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--[[ Roblox Services ]]
-- local UserInputService = game:GetService("UserInputService") local ContextActionService = game:GetService("ContextActionService") local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local RunService = game:GetService("RunService") local DebrisService = game:GetService('Debris') local ReplicatedStorage = game:GetService('ReplicatedStorage') local TweenService = game:GetService("TweenService")
--[[ Function to call and retry a given function, up to maxAttempts times. This function waits pauseConstant + (pauseExponent ^ numAttempts) between retries for progressive exponential backoff. Calls are made with the functionCallHandler (default: pcall) and the results of this (in the form of success, errorMessage or ...) are returned. --]]
type Function = (...any) -> ...any export type FunctionHandler = (...any) -> (boolean, ...any) local function retryAsync( func: Function, maxAttempts: number, optionalPauseConstant: number?, optionalPauseExponent: number?, optionalFunctionCallHandler: ((Function) -> (boolean, ...any))? ): (boolean, ...any) -- Using separate variables to satisfy the type checker local pauseConstant: number = optionalPauseConstant or 0 local pauseExponent: number = optionalPauseExponent or 0 local functionCallHandler: FunctionHandler = optionalFunctionCallHandler or pcall local attempts = 0 local success: boolean, result: { any } while attempts < maxAttempts do attempts = attempts + 1 local returnValues: { any } returnValues = { functionCallHandler(func) } success = table.remove(returnValues, 1) :: boolean result = returnValues if success then break end local pauseTime = pauseConstant + (pauseExponent ^ attempts) if attempts < maxAttempts then task.wait(pauseTime) end end if success then return success, table.unpack(result) else local errorMessage = not success and result[1] :: any or nil return success, errorMessage :: any end end return retryAsync
--[[Engine]]
local fFD = _Tune.FinalDrive local fFDr = fFD*30/math.pi local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) --Electric Only Setup if not _Tune.Engine and _Tune.Electric then _Tune.Redline = _Tune.E_Redline _Tune.PeakRPM = _Tune.E_Trans2 _Tune.Turbochargers = 0 _Tune.Superchargers = 0 _Tune.Clutch = false _Tune.IdleRPM = 0 _Tune.AutoShiftType = "DCT" _Tune.ShiftUpTime = 0.1 _Tune.ShiftDnTime = 0.1 end --Aspiration Setup _TCount = _Tune.Turbochargers _TPsi = _Tune.T_Boost*_Tune.Turbochargers _SCount = _Tune.Superchargers _SPsi = _Tune.S_Boost*_Tune.Superchargers --Engine Curve local HP_M = _Tune.Horsepower local HP_T = HP_M*(((_TPsi*(_Tune.T_Efficiency/10))/7.5)/2) local HP_S = HP_M*(((_SPsi*(_Tune.S_Efficiency/10))/7.5)/2) local PK_H, PK_T = _Tune.PeakRPM, _Tune.MT_PeakRPM local MC_H, MC_T = _Tune.MH_CurveMult, _Tune.MT_CurveMult local TC_H, TC_T = _Tune.TH_CurveMult, _Tune.TT_CurveMult local SC_H, SC_T = _Tune.SH_CurveMult, _Tune.ST_CurveMult local MP_H, MP_T = _Tune.MH_PeakSharp, _Tune.MT_PeakSharp local TP_H, TP_T = _Tune.TH_PeakSharp, _Tune.TT_PeakSharp local SP_H, SP_T = _Tune.SH_PeakSharp, _Tune.ST_PeakSharp local V_MT = {HP_M,PK_H,MC_H,MP_H,PK_T,MC_T,MP_T} local V_TC = {HP_T,PK_H,TC_H,TP_H,PK_T,TC_T,TP_T} local V_SC = {HP_S,PK_H,SC_H,SP_H,PK_T,SC_T,SP_T} function getCurve(RPM,HP,Peak,CurveMult,Sharpness) RPM=RPM/1000 HP=HP/100 Peak=Peak/1000 return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end function getPeak(V) local HP,Peak_H,CurveMult_H,Sharpness_H,Peak_T,CurveMult_T,Sharpness_T=V[1]/100,V[2]/1000,V[3],V[4],V[5]/1000,V[6],V[7] local hp=((-(Peak_H-Peak_H)^2)*math.min(HP/(Peak_H^2),CurveMult_H^(Peak_H/HP))+HP)*(Peak_H-((Peak_H^Sharpness_H)/(Sharpness_H*Peak_H^(Sharpness_H-1)))) local tq=((-(Peak_T-Peak_T)^2)*math.min(HP/(Peak_T^2),CurveMult_T^(Peak_T/HP))+HP)*(Peak_T-((Peak_T^Sharpness_T)/(Sharpness_T*Peak_T^(Sharpness_T-1)))) return hp, tq end local PeakHP_N, PeakTQ_N = getPeak(V_MT) local PeakHP_T, PeakTQ_T = getPeak(V_TC) local PeakHP_S, PeakTQ_S = getPeak(V_SC) --Plot Current Horsepower function EngineCurve(x,gear,V,eq,peakhp,peaktq) local hp,peak_h,cm_h,sharp_h,peak_t,cm_t,sharp_t=V[1],V[2],V[3],V[4],V[5],V[6],V[7] local hp_r=(math.max(getCurve(x,hp,peak_h,cm_h,sharp_h)/(peakhp/hp),0)) local tq_r=(math.max(getCurve(x,hp,peak_t,cm_t,sharp_t)/(peaktq/hp),0)) return hp_r,((tq_r*(eq/x))*_Tune.Ratios[gear+1]*fFD*hpScaling) end --Electric Curve local EHP=_Tune.E_Horsepower/100 local ETQ=_Tune.E_Torque/100 local ETrans1=_Tune.E_Trans1/1000 local ETrans2=_Tune.E_Trans2/1000 local ELimit=_Tune.E_Redline/1000 function elecHP(RPM) RPM=RPM/1000 local retVal=1e-9 if RPM<=ETrans1 then retVal=((((RPM/ETrans1)^_Tune.EH_FrontMult)/(1/EHP))*(RPM/ETrans1))+((((RPM/ETrans1)^(1/_Tune.EH_FrontMult))/(1/EHP))*(1-(RPM/ETrans1))) elseif ETrans1<RPM and RPM<ETrans2 then retVal=EHP elseif ETrans2<=RPM then retVal=EHP-(((RPM-ETrans2)/(ELimit-ETrans2))^_Tune.EH_EndMult)/(1/(EHP*(_Tune.EH_EndPercent/100))) else error( "\n\t [NCT: M]: Drive initialization failed!" .."\n\t An unknown error occured when initializing electric horsepower." .."\n\t Please send a screenshot of this message to Avxnturador." .."\n\t R: "..RPM..", T1: "..ETrans1", T2: "..ETrans2", L: "..ELimit".") end return retVal end function elecTQ(RPM) RPM=RPM/1000 local retVal=1e-9 if RPM<ETrans1 then retVal=ETQ elseif ETrans1<=RPM then retVal=ETQ-(((RPM-ETrans1)/(ELimit-ETrans1))^_Tune.ET_EndMult)/(1/(ETQ*(_Tune.ET_EndPercent/100))) else error( "\n\t [NCT: M]: Drive initialization failed!" .."\n\t An unknown error occured when initializing electric torque." .."\n\t Please send a screenshot of this message to Avxnturador." .."\n\t R: "..RPM..", T1: "..ETrans1", T2: "..ETrans2", L: "..ELimit".") end return retVal end --Plot Current Electric Horsepower function ElecCurve(x,gear) local hp=(math.max(elecHP(x),0))*100 local tq=(math.max(elecTQ(x),0))*100 if gear~=0 then return hp,math.max(tq*_Tune.Ratios[gear+1]*fFD*hpScaling,0) else return 0,0 end end --Output Cache local NCache = {} local ECache = {} local TCache = {} local SCache = {} for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local ehpPlot = {} local thpPlot = {} local shpPlot = {} for rpm = 0, math.ceil((_Tune.Redline+100)/100) do local ntqPlot = {} local etqPlot = {} local ttqPlot = {} local stqPlot = {} if rpm~=0 then if _Tune.Engine then ntqPlot.Horsepower,ntqPlot.Torque = EngineCurve(rpm*100,gear-1,V_MT,_Tune.M_EqPoint,PeakHP_N,PeakTQ_N) if _TCount~=0 then ttqPlot.Horsepower,ttqPlot.Torque = EngineCurve(rpm*100,gear-1,V_TC,_Tune.M_EqPoint,PeakHP_T,PeakTQ_T) else ttqPlot.Horsepower,ttqPlot.Torque = 0,0 end if _SCount~=0 then stqPlot.Horsepower,stqPlot.Torque = EngineCurve(rpm*100,gear-1,V_SC,_Tune.M_EqPoint,PeakHP_S,PeakTQ_S) else stqPlot.Horsepower,stqPlot.Torque = 0,0 end else ntqPlot.Horsepower,ntqPlot.Torque = 0,0 ttqPlot.Horsepower,ttqPlot.Torque = 0,0 stqPlot.Horsepower,stqPlot.Torque = 0,0 end if _Tune.Electric then etqPlot.Horsepower,etqPlot.Torque = ElecCurve(rpm*100,gear-1) else etqPlot.Horsepower,etqPlot.Torque = 0,0 end else ntqPlot.Horsepower,ntqPlot.Torque = 0,0 etqPlot.Horsepower,etqPlot.Torque = 0,0 ttqPlot.Horsepower,ttqPlot.Torque = 0,0 stqPlot.Horsepower,stqPlot.Torque = 0,0 end if _Tune.Engine then nhp,ntq = EngineCurve((rpm+1)*100,gear-1,V_MT,_Tune.M_EqPoint,PeakHP_N,PeakTQ_N) if _TCount~=0 then thp,ttq = EngineCurve((rpm+1)*100,gear-1,V_TC,_Tune.M_EqPoint,PeakHP_T,PeakTQ_T) else thp,ttq = 0,0 end if _SCount~=0 then shp,stq = EngineCurve((rpm+1)*100,gear-1,V_SC,_Tune.M_EqPoint,PeakHP_S,PeakTQ_S) else shp,stq = 0,0 end else nhp,ntq = 0,0 thp,ttq = 0,0 shp,stq = 0,0 end if _Tune.Electric then ehp,etq = ElecCurve((rpm+1)*100,gear-1) else ehp,etq = 0,0 end ntqPlot.HpSlope,ntqPlot.TqSlope = (nhp-ntqPlot.Horsepower),(ntq-ntqPlot.Torque) etqPlot.HpSlope,etqPlot.TqSlope = (ehp-etqPlot.Horsepower),(etq-etqPlot.Torque) ttqPlot.HpSlope,ttqPlot.TqSlope = (thp-ttqPlot.Horsepower),(ttq-ttqPlot.Torque) stqPlot.HpSlope,stqPlot.TqSlope = (shp-stqPlot.Horsepower),(stq-stqPlot.Torque) nhpPlot[rpm] = ntqPlot ehpPlot[rpm] = etqPlot thpPlot[rpm] = ttqPlot shpPlot[rpm] = stqPlot end table.insert(NCache,nhpPlot) table.insert(ECache,ehpPlot) table.insert(TCache,thpPlot) table.insert(SCache,shpPlot) end --Powertrain wait() function Auto() local maxSpin=0 if Rear.Wheel.RotVelocity.Magnitude>maxSpin then maxSpin = Rear.Wheel.RotVelocity.Magnitude end if _IsOn then if _CGear == 0 and not _Tune.NeutralRev then _CGear = 1 _ClPressing = false end if _CGear >= 1 then if (_CGear==1 and _InBrake > 0 and bike.DriveSeat.Velocity.Magnitude < 10) and _Tune.NeutralRev then _CGear = 0 _ClPressing = false elseif bike.DriveSeat.Velocity.Magnitude > 10 then if _Tune.AutoShiftMode == "RPM" and not _ClutchSlip then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if not _ShiftUp and not _Shifting then _ShiftUp = true end elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) and _CGear>1 then if not _ShiftDn and not _Shifting then _ShiftDn = true end end else if bike.