud:TweenPosition(UDim2.new(0.98, 0, 0.95, 0), "InOut", "Quad", 0.3, true)
runService:BindToRenderStep("Sights", Enum.RenderPriority.Last.Value, function()
hud.Crosshair.Position = UDim2.new(0, mouse.X, 0, mouse.Y)
end)
userInputService.MouseIconEnabled = false
hud.Crosshair.Visible = true
-- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped
if userInputService.TouchEnabled then
connection = userInputService.TouchMoved:Connect(mobileFrame)
else
connection = render:Connect(pcFrame)
end
-- Bind TouchStarted and TouchEnded. Used to determine if character should rotate
-- during touch input
userInputService.TouchStarted:Connect(function(touch, processed)
mobileShouldTrack = not processed
end)
userInputService.TouchEnded:Connect(function(touch, processed)
mobileShouldTrack = false
end)
-- Fire server's equip event
game.ReplicatedStorage:WaitForChild("ROBLOX_PistolEquipEvent"):FireServer()
-- Bind event for when mouse is clicked to fire server's fire event
mouse.Button1Down:Connect(function()
game.ReplicatedStorage:WaitForChild("ROBLOX_PistolFireEvent"):FireServer(mouse.Hit.p)
updateWeaponHud(currentAmmo, ammoLeft)
end)
-- Bind reload event to mobile button and r key
contextActionService:BindActionToInputTypes("Reload", function()
game.ReplicatedStorage:WaitForChild("ROBLOX_PistolReloadEvent"):FireServer()
end, true, "r")
-- If game uses filtering enabled then need to update server while tool is
-- held by character.
if workspace.FilteringEnabled then
while connection do
wait()
game.ReplicatedStorage:WaitForChild("ROBLOX_PistolUpdateEvent"):FireServer(neck.C0, shoulder.C0)
end
end
end
local function unequip()
if connection then connection:disconnect() end
contextActionService:UnbindAction("Reload")
game.ReplicatedStorage:WaitForChild("ROBLOX_PistolUnequipEvent"):FireServer()
hud.AmmoHud:TweenPosition(UDim2.new(1.5, 0, 0.95, 0), "InOut", "Quad", 0.3, true)
runService:UnbindFromRenderStep("Sights")
userInputService.MouseIconEnabled = true
hud.Crosshair.Visible = false
neck.C0 = oldNeckC0
shoulder.C0 = oldShoulderC0
end
function hitmarkerUpdate()
hud.Crosshair.Hitmarker.Visible = true
wait(0.1)
hud.Crosshair.Hitmarker.Visible = false
end
|
--Steering
|
Tune.SteerD = 750
Tune.SteerMaxTorque = 85000
Tune.SteerP = 140000
Tune.SteerInner = 22
Tune.SteerOuter = 20
Tune.SteerSpeed = .15
Tune.SteerDecay = 378 --Speed[SPS] of gradient cutoff
Tune.MinSteer = .1
Tune.MSteerExp = 1
|
--Precalculated paths
|
local t,f,n=true,false,{}
local r={
[58]={{26,27,28,29,31,32,34,35,39,41,30,56,58},t},
[49]={{26,27,28,44,45,49},t},
[16]={n,f},
[19]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,19},t},
[59]={{26,27,28,29,31,32,34,35,39,41,59},t},
[63]={{26,27,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t},
[34]={{26,27,28,29,31,32,34},t},
[21]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,21},t},
[48]={{26,27,28,44,45,49,48},t},
[27]={{26,27},t},
[14]={n,f},
[31]={{26,27,28,29,31},t},
[56]={{26,27,28,29,31,32,34,35,39,41,30,56},t},
[29]={{26,27,28,29},t},
[13]={n,f},
[47]={{26,27,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{26,27,28,44,45},t},
[57]={{26,27,28,29,31,32,34,35,39,41,30,56,57},t},
[36]={{26,27,28,29,31,32,33,36},t},
[25]={{26,25},t},
[71]={{26,27,28,29,31,32,34,35,39,41,59,61,71},t},
[20]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20},t},
[60]={{26,27,28,29,31,32,34,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t},
[22]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t},
[74]={{26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t},
[62]={{26,27,28,29,31,32,34,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{26,27,28,29,31,32,33,36,37},t},
[2]={n,f},
[35]={{26,27,28,29,31,32,34,35},t},
[53]={{26,27,28,44,45,49,48,47,52,53},t},
[73]={{26,27,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t},
[72]={{26,27,28,29,31,32,34,35,39,41,59,61,71,72},t},
[33]={{26,27,28,29,31,32,33},t},
[69]={{26,27,28,29,31,32,34,35,39,41,60,69},t},
[65]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{26},t},
[68]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{26,27,28,29,31,32,34,35,39,41,59,61,71,72,76},t},
[50]={{26,27,28,44,45,49,48,47,50},t},
[66]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{26,25,24},t},
[23]={{26,27,28,29,31,32,34,35,39,41,30,56,58,23},t},
[44]={{26,27,28,44},t},
[39]={{26,27,28,29,31,32,34,35,39},t},
[32]={{26,27,28,29,31,32},t},
[3]={n,f},
[30]={{26,27,28,29,31,32,34,35,39,41,30},t},
[51]={{26,27,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{26,27,28,29,31,32,34,35,39,41,59,61},t},
[55]={{26,27,28,44,45,49,48,47,52,53,54,55},t},
[46]={{26,27,28,44,45,49,48,47,46},t},
[42]={{26,27,28,29,31,32,34,35,38,42},t},
[40]={{26,27,28,29,31,32,34,35,40},t},
[52]={{26,27,28,44,45,49,48,47,52},t},
[54]={{26,27,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{26,27,28,29,31,32,34,35,39,41},t},
[17]={n,f},
[38]={{26,27,28,29,31,32,34,35,38},t},
[28]={{26,27,28},t},
[5]={n,f},
[64]={{26,27,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
--- RUNTIME ---
|
for _,NPC in pairs(workspace.Enemies:GetChildren()) do
Distribute(NPC)
end
workspace.Enemies.ChildAdded:Connect(Distribute)
|
--easter egg
|
mouse.KeyDown:connect(function(key)
if key=="o" then
Heat = BlowupTemp-11
end
end)
if not FE then
radiator.Oil.Enabled = false
radiator.Antifreeze.Enabled = false
radiator.Liquid.Volume = 0
radiator.Fan:Play()
radiator.Fan.Pitch = 1+FanSpeed
radiator.Steam:Play()
radiator.Liquid:Play()
script.Blown.Value = false
while wait(.2) do
if Heat > FanTemp and Fan == true then
FanCool = -FanSpeed
radiator.Fan.Volume = FanVolume
else
FanCool = 0
radiator.Fan.Volume = 0
end
Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
if Heat >= BlowupTemp then
Heat = BlowupTemp
radiator.Break:Play()
radiator.Liquid.Volume = .5
radiator.Oil.Enabled = true
radiator.Antifreeze.Enabled = true
script.Parent.Parent.IsOn.Value = false
script.Blown.Value = true
elseif Heat >= BlowupTemp-10 then
radiator.Smoke.Transparency = NumberSequence.new((BlowupTemp-Heat)/10,1)
radiator.Smoke.Enabled = true
radiator.Steam.Volume = math.abs(((BlowupTemp-Heat)-10)/10)
else
radiator.Smoke.Enabled = false
radiator.Steam.Volume = 0
end
script.Celsius.Value = Heat
script.Parent.Temp.Text = math.floor(Heat).."°c"
end
else
handler:FireServer("Initialize",FanSpeed)
while wait(.2) do
if Heat > FanTemp and Fan == true then
FanCool = -FanSpeed
handler:FireServer("FanVolume",FanVolume)
else
FanCool = 0
handler:FireServer("FanVolume",0)
end
Load = ((script.Parent.Parent.Values.Throttle.Value*script.Parent.Parent.Values.RPM.Value*10*OverheatSpeed)/math.ceil((car.DriveSeat.Velocity.magnitude+.0000001)/100)/75000)-CoolingEfficiency
Heat = math.max(RunningTemp,(Heat+Load)+FanCool)
if Heat >= BlowupTemp then
Heat = BlowupTemp
handler:FireServer("Blown")
script.Parent.Parent.IsOn.Value = false
script.Blown.Value = true
elseif Heat >= BlowupTemp-10 then
handler:FireServer("Smoke",true,BlowupTemp,Heat)
else
handler:FireServer("Smoke",false,BlowupTemp,Heat)
end
script.Celsius.Value = Heat
script.Parent.Temp.Text = math.floor(Heat).."°c"
end
end
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive/_Tune.FDMult)
v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10)
end
end
for i=0,revEnd*2 do
local ln = gauges.ln:clone()
ln.Parent = gauges.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = gauges.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",gauges.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = gauges.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
local blns = Instance.new("Frame",gauges.Boost)
blns.Name = "blns"
blns.BackgroundTransparency = 1
blns.BorderSizePixel = 0
blns.Size = UDim2.new(0,0,0,0)
for i=0,12 do
local bln = gauges.bln:clone()
bln.Parent = blns
bln.Rotation = 45+270*(i/12)
if i%2==0 then
bln.Frame.Size = UDim2.new(0,2,0,7)
bln.Frame.Position = UDim2.new(0,-1,0,40)
else
bln.Frame.Size = UDim2.new(0,3,0,5)
end
bln.Num:Destroy()
bln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",gauges.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = gauges.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
isOn.Changed:connect(function()
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
values.RPM.Changed:connect(function()
gauges.Tach.Needle.Rotation = 45 + 225 * math.min(1,values.RPM.Value / (revEnd*1000))
end)
local _TCount = _Tune.Turbochargers
local _SCount = _Tune.Superchargers
if _TCount~=0 or _SCount~=0 then
values.Boost.Changed:connect(function()
local _T = 0
local _S = 0
if _TCount~=0 then _T = _Tune.T_Boost*_TCount end
if _SCount~=0 then _S = _Tune.S_Boost*_SCount end
local tboost = (math.floor(values.BoostTurbo.Value)*1.2)-(_T/5)
local sboost = math.floor(values.BoostSuper.Value)
gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,values.Boost.Value/(_T+_S))
gauges.PSI.Text = tostring(math.floor(tboost+sboost).." PSI")
end)
else
gauges.Boost:Destroy()
end
values.Gear.Changed:connect(function()
local gearText = values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
gauges.Gear.Text = gearText
end)
values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCS.Value then
gauges.TCS.TextColor3 = Color3.new(1,170/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.TCSActive.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = true
gauges.TCS.TextColor3 = Color3.new(1,0,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.TCS.Visible = false
end
end)
values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = false
end
end)
gauges.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
end
else
if gauges.TCS.Visible then
gauges.TCS.Visible = false
end
end
end)
values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABS.Value then
gauges.ABS.TextColor3 = Color3.new(1,170/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.ABSActive.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = true
gauges.ABS.TextColor3 = Color3.new(1,0,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.ABS.Visible = false
end
end)
values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = false
end
end)
gauges.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
end
else
if gauges.ABS.Visible then
gauges.ABS.Visible = false
end
end
end)
function PBrake()
gauges.PBrake.Visible = values.PBrake.Value
end
values.PBrake.Changed:connect(PBrake)
function Gear()
if values.TransmissionMode.Value == "Auto" then
gauges.TMode.Text = "CVT"
gauges.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif values.TransmissionMode.Value == "Semi" then
gauges.TMode.Text = "S/T"
gauges.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
gauges.TMode.Text = "M/T"
gauges.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end
values.TransmissionMode.Changed:connect(Gear)
values.Velocity.Changed:connect(function(property)
gauges.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
mouse.KeyDown:connect(function(key)
if key=="v" then
gauges.Visible=not gauges.Visible
end
end)
gauges.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(gauges.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
wait(.1)
Gear()
PBrake()
|
-- Legs
|
character.LeftUpperLeg.Material = Material
character.RightUpperLeg.Material = Material
character.LeftLowerLeg.Material = Material
character.RightLowerLeg.Material = Material
|
--------------------) Settings
|
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 7 -- cooldown for use of the tool again
ZoneModelName = "Dust slash" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
|
--// F key, HornOn
|
mouse.KeyDown:connect(function(key)
if key=="h" then
veh.Lightbar.middle.Airhorn:Play()
veh.Lightbar.middle.Wail.Volume = 0
veh.Lightbar.middle.Yelp.Volume = 0
veh.Lightbar.middle.Priority.Volume = 0
veh.Lightbar.AH.Transparency = 0
end
end)
|
--NOTE
--The animation can bug out, im still trying to find a way to fix that.
