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--[[ Executes all enqueued tasks, and clears out the task lists ready for new tasks. ]]
function Scheduler.runTasks() -- if no tasks were enqueued, exit early if not willUpdate then return end -- execute property changes for instance, propertyTable in pairs(propertyChanges) do for property, value in pairs(propertyTable) do if value == None then value = nil end instance[property] = value end end -- run deferred callbacks for callback in pairs(callbacks) do callback() end willUpdate = false table.clear(propertyChanges) table.clear(callbacks) end RunService:BindToRenderStep( "__FusionUIScheduler", Enum.RenderPriority.Last.Value, Scheduler.runTasks ) return Scheduler
--[[ <<DO NOT DELETE THIS MODULE>> ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ Build 6.42S SecondLogic @ Inspare >>Manual Basically...everything you can and would ever want to touch is in the tuning module. EVERYTHING Torque Curve Tune Visualizer: https://www.desmos.com/calculator/2uo3hqwdhf Basic Tips: --Installation >Everything is built-in (assembly, welding, suspension, gyros), so all you have to worry about is placing the wheels and the seat. >Body parts go in the "Body" section. >Wheel parts such as 3D rims and brake disks go in the "Parts" section of the wheel. >Suspension-Anchored parts such as suspension wishbones and linkages go in the "SuspensionFixed" section. >Axle-Anchored parts such as calipers go in the "WheelFixed" section. >You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR". >Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems. >All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default. >Seat offset can be adjusted in the "MiscWeld" module under "Initialize". >Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize". --Tuning >Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque. >Add downforce to the wheels manually if setup is lacking grip or use a downforce plugin. >Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission. >Modifying the "Drive" script may affect the integrity of the system. >Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged. >When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface. >It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released. >Yes, you can remove/change the default plugins that come with the kit. The drive system will still work perfectly. --Updates >To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module. >You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added. >>Changelog [5/20/17 : Build 6.42S] - ABS and PGS Standardization [Added ABS] -Modulates brakes when locking -Added threshold value for slip allowance -Added control toggles for ABS -Added ABS indicator and control mapping to stock UI [Split Density Tuning for PGS and Legacy] -Added standardized weight scaling values to tune -Default weight tuning set to 1 cubic stud : 50 lbs for PGS -Default weight tuning set to 1 cubic stud : 10 lbs for Legacy -Split front and rear density to PGS and Legacy -Split brake force tuning to PGS and Legacy [Added Tune Values] -TCSEnabled: Sets whether or not the car will have TCS -ABSEnabled: Sets whether or not the car will have ABS -LoadDelay: Sets a delay time before initializing car [Bug Fix: Axle Size Initialization] -Car applies proper axle size -Added AxleDensity value which sets axle density -Fixed miscelaneous wheel part welding [Added Changable Stock Gauge Units] -Added units system for stock gauges -Added default units: MPH [1 stud : 10 in], KP/H [1 stud : 10 in], SPS -Custom units can be added or removed -Click on speed to change between units -Moved Controls button to middle for better visibility [Code Documentation] -Extensive documentation and commenting within scripts for better readability -Improved warning message for oversized mass condition [5/4/17 : Build 6.41S] - Standardized Weight [Added automatic weight system] -Added tune values for car weight, center of gravity, and wheel density -Weight standard: 100 lbs = 1 cubic stud mass -Applies weight at initialization [Scaled Down Power Delivery] -Horsepower output now at 1/10 because of lighter weight standard -Added FDMult value in transmission for gear ratio scaling without having to change Final Drive (useful for low HP tunes) [Optimized value for Anchor Offset] -Changed "SusOffset" to "Anchor Offset" -New anchor offset is now based off of wishbone length and wishbone angle. -Anchor offset now labelled for forward, lateral, and vertical offsets. [Split some tune values to F/R] -Suspension values for front and rear are now independently tunable. -Front and rear brakes can be tuned independently. [Tune Module Housekeeping] -Rearranged and documented several of the values within the tune module. -Removed GyroP and GyroMaxTorque for simplicity. Dampening values are still present. -Changed some decimal values to percent values [1/2/17 : Build 6.40S] - Suspension "S" Build number identifies suspension build [Added suspension system for PGS Physics Solver] -Suspension uses ROBLOX constraints and is automatically generated with the chassis -Added tune values for suspension -Temporarily removed caster tuning [Steering Fix] -Added tune value 'ReturnSpeed' which determines how fast wheels return to default orientation [New Torque Curve Equation] -New equation gives more control over the shape of the torque curve -Engine values have been replaced with the new equation's variables -Added link to desmos graph for the torque curve visualization [10/31/16 : Build 6.33] - Semi-Automatic [Added semi-automatic transmission mode] -'TransModes' now accepts "Semi" value for semi-automatic. -Updated AC6_Stock_Gauges to include semi-automatic mode. [Fixed disengaging p-brake] -P-Brake now remains engaged if player gets into then vehicle. [Fixed FE Support for AC6_Stock_Sound] -Sounds should now work properly with Filtering Enabled. [8/5/16 : Build 6.32] - Differential System [Implemented differential system] -Differential controls torque distibution between wheels that are spinning at different rates -Added tune values 'FDiffSlipThres', 'FDiffLockThres', 'RDiffSlipThres', 'RDiffLockThres', 'CDiffSlipThres', and 'CDiffLockThres'. -'DiffSlipThres' determine the threshold of the speed difference between the wheels. Full lock applies at max threshold. -A lower slip threshold value will make the diff more aggressive. -'DiffLockThres' determines the bias of the differential. -A lock threshold value more than 50 puts more torque into the slipping wheel (moving towards an open diff). -A lock threshold value less than 50 puts more torque into the grounded wheel (moving towards a locked diff). [Fixed multiple wheel support] -The chassis can now use more than just the default 4 set of wheels. Just copy an existing wheel and place accordingly. -Differential works with auxiliary wheels. [7/13/16 : Build 6.31] - Peripheral Settings [Added peripheral adjustment values] -Moved controller and mouse deadzone values to the "Controls" section of the tune. -Split controller deadzone into left and right input. -Moved mouse control width to "Conrols" secton. This value now operates based off of % of screed width. [Updated stock Controls Module] -Added sliders for controller and mouse deadzone values. -Added slider for mouse control width. [6/15/16 : Build 6.3] - Motercisly [Better motorcycle system support] -Added wheel configurations "F" and "R" for single wheel settup. -"F" and "R" wheels will have axle parts on both sides for better balance. -These wheel configurations will ignore outor rotation value and will rotated based off of the inner rotation value only. -Camber and Toe cannot be applied to these wheel configurations. Caster will still be applied as normal. [Bug fixes] -Caster now applies after wheel part rotations so wheel parts dont rotate with caster. -Fixed Clutch re-engaging automatically when shifting out of neutral. [6/4/16 : Build 6.21] - AC6 Official Public Kit Release [Plugin FilteringEnabled compatability made easier] -System now detects if there is a RemoteEvent or RemoteFunction inside a plugin. These will be parented directly under the car. -The RemoteEvent/RemoteFunction needs to be a direct child of the plugin for it to be detected. -Scripts inside the RemoteEvent/RemoteFunction should be disabled. They will be enabled after initialization. -Be careful as this system is suceptible to name collisions. Name your RemoteEvents/RemoteFunctions uniquely. -Stock AC6 Sound plugin is now FE compatible. [Controls Panel now a plugin instead of integrated] -Separated controls panel from Drive script. The controls panel is now a plugin. -The "Controls" folder appears inside the interface on Drive startup. Use this folder to reference button mapping values for custom controls plugins. -"ControlsOpen" value added. This is a safety toggle when changing control values. This value can be manipulated by plugins. [New tune values] -Added 'AutoFlip' tune value. This determines if the car automatically flips itself over when upside down. -Added 'StAxisOffset' tune value. This offsets the center of the steering axis. Positive value = offset outward. -Added 'SteerD', 'SteerMaxTorque', and 'SteerP' values which set the steering axle gyro properties. [MiscWeld streamlining] -Added "Misc" section to the main sections. This should contain scripted/moving parts. -Parts in this section are NOT WELDED AUTOMATICALLY. Use the "MiscWeld" module to weld these parts. The "Misc" section is pre-referenced as 'misc'. [Bug fixes] -Fixed flip gyro not resetting when gyro is active and driver leaves car. -Fixed issue with switching transmission modes. --]]
return "6.42S"
-- Events
local Events = ReplicatedStorage.Events local RedeemCode = Events.RedeemCode
--[=[ Given a list of brios of brios, flattens that list into a brio with just one T value. @param brioTable { any: Brio<Brio<T> | T>} @return Brio<{T}> ]=]
function BrioUtils.flatten(brioTable) local newValue = {} local brios = {} for key, brio in pairs(brioTable) do if Brio.isBrio(brio) then if brio:IsDead() then return Brio.DEAD else table.insert(brios, brio) newValue[key] = brio:GetValue() end else newValue[key] = brio end end return BrioUtils.first(brios, newValue) end
-- stops specific anim
function module.stopSpecific(name,hum) local AnimationTracks = hum:GetPlayingAnimationTracks() for i, track in pairs (AnimationTracks) do if track.Name == name then track:Stop() end end end
--end
for i, model in pairs(petModelFolder) do ContentProvider:PreloadAsync({model}) Loaded += 1 Gui.Frame.TextLabel.Text = Loaded.."/"..toLoad.. " asset loaded" end TweenService:Create(Gui.Frame, erase, {BackgroundTransparency = 1}):Play() Gui.Enabled = false StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.All, true)
-- Properties
local OptimalEffects = false local RenderDistance = 400 local ScreenCullingEnabled = true local ScreenCullingRadius = 16 FastCast.DebugLogging = false FastCast.VisualizeCasts = false FastCast.RayExit = true -- Only applies for Wall Penetration. local Beam = Instance.new("Beam") Beam.TextureSpeed = 0 Beam.LightEmission = 0 Beam.LightInfluence = 1 Beam.Transparency = NumberSequence.new(0) local Caster = FastCast.new() local function AddressTableValue(enabled, level, v1, v2) if v1 ~= nil and enabled and level then return ((level == 1 and v1.Level1) or (level == 2 and v1.Level2) or (level == 3 and v1.Level3) or v2) else return v2 end end local function MakeImpactFX(Hit, Position, Normal, Material, ParentToPart, ClientModule, Misc, Replicate, IsMelee) local SurfaceCF = CFrame.new(Position, Position + Normal) local HitEffectEnabled = ClientModule.HitEffectEnabled local HitSoundIDs = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundIDs, ClientModule.HitSoundIDs) local HitSoundPitchMin = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundPitchMin, ClientModule.HitSoundPitchMin) local HitSoundPitchMax = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundPitchMax, ClientModule.HitSoundPitchMax) local HitSoundVolume = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitSoundVolume, ClientModule.HitSoundVolume) local CustomHitEffect = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.CustomHitEffect, ClientModule.CustomHitEffect) local BulletHoleEnabled = ClientModule.BulletHoleEnabled local BulletHoleSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletHoleSize, ClientModule.BulletHoleSize) local BulletHoleTexture = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletHoleTexture, ClientModule.BulletHoleTexture) local PartColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PartColor, ClientModule.PartColor) local BulletHoleVisibleTime = ClientModule.BulletHoleVisibleTime local BulletHoleFadeTime = ClientModule.BulletHoleFadeTime if IsMelee then HitEffectEnabled = ClientModule.MeleeHitEffectEnabled HitSoundIDs = ClientModule.MeleeHitSoundIDs HitSoundPitchMin = ClientModule.MeleeHitSoundPitchMin HitSoundPitchMax = ClientModule.MeleeHitSoundPitchMax HitSoundVolume = ClientModule.MeleeHitSoundVolume CustomHitEffect = ClientModule.CustomMeleeHitEffect BulletHoleEnabled = ClientModule.MarkerEffectEnabled BulletHoleSize = ClientModule.MarkerEffectSize BulletHoleTexture = ClientModule.MarkerEffectTexture BulletHoleVisibleTime = ClientModule.MarkerEffectVisibleTime BulletHoleFadeTime = ClientModule.MarkerEffectFadeTime PartColor = ClientModule.MarkerPartColor end if HitEffectEnabled then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound local function Spawner(material) if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialSounds") then local tracks = Misc.HitEffectFolder[material.Name].MaterialSounds:GetChildren() local rn = math.random(1, #tracks) local track = tracks[rn] if track ~= nil then Sound = track:Clone() if track:FindFirstChild("Pitch") then Sound.PlaybackSpeed = Random.new():NextNumber(track.Pitch.Min.Value, track.Pitch.Max.Value) else Sound.PlaybackSpeed = Random.new():NextNumber(HitSoundPitchMin, HitSoundPitchMax) end if track:FindFirstChild("Volume") then Sound.Volume = Random.new():NextNumber(track.Volume.Min.Value, track.Volume.Max.Value) else Sound.Volume = HitSoundVolume end Sound.Parent = Attachment end else Sound = Instance.new("Sound",Attachment) Sound.SoundId = "rbxassetid://"..HitSoundIDs[math.random(1, #HitSoundIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(HitSoundPitchMin, HitSoundPitchMax) Sound.Volume = HitSoundVolume end for i, v in pairs(Misc.HitEffectFolder[material.Name]:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end if Particle.