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+1]/fFD) then if not _ShiftUp and not _Shifting then _ShiftUp = true end elseif bike.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) and _CGear>1 then if not _ShiftDn and not _Shifting then _ShiftDn = true end end end end else if (_InThrot-(_Tune.IdleThrottle/100) > 0 and bike.DriveSeat.Velocity.Magnitude < 10) and _Tune.NeutralRev then _CGear = 1 _ClPressing = false end end end end function Gear() local maxSpin=0 if Rear.Wheel.RotVelocity.Magnitude>maxSpin then maxSpin = Rear.Wheel.RotVelocity.Magnitude end if _ShiftUp and not _Shifting then local AutoCheck if _TMode~="Manual" then AutoCheck = true end if (_TMode == "Manual" and ((not _Tune.QuickShifter and not _ClPressing) or (not _ClPressing and (_Tune.QuickShifter and tick()-_BTick>_Tune.QuickShiftTime)))) or _CGear == #_Tune.Ratios-1 or (_TMode ~= "Manual" and not _IsOn) then _ShiftUp = false return end local NextGear = math.min(_CGear+1,#_Tune.Ratios) if _TMode~="Manual" then _Shifting = true if _CGear>0 then if _Tune.AutoShiftType=="DCT" then wait(_Tune.ShiftUpTime) elseif _Tune.AutoShiftType=="Rev" then repeat wait() until _RPM<=math.max(math.min(maxSpin*_Tune.Ratios[NextGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftDn end end end _ShiftUp = false _Shifting = false if _TMode ~= "Manual" and not _IsOn then return end _CGear = math.min(_CGear+1,#_Tune.Ratios-1) if _TMode ~= "Manual" or (_TMode == "Manual" and (_CGear == 1 or AutoCheck)) and _IsOn then _ClPressing = false end end if _ShiftDn and not _Shifting then local AutoCheck if _TMode~="Manual" then AutoCheck = true end if (_TMode == "Manual" and ((not _Tune.QuickShifter and not _ClPressing) or (not _ClPressing and (_Tune.QuickShifter and tick()-_TTick>_Tune.QuickShiftTime)))) or _CGear == 0 or (_TMode ~= "Manual" and not _IsOn) then _ShiftDn = false return end local PrevGear = math.min(_CGear,#_Tune.Ratios) if _TMode~="Manual" then _Shifting = true if _CGear>1 then if _Tune.AutoShiftType=="DCT" then wait(_Tune.ShiftDnTime) elseif _Tune.AutoShiftType=="Rev" then repeat wait() until _RPM>=math.max(math.min(maxSpin*_Tune.Ratios[PrevGear]*fFDr,_Tune.Redline-_Tune.RevBounce),_Tune.IdleRPM) or not _IsOn or _ShiftUp end end end _ShiftDn = false _Shifting = false if _TMode ~= "Manual" and not _IsOn then return end _CGear = math.max(_CGear-1,0) if _TMode ~= "Manual" or (_TMode == "Manual" and (_CGear == 0 or AutoCheck)) and _IsOn then _ClPressing = false end end end local tqTCS = 1 local sthrot = 0 local _StallOK = false local ticc = tick() local bticc = tick() --Apply Power function Engine(dt) local deltaTime = (60/(1/dt)) --Determine Clutch Slip if _TMode~="Manual" and _Tune.SlipClutch then if _Tune.ABS and _ABS then if _SlipCount >= _Tune.SlipABSThres then _ClutchSlip = true else _ClutchSlip = false end else if tick()-bticc >= _Tune.SlipTimeThres then _ClutchSlip = true else _ClutchSlip = false end end else _ClutchSlip = false end --Neutral Gear if ((_CGear == 0 or _Shifting) and _IsOn) then _ClPressing = true _Clutch = 1 _StallOK = false end local revMin = _Tune.IdleRPM local goalMin = _Tune.IdleRPM if _Tune.Stall and _Tune.Clutch then revMin = 0 end if _Shifting and _ShiftUp then _GThrot = 0 elseif _Shifting and _ShiftDn then _GThrot = (_Tune.ShiftThrot/100) else _GThrot = _InThrot end _GBrake = _InBrake if not _IsOn then ticc = tick() revMin = 0 goalMin = 0 _GThrot = _Tune.IdleThrottle/100 if _TMode~="Manual" then _CGear = 0 _ClPressing = true _Clutch = 1 end end --Determine RPM local maxSpin=0 if Rear.Wheel.RotVelocity.Magnitude>maxSpin then maxSpin = Rear.Wheel.RotVelocity.Magnitude end local _GoalRPM=0 if _Tune.Engine or _Tune.Electric then _GoalRPM = math.max(math.min((_RPM-_Tune.RevDecay*deltaTime)+((_Tune.RevDecay+_Tune.RevAccel)*_GThrot*deltaTime),_Tune.Redline+100),goalMin) end if _GoalRPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _GoalRPM = _GoalRPM-_Tune.RevBounce else _GoalRPM = _GoalRPM-_Tune.RevBounce*.5 end end local _WheelRPM = maxSpin*_Tune.Ratios[_CGear+1]*fFDr --Clutch Calculation if _Tune.Clutch then if script.Parent.Values.AutoClutch.Value and _IsOn then if _Tune.ClutchType == "Clutch" then if _ClPressing or _ClutchSlip then _ClutchKick = 1 end _ClutchKick = _ClutchKick*(_Tune.ClutchEngage/100) local ClRPMInfluence = math.max((_RPM-_Tune.IdleRPM)*_Tune.ClutchRPMMult/(_Tune.Redline-_Tune.IdleRPM),0) if _Tune.ClutchMode == "New" then ClRPMInfluence = 0 end _ClutchModulate = math.min(((((script.Parent.Values.Velocity.Value.Magnitude/_Tune.SpeedEngage)/math.abs(_CGear)) + ClRPMInfluence) - _ClutchKick), 1) elseif _Tune.ClutchType == "CVT" or (_Tune.ClutchType == "TorqueConverter" and _Tune.TQLock) then if (_GThrot-(_Tune.IdleThrottle/100)==0 and script.Parent.Values.Velocity.Value.Magnitude<_Tune.SpeedEngage) or (_GThrot-(_Tune.IdleThrottle/100)~=0 and (_RPM < _Tune.RPMEngage and _WheelRPM < _Tune.RPMEngage)) then _ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100), 1) else _ClutchModulate = math.min(_ClutchModulate*(_Tune.ClutchEngage/100)+(1-(_Tune.ClutchEngage/100)), 1) end elseif _Tune.ClutchType == "TorqueConverter" and not _Tune.TQLock then _ClutchModulate = math.min((_RPM/_Tune.Redline)*0.7, 1) end if not _ClPressing and not _ClutchSlip then _Clutch = math.min(1-_ClutchModulate,1) else _Clutch = 1 end _StallOK = (_Clutch<=0.01) or _StallOK else _StallOK = _Tune.Stall _Clutch = script.Parent.Values.Clutch.Value end else _StallOK = false if (not _ClPressing and not _ClutchSlip) and not _Shifting then _Clutch = 0 else _Clutch = 1 end end local aRPM = math.max(math.min((_GoalRPM*_Clutch) + (_WheelRPM*(1-_Clutch)),_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/(_Tune.Flywheel*deltaTime),.9) if _ClPressing or _ClutchSlip then clutchP = 0 end _RPM = _RPM*clutchP + aRPM*(1-clutchP) if _RPM<=(_Tune.IdleRPM/4) and _StallOK and (tick()-ticc>=0.2) then script.Parent.IsOn.Value = not _Tune.Stall end --Rev Limiter _spLimit = -((_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+1])) if _Tune.Limiter then _spLimit = math.min(_spLimit,-_Tune.SpeedLimit) end if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end --Aspiration local TPsi = _TPsi/_TCount local _BThrot = _GThrot if _Tune.Engine then if _TCount~=0 then _TBoost = _TBoost + ((((((_HP*(_BThrot*1.2)/_Tune.Horsepower)/8)-(((_TBoost/TPsi*(TPsi/15)))))*((8/(_Tune.T_Size/(deltaTime)))*2))/TPsi)*15) if _TBoost < 0.05 then _TBoost = 0.05 elseif _TBoost > 2 then _TBoost = 2 end else _TBoost = 0 end if _SCount~=0 then if _BThrot>sthrot then sthrot=math.min(_BThrot,sthrot+_Tune.S_Sensitivity*deltaTime) elseif _BThrot<sthrot then sthrot=math.max(_BThrot,sthrot-_Tune.S_Sensitivity*deltaTime) end _SBoost = (_RPM/_Tune.Redline)*(.5+(1.5*sthrot)) else _SBoost = 0 end else _TBoost = 0 _SBoost = 0 end --Torque calculations if _Tune.Engine then local cTq = NCache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _NH = cTq.Horsepower+(cTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) _NT = cTq.Torque+(cTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) if _TCount~=0 then local tTq = TCache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _TH = (tTq.Horsepower+(tTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_TBoost/2) _TT = (tTq.Torque+(tTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_TBoost/2) else _TH,_TT = 0,0 end if _SCount~=0 then local sTq = SCache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(0,_RPM))/100)] _SH = (sTq.Horsepower+(sTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_SBoost/2) _ST = (sTq.Torque+(sTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)))*(_SBoost/2) else _SH,_ST = 0,0 end _BH = _TH+_SH _BT = _TT+_ST else _NH,_NT = 0,0 _TH,_TT = 0,0 _SH,_ST = 0,0 _BH,_BT = 0,0 end if _Tune.Electric and _CGear~=0 then local eTq = ECache[_CGear+1][math.floor(math.min(_Tune.Redline,math.max(100,_RPM))/100)] _EH = eTq.Horsepower+(eTq.HpSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) _ET = eTq.Torque+(eTq.TqSlope*(((_RPM-math.floor(_RPM/100))/100)%1)) else _EH,_ET = 0,0 end _HP = _NH + _BH + _EH _OutTorque = _NT + _BT + _ET --Update Wheels --Front _fABSActive = false --Output if _PBrake and bike.DriveSeat.Velocity.Magnitude<20 then --PBrake Front.Axle.HingeConstraint.MotorMaxTorque=PBrakeForce*(60/workspace:GetRealPhysicsFPS()) else if _CGear == 0 and bike.DriveSeat.Velocity.Magnitude <= 10 and _Tune.NeutralRev then Front.Axle.HingeConstraint.MotorMaxTorque=FBrakeForce*_GThrot*(60/workspace:GetRealPhysicsFPS()) else --Apply ABS local ftqABS = 1 if _ABS and math.abs(Front.Wheel.RotVelocity.Magnitude*(Front.Wheel.Size.Y/2) - Front.Wheel.Velocity.Magnitude)-_Tune.ABSThreshold>0 then ftqABS = 0 end if ftqABS < 1 then _fABSActive = true end local brake = FBrakeForce if _Tune.LinkedBrakes then local bias = _Tune.BrakesRatio/100 brake = brake*bias end Front.Axle.HingeConstraint.MotorMaxTorque=brake*_GBrake*ftqABS*(60/workspace:GetRealPhysicsFPS()) end end --Rear _TCSActive = false _rABSActive = false --Output if _PBrake and bike.DriveSeat.Velocity.Magnitude>=20 then --PBrake _SlipCount = _Tune.SlipABSThres bticc = tick()-_Tune.SlipTimeThres Rear.Axle.HingeConstraint.MotorMaxTorque=PBrakeForce*(60/workspace:GetRealPhysicsFPS()) Rear.Axle.HingeConstraint.MotorMaxAcceleration=9e9 Rear.Axle.HingeConstraint.AngularVelocity=0 else --Apply Power if _CGear == 0 and bike.DriveSeat.Velocity.Magnitude <= 10 and _Tune.NeutralRev then bticc = tick() _SlipCount = 0 Rear.Axle.HingeConstraint.MotorMaxTorque=math.min((500*_GBrake)+(RBrakeForce*_GThrot),500)*(60/workspace:GetRealPhysicsFPS()) Rear.Axle.HingeConstraint.AngularVelocity=7*_GBrake*(1-_GThrot) elseif _GBrake==0 then bticc = tick() _SlipCount = 0 local on=1 if not script.Parent.IsOn.Value then on=0 end local throt = _GThrot local clutch=1 if _ClPressing then clutch=0 end --Apply TCS local tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(Rear.Wheel.RotVelocity.Magnitude*(wDia/2) - Rear.Wheel.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end _TCSAmt = tqTCS if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces Rear.Axle.HingeConstraint.MotorMaxTorque=_OutTorque*throt*tqTCS*on*clutch*(60/workspace:GetRealPhysicsFPS())*(1+(Rear.Wheel.RotVelocity.Magnitude/(120-workspace:GetRealPhysicsFPS()))^(((1-_Tune.Drag)*1.15)+(((1-_Tune.Drag)*.07)*(1-(60/workspace:GetRealPhysicsFPS()))))) Rear.Axle.HingeConstraint.MotorMaxAcceleration=_RPM*(math.pi/30) Rear.Axle.HingeConstraint.AngularVelocity=_spLimit --Brakes else --Apply ABS local rtqABS = 1 if math.abs(Rear.Wheel.RotVelocity.Magnitude*(wDia/2) - Rear.Wheel.Velocity.Magnitude)-_Tune.ABSThreshold>0 then if _ABS then rtqABS = 0 _SlipCount = _SlipCount + 1 end else bticc = tick() end if rtqABS < 1 then _rABSActive = true end local brake = RBrakeForce if _Tune.LinkedBrakes then local bias = _Tune.BrakesRatio/100 brake = brake*(1-bias) end Rear.Axle.HingeConstraint.MotorMaxTorque=brake*_GBrake*rtqABS*(60/workspace:GetRealPhysicsFPS()) Rear.Axle.HingeConstraint.MotorMaxAcceleration=9e9 Rear.Axle.HingeConstraint.AngularVelocity=0 end end end
---------------------------------------------------------------------------------------------------- --------------------=[ OUTROS ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,FastReload = false --- Automatically operates the bolt on reload if needed ,SlideLock = false ,MoveBolt = false ,BoltLock = false ,CanBreachDoor = false ,CanBreak = false --- Weapon can jam? ,JamChance = 0 --- This old piece of brick doesn't work fine >;c ,IncludeChamberedBullet = false --- Include the chambered bullet on next reload ,Chambered = false --- Start with the gun chambered? ,LauncherReady = false --- Start with the GL ready? ,CanCheckMag = false --- You can check the magazine ,ArcadeMode = false --- You can see the bullets left in magazine ,RainbowMode = false --- Operation: Party Time xD ,ModoTreino = false --- Surrender enemies instead of killing them ,GunSize = 1.25 ,GunFOVReduction = 5 ,BoltExtend = Vector3.new(0, 0, 0) ,SlideExtend = Vector3.new(0, 0, 0)
-- FRAMEWORK
export type FrameworkType = { Logger: { print: (...any) -> (), debug: (...any) -> (), warn: (...any) -> (), error: (...any) -> () }, Functions: {}, Modules: (...any) -> (...any) & {}, Services: (...any) -> (...any) & { Workspace: Workspace, Players: Players, Lighting: Lighting, ReplicatedFirst: ReplicatedFirst, ReplicatedStorage: ReplicatedStorage, TweenService: TweenService, ContentProvider: ContentProvider, RunService: RunService, SoundService: SoundService, TextService: TextService, UserInputService: UserInputService, Debris: Debris, Teams: Teams, Chat: Chat, [string]: any }, Network: NetworkType, UserInput: UserInputType, Playerstates: PlayerstatesType, Interface: InterfaceType --Connection: Connection, --Replication: Replication, --Interaction: Interaction }
--[=[ Like [GetRemoteFunction] but in promise form. @function PromiseGetRemoteFunction @within PromiseGetRemoteFunction @param name string @return Promise<RemoteFunction> ]=]
if not RunService:IsRunning() then -- Handle testing return function(name) return Promise.resolved(GetRemoteFunction(name)) end elseif RunService:IsServer() then return function(name) return Promise.resolved(GetRemoteFunction(name)) end else -- RunService:IsClient() return function(name) assert(type(name) == "string", "Bad name") local storage = ReplicatedStorage:FindFirstChild(ResourceConstants.REMOTE_FUNCTION_STORAGE_NAME) if storage then local obj = storage:FindFirstChild(name) if obj then return Promise.resolved(obj) end end return Promise.spawn(function(resolve, _) resolve(GetRemoteFunction(name)) end) end end
--Made by Luckymaxer
Character = script.Parent BaseColor = BrickColor.new("Bright yellow") Color = BaseColor.Color Duration = 150 Classes = { BasePart = { BrickColor = BaseColor, Material = Enum.Material.Plastic, Reflectance = 0.5, Anchored = true, }, FileMesh = { TextureId = "", }, DataModelMesh = { VertexColor = Vector3.new(Color.r, Color.g, Color.b), }, CharacterMesh = { BaseTextureId = 0, OverlayTextureId = 0, }, Shirt = { ShirtTemplate = "", }, Pants = { PantsTemplate = "", }, Decal = { Texture = "", } } Objects = {} function Redesign(Parent) for i, v in pairs(Parent:GetChildren()) do local Object = { Object = nil, Properties = {}, } for ii, vv in pairs(Classes) do if v:IsA(ii) then Object.Object = v for iii, vvv in pairs(vv) do local PropertyValue = nil pcall(function() PropertyValue = v[iii] v[iii] = vvv end) if PropertyValue then Object.Properties[iii] = PropertyValue end end end end table.insert(Objects, Object) Redesign(v) end end Redesign(script.Parent) --Goldify the player wait(Duration) for i, v in pairs(Objects) do --Unfreeze the player for ii, vv in pairs(v.Properties) do v.Object[ii] = vv end end script:Destroy()
-----
for _,v in pairs(script.Parent.n1:GetChildren())do v.Visible=tonumber(v.Name)==sc1 end for _,v in pairs(script.Parent.n2:GetChildren())do v.Visible=tonumber(v.Name)==sc2 end end end
--Preforms a "soft shutdown". It will teleport players to a reserved server --and teleport them back, with a new server. ORiginal version by Merely. --Be aware this will hard shutdown reserved servers.