|
repeat wait() until game:IsLoaded()
wait(0.01)
local TweenService = game:GetService("TweenService")
local tweenPart = game.Players.LocalPlayer.Character.Humanoid
local info = TweenInfo.new(
0.325,
Enum.EasingStyle.Back,
Enum.EasingDirection.Out,
0,
false,
0
)
local info2 = TweenInfo.new(
0.3,
Enum.EasingStyle.Back,
Enum.EasingDirection.Out,
0,
false,
0
)
local Goals = {CameraOffset = Vector3.new(0,-1,0)}
local Goals2 = {CameraOffset = Vector3.new(0,0,0)}
local animsR6 = script.Parent.Parent.R6Anims
local animsR15 = script.Parent.Parent.R15Anims
local PartTween = TweenService:Create(tweenPart, info, Goals)
local PartTween2 = TweenService:Create(tweenPart, info2, Goals2)
local animidle = tweenPart:LoadAnimation(animsR15.Idle)
local animwalk = tweenPart:LoadAnimation(animsR15.Walk)
if tweenPart.RigType == Enum.HumanoidRigType.R6 then
animidle = tweenPart:LoadAnimation(animsR6.Idle)
animwalk = tweenPart:LoadAnimation(animsR6.Walk)
elseif tweenPart.RigType == Enum.HumanoidRigType.R15 then
animidle = tweenPart:LoadAnimation(animsR15.Idle)
animwalk = tweenPart:LoadAnimation(animsR15.Walk)
end
local crouching = false
local waiting = false
local function Crouch()
if waiting == false then
if crouching == false then
script.Parent.Parent.ImageColor3 = script.Parent.Parent.Values.OnCrouchColor.Value
script.Parent.Parent.CrouchImage.ImageColor3 = Color3.new(1, 1, 1)
tweenPart.WalkSpeed = 8
waiting = true
crouching = true
animidle:Play()
PartTween:Play() --plays it
tweenPart.Running:Connect(function(Speed)
if crouching == true then
if Speed >= 1 then
animidle:Stop()
if animwalk.IsPlaying == false then
animwalk:Play()
end
else
animidle:Play()
animwalk:Stop()
end
end
end)
wait(0.05)
waiting = false
else
script.Parent.Parent.ImageColor3 = script.Parent.Parent.Values.OriginalColor.Value
script.Parent.Parent.CrouchImage.ImageColor3 = Color3.new(0, 0, 0)
tweenPart.WalkSpeed = 16
waiting = true
crouching = false
animidle:Stop()
animwalk:Stop()
PartTween2:Play()
wait(0.05)
waiting = false
end
end
end
local userinputservice = game:GetService("UserInputService")
userinputservice.InputBegan:Connect(function(input)
if script.Parent.Parent.Visible == true then
if input.KeyCode == Enum.KeyCode.C then
Crouch()
end
end
end)
script.Parent.Parent.MouseButton1Click:Connect(function()
Crouch()
end)
|
--[[
ROBLOX TODO: add default generic param when possible
original code:
export const getState = <State extends MatcherState = MatcherState>(): State =>
]]
|
local function getState<State>(): State
return _G[JEST_MATCHERS_OBJECT].state
end
return {
JEST_MATCHERS_OBJECT = JEST_MATCHERS_OBJECT,
getState = getState,
}
|
-- Initialize rotate tool
|
local RotateTool = require(CoreTools:WaitForChild 'Rotate')
Core.AssignHotkey('C', Core.Support.Call(Core.EquipTool, RotateTool));
Core.Dock.AddToolButton(Core.Assets.RotateIcon, 'C', RotateTool, 'RotateInfo');
|
-- the Tool, reffered to here as "Block." Do not change it!
|
Block = script.Parent.Parent.Fuse1Pick -- You CAN change the name in the quotes "Example Tool"
|
-- Local Functions
|
local MakeFlag
local function DestroyFlag(flagObject)
flagObject.Flag:Destroy()
for player, object in pairs(FlagCarriers) do
if object == flagObject then
FlagCarriers[player] = nil
end
end
end
local function OnCarrierDied(player)
local flagObject = FlagCarriers[player]
if flagObject then
local flagPole = flagObject.FlagPole
local flagBanner = flagObject.FlagBanner
flagPole.CanCollide = false
flagBanner.CanCollide = false
flagPole.Anchored = true
flagBanner.Anchored = true
flagObject.PickedUp = false
FlagCarriers[player] = nil
if Configurations.RETURN_FLAG_ON_DROP then
wait(Configurations.FLAG_RESPAWN_TIME)
if not flagObject.AtSpawn and not flagObject.PickedUp then
DestroyFlag(flagObject)
MakeFlag(flagObject)
ReturnFlag:Fire(flagObject.FlagBanner.BrickColor)
end
end
end
end
local function PickupFlag(player, flagObject)
FlagCarriers[player] = flagObject
flagObject.AtSpawn = false
flagObject.PickedUp = true
local torso
if player.Character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
torso = player.Character:FindFirstChild('Torso')
else
torso = player.Character:FindFirstChild('UpperTorso')
end
local flagPole = flagObject.FlagPole
local flagBanner = flagObject.FlagBanner
flagPole.Anchored = false
flagBanner.Anchored = false
flagPole.CanCollide = false
flagBanner.CanCollide = false
local weld = Instance.new('Weld', flagPole)
weld.Name = 'PlayerFlagWeld'
weld.Part0 = flagPole
weld.Part1 = torso
weld.C0 = CFrame.new(0,0,-1)
end
local function BindFlagTouched(flagObject)
local flagPole = flagObject.FlagPole
local flagBanner = flagObject.FlagBanner
flagPole.Touched:connect(function(otherPart)
local player = Players:GetPlayerFromCharacter(otherPart.Parent)
if not player then return end
if not player.Character then return end
local humanoid = player.Character:FindFirstChild('Humanoid')
if not humanoid then return end
if humanoid.Health <= 0 then return end
if flagBanner.BrickColor ~= player.TeamColor and not flagObject.PickedUp then
PickupFlag(player, flagObject)
elseif flagBanner.BrickColor == player.TeamColor and not flagObject.AtSpawn and Configurations.FLAG_RETURN_ON_TOUCH then
DestroyFlag(flagObject)
MakeFlag(flagObject)
ReturnFlag:Fire(flagObject.FlagBanner.BrickColor)
end
end)
end
function MakeFlag(flagObject)
flagObject.Flag = flagObject.FlagCopy:Clone()
flagObject.Flag.Parent = flagObject.FlagContainer
flagObject.FlagPole = flagObject.Flag.FlagPole
flagObject.FlagBanner = flagObject.Flag.FlagBanner
flagObject.FlagBanner.CanCollide = false
flagObject.AtSpawn = true
flagObject.PickedUp = false
BindFlagTouched(flagObject)
end
local function BindBaseTouched(flagObject)
local flagBase = flagObject.FlagBase
flagBase.Touched:connect(function(otherPart)
local player = Players:GetPlayerFromCharacter(otherPart.Parent)
if not player then return end
if flagBase.BrickColor == player.TeamColor and FlagCarriers[player] then
CaptureFlag:Fire(player)
local otherFlag = FlagCarriers[player]
DestroyFlag(otherFlag)
MakeFlag(otherFlag)
end
end)
end
local function OnPlayerAdded(player)
player.CharacterAdded:connect(function(character)
character:WaitForChild('Humanoid').Died:connect(function() OnCarrierDied(player) end)
end)
player.CharacterRemoving:connect(function()
OnCarrierDied(player)
end)
end
|
-- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
|
function ControlModule:SelectComputerMovementModule()
if not (UserInputService.KeyboardEnabled or UserInputService.GamepadEnabled) then
return nil, false
end
local computerModule = nil
local DevMovementMode = Players.LocalPlayer.DevComputerMovementMode
if DevMovementMode == Enum.DevComputerMovementMode.UserChoice then
computerModule = computerInputTypeToModuleMap[lastInputType]
if UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove and computerModule == Keyboard then
-- User has ClickToMove set in Settings, prefer ClickToMove controller for keyboard and mouse lastInputTypes
computerModule = ClickToMove
end
else
-- Developer has selected a mode that must be used.
computerModule = movementEnumToModuleMap[DevMovementMode]
-- computerModule is expected to be nil here only when developer has selected Scriptable
if (not computerModule) and DevMovementMode ~= Enum.DevComputerMovementMode.Scriptable then
warn("No character control module is associated with DevComputerMovementMode ", DevMovementMode)
end
end
if computerModule then
return computerModule, true
elseif DevMovementMode == Enum.DevComputerMovementMode.Scriptable then
-- Special case where nil is returned and we actually want to set self.activeController to nil for Scriptable
return nil, true
else
-- This case is for when computerModule is nil because of an error and no suitable control module could
-- be found.
return nil, false
end
end
|
--[=[
Disconnects all connections from a ScriptSignal object without making it unusable.
```lua
local connection = ScriptSignal:Connect(function() end)
connection.Connected -> true
ScriptSignal:DisconnectAll()
connection.Connected -> false
```
@ignore
]=]
|
function ScriptSignal:DisconnectAll()
local node: ScriptConnectionNode? = self._head
while node ~= nil do
local _connection = node._connection
if _connection ~= nil then
_connection.Connected = false
_connection._node = nil
node._connection = nil
end
node = node._next
end
self._head = nil
end
|
--[=[
Calculates the current shake vector. This should be continuously
called inside a loop, such as `RunService.Heartbeat`. Alternatively,
`OnSignal` or `BindToRenderStep` can be used to automatically call
this function.
