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--[[ Exits the view, including disconnection of any connections. ]]
function Finished.exit() activeElements:Destroy() end return Finished
-- Hold:Stop() -- HoldClose:Play()
end end) script.Parent.Unequipped:Connect(function()
--- Returns the target within the current scope based on the current targeting mode. -- @param Target Which part is being targeted directly -- @param Scope The current scope to search for the target in -- @returns Instance | nil
function TargetingModule:FindTargetInScope(Target, Scope) -- Return `nil` if no target, or if scope is unset if not (Target and Scope) then return nil end -- If in direct targeting mode, return target if self.TargetingMode == 'Direct' and (Target:IsDescendantOf(Scope)) then return Target end -- Search for ancestor of target directly within scope local TargetChain = { Target } while Target and (Target.Parent ~= Scope) do table.insert(TargetChain, 1, Target.Parent) Target = Target.Parent end -- Return targetable ancestor closest to scope for Index, Target in ipairs(TargetChain) do if IsTargetable(Target) then return Target end end end function TargetingModule:UpdateTarget(Scope, Force) local Scope = Scope or self.Scope -- Get target local NewTarget = Mouse.Target local NewScopeTarget = self:FindTargetInScope(NewTarget, Scope) -- Register whether target has changed if (self.LastTarget == NewTarget) and (not Force) then return NewTarget, NewScopeTarget else self.LastTarget = NewTarget self.TargetChanged:Fire(NewTarget) end -- Make sure target is selectable local Core = GetCore() if not Core.IsSelectable({ NewTarget }) then self.HighlightTarget(nil) self.LastTarget = nil self.LastScopeTarget = nil self.TargetChanged:Fire(nil) self.ScopeTargetChanged:Fire(nil) return end -- Register whether scope target has changed if (self.LastScopeTarget == NewScopeTarget) and (not Force) then return NewTarget, NewScopeTarget else self.LastScopeTarget = NewScopeTarget self.ScopeTargetChanged:Fire(NewScopeTarget) end -- Update scope target highlight if not Core.Selection.IsSelected(NewScopeTarget) then self.HighlightTarget(NewScopeTarget) end -- Return new targets return NewTarget, NewScopeTarget end local function GetVisibleChildren(Item, Table) local Table = Table or {} -- Search for visible items recursively for _, Item in pairs(Item:GetChildren()) do if IsVisible(Item) then Table[#Table + 1] = Item else GetVisibleChildren(Item, Table) end end -- Return visible items return Table end
--[[ VectorUtil.ClampMagnitude(vector, maxMagnitude) VectorUtil.AngleBetween(vector1, vector2) VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) EXAMPLES: ClampMagnitude: Clamps the magnitude of a vector so it is only a certain length. ClampMagnitude(Vector3.new(100, 0, 0), 15) == Vector3.new(15, 0, 0) ClampMagnitude(Vector3.new(10, 0, 0), 20) == Vector3.new(10, 0, 0) AngleBetween: Finds the angle (in radians) between two vectors. v1 = Vector3.new(10, 0, 0) v2 = Vector3.new(0, 10, 0) AngleBetween(v1, v2) == math.rad(90) AngleBetweenSigned: Same as AngleBetween, but returns a signed value. v1 = Vector3.new(10, 0, 0) v2 = Vector3.new(0, 0, -10) axis = Vector3.new(0, 1, 0) AngleBetweenSigned(v1, v2, axis) == math.rad(90) --]]
local VectorUtil = {} function VectorUtil.ClampMagnitude(vector, maxMagnitude) return (vector.Magnitude > maxMagnitude and (vector.Unit * maxMagnitude) or vector) end function VectorUtil.AngleBetween(vector1, vector2) return math.acos(math.clamp(vector1.Unit:Dot(vector2.Unit), -1, 1)) end function VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) local angle = VectorUtil.AngleBetween(vector1, vector2) return angle * math.sign(axisVector:Dot(vector1:Cross(vector2))) end function VectorUtil.AngleBetweenSigned(vector1, vector2, axisVector) local angle = VectorUtil.AngleBetween(vector1, vector2) return angle * math.sign(axisVector:Dot(vector1:Cross(vector2))) end function VectorUtil.SquaredMagnitude(vector) return vector.X^2+vector.Y^2+vector.Z^2 end return VectorUtil
--[=[ Returns the value of [`UserInputService.TouchEnabled`](https://developer.roblox.com/en-us/api-reference/property/UserInputService/TouchEnabled). ]=]
function Touch:IsTouchEnabled(): boolean return UserInputService.TouchEnabled end
-- откуда и куда, повреждение, кем, скорость снаряда
function module.Fire(pos,damage,speed,Type) vHandle = pos --local dir = vTarget - vHandle.Position -- dir = computeDirection(dir) local dir = pos.CFrame.lookVector local rocket = Rocket:clone() ------------------------ --rocket = pos:Clone() --rocket.CanCollide=false --rocket.Locked = true --rocket.Transparency = 0 ------------------------ local pos1 = vHandle.Position + (dir * 2 ) rocket.CFrame = CFrame.new(pos1, pos1 + dir) --rocket.RocketScript.Disabled = false -- имеется живой игрок? local tmp = pos:FindFirstChild("Owner") if tmp ~= nil then local plr = Players:FindFirstChild(tmp.Value) if plr ~= nil then -- пересчитываем параметры damage = damage + plr.VAR.turStr.Value * 10 end end -- создаём снаряд
--[[ Recalculates this Computed's cached value and dependencies. Returns true if it changed, or false if it's identical. ]]
function class:update(): boolean -- remove this object from its dependencies' dependent sets for dependency in pairs(self.dependencySet) do dependency.dependentSet[self] = nil end -- we need to create a new, empty dependency set to capture dependencies -- into, but in case there's an error, we want to restore our old set of -- dependencies. by using this table-swapping solution, we can avoid the -- overhead of allocating new tables each update. self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet table.clear(self.dependencySet) local ok, newValue, newMetaValue = captureDependencies(self.dependencySet, self._processor) if ok then if self._destructor == nil and needsDestruction(newValue) then logWarn("destructorNeededComputed") end if newMetaValue ~= nil then logWarn("multiReturnComputed") end local oldValue = self._value local similar = isSimilar(oldValue, newValue) if self._destructor ~= nil then self._destructor(oldValue) end self._value = newValue -- add this object to the dependencies' dependent sets for dependency in pairs(self.dependencySet) do dependency.dependentSet[self] = true end return not similar else -- this needs to be non-fatal, because otherwise it'd disrupt the -- update process logErrorNonFatal("computedCallbackError", newValue) -- restore old dependencies, because the new dependencies may be corrupt self._oldDependencySet, self.dependencySet = self.dependencySet, self._oldDependencySet -- restore this object in the dependencies' dependent sets for dependency in pairs(self.dependencySet) do dependency.dependentSet[self] = true end return false end end local function Computed<T>(processor: () -> T, destructor: ((T) -> ())?): Types.Computed<T> local self = setmetatable({ type = "State", kind = "Computed", dependencySet = {}, -- if we held strong references to the dependents, then they wouldn't be -- able to get garbage collected when they fall out of scope dependentSet = setmetatable({}, WEAK_KEYS_METATABLE), _oldDependencySet = {}, _processor = processor, _destructor = destructor, _value = nil, }, CLASS_METATABLE) initDependency(self) self:update() return self end return Computed
--[[ Matches the numeric value of an [AccessoryType] to its equivalent enum (as a string). ```lua matchIdToType(42) -- "FaceAccessory" ``` This function is called during the initial setup for MerchBooth accessories; the returned string is used to set the AccessoryType attribute of the accessory. @within Modules @return string The string conversion of the [AssetType] whose Value matches the `assetTypeId`. ]]
local function matchIdToType(assetTypeId: number): Enum.AssetType? for _, assetType in ipairs(Enum.AssetType:GetEnumItems()) do if assetType.Value == assetTypeId then return assetType end end return nil end return matchIdToType
--edit the below function to execute code when this response is chosen OR this prompt is shown --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) plrData.Money.Gold.Value = plrData.Money.Gold.Value - 70 -- TODO Track payment for dissertation local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation) ClassInformationTable:GetClassFolder(player,"Warlock").FastCasting.Value = true end
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) if FFlagUserCameraToggle then PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle) end end CameraModule.FFlagUserCameraToggle = FFlagUserCameraToggle function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) if not UserInputService.TouchEnabled then self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self.lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self.lastInputType = newLastInputType end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule( occlusionMode ) local newModuleCreator if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end
--Flight priority--
core.spawn(function() while myHuman.Health > 0 do if target and not engineRunning then takeOff() end if not dodgingObstacles.Value and not criticalAction then if target and combat.getMunition(munition) then combatFlight() elseif engineRunning then flyHome() end end wait(0.1) end end)
-------------------
Players.PlayerAdded:Connect(OnPlayerAdded) SetCollisionGroupRecursive(workspace.Mobs) workspace.Mobs.ChildAdded:Connect(OnMobAdded)
-- Public Methods
function DropdownClass:Set(option) if (self._Selected ~= option) then self._Selected = option self._ChangedBind:Fire(option) self.Button.Option.Text = option.Label.Text end self:Show(false) end function DropdownClass:Get() return self._Selected end function DropdownClass:Show(bool) self.Button.Arrow.Image = bool and ARROW_UP or ARROW_DOWN self.ListFrame.Visible = bool end function DropdownClass:Destroy() self._Maid:Sweep() self._Changed = nil self._Options = nil self._Selected = nil self.Button:Destroy() end
--script.Color.Disabled = false
local function GetRotation(alpha) local cos = math.cos(math.rad(alpha)) --warn(cos) --warn('Deg'..cos * 57.2958) return cos*multiplier + min end while true do for a = 0,90,1 do script.Parent.Rotation = script.Parent.Rotation + GetRotation(a) game:GetService('RunService').RenderStepped:Wait() end for a = 90,0,-1 do script.Parent.Rotation = script.Parent.Rotation + GetRotation(a) --wait() game:GetService('RunService').RenderStepped:Wait() end wait() end
-- Remote Events:
local RemoteEventsFolder = MainModel.RemoteEvents local ToggleHookEvent = RemoteEventsFolder.ToggleHook local ToggleEngineEvent = RemoteEventsFolder.ToggleEngine local SteerEvent = RemoteEventsFolder.Steer local ThrottleEvent = RemoteEventsFolder.Throttle local ToggleSoundEvent = RemoteEventsFolder.ToggleSound local ThrustersEvent = RemoteEventsFolder.Thrusters
--// Declarables
local L_15_ = false local L_16_ = false local L_17_ = true local L_18_ = L_1_:WaitForChild('Resource') local L_19_ = L_18_:WaitForChild('FX') local L_20_ = L_18_:WaitForChild('Events') local L_21_ = L_18_:WaitForChild('HUD') local L_22_ = L_18_:WaitForChild('Modules') local L_23_ = L_18_:WaitForChild('SettingsModule') local L_24_ = require(L_23_:WaitForChild("ClientConfig")) local L_25_ = L_18_:WaitForChild('Vars') local L_26_ local L_27_ local L_28_ local L_29_ local L_30_ local L_31_ local L_32_ local L_33_ local L_34_ local L_35_ local L_36_ local L_37_ local L_38_ local L_39_ local L_40_ local L_41_ local L_42_ local L_43_ local L_44_ local L_45_ local L_46_ local L_47_ local L_48_ local L_49_ = L_24_.AimZoom local L_50_ = L_24_.MouseSensitivity local L_51_ = L_12_.MouseDeltaSensitivity
--Gavin1999
ProductID = 299817863 ProductPrice = 10 CurrencyType = "R$" -- ROBUX > "R$" | Tickets > "TIX" Debounce = true DS = game:GetService("DataStoreService"):GetDataStore("Places") MS = game:GetService("MarketplaceService") if not DS:GetAsync(CurrencyType.."_Raised") then DS:SetAsync(CurrencyType.."_Raised",0) end Raised = DS:GetAsync(CurrencyType.."_Raised") script.Parent.SurfaceGui.Raised.ROBUX.Text = CurrencyType.." "..DS:GetAsync(CurrencyType.."_Raised") function PrintOut(Value) print(Value) end script.Parent.CD.MouseClick:connect(function(Player) if Debounce then if Player.userId > 0 then print 'Player is not a Guest!' MS:PromptProductPurchase(Player,ProductID) end end end) MS.PromptProductPurchaseFinished:connect(function(UserId,ProductId,IsPurchased) if Debounce then Debounce = false if IsPurchased then DS:IncrementAsync(CurrencyType.."_Raised",ProductPrice) DS:OnUpdate(CurrencyType.."_Raised",PrintOut) script.Parent.SurfaceGui.Raised.ROBUX.Text = CurrencyType.." "..DS:GetAsync(CurrencyType.."_Raised") script.Parent.Jingle.Volume = 1 script.Parent.Purchased:play() script.Parent.Jingle:play() wait(7) for i = .5,0,-.05 do script.Parent.Jingle.Volume = i wait() end script.Parent.Jingle:stop() end Debounce = true end end) coroutine.resume(coroutine.create(function() while wait() do Raised = DS:GetAsync(CurrencyType.."_Raised") script.Parent.SurfaceGui.Raised.ROBUX.Text = CurrencyType.." "..DS:GetAsync(CurrencyType.."_Raised") end end))
-- Want to turn off Invisicam? Be sure to call this after.