local PlaceId = game.PlaceId local Players = game:GetService("Players") local TeleportService = game:GetService("TeleportService") local TeleportScreenCreator = script:WaitForChild("TeleportScreenCreator") local CreateTeleportScreen = require(TeleportScreenCreator) local SoftShutdownLocalScript = script:WaitForChild("SoftShutdownLocalScript") TeleportScreenCreator.Parent = SoftShutdownLocalScript SoftShutdownLocalScript.Parent = game:GetService("ReplicatedFirst") local StartShutdown = Instance.new("RemoteEvent") StartShutdown.Name = "StartShutdown" StartShutdown.Parent = game.ReplicatedStorage if not (game.VIPServerId ~= "" and game.VIPServerOwnerId == 0) then --If it is not a reserved server, bind the teleporting on close. game:BindToClose(function() --Return if there is no players. if #game.Players:GetPlayers() == 0 then return end --Return if the server instance is offline. if game.JobId == "" then return end --Send the shutdown message. StartShutdown:FireAllClients(true) task.wait(2) local ReservedServerCode = TeleportService:ReserveServer(PlaceId) --Create the teleport GUI. local ScreenGui = CreateTeleportScreen() local function TeleportPlayer(Player) TeleportService:TeleportToPrivateServer(PlaceId,ReservedServerCode,{Player},nil,{IsTemporaryServer=true,PlaceId = PlaceId},ScreenGui) end --Teleport players and try to keep the server alive until all players leave. for _,Player in pairs(Players:GetPlayers()) do TeleportPlayer(Player) end game.Players.PlayerAdded:connect(TeleportPlayer) while #Players:GetPlayers() > 0 do wait() end end) end
--[[ FastCast Ver. 13.0.0 Written by Eti the Spirit (18406183) The latest patch notes can be located here (and do note, the version at the top of this script might be outdated. I have a thing for forgetting to change it): > https://etithespirit.github.io/FastCastAPIDocs/changelog *** If anything is broken, please don't hesitate to message me! *** YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs YOU CAN FIND IMPORTANT USAGE INFORMATION HERE: https://etithespirit.github.io/FastCastAPIDocs YOU SHOULD ONLY CREATE ONE CASTER PER GUN. YOU SHOULD >>>NEVER<<< CREATE A NEW CASTER EVERY TIME THE GUN NEEDS TO BE FIRED. A caster (created with FastCast.new()) represents a "gun". When you consider a gun, you think of stats like accuracy, bullet speed, etc. This is the info a caster stores. -- This is a library used to create hitscan-based guns that simulate projectile physics. This means: - You don't have to worry about bullet lag / jittering - You don't have to worry about keeping bullets at a low speed due to physics being finnicky between clients - You don't have to worry about misfires in bullet's Touched event (e.g. where it may going so fast that it doesn't register) Hitscan-based guns are commonly seen in the form of laser beams, among other things. Hitscan simply raycasts out to a target and says whether it hit or not. Unfortunately, while reliable in terms of saying if something got hit or not, this method alone cannot be used if you wish to implement bullet travel time into a weapon. As a result of that, I made this library - an excellent remedy to this dilemma. FastCast is intended to be require()'d once in a script, as you can create as many casters as you need with FastCast.new() This is generally handy since you can store settings and information in these casters, and even send them out to other scripts via events for use. Remember -- A "Caster" represents an entire gun (or whatever is launching your projectiles), *NOT* the individual bullets. Make the caster once, then use the caster to fire your bullets. Do not make a caster for each bullet. --]]
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{58},t}, [49]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49},t}, [16]={n,f}, [19]={{58,20,19},t}, [59]={{58,56,30,41,59},t}, [63]={{58,20,63},t}, [34]={{58,56,30,41,39,35,34},t}, [21]={{58,20,21},t}, [48]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48},t}, [27]={{58,56,30,41,39,35,34,32,31,29,28,27},t}, [14]={n,f}, [31]={{58,56,30,41,39,35,34,32,31},t}, [56]={{58,56},t}, [29]={{58,56,30,41,39,35,34,32,31,29},t}, [13]={n,f}, [47]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47},t}, [12]={n,f}, [45]={{58,56,30,41,39,35,34,32,31,29,28,44,45},t}, [57]={{58,57},t}, [36]={{58,56,30,41,39,35,37,36},t}, [25]={{58,56,30,41,39,35,34,32,31,29,28,27,26,25},t}, [71]={{58,56,30,41,59,61,71},t}, [20]={{58,20},t}, [60]={{58,56,30,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{58,56,30,41,59,61,71,72,76,73,75},t}, [22]={{58,20,21,22},t}, [74]={{58,56,30,41,59,61,71,72,76,73,74},t}, [62]={{58,20,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{58,56,30,41,39,35,37},t}, [2]={n,f}, [35]={{58,56,30,41,39,35},t}, [53]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t}, [73]={{58,56,30,41,59,61,71,72,76,73},t}, [72]={{58,56,30,41,59,61,71,72},t}, [33]={{58,56,30,41,39,35,37,36,33},t}, [69]={{58,56,30,41,60,69},t}, [65]={{58,20,19,66,64,65},t}, [26]={{58,56,30,41,39,35,34,32,31,29,28,27,26},t}, [68]={{58,20,19,66,64,67,68},t}, [76]={{58,56,30,41,59,61,71,72,76},t}, [50]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t}, [66]={{58,20,19,66},t}, [10]={n,f}, [24]={{58,56,30,41,39,35,34,32,31,29,28,27,26,25,24},t}, [23]={{58,23},t}, [44]={{58,56,30,41,39,35,34,32,31,29,28,44},t}, [39]={{58,56,30,41,39},t}, [32]={{58,56,30,41,39,35,34,32},t}, [3]={n,f}, [30]={{58,56,30},t}, [51]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t}, [18]={n,f}, [67]={{58,20,19,66,64,67},t}, [61]={{58,56,30,41,59,61},t}, [55]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t}, [46]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t}, [42]={{58,56,30,41,39,40,38,42},t}, [40]={{58,56,30,41,39,40},t}, [52]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t}, [54]={{58,56,30,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{58,56,30,41},t}, [17]={n,f}, [38]={{58,56,30,41,39,40,38},t}, [28]={{58,56,30,41,39,35,34,32,31,29,28},t}, [5]={n,f}, [64]={{58,20,19,66,64},t}, } return r
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); end)(); return function(p1, p2) local v1 = nil; local v2 = nil; local v3 = nil; local v4 = nil; v1 = math.round(p1 / 60 / 60 / 24 - 0.5); v2 = math.round(p1 / 60 / 60 % 24 - 0.5); v3 = math.round(p1 / 60 % 60 - 0.5); v4 = math.round(p1 % 60); if p2 then if v1 >= 1 then return v1 .. "d"; elseif v2 >= 1 then return v2 .. "hr"; elseif v3 >= 1 then return v3 .. "m"; else return v4 .. "s"; end; end; local v5 if v1 >= 1 then if v1 > 1 then v5 = " Days"; else v5 = " Day"; end; return v1 .. v5; end; local v6 if v2 >= 1 then if v2 > 1 then v6 = " Hours"; else v6 = " Hour"; end; return v2 .. v6; end; local v7 if v3 >= 1 then if v3 > 1 then v7 = " Minutes"; else v7 = " Minute"; end; return v3 .. v7; end; local v8 if v4 > 1 then v8 = " Seconds"; else v8 = " Second"; end; return v4 .. v8; end;
----------- UTILITIES --------------
local Util = {} do function Util.Create(instanceType) return function(data) local obj = Instance.new(instanceType) local parent = nil for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj elseif k == 'Parent' then parent = v else obj[k] = v end end if parent then obj.Parent = parent end return obj end end end local onResizedCallbacks = {} setmetatable(onResizedCallbacks, { __mode = 'k' })
-- Compiled with roblox-ts v2.1.0
local default = { ["0"] = 0, px = 1, ["1"] = 1, ["2"] = 2, ["4"] = 4, ["8"] = 8, } return { default = default, }
--!strict
local Types = require(script.Parent.Types) type ServerBridge = { Fire: (self: ServerBridge, target: Player | Types.PlayerContainer, content: Types.Content) -> (), Connect: (self: ServerBridge, callback: (player: Player, content: Types.Content?) -> ()) -> Connection, Once: (self: ServerBridge, callback: (player: Player, content: Types.Content?) -> ()) -> (), Wait: (self: ServerBridge, callback: (player: Player, content: Types.Content?) -> ()) -> (Player, Types.Content?), OnServerInvoke: ((player: Player, content: Types.Content) -> ...any)?, RateLimitActive: boolean, Logging: boolean, } type ClientBridge = { Fire: (self: ClientBridge, content: any?) -> (), Connect: (self: ClientBridge, callback: (content: Types.Content?) -> ()) -> Connection, Once: (self: ClientBridge, callback: (content: Types.Content?) -> ()) -> (), Wait: (self: ClientBridge, callback: (content: Types.Content?) -> ()) -> Types.Content, InvokeServerAsync: (self: ClientBridge, content: any?) -> ...Types.Content?, Logging: boolean, } type Connection = { Disconnect: () -> (), } export type Bridge = ServerBridge & ClientBridge export type BridgeNet2 = { ReferenceBridge: (name: string) -> Bridge, ClientBridge: (name: string) -> ClientBridge, ServerBridge: (name: string) -> ServerBridge, ReferenceIdentifier: (name: string, maxWaitTime: number) -> Types.Identifier, Serialize: (identifierName: string) -> Types.Identifier, Deserialize: (compressedIdentifier: string) -> Types.Identifier, ToHex: (regularString: string) -> string, ToReadableHex: (regularString: string) -> string, FromHex: (hexadecimal: string) -> string, Players: (players: Types.Array<Player>) -> Types.SetPlayerContainer, AllPlayers: () -> Types.AllPlayerContainer, PlayersExcept: (excludedPlayers: Types.Array<Player>) -> Types.ExceptPlayerContainer, CreateUUID: () -> string, HandleInvalidPlayer: (handler: (player: Player) -> ()) -> (), } return nil
-- TUNING VALUES ---------------------------------------- -- Factor of torque applied to get the wheels spinning -- Larger number generally means faster acceleration
local TORQUE = 9000
--[[Weight and CG]]
Tune.Weight = 1760 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] .2 , --[[Height]] .2 , --[[Length]] .2 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = 0.3 -- Front Wheel Density Tune.RWheelDensity = 0.3 -- Rear Wheel Density Tune.FWLgcyDensity = 1.5 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1.5 -- 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
--Assigns BindAction to the Sprint function
ContextActionService:BindAction("Sprint",Sprint,true,Enum.KeyCode.LeftShift,Enum.KeyCode.RightShift)