Returns a tuple of three values:
1. `position: Vector3` - Position shake offset
2. `rotation: Vector3` - Rotation shake offset
3. `completed: boolean` - Flag indicating if the shake is finished
```lua
local hb
hb = RunService.Heartbeat:Connect(function()
local offsetPosition, offsetRotation, isDone = shake:Update()
if isDone then
hb:Disconnect()
end
-- Use `offsetPosition` and `offsetRotation` here
end)
```
]=]
|
function Shake:Update(): (Vector3, Vector3, boolean)
local done = false
local now = self.TimeFunction()
local dur = now - self._startTime
local noiseInput = ((now + self._timeOffset) / self.Frequency) % 1000000
local multiplierFadeIn = 1
local multiplierFadeOut = 1
if dur < self.FadeInTime then
multiplierFadeIn = dur / self.FadeInTime
end
if not self.Sustain and dur > self.FadeInTime + self.SustainTime then
multiplierFadeOut = 1 - (dur - self.FadeInTime - self.SustainTime) / self.FadeOutTime
if (not self.Sustain) and dur >= self.FadeInTime + self.SustainTime + self.FadeOutTime then
done = true
end
end
local offset = Vector3.new(
math.noise(noiseInput, 0) / 2,
math.noise(0, noiseInput) / 2,
math.noise(noiseInput, noiseInput) / 2
) * self.Amplitude * math.min(multiplierFadeIn, multiplierFadeOut)
if done then
self:Stop()
end
return self.PositionInfluence * offset, self.RotationInfluence * offset, done
end
|
-- Public Functions
|
function ParticleController.SetupParticlesPlayer(player)
local character = player.Character or player.CharacterAdded:wait()
-- Create all relevant particles TODO: Use a for loop for this instead?
local _upgradeParticle = upgradeParticle:Clone()
local _upgradeCheckpoint = upgradeCheckpoint:Clone()
_upgradeParticle.Parent = character:WaitForChild(particleHolderName)
_upgradeCheckpoint.Parent = character:WaitForChild(particleHolderName)
end
function ParticleController.EmitCheckpointParticle(player)
-- Get the particle on the player and make it emit
local character = player.Character
local particleHolder = character:WaitForChild(particleHolderName)
local particleEffect = particleHolder:WaitForChild("ParticleCheckpoint")
particleEffect:Emit(particleEmitRate)
end
function ParticleController:CreateUpgradeParticle(player)
local character = player.Character or player.CharacterAdded:wait()
local particleEffect = upgradeCheckpoint:Clone()
particleEffect.Parent = character:WaitForChild(particleHolderName)
particleEffect:Emit(particleEmitRate)
end
return ParticleController
|
--// Services
|
local L_103_ = game:GetService('RunService').RenderStepped
local L_104_ = game:GetService('UserInputService')
|
----------------------------------------------------------------------------------------------------
--------------------=[ OUTROS ]=--------------------------------------------------------------------
----------------------------------------------------------------------------------------------------
|
,FastReload = false --- Automatically operates the bolt on reload if needed
,SlideLock = true
,MoveBolt = false
,BoltLock = false
,CanBreachDoor = false
,CanBreak = true --- Weapon can jam?
,JamChance = 1000 --- This old piece of brick doesn't work fine >;c
,IncludeChamberedBullet = true --- Include the chambered bullet on next reload
,Chambered = false --- Start with the gun chambered?
,LauncherReady = false --- Start with the GL ready?
,CanCheckMag = true --- You can check the magazine
,ArcadeMode = false --- You can see the bullets left in magazine
,RainbowMode = false --- Operation: Party Time xD
,ModoTreino = false --- Surrender enemies instead of killing them
,GunSize = 1
,GunFOVReduction = 5
,BoltExtend = Vector3.new(0, 0, 0.225)
,SlideExtend = Vector3.new(0, 0, -0.4)
|
--// Function stuff
|
return function(Vargs)
local server = Vargs.Server;
local service = Vargs.Service;
local Functions, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Settings
local function Init()
Functions = server.Functions;
Admin = server.Admin;
Anti = server.Anti;
Core = server.Core;
HTTP = server.HTTP;
Logs = server.Logs;
Remote = server.Remote;
Process = server.Process;
Variables = server.Variables;
Settings = server.Settings;
Logs:AddLog("Script", "Functions Module Initialized")
end;
server.Functions = {
Init = Init;
PlayerFinders = {
["me"] = {
Match = "me";
Prefix = true;
Absolute = true;
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
table.insert(players,plr)
plus()
end;
};
["all"] = {
Match = "all";
Prefix = true;
Absolute = true;
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local everyone = true
if isKicking then
for i,v in next,parent:GetChildren() do
local p = getplr(v)
if p.Name:lower():sub(1,#msg)==msg:lower() then
everyone = false
table.insert(players,p)
plus()
end
end
end
if everyone then
for i,v in next,parent:GetChildren() do
local p = getplr(v)
if p then
table.insert(players,p)
plus()
end
end
end
end;
};
["@everyone"] = {
Match = "@everyone";
Absolute = true;
Function = function(...)
return Functions.PlayerMatchers.all.Function(...)
end
};
["others"] = {
Match = "others";
Prefix = true;
Absolute = true;
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
for i,v in next,parent:GetChildren() do
local p = getplr(v)
if p ~= plr then
table.insert(players,p)
plus()
end
end
end;
};
["random"] = {
Match = "random";
Prefix = true;
Absolute = true;
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
if #players>=#parent:GetChildren() then return end
local rand = parent:GetChildren()[math.random(#parent:children())]
local p = getplr(rand)
for i,v in pairs(players) do
if(v.Name == p.Name)then
Functions.PlayerFinders.random.Function(msg, plr, parent, players, getplr, plus, isKicking)
return;
end
end
table.insert(players,p)
plus();
end;
};
["admins"] = {
Match = "admins";
Prefix = true;
Absolute = true;
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
for i,v in next,parent:children() do
local p = getplr(v)
if Admin.CheckAdmin(p,false) then
table.insert(players, p)
plus()
end
end
end;
};
["nonadmins"] = {
Match = "nonadmins";
Prefix = true;
Absolute = true;
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
for i,v in next,parent:children() do
local p = getplr(v)
if not Admin.CheckAdmin(p,false) then
table.insert(players,p)
plus()
end
end
end;
};
["friends"] = {
Match = "friends";
Prefix = true;
Absolute = true;
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
for i,v in next,parent:children() do
local p = getplr(v)
if p:IsFriendsWith(plr.userId) then
table.insert(players,p)
plus()
end
end
end;
};
["%team"] = {
Match = "%";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local matched = msg:match("%%(.*)")
if matched then
for i,v in next,service.Teams:GetChildren() do
if v.Name:lower():sub(1,#matched) == matched:lower() then
for k,m in next,parent:GetChildren() do
local p = getplr(m)
if p.TeamColor == v.TeamColor then
table.insert(players,p)
plus()
end
end
end
end
end
end;
};
["$group"] = {
Match = "$";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local matched = msg:match("%$(.*)")
if matched and tonumber(matched) then
for i,v in next,parent:children() do
local p = getplr(v)
if p:IsInGroup(tonumber(matched)) then
table.insert(players,p)
plus()
end
end
end
end;
};
["id-"] = {
Match = "id-";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local matched = tonumber(msg:match("id%-(.*)"))
local foundNum = 0
if matched then
for i,v in next,parent:children() do
local p = getplr(v)
if p and p.userId == matched then
table.insert(players,p)
plus()
foundNum = foundNum+1
end
end
if foundNum == 0 then
local ran,name = pcall(function() return service.Players:GetNameFromUserIdAsync(matched) end)
if ran and name then
local fakePlayer = service.Wrap(service.New("Folder"))
local data = {
Name = name;
ToString = name;
ClassName = "Player";
AccountAge = 0;
CharacterAppearanceId = tostring(matched);
UserId = tonumber(matched);
userId = tonumber(matched);
Parent = service.Players;
Character = Instance.new("Model");
Backpack = Instance.new("Folder");
PlayerGui = Instance.new("Folder");
PlayerScripts = Instance.new("Folder");
Kick = function() fakePlayer:Destroy() fakePlayer:SetSpecial("Parent", nil) end;
IsA = function(ignore, arg) if arg == "Player" then return true end end;
}
for i,v in next,data do fakePlayer:SetSpecial(i, v) end
table.insert(players, fakePlayer)
plus()
end
end
end
end;
};
["displayname-"] = {
Match = "displayname-";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local matched = tonumber(msg:match("displayname%-(.*)"))
local foundNum = 0
if matched then
for i,v in next,parent:children() do
local p = getplr(v)
if p and p.DisplayName == matched then
table.insert(players,p)
plus()
foundNum = foundNum+1
end
end
end
end;
};
["team-"] = {
Match = "team-";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
print(1)
local matched = msg:match("team%-(.*)")
if matched then
for i,v in next,service.Teams:GetChildren() do
if v.Name:lower():sub(1,#matched) == matched:lower() then
for k,m in next,parent:GetChildren() do
local p = getplr(m)
if p.TeamColor == v.TeamColor then
table.insert(players, p)
plus()
end
end
end
end
end
end;
};
["group-"] = {
Match = "group-";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local matched = msg:match("group%-(.*)")
if matched and tonumber(matched) then
for i,v in next,parent:children() do
local p = getplr(v)
if p:IsInGroup(tonumber(matched)) then
table.insert(players,p)
plus()
end
end
end
end;
};
["-name"] = {
Match = "-";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local matched = msg:match("%-(.*)")
if matched then
local removes = service.GetPlayers(plr,matched,true)
for i,v in next,players do
for k,p in next,removes do
if v.Name == p.Name then
table.remove(players,i)
plus()
end
end
end
end
end;
};
["#number"] = {
Match = "#";
Function = function(msg, plr, ...)
local matched = msg:match("%#(.*)")
if matched and tonumber(matched) then
local num = tonumber(matched)
if not num then
Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = "Invalid number!"})
end
for i = 1,num do
Functions.PlayerFinders.random.Function(msg, plr, ...)
end
end
end;
};
["radius-"] = {
Match = "radius-";
Function = function(msg, plr, parent, players, getplr, plus, isKicking)
local matched = msg:match("radius%-(.*)")
if matched and tonumber(matched) then
local num = tonumber(matched)
if not num then
Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = "Invalid number!"})
end
for i,v in next,parent:GetChildren() do
local p = getplr(v)
if p ~= plr and plr:DistanceFromCharacter(p.Character.Head.Position) <= num then
table.insert(players,p)
plus()
end
end
end
end;
};
};
IsClass = function(obj, classList)
for _,class in next,classList do
if obj:IsA(class) then
return true
end
end
end;
PerformOnEach = function(itemList, func, ...)