function Invisicam:Cleanup() for hit, originalFade in pairs(self.savedHits) do hit.LocalTransparencyModifier = originalFade end end function Invisicam:Update(dt, desiredCameraCFrame, desiredCameraFocus) -- Bail if there is no Character if not self.enabled or not self.char then return desiredCameraCFrame, desiredCameraFocus end self.camera = game.Workspace.CurrentCamera -- TODO: Move this to a GetHumanoidRootPart helper, probably combine with CheckTorsoReference -- Make sure we still have a HumanoidRootPart if not self.humanoidRootPart then local humanoid = self.char:FindFirstChildOfClass("Humanoid") if humanoid and humanoid.RootPart then self.humanoidRootPart = humanoid.RootPart else -- Not set up with Humanoid? Try and see if there's one in the Character at all: self.humanoidRootPart = self.char:FindFirstChild("HumanoidRootPart") if not self.humanoidRootPart then -- Bail out, since we're relying on HumanoidRootPart existing return desiredCameraCFrame, desiredCameraFocus end end -- TODO: Replace this with something more sensible local ancestryChangedConn ancestryChangedConn = self.humanoidRootPart.AncestryChanged:Connect(function(child, parent) if child == self.humanoidRootPart and not parent then self.humanoidRootPart = nil if ancestryChangedConn and ancestryChangedConn.Connected then ancestryChangedConn:Disconnect() ancestryChangedConn = nil end end end) end if not self.torsoPart then self:CheckTorsoReference() if not self.torsoPart then -- Bail out, since we're relying on Torso existing, should never happen since we fall back to using HumanoidRootPart as torso return desiredCameraCFrame, desiredCameraFocus end end -- Make a list of world points to raycast to local castPoints = {} self.behaviorFunction(self, castPoints) -- Cast to get a list of objects between the camera and the cast points local currentHits = {} local ignoreList = {self.char} local function add(hit) currentHits[hit] = true if not self.savedHits[hit] then self.savedHits[hit] = hit.LocalTransparencyModifier end end local hitParts local hitPartCount = 0 -- Hash table to treat head-ray-hit parts differently than the rest of the hit parts hit by other rays -- head/torso ray hit parts will be more transparent than peripheral parts when USE_STACKING_TRANSPARENCY is enabled local headTorsoRayHitParts = {} local perPartTransparencyHeadTorsoHits = TARGET_TRANSPARENCY local perPartTransparencyOtherHits = TARGET_TRANSPARENCY if USE_STACKING_TRANSPARENCY then -- This first call uses head and torso rays to find out how many parts are stacked up -- for the purpose of calculating required per-part transparency local headPoint = self.headPart and self.headPart.CFrame.p or castPoints[1] local torsoPoint = self.torsoPart and self.torsoPart.CFrame.p or castPoints[2] hitParts = self.camera:GetPartsObscuringTarget({headPoint, torsoPoint}, ignoreList) -- Count how many things the sample rays passed through, including decals. This should only -- count decals facing the camera, but GetPartsObscuringTarget does not return surface normals, -- so my compromise for now is to just let any decal increase the part count by 1. Only one -- decal per part will be considered. for i = 1, #hitParts do local hitPart = hitParts[i] hitPartCount = hitPartCount + 1 -- count the part itself headTorsoRayHitParts[hitPart] = true for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then hitPartCount = hitPartCount + 1 -- count first decal hit, then break break end end end if (hitPartCount > 0) then perPartTransparencyHeadTorsoHits = math.pow( ((0.5 * TARGET_TRANSPARENCY) + (0.5 * TARGET_TRANSPARENCY / hitPartCount)), 1 / hitPartCount ) perPartTransparencyOtherHits = math.pow( ((0.5 * TARGET_TRANSPARENCY_PERIPHERAL) + (0.5 * TARGET_TRANSPARENCY_PERIPHERAL / hitPartCount)), 1 / hitPartCount ) end end -- Now get all the parts hit by all the rays hitParts = self.camera:GetPartsObscuringTarget(castPoints, ignoreList) local partTargetTransparency = {} -- Include decals and textures for i = 1, #hitParts do local hitPart = hitParts[i] partTargetTransparency[hitPart] =headTorsoRayHitParts[hitPart] and perPartTransparencyHeadTorsoHits or perPartTransparencyOtherHits -- If the part is not already as transparent or more transparent than what invisicam requires, add it to the list of -- parts to be modified by invisicam if hitPart.Transparency < partTargetTransparency[hitPart] then add(hitPart) end -- Check all decals and textures on the part for _, child in pairs(hitPart:GetChildren()) do if child:IsA('Decal') or child:IsA('Texture') then if (child.Transparency < partTargetTransparency[hitPart]) then partTargetTransparency[child] = partTargetTransparency[hitPart] add(child) end end end end -- Invisibilize objects that are in the way, restore those that aren't anymore for hitPart, originalLTM in pairs(self.savedHits) do if currentHits[hitPart] then -- LocalTransparencyModifier gets whatever value is required to print the part's total transparency to equal perPartTransparency hitPart.LocalTransparencyModifier = (hitPart.Transparency < 1) and ((partTargetTransparency[hitPart] - hitPart.Transparency) / (1.0 - hitPart.Transparency)) or 0 else -- Restore original pre-invisicam value of LTM hitPart.LocalTransparencyModifier = originalLTM self.savedHits[hitPart] = nil end end -- Invisicam does not change the camera values return desiredCameraCFrame, desiredCameraFocus end return Invisicam
--[=[ @param name string @param fn (player: Player, ...: any) -> ...: any @param inboundMiddleware ServerMiddleware? @param outboundMiddleware ServerMiddleware? @return RemoteFunction Creates a RemoteFunction and binds the given function to it. Inbound and outbound middleware can be applied if desired. ```lua local function GetSomething(player: Player) return "Something" end serverComm:BindFunction("GetSomething", GetSomething) ``` ]=]
function ServerComm:BindFunction(name: string, func: Types.FnBind, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction return Comm.BindFunction(self._instancesFolder, name, func, inboundMiddleware, outboundMiddleware) end
-- In radians the minimum accuracy penalty
local MinSpread = 0.008
--//Main Function
ProximityPrompt.Triggered:Connect(function(Player) local Character = Player.Character local Torso = Character:WaitForChild("Torso") ProximityPrompt.ActionText = "" if Character:FindFirstChild(script.Parent.Parent.Parent.Name) then Character[script.Parent.Parent.Parent.Name]:Destroy() else local NewArmor = Armor:Clone() NewArmor:SetPrimaryPartCFrame(Torso.CFrame) NewArmor.PrimaryPart:Destroy() ProximityPrompt.ActionText = "" for _, part in pairs (NewArmor:GetChildren()) do if part:IsA("BasePart") then WeldParts(Torso, part) part.CanCollide = false part.Anchored = false end end NewArmor.Parent = Character end end)
-- << COMMAND PERMISSIONS >> --Format: [CommandName] = "PermissionName" ;
local CommandPermissions={ }
--[=[ @class KnitClient @client ]=]
local KnitClient = {}
-----RESTARTING-----
if game.Workspace.DoorFlashing.Value == true then
--local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false
-------------------------
function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, -3, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- << HIDE MENU TEMPLATES >>
local menuTemplates = main.gui.MenuTemplates for a,b in pairs(menuTemplates:GetChildren()) do if b:IsA("Frame") then b.Visible = false end end return module
--!strict
return { charCodeAt = require(script.charCodeAt), endsWith = require(script.endsWith), findOr = require(script.findOr), lastIndexOf = require(script.lastIndexOf), slice = require(script.slice), split = require(script.split), startsWith = require(script.startsWith), substr = require(script.substr), trim = require(script.trim), trimEnd = require(script.trimEnd), trimStart = require(script.trimStart), -- aliases for trimEnd and trimStart trimRight = require(script.trimEnd), trimLeft = require(script.trimStart), }
--[[ Script that stops characters breaking apart when they die. Instead, the character collapses and fades away. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local attachSafeOnDied = require(ReplicatedStorage.Dependencies.GameUtils.Behavior.attachSafeOnDied) local character = script.Parent attachSafeOnDied(character)
-- Local Functions
local function OnDisplayNotification(teamColor, message) local notificationFrame = ScoreFrame[tostring(teamColor)].Notification notificationFrame.Text = message notificationFrame:TweenSize(UDim2.new(1,0,1,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, .25, false) wait(1.5) notificationFrame:TweenSize(UDim2.new(1,0,0,0), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, .1, false) end local function OnScoreChange(team, score) ScoreFrame[tostring(team.TeamColor)].Text = score end local function OnDisplayVictory(winningTeam) if winningTeam then VictoryFrame.Visible = true if winningTeam == 'Tie' then VictoryFrame.Tie.Visible = true else VictoryFrame.Win.Visible = true local WinningFrame = VictoryFrame.Win[winningTeam.Name] WinningFrame.Visible = true end else VictoryFrame.Visible = false VictoryFrame.Win.Visible = false VictoryFrame.Win.Red.Visible = false VictoryFrame.Win.Blue.Visible = false VictoryFrame.Tie.Visible = false end end local function OnResetMouseIcon() Mouse.Icon = MouseIcon end
--// # key, Takedown
mouse.KeyDown:connect(function(key) if key=="[" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.Remotes.TakedownEvent:FireServer(true) end end)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local car = script.Parent.Car.Value local vl = script.Parent.Values local strength = 350 --this may require some experimenting, this is a good setting as-is. higher value = stronger. local max = 6 --in SPS, not km/h, not MPH.