-- 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 if FFlagUserAdjustHumanoidRootPartToHipPosition then if not Humanoid.AutomaticScalingEnabled then return 1 end end local scale = Humanoid.HipHeight / HumanoidHipHeight if userAnimationSpeedDampening then if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end end return scale end return 1 end local smallButNotZero = 0.0001 function setRunSpeed(speed) local speedScaled = speed * 4.5 -- Default is 1.25 local heightScale = getHeightScale() local runSpeed = speedScaled / heightScale if runSpeed ~= currentAnimSpeed then if runSpeed < 0.33 then currentAnimTrack:AdjustWeight(1.0) runAnimTrack:AdjustWeight(smallButNotZero) elseif runSpeed < 0.66 then local weight = ((runSpeed - 0.33) / 0.33) currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero) runAnimTrack:AdjustWeight(weight + smallButNotZero) else currentAnimTrack:AdjustWeight(smallButNotZero) runAnimTrack:AdjustWeight(1.0) end currentAnimSpeed = runSpeed runAnimTrack:AdjustSpeed(runSpeed) currentAnimTrack:AdjustSpeed(runSpeed) end end function setAnimationSpeed(speed) if currentAnim == "walk" then setRunSpeed(speed) else if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if frameName == "End" then if currentAnim == "walk" then if userNoUpdateOnLoop == true then if runAnimTrack.Looped ~= true then runAnimTrack.TimePosition = 0.0 end if currentAnimTrack.Looped ~= true then currentAnimTrack.TimePosition = 0.0 end else runAnimTrack.TimePosition = 0.0 currentAnimTrack.TimePosition = 0.0 end 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() if userNoUpdateOnLoop == true then runAnimTrack = nil end 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
--[[ Mobile.TouchStarted(position) Mobile.TouchEnded(position) Mobile.TouchMoved(position, delta) Mobile.TouchTapInWorld(position) Mobile.TouchPinch(scale, state) --]]
local Mobile = {} local RAY = Ray.new local workspace = workspace local userInput = game:GetService("UserInputService") local cam = workspace.CurrentCamera function Mobile:GetRay(position) local viewportMouseRay = cam:ViewportPointToRay(position.X, position.Y) return RAY(viewportMouseRay.Origin, viewportMouseRay.Direction * 999) end function Mobile:Cast(position, ignoreDescendantsInstance, terrainCellsAreCubes, ignoreWater) return workspace:FindPartOnRay(self:GetRay(position), ignoreDescendantsInstance, terrainCellsAreCubes, ignoreWater) end function Mobile:CastWithIgnoreList(position, ignoreDescendantsTable, terrainCellsAreCubes, ignoreWater) return workspace:FindPartOnRayWithIgnoreList(self:GetRay(position), ignoreDescendantsTable, terrainCellsAreCubes, ignoreWater) end function Mobile:CastWithWhitelist(position, whitelistDescendantsTable, ignoreWater) return workspace:FindPartOnRayWithWhitelist(self:GetRay(position), whitelistDescendantsTable, ignoreWater) end function Mobile:Start() end function Mobile:Init() self.TouchStarted = self.Shared.Event.new() self.TouchEnded = self.Shared.Event.new() self.TouchMoved = self.Shared.Event.new() self.TouchTapInWorld = self.Shared.Event.new() self.TouchPinch = self.Shared.Event.new() userInput.TouchStarted:Connect(function(input, processed) if (processed) then return end self.TouchStarted:Fire(input.Position) end) userInput.TouchEnded:Connect(function(input, processed) self.TouchEnded:Fire(input.Position) end) userInput.TouchMoved:Connect(function(input, processed) if (processed) then return end self.TouchMoved:Fire(input.Position, input.Delta) end) userInput.TouchTapInWorld:Connect(function(position, processed) if (processed) then return end self.TouchTapInWorld:Fire(position) end) userInput.TouchPinch:Connect(function(touchPositions, scale, velocity, state, processed) if (processed) then return end self.TouchPinch:Fire(scale, state) end) end return Mobile
--add the power laser flickering here --skipped
wait(0.7) Utils:CreateTween(game.Lighting.ColorCorrection,{0.25},{Contrast=1,Brightness=2},true) wait(12) game.Lighting.ColorCorrection.Contrast=-1 Utils:CreateTween(game.Lighting.ColorCorrection,{10},{TintColor=Color3.new(0,0,0)},true) wait(12)
--[=[ Converts the string to UpperCamelCase @param str string @return string ]=]
function String.toCamelCase(str: string): string str = str:lower() str = str:gsub("[ _](%a)", string.upper) str = str:gsub("^%a", string.upper) str = str:gsub("%p", "") return str end
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
--- VARIABLES/CONSTANTS ---
THROW_MULTIPLIER = 0.25 local Tool = {} Tool.MouseButton1 = function(Character, ExtraData) -- Throw local MousePosition = ExtraData[1] local Net = Character:FindFirstChildOfClass("Tool") if not Net:FindFirstChild("Display") then return end Character.Humanoid:LoadAnimation(script.Toss):Play() task.wait(0.3) local Model = Instance.new("Model", workspace.Debris) Model.Name = Character.Name.."_"..script.Name local CloneNet = Net:Clone() CloneNet.Display.Parent = Model CloneNet.Handle.Parent = Model CloneNet:Destroy() local Display = Net.Display Display.Parent = ServerStorage.PlayerStorage -- Throw Model.Handle local throwForce = 100*THROW_MULTIPLIER -- Adjust this value to change the throwing force local Handle = Model.Handle -- Assuming the net's handle is named "Handle" local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.Velocity = (MousePosition - Handle.Position).unit * throwForce + Vector3.new(0,50,0) BodyVelocity.P = math.huge -- Sets linear damping to zero so the net doesn't slow down over time BodyVelocity.Parent = Handle local Connection -- Connect touch function, trip enemy Connection = Handle.Touched:Connect(function(hit) if hit:IsDescendantOf(workspace.Enemies) and hit.Parent:FindFirstChild("Humanoid") then local VictimCharacter = hit.Parent local Humanoid = Character:FindFirstChildOfClass("Humanoid") Connection:Disconnect() Ragdoll.Toggle(VictimCharacter) Model:Destroy() -- Clone ServerStorage.Models.NetDisplay above the enemy to simulate the net falling on top of it, use its handle to cframe it -- This will be the visual representation of the net trapping the enemy local NetDisplay = ServerStorage.Models.NetDisplay:Clone() NetDisplay.Parent = workspace.Debris NetDisplay:MoveTo((VictimCharacter.HumanoidRootPart.CFrame * CFrame.new(0,5,0)).Position) --game.Debris:AddItem(NetDisplay, 10) end end) -- Optionally, you can remove the BodyVelocity after a certain amount of time local removeDelay = .5 -- Adjust this value to change the delay before removing the BodyVelocity wait(removeDelay) BodyVelocity:Destroy() task.wait(5) Display.Parent = Net end Tool.Z = function(Character) print("hai Z") end Tool.X = function(Character) print("hai X") end return Tool
--[[Leaning]]
-- Tune.LeanSpeed = .07 -- How quickly the the bike will lean, .01 being slow, 1 being almost instantly Tune.LeanProgressiveness = 30 -- How much steering is kept at higher speeds, a lower number is less steering, a higher number is more steering Tune.MaxLean = 45 -- Maximum lean angle in degrees Tune.LeanD = 90 -- Dampening of the lean Tune.LeanMaxTorque = 500 -- Force of the lean Tune.LeanP = 300 -- Aggressiveness of the lean
--[[ Calls a given callback on some specified interval until the clear function is called. The callback is given deltaTime since it was last called, along with any extra parameters passed to setInterval. The first callback call is made after intervalSeconds passes, i.e. it is not immediate. --]]
local function setInterval(callback: (number, ...any) -> nil, intervalSeconds: number, ...: any) local cleared = false local function call(scheduledTime: number, ...: any) if cleared then return end local deltaTime = os.clock() - scheduledTime task.spawn(callback, deltaTime, ...) task.delay(intervalSeconds, call, os.clock(), ...) end local function clear() cleared = true end task.delay(intervalSeconds, call, os.clock(), ...) return clear end return setInterval
-------------------------
function DoorClose() if Shaft00.MetalDoor.CanCollide == false then Shaft00.MetalDoor.CanCollide = true while Shaft00.MetalDoor.Transparency > 0.0 do Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed. end if Shaft01.MetalDoor.CanCollide == false then Shaft01.MetalDoor.CanCollide = true while Shaft01.MetalDoor.Transparency > 0.0 do Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft02.MetalDoor.CanCollide == false then Shaft02.MetalDoor.CanCollide = true while Shaft02.MetalDoor.Transparency > 0.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft03.MetalDoor.CanCollide == false then Shaft03.MetalDoor.CanCollide = true while Shaft03.MetalDoor.Transparency > 0.0 do Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft04.MetalDoor.CanCollide == false then Shaft04.MetalDoor.CanCollide = true while Shaft04.MetalDoor.Transparency > 0.0 do Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft05.MetalDoor.CanCollide == false then Shaft05.MetalDoor.CanCollide = true while Shaft05.MetalDoor.Transparency > 0.0 do Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft06.MetalDoor.CanCollide == false then Shaft06.MetalDoor.CanCollide = true while Shaft06.MetalDoor.Transparency > 0.0 do Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft07.MetalDoor.CanCollide == false then Shaft07.MetalDoor.CanCollide = true while Shaft07.MetalDoor.Transparency > 0.0 do Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft08.MetalDoor.CanCollide == false then Shaft08.MetalDoor.CanCollide = true while Shaft08.MetalDoor.Transparency > 0.0 do Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft09.MetalDoor.CanCollide == false then Shaft09.MetalDoor.CanCollide = true while Shaft09.MetalDoor.Transparency > 0.0 do Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) end if Shaft10.MetalDoor.CanCollide == false then Shaft10.MetalDoor.CanCollide = true while Shaft10.MetalDoor.Transparency > 0.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1 wait(0.000001) end end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name) then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position clicker = true end function DoorOpen() while Shaft10.MetalDoor.Transparency < 1.0 do Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency + .1 wait(0.000001) end Shaft10.MetalDoor.CanCollide = false end
------------------------------------------------------------------------------ ---------- This code tries to load dynamically into an ongoing show ----------
local timeUntilNextShow, timeIntoShow = calculateShowTimes() local shouldLoadPSV = true for _,scene in ipairs(SHOW_SCENES) do local sceneLength = scene:GetAttribute("TimeLength") if timeIntoShow then if timeIntoShow < sceneLength then -- Jump into mid scene of show EventSequencer.loadScene(scene.Name, timeIntoShow) shouldLoadPSV = false break else timeIntoShow = timeIntoShow - sceneLength end end end if shouldLoadPSV then loadPreShowVenue() end
--[=[ @tag Component @param config ComponentConfig @return ComponentClass Create a new custom Component class. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) ``` A full example might look like this: ```lua local MyComponent = Component.new({ Tag = "MyComponent", Ancestors = {workspace}, Extensions = {Logger}, -- See Logger example within the example for the Extension type }) local AnotherComponent = require(somewhere.AnotherComponent) -- Optional if UpdateRenderStepped should use BindToRenderStep: MyComponent.RenderPriority = Enum.RenderPriority.Camera.Value function MyComponent:Construct() self.MyData = "Hello" end function MyComponent:Start() local another = self:GetComponent(AnotherComponent) another:DoSomething() end function MyComponent:Stop() self.MyData = "Goodbye" end function MyComponent:HeartbeatUpdate(dt) end function MyComponent:SteppedUpdate(dt) end function MyComponent:RenderSteppedUpdate(dt) end ``` ]=]