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end Particle.Color = ColorSequence.new(HitPartColor, HitPartColor) end Thread:Delay(0.01, function() if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() if BulletHoleEnabled then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local Scale = BulletHoleSize if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialHoleSize") then Scale = Misc.HitEffectFolder[material.Name].MaterialHoleSize.Value end local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = Scale BeamClone.Width1 = Scale if Misc.HitEffectFolder[material.Name]:FindFirstChild("MaterialDecals") then local Decals = Misc.HitEffectFolder[material.Name].MaterialDecals:GetChildren() local Chosen = math.random(1, #Decals) local Decal = Decals[Chosen] if Decal ~= nil then BeamClone.Texture = "rbxassetid://"..Decal.Value if Decal.PartColor.Value then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end else BeamClone.Texture = "rbxassetid://"..BulletHoleTexture[math.random(1, #BulletHoleTexture)] if PartColor then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-Scale / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BulletHoleVisibleTime, function() if BulletHoleVisibleTime > 0 then if OptimalEffects then if Replicate then local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BulletHoleFadeTime, 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BulletHoleFadeTime, 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end end) else Debris:AddItem(Hole, 5) end end end if not CustomHitEffect then if Misc.HitEffectFolder:FindFirstChild(Hit.Material) then Spawner(Hit.Material) else Spawner(Misc.HitEffectFolder.Custom) end else Spawner(Misc.HitEffectFolder.Custom) end Debris:AddItem(Attachment, 10) end end local function MakeBloodFX(Hit, Position, Normal, Material, ParentToPart, ClientModule, Misc, Replicate, IsMelee) local SurfaceCF = CFrame.new(Position, Position + Normal) local BloodEnabled = ClientModule.BloodEnabled local HitCharSndIDs = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndIDs, ClientModule.HitCharSndIDs) local HitCharSndPitchMin = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndPitchMin, ClientModule.HitCharSndPitchMin) local HitCharSndPitchMax = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndPitchMax, ClientModule.HitCharSndPitchMax) local HitCharSndVolume = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.HitCharSndVolume, ClientModule.HitCharSndVolume) local BloodWoundEnabled = ClientModule.BloodWoundEnabled local BloodWoundTexture = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundTexture, ClientModule.BloodWoundTexture) local BloodWoundSize = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundSize, ClientModule.BloodWoundSize) local BloodWoundTextureColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundTextureColor, ClientModule.BloodWoundTextureColor) local BloodWoundPartColor = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BloodWoundPartColor, ClientModule.BloodWoundPartColor) local BloodWoundVisibleTime = ClientModule.BloodWoundVisibleTime local BloodWoundFadeTime = ClientModule.BloodWoundFadeTime if IsMelee then BloodEnabled = ClientModule.MeleeBloodEnabled HitCharSndIDs = ClientModule.MeleeHitCharSndIDs HitCharSndPitchMin = ClientModule.MeleeHitCharSndPitchMin HitCharSndPitchMax = ClientModule.MeleeHitCharSndPitchMax HitCharSndVolume = ClientModule.MeleeHitCharSndVolume BloodWoundEnabled = ClientModule.MeleeBloodWoundEnabled BloodWoundTexture = ClientModule.MeleeBloodWoundSize BloodWoundSize = ClientModule.MeleeBloodWoundTexture BloodWoundTextureColor = ClientModule.MeleeBloodWoundTextureColor BloodWoundPartColor = ClientModule.MeleeBloodWoundVisibleTime BloodWoundVisibleTime = ClientModule.MeleeBloodWoundFadeTime BloodWoundFadeTime = ClientModule.MeleeBloodWoundPartColor end if BloodEnabled then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..HitCharSndIDs[math.random(1, #HitCharSndIDs)] Sound.PlaybackSpeed = Random.new():NextNumber(HitCharSndPitchMin, HitCharSndPitchMax) Sound.Volume = HitCharSndVolume Sound.Parent = Attachment for i, v in pairs(Misc.BloodEffectFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Sound:Play() Debris:AddItem(Attachment, 10) if BloodWoundEnabled then local Hole = Instance.new("Attachment") Hole.Parent = ParentToPart and Hit or Workspace.Terrain Hole.WorldCFrame = SurfaceCF * CFrame.Angles(math.rad(90), math.rad(180), 0) if ParentToPart then local A0 = Instance.new("Attachment") local A1 = Instance.new("Attachment") local BeamClone = Beam:Clone() BeamClone.Width0 = BloodWoundSize BeamClone.Width1 = BloodWoundSize BeamClone.Texture = "rbxassetid://"..BloodWoundTexture[math.random(1, #BloodWoundTexture)] BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, BloodWoundTextureColor), ColorSequenceKeypoint.new(1, BloodWoundTextureColor)}) if BloodWoundPartColor then local HitPartColor = Hit and Hit.Color or Color3.fromRGB(255, 255, 255) if Hit and Hit:IsA("Terrain") then HitPartColor = Workspace.Terrain:GetMaterialColor(Material or Enum.Material.Sand) end BeamClone.Color = ColorSequence.new({ColorSequenceKeypoint.new(0, HitPartColor), ColorSequenceKeypoint.new(1, HitPartColor)}) end BeamClone.Attachment0 = A0 BeamClone.Attachment1 = A1 A0.Parent = Hit A1.Parent = Hit A0.WorldCFrame = Hole.WorldCFrame * CFrame.new(BloodWoundSize / 2, -0.01, 0) * CFrame.Angles(math.rad(90), 0, 0) A1.WorldCFrame = Hole.WorldCFrame * CFrame.new(-BloodWoundSize / 2, -0.01, 0) * CFrame.Angles(math.rad(90), math.rad(180), 0) BeamClone.Parent = Workspace.Terrain Thread:Delay(BloodWoundVisibleTime, function() if BloodWoundVisibleTime > 0 then if OptimalEffects then if Replicate then local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BloodWoundFadeTime, 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else local t0 = os.clock() while Hole ~= nil do local Alpha = math.min((os.clock() - t0) / BloodWoundFadeTime, 1) if BeamClone then BeamClone.Transparency = NumberSequence.new(Math.Lerp(0, 1, Alpha)) end if Alpha == 1 then break end Thread:Wait() end if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end else if A0 then A0:Destroy() end if A1 then A1:Destroy() end if BeamClone then BeamClone:Destroy() end if Hole then Hole:Destroy() end end end) else Debris:AddItem(Hole, 5) end end end end local function OnRayHit(SegmentVelocity, CosmeticBulletObject, Origin, Direction, Hit, Position, Normal, Material, Tool, ClientModule, Misc, Replicate) local ShowEffects = ScreenCullingEnabled and (ScreenCulling(Position, ScreenCullingRadius) and (Position - Camera.CFrame.p).Magnitude <= RenderDistance) or (Position - Camera.CFrame.p).Magnitude <= RenderDistance CosmeticBulletObject.Transparency = 1 for i, v in pairs(CosmeticBulletObject:GetDescendants()) do if (v:IsA("BasePart") or v:IsA("Decal") or v:IsA("Texture")) then v.Transparency = 1 elseif v:IsA("ParticleEmitter") then v.Enabled = false elseif v:IsA("Sound") then v:Stop() elseif v:IsA("PointLight") then v.Enabled = false --[[elseif v:IsA("Trail") then -- There is a case that trail is barely visible when projectile hits (especially at high speed). So I marked it as comment. v.Enabled = false]] elseif v:IsA("Beam") then v.Enabled = false end end Debris:AddItem(CosmeticBulletObject, 5) -- 10 if not AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosiveEnabled, ClientModule.ExplosiveEnabled) then if Hit and Hit.Parent then if Hit.Name == "_glass" then if Replicate then ShatterGlass:FireServer(Hit, Position, Direction) end else local Distance = (Position - Origin).Magnitude local Target = Hit:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate) end if Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Tool, ClientModule, TargetHumanoid, TargetTorso, Hit, Misc, Distance) end) if Tool and Tool.GunClient:FindFirstChild("MarkerEvent") then Tool.GunClient.MarkerEvent:Fire(ClientModule, Hit.Name == "Head" and ClientModule.HeadshotEnabled) end end end else if ShowEffects then MakeImpactFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate) end end end end else if ClientModule.ExplosionSoundEnabled then local SoundTable = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionSoundIDs, ClientModule.ExplosionSoundIDs) local Attachment = Instance.new("Attachment") Attachment.CFrame = CFrame.new(Position) Attachment.Parent = Workspace.Terrain local Sound = Instance.new("Sound") Sound.SoundId = "rbxassetid://"..SoundTable[math.random(1, #SoundTable)] Sound.PlaybackSpeed = Random.new():NextNumber(AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionSoundPitchMin, ClientModule.ExplosionSoundPitchMin), AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionSoundPitchMax, ClientModule.ExplosionSoundPitchMax)) Sound.Volume = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionSoundVolume, ClientModule.ExplosionSoundVolume) Sound.Parent = Attachment Sound:Play() Debris:AddItem(Attachment, 10) end local Explosion = Instance.new("Explosion") Explosion.BlastRadius = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionRadius, ClientModule.ExplosionRadius) Explosion.BlastPressure = 0 Explosion.ExplosionType = Enum.ExplosionType.NoCraters Explosion.Position = Position Explosion.Parent = Camera local SurfaceCF = CFrame.new(Position, Position + Normal) if ClientModule.CustomExplosion then Explosion.Visible = false if ShowEffects then local Attachment = Instance.new("Attachment") Attachment.CFrame = SurfaceCF Attachment.Parent = Workspace.Terrain for i, v in pairs(Misc.ExplosionEffectFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = Attachment if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() if OptimalEffects then local QualityLevel = UserSettings().GameSettings.SavedQualityLevel if QualityLevel == Enum.SavedQualitySetting.Automatic then local Compressor = 1 / 2 Particle:Emit(Count * Compressor) else local Compressor = QualityLevel.Value / 21 Particle:Emit(Count * Compressor) end else Particle:Emit(Count) end Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end Debris:AddItem(Attachment, 10) end end local HitHumanoids = {} Explosion.Hit:Connect(function(HitPart, HitDist) if HitPart and Replicate then if HitPart.Parent and HitPart.Name == "HumanoidRootPart" or HitPart.Name == "Head" then local Target = HitPart:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid then if TargetHumanoid.Health > 0 then if not HitHumanoids[TargetHumanoid] then if ClientModule.ExplosionKnockback then local Multipler = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionKnockbackMultiplierOnTarget, ClientModule.ExplosionKnockbackMultiplierOnTarget) local DistanceFactor = HitDist / AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionRadius, ClientModule.ExplosionRadius) DistanceFactor = 1 - DistanceFactor local VelocityMod = (TargetTorso.Position - Explosion.Position).Unit * AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionKnockbackPower, ClientModule.ExplosionKnockbackPower) --* DistanceFactor local AirVelocity = TargetTorso.Velocity - Vector3.new(0, TargetTorso.Velocity.y, 0) + Vector3.new(VelocityMod.X, 0, VelocityMod.Z) if DamageModule.CanDamage(Target, Tool.Parent, ClientModule.FriendlyFire) then local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) else if TargetHumanoid.Parent.Name == Player.Name then Multipler = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosionKnockbackMultiplierOnPlayer, ClientModule.ExplosionKnockbackMultiplierOnPlayer) local TorsoFly = Instance.new("BodyVelocity") TorsoFly.MaxForce = Vector3.new(math.huge, 0, math.huge) TorsoFly.Velocity = AirVelocity TorsoFly.Parent = TargetTorso TargetTorso.Velocity = TargetTorso.Velocity + Vector3.new(0, VelocityMod.Y * Multipler, 0) Debris:AddItem(TorsoFly, 0.25) end end end Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Tool, ClientModule, TargetHumanoid, TargetTorso, Hit, Misc, HitDist) end) if Tool and Tool.GunClient:FindFirstChild("MarkerEvent") then Tool.GunClient.MarkerEvent:Fire(ClientModule, Hit.Name == "Head" and ClientModule.HeadshotEnabled) end HitHumanoids[TargetHumanoid] = true end end end elseif HitPart.Name == "_glass" then ShatterGlass:FireServer(HitPart, HitPart.Position, Direction) end end end) end end local function CanRayPenetrate(SegmentVelocity, Origin, Direction, Hit, Position, Normal, Material, Tool, ClientModule, Misc, Replicate) local ShowEffects = ScreenCullingEnabled and (ScreenCulling(Position, ScreenCullingRadius) and (Position - Workspace.CurrentCamera.CFrame.p).Magnitude <= RenderDistance) or (Position - Workspace.CurrentCamera.CFrame.p).Magnitude <= RenderDistance if Hit and Hit.Parent then if Hit.Name == "_glass" then if Replicate then ShatterGlass:FireServer(Hit, Position, Direction) end return "penetratedObject" -- Penetrate Object else local Distance = (Position - Origin).Magnitude local Target = Hit:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate) end if Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Tool, ClientModule, TargetHumanoid, TargetTorso, Hit, Misc, Distance) end) if Tool and Tool.GunClient:FindFirstChild("MarkerEvent") then Tool.GunClient.MarkerEvent:Fire(ClientModule, Hit.Name == "Head" and ClientModule.HeadshotEnabled) end end end return "penetratedHumanoid" -- Penetrate Humanoid else if ShowEffects then MakeImpactFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate) end return "penetratedObject" -- Penetrate Object end end end end local function CanRayPenetrateHumanoid(SegmentVelocity, PenetrationAmount, Origin, Direction, Hit, Position, Normal, Material, Tool, ClientModule, Misc, Replicate) local ShowEffects = ScreenCullingEnabled and (ScreenCulling(Position, ScreenCullingRadius) and (Position - Workspace.CurrentCamera.CFrame.p).Magnitude <= RenderDistance) or (Position - Workspace.CurrentCamera.CFrame.p).Magnitude <= RenderDistance if Hit and Hit.Parent then local Target = Hit:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") if (Hit.Transparency > 0.75 or Hit.Name == "Missile" or Hit.Name == "Handle" or Hit.Name == "Effect" or Hit.Name == "Bullet" or Hit.Name == "Laser" or string.lower(Hit.Name) == "water" or Hit.Name == "Rail" or Hit.Name == "Arrow" or (TargetHumanoid and (TargetHumanoid.Health == 0 or not DamageModule.CanDamage(Target, Tool.Parent, ClientModule.FriendlyFire))) --[[or (Hit.Parent:FindFirstChildOfClass("Tool") or Hit.Parent.Parent:FindFirstChildOfClass("Tool"))]]) then return true -- Penetrate Blacklisted Object else local Distance = (Position - Origin).Magnitude local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if PenetrationAmount > 0 then if ShowEffects then MakeBloodFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate) end if Replicate then if TargetHumanoid.Health > 0 then Thread:Spawn(function() InflictTarget:InvokeServer("Gun", Tool, ClientModule, TargetHumanoid, TargetTorso, Hit, Misc, Distance) end) if Tool and Tool.GunClient:FindFirstChild("MarkerEvent") then Tool.GunClient.MarkerEvent:Fire(ClientModule, Hit.Name == "Head" and ClientModule.HeadshotEnabled) end end end return true -- Penetrate Humanoid --[[else -- We must check if penetrationAmount reachs 0 if penetrationAmount <= 0 then MakeImpactFX(hitPart, hitPoint, normal, material, true, hitData[2], hitData[3], hitData[6]) end]] end end end end return false -- Can't penetrate end local function OnRayExited(SegmentVelocity, Origin, Direction, Hit, Position, Normal, Material, Tool, ClientModule, Misc, Replicate) local ShowEffects = ScreenCullingEnabled and (ScreenCulling(Position, ScreenCullingRadius) and (Position - Camera.CFrame.p).Magnitude <= RenderDistance) or (Position - Camera.CFrame.p).Magnitude <= RenderDistance if Hit and Hit.Parent then if Hit.Name == "_glass" then return else local Target = Hit:FindFirstAncestorOfClass("Model") local TargetHumanoid = Target and Target:FindFirstChildOfClass("Humanoid") local TargetTorso = Target and (Target:FindFirstChild("HumanoidRootPart") or Target:FindFirstChild("Head")) if TargetHumanoid and TargetHumanoid.Health > 0 and TargetTorso then if ShowEffects then MakeBloodFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate) end else if ShowEffects then MakeImpactFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate) end end end end end local function OnRayUpdated(CastOrigin, SegmentOrigin, SegmentDirection, Length, SegmentVelocity, CosmeticBulletObject, ClientModule, Replicate) -- Whenever the caster steps forward by one unit, this function is called -- The bullet argument is the same object passed into the fire function local BulletLength = CosmeticBulletObject.Size.Z / 2 -- This is used to move the bullet to the right spot based on a CFrame offset local BaseCFrame = CFrame.new(SegmentOrigin, SegmentOrigin + SegmentDirection) if ClientModule.CanSpinPart then CosmeticBulletObject.CFrame = BaseCFrame * CFrame.new(0, 0, -(Length - BulletLength)) * CFrame.Angles(math.rad(-360 * (os.clock() * ClientModule.SpinX - math.floor(os.clock() * ClientModule.SpinX))), math.rad(-360 * (os.clock() * ClientModule.SpinY - math.floor(os.clock() * ClientModule.SpinY))), math.rad(-360 * (os.clock() * ClientModule.SpinZ - math.floor(os.clock() * ClientModule.SpinZ)))) else CosmeticBulletObject.CFrame = BaseCFrame * CFrame.new(0, 0, -(Length - BulletLength)) end if not Replicate and ClientModule.WhizSoundEnabled and CosmeticBulletObject.Parent and CosmeticBulletObject:FindFirstChild("Whizzed") then local Whizzed = CosmeticBulletObject:FindFirstChild("Whizzed") if not Whizzed.Value then local Mag = (Camera.CFrame.p - CosmeticBulletObject.Position).Magnitude if Mag < ClientModule.WhizDistance then --local Loudness = 1 - (mag / whizData[5]) local WhizSound = Instance.new("Sound") WhizSound.SoundId = "rbxassetid://"..ClientModule.WhizSoundID[math.random(1, #ClientModule.WhizSoundID)] WhizSound.Volume = ClientModule.WhizSoundVolume --Loudness WhizSound.PlaybackSpeed = Random.new():NextNumber(ClientModule.WhizSoundPitchMin, ClientModule.WhizSoundPitchMax) WhizSound.Name = "WhizSound" WhizSound.Parent = SoundService WhizSound:Play() Debris:AddItem(WhizSound, WhizSound.TimeLength / WhizSound.PlaybackSpeed) Whizzed.Value = true end end end end function ProjectileHandler:VisualizeHitEffect(Type, Hit, Position, Normal, Material, ClientModule, Misc, Replicate) if Replicate then VisualizeHitEffect:FireServer(Type, Hit, Position, Normal, Material, ClientModule, Misc, nil) end local ShowEffects = ScreenCullingEnabled and (ScreenCulling(Position, ScreenCullingRadius) and (Position - Camera.CFrame.p).Magnitude <= RenderDistance) or (Position - Camera.CFrame.p).Magnitude <= RenderDistance if ShowEffects then if Type == "Normal" then MakeImpactFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate, true) elseif Type == "Blood" then MakeBloodFX(Hit, Position, Normal, Material, true, ClientModule, Misc, Replicate, true) end end end function ProjectileHandler:SimulateProjectile(Tool, Handle, ClientModule, Directions, FirePointObject, MuzzlePointObject, Misc, Replicate) if ClientModule and Tool and Handle then if Replicate then VisualizeBullet:FireServer(Tool, Handle, ClientModule, Directions, FirePointObject, MuzzlePointObject, Misc, nil) end if ClientModule.MuzzleFlashEnabled then for i, v in pairs(Misc.MuzzleFolder:GetChildren()) do if v.ClassName == "ParticleEmitter" then local Count = 1 local Particle = v:Clone() Particle.Parent = MuzzlePointObject if Particle:FindFirstChild("EmitCount") then Count = Particle.EmitCount.Value end Thread:Delay(0.01, function() Particle:Emit(Count) Debris:AddItem(Particle, Particle.Lifetime.Max) end) end end end if ClientModule.MuzzleLightEnabled then local Light = Instance.new("PointLight") Light.Brightness = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightBrightness, ClientModule.LightBrightness) Light.Color = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightColor, ClientModule.LightColor) Light.Range = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.LightRange, ClientModule.LightRange) Light.Shadows = ClientModule.LightShadows Light.Enabled = true Light.Parent = MuzzlePointObject Debris:AddItem(Light, ClientModule.VisibleTime) end for _, Direction in pairs(Directions) do if FirePointObject ~= nil then local Origin, Dir = FirePointObject.WorldPosition, Direction local IgnoreList = {Camera, Tool, Tool.Parent} local HumanoidRootPart = Tool.Parent:WaitForChild("HumanoidRootPart", 1) local TipCFrame = FirePointObject.WorldCFrame local TipPos = TipCFrame.Position local TipDir = TipCFrame.LookVector local AmountToCheatBack = math.abs((HumanoidRootPart.Position - TipPos):Dot(TipDir)) + 1 local GunRay = Ray.new(TipPos - TipDir.Unit * AmountToCheatBack, TipDir.Unit * AmountToCheatBack) local HitPart, HitPoint = Workspace:FindPartOnRayWithIgnoreList(GunRay, IgnoreList, false, true) if HitPart and math.abs((TipPos - HitPoint).Magnitude) > 0 then Origin = HitPoint - TipDir.Unit * 0.1 --Dir = TipDir.Unit end local MyMovementSpeed = HumanoidRootPart.Velocity local ModifiedBulletSpeed = (Dir * AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.BulletSpeed, ClientModule.BulletSpeed)) -- + MyMovementSpeed local Bullet = Projectiles[AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ProjectileType, ClientModule.ProjectileType)]:Clone() Bullet.CFrame = CFrame.new(Origin, Origin + Dir) Bullet.Parent = Camera if not Replicate then local Whizzed = Instance.new("BoolValue") Whizzed.Name = "Whizzed" Whizzed.Value = false Whizzed.Parent = Bullet end for _, v in pairs(Bullet:GetDescendants()) do if v:IsA("ParticleEmitter") then v.Enabled = true elseif v:IsA("Sound") then v:Play() elseif v:IsA("PointLight") then v.Enabled = true elseif v:IsA("Trail") then v.Enabled = true elseif v:IsA("Beam") then v.Enabled = true end end local PenetrationDepth = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationDepth, ClientModule.PenetrationDepth) local PenetrationAmount = AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.PenetrationAmount, ClientModule.PenetrationAmount) local PenetrationData if (PenetrationDepth > 0 or PenetrationAmount > 0) and not AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.ExplosiveEnabled, ClientModule.ExplosiveEnabled) then PenetrationData = {penetrationType = ClientModule.PenetrationType, penetrationDepth = PenetrationDepth, canPenetrateFunction = CanRayPenetrate, penetrationAmount = PenetrationAmount, canPenetrateHumanoidFunction = CanRayPenetrateHumanoid} end Caster:FireWithBlacklist(Origin, Dir * AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Range, ClientModule.Range), ModifiedBulletSpeed, IgnoreList, Bullet, true, AddressTableValue(ClientModule.ChargedShotAdvanceEnabled, Misc.ChargeLevel, ClientModule.ChargeAlterTable.Acceleration, ClientModule.Acceleration), Tool, ClientModule, Misc, Replicate, PenetrationData) end end end end Caster.LengthChanged:Connect(OnRayUpdated) Caster.RayHit:Connect(OnRayHit) Caster.RayExited:Connect(OnRayExited) return ProjectileHandler
--[=[ Constructs a Janitor object. ]=]
function Janitor.new() local self = setmetatable({}, Janitor) self._objects = {} return self end
--Made by Luckymaxer
Mouse_Icon = "rbxasset://textures/GunCursor.png" Reloading_Icon = "rbxasset://textures/GunWaitCursor.png" Tool = script.Parent Mouse = nil function UpdateIcon() if Mouse then Mouse.Icon = Tool.Enabled and Mouse_Icon or Reloading_Icon end end function OnEquipped(ToolMouse) Mouse = ToolMouse UpdateIcon() end function OnChanged(Property) if Property == "Enabled" then UpdateIcon() end end Tool.Equipped:Connect(OnEquipped) Tool.Changed:Connect(OnChanged)
--Protected Turn 4--: Standard GYR with a protected turn for four signal directions
--Each side takes turn having protected turns --A permissive cycle follows --TurnSignal1 & Signal1 goes first, then TurnSignal1a& & Signal1a , then TurnSignal2 & Signal2, and finally TurnSignal2a & Signal2a --USES: Signal1, Signal1a, Signal2, Signal2a, Turn1, Turn1a, Turn2, Turn2a while true do PedValues = script.Parent.Parent.PedValues SignalValues = script.Parent.Parent.SignalValues TurnValues = script.Parent.Parent.TurnValues
-- connect events
Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) Humanoid.Swimming:connect(onSwimming)
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local Workspace = game:GetService('Workspace') local Players = game:GetService('Players') local RunService = game:GetService('RunService') local ReplicatedStorage = game:GetService('ReplicatedStorage') local LocalPlayer = Players.LocalPlayer local LocalMouse = LocalPlayer:GetMouse() local LocalCamera = Workspace.CurrentCamera local MaxCameraZoomCount = 5 local CameraZoomCount = -MaxCameraZoomCount LocalCamera.CameraType = Enum.CameraType.Scriptable
-- If in-game, enable ctrl hotkeys for undoing and redoing
if Mode == 'Tool' then AssignHotkey({ 'LeftControl', 'Z' }, History.Undo); AssignHotkey({ 'RightControl', 'Z' }, History.Undo); AssignHotkey({ 'LeftControl', 'Y' }, History.Redo); AssignHotkey({ 'RightControl', 'Y' }, History.Redo); end; function CloneSelection() -- Clones selected parts -- Make sure that there are items in the selection if #Selection.Items == 0 then return; end; -- Send the cloning request to the server local Clones = SyncAPI:Invoke('Clone', Selection.Items); -- Put together the history record local HistoryRecord = { Clones = Clones; Unapply = function (HistoryRecord) -- Reverts this change -- Deselect the clones Selection.Remove(HistoryRecord.Clones, false); -- Remove the clones SyncAPI:Invoke('Remove', HistoryRecord.Clones); end; Apply = function (HistoryRecord) -- Reapplies this change -- Restore the clones SyncAPI:Invoke('UndoRemove', HistoryRecord.Clones); end; }; -- Register the history record History.Add(HistoryRecord); -- Select the clones Selection.Replace(Clones); -- Play a confirmation sound PlayConfirmationSound(); -- Flash the outlines of the new parts coroutine.wrap(Selection.FlashOutlines)(); end; ConfirmationSound = Create 'Sound' { Name = 'BTActionCompletionSound'; Pitch = 1.5; SoundId = Assets.ActionCompletionSound; Volume = 1; }; function PlayConfirmationSound() -- Plays a confirmation beep sound -- Trigger the sound locally SoundService:PlayLocalSound(ConfirmationSound); end; function DeleteSelection() -- Deletes selected items -- Put together the history record local HistoryRecord = { Parts = Support.CloneTable(Selection.Items); Unapply = function (HistoryRecord) -- Reverts this change -- Restore the parts SyncAPI:Invoke('UndoRemove', HistoryRecord.Parts); -- Select the restored parts Selection.Replace(HistoryRecord.Parts); end; Apply = function (HistoryRecord) -- Applies this change -- Deselect the parts Selection.Remove(HistoryRecord.Parts, false); -- Remove the parts SyncAPI:Invoke('Remove', HistoryRecord.Parts); end; }; -- Deselect parts before deleting Selection.Remove(HistoryRecord.Parts, false); -- Perform the removal SyncAPI:Invoke('Remove', HistoryRecord.Parts); -- Register the history record History.Add(HistoryRecord); end;
--Made by Stickmasterluke
sp=script.Parent speedboost=1 --100% speed bonus speedforsmoke=10 --smoke apears when character running >= 10 studs/second. function waitfor(a,b,c) local c=c or 5*60 local d=tick()+c while a:FindFirstChild(b)==nil and tick()<=d do wait() end return a:FindFirstChild(b) end local tooltag=waitfor(script,"ToolTag",2) if tooltag~=nil then local tool=tooltag.Value local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16+10*speedboost local t=sp:FindFirstChild("Torso") if t~=nil then smokepart=Instance.new("Part") smokepart.FormFactor="Custom" smokepart.Size=Vector3.new(0,0,0) smokepart.TopSurface="Smooth" smokepart.BottomSurface="Smooth" smokepart.CanCollide=false smokepart.Transparency=1 local weld=Instance.new("Weld") weld.Name="SmokePartWeld" weld.Part0=t weld.Part1=smokepart weld.C0=CFrame.new(0,-3.5,0)*CFrame.Angles(math.pi/4,0,0) weld.Parent=smokepart smokepart.Parent=sp smoke=Instance.new("Fire") smoke.Enabled=t.Velocity.magnitude>speedforsmoke smoke.Size=5 smoke.Parent=smokepart h.Running:connect(function(speed) if smoke and smoke~=nil then smoke.Enabled=speed>speedforsmoke end end) end end while tool~=nil and tool.Parent==sp and h~=nil do sp.ChildRemoved:wait() end local h=sp:FindFirstChild("Humanoid") if h~=nil then h.WalkSpeed=16 end end if smokepart~=nil then smokepart:remove() end script:remove()
--[[ remoteProperty = RemoteProperty.new(value: any [, overrideClass: string]) remoteProperty:Get(): any remoteProperty:Set(value: any): void remoteProperty:Replicate(): void [Only for table values] remoteProperty:Destroy(): void remoteProperty.Changed(newValue: any): Connection --]]
local Signal = require(script.Parent.Parent.Signal) local IS_SERVER = game:GetService("RunService"):IsServer() local typeClassMap = { boolean = "BoolValue"; string = "StringValue"; table = "RemoteEvent"; CFrame = "CFrameValue"; Color3 = "Color3Value"; BrickColor = "BrickColorValue"; number = "NumberValue"; Instance = "ObjectValue"; Ray = "RayValue"; Vector3 = "Vector3Value"; ["nil"] = "ObjectValue"; } local RemoteProperty = {} RemoteProperty.__index = RemoteProperty function RemoteProperty.Is(object) return type(object) == "table" and getmetatable(object) == RemoteProperty end function RemoteProperty.new(value, overrideClass) assert(IS_SERVER, "RemoteProperty can only be created on the server") if overrideClass ~= nil then assert(type(overrideClass) == "string", "OverrideClass must be a string; got " .. type(overrideClass)) assert(overrideClass:match("Value$"), "OverrideClass must be of super type ValueBase (e.g. IntValue); got " .. overrideClass) end local t = typeof(value) local class = overrideClass or typeClassMap[t] assert(class, "RemoteProperty does not support type \"" .. t .. "\"") local self = setmetatable({ _value = value; _type = t; _isTable = (t == "table"); _object = Instance.new(class); }, RemoteProperty) if self._isTable then local req = Instance.new("RemoteFunction") req.Name = "TableRequest" req.Parent = self._object function req.OnServerInvoke(_player) return self._value end self.Changed = Signal.new() else self.Changed = self._object.Changed end self:Set(value) return self end function RemoteProperty:Replicate() if self._isTable then self:Set(self._value) end end function RemoteProperty:Set(value) if self._isTable then self._object:FireAllClients(value) self.Changed:Fire(value) else self._object.Value = value end self._value = value end function RemoteProperty:Get() return self._value end function RemoteProperty:Destroy() self._object:Destroy() end return RemoteProperty
--[=[ Set the value of the property for a specific player. This will override the value used by `Set` (and the initial value set for the property when created). This value _can_ be `nil`. In order to reset the value for a given player and let the player use the top-level value held by this property, either use `Set` to set all players' data, or use `ClearFor`. ```lua remoteProperty:SetFor(somePlayer, "CustomData") ``` ]=]
function RemoteProperty:SetFor(player: Player, value: any) if player.Parent then self._perPlayer[player] = if value == nil then None else value end self._rs:Fire(player, value) end
--// Scripted by Trackplayer --// Do not edit the code if you don't know what are you doing.
local TweenService = game:GetService("TweenService") local Info = TweenInfo.new(0.7, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0) local openSound = script.Parent.Open local closeSound = script.Parent.Close local click = script.Parent.ClickDetector local center = script.Parent.Parent.Center local origin = script.Parent.Parent.Parent.Door1Origin local toGo = script.Parent.Parent.Parent.Door1ToGo local isOpen = false local isMoving = false click.MouseClick:Connect(function() if isOpen == false and isMoving == false then isMoving = true isOpen = true TweenService:Create(center, Info, {CFrame = toGo.CFrame}):Play() openSound:Play() wait(0.7) isMoving = false elseif isOpen == true and isMoving == false then isMoving = true isOpen = false TweenService:Create(center, Info, {CFrame = origin.CFrame}):Play() wait(0.5) closeSound:Play() wait(0.2) isMoving = false end end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Persimmon",Paint) end)
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function UnDigify(digit) if digit < 1 or digit > 61 then return "" elseif digit == 1 then return "1" elseif digit == 2 then return "!" elseif digit == 3 then return "2" elseif digit == 4 then return "@" elseif digit == 5 then return "3" elseif digit == 6 then return "4" elseif digit == 7 then return "$" elseif digit == 8 then return "5" elseif digit == 9 then return "%" elseif digit == 10 then return "6" elseif digit == 11 then return "^" elseif digit == 12 then return "7" elseif digit == 13 then return "8" elseif digit == 14 then return "*" elseif digit == 15 then return "9" elseif digit == 16 then return "(" elseif digit == 17 then return "0" elseif digit == 18 then return "q" elseif digit == 19 then return "Q" elseif digit == 20 then return "w" elseif digit == 21 then return "W" elseif digit == 22 then return "e" elseif digit == 23 then return "E" elseif digit == 24 then return "r" elseif digit == 25 then return "t" elseif digit == 26 then return "T" elseif digit == 27 then return "y" elseif digit == 28 then return "Y" elseif digit == 29 then return "u" elseif digit == 30 then return "i" elseif digit == 31 then return "I" elseif digit == 32 then return "o" elseif digit == 33 then return "O" elseif digit == 34 then return "p" elseif digit == 35 then return "P" elseif digit == 36 then return "a" elseif digit == 37 then return "s" elseif digit == 38 then return "S" elseif digit == 39 then return "d" elseif digit == 40 then return "D" elseif digit == 41 then return "f" elseif digit == 42 then return "g" elseif digit == 43 then return "G" elseif digit == 44 then return "h" elseif digit == 45 then return "H" elseif digit == 46 then return "j" elseif digit == 47 then return "J" elseif digit == 48 then return "k" elseif digit == 49 then return "l" elseif digit == 50 then return "L" elseif digit == 51 then return "z" elseif digit == 52 then return "Z" elseif digit == 53 then return "x" elseif digit == 54 then return "c" elseif digit == 55 then return "C" elseif digit == 56 then return "v" elseif digit == 57 then return "V" elseif digit == 58 then return "b" elseif digit == 59 then return "B" elseif digit == 60 then return "n" elseif digit == 61 then return "m" else return "?" end end function IsBlack(note) if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then return true end end local TweenService = game:GetService("TweenService") function Tween(obj,Goal,Time,...) local TwInfo = TweenInfo.new(Time,...) local twn = TweenService:Create(obj, TwInfo, Goal) twn:Play() twn.Completed:wait() return end function max(key) local Properties = {} Properties.Size = Vector3.new(7,key.Size.Y,key.Size.Z) Tween(key,Properties,.1,Enum.EasingStyle.Linear) Properties = {} Properties.Size = Vector3.new(.4,key.Size.Y,key.Size.Z) Tween(key,Properties,.1,Enum.EasingStyle.Linear) return end function notmax(key,amt) local Properties = {} Properties.Size = Vector3.new(key.Size.x + amt,key.Size.Y,key.Size.Z) Tween(key,Properties,.1,Enum.EasingStyle.Linear) Properties = {} Properties.Size = Vector3.new(.4,key.Size.Y,key.Size.Z) Tween(key,Properties,.1,Enum.EasingStyle.Linear) return end function hit(key,amt) if key then if key.Size.x + amt >= 7 then max(key) else notmax(key,amt) end end return end function HighlightPianoKey(note1,transpose) if not Settings.KeyAesthetics then return end local key = Keys.Keys:FindFirstChild(note1) local note2 = note1 + 1 local note3 = note1 + 2 local note0 = note1 - 1 local note01 = note1 - 2 if note2 == 62 then note2 = Keys.Keys:FindFirstChild("1") else note2 = Keys.Keys:FindFirstChild(note2) end if note3 == 62 then note3 = Keys.Keys:FindFirstChild("1") elseif note3 == 63 then note3 = Keys.Keys:FindFirstChild("2") else note3 = Keys.Keys:FindFirstChild(note3) end if note0 == 0 then note0 = Keys.Keys:FindFirstChild("61") else note0 = Keys.Keys:FindFirstChild(note0) end if note01 == 0 then note01 = Keys.Keys:FindFirstChild("61") elseif note01 == -1 then note01 = Keys.Keys:FindFirstChild("60") else note01 = Keys.Keys:FindFirstChild(note01) end coroutine.resume(coroutine.create(hit),key,3) coroutine.resume(coroutine.create(hit),note2,1.5) coroutine.resume(coroutine.create(hit),note3,.6) coroutine.resume(coroutine.create(hit),note0,1.5) coroutine.resume(coroutine.create(hit),note01,.6) return end