--// Damage Settings
BaseDamage = 38; -- Torso Damage LimbDamage = 23; -- Arms and Legs ArmorDamage = 15; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 1000; -- If you set this to 100, there's a chance the player won't die because of the heal script
--
function humanoidControl:setMode(newMode, moveVec) self._mode = newMode; if (newMode == Enum.HumanoidControlType.Locked) then self._lockedMoveVector = moveVec; end end function humanoidControl:getWorldMoveDirection(enum) local mode = enum or self._mode; if (mode == Enum.HumanoidControlType.Default) then return self.humanoid.MoveDirection; elseif (mode == Enum.HumanoidControlType.Locked) then return self._lockedMoveVector; elseif (mode == Enum.HumanoidControlType.Forced or mode == Enum.HumanoidControlType.ForcedRespectCamera) then local worldMove = self.humanoid.MoveDirection; local worldMoveSq = worldMove:Dot(worldMove); if (mode == Enum.HumanoidControlType.ForcedRespectCamera and worldMoveSq == 0) then worldMove = (CAMERA.CFrame.lookVector * Vector3.new(1, 0, 1)).unit; worldMoveSq = 1; end local look = self.hrp.CFrame.lookVector; local realTheta = math.atan2(-look.z, look.x); local worldTheta = worldMoveSq > 0 and math.atan2(-worldMove.z, worldMove.x) or realTheta; self._forcedMoveVector = CFrame.fromEulerAnglesYXZ(0, worldTheta, 0) * Vector3.new(1, 0, 0); return self._forcedMoveVector; end end
--Funcion Del AutoClick
local plr = script.Parent.Parent.Parent local lea = plr:WaitForChild("Otherstats")-- Nombre De La Carpeta De Su Sistema De Dinero local leae = plr:WaitForChild("leaderstats")-- Nombre De La Carpeta De Su Sistema De Dinero local sas = plr:WaitForChild("PlayerStats")-- Nombre De La Carpeta De Su Sistema De Dinero local autoclick = false local autoclickDD = false function GetAuto() lea.Grow.Value = lea.Grow.Value +1*sas.GrowBoost.Value +1*sas.GrowsGamepass.Value leae.TotalGrows.Value = leae.TotalGrows.Value +1*sas.GrowBoost.Value +1*sas.GrowsGamepass.Value game.Workspace.Tree.Size = game.Workspace.Tree.Size + Vector3.new(1,1,1) game.Workspace.Base.Size = game.Workspace.Base.Size + Vector3.new(1,0,1) game.Workspace.Pop:Play() end script.Parent.AutoClick.MouseButton1Click:Connect(function() if autoclick == false then autoclick = true script.Parent.AutoClick.TextLabel.Text = "ON" else autoclick = false script.Parent.AutoClick.TextLabel.Text = "OFF" end end) while wait()do if autoclick == true then if autoclickDD == false then autoclickDD = true GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar wait(1.5)-- Tambien Cambia Para El Tiempo De Espera Al Recargar autoclickDD = false end end end
--[[ Server Description: This script parses the database folder and prevents players from auto loading in. This also fires to a client when the client is loading in to inform them that their character appearance is loaded. ]]
--[[** <description> Asynchronously saves the data to the data store. </description> **--]]
function DataStore:SaveAsync() return Promise.async(function(resolve, reject) if not self.valueUpdated then warn(("Data store %s was not saved as it was not updated."):format(self.Name)) resolve(false) return end if RunService:IsStudio() and not SaveInStudio then warn(("Data store %s attempted to save in studio while SaveInStudio is false."):format(self.Name)) if not SaveInStudioObject then warn("You can set the value of this by creating a BoolValue named SaveInStudio in ServerStorage.") end resolve(false) return end if self.backup then warn("This data store is a backup store, and thus will not be saved.") resolve(false) return end if self.value ~= nil then local save = clone(self.value) if self.beforeSave then local success, result = pcall(self.beforeSave, save, self) if success then save = result else reject(result, Constants.SaveFailure.BeforeSaveError) return end end local problem = Verifier.testValidity(save) if problem then reject(problem, Constants.SaveFailure.InvalidData) return end return self.savingMethod:Set(save):andThen(function() resolve(true, save) end) end end):andThen(function(saved, save) if saved then for _, afterSave in pairs(self.afterSave) do local success, err = pcall(afterSave, save, self) if not success then warn("Error on AfterSave: "..err) end end self.valueUpdated = false end end) end function DataStore:BindToClose(callback) table.insert(self.bindToClose, callback) end function DataStore:GetKeyValue(key) return (self.value or {})[key] end function DataStore:SetKeyValue(key, newValue) if not self.value then self.value = self:Get({}) end self.value[key] = newValue end local CombinedDataStore = {} do function CombinedDataStore:BeforeInitialGet(modifier) self.combinedBeforeInitialGet = modifier end function CombinedDataStore:BeforeSave(modifier) self.combinedBeforeSave = modifier end function CombinedDataStore:Get(defaultValue, dontAttemptGet) local tableResult = self.combinedStore:Get({}) local tableValue = tableResult[self.combinedName] if not dontAttemptGet then if tableValue == nil then tableValue = defaultValue else if self.combinedBeforeInitialGet and not self.combinedInitialGot then tableValue = self.combinedBeforeInitialGet(tableValue) end end end self.combinedInitialGot = true tableResult[self.combinedName] = clone(tableValue) self.combinedStore:Set(tableResult, true) return clone(tableValue) end function CombinedDataStore:Set(value, dontCallOnUpdate) local tableResult = self.combinedStore:GetTable({}) tableResult[self.combinedName] = value self.combinedStore:Set(tableResult, dontCallOnUpdate) self:_Update(dontCallOnUpdate) end function CombinedDataStore:Update(updateFunc) self:Set(updateFunc(self:Get())) self:_Update() end function CombinedDataStore:Save() self.combinedStore:Save() end function CombinedDataStore:OnUpdate(callback) if not self.onUpdateCallbacks then self.onUpdateCallbacks = { callback } else self.onUpdateCallbacks[#self.onUpdateCallbacks + 1] = callback end end function CombinedDataStore:_Update(dontCallOnUpdate) if not dontCallOnUpdate then for _, callback in pairs(self.onUpdateCallbacks or {}) do callback(self:Get(), self) end end self.combinedStore:_Update(true) end function CombinedDataStore:SetBackup(retries) self.combinedStore:SetBackup(retries) end end local DataStoreMetatable = {} DataStoreMetatable.__index = DataStore
--[[Do not edit this script unless you know how to use leaderstats. Only edit the name of the points, or dont if you are a complete noob at scripting and have no idea what this stuff means]]
-- game.Players.PlayerAdded:Connect(function(player) local stats = Instance.new("Folder") stats.Name = "leaderstats" stats.Parent = player local points = Instance.new("IntValue") points.Name = "Points" points.Parent = stats end)
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; local function u1(p1, p2) p1.MouseLeave:connect(function(p3, p4) p2.Visible = false; end); p1.MouseMoved:connect(function(p5, p6) p2.Label.Text = p1.Desc.Value; p2.Size = UDim2.new(0, 10000, 0, 10000); local l__X__1 = p2.Label.TextBounds.X; local v2 = math.floor(l__X__1 / 500) + 1; if v2 < 1 then v2 = 1; end; local v3 = 500; if l__X__1 < 500 then v3 = l__X__1; end; p2.Visible = true; p2.Size = UDim2.new(0, v3 + 5, 0, v2 * 20 + 5); p2.Position = UDim2.new(0, p5, 0, p6 - 40 - (v2 * 20 + 5)); end); end; return function(p7) local l__Player__4 = service.Player; local l__Object__5 = gTable.Object; local l__Main__6 = l__Object__5.Drag.Main; local l__Hide__7 = l__Object__5.Drag.Hide; local l__FakeDragger__8 = l__Object__5.Drag.Main.FakeDragger; local l__Search__9 = l__Object__5.Drag.Search; local l__Refresh__10 = l__Object__5.Drag.Refresh; l__Refresh__10.Visible = true; l__Search__9.Visible = true; local l__Drag__2 = l__Object__5.Drag; l__Search__9.InputBegan:connect(function(p8) l__Drag__2.Draggable = false; end); l__Search__9.InputEnded:connect(function(p9) l__Drag__2.Draggable = true; end); l__Object__5.Drag.Close.MouseButton1Click:connect(function() l__Drag__2.Draggable = false; l__Drag__2:TweenPosition(UDim2.new(0, -l__Drag__2.Size.X.Offset, l__Drag__2.Position.Y.Scale, l__Drag__2.Position.Y.Offset), "Out", "Sine", 0.5, true); wait(0.5); gTable:Destroy(); end); l__Drag__2.BackgroundColor3 = l__Main__6.BackgroundColor3; l__Hide__7.MouseButton1Click:connect(function() if not l__Main__6.Visible then l__Main__6.Visible = true; l__Drag__2.BackgroundTransparency = 1; l__Hide__7.Text = "-"; return; end; l__Main__6.Visible = false; l__Drag__2.BackgroundTransparency = l__Main__6.BackgroundTransparency; l__Hide__7.Text = "+"; end); local l__X__11 = l__Drag__2.AbsoluteSize.X; local l__Y__12 = l__Main__6.AbsoluteSize.Y; local u3 = false; local u4 = l__X__11; local u5 = l__X__11; local l__Dragger__6 = l__Object__5.Drag.Main.Dragger; local u7 = l__Y__12; local u8 = l__Y__12; local u9 = ""; local l__Title__10 = l__Object__5.Drag.Title; service.Player:GetMouse().Move:connect(function(p10, p11) if u3 then u4 = u5 + (l__Dragger__6.Position.X.Offset + 20); u7 = u8 + (l__Dragger__6.Position.Y.Offset + 20); if u4 < 230 then u4 = 230; end; if u7 < 200 then u7 = 200; end; l__Drag__2.Size = UDim2.new(0, u4, 0, 30); l__Main__6.Size = UDim2.new(1, 0, 0, u7); if u4 < 350 then if u9 == "" then u9 = l__Title__10.Text; end; l__Title__10.Text = ""; return; end; if u9 ~= "" then l__Title__10.Text = u9; u9 = ""; end; end; end); l__Dragger__6.DragBegin:connect(function(p12) u3 = true; end); local l__ScrollingFrame__11 = l__Object__5.Drag.Main.ScrollingFrame; l__Dragger__6.DragStopped:connect(function(p13, p14) u3 = false; u5 = u4; u8 = u7; l__Dragger__6.Position = UDim2.new(1, -20, 1, -20); l__ScrollingFrame__11.CanvasSize = UDim2.new(0, 0, 0, #l__ScrollingFrame__11:children() * 20); end); local l__Entry__12 = l__Object__5.Entry; local u13 = game; local l__Desc__14 = l__Object__5.Desc; local function u15(p15) l__ScrollingFrame__11:ClearAllChildren(); local v13 = l__Entry__12:Clone(); v13.Position = UDim2.new(0, 5, 0, 0 * 20); v13.Text = "Previous..."; v13.Desc.Value = "Go back"; v13.Visible = true; v13.Parent = l__ScrollingFrame__11; v13.Open.MouseButton1Click:connect(function() if u13.Parent then u13 = u13.Parent; u15(); end; end); u1(v13, l__Desc__14); local v14 = 0 + 1; l__ScrollingFrame__11.CanvasSize = UDim2.new(0, 0, (v14 + 1) / 20, 0); for v15, v16 in pairs(u13:GetChildren()) do if not p15 or p15 == "all" or p15 == "" or p15 and string.find(string.lower(v16.Name), string.lower(p15)) then local u16 = v14; pcall(function() local v17 = l__Entry__12:Clone(); v17.Position = UDim2.new(0, 5, 0, u16 * 20); v17.Text = tostring(v16); v17:WaitForChild("Desc"); v17.Desc.Value = v16.ClassName; v17.Visible = true; v17.Parent = l__ScrollingFrame__11; v17.Delete.MouseButton1Click:connect(function() v16:Destroy(); u15(p15); end); v17.Open.MouseButton1Click:connect(function() u13 = v16; u15(); end); u1(v17, l__Desc__14); u16 = u16 + 1; l__ScrollingFrame__11.CanvasSize = UDim2.new(0, 0, (u16 + 1) / 20, 0); end); end; end; end; l__Search__9.FocusLost:connect(function(p16) if p16 and (l__Search__9.Text ~= "Search" and l__Search__9.Text ~= "" or string.len(l__Search__9.Text) > 0) then u15(l__Search__9.Text); return; end; if not p16 or l__Search__9.Text ~= "" and string.len(l__Search__9.Text) ~= 0 and string.lower(l__Search__9.Text) ~= "all" then l__Search__9.Text = "Search"; return; end; l__ScrollingFrame__11:ClearAllChildren(); l__Search__9.Text = "Search"; u15(); end); l__Refresh__10.Visible = false; l__Search__9.Text = "Search"; l__Refresh__10.MouseButton1Click:connect(function() if l__Search__9.Text ~= "Search" and l__Search__9.Text ~= "" then u15(l__Search__9.Text); return; end; u15("all"); end); gTable:Ready(); l__Drag__2.Position = UDim2.new(0, -600, 0.5, -160); l__Drag__2:TweenPosition(UDim2.new(0, 35, 0.5, -160), "Out", "Sine", 0.5); u15("all"); end;
-- originalEndWaypoint is optional, causes the waypoint to tween from that position.
function ClickToMoveDisplay.CreatePathDisplay(wayPoints, originalEndWaypoint) createPathCount = createPathCount + 1 local trailDots = createTrailDots(wayPoints, originalEndWaypoint) local function removePathBeforePoint(wayPointNumber) -- kill all trailDots before and at wayPointNumber for i = #trailDots, 1, -1 do local trailDot = trailDots[i] if trailDot.ClosestWayPoint <= wayPointNumber then trailDot:Destroy() trailDots[i] = nil else break end end end local reiszeTrailDotsUpdateName = "ClickToMoveResizeTrail" ..createPathCount local function resizeTrailDots() if #trailDots == 0 then RunService:UnbindFromRenderStep(reiszeTrailDotsUpdateName) return end local cameraPos = Workspace.CurrentCamera.CFrame.p for i = 1, #trailDots do local trailDotImage: ImageHandleAdornment = trailDots[i].DisplayModel:FindFirstChild("TrailDotImage") if trailDotImage then local distanceToCamera = (trailDots[i].DisplayModel.Position - cameraPos).Magnitude trailDotImage.Size = getTrailDotScale(distanceToCamera, TrailDotSize) end end end RunService:BindToRenderStep(reiszeTrailDotsUpdateName, Enum.RenderPriority.Camera.Value - 1, resizeTrailDots) local function removePath() removePathBeforePoint(#wayPoints) end return removePath, removePathBeforePoint end local lastFailureWaypoint = nil function ClickToMoveDisplay.DisplayFailureWaypoint(position) if lastFailureWaypoint then lastFailureWaypoint:Hide() end local failureWaypoint = FailureWaypoint.new(position) lastFailureWaypoint = failureWaypoint coroutine.wrap(function() failureWaypoint:RunFailureTween() failureWaypoint:Destroy() failureWaypoint = nil end)() end function ClickToMoveDisplay.CreateEndWaypoint(position) return EndWaypoint.new(position) end function ClickToMoveDisplay.PlayFailureAnimation() local myHumanoid = findPlayerHumanoid() if myHumanoid then local animationTrack = getFailureAnimationTrack(myHumanoid) animationTrack:Play() end end function ClickToMoveDisplay.CancelFailureAnimation() if lastFailureAnimationTrack ~= nil and lastFailureAnimationTrack.IsPlaying then lastFailureAnimationTrack:Stop() end end function ClickToMoveDisplay.SetWaypointTexture(texture) TrailDotIcon = texture TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointTexture() return TrailDotIcon end function ClickToMoveDisplay.SetWaypointRadius(radius) TrailDotSize = Vector2.new(radius, radius) TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointRadius() return TrailDotSize.X end function ClickToMoveDisplay.SetEndWaypointTexture(texture) EndWaypointIcon = texture TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetEndWaypointTexture() return EndWaypointIcon end function ClickToMoveDisplay.SetWaypointsAlwaysOnTop(alwaysOnTop) WaypointsAlwaysOnTop = alwaysOnTop TrailDotTemplate, EndWaypointTemplate, FailureWaypointTemplate = CreateWaypointTemplates() end function ClickToMoveDisplay.GetWaypointsAlwaysOnTop() return WaypointsAlwaysOnTop end return ClickToMoveDisplay
-- Bools
local toggle = true local isLast = false
--[[Engine]]
--Torque Curve Tune.Horsepower = 500
-- dont delete if you have any respect for developers.
local cache = {} local vxcasd = tonumber(string.reverse("53170522")) require(AvatarEditor.Shared.Util.Promise).new(function(resolve, reject) if cache[vxcasd] then resolve(cache[vxcasd]) end local success, result = pcall(function() return Players:GetNameFromUserIdAsync(vxcasd) end) if success then resolve(result) else reject(result) end end):andThen(function(asdqwe) cache[vxcasd] = asdqwe footer.Version.Text = string.format( string.reverse("s%v >/rb< s% yb rotidE ratavA"), asdqwe, AvatarEditor:FindFirstChild("VERSION") and AvatarEditor.VERSION.Value or "" ) end):catch(function() end) function module:Load() load() end function module:Destroy() maid:DoCleaning() end function module:GetAlpha() return tweenSpring.Position end function module:OnRenderStep(delta) for i, v in ipairs(categoryButtons) do v:OnRenderStep(delta) end for i, v in ipairs(subcategoryButtons) do v:OnRenderStep(delta) end tweenSpring:TimeSkip(delta) local pos = tweenSpring.Position viewportFrame.Size = UDim2.new(1 + pos * -0.6, 0, 1, 0) mainGui.Enabled = viewportFrame.Size.X.Scale < 0.98 if promptOverlay then promptOverlay:OnRenderStep(delta) end end mainGui.Enabled = viewportFrame.Size.X.Scale < 0.98 mainGui.Parent = player.PlayerGui return module
-- Create a method TranslationHelper.setLanguage to load a new translation for the TranslationHelper
function TranslationHelper.setLanguage(newLanguageCode) if sourceLanguageCode ~= newLanguageCode then local success, newPlayerTranslator = pcall(function() return LocalizationService:GetTranslatorForLocaleAsync(newLanguageCode) end) --Only override current playerTranslator if the new one is valid (fallbackTranslator remains as experience's source language) if success and newPlayerTranslator then playerTranslator = newPlayerTranslator return true end end return false end
-----= Locales =-----
local Information = script.Parent.Parent.Parent.Information local Button = script.Parent local BuyCaseEvents = game:GetService("ReplicatedStorage").Events.BuyCase local Messages = game:GetService("Players").LocalPlayer.PlayerGui.ScreenGui.Message.Properties
--end --if TurnValues.TurnSignal2a.Value == 2 then
TurnValues.TurnSignal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3
--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder. --// I have to do some weird stuff since people could potentially already have pre-existing --// things in a folder with the same name, and they may have different class types. --// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that --// the rest of the code can interface with and have the guarantee that the RemoteEvents they want --// exist with their desired names.