function Component.new(config: ComponentConfig) local customComponent = {} customComponent.__index = customComponent customComponent.__tostring = function() return "Component<" .. config.Tag .. ">" end customComponent[KEY_ANCESTORS] = config.Ancestors or DEFAULT_ANCESTORS customComponent[KEY_INST_TO_COMPONENTS] = {} customComponent[KEY_COMPONENTS] = {} customComponent[KEY_LOCK_CONSTRUCT] = {} customComponent[KEY_TROVE] = Trove.new() customComponent[KEY_EXTENSIONS] = config.Extensions or {} customComponent[KEY_STARTED] = false customComponent.Tag = config.Tag customComponent.Started = customComponent[KEY_TROVE]:Construct(Signal) customComponent.Stopped = customComponent[KEY_TROVE]:Construct(Signal) setmetatable(customComponent, Component) customComponent:_setup() return customComponent end function Component:_instantiate(instance: Instance) local component = setmetatable({}, self) component.Instance = instance component[KEY_ACTIVE_EXTENSIONS] = GetActiveExtensions(component, self[KEY_EXTENSIONS]) if not ShouldConstruct(component) then return nil end InvokeExtensionFn(component, "Constructing") if type(component.Construct) == "function" then component:Construct() end InvokeExtensionFn(component, "Constructed") return component end function Component:_setup() local watchingInstances = {} local function StartComponent(component) InvokeExtensionFn(component, "Starting") component:Start() InvokeExtensionFn(component, "Started") local hasHeartbeatUpdate = typeof(component.HeartbeatUpdate) == "function" local hasSteppedUpdate = typeof(component.SteppedUpdate) == "function" local hasRenderSteppedUpdate = typeof(component.RenderSteppedUpdate) == "function" if hasHeartbeatUpdate then component._heartbeatUpdate = RunService.Heartbeat:Connect(function(dt) component:HeartbeatUpdate(dt) end) end if hasSteppedUpdate then component._steppedUpdate = RunService.Stepped:Connect(function(_, dt) component:SteppedUpdate(dt) end) end if hasRenderSteppedUpdate and not IS_SERVER then if component.RenderPriority then component._renderName = NextRenderName() RunService:BindToRenderStep(component._renderName, component.RenderPriority, function(dt) component:RenderSteppedUpdate(dt) end) else component._renderSteppedUpdate = RunService.RenderStepped:Connect(function(dt) component:RenderSteppedUpdate(dt) end) end end component[KEY_STARTED] = true self.Started:Fire(component) end local function StopComponent(component) if component._heartbeatUpdate then component._heartbeatUpdate:Disconnect() end if component._steppedUpdate then component._steppedUpdate:Disconnect() end if component._renderSteppedUpdate then component._renderSteppedUpdate:Disconnect() elseif component._renderName then RunService:UnbindFromRenderStep(component._renderName) end InvokeExtensionFn(component, "Stopping") component:Stop() InvokeExtensionFn(component, "Stopped") self.Stopped:Fire(component) end local function SafeConstruct(instance, id) if self[KEY_LOCK_CONSTRUCT][instance] ~= id then return nil end local component = self:_instantiate(instance) if self[KEY_LOCK_CONSTRUCT][instance] ~= id then return nil end return component end local function TryConstructComponent(instance) if self[KEY_INST_TO_COMPONENTS][instance] then return end local id = self[KEY_LOCK_CONSTRUCT][instance] or 0 id += 1 self[KEY_LOCK_CONSTRUCT][instance] = id task.defer(function() local component = SafeConstruct(instance, id) if not component then return end self[KEY_INST_TO_COMPONENTS][instance] = component table.insert(self[KEY_COMPONENTS], component) task.defer(function() if self[KEY_INST_TO_COMPONENTS][instance] == component then StartComponent(component) end end) end) end local function TryDeconstructComponent(instance) local component = self[KEY_INST_TO_COMPONENTS][instance] if not component then return end self[KEY_INST_TO_COMPONENTS][instance] = nil self[KEY_LOCK_CONSTRUCT][instance] = nil local components = self[KEY_COMPONENTS] local index = table.find(components, component) if index then local n = #components components[index] = components[n] components[n] = nil end if component[KEY_STARTED] then task.spawn(StopComponent, component) end end local function StartWatchingInstance(instance) if watchingInstances[instance] then return end local function IsInAncestorList(): boolean for _,parent in ipairs(self[KEY_ANCESTORS]) do if instance:IsDescendantOf(parent) then return true end end return false end local ancestryChangedHandle = self[KEY_TROVE]:Connect(instance.AncestryChanged, function(_, parent) if parent and IsInAncestorList() then TryConstructComponent(instance) else TryDeconstructComponent(instance) end end) watchingInstances[instance] = ancestryChangedHandle if IsInAncestorList() then TryConstructComponent(instance) end end local function InstanceTagged(instance: Instance) StartWatchingInstance(instance) end local function InstanceUntagged(instance: Instance) local watchHandle = watchingInstances[instance] if watchHandle then watchHandle:Disconnect() watchingInstances[instance] = nil end TryDeconstructComponent(instance) end self[KEY_TROVE]:Connect(CollectionService:GetInstanceAddedSignal(self.Tag), InstanceTagged) self[KEY_TROVE]:Connect(CollectionService:GetInstanceRemovedSignal(self.Tag), InstanceUntagged) local tagged = CollectionService:GetTagged(self.Tag) for _,instance in ipairs(tagged) do task.defer(InstanceTagged, instance) end end
-- This is an overloaded function for TransparencyController:SetupTransparency(character) -- Do not call directly, or it will throw an assertion!
function FpsCamera:SetupTransparency(character, ...) assert(self ~= FpsCamera) self:BaseSetupTransparency(character, ...) if self.AttachmentListener then self.AttachmentListener:Disconnect() end self.AttachmentListener = character.DescendantAdded:Connect(function (obj) if obj:IsA("Attachment") and self.HeadAttachments[obj.Name] then if typeof(self.cachedParts) == "table" then self.cachedParts[obj.Parent] = true end if self.transparencyDirty ~= nil then self.transparencyDirty = true end end end) end
--[[Misc]]
Tune.LoadDelay = .1 -- Delay before initializing chassis (in seconds) Tune.AutoStart = false -- Set to false if using manual ignition plugin Tune.AutoFlip = false -- Set to false if using manual flip plugin
-- functions
local function Raycast(ray, ignore) ignore = ignore or {} local hit, position, normal local success = false repeat hit, position, normal = Workspace:FindPartOnRayWithIgnoreList(ray, ignore) if hit then if hit.Parent:FindFirstChildOfClass("Humanoid") then success = true elseif hit.CanCollide and hit.Transparency ~= 1 then success = true else table.insert(ignore, hit) end else success = true end until success return hit, position, normal end local function KillProjectile(projectile) if projectile.Splash then REMOTES.Effect:FireAllClients(projectile.SplashEffect, projectile.Position, projectile.SplashRadius) end REMOTES.Projectile:FireAllClients("Kill", projectile.ID) for i, p in pairs(projectiles) do if p == projectile then table.remove(projectiles, i) break end end if projectile.Splash then local region = Region3.new(projectile.Position + Vector3.new(-1, -1, -1) * projectile.SplashRadius, projectile.Position + Vector3.new(1, 1, 1) * projectile.SplashRadius) local parts = Workspace:FindPartsInRegion3WithIgnoreList(region, {Workspace.Effects}, 100) for _, part in pairs(parts) do if part.Name == "HumanoidRootPart" then local humanoid = part.Parent:FindFirstChildOfClass("Humanoid") if humanoid then local hitPlayer = Players:GetPlayerFromCharacter(humanoid.Parent) if hitPlayer == projectile.Owner or DAMAGE:PlayerCanDamage(projectile.Owner, humanoid) then if humanoid.Health > 0 then local distance = (part.Position - projectile.Position).Magnitude if distance < projectile.SplashRadius then local down = humanoid:FindFirstChild("Down") local alreadyDowned = false if down then alreadyDowned = down.Value end local amount = math.cos((distance / projectile.SplashRadius)^2 * (math.pi / 2)) local damage = math.ceil(amount * projectile.Damage) local player = Players:GetPlayerFromCharacter(humanoid.Parent) local direction = (part.Position - projectile.Position).Unit if player then REMOTES.HitIndicator:FireClient(player, direction, damage) end if projectile.Owner then REMOTES.Hitmarker:FireClient(projectile.Owner, part.Position, damage, humanoid:FindFirstChild("Armor") and humanoid.Armor.Value > 0, false) end DAMAGE:Damage(humanoid, damage, projectile.Owner) if humanoid.Health <= 0 then for _, part in pairs(humanoid.Parent:GetChildren()) do if part:IsA("BasePart") then part.Velocity = direction * damage * 2 end end local killDist = math.floor((projectile.StartPosition - part.Position).Magnitude + 0.5) STAT_SCRIPT.FurthestKill:Fire(projectile.Owner, killDist) REMOTES.Killfeed:FireAllClients(projectile.Owner.Name, humanoid.Parent.Name, projectile.Model, killDist) end end end end end end end end end local function UpdateProjectile(projectile, deltaTime) projectile.Velocity = projectile.Velocity + Vector3.new(0, -projectile.Gravity * deltaTime, 0) local ray = Ray.new(projectile.Position, projectile.Velocity * deltaTime) local hit, position = Raycast(ray, projectile.Ignore) projectile.Position = position --projectile.Debug.CFrame = CFrame.new(projectile.Position) if hit then return false end return true end local function Projectile(player, item, id, position, direction) local ping = pings[player] and pings[player].Average or 0 local config = CONFIG:GetConfig(item) local projectile = PROJECTILE:Create(config.Projectile, id) projectile.Position = position projectile.Velocity = direction.Unit * projectile.Speed projectile.Damage = config.Damage projectile.Owner = player projectile.StartPosition = position if player.Character then table.insert(projectile.Ignore, player.Character) end --[[local de = Instance.new("Part") de.Anchored = true de.CanCollide = false de.Size = Vector3.new(1, 1, 1) de.Material = Enum.Material.Neon de.Parent = workspace projectile.Debug = de]] table.insert(projectiles, projectile) local alive = UpdateProjectile(projectile, ping) if alive then for _, p in pairs(Players:GetPlayers()) do if p ~= player then REMOTES.Projectile:FireClient(p, "Create", player, item, id, position, direction) end end else KillProjectile(projectile) end end
--local tk = cr.Misc.TK
local vl = script.Parent.Values local GBrake = vl.Brake local gr = vl.Gear local bk = vl.Brake.Value
----------------- --| Variables |-- -----------------
local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local Tool = script.Parent local ToolHandle = Tool.Handle local RocketScript = WaitForChild(script, 'Rocket') local SwooshSound = WaitForChild(script, 'Swoosh') local BoomSound = WaitForChild(script, 'Boom') local ReloadSound = WaitForChild(ToolHandle, 'ReloadSound') local MyModel = nil local MyPlayer = nil local BaseRocket = nil local RocketClone = nil