-- Created by BobNoobington
local player = game.Players.LocalPlayer local mouse = player:GetMouse() local car = script.Parent.Car.Value local values = script.Parent.Values.Gear mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "v" then for index, child in ipairs(script.Parent:GetChildren()) do if child.ClassName == "Frame" or child.ClassName == "ImageLabel" or child.ClassName == "TextButton" then child.Visible = not child.Visible end end end end)
-------------------------------------------------------------------------------------------- -- Popper uses the level geometry find an upper bound on subject-to-camera distance. -- -- Hard limits are applied immediately and unconditionally. They're generally caused -- when level geometry intersects with the near plane (with exceptions, see below). -- -- Soft limits are only applied under certain conditions. -- They're caused when level geometry occludes the subject without actually intersecting -- with the near plane at the target distance. -- -- Soft limits can be promoted to hard limits and hard limits can be demoted to soft limits. -- We usually don't want the latter to happen. -- -- A soft limit will be promoted to a hard limit if an obstruction -- lies between the current and target camera positions. --------------------------------------------------------------------------------------------
local subjectRoot local subjectPart camera:GetPropertyChangedSignal('CameraSubject'):Connect(function() local subject = camera.CameraSubject if subject:IsA('Humanoid') then subjectPart = subject.RootPart elseif subject:IsA('BasePart') then subjectPart = subject else subjectPart = nil end end) local function canOcclude(part) -- Occluders must be: -- 1. Opaque -- 2. Interactable -- 3. Not in the same assembly as the subject if FFlagUserPoppercamLooseOpacityThreshold then return getTotalTransparency(part) < 0.25 and part.CanCollide and subjectRoot ~= (part:GetRootPart() or part) and not part:IsA('TrussPart') else return part.Transparency < 0.95 and part.CanCollide and subjectRoot ~= (part:GetRootPart() or part) end end
-- OBJECTS
if Configuration.DoorSoundsEnabled == false then Folder.Objects.Door:Destroy() end if Configuration.DresserSoundsEnabled == false then Folder.Objects.Dresser:Destroy() end if Configuration.WardrobeSoundsEnabled == false then Folder.Objects.Wardore:Destroy() end
--[[ Controller for the break lights on the vehicle ]]
local VehicleLightsComponent = {}
--!strict --[[ A utility used to assert that two objects are value-equal recursively. It outputs fairly nicely formatted messages to help diagnose why two objects would be different. This should only be used in tests. ]]
local function deepEqual(a: any, b: any): (boolean, string?) if typeof(a) ~= typeof(b) then local message = ("{1} is of type %s, but {2} is of type %s"):format(typeof(a), typeof(b)) return false, message end if typeof(a) == "table" then local visitedKeys = {} for key, value in pairs(a) do visitedKeys[key] = true local success, innerMessage = deepEqual(value, b[key]) if not success and innerMessage then local message = innerMessage :gsub("{1}", ("{1}[%s]"):format(tostring(key))) :gsub("{2}", ("{2}[%s]"):format(tostring(key))) return false, message end end for key, value in pairs(b) do if not visitedKeys[key] then local success, innerMessage = deepEqual(value, a[key]) if not success and innerMessage then local message = innerMessage :gsub("{1}", ("{1}[%s]"):format(tostring(key))) :gsub("{2}", ("{2}[%s]"):format(tostring(key))) return false, message end end end return true, nil end if a == b then return true, nil end local message = "{1} ~= {2}" return false, message end local function assertDeepEqual(a, b) local success, innerMessageTemplate = deepEqual(a, b) if not success and innerMessageTemplate then local innerMessage = innerMessageTemplate:gsub("{1}", "first"):gsub("{2}", "second") local message = ("Values were not deep-equal.\n%s"):format(innerMessage) error(message, 2) end end return assertDeepEqual
--Rocket.Touched:connect(OnTouched)
while script.Parent == Rocket do ExplodeClone = Explode:clone() ExplodeClone.Name = "Effect" ExplodeClone.BrickColor = BrickColor.new("White") ExplodeClone.Position = Rocket.Position ExplodeClone.Mesh.Scale = Vector3.new(1,1,1)*5 ExplodeClone.CFrame = ExplodeClone.CFrame * CFrame.fromEulerAnglesXYZ(math.random(-10000,10000)/100,math.random(-10000,10000)/100,math.random(-10000,10000)/100) ExplodeClone.Parent = game.Players.LocalPlayer.Character.Torso NewScript = Rocket.Trail:clone() NewScript.Disabled = false NewScript.Parent = ExplodeClone if Target.Value ~= nil and Target.Value.Parent ~= nil then if Target.Value then idealVelocity = --[[SPEED *]] (Target.Value.Position - Rocket.Position).unit end Rocket.Velocity = --[[SPEED *]] (Rocket.Velocity + 0.125 * (idealVelocity - Rocket.Velocity)).unit Rocket.CFrame = CFrame.new(Rocket.Position, Rocket.Position + Rocket.Velocity) end local hit,pos = raycast(Rocket.Position,((Rocket.CFrame * CFrame.new(0,0,-5)).p-Rocket.Position).unit,5) if hit then OnTouched(hit,pos) end Rocket.CFrame = Rocket.CFrame * CFrame.new(0,0,-5) * CFrame.Angles(0, 0, math.rad(18)) game:GetService("RunService").Stepped:wait() end
-------------------
local function SetCollisionGroupRecursive(Object) if Object:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(Object, CollisionGroupName) end for _, Objects in pairs(Object:GetChildren()) do SetCollisionGroupRecursive(Objects) end end local function OnCharacterAdded(Character) SetCollisionGroupRecursive(Character) end local function OnPlayerAdded(Player) Player.CharacterAdded:Connect(OnCharacterAdded) end local function OnMobAdded(Mob) SetCollisionGroupRecursive(Mob) end
-- Uses this UI instead of Roblox's for when data is loading using ContentStreaming
local LoadingFrame = script.Parent.LoadingFrame local GuiService = game:GetService("GuiService") local player = game.Players.LocalPlayer GuiService:SetGameplayPausedNotificationEnabled(false) local function onPauseStateChanged() if player.GameplayPaused then LoadingFrame.Visible = true else LoadingFrame.Visible = false end end player:GetPropertyChangedSignal("GameplayPaused"):Connect(onPauseStateChanged)
-- GiveFlagBucks() -- end --end --script.Parent.Tabs.Main.BCart.MouseButton1Click:Connect(function() -- game.ReplicatedStorage.Remotes.GiveFlagBucks:FireServer() -- game.ReplicatedStorage.Remotes.EndPurchase:FireServer() --end)
--ModulateSwitch
function KeepModulateActive() repeat wait() ModVal.Value = true until ModSwch.Value == false or Power.Value == false ModVal.Value = false end ModSwch.Changed:Connect(function() if ModSwch.Value == true then ModSwch.Parent.P1.Transparency = 1 ModSwch.Parent.P2.Transparency = 0 ClickSound:Play() if Power.Value == true then KeepModulateActive() end else ModSwch.Parent.P1.Transparency = 0 ModSwch.Parent.P2.Transparency = 1 ClickSound:Play() ModVal.Value = false end end)
-- Requires
local APIEquipment = require(ReplicatedStorage.Common.APIEquipment) local APICharacterState = require(ReplicatedStorage.Common.APICharacterState)
-- This is taken from Roact internal implementation details as a temporary helper -- so that we can control warnings spew and also validate warning logs in unit tests. -- We should clean it up and turn it into a nice central logging facility later on.
local outputEnabled = true local collectors = {} local function createLogInfo() local logInfo = { warnings = {}, } setmetatable(logInfo, { __tostring = function(self) return ("LogInfo\n\tWarnings (%d):\n\t\t%s"):format( #self.warnings, table.concat(self.warnings, "\n\t\t") ) end, }) return logInfo end local Logging = {} function Logging.capture(callback) local collector = createLogInfo() local wasOutputEnabled = outputEnabled outputEnabled = false collectors[collector] = true local success, result = pcall(callback) collectors[collector] = nil outputEnabled = wasOutputEnabled assert(success, result) return collector end function Logging.warn(message) for collector in pairs(collectors) do table.insert(collector.warnings, message) end if outputEnabled then warn(message) end end return Logging
-- This module enables you to place Icon wherever you like within the data model while -- still enabling third-party applications (such as HDAdmin/Nanoblox) to locate it -- This is necessary to prevent two TopbarPlus applications initiating at runtime which would -- cause icons to overlap with each other
local replicatedStorage = game:GetService("ReplicatedStorage") local TopbarPlusReference = {} function TopbarPlusReference.addToReplicatedStorage() local existingItem = replicatedStorage:FindFirstChild(script.Name) if existingItem then return false end local objectValue = Instance.new("ObjectValue") objectValue.Name = script.Name objectValue.Value = script.Parent objectValue.Parent = replicatedStorage return objectValue end function TopbarPlusReference.getObject() local objectValue = replicatedStorage:FindFirstChild(script.Name) if objectValue then return objectValue end return false end return TopbarPlusReference
Rocket.CanCollide = false
Tool.Note:clone().Parent = Rocket Tool.RocketScript:clone().Parent = Rocket --Tool.Explosion:clone().Parent = Rocket --Tool.Swoosh:clone().Parent = Rocket function fire(vTarget) local vCharacter = Tool.Parent; local vHandle = Tool:findFirstChild("Handle") if vHandle == nil then print("Handle not found") return end local chord = Tool.Ichord:clone() if (Tool.mode.Value==1) then chord = Tool.Ichord:clone() elseif (Tool.mode.Value==2) then chord = Tool.IVIIchord:clone() elseif (Tool.mode.Value==3) then chord = Tool.Vchord:clone() elseif (Tool.mode.Value==4) then chord = Tool.VVIIchord:clone() elseif (Tool.mode.Value==5) then chord = Tool.IVchord:clone() elseif (Tool.mode.Value==6) then chord = Tool.IIIchord:clone() end chord.Name = "chord" local dir = Vector3.new(math.random()-.5, 1, math.random() - .5).unit local missile = Rocket:clone() chord.Parent = missile script.Parent.pitchmode:Clone().Parent = missile local pos = vHandle.Position + Vector3.new(0, 5 ,0) --missile.Position = pos missile.CFrame = CFrame.new(pos, pos + dir) missile.BodyVelocity.velocity = dir * 30 local vPlayer = game.Players:playerFromCharacter(vCharacter) if vPlayer == nil then print("Player not found") end missile.RocketScript.Disabled = false missile.Parent = game.Workspace end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end local targetPos = humanoid.TargetPoint fire(targetPos) Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
--[[Weight and CG]]
Tune.Weight = 5202 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 4.5 , --[[Length]] 14 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
--Listen for input
seat:GetPropertyChangedSignal("Occupant"):Connect(function() if seat.Occupant ~= nil then seat.Sound.Volume = 1 seat.Sound.PlaybackSpeed = 2 for i,v in pairs(script.Parent.Parts.Effect.EffectPart:GetChildren()) do if v.Name == "Effect" then v.Enabled = true end end else seat.Sound.Volume = 0 seat.Sound.PlaybackSpeed = 2 for i,v in pairs(script.Parent.Parts.Effect.EffectPart:GetChildren()) do if v.Name == "Effect" then v.Enabled = false end end end end) seat:GetPropertyChangedSignal("Throttle"):Connect(function() local goal = {} local goal2 = {} goal.Force = Vector3.new(seat.Throttle, 0, 0) * 100000 if seat.Throttle == 1 then goal2.PlaybackSpeed = 4 else goal2.PlaybackSpeed = 2 end local Sound = TS:Create(seat.Sound,TI,goal2) local Throttle = TS:Create(vectorForce,TI,goal) Throttle:Play() Sound:Play() end) seat:GetPropertyChangedSignal("Steer"):Connect(function() torque.Torque = Vector3.new(0, -seat.Steer, 0) * 500000 end)
-- Tool's current status
local ToolStatus = Tool:WaitForChild("ToolStatus") local SpawnedSegway = ToolStatus:WaitForChild("SpawnedSegway") local HasSpawnedSegway = ToolStatus:WaitForChild("HasSpawnedSegway") local IsCoolingDown = false
--[ Functions ]--
function CreateWeld(Part, CF) local w = Instance.new("Weld") w.Name = "LegWeld" w.Parent = Torso w.Part0 = Torso w.Part1 = Part w.C1 = CF end function StandUp() Humanoid.CameraOffset = Vector3.new(0, 0, 0) -- Right Leg RH.Part1 = RL -- Left Leg LH.Part1 = LL -- Delete Welds for i, s in pairs(Torso:GetChildren()) do if (s.Name == "LegWeld") and (s.ClassName == "Weld") then s:Destroy() end end -- Raise Character RJ.C0 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) RJ.C1 = CFrame.new(0, 0, 0) * CFrame.Angles(0, 0, 0) end
--Make the part when touched enable the "ParticleEmitter" inside of it ad then disable it after 1 second
checkpoint.Touched:Connect(function(hit) if hit and hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid") then local emitter = checkpoint.ParticleEmitter emitter.Enabled = true wait(0.3) emitter.Enabled = false end end) function onCheckpointTouched(hit) if hit and hit.Parent and hit.Parent:FindFirstChildOfClass("Humanoid") then local player = Players:GetPlayerFromCharacter(hit.Parent) local checkpointData = ServerStorage:FindFirstChild("CheckpointData") if not checkpointData then checkpointData = Instance.new("Folder") checkpointData.Name = "CheckpointData" checkpointData.Parent = ServerStorage end local userIdString = tostring(player.UserId) local checkpointValue = checkpointData:FindFirstChild(userIdString) if checkpointValue.Value == script.Parent then script.CheckPointPopup.Enabled=true wait(2) script.CheckPointPopup.Enabled=false end end end
-- Updated 10/14/2014 - Updated to 1.0.3 --- Now handles joints semi-acceptably. May be rather hacky with some joints. :/