for i,v in next,itemList do
pcall(func, v, ...)
end
end;
ArgsToString = function(args)
local str = ""
for i,arg in next,args do
str = str.."Arg"..tostring(i)..": "..tostring(arg).."; "
end
return str
end;
GetPlayers = function(plr, names, dontError, isServer, isKicking, noID)
local players = {}
local prefix = Settings.SpecialPrefix
if isServer then prefix = "" end
local parent = service.NetworkServer or service.Players
local function getplr(p)
if p and p:IsA("Player") then
return p
elseif p and p:IsA('NetworkReplicator') then
if p:GetPlayer()~=nil and p:GetPlayer():IsA('Player') then
return p:GetPlayer()
end
end
end
local function checkMatch(msg)
for ind, data in next, Functions.PlayerFinders do
if not data.Level or (data.Level and Admin.GetLevel(plr) >= data.Level) then
local check = ((data.Prefix and Settings.SpecialPrefix) or "")..data.Match
if (data.Absolute and msg:lower() == check) or (not data.Absolute and msg:lower():sub(1,#check) == check:lower()) then
return data
end
end
end
end
if plr == nil then
for i,v in pairs(parent:GetChildren()) do
local p = getplr(v)
if p then
table.insert(players,p)
end
end
elseif plr and not names then
return {plr}
else
if names:lower():sub(1,2) == "##" then
error("String passed to GetPlayers is filtered: "..tostring(names))
else
for s in names:gmatch('([^,]+)') do
local plrs = 0
local function plus()
plrs = plrs+1
end
local matchFunc = checkMatch(s)
if matchFunc then
matchFunc.Function(s, plr, parent, players, getplr, plus, isKicking, isServer, dontError)
else
for i,v in next,parent:children() do
local p = getplr(v)
if p and p.Name:lower():sub(1,#s)==s:lower() then
table.insert(players,p)
plus()
end
end
if plrs == 0 then
local ran,userid = pcall(function() return service.Players:GetUserIdFromNameAsync(s) end)
if ran and tonumber(userid) then
local fakePlayer = service.Wrap(service.New("Folder"))
local data = {
Name = s;
ToString = s;
ClassName = "Player";
AccountAge = 0;
CharacterAppearanceId = tostring(userid);
UserId = tonumber(userid);
userId = tonumber(userid);
Parent = service.Players;
Character = Instance.new("Model");
Backpack = Instance.new("Folder");
PlayerGui = Instance.new("Folder");
PlayerScripts = Instance.new("Folder");
Kick = function() fakePlayer:Destroy() fakePlayer:SetSpecial("Parent", nil) end;
IsA = function(ignore, arg) if arg == "Player" then return true end end;
}
for i,v in next,data do fakePlayer:SetSpecial(i, v) end
table.insert(players, fakePlayer)
plus()
end
end
end
if plrs == 0 and not dontError then
Remote.MakeGui(plr,'Output',{Title = 'Output'; Message = 'No players matching '..s..' were found!'})
end
end
end
end
--// The following is intended to prevent name spamming (eg. :re scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel,scel...)
--// It will also prevent situations where a player falls within multiple player finders (eg. :re group-1928483,nonadmins,radius-50 (one player can match all 3 of these))
local filteredList = {};
local checkList = {};
for i,v in next, players do
if not checkList[v] then
table.insert(filteredList, v);
checkList[v] = true;
end
end
return filteredList;
end;
GetRandom = function(pLen)
--local str = ""
--for i=1,math.random(5,10) do str=str..string.char(math.random(33,90)) end
--return str
local Len = (type(pLen) == "number" and pLen) or math.random(5,10) --// reru
local Res = {};
for Idx = 1, Len do
Res[Idx] = string.format('%02x', math.random(126));
end;
return table.concat(Res)
end;
Base64Encode = function(data)
local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
return ((data:gsub('.', function(x)
local r,b='',x:byte()
for i=8,1,-1 do r=r..(b%2^i-b%2^(i-1)>0 and '1' or '0') end
return r;
end)..'0000'):gsub('%d%d%d?%d?%d?%d?', function(x)
if (#x < 6) then return '' end
local c=0
for i=1,6 do c=c+(x:sub(i,i)=='1' and 2^(6-i) or 0) end
return b:sub(c+1,c+1)
end)..({ '', '==', '=' })[#data%3+1])
end;
Base64Decode = function(data)
local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
data = string.gsub(data, '[^'..b..'=]', '')
return (data:gsub('.', function(x)
if (x == '=') then return '' end
local r,f='',(b:find(x)-1)
for i=6,1,-1 do r=r..(f%2^i-f%2^(i-1)>0 and '1' or '0') end
return r;
end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(x)
if (#x ~= 8) then return '' end
local c=0
for i=1,8 do c=c+(x:sub(i,i)=='1' and 2^(8-i) or 0) end
return string.char(c)
end))
end;
Hint = function(message,players,time)
for i,v in pairs(players) do
Remote.MakeGui(v,"Hint",{
Message = message;
Time = time;
})
end
end;
Message = function(title,message,players,scroll,tim)
for i,v in pairs(players) do
Remote.RemoveGui(v,"Message")
Remote.MakeGui(v,"Message",{
Title = title;
Message = message;
Scroll = scroll;
Time = tim;
})
end
end;
Notify = function(title,message,players,tim)
for i,v in pairs(players) do
Remote.RemoveGui(v,"Notify")
Remote.MakeGui(v,"Notify",{
Title = title;
Message = message;
Time = tim;
})
end
end;
MakeWeld = function(a, b)
local weld = service.New("ManualWeld", a)
weld.Part0 = a
weld.Part1 = b
weld.C0 = a.CFrame:inverse() * b.CFrame
return weld
end;
SetView = function(ob)
if ob == 'reset' then
workspace.CurrentCamera.CameraType = 'Custom'
workspace.CurrentCamera.CameraSubject = service.Player.Character.Humanoid
workspace.CurrentCamera.FieldOfView = 70
else
workspace.CurrentCamera.CameraSubject = ob
end
end;
SetLighting = function(prop,value)
if service.Lighting[prop]~=nil then
service.Lighting[prop] = value
Variables.LightingSettings[prop] = value
for ind,p in pairs(service.GetPlayers()) do
Remote.SetLighting(p,prop,value)
end
end
end;
LoadEffects = function(plr)
for i,v in pairs(Variables.LocalEffects) do
if (v.Part and v.Part.Parent) or v.NoPart then
if v.Type == "Cape" then
Remote.Send(plr,"Function","NewCape",v.Data)
elseif v.Type == "Particle" then
Remote.NewParticle(plr,v.Part,v.Class,v.Props)
end
else
Variables.LocalEffects[i] = nil
end
end
end;
NewParticle = function(target,type,props)
local ind = Functions.GetRandom()
Variables.LocalEffects[ind] = {
Part = target;
Class = type;
Props = props;
Type = "Particle";
}
for i,v in next,service.Players:GetPlayers() do
Remote.NewParticle(v,target,type,props)
end
end;
RemoveParticle = function(target,name)
for i,v in next,Variables.LocalEffects do
if v.Type == "Particle" and v.Part == target and (v.Props.Name == name or v.Class == name) then
Variables.LocalEffects[i] = nil
end
end
for i,v in next,service.Players:GetPlayers() do
Remote.RemoveParticle(v,target,name)
end
end;
UnCape = function(plr)
for i,v in pairs(Variables.LocalEffects) do
if v.Type == "Cape" and v.Player == plr then
Variables.LocalEffects[i] = nil
end
end
for i,v in pairs(service.GetPlayers()) do
Remote.Send(v,"Function","RemoveCape",plr.Character)
end
end;
Cape = function(player,isdon,material,color,decal,reflect)
Functions.UnCape(player)
local torso = player.Character:FindFirstChild("HumanoidRootPart")
if torso then
if type(color) == "table" then
color = Color3.new(color[1],color[2],color[3])
end
local data = {
Color = color;
Parent = player.Character;
Material = material;
Reflectance = reflect;
Decal = decal;
}
if (isdon and Settings.DonorCapes and Settings.LocalCapes) then
Remote.Send(player,"Function","NewCape",data)
else
local ind = Functions.GetRandom()
Variables.LocalEffects[ind] = {
Player = player;
Part = player.Character.HumanoidRootPart;
Data = data;
Type = "Cape";
}
for i,v in pairs(service.GetPlayers()) do
Remote.Send(v,"Function","NewCape",data)
end
end
end
end;
PlayAnimation = function(player, animId)
if player.Character and tonumber(animId) then
local human = player.Character:FindFirstChildOfClass("Humanoid")
if human and not human:FindFirstChildOfClass("Animator") then
service.New("Animator", human)
end
Remote.Send(player,"Function","PlayAnimation",animId)
end
end;
ApplyBodyPart = function(character, model)
local humanoid = character:FindFirstChildOfClass("Humanoid")
if humanoid then
local rigType = humanoid.RigType == Enum.HumanoidRigType.R6 and "R6" or "R15"
local part = model:FindFirstChild(rigType)
if not part and rigType == "R15" then
part = model:FindFirstChild("R15Fixed") -- some bundles dont have the normal R15 folder...