-- Where ever it says "ATM" put your GUI name in there
--[[ Public API ]]
-- function DPad:Enable() DPadFrame.Visible = true end function DPad:Disable() DPadFrame.Visible = false OnInputEnded() end function DPad:Create(parentFrame) if DPadFrame then DPadFrame:Destroy() DPadFrame = nil end local position = UDim2.new(0, 10, 1, -230) DPadFrame = Instance.new('Frame') DPadFrame.Name = "DPadFrame" DPadFrame.Active = true DPadFrame.Visible = false DPadFrame.Size = UDim2.new(0, 192, 0, 192) DPadFrame.Position = position DPadFrame.BackgroundTransparency = 1 local smArrowSize = UDim2.new(0, 23, 0, 23) local lgArrowSize = UDim2.new(0, 64, 0, 64) local smImgOffset = Vector2.new(46, 46) local lgImgOffset = Vector2.new(128, 128) local bBtn = createArrowLabel("BackButton", UDim2.new(0.5, -32, 1, -64), lgArrowSize, Vector2.new(0, 0), lgImgOffset) local fBtn = createArrowLabel("ForwardButton", UDim2.new(0.5, -32, 0, 0), lgArrowSize, Vector2.new(0, 258), lgImgOffset) local lBtn = createArrowLabel("LeftButton", UDim2.new(0, 0, 0.5, -32), lgArrowSize, Vector2.new(129, 129), lgImgOffset) local rBtn = createArrowLabel("RightButton", UDim2.new(1, -64, 0.5, -32), lgArrowSize, Vector2.new(0, 129), lgImgOffset) local jumpBtn = createArrowLabel("JumpButton", UDim2.new(0.5, -32, 0.5, -32), lgArrowSize, Vector2.new(129, 0), lgImgOffset) local flBtn = createArrowLabel("ForwardLeftButton", UDim2.new(0, 35, 0, 35), smArrowSize, Vector2.new(129, 258), smImgOffset) local frBtn = createArrowLabel("ForwardRightButton", UDim2.new(1, -55, 0, 35), smArrowSize, Vector2.new(176, 258), smImgOffset) flBtn.Visible = false frBtn.Visible = false -- input connections jumpBtn.InputBegan:connect(function(inputObject) MasterControl:DoJump() end) local movementVector = Vector3.new(0,0,0) local function normalizeDirection(inputPosition) local jumpRadius = jumpBtn.AbsoluteSize.x/2 local centerPosition = getCenterPosition() local direction = Vector2.new(inputPosition.x - centerPosition.x, inputPosition.y - centerPosition.y) if direction.magnitude > jumpRadius then local angle = ATAN2(direction.y, direction.x) local octant = (FLOOR(8 * angle / (2 * PI) + 8.5)%8) + 1 movementVector = COMPASS_DIR[octant] end if not flBtn.Visible and movementVector == COMPASS_DIR[7] then flBtn.Visible = true frBtn.Visible = true end end DPadFrame.InputBegan:connect(function(inputObject) if TouchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then return end MasterControl:AddToPlayerMovement(-movementVector) TouchObject = inputObject normalizeDirection(TouchObject.Position) MasterControl:AddToPlayerMovement(movementVector) end) DPadFrame.InputChanged:connect(function(inputObject) if inputObject == TouchObject then MasterControl:AddToPlayerMovement(-movementVector) normalizeDirection(TouchObject.Position) MasterControl:AddToPlayerMovement(movementVector) MasterControl:SetIsJumping(false) end end) OnInputEnded = function() TouchObject = nil flBtn.Visible = false frBtn.Visible = false MasterControl:AddToPlayerMovement(-movementVector) movementVector = Vector3.new(0, 0, 0) end DPadFrame.InputEnded:connect(function(inputObject) if inputObject == TouchObject then OnInputEnded() end end) GuiService.MenuOpened:connect(function() if TouchObject then OnInputEnded() end end) DPadFrame.Parent = parentFrame end return DPad
--[[ A symbol for representing nil values in contexts where nil is not usable. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) return { type = "Symbol", name = "None" } :: Types.None
--lights
local Red1 = script.Parent.Red1 local Red2 = script.Parent.Red2 local RL = script.Parent.RL local RR = script.Parent.RR local FL = script.Parent.FL local FR = script.Parent.FR local f1 = script.Parent.WhiteFront local f2 = script.Parent.WhiteFront2 local r1 = script.Parent.WhiteBack local r2 = script.Parent.WhiteBack2 local B1 = script.Parent.Brake local B2 = script.Parent.Brake2 local lgt = script.Parent.Lighting.Light local lgtsalon = script.Parent.salon.Light function lightson() f1.Material = "Neon" f2.Material = "Neon" Red1.Material = "Neon" Red2.Material = "Neon" lgt.Enabled = true lgtsalon.Enabled = true end function lightsoff() f1.Material = "SmoothPlastic" f2.Material = "SmoothPlastic" Red1.Material = "SmoothPlastic" Red2.Material = "SmoothPlastic" lgt.Enabled = false lgtsalon.Enabled = false end function reverse() r1.Material = "Neon" r2.Material = "Neon" end function unreverse() r1.Material = "SmoothPlastic" r2.Material = "SmoothPlastic" end function brake() B1.Material = "Neon" B2.Material = "Neon" end function unbrake() B1.Material = "SmoothPlastic" B2.Material = "SmoothPlastic" end
--Weld stuff here
MakeWeld(car.Misc.LMIRR.Handle,car.DriveSeat,"Motor",.1).Name="M" ModelWeld(car.Misc.LMIRR,car.Misc.LMIRR.Handle) MakeWeld(car.Misc.RMIRR.Handle,car.DriveSeat,"Motor",.1).Name="M" ModelWeld(car.Misc.RMIRR,car.Misc.RMIRR.Handle)
-- Core selection system
Selection = {}; Selection.Items = {}; Selection.ItemIndex = {}; Selection.Outlines = {}; Selection.Color = BrickColor.new 'Cyan'; Selection.Multiselecting = false;
--//Name Updater
local Module = script.Parent.Parent.Parent.Parent.Parent.Settings local Modulee = require(Module) local Name = Modulee.CurrencyName script.Parent.Name = Name.." : "..script.Parent.Parent.Parent.CurrencyToCollect.Value script.Parent.Parent.Parent.CurrencyToCollect.Changed:connect(function() script.Parent.Name = Name.." : "..script.Parent.Parent.Parent.CurrencyToCollect.Value end)
-- Variables:
local boat = script.Parent.Parent local Animations = boat.Parent.Animations local MainModel = boat.Main_Model local MainPart = MainModel.MAIN local PartsModel = boat.Parts local GearShiftSound = MainPart.GearShift local Values = MainModel.Values local EngineOnVal = Values.EngineOn local ThrustVal = Values.Thrust local InWaterVal = Values.InWater local BoatControlActivated = true local EngineOn = false local ReducingSpeed = false local Thrust = 0 local TurnAngle = 0 local neutral = false local SideThrusterSpeed = 0
--!strict
local Array = script.Parent.Parent local LuauPolyfill = Array.Parent local types = require(LuauPolyfill.types) type Object = types.Object type Array<T> = types.Array<T> type mapFn<T, U> = (element: T, index: number) -> U type mapFnWithThisArg<T, U> = (thisArg: any, element: T, index: number) -> U return function<T, U>( value: Array<T>, mapFn: (mapFn<T, U> | mapFnWithThisArg<T, U>)?, thisArg: Object? -- FIXME Luau: need overloading so the return type on this is more sane and doesn't require manual casts ): Array<U> | Array<T> | Array<string> local array = {} if mapFn then local arrayLength = #(value :: Array<T>) array = table.create(arrayLength) for i = 1, arrayLength do if thisArg ~= nil then (array :: Array<U>)[i] = (mapFn :: mapFnWithThisArg<T, U>)(thisArg, (value :: Array<T>)[i], i) else (array :: Array<U>)[i] = (mapFn :: mapFn<T, U>)((value :: Array<T>)[i], i) end end else array = table.clone(value :: Array<T>) end return array end
---------------------------------------------------------------
function onChildAdded(child) if child.Name == "SeatWeld" then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human IN") seat.SirenPanel.Control.CarName.Value = human.Parent.Name.."'s Car" seat.Parent.Name = human.Parent.Name.."'s Car" s.Parent.SirenPanel:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui end end end function onChildRemoved(child) if (child.Name == "SeatWeld") then local human = child.part1.Parent:findFirstChild("Humanoid") if (human ~= nil) then print("Human OUT") seat.Parent.Name = "Empty Car" seat.SirenPanel.Control.CarName.Value = "Empty Car" game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenPanel:remove() end end end script.Parent.ChildAdded:connect(onChildAdded) script.Parent.ChildRemoved:connect(onChildRemoved)
-- ================================================================================ -- Settings - Speedster -- ================================================================================
local Settings = {} Settings.DefaultSpeed = 125 -- Speed when not boosted [Studs/second, Range 50-300] Settings.BoostSpeed = 200 -- Speed when boosted [Studs/second, Maximum: 400] Settings.BoostAmount = 6 -- Duration of boost in seconds Settings.Steering = 5 -- How quickly the speeder turns [Range: 1-10]
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels] --[Values are in degrees] Tune.FCamber = 2 Tune.RCamber = -1 Tune.FToe = 0 Tune.RToe = 0
--[=[ Works line combineLatest, but allow the transformation of a brio into an observable that emits the value, and then nil, on death. The issue here is this: 1. Resources are found with combineLatest() 2. One resource dies 3. All resources are invalidated 4. We still wanted to be able to use most of the resources With this method we are able to do this, as we'll re-emit a table with all resoruces except the invalidated one. @since 3.6.0 @param observables { [any]: Observable<Brio<T>> | Observable<T> | T } @return Observable<{ [any]: T? }> ]=]
function RxBrioUtils.flatCombineLatest(observables) assert(type(observables) == "table", "Bad observables") local newObservables = {} for key, observable in pairs(observables) do if Observable.isObservable(observable) then newObservables[key] = RxBrioUtils.flattenToValueAndNil(observable) else newObservables[key] = observable end end return Rx.combineLatest(newObservables) end
-----------------------------------PATHER--------------------------------------