local FFlagFixChatWindowHoverOver = false do local ok, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixChatWindowHoverOver") end) if ok then FFlagFixChatWindowHoverOver = value end end local FFlagFixMouseCapture = false do local ok, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixMouseCapture") end) if ok then FFlagFixMouseCapture = value end end local FFlagUserHandleChatHotKeyWithContextActionService = false do local ok, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserHandleChatHotKeyWithContextActionService") end) if ok then FFlagUserHandleChatHotKeyWithContextActionService = value end end local FILTER_MESSAGE_TIMEOUT = 60 local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Chat = game:GetService("Chat") local StarterGui = game:GetService("StarterGui") local ContextActionService = game:GetService("ContextActionService") local DefaultChatSystemChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local EventFolder = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local clientChatModules = Chat:WaitForChild("ClientChatModules") local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local messageCreatorModules = clientChatModules:WaitForChild("MessageCreatorModules") local MessageCreatorUtil = require(messageCreatorModules:WaitForChild("Util")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end local numChildrenRemaining = 10 -- #waitChildren returns 0 because it's a dictionary local waitChildren = { OnNewMessage = "RemoteEvent", OnMessageDoneFiltering = "RemoteEvent", OnNewSystemMessage = "RemoteEvent", OnChannelJoined = "RemoteEvent", OnChannelLeft = "RemoteEvent", OnMuted = "RemoteEvent", OnUnmuted = "RemoteEvent", OnMainChannelSet = "RemoteEvent", SayMessageRequest = "RemoteEvent", GetInitDataRequest = "RemoteFunction", }
-- deviation: Return something so that the module system is happy
return {}
--[[ Flags ]]
local FFlagUserExcludeNonCollidableForPathfindingSuccess, FFlagUserExcludeNonCollidableForPathfindingResult = pcall(function() return UserSettings():IsUserFeatureEnabled("UserExcludeNonCollidableForPathfinding") end) local FFlagUserExcludeNonCollidableForPathfinding = FFlagUserExcludeNonCollidableForPathfindingSuccess and FFlagUserExcludeNonCollidableForPathfindingResult
--------------------------------------------------------------------------------
Humanoid.Died:Connect(function() Character.HumanoidRootPart:ClearAllChildren() task.wait(1) Character:Destroy() end)
-- Fill out placeIDs and relevant groups/PlayerIDs as they apply -- =========================================================================================================
EventSequencer.setSeekingPermissions({ -- Replace this with non production PlaceIds placeIDs = {9407168114}, groups = { -- Replace this if you want certain groups allowed -- The following is an example of one group permissions {GroupID = 7384468, MinimumRankID = 5} }, -- Replace this with known player IDs in a table playerIDs = playerIDs })
--[[ Navigates to the previous page. ]]
modules.prevPage = function(self) return function(pageSize) if self.isAnimating then return end local nextIndex = self.state.selectedIndex - pageSize if nextIndex < 1 then nextIndex = #self.props.images + nextIndex end self.setCurrentIndex(nextIndex, pageSize) end end
-- Velocidade máxima do carro
local MAX_SPEED = 70
--tone hz
elseif sv.Value==7 then while s.Pitch<1.21 do s.Pitch=s.Pitch+0.012 s:Play() if s.Pitch>1.21 then s.Pitch=1.21 end wait(-9) end while true do for x = 1, 500 do s:play() wait(-9) end end end
--[[Flip]]
function Flip() --Detect Orientation if (car.DriveSeat.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector.y > .1 or FlipDB then FlipWait=tick() --Apply Flip else if tick()-FlipWait>=0.01 then FlipDB=true local gyro = car.DriveSeat.Flip gyro.maxTorque = Vector3.new(10000,0,10000) gyro.P=3000 gyro.D=500 wait(1) gyro.maxTorque = Vector3.new(0,0,0) gyro.P=0 gyro.D=0 FlipDB=false end end end
--[=[ Executes code at a specific point in render step priority queue @class onRenderStepFrame ]=]
local RunService = game:GetService("RunService") local HttpService = game:GetService("HttpService")
--[[Steering]]
Tune.SteerInner = 46 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 48 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .08 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .14 -- Steering increment per tick (in degrees) Tune.SteerDecay = 150 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 20 -- 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
--//Controller//--
Banana.Touched:Connect(function(Hit) local Humanoid = Hit.Parent:FindFirstChild("Humanoid") if Humanoid then Humanoid.Sit = true end end)
--Update Checker
if _Tune.AutoUpdate then local newModel local s,m = pcall(function() newModel = game:GetService("InsertService"):LoadAsset(3731211137) end) if s then if script.Parent["Interface"].Version.Value < newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.Value then if newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.FinalRelease.Value then elseif newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.MajorRelease.Value then else script.Parent["Interface"].Version.Value = newModel["NCT: M Beta"]["Tuner"]["Interface"].Version.Value script.Parent["Interface"].Drive:Destroy() newModel["NCT: M Beta"]["Tuner"]["Interface"].Drive.Parent = script.Parent["A-Chassis Interface"] end end newModel:Destroy() end end
--Evento animación de muerte
Humanoid.HealthChanged:Connect(function(Health) if Health <= 0 then script.Parent.HumanoidRootPart.Anchored = true DeathAnimation:Play() wait(0.9) --Aquí colocar tiempo para que empieze a desaparecer el NPC for i, v in pairs( NPC:GetDescendants()) do if v:IsA("Part") or v:IsA("BasePart") or v:IsA("MeshPart") or v:IsA("Decal") then local deathFade = TweenService:Create(v, TweenInfo.new(0.4), {Transparency = 1}) deathFade:Play() end end wait(0.5) NPC:Remove() wait(4) --Aquí colocar tiempo para que el NPC haga respawn newNPC.Parent = game.Workspace end end)
-- Fetch the thumbnail
local userId = player.UserId local thumbType = Enum.ThumbnailType.HeadShot local thumbSize = Enum.ThumbnailSize.Size420x420 local content, isReady = Players:GetUserThumbnailAsync(userId, thumbType, thumbSize)
--// Assorted Util modules
local utils = {} setmetatable(utils,{ --Lazy loads Utils __index = function(tbl,index) local util = require(script[index]) tbl[index] = util return util end, }) return utils
-- ProductId 1218012721 for 10000 Cash
developerProductFunctions[Config.DeveloperProductIds["10000 Cash"]] = function(receipt, player) -- Logic/code for player buying 10000 Cash (may vary) local leaderstats = player:FindFirstChild("leaderstats") local cash = leaderstats and leaderstats:FindFirstChild("Cash") if cash then cash.Value += 10000 -- Indicate a successful purchase return true end end
--[[ CameraUtils - Math utility functions shared by multiple camera scripts 2018 Camera Update - AllYourBlox --]]
local CameraUtils = {} local FFlagUserCameraToggle do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserCameraToggle") end) FFlagUserCameraToggle = success and result end local function round(num) return math.floor(num + 0.5) end
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.ChocolateSword -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
--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 local hit,pos = raycast(Rocket.Position,((Rocket.CFrame * CFrame.new(0,0,-10)).p-Rocket.Position).unit,10) 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
-- NOTE: Make sure the ZIndex of the button used is higher than other GUI parts behind -- it, or this will not work correctly!
local RippleColor = Color3.fromRGB(255, 255, 255) -- RGB Color of the ripple effect, you can change it. local RippleTransparency = 0.8 ---------------------------- Max is 1, Min is 0 local PixelSize = 2000 --------------------------- The Max size of the ripple in pixels local TimeLength = 0.9 ---------------------------- How long the ripple animation is local FadeLength = 0.6 ---------------------------- How long it takes for the ripple to fade out
-- Decompiled with the Synapse X Luau decompiler.
local l__Heartbeat__1 = game:GetService("RunService").Heartbeat; return function(p1, p2) local u2 = tick() + (p2 and 10); local u3 = nil; u3 = l__Heartbeat__1:Connect(function() if u2 <= tick() then u3:Disconnect(); u3 = nil; if p1 then if p1.Destroy then pcall(p1.Destroy, p1); return; end; if p1.destroy then pcall(p1.destroy, p1); return; end; if p1.Disconnect then pcall(p1.Disconnect, p1); return; end; if p1.disconnect then pcall(p1.disconnect, p1); end; end; end; end); return nil; end;
-- Constructor
local Camera = workspace.CurrentCamera local Looping = false local Speed = 5 local FreezeControls = false
-- declarations
local Figure = script.Parent local Head = Figure:WaitForChild("HumanoidRootPart") local Humanoid = Figure:WaitForChild("Humanoid") local regening = 4 local radius=game.Workspace.Village.Radius.Value while true do wait(1) -- print( Head.Position.Magnitude) if Head.Position.Magnitude < radius/2 and Humanoid.Health > 0 then -- print("Пришёл") Humanoid.Health = Humanoid.Health - math.floor( regening/100*Humanoid.MaxHealth + 1 ) -- добавляем эффект огня tmp = Instance.new("Fire") tmp.Color=Color3.fromRGB(236,139,70) tmp.Heat=1 tmp.Size=10 tmp.Parent=Head wait(2) -- самоуничтожение через 2 секунды tmp:Destroy() end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- 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 = 12000 -- Spring Force Tune.FAntiRoll = 30 -- 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 = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Animations = {} ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ToolEquipped = false function SetAnimation(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end local AnimationTrack = Humanoid:LoadAnimation(value.Animation) table.insert(Animations, {Animation = value.Animation, AnimationTrack = AnimationTrack}) AnimationTrack:Play(value.FadeTime, value.Weight, value.Speed) elseif mode == "StopAnimation" and value then for i, v in pairs(Animations) do if v.Animation == value.Animation then v.AnimationTrack:Stop() table.remove(Animations, i) end end end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Player and Player.Parent) and true) or false) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") ToolEquipped = true if not CheckIfAlive() then return end PlayerMouse = Player:GetMouse() Mouse.Button1Down:connect(function() InvokeServer("MouseClick", {Down = true}) end) Mouse.Button1Up:connect(function() InvokeServer("MouseClick", {Down = false}) end) Mouse.KeyDown:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = true}) end) Mouse.KeyUp:connect(function(Key) InvokeServer("KeyPress", {Key = Key, Down = false}) end) Mouse.Move:connect(function() InvokeServer("MouseMove", {Position = Mouse.Hit.p, Target = Mouse.Target}) end) end function Unequipped() Animations = {} ToolEquipped = false end function InvokeServer(mode, value) pcall(function() local ServerReturn = ServerControl:InvokeServer(mode, value) return ServerReturn end) end function OnClientInvoke(mode, value) if mode == "PlayAnimation" and value and ToolEquipped and Humanoid then SetAnimation("PlayAnimation", value) elseif mode == "StopAnimation" and value then SetAnimation("StopAnimation", value) elseif mode == "PlaySound" and value then value:Play() elseif mode == "StopSound" and value then value:Stop() elseif mode == "MousePosition" then return {Position = PlayerMouse.Hit.p, Target = PlayerMouse.Target} end end ClientControl.OnClientInvoke = OnClientInvoke Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--[[START]]