local NEVER_BREAK_JOINTS = false -- If you set this to true it will never break joints (this can create some welding issues, but can save stuff like hinges). local function CallOnChildren(Instance, FunctionToCall) -- Calls a function on each of the children of a certain object, using recursion. FunctionToCall(Instance) for _, Child in next, Instance:GetChildren() do CallOnChildren(Child, FunctionToCall) end end local function GetNearestParent(Instance, ClassName) -- Returns the nearest parent of a certain class, or returns nil local Ancestor = Instance repeat Ancestor = Ancestor.Parent if Ancestor == nil then return nil end until Ancestor:IsA(ClassName) return Ancestor end local function GetBricks(StartInstance) local List = {} -- if StartInstance:IsA("BasePart") then -- List[#List+1] = StartInstance -- end CallOnChildren(StartInstance, function(Item) if Item:IsA("BasePart") then List[#List+1] = Item; end end) return List end local function Modify(Instance, Values) -- Modifies an Instance by using a table. assert(type(Values) == "table", "Values is not a table"); for Index, Value in next, Values do if type(Index) == "number" then Value.Parent = Instance else Instance[Index] = Value end end return Instance end local function Make(ClassType, Properties) -- Using a syntax hack to create a nice way to Make new items. return Modify(Instance.new(ClassType), Properties) end local Surfaces = {"TopSurface", "BottomSurface", "LeftSurface", "RightSurface", "FrontSurface", "BackSurface"} local HingSurfaces = {"Hinge", "Motor", "SteppingMotor"} local function HasWheelJoint(Part) for _, SurfaceName in pairs(Surfaces) do for _, HingSurfaceName in pairs(HingSurfaces) do if Part[SurfaceName].Name == HingSurfaceName then return true end end end return false end local function ShouldBreakJoints(Part) --- We do not want to break joints of wheels/hinges. This takes the utmost care to not do this. There are -- definitely some edge cases. if NEVER_BREAK_JOINTS then return false end if HasWheelJoint(Part) then return false end local Connected = Part:GetConnectedParts() if #Connected == 1 then return false end for _, Item in pairs(Connected) do if HasWheelJoint(Item) then return false elseif not Item:IsDescendantOf(script.Parent) then return false end end return true end local function WeldTogether(Part0, Part1, JointType, WeldParent) --- Weld's 2 parts together -- @param Part0 The first part -- @param Part1 The second part (Dependent part most of the time). -- @param [JointType] The type of joint. Defaults to weld. -- @param [WeldParent] Parent of the weld, Defaults to Part0 (so GC is better). -- @return The weld created. JointType = JointType or "Weld" local RelativeValue = Part1:FindFirstChild("qRelativeCFrameWeldValue") local NewWeld = Part1:FindFirstChild("qCFrameWeldThingy") or Instance.new(JointType) Modify(NewWeld, { Name = "qCFrameWeldThingy"; Part0 = Part0; Part1 = Part1; C0 = CFrame.new();--Part0.CFrame:inverse(); C1 = RelativeValue and RelativeValue.Value or Part1.CFrame:toObjectSpace(Part0.CFrame); --Part1.CFrame:inverse() * Part0.CFrame;-- Part1.CFrame:inverse(); Parent = Part1; }) if not RelativeValue then RelativeValue = Make("CFrameValue", { Parent = Part1; Name = "qRelativeCFrameWeldValue"; Archivable = true; Value = NewWeld.C1; }) end return NewWeld end local function WeldParts(Parts, MainPart, JointType, DoNotUnanchor) -- @param Parts The Parts to weld. Should be anchored to prevent really horrible results. -- @param MainPart The part to weld the model to (can be in the model). -- @param [JointType] The type of joint. Defaults to weld. -- @parm DoNotUnanchor Boolean, if true, will not unachor the model after cmopletion. for _, Part in pairs(Parts) do if ShouldBreakJoints(Part) then Part:BreakJoints() end end for _, Part in pairs(Parts) do if Part ~= MainPart then WeldTogether(MainPart, Part, JointType, MainPart) end end end local function PerfectionWeld() local Tool = GetNearestParent(script, "Tool") local Parts = GetBricks(script.Parent) local PrimaryPart = Tool and Tool:FindFirstChild("Handle") and Tool.Handle:IsA("BasePart") and Tool.Handle or script.Parent:IsA("Model") and script.Parent.PrimaryPart or Parts[1] if PrimaryPart then WeldParts(Parts, PrimaryPart, "Weld", false) else warn("qWeld - Unable to weld part") end return Tool end local Tool = PerfectionWeld() if Tool and script.ClassName == "Script" then --- Don't bother with local scripts script.Parent.AncestryChanged:connect(function() PerfectionWeld() end) end
-------------------------------------
Tool = script.Parent p = Instance.new("Part") p.Parent = game.Lighting p.Name = "BulletTexture" p.CanCollide = false p.formFactor = "Custom" p.Size = Vector3.new(1,0.1,1) p.Transparency = 1 g = Instance.new("SpecialMesh") g.Parent = p run = 0 equiped=false dw = false sp=script.Parent RayLength=1000 Spread=0.0001 enabled=true reloading=false down=false r=game:service("RunService") last=0 last2=0 last3=0 last4=0 last5=0 last6=0 UseDouble = false function check() sp.Name=ToolName.."-("..tostring(sp.Ammo.Value)..")" end function computeDirection(vec) return vec.unit end
-- Tips
function Icon:setTip(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local textSize = textService:GetTextSize(text, 12, Enum.Font.GothamSemibold, Vector2.new(1000, 20-6)) self.instances.tipLabel.Text = text self.instances.tipFrame.Size = UDim2.new(0, textSize.X+6, 0, 20) self.instances.tipFrame.Parent = (text and activeItems) or self.instances.iconContainer self.tipText = text if self.hovering then self:_displayTip(true) end return self end function Icon:_displayTip(visibility) local newVisibility = visibility local tipFrame = self.instances.tipFrame if self.tipText == nil then return elseif userInputService.TouchEnabled and not self._draggingFinger then return end if newVisibility == true then -- When the user moves their cursor/finger, update tip to match the position local function updateTipPositon(x, y) local newX = x local newY = y local camera = workspace.CurrentCamera local viewportSize = camera and camera.ViewportSize if userInputService.TouchEnabled then --tipFrame.AnchorPoint = Vector2.new(0.5, 0.5) local desiredX = newX - tipFrame.Size.X.Offset/2 local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset local desiredY = newY + THUMB_OFFSET + 60 local minY = tipFrame.AbsoluteSize.Y + THUMB_OFFSET + 64 + 3 local maxY = viewportSize.Y - tipFrame.Size.Y.Offset newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) elseif IconController.controllerModeEnabled then local indicator = TopbarPlusGui.Indicator local newPos = indicator.AbsolutePosition newX = newPos.X - tipFrame.Size.X.Offset/2 + indicator.AbsoluteSize.X/2 newY = newPos.Y + 90 else local desiredX = newX local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset - 48 local desiredY = newY local minY = tipFrame.Size.Y.Offset+3 local maxY = viewportSize.Y newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) end --local difX = tipFrame.AbsolutePosition.X - tipFrame.Position.X.Offset --local difY = tipFrame.AbsolutePosition.Y - tipFrame.Position.Y.Offset --local globalX = newX - difX --local globalY = newY - difY --tipFrame.Position = UDim2.new(0, globalX, 0, globalY-55) tipFrame.Position = UDim2.new(0, newX, 0, newY-20) end local cursorLocation = userInputService:GetMouseLocation() if cursorLocation then updateTipPositon(cursorLocation.X, cursorLocation.Y) end self._hoveringMaid:give(self.instances.iconButton.MouseMoved:Connect(updateTipPositon)) end -- Change transparency of relavent tip instances for _, settingName in pairs(self._uniqueSettings.tip) do self:_update(settingName) end end
--[=[ @param ... any @return args: ...any Serializes the arguments and returns the serialized values. ]=]
function Ser.SerializeArgsAndUnpack(...: any): ...any local args = Ser.SerializeArgs(...) return table.unpack(args, 1, args.n) end
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" elseif gearText == -1 then gearText = "R" end script.Parent.Gear.Text = gearText end) function PBrake() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end script.Parent.Parent.Values.PBrake.Changed:connect(PBrake) function Gear() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "MV" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "MV" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "MV" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) for i=1,30 do for _,v in pairs(script.Parent.Frame:GetChildren()) do v.BackgroundTransparency=1-(i/60) end script.Parent.TMode.TextTransparency=1-(i/30) wait(.01) end wait(.1) Gear() PBrake()
-- ROBLOX deviation: function to check whether a table is an array -- https://stackoverflow.com/questions/7526223/how-do-i-know-if-a-table-is-an-array/52697380#52697380
local function is_array(t) if type(t) ~= "table" then return false end -- objects always return empty size if #t > 0 then return true end -- only object can have empty length with elements inside for k, v in pairs(t) do return false end -- if no elements it can be array and not at same time return true end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = { spacing = 8, image = "rbxasset://textures/Cursors/Gamepad/Pointer.png", imageSize = Vector2.new(2, 2) }; local v2 = Instance.new("Model"); v2.Name = "PathDisplayPoints"; local v3 = Instance.new("Part"); v3.Anchored = true; v3.CanCollide = false; v3.Transparency = 1; v3.Name = "PathDisplayAdornee"; v3.CFrame = CFrame.new(0, 0, 0); v3.Parent = v2; local v4 = {}; for v5 = 1, 30 do local v6 = Instance.new("ImageHandleAdornment"); v6.Archivable = false; v6.Adornee = v3; v6.Image = v1.image; v6.Size = v1.imageSize; v4[v5] = v6; end; local u1 = 30; local function u2() local v7 = v4[1]; if not v7 then return; end; v4[1] = v4[u1]; v4[u1] = nil; u1 = u1 - 1; return v7; end; local u3 = {}; function v1.setCurrentPoints(p1) if typeof(p1) == "table" then u3 = p1; return; end; u3 = {}; end; local u4 = {}; local function u5(p2) u1 = u1 + 1; v4[u1] = p2; end; function v1.clearRenderedPath() for v8, v9 in ipairs(u4) do v9.Parent = nil; u5(v9); end; u4 = {}; v2.Parent = nil; end; local function u6(p3, p4) if u1 == 0 then return; end; local v10, v11, v12 = workspace:FindPartOnRayWithIgnoreList(Ray.new(p3 + Vector3.new(0, 2, 0), Vector3.new(0, -8, 0)), { game.Players.LocalPlayer.Character, workspace.CurrentCamera }); if not v10 then return; end; local v13 = u2(); v13.CFrame = CFrame.new(v11, v11 + v12); v13.Parent = v2; return v13; end; function v1.renderPath() v1.clearRenderedPath(); if not u3 or #u3 == 0 then return; end; local v14 = #u3; local v15 = 0; u4[1] = u6(u3[v14], true); if not u4[1] then return; end; while true do local v16 = u3[v14]; if v14 < 2 then break; end; local v17 = u3[v14 - 1] - v16; local l__magnitude__18 = v17.magnitude; if l__magnitude__18 < v15 then v15 = v15 - l__magnitude__18; v14 = v14 - 1; else local v19 = u6(v16 + v17.unit * v15, false); if v19 then u4[#u4 + 1] = v19; end; v15 = v15 + v1.spacing; end; end; v2.Parent = workspace.CurrentCamera; end; return v1;
-- Dark was here
local nearplayer local Players = game:GetService("Players") function MakeAMove() nearplayer = false if (tick()-holdOrder < holdDuration) then return end if stance == "wander" then for _,Player in next, Players:GetPlayers() do if Player.Character and Player.Character.PrimaryPart then local dis = (Player.Character.PrimaryPart.CFrame.Position - root.CFrame.Position).Magnitude if dis >= 500 then nearplayer = true break end end end if nearplayer then task.wait(math.random(1, 1 + 1/2)) return end local collisionRay = Ray.new( (root.CFrame*CFrame.new(0,100,-15)).p , Vector3.new(0,-1000,0) ) local part,pos,norm,mat = workspace:FindPartOnRayWithIgnoreList(collisionRay,shark:GetDescendants()) --local asdf = Instance.new("Part") --asdf.Anchored = true --asdf.Size = Vector3.new(2,2,2) --asdf.CFrame = CFrame.new(pos) --asdf.Parent = workspace if part then if part == workspace.Terrain and mat ~= Enum.Material.Water then -- redirect destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(90,270)),0))*CFrame.new(0,0,-40)).p holdOrder = tick() elseif part == workspace.Terrain and mat == Enum.Material.Water then if (tick()-lastAdjustment) > nextAdjustment then lastAdjustment = tick() nextAdjustment = math.random(10,30) destination =( (root.CFrame*CFrame.Angles(0,math.rad(math.random(0,359)),0))*CFrame.new(0,0,-40)).p holdDuration = 2 holdOrder = tick() else destination = (root.CFrame*CFrame.new(0,0,-25)).p end end elseif part and part~= workspace.Terrain then destination = (root.CFrame*CFrame.new(0,0,-25)).p elseif not part then destination = ((root.CFrame*CFrame.Angles(0,math.rad(180),0))*CFrame.new(0,0,-40)).p holdDuration = 4 holdOrder = tick() end bodyPos.Position = Vector3.new(destination.X,-6,destination.Z) bodyGyro.CFrame = CFrame.new(CFrame.new(root.CFrame.p.X,-6,root.CFrame.p.Z).p,CFrame.new(destination.X,-6,destination.Z).p) elseif stance == "attack" then bodyPos.Position = destination bodyGyro.CFrame = CFrame.new(root.Position,Vector3.new(destination.X,root.Position.Y,destination.Z)) if (shark.PrimaryPart.Position-target.PrimaryPart.Position).magnitude < 25 then -- lunge and hold if target.Humanoid.SeatPart then game.ReplicatedStorage.Events.NPCAttack:Fire(target.Humanoid.SeatPart.Parent,math.random(1000)) else game.ReplicatedStorage.Events.NPCAttack:Fire(game.Players:GetPlayerFromCharacter(target),90) end shark.Head.SharkEat:Play() local emitter = game.ReplicatedStorage.Particles.Teeth:Clone() emitter.Parent = shark.Head emitter.EmissionDirection = Enum.NormalId.Top wait() emitter:Emit(1) holdOrder = tick() holdDuration = 2 end end end -- end of MakeAMove() MakeAMove() local scanSurroundings = coroutine.wrap(function() while true do stance = "wander" local surroundingParts = workspace:FindPartsInRegion3WithIgnoreList(Region3.new( shark.PrimaryPart.Position+Vector3.new(-60,-3,-60), shark.PrimaryPart.Position+Vector3.new(60,10,60)), shark:GetChildren()) for _,v in next,surroundingParts do if v.Parent:FindFirstChild("Humanoid") and v.Parent.Humanoid.Health > 0 then -- we have a player in the radius local playerRay = Ray.new(v.Position+Vector3.new(0,10,0),Vector3.new(0,-50,0)) local part,pos,norm,mat = workspace:FindPartOnRay(playerRay,v.Parent) if part == workspace.Terrain and mat ~= Enum.Material.Water then -- don't set to attack else stance = "attack" target = v.Parent -- destination = v.Parent.PrimaryPart.Position destination = (CFrame.new(root.CFrame.p,Vector3.new(v.Parent.PrimaryPart.CFrame.p.x, -9,v.Parent.PrimaryPart.CFrame.p.z))*CFrame.new(0,0,-50)).p break -- change y height of shark end end end if stance == "wander" then scanInterval = 1 target = nil MakeAMove() elseif stance == "attack" then scanInterval = .1 MakeAMove() end wait(scanInterval) end -- end of wtd end) scanSurroundings()
--[[ Created by a member of Scripting Helpers: PGenocide ]]
--
-- Roact
local new = Roact.createElement local Slider = require(script:WaitForChild('Slider'))
---
---ForCode script.Parent["1"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["2"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["3"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["4"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["5"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["6"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["7"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["8"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["9"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) script.Parent["0"].ClickDetector.MouseClick:Connect(function() huh.ButtonSound:Play() folder.CodePrivate.Value = folder.CodePrivate.Value .."I" end) ---
--[[ArrowTx = { [1]=146678603, [2]=146678613, [3]=146678618, [4]=146678637, [5]=146678647, [6]=146678656, [7]=146678671 } Scroll = false ArrowInd = script.Parent.Car.Screen.SurfaceGui.Frame.Arrow Direction.Changed:connect(function() if Scroll then return end Scroll = true if Direction.Value == "U" then ArrowInd.Rotation = 0 repeat for i=1,7 do ArrowInd.Image = "http://www.roblox.com/asset/?id="..ArrowTx[i] wait() end until Direction.Value == "N" end if Direction.Value == "D" then ArrowInd.Rotation = 180 repeat for i=1,7 do ArrowInd.Image = "http://www.roblox.com/asset/?id="..ArrowTx[i] wait() end until Direction.Value == "N" end ArrowInd.Image = "http://www.roblox.com/asset/?id=0" Scroll = false end) ]]
--
--Obj
local server = ServerScriptService.Framework local shared = ReplicatedStorage.Framework local Main = server.Main local Local = server.Local local Shared = shared.Main local SharedLocal = shared.Local local Internal = shared.Internal
-------------------------------------Gun info
ToolName="M110" ClipSize=10 ReloadTime=.25 Firerate=.1 MinSpread=0 MaxSpread=0 SpreadRate=0 BaseDamage=67 automatic=false burst=false shot=false --Shotgun BarrlePos=Vector3.new(-2.20,.40,0) Cursors={"rbxasset://textures\\GunCursor.png"} ReloadCursor="rbxasset://textures\\GunWaitCursor.png"
--// # key, ManOn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110) veh.Lightbar.MANUAL.Transparency = 0 end end)
-- Set the Text property to a random string of 100 characters
if textLabel then textLabel.Text = generateRandomString(100) end
--!nonstrict --[[ ControlModule - This ModuleScript implements a singleton class to manage the selection, activation, and deactivation of the current character movement controller. This script binds to RenderStepped at Input priority and calls the Update() methods on the active controller instances. The character controller ModuleScripts implement classes which are instantiated and activated as-needed, they are no longer all instantiated up front as they were in the previous generation of PlayerScripts. 2018 PlayerScripts Update - AllYourBlox --]]
local ControlModule = {} ControlModule.__index = ControlModule
--list of admin ids --71560306 (guest) --61385600 (tornado) --60127374 (dark) --118860335 (klevin) --262491334 (icarus) --647654469 (real) --19634055 (jericho) --192203600 (potato) --15889415 (littlekittehs) --50809949 (ufhbrfc) --36675421 (bluenin12) --79849873 (pvpfire_123)
--- Solve direction and length of the ray by comparing current and last frame's positions -- @param point type