end
if part then
if rigType == "R6" then
local children = character:GetChildren()
for _,v in pairs(part:GetChildren()) do
for _,x in pairs(children) do
if x:IsA("CharacterMesh") and x.BodyPart == v.BodyPart then
x:Destroy()
end
end
v:Clone().Parent = character
end
elseif rigType == "R15" then
local validParts = {}
for _,x in pairs(Enum.BodyPartR15:GetEnumItems()) do
validParts[x.Name] = x.Value
end
for _,v in pairs(part:GetChildren()) do
if validParts[v.Name] then
humanoid:ReplaceBodyPartR15(validParts[v.Name], v:Clone())
end
end
end
end
end
end;
GetJoints = function(character)
local temp = {}
for _,v in pairs(character:GetDescendants()) do
if v:IsA("Motor6D") then
temp[v.Name] = v -- assumes no 2 joints have the same name, hopefully this wont cause issues
end
end
return temp
end;
LoadOnClient = function(player,source,object,name)
if service.Players:FindFirstChild(player.Name) then
local parent = player:FindFirstChildOfClass("PlayerGui") or player:WaitForChild('PlayerGui', 15) or player:WaitForChild('Backpack')
local cl = Core.NewScript('LocalScript',source)
cl.Name = name or Functions.GetRandom()
cl.Parent = parent
cl.Disabled = false
if object then
table.insert(Variables.Objects,cl)
end
end
end;
Split = function(msg,key,num)
if not msg or not key or not num or num <= 0 then return {} end
if key=="" then key = " " end
local tab = {}
local str = ''
for arg in msg:gmatch('([^'..key..']+)') do
if #tab>=num then
break
elseif #tab>=num-1 then
table.insert(tab,msg:sub(#str+1,#msg))
else
str = str..arg..key
table.insert(tab,arg)
end
end
return tab
end;
BasicSplit = function(msg,key)
local ret = {}
for arg in msg:gmatch("([^"..key.."]+)") do
table.insert(ret,arg)
end
return ret
end;
CountTable = function(tab)
local num = 0
for i in pairs(tab) do
num = num+1
end
return num
end;
GetTexture = function(ID)
ID = Functions.Trim(tostring(ID))
local created
if not tonumber(ID) then
return false
else
ID = tonumber(ID)
end
if not pcall(function() updated=service.MarketPlace:GetProductInfo(ID).Created:match("%d+-%d+-%S+:%d+") end) then
return false
end
for i = 0,10 do
local info
local ran,error = pcall(function() info = service.MarketPlace:GetProductInfo(ID-i) end)
if ran then
if info.AssetTypeId == 1 and info.Created:match("%d+-%d+-%S+:%d+") == updated then
return ID-i
end
end
end
end;
Trim = function(str)
return str:match("^%s*(.-)%s*$")
end;
Round = function(num)
return math.floor(num + 0.5)
end;
RoundToPlace = function(num, places)
return math.floor((num*(10^(places or 0)))+0.5)/(10^(places or 0))
end;
GetOldDonorList = function()
local temp={}
for k,asset in pairs(service.InsertService:GetCollection(1290539)) do
local ins=service.MarketPlace:GetProductInfo(asset.AssetId)
local fo=ins.Description
for so in fo:gmatch('[^;]+') do
local name,id,cape,color=so:match('{(.*),(.*),(.*),(.*)}')
table.insert(temp,{Name=name,Id=tostring(id),Cape=tostring(cape),Color=color,Material='Plastic',List=ins.Name})
end
end
Variables.OldDonorList = temp
end;
CleanWorkspace = function()
for i,v in pairs(service.Workspace:children()) do
if v:IsA("Tool") or v:IsA("Accessory") or v:IsA("Hat") then
v:Destroy()
end
end
end;
RemoveSeatWelds = function(seat)
if seat~=nil then
for i,v in next,seat:GetChildren() do
if v:IsA("Weld") then
if v.Part1 ~= nil and v.Part1.Name=="HumanoidRootPart" then
v:Destroy()
end
end
end
end
end;
GrabNilPlayers = function(name)
local AllGrabbedPlayers = {}
for i,v in pairs(service.NetworkServer:GetChildren()) do
pcall(function()
if v:IsA("ServerReplicator") then
if v:GetPlayer().Name:lower():sub(1,#name)==name:lower() or name=='all' then
table.insert(AllGrabbedPlayers, (v:GetPlayer() or "NoPlayer"))
end
end
end)
end
return AllGrabbedPlayers
end;
AssignName = function()
local name=math.random(100000,999999)
return name
end;
Shutdown = function(reason)
if not Core.PanicMode then
Functions.Message("SYSTEM MESSAGE", "Shutting down...", service.Players:GetChildren(), false, 5)
wait(1)
end
service.Players.PlayerAdded:connect(function(p)
p:Kick("Game shutdown: ".. tostring(reason or "No Reason Given"))
end)
for i,v in pairs(service.NetworkServer:children()) do
service.Routine(function()
if v and v:GetPlayer() then
v:GetPlayer():Kick("Game shutdown: ".. tostring(reason or "No Reason Given"))
wait(30)
if v.Parent and v:GetPlayer() then
Remote.Send(v:GetPlayer(),'Function','KillClient')
end
end
end)
end
end;
Donor = function(plr)
if (Admin.CheckDonor(plr) and Settings.DonorCapes) then
local PlayerData = Core.GetPlayer(plr) or {Donor = {}}
local donor = PlayerData.Donor or {}
if donor and donor.Enabled then
local img,color,material
if donor and donor.Cape then
img,color,material = donor.Cape.Image,donor.Cape.Color,donor.Cape.Material
else
img,color,material = '0','White','Neon'
end
if plr and plr.Character and plr.Character:FindFirstChild("HumanoidRootPart") then
Functions.Cape(plr,true,material,color,img)
end
--[[
if Admin.CheckDonor(plr) and (Settings.DonorPerks or Admin.GetLevel(plr)>=4) then
local gear=service.InsertService:LoadAsset(57902997):children()[1]
if not plr.Backpack:FindFirstChild(gear.Name..'DonorTool') then
gear.Name=gear.Name..'DonorTool'
gear.Parent=plr.Backpack
else
gear:Destroy()
end
end --]]
end
end
end;
CheckMatch = function(check,match)
if check==match then
return true
elseif type(check)=="table" and type(match)=="table" then
local good = false
local num = 0
for k,m in pairs(check) do
if m == match[k] then
good = true
else
good = false
break
end
num = num+1
end
if good and num==Functions.CountTable(check) then
return true
end
end
end;
DSKeyNormalize = function(intab, reverse)
local tab = {}
if reverse then
for i,v in next,intab do
if tonumber(i) then
tab[tonumber(i)] = v;
end
end
else
for i,v in next,intab do
tab[tostring(i)] = v;
end
end
return tab;
end;
GetIndex = function(tab,match)
for i,v in pairs(tab) do
if v==match then
return i
elseif type(v)=="table" and type(match)=="table" then
local good = false
for k,m in pairs(v) do
if m == match[k] then
good = true
else
good = false
break
end
end
if good then
return i
end
end
end
end;
--// Couldn't merge due to "conflicts" so just added manually.
ConvertPlayerCharacterToRig = function(p, rigType)
rigType = rigType or "R15"
local char = p.Character
if not p.Character then
p:LoadCharacter()
p.CharacterAdded:Wait()
char = p.Character
end
local head = char:FindFirstChild"Head"
local human = char:FindFirstChildOfClass"Humanoid"
if head then
local rig = server.Deps.Assets["Rig"..rigType]:Clone() -- requires R6 and R15 in Dependencies to retrieve the Rig Models !!
local rigHuman = rig:FindFirstChildOfClass"Humanoid"
local origHeadCF = head.CFrame
rig.Name = p.Name
for a,b in pairs(char:children()) do
if b:IsA("Accessory") or b:IsA("Pants") or b:IsA("Shirt") or b:IsA("ShirtGraphic") or b:IsA("BodyColors") then
b.Parent = rig
elseif b:IsA"BasePart" and b.Name == "Head" and b:FindFirstChild("face") then
rig.Head.face.Texture = b.face.Texture
end
end
p.Character = rig
rig.Parent = workspace
rig.Head.CFrame = origHeadCF
human.RigType = Enum.HumanoidRigType[rigType]
end
end;
CreateClothingFromImageId = function(clothingtype, Id)
local Clothing = Instance.new(clothingtype)
Clothing.Name = clothingtype
Clothing[clothingtype == "Shirt" and "ShirtTemplate" or clothingtype == "Pants" and "PantsTemplate" or clothingtype == "ShirtGraphic" and "Graphic"] = string.format("rbxassetid://%d", Id)
return Clothing
end
};
end
|
--[[
Creates a new copy of the dictionary and sets a value inside it.
]]
|
function Immutable.Set(dictionary, key, value)
local new = {}
for k, v in next, dictionary do
new[k] = v
end
new[key] = value
return new
end
|
-- ================================================================================
-- VARIABLES
-- ================================================================================
-- Services
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
local ContextActionService = game:GetService("ContextActionService")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
|
--------------| SYSTEM SETTINGS |--------------
|
Prefix = ";"; -- The character you use before every command (e.g. ';jump me').
SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me').
BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me'
QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3)
Theme = "Blue"; -- The default UI theme.
NoticeSoundId = 2865227271; -- The SoundId for notices.
NoticeVolume = 0.1; -- The Volume for notices.
NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices.
ErrorSoundId = 2865228021; -- The SoundId for error notifications.
ErrorVolume = 0.1; -- The Volume for error notifications.
ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications.
AlertSoundId = 9161622880; -- The SoundId for alerts.
AlertVolume = 0.5; -- The Volume for alerts.
AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts.
WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge.
CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable.
SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable.
LoopCommands = 3; -- The minimum rank required to use LoopCommands.
MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio.
ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value};
{"Red", Color3.fromRGB(150, 0, 0), };
{"Orange", Color3.fromRGB(150, 75, 0), };
{"Brown", Color3.fromRGB(120, 80, 30), };
{"Yellow", Color3.fromRGB(130, 120, 0), };
{"Green", Color3.fromRGB(0, 120, 0), };
{"Blue", Color3.fromRGB(0, 100, 150), };
{"Purple", Color3.fromRGB(100, 0, 150), };
{"Pink", Color3.fromRGB(150, 0, 100), };
{"Black", Color3.fromRGB(60, 60, 60), };
};
Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value};
{"r", "Red", Color3.fromRGB(255, 0, 0) };
{"o", "Orange", Color3.fromRGB(250, 100, 0) };
{"y", "Yellow", Color3.fromRGB(255, 255, 0) };
{"g", "Green" , Color3.fromRGB(0, 255, 0) };
{"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) };
{"b", "Blue", Color3.fromRGB(0, 255, 255) };
{"db", "DarkBlue", Color3.fromRGB(0, 50, 255) };
{"p", "Purple", Color3.fromRGB(150, 0, 255) };
{"pk", "Pink", Color3.fromRGB(255, 85, 185) };
{"bk", "Black", Color3.fromRGB(0, 0, 0) };
{"w", "White", Color3.fromRGB(255, 255, 255) };
};
ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow.
[5] = "Yellow";
};
Cmdbar = 1; -- The minimum rank required to use the Cmdbar.
Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2.
ViewBanland = 3; -- The minimum rank required to view the banland.
OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page.
RankRequiredToViewPage = { -- || The pages on the main menu ||
["Commands"] = 0;
["Admin"] = 0;
["Settings"] = 0;
};
RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["HeadAdmin"] = 0;
["Admin"] = 0;
["Mod"] = 0;
["VIP"] = 0;
};
RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin ||
["Owner"] = 0;
["SpecificUsers"] = 5;
["Gamepasses"] = 0;
["Assets"] = 0;
["Groups"] = 0;
["Friends"] = 0;
["FreeAdmin"] = 0;
["VipServerOwner"] = 0;
};
RankRequiredToViewIcon = 0;
WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable.
WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable.
WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!"
DisableAllNotices = false; -- Set to true to disable all HD Admin notices.
ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked.
IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit'
CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit.
["fly"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["fly2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["noclip2"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["speed"] = {
Limit = 10000;
IgnoreLimit = 3;
};
["jumpPower"] = {
Limit = 10000;
IgnoreLimit = 3;
};
};
VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers.
GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command.
IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist.
PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData.
SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData.
CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices]
--NoticeName = NoticeDetails;
};
|
--[=[
@within RemoteSignal
@interface Connection
.Disconnect () -> nil
]=]
|
function RemoteSignal.new(parent: Instance, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?)
local self = setmetatable({}, RemoteSignal)
self._re = Instance.new("RemoteEvent")
self._re.Name = name
self._re.Parent = parent
if outboundMiddleware and #outboundMiddleware > 0 then
self._hasOutbound = true
self._outbound = outboundMiddleware
else
self._hasOutbound = false
end
if inboundMiddleware and #inboundMiddleware > 0 then
self._directConnect = false
self._signal = Signal.new()
self._re.OnServerEvent:Connect(function(player, ...)
local args = table.pack(...)
for _,middlewareFunc in ipairs(inboundMiddleware) do
local middlewareResult = table.pack(middlewareFunc(player, args))
if not middlewareResult[1] then
return
end
end
self._signal:Fire(player, table.unpack(args, 1, args.n))
end)
else
self._directConnect = true
end
return self
end
|
--[[
Classes.RadioButtonGroup
This class creates a list of radio buttons that the user can select from.
Constructors:
new(frame [instance], buttons[] [RadioButtonLabel])
Create(list[] [string], max [integer])
> Creates a RadioButtonGroup from the list with a max scrolling number.
Properties:
Frame [instance]
> The container frame for the RadioButtonGroup. Can be used for positioning and resizing.
RadioButtons[] [RadioButtonLabel]
> An array of the RadioButtonLabels that are used in the RadioButtonGroup.
Methods:
:GetActiveRadio() [RadioButtonLabel]
> Returns the currently selected RadioButtonLabel
:Destroy() [void]
> Destroys the RadioButtonGroup and all the events, etc that were running it.
Events:
.Changed:Connect(function(old [RadioButtonLabel], new [RadioButtonLabel])
> When the selected radio button is changed in the radio button group this event fires
--]]
| |
--!strict
|
local fmt = string.format
local template = "%02d:%02d:%02d"
local function formatTime(value: number): string
local seconds = value % 60
local minutes = math.floor(value / 60) % 60
local hours = math.floor(value / (60 * 60))
return fmt(template, hours, minutes, seconds)
end
return formatTime
|
--Text alignment default properties
|
defaults.ContainerHorizontalAlignment = "Left" -- Align,ent of text within frame container
defaults.ContainerVerticalAlignment = "Top"
defaults.TextYAlignment = "Bottom" -- Alignment of the text on the line, only makes a difference if the line has variable text sizes
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
|
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
BrakeON = "Really red"
BrakeOFF = "White"
ReverseON = "Institutional white"
ReverseOFF = "White"
local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local revEnd = math.ceil(_lRPM/1000)
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
local maxSpeed = math.ceil(wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
local spInc = math.max(math.ceil(maxSpeed/200)*20,20)
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Speedo
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i=0,maxSpeed,spInc do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Speedo
ln.Rotation = 45 + 225*(i/maxSpeed)
ln.Num.Text = i
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
if gearText == "N" then
for index, child in pairs(car.Body.ReverseLights:GetChildren()) do
child.Material = Enum.Material.SmoothPlastic
child.BrickColor = BrickColor.new(ReverseOFF)
child.PointLight.Enabled = false
end
end
elseif gearText == -1 then gearText = "R"
end
if gearText == "R" then
for index, child in pairs(car.Body.ReverseLights:GetChildren()) do
child.Material = Enum.Material.Neon
child.BrickColor = BrickColor.new(ReverseON)
child.PointLight.Enabled = true
end
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
end)
script.Parent.Parent.Values.PBrake.Changed:connect(function()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end)
script.Parent.Parent.Values.TransmissionMode.Changed:connect(function()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,script.Parent.Parent.Values.Velocity.Value.Magnitude/maxSpeed)
script.Parent.Speed.Text = math.floor(script.Parent.Parent.Values.Velocity.Value.Magnitude/1.6) .. " MPH"
end)
|
-- Initialize Cmdr
|
Cmdr:RegisterHooksIn(ServerStorage.ConsoleHooks)
Cmdr:RegisterDefaultCommands()
Cmdr:RegisterCommandsIn(ServerStorage.ConsoleCommands)
|
-- aqui detectamos cuando clickeamos el boton
|
muteBtn.MouseButton1Click:Connect(function()
visibleIcon = not visibleIcon
muteIcon.Visible = visibleIcon
local sound = game.SoundService:FindFirstChild("Sound")
if visibleIcon and sound then
sound.Volume = 0
elseif not visibleIcon and sound then
sound.Volume = 0.5
end
end)
while wait() do
for i,s in pairs(game.SoundService:GetChildren())do
s:Destroy()
end
local random = math.random(1, #musicFolder:GetChildren())
local sound = musicFolder:GetChildren()[random]
local soundClone = sound:Clone()
showMusic(musicGui, sound.Name)
soundClone.Name = "Sound"
soundClone.Parent = game.SoundService
soundClone:Play()
soundClone.Ended:Wait()
soundClone:Destroy()
end
|
--// Walk and Sway
|
local L_135_
local L_136_ = 0.6
local L_137_ = 0.05 -- speed
local L_138_ = -0.1 -- height
local L_139_ = 0
local L_140_ = 0
local L_141_ = 35 --This is the limit of the mouse input for the sway
local L_142_ = -9 --This is the magnitude of the sway when you're unaimed
local L_143_ = -9 --This is the magnitude of the sway when you're aimed
|
-- RateLimiter object:
|
local RateLimiterObject = {
--[[
_sources = {},
_rate_period = 0,
--]]
}
RateLimiterObject.__index = RateLimiterObject
function RateLimiterObject:CheckRate(source) --> is_to_be_processed [bool] -- Whether event should be processed
local sources = self._sources
local os_clock = os.clock()
local rate_time = sources[source]
if rate_time ~= nil then
rate_time = math.max(os_clock, rate_time + self._rate_period)
if rate_time - os_clock < 1 then
sources[source] = rate_time
return true
else
return false
end
else
-- Preventing from remembering players that already left:
if typeof(source) == "Instance" and source:IsA("Player")
and PlayerReference[source] == nil then
return false
end
sources[source] = os_clock + self._rate_period
return true
end
end
function RateLimiterObject:CleanSource(source) -- Forgets about the source - must be called for any object that
self._sources[source] = nil
end
function RateLimiterObject:Cleanup() -- Forgets all sources
self._sources = {}
end
function RateLimiterObject:Destroy() -- Make the RateLimiter module forget about this RateLimiter object
RateLimiters[self] = nil
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto","Semi","Manual"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev)
Tune.ShiftTime = .3 -- The time delay in which you initiate a shift and the car changes gear
--Gear Ratios
Tune.FinalDrive = 0.8 -- [TRANSMISSION CALCULATIONS FOR NERDS]
Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * math.pi * RPM) / (60 * Gear Ratio * Final Drive * Multiplier)
--[[ R ]] 18.641 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier
--[[ N ]] 0 ,
--[[ 1 ]] 16.641 ,
--[[ 2 ]] 12.342 ,
--[[ 3 ]] 9.812 ,
--[[ 4 ]] 7.765 ,
--[[ 5 ]] 6.272 ,
--[[ 6 ]] 5.045 ,
}
Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
|
-------- OMG HAX
|
r = game:service("RunService")
local damage = 5
local slash_damage = 15
local lunge_damage = 20
sword = script.Parent.Handle
Tool = script.Parent
local SlashSound = Instance.new("Sound")
SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav"
SlashSound.Parent = sword
SlashSound.Volume = .7
local LungeSound = Instance.new("Sound")
LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav"
LungeSound.Parent = sword
LungeSound.Volume = .6
local UnsheathSound = Instance.new("Sound")
UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent = sword
UnsheathSound.Volume = 1
function blow(hit)
local humanoid = hit.Parent:findFirstChild("Humanoid")
local vCharacter = Tool.Parent
local vPlayer = game.Players:playerFromCharacter(vCharacter)
local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character
if humanoid~=nil and humanoid ~= hum and hum ~= nil then
-- final check, make sure sword is in-hand
local right_arm = vCharacter:FindFirstChild("Right Arm")
if (right_arm ~= nil) then
local joint = right_arm:FindFirstChild("RightGrip")
if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = player
creator_tag.Name = "creator"
creator_tag.Parent = humanoid
end
function untagHumanoid(humanoid)
if humanoid ~= nil then
local tag = humanoid:findFirstChild("creator")
if tag ~= nil then
tag.Parent = nil
end
end
end
function attack()
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.7
Tool.Parent.Torso["Right Shoulder"].DesiredAngle = 3.6
wait(.1)
Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 1
damage = slash_damage
SlashSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Slash"
anim.Parent = Tool
end
function lunge()
damage = lunge_damage
LungeSound:play()
local anim = Instance.new("StringValue")
anim.Name = "toolanim"
anim.Value = "Lunge"
anim.Parent = Tool
force = Instance.new("BodyVelocity")
force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80
force.Parent = Tool.Parent.Torso
wait(.25)
--swordOut()
wait(.25)
force.Parent = nil
wait(.5)
--swordUp()
damage = slash_damage
end
function clawOut()
Tool.GripForward = Vector3.new(0,0,1)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(1,0,0)
end
function clawUp()
Tool.GripForward = Vector3.new(-1,0,0)
Tool.GripRight = Vector3.new(0,1,0)
Tool.GripUp = Vector3.new(0,0,1)
end
function swordAcross()
-- parry
end
Tool.Enabled = true
local last_attack = 0
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
t = r.Stepped:wait()
if (t - last_attack < .2) then
lunge()
else
attack()
end
last_attack = t
--wait(.5)
Tool.Enabled = true
end
function onEquipped()
UnsheathSound:play()
end
script.Parent.Activated:connect(onActivated)
script.Parent.Equipped:connect(onEquipped)
connection = sword.Touched:connect(blow)
|
-- ================================================================================
-- EVENT CONNECTIONS
-- ================================================================================
|
UserInputService.InputBegan:Connect(InputBegan)
UserInputService.InputEnded:Connect(InputEnded)
UserInputService.InputChanged:Connect(InputChanged)
UserInputService.GamepadConnected:Connect(GamepadConnected)
UserInputService.GamepadDisconnected:Connect(GamepadDisconnected)
|
--[=[
@class Janitor
A Janitor is helpful for tracking any sort of object during
runtime that needs to get cleaned up at some point.