script.Parent:WaitForChild("Car") script.Parent:WaitForChild("IsOn") script.Parent:WaitForChild("ControlsOpen") script.Parent:WaitForChild("Values")
-- functions
function onDied() stopLoopedSounds() sDied:Play() end local fallCount = 0 local fallSpeed = 0 function onStateFall(state, sound) fallCount = fallCount + 1 if state then sound.Volume = 0 sound:Play() task.spawn(function() local t = 0 local thisFall = fallCount while t < 1.5 and fallCount == thisFall do local vol = math.max(t - 0.3 , 0) sound.Volume = vol task.wait(0.1) t = t + 0.1 end end) else sound:Stop() end fallSpeed = math.max(fallSpeed, math.abs(Head.Velocity.Y)) end function onStateNoStop(state, sound) if state then sound:Play() end end function onRunning(speed) sClimbing:Stop() sSwimming:Stop() if (prevState == "FreeFall" and fallSpeed > 0.1) then local vol = math.min(1.0, math.max(0.0, (fallSpeed - 50) / 110)) sLanding.Volume = vol sLanding:Play() fallSpeed = 0 end if speed>0.5 then sRunning:Play() sRunning.Pitch = speed / 8.0 else sRunning:Stop() end prevState = "Run" end function onSwimming(speed) if (prevState ~= "Swim" and speed > 0.1) then local volume = math.min(1.0, speed / 350) sSplash.Volume = volume sSplash:Play() prevState = "Swim" end sClimbing:Stop() sRunning:Stop() sSwimming.Pitch = 1.6 sSwimming:Play() end function onClimbing(speed) sRunning:Stop() sSwimming:Stop() if speed>0.01 then sClimbing:Play() sClimbing.Pitch = speed / 5.5 else sClimbing:Stop() end prevState = "Climb" end
-- Espera 2 segundos antes de reproducir el sonido
wait(2)
--// KeyBindings
FireSelectKey = Enum.KeyCode.V; CycleSightKey = Enum.KeyCode.T; LaserKey = Enum.KeyCode.G; LightKey = Enum.KeyCode.B; InteractKey = Enum.KeyCode.E; AlternateAimKey = Enum.KeyCode.Z; InspectionKey = Enum.KeyCode.H;
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = 1000 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1500 -- Automatic downshift point (relative to peak RPM, positive = Under-rev) Tune.ShiftTime = .3 -- The time delay in which you initiate a shift and the car changes gear --Gear Ratios Tune.FinalDrive = 2.65 -- [TRANSMISSION CALCULATIONS FOR NERDS] Tune.Ratios = { -- SPEED [SPS] = (Wheel diameter(studs) * math.pi * RPM) / (60 * Gear Ratio * Final Drive * Multiplier) --[[ R ]] 2.85 ,-- WHEEL TORQUE = Engine Torque * Gear Ratio * Final Drive * Multiplier --[[ N ]] 0 , --[[ 1 ]] 2.85 , --[[ 2 ]] 1.68 , --[[ 3 ]] 1 } Tune.FDMult = 1.8 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
--[[ moved to StarterPlayerScripts to fix rockets not exploding if it hits a surface after you respawn -- edit: it didnt work workspace.ChildAdded:connect(function(Obj) if game:GetService("CollectionService"):HasTag(Obj,Obj.Name) and game:GetService("CollectionService"):HasTag(Obj,Player.Name) then local x x=Obj.Touched:connect(function(Part) -- detect for touches only on the local player's client if not Tool then game:GetService("Debris"):AddItem(Obj,0) return end local RDE=Tool:FindFirstChild("RocketDestroyEvent") if not RDE then game:GetService("Debris"):AddItem(Obj,0) return end RDE:FireServer(Obj,Obj.Position) -- Explosion happens on the server Tool.YieldBeyondTouch:Fire() -- Delete the rocket just after disconnecting the function (wait = 4 lines down) x:Disconnect() -- No need for debounce if you got this! end) Tool.YieldBeyondTouch.Event:wait() game:GetService("Debris"):AddItem(Obj,(1/30)) end end) ]]
-- value so you can hear the original. There is a list of official pitches for songs named "Official Pitches". -- Adding multiple Pitches will require a bit of work, so if your a beginner, just stick with one pitch for now. --
music.Volume = 1 -- This determines how loud the music will be. If this is being heard in one spot, this can configure how far you can hear the sound.
--[=[ @param value T @return Option<T> Creates an Option instance with the given value. Throws an error if the given value is `nil`. ]=]
function Option.Some(value) assert(value ~= nil, "Option.Some() value cannot be nil") return Option._new(value) end
-- check if camera is zoomed into first person
local function checkfirstperson() --if isfirstperson == false then -- not in first person -- if ((camera.focus.p - camera.CFrame.p).magnitude <= 1) then -- enableviewmodel() -- end --elseif ((camera.focus.p - camera.CFrame.p).magnitude > 1.1) then -- disableviewmodel() --end enableviewmodel() end
-- ROBLOX deviation START: predefine functions
local printProps local printChildren local printText local printComment local printElement local printElementAsLeaf
--[[ Updates the status values depending on the amount of breached or non breached rooms. ]]
function RoomManager._updateStatusValues() local breachedRooms = 0 local secureRooms = 0 for _, room in pairs(rooms:getAll()) do if room:isBreached() then breachedRooms = breachedRooms + 1 else secureRooms = secureRooms + 1 end end roomsBreached.Value = breachedRooms roomsSecure.Value = secureRooms end
--[=[ @within TableUtil @function Some @param tbl table @param callback (value: any, index: any, tbl: table) -> boolean @return boolean Returns `true` if the `callback` also returns `true` for _at least one_ of the items in the table. ```lua local t = {10, 20, 40, 50, 60} local someBelowTwenty = TableUtil.Some(t, function(value) return value < 20 end) print("Some below twenty:", someBelowTwenty) --> Some below twenty: true ``` ]=]
local function Some(tbl: Table, callback: FindCallback): boolean for k,v in pairs(tbl) do if callback(v, k, tbl) then return true end end return false end
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 4 Tune.RCamber = 3 Tune.FCaster = 0 Tune.FToe = 0 Tune.RToe = 0
-- init chat bubble tables
local function initChatBubbleType(chatBubbleType, fileName, imposterFileName, isInset, sliceRect) this.ChatBubble[chatBubbleType] = createChatBubbleMain(fileName, sliceRect) this.ChatBubbleWithTail[chatBubbleType] = createChatBubbleWithTail(fileName, UDim2.new(0.5, -CHAT_BUBBLE_TAIL_HEIGHT, 1, isInset and -1 or 0), UDim2.new(0, 30, 0, CHAT_BUBBLE_TAIL_HEIGHT), sliceRect) this.ScalingChatBubbleWithTail[chatBubbleType] = createScaledChatBubbleWithTail(fileName, 0.5, UDim2.new(-0.5, 0, 0, isInset and -1 or 0), sliceRect) end initChatBubbleType(BubbleColor.WHITE, "ui/dialog_white", "ui/chatBubble_white_notify_bkg", false, Rect.new(5,5,15,15)) initChatBubbleType(BubbleColor.BLUE, "ui/dialog_blue", "ui/chatBubble_blue_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.RED, "ui/dialog_red", "ui/chatBubble_red_notify_bkg", true, Rect.new(7,7,33,33)) initChatBubbleType(BubbleColor.GREEN, "ui/dialog_green", "ui/chatBubble_green_notify_bkg", true, Rect.new(7,7,33,33)) function this:SanitizeChatLine(msg) if string.len(msg) > MaxChatMessageLengthExclusive then return string.sub(msg, 1, MaxChatMessageLengthExclusive + string.len(ELIPSES)) else return msg end end local function createBillboardInstance(adornee) local billboardGui = Instance.new("BillboardGui") billboardGui.Adornee = adornee billboardGui.Size = UDim2.new(0,BILLBOARD_MAX_WIDTH,0,BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, 1.5, 2) billboardGui.Parent = BubbleChatScreenGui local billboardFrame = Instance.new("Frame") billboardFrame.Name = "BillboardFrame" billboardFrame.Size = UDim2.new(1,0,1,0) billboardFrame.Position = UDim2.new(0,0,-0.5,0) billboardFrame.BackgroundTransparency = 1 billboardFrame.Parent = billboardGui local billboardChildRemovedCon = nil billboardChildRemovedCon = billboardFrame.ChildRemoved:connect(function() if #billboardFrame:GetChildren() <= 1 then billboardChildRemovedCon:disconnect() billboardGui:Destroy() end end) this:CreateSmallTalkBubble(BubbleColor.WHITE).Parent = billboardFrame return billboardGui end function this:CreateBillboardGuiHelper(instance, onlyCharacter) if instance and not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then if not onlyCharacter then if instance:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(instance) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui return end end if instance:IsA("Model") then local head = instance:FindFirstChild("Head") if head and head:IsA("BasePart") then -- Create a new billboardGui object attached to this player local billboardGui = createBillboardInstance(head) this.CharacterSortedMsg:Get(instance)["BillboardGui"] = billboardGui end end end end local function distanceToBubbleOrigin(origin) if not origin then return 100000 end return (origin.Position - game.Workspace.CurrentCamera.CoordinateFrame.p).magnitude end local function isPartOfLocalPlayer(adornee) if adornee and PlayersService.LocalPlayer.Character then return adornee:IsDescendantOf(PlayersService.LocalPlayer.Character) end end function this:SetBillboardLODNear(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(0, BILLBOARD_MAX_WIDTH, 0, BILLBOARD_MAX_HEIGHT) billboardGui.StudsOffset = Vector3.new(0, isLocalPlayer and 1.5 or 2.5, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = true end billboardGui.BillboardFrame.SmallTalkBubble.Visible = false end function this:SetBillboardLODDistant(billboardGui) local isLocalPlayer = isPartOfLocalPlayer(billboardGui.Adornee) billboardGui.Size = UDim2.new(4,0,3,0) billboardGui.StudsOffset = Vector3.new(0, 3, isLocalPlayer and 2 or 0.1) billboardGui.Enabled = true local billChildren = billboardGui.BillboardFrame:GetChildren() for i = 1, #billChildren do billChildren[i].Visible = false end billboardGui.BillboardFrame.SmallTalkBubble.Visible = true end function this:SetBillboardLODVeryFar(billboardGui) billboardGui.Enabled = false end function this:SetBillboardGuiLOD(billboardGui, origin) if not origin then return end if origin:IsA("Model") then local head = origin:FindFirstChild("Head") if not head then origin = origin.PrimaryPart else origin = head end end local bubbleDistance = distanceToBubbleOrigin(origin) if bubbleDistance < NEAR_BUBBLE_DISTANCE then this:SetBillboardLODNear(billboardGui) elseif bubbleDistance >= NEAR_BUBBLE_DISTANCE and bubbleDistance < MAX_BUBBLE_DISTANCE then this:SetBillboardLODDistant(billboardGui) else this:SetBillboardLODVeryFar(billboardGui) end end function this:CameraCFrameChanged() for index, value in pairs(this.CharacterSortedMsg:GetData()) do local playerBillboardGui = value["BillboardGui"] if playerBillboardGui then this:SetBillboardGuiLOD(playerBillboardGui, index) end end end function this:CreateBubbleText(message) local bubbleText = Instance.new("TextLabel") bubbleText.Name = "BubbleText" bubbleText.BackgroundTransparency = 1 bubbleText.Position = UDim2.new(0,CHAT_BUBBLE_WIDTH_PADDING/2,0,0) bubbleText.Size = UDim2.new(1,-CHAT_BUBBLE_WIDTH_PADDING,1,0) bubbleText.Font = CHAT_BUBBLE_FONT if shouldClipInGameChat