function solver:Solve(point: {[string]: any}): (Vector3, Vector3) --- Translate localized bone positions to world space values local originBone: Bone = point.Instances[1] local vector: Vector3 = point.Instances[2] local pointToWorldSpace: Vector3 = originBone.TransformedWorldCFrame.Position + vector --- If LastPosition is nil (caused by if the hitbox was stopped previously), rewrite its value to the current point position if not point.LastPosition then point.LastPosition = pointToWorldSpace end local origin: Vector3 = point.LastPosition local direction: Vector3 = pointToWorldSpace - (point.LastPosition or EMPTY_VECTOR) point.WorldSpace = pointToWorldSpace return origin, direction end function solver:UpdateToNextPosition(point: {[string]: any}): Vector3 return point.WorldSpace end function solver:Visualize(point: {[string]: any}): CFrame return CFrame.lookAt(point.WorldSpace, point.LastPosition) end return solver
------------------------------------------------------------------
local GUIA1Visible = true local GUIB1Visible = true local GUIA2Visible = true local GUIB2Visible = true
-- Check if GetTranslatorForPlayerAsync succeeded
if res then -- If succeeded, translate assets here using translator -- Listen for a change in player's locale ID translator:GetPropertyChangedSignal("LocaleId"):Connect(OnLocaleIdChanged) else print('GetTranslatorForPlayerAsync failed: ' .. translator) end
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local FE = workspace.FilteringEnabled local car = script.Parent.Car.Value local _Tune = require(car["A-Chassis Tune"]) local on = 0 script:WaitForChild("Idle") if not FE then for i,v in pairs(car.DriveSeat:GetChildren()) do for _,a in pairs(script:GetChildren()) do if v.Name==a.Name then v:Stop() wait() v:Destroy() end end end for i,v in pairs(script:GetChildren()) do v.Parent=car.DriveSeat end car.DriveSeat.Idle:Play() while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end car.DriveSeat.Idle.Pitch = (car.DriveSeat.Idle.SetPitch.Value - car.DriveSeat.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2 end else local handler = car.AC6_FE_Sounds handler:FireServer("newSound","Idle",car.DriveSeat,script.Idle.SoundId,0,true) handler:FireServer("playSound","Idle") local pitch=0 while wait() do local _RPM = script.Parent.Values.RPM.Value if not car.DriveSeat.IsOn.Value then on=math.max(on-.015,0) else on=1 end pitch = (script.Idle.SetPitch.Value - script.Idle.SetRev.Value*_RPM/_Tune.Redline)*on^2 handler:FireServer("updateSound","Idle",script.Idle.SoundId,pitch,script.Idle.Volume) end end
--[[ TELEPORT SERVICE ]]
-- if (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then warn("Booting Server !") local waitTime = 10 Players.PlayerAdded:connect(function(player) wait(waitTime) waitTime = waitTime / 2 TeleportService:Teleport(game.PlaceId, player) end) for _,player in pairs(Players:GetPlayers()) do TeleportService:Teleport(game.PlaceId, player) wait(waitTime) waitTime = waitTime / 2 end else game:BindToClose(function() local con if (#Players:GetPlayers() == 0) then return end if (game:GetService("RunService"):IsStudio()) then return end for i,v in pairs(game.Players:GetChildren()) do AddUI(v) end con = Players.PlayerAdded:connect(function(v) wait(1) AddUI(v) end) wait(10) con:Disconnect() local reservedServerCode = TeleportService:ReserveServer(game.PlaceId) for _,player in pairs(Players:GetPlayers()) do TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player }) end Players.PlayerAdded:connect(function(player) TeleportService:TeleportToPrivateServer(game.PlaceId, reservedServerCode, { player }) end) while (#Players:GetPlayers() > 0) do wait(1) end end) end
--------------------------------------------------------------#
function Tween(instance,tweeninformation,goals) TweenService:Create(instance,tweeninformation,goals):Play() end LightGroup = script.Parent.Parent.Parent.Misc.Trunk.Lights:GetChildren() while true do wait(0) if script.Parent.on.Value then for i = 1,#LightGroup do Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 0}) Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 2}) end else for i = 1,#LightGroup do Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 1}) Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 0}) end end end
--[[ ErrorReporter is designed to handle all of the logic of parsing information from errors, and sending it to the appropriate places. ]]
local configuration = require(script.Parent.Parent.Config)
----- Private Variables -----
local HatchBind = ServerScriptService.HatchBind local Remotes = ReplicatedStorage.Remote
-- Create the collision groups and set them to not collide with each other
local function collisionGroupExists(groupName) local groups = PhysicsService:GetRegisteredCollisionGroups() for _, group in ipairs(groups) do if group.name == groupName then return true end end return false end if not collisionGroupExists(npcGroup) then PhysicsService:RegisterCollisionGroup(npcGroup) end if not collisionGroupExists(playerGroup) then PhysicsService:RegisterCollisionGroup(playerGroup) end PhysicsService:CollisionGroupSetCollidable(npcGroup, playerGroup, false)
--// Processing
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay = _G, game, script, getfenv, setfenv, workspace, getmetatable, setmetatable, loadstring, coroutine, rawequal, typeof, print, math, warn, error, pcall, xpcall, select, rawset, rawget, ipairs, pairs, next, Rect, Axes, os, time, Faces, unpack, string, Color3, newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor, NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint, NumberSequenceKeypoint, PhysicalProperties, Region3int16, Vector3int16, require, table, type, wait, Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay local script = script local service = Vargs.Service local client = Vargs.Client local Anti, Core, Functions, Process, Remote, UI, Variables local function Init() UI = client.UI; Anti = client.Anti; Core = client.Core; Variables = client.Variables Functions = client.Functions; Process = client.Process; Remote = client.Remote; Process.Init = nil; end local function RunLast() --[[client = service.ReadOnly(client, { [client.Variables] = true; [client.Handlers] = true; G_API = true; G_Access = true; G_Access_Key = true; G_Access_Perms = true; Allowed_API_Calls = true; HelpButtonImage = true; Finish_Loading = true; RemoteEvent = true; ScriptCache = true; Returns = true; PendingReturns = true; EncodeCache = true; DecodeCache = true; Received = true; Sent = true; Service = true; Holder = true; GUIs = true; LastUpdate = true; RateLimits = true; Init = true; RunLast = true; RunAfterInit = true; RunAfterLoaded = true; RunAfterPlugins = true; }, true)--]] Process.RunLast = nil; end local function RunAfterLoaded(data) --// Events --service.NetworkClient.ChildRemoved:Connect(function() wait(30) client.Anti.Detected("crash", "Network client disconnected") end) --service.NetworkClient.ChildAdded:Connect(function() client.Anti.Detected("crash", "Network client reconnected?") end) service.Player.Chatted:Connect(service.EventTask("Event: ProcessChat", Process.Chat)) service.Player.CharacterRemoving:Connect(service.EventTask("Event: CharacterRemoving", Process.CharacterRemoving)) service.Player.CharacterAdded:Connect(service.Threads.NewEventTask("Event: CharacterAdded", Process.CharacterAdded)) service.LogService.MessageOut:Connect(Process.LogService) --service.Threads.NewEventTask("EVENT:MessageOut",client.Process.LogService,60)) service.ScriptContext.Error:Connect(Process.ErrorMessage) --service.Threads.NewEventTask("EVENT:ErrorMessage",client.Process.ErrorMessage,60)) --// Get RateLimits Process.RateLimits = Remote.Get("RateLimits") or Process.RateLimits; Process.RunAfterLoaded = nil; end getfenv().client = nil getfenv().service = nil getfenv().script = nil client.Process = { Init = Init; RunLast = RunLast; RunAfterLoaded = RunAfterLoaded; RateLimits = { --// Defaults; Will be updated with server data at client run Remote = 0.02; Command = 0.1; Chat = 0.1; RateLog = 10; }; Remote = function(data, com, ...) local args = {...} Remote.Received += 1 if type(com) == "string" then if com == `{client.DepsName}GIVE_KEY` then if not Core.Key then log("~! Set remote key") Core.Key = args[1] log("~! Call Finish_Loading()") client.Finish_Loading() end elseif Core.Key then local comString = Remote.Decrypt(com,Core.Key) local command = (data.Mode == "Get" and Remote.Returnables[comString]) or Remote.Commands[comString] if command then --local ran,err = pcall(command, args) --task service.Threads.RunTask(`REMOTE:{comString}`,command,args) local rets = {service.TrackTask(`Remote: {comString}`, command, args)} if not rets[1] then logError(rets[2]) else return {unpack(rets, 2)}; end end end end end; LogService = function(Message, Type) --service.FireEvent("Output", Message, Type) end; ErrorMessage = function(Message, Trace, Script) --service.FireEvent("ErrorMessage", Message, Trace, Script) if Message and Message ~= "nil" and Message ~= "" and (string.find(Message,":: Adonis ::") or string.find(Message,script.Name) or Script == script) then logError(`{Message} - {Trace}`) end --if (Script == nil or (not Trace or Trace == "")) and not (Trace and string.find(Trace,"CoreGui.RobloxGui")) then --Anti.Detected("log",`Scriptless/Traceless error found. Script: {Script} - Trace: {Trace}`) --end end; Chat = function(msg) --service.FireEvent("Chat",msg) if not service.Player or service.Player.Parent ~= service.Players then Remote.Fire("ProcessChat",msg) end end; CharacterAdded = function(...) service.Events.CharacterAdded:Fire(...) task.wait() UI.GetHolder() end; CharacterRemoving = function() if Variables.UIKeepAlive then for ind,g in client.GUIs do if g.Class == "ScreenGui" or g.Class == "GuiMain" or g.Class == "TextLabel" then if not (g.Object:IsA("ScreenGui") and not g.Object.ResetOnSpawn) and g.CanKeepAlive then g.KeepAlive = true g.KeepParent = g.Object.Parent g.Object.Parent = nil elseif not g.CanKeepAlive then pcall(g.Destroy, g) end end end end if Variables.GuiViewFolder then Variables.GuiViewFolder:Destroy() Variables.GuiViewFolder = nil end if Variables.ChatEnabled then service.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true) end if Variables.PlayerListEnabled then service.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true) end local textbox = service.UserInputService:GetFocusedTextBox() if textbox then textbox:ReleaseFocus() end service.Events.CharacterRemoving:Fire() 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 = 1 , FTargetFriction = 0.8 , FMinFriction = .6 , RWearSpeed = 1 , RTargetFriction = 0.8 , RMinFriction = .6 , --Tire Slip TCSOffRatio = 1 , WheelLockRatio = 1/1 , --SS6 Default = 1/4 WheelspinRatio = 1/9 , --SS6 Default = 1/1.2 --Wheel Properties FFrictionWeight = 1 , --SS6 Default = 1 RFrictionWeight = 1 , --SS6 Default = 1 FLgcyFrWeight = 10 , RLgcyFrWeight = 10 , FElasticity = 0 , --SS6 Default = .5 RElasticity = 0 , --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 }
-- string stm_lstring(Stream S) -- @S - Stream object to read from
local function stm_lstring(S) local len = S:s_szt() local str if len ~= 0 then str = stm_string(S, len):sub(1, -2) end return str end
-- отображение списка серверов -----------------------------------------------------------------
local max_players = 50 -- ограничитель числа игроков на сервере
--// Weapon Parts
local L_52_ = L_1_:WaitForChild('AimPart') local L_53_ local L_54_ = L_1_:WaitForChild('Grip') local L_55_ = L_1_:WaitForChild('FirePart') local L_56_ local L_57_ = L_1_:WaitForChild('Mag') local L_58_ = L_1_:WaitForChild('Bolt')
-- debug.profileend("AI Offload Loop")
end end)
--print(ChosenNTID)
NightTheme.SoundId = "rbxassetid://" .. ChosenNTID NightTheme.Ended:Connect(function() UpdateNightThemeID() end) end NightTheme:Play() UpdateNightThemeID() game:GetService("RunService").RenderStepped:Connect(function() if Rake ~= nil and Rake:FindFirstChild("HumanoidRootPart") ~= nil then if CharacterRoot ~= nil and ChracterHumanoid ~= nil then -- Check if The rake, Player character, Player character humanoid still exist RangeMagnitude = (Rake.HumanoidRootPart.Position - CharacterRoot.Position).magnitude if Rake.Stunning.Value == true then StunDebounce = true if RangeMagnitude < 70 then ReplayDebounce = true end StopSound() elseif Rake.Stunning.Value == false or ChracterHumanoid.Health > 0 then StunDebounce = false if ReplayDebounce == true and RangeMagnitude < 70 then ReplayDebounce = false StartSound() end end if RangeMagnitude < 70 and Debounce1 == false and StunDebounce == false then Debounce1 = true StartSound() elseif RangeMagnitude > 70 and StunDebounce == false and Debounce1 == true then Debounce1 = false ReplayDebounce = false StopSound() end if RangeMagnitude < 90 and RangeMagnitude > 70 and StunDebounce == false and not Debounce2 then Debounce2 = true StopSound() NearTheme:Play() elseif Debounce2 and Debounce1 or StunDebounce or RangeMagnitude > 90 then NearTheme:Stop() Debounce2 = false end if RakeTheme.IsPlaying then if RangeMagnitude > 70 then Debounce1 = false ReplayDebounce = false StopSound() end if Rake.NPC.Health <= 0 then script.Parent:Destroy() end if ChracterHumanoid.Health <= 0 then StopSound() end if RangeMagnitude < 70 and RangeMagnitude > 35 then RakeTheme.PlaybackSpeed = 0.95 end if RangeMagnitude < 35 and RangeMagnitude > 20 then RakeTheme.PlaybackSpeed = 1 end if RangeMagnitude < 20 then RakeTheme.PlaybackSpeed = 1.05 end end end end end)
-------- OMG HAX
r = game:service("RunService") local damage = 5 local slash_damage = 10 local lunge_damage = 30 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "rbxasset://sounds\\swordslash.wav" SlashSound.Parent = sword SlashSound.Volume = .7 local LungeSound = Instance.new("Sound") LungeSound.SoundId = "rbxasset://sounds\\swordlunge.wav" LungeSound.Parent = sword LungeSound.Volume = .6 local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "rbxasset://sounds\\unsheath.wav" UnsheathSound.Parent = sword UnsheathSound.Volume = 1 function blow(hit) if (hit.Parent == nil) then return end -- happens when bullet hits sword local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Slash" anim.Parent = Tool end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,10,0) --Tool.Parent.Torso.CFrame.lookVector * 80 force.Parent = Tool.Parent.Torso wait(.25) swordOut() wait(.25) force.Parent = nil wait(.5) swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
---- Locales -----
local Event = game:GetService("ReplicatedStorage").Events.Cases.Case1
--[[ Defines utilities for working with 'list-like' tables. ]]
return { filter = require(script.filter), filterMap = require(script.filterMap), find = require(script.find), foldLeft = require(script.foldLeft), foldRight = require(script.foldRight), getRange = require(script.getRange), join = require(script.join), map = require(script.map), removeIndex = require(script.removeIndex), removeRange = require(script.removeRange), removeValue = require(script.removeValue), replaceIndex = require(script.replaceIndex), reverse = require(script.reverse), sort = require(script.sort), }
-- Events
local events = ReplicatedStorage.Events local actionEvents = events.ActionEvents local bind = actionEvents.Bind local unbind = actionEvents.Unbind local action1 = actionEvents.Action1
-- Profile object:
local Profile = { --[[ Data = {}, -- [table] -- Loaded once after ProfileStore:LoadProfileAsync() finishes MetaData = {}, -- [table] -- Updated with every auto-save GlobalUpdates = GlobalUpdates, -- [GlobalUpdates] _profile_store = ProfileStore, -- [ProfileStore] _profile_key = "", -- [string] _release_listeners = [ScriptSignal] / nil, -- [table / nil] _hop_ready_listeners = [ScriptSignal] / nil, -- [table / nil] _hop_ready = false, _view_mode = true / nil, -- [bool / nil] _load_timestamp = os.clock(), _is_user_mock = false, -- ProfileStore.Mock --]] } Profile.__index = Profile function Profile:IsActive() --> [bool] local loaded_profiles = self._is_user_mock == true and self._profile_store._mock_loaded_profiles or self._profile_store._loaded_profiles return loaded_profiles[self._profile_key] == self end function Profile:GetMetaTag(tag_name) --> value local meta_data = self.MetaData if meta_data == nil then return nil -- error("[ProfileService]: This Profile hasn't been loaded before - MetaData not available") end return self.MetaData.MetaTags[tag_name] end function Profile:SetMetaTag(tag_name, value) if type(tag_name) ~= "string" then error("[ProfileService]: tag_name must be a string") elseif string.len(tag_name) == 0 then error("[ProfileService]: Invalid tag_name") end if self._view_mode == true then error("[ProfileService]: Can't set meta tag in view mode") end if self:IsActive() == false then error("[ProfileService]: PROFILE EXPIRED - Meta tags can't be set") end self.MetaData.MetaTags[tag_name] = value end function Profile:Reconcile() ReconcileTable(self.Data, self._profile_store._profile_template) end function Profile:ListenToRelease(listener) --> [ScriptConnection] (place_id / nil, game_job_id / nil) if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in Profile:ListenToRelease()") end if self._view_mode == true then error("[ProfileService]: Can't listen to Profile release in view mode") end if self:IsActive() == false then -- Call release listener immediately if profile is expired local place_id local game_job_id local active_session = self.MetaData.ActiveSession if active_session ~= nil then place_id = active_session[1] game_job_id = active_session[2] end listener(place_id, game_job_id) return { Disconnect = function() end, } else return self._release_listeners:Connect(listener) end end function Profile:Save() if self._view_mode == true then error("[ProfileService]: Can't save Profile in view mode") end if self:IsActive() == false then error("[ProfileService]: PROFILE EXPIRED - Can't save Profile") end -- Reject save request if a save is already pending in the queue - this will prevent the user from -- unecessary API request spam which we could not meaningfully execute anyways! if IsCustomWriteQueueEmptyFor(self._profile_store._profile_store_lookup, self._profile_key) == true then -- We don't want auto save to trigger too soon after manual saving - this will reset the auto save timer: RemoveProfileFromAutoSave(self) AddProfileToAutoSave(self) -- Call save function in a new thread: coroutine.wrap(SaveProfileAsync)(self) end end function Profile:Release() if self._view_mode == true then error("[ProfileService]: Can't release Profile in view mode") end if self:IsActive() == true then coroutine.wrap(SaveProfileAsync)(self, true) -- Call save function in a new thread with release_from_session = true end end function Profile:ListenToHopReady(listener) --> [ScriptConnection] () if type(listener) ~= "function" then error("[ProfileService]: Only a function can be set as listener in Profile:ListenToHopReady()") end if self._view_mode == true then error("[ProfileService]: Can't listen to HopReady in view mode") end if self._hop_ready == true then coroutine.wrap(listener)() return { Disconnect = function() end, } else return self._hop_ready_listeners:Connect(listener) end end function Profile:Identify() --> [string] return IdentifyProfile( self._profile_store._profile_store_name, self._profile_store._profile_store_scope, self._profile_key ) end
--heroking--
local debounce = true local door = script.Door:Clone() script.Parent.Touched:connect(function(hit) door.Value = script.Parent.Parent.Door if not debounce then return end if hit.Parent:findFirstChild("Humanoid") then debounce = false local player = game.Players:playerFromCharacter(hit.Parent) if not player.PlayerGui:findFirstChild("Keypad") then local main = Instance.new("GuiMain") main.Name = "Keypad" local runscript = script.LocalScript:Clone() script.Parent.Parent.CODE:Clone().Parent = runscript door:Clone().Parent = runscript main.Parent = player.PlayerGui script.Parent.Frame:Clone().Parent = main repeat wait() until player.Character runscript:Clone().Parent = player.Character end wait(5) debounce = true end end )
--set up ghost following you
Spawn(function() while Alive do local torsoAt = Character.Torso.Position local toGhost = Body.Position - torsoAt toGhost = Vector3.new(toGhost.x, 0, toGhost.z).unit local ghostAt = torsoAt + toGhost*3 + Vector3.new(0, 2 + 1*math.sin(tick()), 0) local Under = CFrame.new(ghostAt):toWorldSpace(CFrame.new(Vector3.new(0,-1,0))); local Raycast = Ray.new(ghostAt, (Under.p-ghostAt).unit*100); local StandOn = game.Workspace:FindPartOnRay(Raycast,Character); if StandOn then print(StandOn); ghostAt = Vector3.new(ghostAt.X,StandOn.Position.Y+(StandOn.Size.Y/2)+(Body.Size.Y/2),ghostAt.Z); end; -- Body.Float.position = ghostAt Body.Rotate.cframe = Character.Torso.CFrame wait() Body.Anchored = false; Body.CanCollide = false; Body:SetNetworkOwner(nil) end end)
--// Connections
L_83_.OnClientEvent:connect(function(L_158_arg1, L_159_arg2, L_160_arg3, L_161_arg4, L_162_arg5, L_163_arg6, L_164_arg7) if L_158_arg1 and not L_15_ then MakeFakeArms() L_27_ = L_20_:WaitForChild('MainGui'):clone() L_27_.Parent = L_2_.PlayerGui L_25_ = L_27_:WaitForChild('Others') L_26_ = L_25_:WaitForChild('Kill') L_28_ = L_159_arg2 L_29_ = L_160_arg3 L_30_ = L_161_arg4 L_31_ = L_162_arg5 L_32_ = L_163_arg6 L_33_ = L_164_arg7 L_34_ = L_44_.Bolt L_64_ = L_33_.C1 L_65_ = L_33_.C0 if L_1_:FindFirstChild('AimPart2') then L_39_ = L_1_:WaitForChild('AimPart2') end if L_1_:FindFirstChild('FirePart2') then L_42_ = L_1_.FirePart2 end if L_23_.FirstPersonOnly then L_2_.CameraMode = Enum.CameraMode.LockFirstPerson end --uis.MouseIconEnabled = false L_5_.FieldOfView = 70 L_15_ = true elseif L_15_ then if L_3_ and L_3_.Humanoid and L_3_.Humanoid.Health > 0 and L_9_ then Stand() end L_46_ = false L_49_ = false L_48_ = false Shooting = false L_74_ = 70 RemoveArmModel() L_27_:Destroy() if L_3_:FindFirstChild('Right Arm') and L_3_:FindFirstChild('Left Arm') then L_3_['Right Arm'].LocalTransparencyModifier = 0 L_3_['Left Arm'].LocalTransparencyModifier = 0 end L_2_.CameraMode = Enum.CameraMode.Classic L_82_.MouseIconEnabled = true L_5_.FieldOfView = 70 L_15_ = false L_82_.MouseDeltaSensitivity = L_37_ L_4_.Icon = "http://www.roblox.com/asset?id=0" end end)
--[[ Adds specified elevator to elevator collision group ]]
function CollisionGroupsController.addElevator(elevator) for _, child in pairs(elevator:GetChildren()) do if child:IsA("BasePart") then PhysicsService:SetPartCollisionGroup(child, Constants.CollisionGroup.Elevator) end end end return CollisionGroupsController
-- Boolean
local cooldown = 0.4 local lastSound = ""
--[[Susupension]]
Tune.SusEnabled = true -- Sets whether suspension is enabled for PGS --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 10 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RAntiRoll = 10 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = true -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- Variables
local Content = script.Parent.Content local UIGrid = Content.UIGridLayout local Characters = game.ServerStorage.Characters local GetCellSize = game.ReplicatedStorage.Remotes.GetCellSize local Player = script.Parent.Parent.Parent.Parent.Parent local SelectedCharacter = script.Parent.Parent.Parent.Preview.SelectedCharacter local Debounce = false
--[=[ @within Comm @private @interface Server .BindFunction (parent: Instance, name: string, fn: FnBind, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction .WrapMethod (parent: Instance, tbl: table, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteFunction .CreateSignal (parent: Instance, name: string, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteSignal .CreateProperty (parent: Instance, name: string, value: any, inboundMiddleware: ServerMiddleware?, outboundMiddleware: ServerMiddleware?): RemoteProperty Server Comm ]=] --[=[ @within Comm @private @interface Client .GetFunction (parent: Instance, name: string, usePromise: boolean, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): (...: any) -> any .GetSignal (parent: Instance, name: string, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): ClientRemoteSignal .GetProperty (parent: Instance, name: string, inboundMiddleware: ClientMiddleware?, outboundMiddleware: ClientMiddleware?): ClientRemoteProperty Client Comm ]=]
function Server.BindFunction(parent: Instance, name: string, func: Types.FnBind, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction assert(Util.IsServer, "BindFunction must be called from the server") local folder = Util.GetCommSubFolder(parent, "RF"):Expect("Failed to get Comm RF folder") local rf = Instance.new("RemoteFunction") rf.Name = name local hasInbound = type(inboundMiddleware) == "table" and #inboundMiddleware > 0 local hasOutbound = type(outboundMiddleware) == "table" and #outboundMiddleware > 0 local function ProcessOutbound(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(outboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return table.unpack(args, 1, args.n) end if hasInbound and hasOutbound then local function OnServerInvoke(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return ProcessOutbound(player, func(player, table.unpack(args, 1, args.n))) end rf.OnServerInvoke = OnServerInvoke elseif hasInbound then local function OnServerInvoke(player, ...) local args = table.pack(...) for _,middlewareFunc in ipairs(inboundMiddleware) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end end return func(player, table.unpack(args, 1, args.n)) end rf.OnServerInvoke = OnServerInvoke elseif hasOutbound then local function OnServerInvoke(player, ...) return ProcessOutbound(player, func(player, ...)) end rf.OnServerInvoke = OnServerInvoke else rf.OnServerInvoke = func end rf.Parent = folder return rf end function Server.WrapMethod(parent: Instance, tbl: {}, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction assert(Util.IsServer, "WrapMethod must be called from the server") local fn = tbl[name] assert(type(fn) == "function", "Value at index " .. name .. " must be a function; got " .. type(fn)) return Server.BindFunction(parent, name, function(...) return fn(tbl, ...) end, inboundMiddleware, outboundMiddleware) end function Server.CreateSignal(parent: Instance, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?) assert(Util.IsServer, "CreateSignal must be called from the server") local folder = Util.GetCommSubFolder(parent, "RE"):Expect("Failed to get Comm RE folder") local rs = RemoteSignal.new(folder, name, inboundMiddleware, outboundMiddleware) return rs end function Server.CreateProperty(parent: Instance, name: string, initialValue: any, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?) assert(Util.IsServer, "CreateProperty must be called from the server") local folder = Util.GetCommSubFolder(parent, "RP"):Expect("Failed to get Comm RP folder") local rp = RemoteProperty.new(folder, name, initialValue, inboundMiddleware, outboundMiddleware) return rp end return Server
-- (Hat Giver Script - Loaded.)
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "GreenTopHat" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(0,-0.25,0) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,.15,0.00) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
----- Loaded Modules -----
local PlayerData = require(ServerScriptService.PlayerData.Manager) local PetConfig = require(ReplicatedStorage.Config.Pet) local Stat = require(ReplicatedStorage.Utils.Stats)
-- This is in charge of the animations for the character. Pretty much stole it from the default character. Removed emote stuff.
function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do child = parent.ChildAdded:wait() if child.Name==childName then return child end end end local Figure = script.Parent local Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Humanoid") local pose = "Standing" local currentAnim = "" local currentAnimInstance = nil local currentAnimTrack = nil local currentAnimKeyframeHandler = nil local currentAnimSpeed = 1.0 local animTable = {} local animNames = { idle = { { id = "http://www.roblox.com/asset/?id=180435571", weight = 9 }, }, walk = { { id = "http://www.roblox.com/asset/?id=180426354", weight = 10 } }, run = { { id = "run.xml", weight = 10 } }, jump = { { id = "http://www.roblox.com/asset/?id=125750702", weight = 10 } }, fall = { { id = "http://www.roblox.com/asset/?id=180436148", weight = 10 } }, climb = { { id = "http://www.roblox.com/asset/?id=180436334", weight = 10 } }, sit = { { id = "http://www.roblox.com/asset/?id=178130996", weight = 10 } }, toolnone = { { id = "http://www.roblox.com/asset/?id=182393478", weight = 10 } }, toolslash = { { id = "http://www.roblox.com/asset/?id=129967390", weight = 10 }
--------------------------------------------------------------------------
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 = 0.7 , FMinFriction = .5 , RWearSpeed = .3 , RTargetFriction = 0.7 , RMinFriction = .5 , --Tire Slip TCSOffRatio = 1 , 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 = 0 , --SS6 Default = .5 RElasticity = 0 , --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 }
--remove any of the following parts that say "(parts[i].className == [className])" if you want to exclude that particular className type from the Weld
if ((parts[i].className == "Part") or (parts[i].className == "SpawnLocation") or (parts[i].className == "Seat") or (parts[i].className == "TrussPart") or (parts[i].className == "VehicleSeat")) then if (prev ~= nil) then local weld = Instance.new("Weld") weld.Part0 = prev weld.Part1 = parts[i] weld.C0 = prev.CFrame:inverse() weld.C1 = parts[i].CFrame:inverse() weld.Parent = prev parts[i].Anchored = false end prev = parts[i] end end wait(3)
--// All remote events will have a no-opt OnServerEvent connecdted on construction
local function CreateEventIfItDoesntExist(parentObject, objectName) local obj = CreateIfDoesntExist(parentObject, objectName, "RemoteEvent") obj.OnServerEvent:Connect(emptyFunction) return obj end CreateEventIfItDoesntExist(EventFolder, "OnNewMessage") CreateEventIfItDoesntExist(EventFolder, "OnMessageDoneFiltering") CreateEventIfItDoesntExist(EventFolder, "OnNewSystemMessage") CreateEventIfItDoesntExist(EventFolder, "OnChannelJoined") CreateEventIfItDoesntExist(EventFolder, "OnChannelLeft") CreateEventIfItDoesntExist(EventFolder, "OnMuted") CreateEventIfItDoesntExist(EventFolder, "OnUnmuted") CreateEventIfItDoesntExist(EventFolder, "OnMainChannelSet") CreateEventIfItDoesntExist(EventFolder, "ChannelNameColorUpdated") CreateEventIfItDoesntExist(EventFolder, "SayMessageRequest") CreateEventIfItDoesntExist(EventFolder, "SetBlockedUserIdsRequest") CreateIfDoesntExist(EventFolder, "GetInitDataRequest", "RemoteFunction") CreateIfDoesntExist(EventFolder, "MutePlayerRequest", "RemoteFunction") CreateIfDoesntExist(EventFolder, "UnMutePlayerRequest", "RemoteFunction") EventFolder = useEvents local function CreatePlayerSpeakerObject(playerObj) --// If a developer already created a speaker object with the --// name of a player and then a player joins and tries to --// take that name, we first need to remove the old speaker object local speaker = ChatService:GetSpeaker(playerObj.Name) if (speaker) then ChatService:RemoveSpeaker(playerObj.Name) end speaker = ChatService:InternalAddSpeakerWithPlayerObject(playerObj.Name, playerObj, false) for _, channel in pairs(ChatService:GetAutoJoinChannelList()) do speaker:JoinChannel(channel.Name) end speaker:InternalAssignEventFolder(EventFolder) speaker.ChannelJoined:connect(function(channel, welcomeMessage) local log = nil local channelNameColor = nil local channelObject = ChatService:GetChannel(channel) if (channelObject) then log = channelObject:GetHistoryLogForSpeaker(speaker) channelNameColor = channelObject.ChannelNameColor end EventFolder.OnChannelJoined:FireClient(playerObj, channel, welcomeMessage, log, channelNameColor) end) speaker.Muted:connect(function(channel, reason, length) EventFolder.OnMuted:FireClient(playerObj, channel, reason, length) end) speaker.Unmuted:connect(function(channel) EventFolder.OnUnmuted:FireClient(playerObj, channel) end) ChatService:InternalFireSpeakerAdded(speaker.Name) end EventFolder.SayMessageRequest.OnServerEvent:connect(function(playerObj, message, channel) if type(message) ~= "string" then return elseif not validateMessageLength(message) then return end if type(channel) ~= "string" then return elseif not validateChannelNameLength(channel) then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if (speaker) then if playerObj.Chat.Value == true then return speaker:SayMessage(message, channel) end end return nil end) EventFolder.MutePlayerRequest.OnServerInvoke = function(playerObj, muteSpeakerName) if type(muteSpeakerName) ~= "string" then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if speaker then local muteSpeaker = ChatService:GetSpeaker(muteSpeakerName) if muteSpeaker then speaker:AddMutedSpeaker(muteSpeaker.Name) return true end end return false end EventFolder.UnMutePlayerRequest.OnServerInvoke = function(playerObj, unmuteSpeakerName) if type(unmuteSpeakerName) ~= "string" then return end local speaker = ChatService:GetSpeaker(playerObj.Name) if speaker then local unmuteSpeaker = ChatService:GetSpeaker(unmuteSpeakerName) if unmuteSpeaker then speaker:RemoveMutedSpeaker(unmuteSpeaker.Name) return true end end return false end
--// Scripted by Trackplayer --// Do not edit the code if you don't know what are you doing.