]=]
|
local Janitor = {}
Janitor.__index = Janitor
|
-- RocketPropulsion Fields
|
local TARGET_RADIUS = 5
local MAX_SPEED = 95
local MAX_TORQUE = Vector3.new(4e6, 4e6, 0)
local MAX_THRUST = 50000
local THRUST_P = 500
local THRUST_D = 50000
local TARGET_OVERSHOOT_DISTANCE = 10000000
local ROCKET_MESH_ID = 'http://www.roblox.com/asset/?id=94690081'
local ROCKET_MESH_SCALE = Vector3.new(2.5, 2.5, 2)
local ROCKET_PART_SIZE = Vector3.new(1, 1, 4)
|
--Main function for server placement----------
|
local function Place(Player, Name, ItemHolder, Prefabs, Cframe, Plot)
local Collisions = GetCollisions(Name)
local Item = Prefabs:FindFirstChild(Name):Clone()
Item.PrimaryPart.CanCollide = false
Item:PivotTo(Cframe)
if Plot then
if CheckBoundaries(Plot, Item.PrimaryPart) then return end
Item.Parent = ItemHolder
end
return HandleCollisions(Player.Character, Item, Collisions, Plot)
end
|
-- functions
|
local function HandleDrop(d)
local drop = {
Model = nil;
Outline = nil;
Parts = {};
}
local model = ITEMS[d.Name]:Clone()
model.Parent = EFFECTS
model:BreakJoints()
local config = require(model:WaitForChild("Config"))
local base = ITEMS[d.Name]
if base:FindFirstChild("Attachments") then
local attachments = d:WaitForChild("Attachments")
for _, attach in pairs(attachments:GetChildren()) do
local attachment = ITEMS[attach.Name]:Clone()
local config = require(attachment.Config)
attachment:SetPrimaryPartCFrame(model.PrimaryPart.CFrame * model.PrimaryPart[config.Attach .. "Attach"].CFrame * attachment.PrimaryPart.Attach.CFrame:inverse())
attachment.Parent = model
attachment:BreakJoints()
end
end
local outline = Instance.new("Model")
outline.Name = "Outline"
outline.Parent = EFFECTS
drop.Model = model
drop.Outline = outline
local center = model.PrimaryPart:FindFirstChild("Center")
for _, v in pairs(model:GetDescendants()) do
if v:IsA("BasePart") then
v.CFrame = CFrame.new(0, -100, 0)
v.Anchored = true
v.CanCollide = false
local o = v:Clone()
o.Name = "Outline"
o.Material = Enum.Material.Neon
o.Color = OUTLINE_COLOR
o.Size = o.Size + Vector3.new(OUTLINE_WIDTH, OUTLINE_WIDTH, OUTLINE_WIDTH)
if o:IsA("MeshPart") then
o.TextureID = ""
end
o.Parent = outline
local info = {
Part = v;
Outline = o;
Offset = CFrame.new();
}
if center then
info.Offset = center.WorldCFrame:toObjectSpace(v.CFrame)
else
info.Offset = model.PrimaryPart.CFrame:toObjectSpace(v.CFrame)
end
table.insert(drop.Parts, info)
end
end
drops[d] = drop
d.AncestryChanged:connect(function()
if d.Parent ~= DROPS then
if drops[d] then
drops[d].Model:Destroy()
drops[d].Outline:Destroy()
drops[d] = nil
end
end
end)
end
|
--[[ TS:Create(ArmaClone.REG, TweenInfo.new(0), {Transparency = 0}):Play()
if ArmaClone:FindFirstChild("REG2") then
TS:Create(ArmaClone.REG2, TweenInfo.new(0), {Transparency =0}):Play()
end
]]
|
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "REG" then
TS:Create(v, TweenInfo.new(0), {Transparency = 0}):Play()
end
end
end
for _,v in pairs(ArmaClone:GetDescendants()) do
if v:IsA('MeshPart') or v:IsA('Part') or v:IsA('UnionOperation') then
if v.Name == "ADS" then
TS:Create(v, TweenInfo.new(0), {Transparency = 1}):Play()
end
end
end
end
TS:Create(StatusClone.Efeitos.Aim,TweenInfo.new(.3),{ImageTransparency = 1}):Play()
TS:Create(game.Lighting.DepthOfField, TweenInfo.new(0.3), {FocusDistance = 0}):Play()
end
if not Safe and not AnimDebounce then
stance = 3
Evt.Stance:FireServer(stance,Settings,Anims,ArmaClient)
SprintAnim()
end
elseif not Correndo or SpeedPrecision == 0 then
if not Safe and not AnimDebounce then
if Aiming then
stance = 2
Evt.Stance:FireServer(stance,Settings,Anims,ArmaClient)
IdleAnim()
else
stance = 0
Evt.Stance:FireServer(stance,Settings,Anims,ArmaClient)
IdleAnim()
end
end
end
end
end
Sprinting.Changed:connect(function(Valor)
Correndo = Valor
Sprint()
end)
|
-- car.Body.Dash.D.off.Enabled = true
-- car.Body.Dash.S.off.Enabled = true
|
end
|
-- ROBLOX deviation: predefine variables
|
local convertRowToTable, convertTableToTemplates
local typesModule = require(Packages.JestTypes)
type Global_Row = typesModule.Global_Row
type Global_Table = typesModule.Global_Table
|
-- Define the function to open or close the window with gene-alike effect
|
local function toggleWindow()
if window.Visible then
window.Visible = false
else
window.Visible = true
end
end
|
----- MAGIC NUMBERS ABOUT THE TOOL -----
-- How much damage a bullet does
|
local Damage = 999999999
|
--// Modules
|
local L_109_ = require(L_22_:WaitForChild("Utilities"))
local L_110_ = require(L_22_:WaitForChild("Spring"))
local L_111_ = require(L_22_:WaitForChild("Plugins"))
local L_112_ = require(L_22_:WaitForChild("easing"))
local L_113_ = L_109_.Fade
local L_114_ = L_109_.SpawnCam
local L_115_ = L_109_.FixCam
local L_116_ = L_109_.tweenFoV
local L_117_ = L_109_.tweenCam
local L_118_ = L_109_.tweenRoll
local L_119_ = L_109_.TweenJoint
local L_120_ = L_109_.Weld
|
--[[
Constructs and returns objects which can be used to model independent
reactive state.
]]
|
local Dependencies = require(script.Parent.Parent.Dependencies)
local utility = Dependencies.utility
local class = {}
local CLASS_METATABLE = {__index = class}
local WEAK_KEYS_METATABLE = {__mode = "k"}
local function Value(initalValue: unknown)
local self = setmetatable({
type = "State",
kind = "Value",
-- if we held strong references to the dependents, then they wouldn't be
-- able to get garbage collected when they fall out of scope
-- contains all `get` requests
dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
_value = initalValue
}, CLASS_METATABLE)
return self
end
|
--Turn Control------------------------------------------------------------------------
|
YArrow = script.Parent.BimodalTurn.YLamp
GArrow = script.Parent.BimodalTurn.Lamp
DYArrow = script.Parent.BimodalTurn.YDynamicLight
DGArrow = script.Parent.BimodalTurn.DynamicLight
function TurnActive()
if Turn.Value == 0 then
GArrow.Enabled = false
YArrow.Enabled = false
DGArrow.Enabled = false
DYArrow.Enabled = false
elseif Turn.Value == 1 then
GArrow.Enabled = true
YArrow.Enabled = false
DGArrow.Enabled = true
DYArrow.Enabled = false
elseif Turn.Value == 2 then
GArrow.Enabled = false
YArrow.Enabled = true
DGArrow.Enabled = false
DYArrow.Enabled = true
elseif Turn.Value == 3 then
GArrow.Enabled = false
YArrow.Enabled = false
DGArrow.Enabled = false
DYArrow.Enabled = false
end
end
Turn.Changed:connect(TurnActive)
|
----------------------------------
------------FUNCTIONS-------------
----------------------------------
|
function Receive(action, ...)
local args = {...}
if not ScriptReady then return end
if action == "activate" then
if not PlayingEnabled then
Activate(args[1], args[2])
specialPiano = args[3];
end
elseif action == "deactivate" then
if PlayingEnabled then
Deactivate()
end
elseif action == "DDD" or args[1] == "DDD" then
if Player.Name == args[1] or Player.Name == action then
Deactivate()
end
elseif action == "play" then
for i,v in pairs(args[5]) do
if v == "Fade" then
fade = true
end
end
if Player ~= args[1] then
PlayNoteServer(args[2], args[3], args[4], args[5], args[6], args[7])
end
end
end
function Activate(cameraCFrame, sounds)
PlayingEnabled = true
MakeHumanoidConnections()
MakeKeyboardConnections()
MakeGuiConnections()
SetCamera(cameraCFrame)
SetSounds(sounds)
ShowPiano()
end
function Deactivate()
SpecialPiano = false
PlayingEnabled = false
BreakHumanoidConnections()
BreakKeyboardConnections()
BreakGuiConnections()
HidePiano()
HideSheets()
ReturnCamera()
Jump()
end
function PlayNoteClient(note)
PlayNoteSound(note)
HighlightPianoKey(note)
Connector:FireServer("play", note, Volume,Transposition.Value)
end
function PlayNoteServer(note, point, range, sounds, vol, special)
PlayNoteSound(note, point, range, sounds, vol, SpecialPiano or special) -- just incase ;-;
end
function Abort()
SpecialPiano = false;
Connector:FireServer("abort")
end
function Transpose(value)
Transposition.Value = Transposition.Value + value
PianoGui.TransposeLabel.Text = "Transposition: " .. Transposition.Value
end
function VolumeChange(value)
if (Volume + value <= 1.5) and (Volume + value >= 0.1) then
Volume = Volume + value;
PianoGui.VolumeLabel.Text = "Volume: " .. Volume * 100 .. "%";
end
end
|
-- Detect when prompt hold ends
|
local function onPromptHoldEnded(promptObject, player)
ObjectActions.promptHoldEndedActions(promptObject, player)
end
|
--[[
This is a test file to demonstrate how ragdolls work. If you don't use
this file, you need to manually apply the Ragdoll tag to humanoids that
you want to ragdoll
--]]
|
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local StarterPack = game:GetService("StarterPack")
local StarterPlayer = game:GetService("StarterPlayer")
script.RagdollMe.Parent = StarterPlayer.StarterCharacterScripts
|
-- print("мимо игрока")
|
return -- не атакуем
end
if hit.Parent:FindFirstChild("Owner") ~= nil then -- чьёто
return -- не атакуем
end
local tmp=hit.Parent:FindFirstChild("Owner")
if tmp ~= nil then
if tmp.Value == bullet.Owner.Value then -- постройка игрока
-- print("мимо своей постройки")
return -- не атакуем
end
end
if hit.Parent:findFirstChild("Humanoid") ~= nil then
local hum=hit.Parent:findFirstChild("Humanoid")
|
-- ROBLOX deviation: omitted isBuiltInObject and isMap functions because Lua only has one type, the table,
-- for structuring data
|
local deepCyclicCopyTable, deepCyclicCopyReplaceable
type anyTable = { [any]: any }
function deepCyclicCopyTable(tableToCopy: anyTable, cycles: anyTable)
local newTable: anyTable = {}
cycles[tableToCopy] = newTable
for key, value in pairs(tableToCopy) do
newTable[key] = deepCyclicCopyReplaceable(value, cycles)
end
return newTable
end
function deepCyclicCopyReplaceable(value: any, cycles: anyTable)
if typeof(value) ~= "table" then
return value
elseif cycles[value] then
return cycles[value]
else
local t = deepCyclicCopyTable(value, cycles)
local mt = getmetatable(value)
if mt and typeof(mt) == "table" then
setmetatable(t, mt)
end
return t
end
end
return function(value, cycles)
cycles = cycles or {}
setmetatable(cycles, { _mode = "kv" })
return deepCyclicCopyReplaceable(value, cycles)
end
|
-- StrangeEnd
|
player = script.Parent.Parent.Parent.Parent.Parent
money = player.leaderstats.Cash
price = 400 --Put Price--
tool = game.Lighting.P2000
function buy()
if money.Value >= price then
money.Value = money.Value - price
local a = tool:clone()
a.Parent = player.Backpack
end
end
script.Parent.MouseButton1Down:connect(buy)
|
--// Services
|
local L_105_ = game:GetService('RunService').RenderStepped
local L_106_ = game:GetService('UserInputService')
|
--------RIGHT DOOR --------
|
game.Workspace.doorright.l11.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(106)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(1013)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(1023)
game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
--[[
MatchTable {
Some: (value: any) -> any
None: () -> any
}
CONSTRUCTORS:
Option.Some(anyNonNilValue): Option<any>
Option.Wrap(anyValue): Option<any>
STATIC FIELDS:
Option.None: Option<None>
STATIC METHODS:
Option.Is(obj): boolean
METHODS:
opt:Match(): (matches: MatchTable) -> any
opt:IsSome(): boolean
opt:IsNone(): boolean
opt:Unwrap(): any
opt:Expect(errMsg: string): any
opt:ExpectNone(errMsg: string): void
opt:UnwrapOr(default: any): any
opt:UnwrapOrElse(default: () -> any): any
opt:And(opt2: Option<any>): Option<any>
opt:AndThen(predicate: (unwrapped: any) -> Option<any>): Option<any>
opt:Or(opt2: Option<any>): Option<any>
opt:OrElse(orElseFunc: () -> Option<any>): Option<any>
opt:XOr(opt2: Option<any>): Option<any>
opt:Contains(value: any): boolean
--------------------------------------------------------------------
Options are useful for handling nil-value cases. Any time that an
operation might return nil, it is useful to instead return an
Option, which will indicate that the value might be nil, and should
be explicitly checked before using the value. This will help
prevent common bugs caused by nil values that can fail silently.