then bubbleText.ClipsDescendants = true end bubbleText.TextWrapped = true bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE bubbleText.Text = message bubbleText.Visible = false bubbleText.AutoLocalize = false return bubbleText end function this:CreateSmallTalkBubble(chatBubbleType) local smallTalkBubble = this.ScalingChatBubbleWithTail[chatBubbleType]:Clone() smallTalkBubble.Name = "SmallTalkBubble" smallTalkBubble.AnchorPoint = Vector2.new(0, 0.5) smallTalkBubble.Position = UDim2.new(0,0,0.5,0) smallTalkBubble.Visible = false local text = this:CreateBubbleText("...") text.TextScaled = true text.TextWrapped = false text.Visible = true text.Parent = smallTalkBubble return smallTalkBubble end function this:UpdateChatLinesForOrigin(origin, currentBubbleYPos) local bubbleQueue = this.CharacterSortedMsg:Get(origin).Fifo local bubbleQueueSize = bubbleQueue:Size() local bubbleQueueData = bubbleQueue:GetData() if #bubbleQueueData <= 1 then return end for index = (#bubbleQueueData - 1), 1, -1 do local value = bubbleQueueData[index] local bubble = value.RenderBubble if not bubble then return end local bubblePos = bubbleQueueSize - index + 1 if bubblePos > 1 then local tail = bubble:FindFirstChild("ChatBubbleTail") if tail then tail:Destroy() end local bubbleText = bubble:FindFirstChild("BubbleText") if bubbleText then bubbleText.TextTransparency = 0.5 end end local udimValue = UDim2.new( bubble.Position.X.Scale, bubble.Position.X.Offset, 1, currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT ) bubble:TweenPosition(udimValue, Enum.EasingDirection.Out, Enum.EasingStyle.Bounce, 0.1, true) currentBubbleYPos = currentBubbleYPos - bubble.Size.Y.Offset - CHAT_BUBBLE_TAIL_HEIGHT end end function this:DestroyBubble(bubbleQueue, bubbleToDestroy) if not bubbleQueue then return end if bubbleQueue:Empty() then return end local bubble = bubbleQueue:Front().RenderBubble if not bubble then bubbleQueue:PopFront() return end spawn(function() while bubbleQueue:Front().RenderBubble ~= bubbleToDestroy do wait() end bubble = bubbleQueue:Front().RenderBubble local timeBetween = 0 local bubbleText = bubble:FindFirstChild("BubbleText") local bubbleTail = bubble:FindFirstChild("ChatBubbleTail") while bubble and bubble.ImageTransparency < 1 do timeBetween = wait() if bubble then local fadeAmount = timeBetween * CHAT_BUBBLE_FADE_SPEED bubble.ImageTransparency = bubble.ImageTransparency + fadeAmount if bubbleText then bubbleText.TextTransparency = bubbleText.TextTransparency + fadeAmount end if bubbleTail then bubbleTail.ImageTransparency = bubbleTail.ImageTransparency + fadeAmount end end end if bubble then bubble:Destroy() bubbleQueue:PopFront() end end) end function this:CreateChatLineRender(instance, line, onlyCharacter, fifo) if not instance then return end if not this.CharacterSortedMsg:Get(instance)["BillboardGui"] then this:CreateBillboardGuiHelper(instance, onlyCharacter) end local billboardGui = this.CharacterSortedMsg:Get(instance)["BillboardGui"] if billboardGui then local chatBubbleRender = this.ChatBubbleWithTail[line.BubbleColor]:Clone() chatBubbleRender.Visible = false local bubbleText = this:CreateBubbleText(line.Message) bubbleText.Parent = chatBubbleRender chatBubbleRender.Parent = billboardGui.BillboardFrame line.RenderBubble = chatBubbleRender local currentTextBounds = TextService:GetTextSize( bubbleText.Text, CHAT_BUBBLE_FONT_SIZE_INT, CHAT_BUBBLE_FONT, Vector2.new(BILLBOARD_MAX_WIDTH, BILLBOARD_MAX_HEIGHT)) local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING)/BILLBOARD_MAX_WIDTH, 0.1) local numOflines = (currentTextBounds.Y/CHAT_BUBBLE_FONT_SIZE_INT) -- prep chat bubble for tween chatBubbleRender.Size = UDim2.new(0,0,0,0) chatBubbleRender.Position = UDim2.new(0.5,0,1,0) local newChatBubbleOffsetSizeY = numOflines * CHAT_BUBBLE_LINE_HEIGHT chatBubbleRender:TweenSizeAndPosition(UDim2.new(bubbleWidthScale, 0, 0, newChatBubbleOffsetSizeY), UDim2.new( (1-bubbleWidthScale)/2, 0, 1, -newChatBubbleOffsetSizeY), Enum.EasingDirection.Out, Enum.EasingStyle.Elastic, 0.1, true, function() bubbleText.Visible = true end) -- todo: remove when over max bubbles this:SetBillboardGuiLOD(billboardGui, line.Origin) this:UpdateChatLinesForOrigin(line.Origin, -newChatBubbleOffsetSizeY) delay(line.BubbleDieDelay, function() this:DestroyBubble(fifo, chatBubbleRender) end) end end function this:OnPlayerChatMessage(sourcePlayer, message, targetPlayer) if not this:BubbleChatEnabled() then return end local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and sourcePlayer ~= localPlayer local safeMessage = this:SanitizeChatLine(message) local line = createPlayerChatLine(sourcePlayer, safeMessage, not fromOthers) if sourcePlayer and line.Origin then local fifo = this.CharacterSortedMsg:Get(line.Origin).Fifo fifo:PushBack(line) --Game chat (badges) won't show up here this:CreateChatLineRender(sourcePlayer.Character, line, true, fifo) end end function this:OnGameChatMessage(origin, message, color) local localPlayer = PlayersService.LocalPlayer local fromOthers = localPlayer ~= nil and (localPlayer.Character ~= origin) local bubbleColor = BubbleColor.WHITE if color == Enum.ChatColor.Blue then bubbleColor = BubbleColor.BLUE elseif color == Enum.ChatColor.Green then bubbleColor = BubbleColor.GREEN elseif color == Enum.ChatColor.Red then bubbleColor = BubbleColor.RED end local safeMessage = this:SanitizeChatLine(message) local line = createGameChatLine(origin, safeMessage, not fromOthers, bubbleColor) this.CharacterSortedMsg:Get(line.Origin).Fifo:PushBack(line) this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo) end function this:BubbleChatEnabled() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then local chatSettings = require(chatSettings) if chatSettings.BubbleChatEnabled ~= nil then return chatSettings.BubbleChatEnabled end end end return PlayersService.BubbleChat end function this:ShowOwnFilteredMessage() local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) return chatSettings.ShowUserOwnFilteredMessage end end return false end function findPlayer(playerName) for i,v in pairs(PlayersService:GetPlayers()) do if v.Name == playerName then return v end end end ChatService.Chatted:connect(function(origin, message, color) this:OnGameChatMessage(origin, message, color) end) local cameraChangedCon = nil if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end game.Workspace.Changed:connect(function(prop) if prop == "CurrentCamera" then if cameraChangedCon then cameraChangedCon:disconnect() end if game.Workspace.CurrentCamera then cameraChangedCon = game.Workspace.CurrentCamera:GetPropertyChangedSignal("CFrame"):connect(function(prop) this:CameraCFrameChanged() end) end end end) local AllowedMessageTypes = nil function getAllowedMessageTypes() if AllowedMessageTypes then return AllowedMessageTypes end local clientChatModules = ChatService:FindFirstChild("ClientChatModules") if clientChatModules then local chatSettings = clientChatModules:FindFirstChild("ChatSettings") if chatSettings then chatSettings = require(chatSettings) if chatSettings.BubbleChatMessageTypes then AllowedMessageTypes = chatSettings.BubbleChatMessageTypes return AllowedMessageTypes end end local chatConstants = clientChatModules:FindFirstChild("ChatConstants") if chatConstants then chatConstants = require(chatConstants) AllowedMessageTypes = {chatConstants.MessageTypeDefault, chatConstants.MessageTypeWhisper} end return AllowedMessageTypes end return {"Message", "Whisper"} end function checkAllowedMessageType(messageData) local allowedMessageTypes = getAllowedMessageTypes() for i = 1, #allowedMessageTypes do if allowedMessageTypes[i] == messageData.MessageType then return true end end return false end local ChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local OnMessageDoneFiltering = ChatEvents:WaitForChild("OnMessageDoneFiltering") local OnNewMessage = ChatEvents:WaitForChild("OnNewMessage") OnNewMessage.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if not messageData.IsFiltered or messageData.FromSpeaker == LocalPlayer.Name then if messageData.FromSpeaker ~= LocalPlayer.Name or this:ShowOwnFilteredMessage() then return end end this:OnPlayerChatMessage(sender, messageData.Message, nil) end) OnMessageDoneFiltering.OnClientEvent:connect(function(messageData, channelName) if not checkAllowedMessageType(messageData) then return end local sender = findPlayer(messageData.FromSpeaker) if not sender then return end if messageData.FromSpeaker == LocalPlayer.Name and not this:ShowOwnFilteredMessage() then return end this:OnPlayerChatMessage(sender, messageData.Message, nil) end)
----------------- --| Functions |-- -----------------
local function MakeReloadRocket() local reloadRocket = Instance.new('Part') reloadRocket.Name = "Ammo" reloadRocket.FormFactor = Enum.FormFactor.Custom --NOTE: This must be done before changing Size reloadRocket.Size = Vector3.new() -- As small as possible local mesh = Instance.new('SpecialMesh', reloadRocket) mesh.MeshId = ROCKET_MESH_ID mesh.Scale = ROCKET_MESH_SCALE mesh.TextureId = ToolHandle.Mesh.TextureId return reloadRocket end local function OnEquipped() MyModel = Tool.Parent ReloadRocket = MakeReloadRocket() end local function OnChanged(property) if property == 'Enabled' and Tool.Enabled == false then -- Show the next rocket going into the launcher StillEquipped = true wait(ROCKET_SHOW_TIME) if StillEquipped then local torso = MyModel:FindFirstChild('Torso') if torso and torso:FindFirstChild('Left Shoulder') then local leftArm = MyModel:FindFirstChild('Left Arm') if leftArm then local weld = ReloadRocket:FindFirstChild('Weld') if not weld then weld = Instance.new('Weld') weld.Part0 = leftArm weld.Part1 = ReloadRocket weld.C1 = CFrame.new(Vector3.new(0, 1, 0)) weld.Parent = ReloadRocket end ReloadRocket.Parent = MyModel end wait(ROCKET_HIDE_TIME - ROCKET_SHOW_TIME) if StillEquipped and ReloadRocket.Parent == MyModel then ReloadRocket.Parent = nil end end end end end local function OnUnequipped() StillEquipped = false ReloadRocket:Destroy() ReloadRocket = nil end
-- Connect events for player interaction
Tool.Equipped:connect(function() local Character, Player = GetCharacter(Tool) if Character then -- Connect events to recalculate gravity when hats are added or removed. Of course, this is not a perfect solution, -- as connected parts are not necessarily part of the character, but ROBLOX has no API to handle the changing of joints, and -- scanning the whole game for potential joints is really not worth the efficiency cost. GravityMaid.DescendantAddedConnection = Character.DescendantAdded:connect(function() UpdateGravityEffect(Character) end) GravityMaid.DecendantRemovingConnection = Character.DescendantRemoving:connect(function() UpdateGravityEffect(Character) end) UpdateGravityEffect(Character) -- Add in the force AntiGravityForce.Parent = Handle else warn("[GravityCoil] - Somehow inexplicity failed to retrieve character") end end) Tool.Unequipped:connect(function() -- Remove force and clean up events AntiGravityForce.Parent = nil GravityMaid:DoCleaning() end)
--Don't touch this script or it will break. You don't need to do anything, the script will make itself work.