local TweenService = game:GetService("TweenService") local Info = TweenInfo.new(0.7, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, false, 0) local openSound = script.Parent.Open local closeSound = script.Parent.Close local click = script.Parent.ClickDetector local center = script.Parent.Parent.Center local origin = script.Parent.Parent.Parent.Door2Origin local toGo = script.Parent.Parent.Parent.Door2ToGo local isOpen = false local isMoving = false click.MouseClick:Connect(function() if isOpen == false and isMoving == false then isMoving = true isOpen = true TweenService:Create(center, Info, {CFrame = toGo.CFrame}):Play() openSound:Play() wait(0.7) isMoving = false elseif isOpen == true and isMoving == false then isMoving = true isOpen = false TweenService:Create(center, Info, {CFrame = origin.CFrame}):Play() wait(0.5) closeSound:Play() wait(0.2) isMoving = false end end)
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]-- --[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]-- --[[end;]]
-- local JeffTheKillerHumanoid; for _,Child in pairs(JeffTheKiller:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then JeffTheKillerHumanoid=Child; end; end; local AttackDebounce=false; local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife"); local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head"); local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart"); local WalkDebounce=false; local Notice=false; local JeffLaughDebounce=false; local MusicDebounce=false; local NoticeDebounce=false; local ChosenMusic; function FindNearestBae() local NoticeDistance=100; local TargetMain; for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then local TargetPart=TargetModel:FindFirstChild("Torso"); local FoundHumanoid; for _,Child in pairs(TargetModel:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then TargetMain=TargetPart; NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude; local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500) if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then Spawn(function() AttackDebounce=true; local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing")); local SwingChoice=math.random(1,2); local HitChoice=math.random(1,3); SwingAnimation:Play(); SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1)); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing"); SwingSound.Pitch=1+(math.random()*0.04); SwingSound:Play(); end; Wait(0.3); if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=10 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then FoundHumanoid:TakeDamage(8); if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3"); HitSound.Pitch=1+(math.random()*0.04); HitSound:Play(); end; end; Wait(0.1); AttackDebounce=false; end); end; end; end; end; end; return TargetMain; end; while Wait(0)do local TargetPoint=JeffTheKillerHumanoid.TargetPoint; local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller}) local Jumpable=false; if Blockage then Jumpable=true; if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then local BlockageHumanoid; for _,Child in pairs(Blockage.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then BlockageHumanoid=Child; end; end; if Blockage and Blockage:IsA("Terrain")then local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0))); local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z); if CellMaterial==Enum.CellMaterial.Water then Jumpable=false; end; elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then Jumpable=false; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then JeffTheKillerHumanoid.Jump=true; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then Spawn(function() WalkDebounce=true; local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0)); local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller); if RayTarget then local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone(); JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead; JeffTheKillerHeadFootStepClone:Play(); JeffTheKillerHeadFootStepClone:Destroy(); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then Wait(0.5); elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then Wait(0.2); end end; WalkDebounce=false; end); end; local MainTarget=FindNearestBae(); local FoundHumanoid; if MainTarget then for _,Child in pairs(MainTarget.Parent:GetChildren())do if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then FoundHumanoid=Child; end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then JeffTheKillerHumanoid.Jump=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then if not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; end; end; if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then local MusicChoice=math.random(1,2); if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1"); elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2"); end; if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then ChosenMusic.Volume=10; ChosenMusic:Play(); end; elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then if not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; end; end; if not MainTarget and not JeffLaughDebounce then Spawn(function() JeffLaughDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0; JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop(); JeffLaughDebounce=false; end); end; if not MainTarget and not MusicDebounce then Spawn(function() MusicDebounce=true; repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0; if ChosenMusic then ChosenMusic.Volume=0; ChosenMusic:Stop(); end; ChosenMusic=nil; MusicDebounce=false; end); end; if MainTarget then Notice=true; if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play(); NoticeDebounce=true; end if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then JeffTheKillerHumanoid.WalkSpeed=30; elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then JeffTheKillerHumanoid.WalkSpeed=0.004; end; JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain")); end; else Notice=false; NoticeDebounce=false; local RandomWalk=math.random(1,150); if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then JeffTheKillerHumanoid.WalkSpeed=12; if RandomWalk==1 then JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain")); end; end; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then JeffTheKillerHumanoid.DisplayDistanceType="None"; JeffTheKillerHumanoid.HealthDisplayDistance=0; JeffTheKillerHumanoid.Name="ColdBloodedKiller"; JeffTheKillerHumanoid.NameDisplayDistance=0; JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion"; JeffTheKillerHumanoid.AutoJumpEnabled=true; JeffTheKillerHumanoid.AutoRotate=true; JeffTheKillerHumanoid.MaxHealth=500; JeffTheKillerHumanoid.JumpPower=60; JeffTheKillerHumanoid.MaxSlopeAngle=89.9; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then JeffTheKillerHumanoid.AutoJumpEnabled=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then JeffTheKillerHumanoid.AutoRotate=true; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then JeffTheKillerHumanoid.PlatformStand=false; end; if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then JeffTheKillerHumanoid.Sit=false; end; end;
--Update Camera Pos after Phys Update
RS.Heartbeat:Connect(function() if Mode == 1 then if UIS.MouseBehavior ~= Enum.MouseBehavior.Default and Camera.CameraType ~= Enum.CameraType.Custom then UIS.MouseBehavior = Enum.MouseBehavior.Default Camera.CameraType = Enum.CameraType.Custom end elseif Mode == 2 then UIS.MouseBehavior = Enum.MouseBehavior.LockCenter Camera.CameraType = Enum.CameraType.Scriptable local LookDelta = UIS:GetMouseDelta() local X = Look.X - LookDelta.Y*Sensitivity Look = Vector2.new((X >= MaxLook and MaxLook) or (X <= -MaxLook and -MaxLook) or X, (Look.Y - LookDelta.X*Sensitivity) % 360) Camera.CFrame = CFrame.new(HRP.Position + CamOffset) * CFrame.Angles(0,math.rad(Look.Y),0) * CFrame.Angles(math.rad(Look.X),0,0) elseif Mode == 3 then UIS.MouseBehavior = Enum.MouseBehavior.Default Camera.CameraType = Enum.CameraType.Scriptable Camera.CFrame = CFrame.new(HRP.Position + CamOffset) * CFrame.Angles(0,math.rad(Look.Y),0) * CFrame.Angles(math.rad(Look.X),0,0) end end) SetSettings.OnClientEvent:Connect(function(camMode) if camMode then HidePlayer() Mode = 2 else ShowPlayer() Mode = 1 end end) UIS.InputBegan:Connect(function(input) --Swap Between First and Third Person and Lock the Mouse if input.KeyCode == FPSLock then if Mode == 2 then Mode = 3 elseif Mode == 3 then Mode = 2 end end end) Player.CharacterAdded:Connect(CharacterRespawn)
--[[Steering]]
Tune.SteerInner = 39 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 38 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .3 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .3 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness
--local NOT_A_PROMISE = "Invalid argument #1 to 'Janitor:AddPromise' (Promise expected, got %s (%s))"
local Janitor = { ClassName = "Janitor"; __index = { CurrentlyCleaning = true; [IndicesReference] = nil; }; } local TypeDefaults = { ["function"] = true; RBXScriptConnection = "Disconnect"; }
--------------| SYSTEM SETTINGS |--------------
Prefix = ";"; -- The character you use before every command (e.g. ';jump me'). SplitKey = " "; -- The character inbetween command arguments (e.g. setting it to '/' would change ';jump me' to ';jump/me'). BatchKey = ""; -- The character inbetween batch commands (e.g. setting it to '|' would change ';jump me ;fire me ;smoke me' to ';jump me | ;fire me | ;smoke me' QualifierBatchKey = ","; -- The character used to split up qualifiers (e.g. ;jump player1,player2,player3) Theme = "Blue"; -- The default UI theme. NoticeSoundId = 2865227271; -- The SoundId for notices. NoticeVolume = 0.1; -- The Volume for notices. NoticePitch = 1; -- The Pitch/PlaybackSpeed for notices. ErrorSoundId = 2865228021; -- The SoundId for error notifications. ErrorVolume = 0.1; -- The Volume for error notifications. ErrorPitch = 1; -- The Pitch/PlaybackSpeed for error notifications. AlertSoundId = 9161622880; -- The SoundId for alerts. AlertVolume = 0.5; -- The Volume for alerts. AlertPitch = 1; -- The Pitch/PlaybackSpeed for alerts. WelcomeBadgeId = 0; -- Award new players a badge, such as 'Welcome to the game!'. Set to 0 for no badge. CommandDebounce = true; -- Wait until the command effect is over to use again. Helps to limit abuse & lag. Set to 'false' to disable. SaveRank = true; -- Saves a player's rank in the server they received it. (e.g. ;rank plrName rank). Use ';permRank plrName rank' to permanently save a rank. Set to 'false' to disable. LoopCommands = 3; -- The minimum rank required to use LoopCommands. MusicList = {}; -- Songs which automatically appear in a user's radio. Type '!radio' to display the radio. ThemeColors = { -- The colours players can set their HD Admin UI (in the 'Settings' menu). | Format: {ThemeName, ThemeColor3Value}; {"Red", Color3.fromRGB(150, 0, 0), }; {"Orange", Color3.fromRGB(150, 75, 0), }; {"Brown", Color3.fromRGB(120, 80, 30), }; {"Yellow", Color3.fromRGB(130, 120, 0), }; {"Green", Color3.fromRGB(0, 120, 0), }; {"Blue", Color3.fromRGB(0, 100, 150), }; {"Purple", Color3.fromRGB(100, 0, 150), }; {"Pink", Color3.fromRGB(150, 0, 100), }; {"Black", Color3.fromRGB(60, 60, 60), }; }; Colors = { -- The colours for ChatColors and command arguments. | Format: {"ShortName", "FullName", Color3Value}; {"r", "Red", Color3.fromRGB(255, 0, 0) }; {"o", "Orange", Color3.fromRGB(250, 100, 0) }; {"y", "Yellow", Color3.fromRGB(255, 255, 0) }; {"g", "Green" , Color3.fromRGB(0, 255, 0) }; {"dg", "DarkGreen" , Color3.fromRGB(0, 125, 0) }; {"b", "Blue", Color3.fromRGB(0, 255, 255) }; {"db", "DarkBlue", Color3.fromRGB(0, 50, 255) }; {"p", "Purple", Color3.fromRGB(150, 0, 255) }; {"pk", "Pink", Color3.fromRGB(255, 85, 185) }; {"bk", "Black", Color3.fromRGB(0, 0, 0) }; {"w", "White", Color3.fromRGB(255, 255, 255) }; }; ChatColors = { -- The colour a player's chat will appear depending on their rank. '["Owner"] = "Yellow";' makes the owner's chat yellow. [5] = "Yellow"; }; Cmdbar = 1; -- The minimum rank required to use the Cmdbar. Cmdbar2 = 3; -- The minimum rank required to use the Cmdbar2. ViewBanland = 3; -- The minimum rank required to view the banland. OnlyShowUsableCommands = false; -- Only display commands equal to or below the user's rank on the Commands page. RankRequiredToViewPage = { -- || The pages on the main menu || ["Commands"] = 0; ["Admin"] = 0; ["Settings"] = 0; }; RankRequiredToViewRank = { -- || The rank categories on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["HeadAdmin"] = 0; ["Admin"] = 0; ["Mod"] = 0; ["VIP"] = 0; }; RankRequiredToViewRankType = { -- || The collection of loader-rank-rewarders on the 'Ranks' subPage under Admin || ["Owner"] = 0; ["SpecificUsers"] = 5; ["Gamepasses"] = 0; ["Assets"] = 0; ["Groups"] = 0; ["Friends"] = 0; ["FreeAdmin"] = 0; ["VipServerOwner"] = 0; }; RankRequiredToViewIcon = 3; WelcomeRankNotice = true; -- The 'You're a [rankName]' notice that appears when you join the game. Set to false to disable. WelcomeDonorNotice = true; -- The 'You're a Donor' notice that appears when you join the game. Set to false to disable. WarnIncorrectPrefix = true; -- Warn the user if using the wrong prefix | "Invalid prefix! Try using [correctPrefix][commandName] instead!" DisableAllNotices = false; -- Set to true to disable all HD Admin notices. ScaleLimit = 4; -- The maximum size players with a rank lower than 'IgnoreScaleLimit' can scale theirself. For example, players will be limited to ;size me 4 (if limit is 4) - any number above is blocked. IgnoreScaleLimit = 3; -- Any ranks equal or above this value will ignore 'ScaleLimit' CommandLimits = { -- Enables you to set limits for commands which have a number argument. Ranks equal to or higher than 'IgnoreLimit' will not be affected by Limit. ["fly"] = { Limit = 10000; IgnoreLimit = 3; }; ["fly2"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip"] = { Limit = 10000; IgnoreLimit = 3; }; ["noclip2"] = { Limit = 10000; IgnoreLimit = 3; }; ["speed"] = { Limit = 10000; IgnoreLimit = 3; }; ["jumpPower"] = { Limit = 10000; IgnoreLimit = 3; }; }; VIPServerCommandBlacklist = {"permRank", "permBan", "globalAnnouncement"}; -- Commands players are probihited from using in VIP Servers. GearBlacklist = {67798397}; -- The IDs of gear items to block when using the ;gear command. IgnoreGearBlacklist = 4; -- The minimum rank required to ignore the gear blacklist. PlayerDataStoreVersion = "V1.0"; -- Data about the player (i.e. permRanks, custom settings, etc). Changing the Version name will reset all PlayerData. SystemDataStoreVersion = "V1.0"; -- Data about the game (i.e. the banland, universal message system, etc). Changing the Version name will reset all SystemData. CoreNotices = { -- Modify core notices. You can find a table of all CoreNotices under [MainModule > Client > SharedModules > CoreNotices] --NoticeName = NoticeDetails; };
--[=[ @class InsertServiceUtils ]=]
local require = require(script.Parent.loader).load(script) local InsertService = game:GetService("InsertService") local Promise = require("Promise") local InsertServiceUtils = {}
--[[ Like andThen, but the value passed into the handler is also the value returned from the handler. ]]
function Promise.prototype:tap(tapCallback) assert(type(tapCallback) == "function", string.format(ERROR_NON_FUNCTION, "Promise:tap")) return self:_andThen(debug.traceback(nil, 2), function(...) local callbackReturn = tapCallback(...) if Promise.is(callbackReturn) then local length, values = pack(...) return callbackReturn:andThen(function() return unpack(values, 1, length) end) end return ... end) end
--[[ Plugins for this gun kit are basically functions that will run at specific times, i.e. When a key is pressed, when the gun is fired, when the gun is aimed, etc. HOW TO USE IT: KEYDOWN PLUGIN: Let's say you wanted to toggle a laser whenever you press the "v" key: You would create a table like the example below The first element would be "Key = INSERT_KEY_HERE" The second element would be "Description = INSERT_DESCRIPTION_HERE" The third element would be "Plugin = INSERT_FUNCTION_HERE" So whenever you press the "v" key, the plugin function will run Pretty useful if you want to add extra code to the script without actually having to modify the script NOTE: Only the keydown plugin requires this table. Every other plugin just needs a function EVERY OTHER PLUGIN: Let's say you wanted to make a shell eject whenever the gun was fired: You would add function called "Plugin = INSERT_FUNCTION_HERE" That's it; If you want other stuff to happen when the gun is fired, you would either put it all into 1 function, or you would add more Plugins to the "Firing" table. Like so: Firing = { Plugin = function() --Code end; Plugin = function() --Code end; Plugin = function() --Code end; }; That's really it, you just need to know some basic scripting to use it. If you have more questions, pm me. NOTE: The plugins run seperate from the code in the Gun_Main. For example, if you have a plugin that ejects a shell 1 second after the gun is fired, the gun's firing speed won't be affected in any way. --]]
local Gun = script.Parent.Parent.Parent local player = game.Players.LocalPlayer local Plugins = { KeyDown = { { --This is a plugin for a toggleable laser Key = "g"; --This is the key you press to activate the plugin Description = "Toggle Laser"; --This is what the description of the key will be in the controls Plugin = function() --This is the actual plugin function local Laser = Gun:WaitForChild("LaserLight") --These few lines wait for the necessary bricks/models local Handle = Gun:WaitForChild("Grip") local ignoreCode = Gun.Program_Client:WaitForChild("ignoreCode") local ignoreModel = game.Workspace:WaitForChild("BulletModel: " .. player.Name) local ignoreList = {} local PlyrName = game.Players:GetPlayerFromCharacter(Gun.Parent).Name local playerFolder = ignoreModel local RS = game:GetService("RunService") local function createLaserDot() --This function creates the red laser dot local laserDot = Instance.new("Part") laserDot.Transparency = 1 laserDot.Name = "laserDot" laserDot.Anchored = true laserDot.CanCollide = false laserDot.FormFactor = Enum.FormFactor.Custom laserDot.Size = Vector3.new(0.25, 0.25, 1) local laserGui = Instance.new("SurfaceGui") laserGui.CanvasSize = Vector2.new(100, 100) laserGui.Parent = laserDot local laserImage = Instance.new("ImageLabel") laserImage.BackgroundTransparency = 1 laserImage.Size = UDim2.new(1, 0, 1, 0) laserImage.Image = "http://www.roblox.com/asset/?id=131394739" laserImage.Parent = laserGui --[[local laserLight = Instance.new("SurfaceLight") laserLight.Angle = 180 laserLight.Brightness = math.huge laserLight.Color = Color3.new(1, 0, 0) laserLight.Face = Enum.NormalId.Back laserLight.Range = 5 laserLight.Shadows = true laserLight.Parent = laserDot]] return laserDot end local function getHitSurfaceCFrame(Pos, Obj) --This function returns the proper cframe based on the face that the position is on local surfaceCF = { {"Back", Obj.CFrame * CFrame.new(0, 0, Obj.Size.z)}; {"Bottom", Obj.CFrame * CFrame.new(0, -Obj.Size.y, 0)}; {"Front", Obj.CFrame * CFrame.new(0, 0, -Obj.Size.z)}; {"Left", Obj.CFrame * CFrame.new(-Obj.Size.x, 0, 0)}; {"Right", Obj.CFrame * CFrame.new(Obj.Size.x, 0, 0)}; {"Top", Obj.CFrame * CFrame.new(0, Obj.Size.y, 0)} } local closestDist = math.huge local closestSurface = nil for _,v in pairs(surfaceCF) do local surfaceDist = (Pos - v[2].p).magnitude if surfaceDist < closestDist then closestDist = surfaceDist closestSurface = v end end local surfaceDir = CFrame.new(Obj.CFrame.p, closestSurface[2].p) local surfaceDist = surfaceDir.lookVector * ((Obj.CFrame.p - closestSurface[2].p).magnitude / 2 - 0.25) local surfaceOffset = Pos - closestSurface[2].p + surfaceDist local surfaceCFrame = surfaceDir + surfaceDist + surfaceOffset return surfaceCFrame end local laserDot = createLaserDot() --The code is cleaner when the laser creating code is in a function Laser.Transparency = (Laser.Transparency == 1 and 0 or 1) --Toggles the laser on or off while math.floor(Laser.Transparency) == 0 do --This loop will keep running as long as the laser is visible if (not game.Players:GetPlayerFromCharacter(Gun.Parent)) then break end --This checks if the gun is a child of the character local newRay = Ray.new(Laser.Position, Handle.CFrame.lookVector * 999) local H, P = game.Workspace:FindPartOnRayWithIgnoreList(newRay, ignoreList) if H and (H and H.Transparency >= 1 or H.CanCollide == false) then table.insert(ignoreList, H) end local Distance = (P - Laser.Position).magnitude Laser.Mesh.Offset = Vector3.new(0, Distance / 2, 0) Laser.Mesh.Scale = Vector3.new(0.075, Distance / 0.2, 0.075) if H then laserDot.CFrame = getHitSurfaceCFrame(P, H) --If the laser hits a part then position the dot on the part laserDot.Parent = playerFolder else laserDot.Parent = nil --If the laser doesn't hit a part then temporarily remove the laser dor end RS.RenderStepped:wait() end laserDot:Destroy() --These lines reset the laser if the laser is transparent or the gun was deselected Laser.Transparency = 1 Laser.Mesh.Offset = Vector3.new() Laser.Mesh.Scale = Vector3.new(0.075, 0, 0.075) end; }; }; } return Plugins