Example:
local result1 = Option.Some(32)
local result2 = Option.Some(nil)
local result3 = Option.Some("Hi")
local result4 = Option.Some(nil)
local result5 = Option.None
-- Use 'Match' to match if the value is Some or None:
result1:Match {
Some = function(value) print(value) end;
None = function() print("No value") end;
}
-- Raw check:
if result2:IsSome() then
local value = result2:Unwrap() -- Explicitly call Unwrap
print("Value of result2:", value)
end
if result3:IsNone() then
print("No result for result3")
end
-- Bad, will throw error bc result4 is none:
local value = result4:Unwrap()
--]]
|
local CLASSNAME = "Option"
|
--[[Engine]]
|
--Torque Curve
Tune.Horsepower = 200 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
--- Returns the last argument that has a value.
-- Useful for getting the autocomplete for the argument the user is working on.
|
function Command:GetLastArgument()
for i = #self.Arguments, 1, -1 do
if self.Arguments[i].RawValue then
return self.Arguments[i]
end
end
end
|
--//N//--
|
if gear.Value == 0 then
if carSeat.Throttle == 1 then
rwd.Throttle = 0
rwd.Torque = cst
rwd.MaxSpeed = maxspeed
lwd.Throttle = 0
lwd.Torque = cst
lwd.MaxSpeed = maxspeed
rrwd.Throttle = 0
rrwd.Torque = cst
rrwd.MaxSpeed = maxspeed
elseif carSeat.Throttle == -1 then
rb.RB.CanCollide = true
rb.FB.CanCollide = true
lfb.RB.CanCollide = true
lfb.FB.CanCollide = true
rfb.RB.CanCollide = true
rfb.FB.CanCollide = true
wait(brakes)
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
wait()
elseif carSeat.Throttle == 0 then
rwd.Throttle = 0
rwd.Torque = cst
rwd.MaxSpeed = maxspeed
lwd.Throttle = 0
lwd.Torque = cst
lwd.MaxSpeed = maxspeed
rrwd.Throttle = 0
rrwd.Torque = cst
rrwd.MaxSpeed = maxspeed
rb.RB.CanCollide = false
rb.FB.CanCollide = false
lfb.RB.CanCollide = false
lfb.FB.CanCollide = false
rfb.RB.CanCollide = false
rfb.FB.CanCollide = false
end
end
|
--[[
A type that represents all the types of merch supported by the merch booth
]]
|
export type ProductType = Enum.AccessoryType | Enum.InfoType
return {}
|
-- Finish:
-- overlay.Position = UDim2.new(-2, 0, -2, -22)
-- overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
|
print(damagedone)
local overlay = gui.hurtOverlay
overlay.Position = UDim2.new(-2, 0, -2, -22)
overlay.Size = UDim2.new(4.5, 0, 4.65, 30)
|
-- Activation]:
|
if TurnCharacterToMouse == true then
MseGuide = true
HeadHorFactor = 0
BodyHorFactor = 0
end
game:GetService("RunService").RenderStepped:Connect(function()
local CamCF = Cam.CoordinateFrame
if ((IsR6 and Body["Torso"]) or Body["UpperTorso"])~=nil and Body["Head"]~=nil then --[Check for the Torso and Head...]
local TrsoLV = Trso.CFrame.lookVector
local HdPos = Head.CFrame.p
if IsR6 and Neck or Neck and Waist then --[Make sure the Neck still exists.]
if Cam.CameraSubject:IsDescendantOf(Body) or Cam.CameraSubject:IsDescendantOf(Plr) then
local Dist = nil;
local Diff = nil;
if not MseGuide then --[If not tracking the Mouse then get the Camera.]
Dist = (Head.CFrame.p-CamCF.p).magnitude
Diff = Head.CFrame.Y-CamCF.Y
if not IsR6 then --[R6 and R15 Neck rotation C0s are different; R15: X axis inverted and Z is now the Y.]
Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aSin(Diff/Dist)*HeadVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang((aSin(Diff/Dist)*BodyVertFactor), -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
else --[R15s actually have the properly oriented Neck CFrame.]
Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aSin(Diff/Dist)*HeadVertFactor), 0, -(((HdPos-CamCF.p).Unit):Cross(TrsoLV)).Y*HeadHorFactor),UpdateSpeed/2)
end
else
local Point = Mouse.Hit.p
Dist = (Head.CFrame.p-Point).magnitude
Diff = Head.CFrame.Y-Point.Y
if not IsR6 then
Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang(-(aTan(Diff/Dist)*HeadVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor, 0), UpdateSpeed/2)
Waist.C0 = Waist.C0:lerp(WaistOrgnC0*Ang(-(aTan(Diff/Dist)*BodyVertFactor), (((HdPos-Point).Unit):Cross(TrsoLV)).Y*BodyHorFactor, 0), UpdateSpeed/2)
else
Neck.C0 = Neck.C0:lerp(NeckOrgnC0*Ang((aTan(Diff/Dist)*HeadVertFactor), 0, (((HdPos-Point).Unit):Cross(TrsoLV)).Y*HeadHorFactor), UpdateSpeed/2)
end
end
end
end
end
if TurnCharacterToMouse == true then
Hum.AutoRotate = false
Core.CFrame = Core.CFrame:lerp(CFrame.new(Core.Position, Vector3.new(Mouse.Hit.p.x, Core.Position.Y, Mouse.Hit.p.z)), UpdateSpeed / 2)
else
Hum.AutoRotate = true
end
end)
|
-- Decompiled with the Synapse X Luau decompiler.
|
while not require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")).Loaded do
game:GetService("RunService").Heartbeat:Wait();
end;
local l__LightsA__1 = script.Parent.LightsA;
local l__LightsB__2 = script.Parent.LightsB;
task.spawn(function()
while true do
wait(1);
if l__LightsA__1.Color == Color3.fromRGB(126, 255, 0) then
l__LightsA__1.Color = Color3.fromRGB(255, 44, 26);
l__LightsB__2.Color = Color3.fromRGB(126, 255, 0);
else
l__LightsA__1.Color = Color3.fromRGB(126, 255, 0);
l__LightsB__2.Color = Color3.fromRGB(255, 44, 26);
end;
end;
end);
|
----- Package -----
|
wait(1)
local Package = Inventory.BatCase1
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
if plrData.Character.Injuries.BrokenRib.Value == true then
return true
end
return false
end
|
--[=[
Converts a set from a list
@function fromList
@param tab table
@return table
@within Set
]=]
|
Set.fromList = Set.fromTableValue
|
--// Renders
|
L_9_:connect(function()
if not L_15_ then
L_2_:WaitForChild('Humanoid').Jump = false
end
if L_14_ then
L_34_.Text = 'ALTITUDE: ' .. math.ceil(L_2_:WaitForChild('Torso').Position.Y)
L_11_.Position = L_28_
if L_27_ then
L_12_.CFrame = L_3_.Hit * L_29_
L_30_ = L_3_.Hit
else
L_12_.CFrame = L_30_ * L_29_
end
end
end)
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
function onRunning(speed: number)
if speed > 0.01 then
playAnimation("walk", 0.1, Humanoid)
if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then
setAnimationSpeed(speed / 14.5)
end
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed: number)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if jumpAnimTime <= 0 then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed: number)
if speed > 0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then
return kid
end
end
return nil
end
function getToolAnim(tool: Tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if toolAnim == "None" then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if toolAnim == "Slash" then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if toolAnim == "Lunge" then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
local lastTick = 0
function move(time: number)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if jumpAnimTime > 0 then
jumpAnimTime = jumpAnimTime - deltaTime
end
if pose == "FreeFall" and jumpAnimTime <= 0 then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif pose == "Seated" then
playAnimation("sit", 0.5, Humanoid)
return
elseif pose == "Running" then
playAnimation("walk", 0.1, Humanoid)
elseif
pose == "Dead"
or pose == "GettingUp"
or pose == "FallingDown"
or pose == "Seated"
or pose == "PlatformStanding"
then
-- print("Wha " .. pose)
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
if setAngles then
local desiredAngle = amplitude * math.sin(time * frequency)
RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
RightHip:SetDesiredAngle(-desiredAngle)
LeftHip:SetDesiredAngle(-desiredAngle)
end
-- Tool Animation handling
local tool = getTool()
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + 0.3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 0
end
end
|
-- Bindable for when we want touch emergency controls
-- TODO: Click to move should probably have it's own gui touch controls
-- to manage this.
|
local BindableEvent_OnFailStateChanged = nil
if UIS.TouchEnabled then
BindableEvent_OnFailStateChanged = Instance.new('BindableEvent')
BindableEvent_OnFailStateChanged.Name = "OnClickToMoveFailStateChange"
local CameraScript = script.Parent
local PlayerScripts = CameraScript.Parent
BindableEvent_OnFailStateChanged.Parent = PlayerScripts
end
|
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