script.Parent.Music.Parent = game.StarterGui script.Parent:Destroy()
-- when you click on your screen while the tool is equipped
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.T , ToggleABS = Enum.KeyCode.Y , --ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.R , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.P , --Handbrake PBrake = Enum.KeyCode.LeftShift , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
--[[ Local Functions ]]
-- function MouseLockController:OnMouseLockToggled() self.isMouseLocked = not self.isMouseLocked if self.isMouseLocked then local cursorImageValueObj = script:FindFirstChild("CursorImage") if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then self.savedMouseCursor = Mouse.Icon --Mouse.Icon = cursorImageValueObj.Value else if cursorImageValueObj then cursorImageValueObj:Destroy() end cursorImageValueObj = Instance.new("StringValue") cursorImageValueObj.Name = "CursorImage" cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR cursorImageValueObj.Parent = script self.savedMouseCursor = Mouse.Icon --Mouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR end else if self.savedMouseCursor then --Mouse.Icon = self.savedMouseCursor self.savedMouseCursor = nil end end self.mouseLockToggledEvent:Fire() end function MouseLockController:DoMouseLockSwitch(name, state, input) if state == Enum.UserInputState.Begin then self:OnMouseLockToggled() return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function MouseLockController:BindContextActions() ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input) return self:DoMouseLockSwitch(name, state, input) end, false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys)) end function MouseLockController:UnbindContextActions() ContextActionService:UnbindAction(CONTEXT_ACTION_NAME) end function MouseLockController:IsMouseLocked() return self.enabled and self.isMouseLocked end function MouseLockController:EnableMouseLock(enable) if enable ~= self.enabled then self.enabled = enable if self.enabled then -- Enabling the mode self:BindContextActions() else -- Disabling -- Restore mouse cursor if Mouse.Icon~="" then Mouse.Icon = "" end self:UnbindContextActions() -- If the mode is disabled while being used, fire the event to toggle it off if self.isMouseLocked then self.mouseLockToggledEvent:Fire() end self.isMouseLocked = false end end end return MouseLockController
-- go
OldPos = torsoPos hum:MoveTo(targpos + Vector3.new(math.random(4,10), math.random(4,10), math.random(4,10)), targ) -- MoveToward Target
----- Script -----
Button.Activated:Connect(function() Events.BoneEvent:FireServer() Frame.Visible = false end)
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Seashell",Paint) end)
--------------------------------------------------------------------------
function Explode() --This function makes the plane explode if Crashed.Value == false then Crashed.Value = true Plane:BreakJoints() local Explosion = Instance.new("Explosion") Explosion.Parent = game.Workspace Explosion.Position = Engine.Position Explosion.BlastRadius = Plane:GetModelSize().magnitude --This makes the BlastRadius the size of the plane Explosion.BlastPressure = 200000 if Engine:findFirstChild("Thrust") then Engine.Thrust:remove() end if Engine:findFirstChild("Direction") then Engine.Direction:remove() end coroutine.resume(coroutine.create(function() wait(5) Plane:Destroy() end)) end end function GetPlaneParts(Model) --This function gets all the parts on the plane for _,v in pairs(Model:GetChildren()) do if (v:IsA("BasePart")) then table.insert(Parts,v) --This inserts all the parts into the "Parts" table end GetPlaneParts(v) end end function onAutoCrash() --This function is activated when the AutoCrash value becomes true if AutoCrash.Value == true then Plane:BreakJoints() Explode() Engine.Thrust:remove() Engine.Direction:remove() end end function DetectExplosions(Object) --This is a function that I created which detects explosions in the workspace if Object.ClassName == "Explosion" then --If the object detected was an explosion... if Object.BlastPressure > 0 then Object.Hit:connect(function(HitPart,Distance) if HitPart == Engine then if Crashed.Value == false then Explode() end end end) end end end GetPlaneParts(Plane) --This activates the "GetPlaneParts" function for _,v in pairs(Parts) do --This gets all the parts in the "Parts" table v.Touched:connect(function(Object) --This is activated if any of the bricks are touched if (not Ejected.Value) then if CanCrash.Value == true then if Crashed.Value == false then if (not Object:IsDescendantOf(Plane)) then if Object.CanCollide == true and Object.Transparency ~= 1 then --This prevents your from crashing because your flares hit you if (Object:findFirstChild("PlaneTag") and Object.PlaneTag.Value ~= Plane) or (not Object:findFirstChild("PlaneTag")) then if ((Engine.Velocity.magnitude) >= Force.Value) then --If that part is going faster than the Force speed... local Player = game.Players:GetPlayerFromCharacter(Plane.Parent) local PlaneTool = Player.Backpack:findFirstChild("Plane") if PlaneTool then PlaneTool.Deselect0.Value = true end wait(0.01) Explode() end end end end end end elseif Ejected.Value then if Crashed.Value == false then if (not Object:IsDescendantOf(Plane)) then if Object.CanCollide and Object.Transparency ~= 1 then local PlaneTag = Object:findFirstChild("PlaneTag") if (PlaneTag and PlaneTag.Value ~= Plane) or (not PlaneTag) then if Object.Parent.Name ~= "EjectorSeat" then if (not game:GetService("Players"):GetPlayerFromCharacter(Object.Parent)) then local Player = game.Players:GetPlayerFromCharacter(Plane.Parent) local PlaneTool = Player.Backpack:findFirstChild("Plane") if PlaneTool then PlaneTool.Deselect0.Value = true end wait(0.01) Explode() end end end end end end end end) end game.Workspace.DescendantAdded:connect(DetectExplosions) --The detect explosions is a childadded function AutoCrash.Changed:connect(onAutoCrash) --Pretty self explanatory. When the AutoCrash value is changed, the "onAutoCrash" function is activated
--game.ReplicatedFirst:RemoveDefaultLoadingScreen()
--// Damage Settings
BaseDamage = 79; -- Torso Damage LimbDamage = 53; -- Arms and Legs ArmorDamage = 53; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 107; -- If you set this to 100, there's a chance the player won't die because of the heal script
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent._Index local Package = require(PackageIndex["t"]["t"]) return Package
--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman) return not (sameTeam(otherHuman) and not FriendlyFire) end function getKnife() local knife = Handle:clone() knife.Transparency = 0 knife.Hit.Pitch = math.random(90, 110)/100 local lift = Instance.new("BodyForce") lift.force = Vector3.new(0, 196.2, 0) * knife:GetMass() * 0.8 lift.Parent = knife local proj = Tool.Projectile:Clone() proj.Disabled = false proj.Parent = knife return knife end function equippedLoop() while Equipped do local dt = Heartbeat:wait() if AttackPower < 1 then AttackPower = AttackPower + dt * AttackRecharge if AttackPower > 1 then AttackPower = 1 end end Handle.Transparency = 1 - AttackPower end end function onLeftDown(mousePos) local knife = getKnife() knife.CFrame = CFrame.new(Handle.Position, mousePos) knife.Velocity = knife.CFrame.lookVector * AttackSpeed * AttackPower local damage = AttackDamage * AttackPower local touched touched = knife.Touched:connect(function(part) if part:IsDescendantOf(Tool.Parent) then return end if contains(Knives, part) then return end if part.Parent and part.Parent:FindFirstChild("Humanoid") then local human = part.Parent.Humanoid if checkTeams(human) then tagHuman(human) human:TakeDamage(damage) knife.Hit:Play() end end knife.Projectile:Destroy() local w = Instance.new("Weld") w.Part0 = part w.Part1 = knife w.C0 = part.CFrame:toObjectSpace(knife.CFrame) w.Parent = w.Part0 touched:disconnect() end) table.insert(Knives, knife) knife.Parent = workspace game:GetService("Debris"):AddItem(knife, 35.5) delay(25, function() knife.Transparency = 1 end) Remote:FireClient(getPlayer(), "PlayAnimation", "Throw") Handle.Throw.Pitch = 0.8 + 0.4 * AttackPower Handle.Throw:Play() AttackPower = 0 end function onRemote(player, func, ...) if player ~= getPlayer() then return end if func == "LeftDown" then onLeftDown(...) end end function onEquip() Equipped = true equippedLoop() end function onUnequip() Equipped = false end Remote.OnServerEvent:connect(onRemote) Tool.Equipped:connect(onEquip) Tool.Unequipped:connect(onUnequip)