local function Pather(endPoint, surfaceNormal, overrideUseDirectPath) local this = {} local directPathForHumanoid local directPathForVehicle if overrideUseDirectPath ~= nil then directPathForHumanoid = overrideUseDirectPath directPathForVehicle = overrideUseDirectPath else directPathForHumanoid = UseDirectPath directPathForVehicle = UseDirectPathForVehicle end this.Cancelled = false this.Started = false this.Finished = Instance.new("BindableEvent") this.PathFailed = Instance.new("BindableEvent") this.PathComputing = false this.PathComputed = false this.OriginalTargetPoint = endPoint this.TargetPoint = endPoint this.TargetSurfaceNormal = surfaceNormal this.DiedConn = nil this.SeatedConn = nil this.BlockedConn = nil this.TeleportedConn = nil this.CurrentPoint = 0 this.HumanoidOffsetFromPath = ZERO_VECTOR3 this.CurrentWaypointPosition = nil this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 this.CurrentWaypointNeedsJump = false; this.CurrentHumanoidPosition = ZERO_VECTOR3 this.CurrentHumanoidVelocity = 0 this.NextActionMoveDirection = ZERO_VECTOR3 this.NextActionJump = false this.Timeout = 0 this.Humanoid = findPlayerHumanoid(Player) this.OriginPoint = nil this.AgentCanFollowPath = false this.DirectPath = false this.DirectPathRiseFirst = false local rootPart = this.Humanoid and this.Humanoid.RootPart if rootPart then -- Setup origin this.OriginPoint = rootPart.CFrame.p -- Setup agent local agentRadius = 2 local agentHeight = 5 local agentCanJump = true local seat = this.Humanoid.SeatPart if seat and seat:IsA("VehicleSeat") then -- Humanoid is seated on a vehicle local vehicle = seat:FindFirstAncestorOfClass("Model") if vehicle then -- Make sure the PrimaryPart is set to the vehicle seat while we compute the extends. local tempPrimaryPart = vehicle.PrimaryPart vehicle.PrimaryPart = seat -- For now, only direct path if directPathForVehicle then local extents = vehicle:GetExtentsSize() agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z) agentHeight = AgentSizeIncreaseFactor * extents.Y agentCanJump = false this.AgentCanFollowPath = true this.DirectPath = directPathForVehicle end -- Reset PrimaryPart vehicle.PrimaryPart = tempPrimaryPart end else local extents if FFlagUserExcludeNonCollidableForPathfinding then local character = GetCharacter() if character ~= nil then extents = getCollidableExtentsSize(character) end end if extents == nil then extents = GetCharacter():GetExtentsSize() end agentRadius = AgentSizeIncreaseFactor * 0.5 * math.sqrt(extents.X * extents.X + extents.Z * extents.Z) agentHeight = AgentSizeIncreaseFactor * extents.Y agentCanJump = (this.Humanoid.JumpPower > 0) this.AgentCanFollowPath = true this.DirectPath = directPathForHumanoid this.DirectPathRiseFirst = this.Humanoid.Sit end -- Build path object this.pathResult = PathfindingService:CreatePath({AgentRadius = agentRadius, AgentHeight = agentHeight, AgentCanJump = agentCanJump}) end function this:Cleanup() if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end if this.MoveToConn then this.MoveToConn:Disconnect() this.MoveToConn = nil end if this.BlockedConn then this.BlockedConn:Disconnect() this.BlockedConn = nil end if this.DiedConn then this.DiedConn:Disconnect() this.DiedConn = nil end if this.SeatedConn then this.SeatedConn:Disconnect() this.SeatedConn = nil end if this.TeleportedConn then this.TeleportedConn:Disconnect() this.TeleportedConn = nil end this.Started = false end function this:Cancel() this.Cancelled = true this:Cleanup() end function this:IsActive() return this.AgentCanFollowPath and this.Started and not this.Cancelled end function this:OnPathInterrupted() -- Stop moving this.Cancelled = true this:OnPointReached(false) end function this:ComputePath() if this.OriginPoint then if this.PathComputed or this.PathComputing then return end this.PathComputing = true if this.AgentCanFollowPath then if this.DirectPath then this.pointList = { PathWaypoint.new(this.OriginPoint, Enum.PathWaypointAction.Walk), PathWaypoint.new(this.TargetPoint, this.DirectPathRiseFirst and Enum.PathWaypointAction.Jump or Enum.PathWaypointAction.Walk) } this.PathComputed = true else this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint) this.pointList = this.pathResult:GetWaypoints() this.BlockedConn = this.pathResult.Blocked:Connect(function(blockedIdx) this:OnPathBlocked(blockedIdx) end) this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success end end this.PathComputing = false end end function this:IsValidPath() this:ComputePath() return this.PathComputed and this.AgentCanFollowPath end this.Recomputing = false function this:OnPathBlocked(blockedWaypointIdx) local pathBlocked = blockedWaypointIdx >= this.CurrentPoint if not pathBlocked or this.Recomputing then return end this.Recomputing = true if this.stopTraverseFunc then this.stopTraverseFunc() this.stopTraverseFunc = nil end this.OriginPoint = this.Humanoid.RootPart.CFrame.p this.pathResult:ComputeAsync(this.OriginPoint, this.TargetPoint) this.pointList = this.pathResult:GetWaypoints() if #this.pointList > 0 then this.HumanoidOffsetFromPath = this.pointList[1].Position - this.OriginPoint end this.PathComputed = this.pathResult.Status == Enum.PathStatus.Success if ShowPath then this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList) end if this.PathComputed then this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() this:Cleanup() end this.Recomputing = false end function this:OnRenderStepped(dt) if this.Started and not this.Cancelled then -- Check for Timeout (if a waypoint is not reached within the delay, we fail) this.Timeout = this.Timeout + dt if this.Timeout > UnreachableWaypointTimeout then this:OnPointReached(false) return end -- Get Humanoid position and velocity this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity -- Check if it has reached some waypoints while this.Started and this:IsCurrentWaypointReached() do this:OnPointReached(true) end -- If still started, update actions if this.Started then -- Move action this.NextActionMoveDirection = this.CurrentWaypointPosition - this.CurrentHumanoidPosition if this.NextActionMoveDirection.Magnitude > ALMOST_ZERO then this.NextActionMoveDirection = this.NextActionMoveDirection.Unit else this.NextActionMoveDirection = ZERO_VECTOR3 end -- Jump action if this.CurrentWaypointNeedsJump then this.NextActionJump = true this.CurrentWaypointNeedsJump = false -- Request jump only once else this.NextActionJump = false end end end end function this:IsCurrentWaypointReached() local reached = false -- Check we do have a plane, if not, we consider the waypoint reached if this.CurrentWaypointPlaneNormal ~= ZERO_VECTOR3 then -- Compute distance of Humanoid from destination plane local dist = this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidPosition) - this.CurrentWaypointPlaneDistance -- Compute the component of the Humanoid velocity that is towards the plane local velocity = -this.CurrentWaypointPlaneNormal:Dot(this.CurrentHumanoidVelocity) -- Compute the threshold from the destination plane based on Humanoid velocity local threshold = math.max(1.0, 0.0625 * velocity) -- If we are less then threshold in front of the plane (between 0 and threshold) or if we are behing the plane (less then 0), we consider we reached it reached = dist < threshold else reached = true end if reached then this.CurrentWaypointPosition = nil this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 end return reached end function this:OnPointReached(reached) if reached and not this.Cancelled then -- First, destroyed the current displayed waypoint if this.setPointFunc then this.setPointFunc(this.CurrentPoint) end local nextWaypointIdx = this.CurrentPoint + 1 if nextWaypointIdx > #this.pointList then -- End of path reached if this.stopTraverseFunc then this.stopTraverseFunc() end this.Finished:Fire() this:Cleanup() else local currentWaypoint = this.pointList[this.CurrentPoint] local nextWaypoint = this.pointList[nextWaypointIdx] -- If airborne, only allow to keep moving -- if nextWaypoint.Action ~= Jump, or path mantains a direction -- Otherwise, wait until the humanoid gets to the ground local currentState = this.Humanoid:GetState() local isInAir = currentState == Enum.HumanoidStateType.FallingDown or currentState == Enum.HumanoidStateType.Freefall or currentState == Enum.HumanoidStateType.Jumping if isInAir then local shouldWaitForGround = nextWaypoint.Action == Enum.PathWaypointAction.Jump if not shouldWaitForGround and this.CurrentPoint > 1 then local prevWaypoint = this.pointList[this.CurrentPoint - 1] local prevDir = currentWaypoint.Position - prevWaypoint.Position local currDir = nextWaypoint.Position - currentWaypoint.Position local prevDirXZ = Vector2.new(prevDir.x, prevDir.z).Unit local currDirXZ = Vector2.new(currDir.x, currDir.z).Unit local THRESHOLD_COS = 0.996 -- ~cos(5 degrees) shouldWaitForGround = prevDirXZ:Dot(currDirXZ) < THRESHOLD_COS end if shouldWaitForGround then this.Humanoid.FreeFalling:Wait() -- Give time to the humanoid's state to change -- Otherwise, the jump flag in Humanoid -- will be reset by the state change wait(0.1) end end -- Move to the next point this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx) end else this.PathFailed:Fire() this:Cleanup() end end function this:MoveToNextWayPoint(currentWaypoint, nextWaypoint, nextWaypointIdx) -- Build next destination plane -- (plane normal is perpendicular to the y plane and is from next waypoint towards current one (provided the two waypoints are not at the same location)) -- (plane location is at next waypoint) this.CurrentWaypointPlaneNormal = currentWaypoint.Position - nextWaypoint.Position this.CurrentWaypointPlaneNormal = Vector3.new(this.CurrentWaypointPlaneNormal.X, 0, this.CurrentWaypointPlaneNormal.Z) if this.CurrentWaypointPlaneNormal.Magnitude > ALMOST_ZERO then this.CurrentWaypointPlaneNormal = this.CurrentWaypointPlaneNormal.Unit this.CurrentWaypointPlaneDistance = this.CurrentWaypointPlaneNormal:Dot(nextWaypoint.Position) else -- Next waypoint is the same as current waypoint so no plane this.CurrentWaypointPlaneNormal = ZERO_VECTOR3 this.CurrentWaypointPlaneDistance = 0 end -- Should we jump this.CurrentWaypointNeedsJump = nextWaypoint.Action == Enum.PathWaypointAction.Jump; -- Remember next waypoint position this.CurrentWaypointPosition = nextWaypoint.Position -- Move to next point this.CurrentPoint = nextWaypointIdx -- Finally reset Timeout this.Timeout = 0 end function this:Start(overrideShowPath) if not this.AgentCanFollowPath then this.PathFailed:Fire() return end if this.Started then return end this.Started = true ClickToMoveDisplay.CancelFailureAnimation() if ShowPath then if overrideShowPath == nil or overrideShowPath then this.stopTraverseFunc, this.setPointFunc = ClickToMoveDisplay.CreatePathDisplay(this.pointList, this.OriginalTargetPoint) end end if #this.pointList > 0 then -- Determine the humanoid offset from the path's first point -- Offset of the first waypoint from the path's origin point this.HumanoidOffsetFromPath = Vector3.new(0, this.pointList[1].Position.Y - this.OriginPoint.Y, 0) -- As well as its current position and velocity this.CurrentHumanoidPosition = this.Humanoid.RootPart.Position + this.HumanoidOffsetFromPath this.CurrentHumanoidVelocity = this.Humanoid.RootPart.Velocity -- Connect to events this.SeatedConn = this.Humanoid.Seated:Connect(function(isSeated, seat) this:OnPathInterrupted() end) this.DiedConn = this.Humanoid.Died:Connect(function() this:OnPathInterrupted() end) this.TeleportedConn = this.Humanoid.RootPart:GetPropertyChangedSignal("CFrame"):Connect(function() this:OnPathInterrupted() end) -- Actually start this.CurrentPoint = 1 -- The first waypoint is always the start location. Skip it. this:OnPointReached(true) -- Move to first point else this.PathFailed:Fire() if this.stopTraverseFunc then this.stopTraverseFunc() end end end --We always raycast to the ground in the case that the user clicked a wall. local offsetPoint = this.TargetPoint + this.TargetSurfaceNormal*1.5 local ray = Ray.new(offsetPoint, Vector3.new(0,-1,0)*50) local newHitPart, newHitPos = Workspace:FindPartOnRayWithIgnoreList(ray, getIgnoreList()) if newHitPart then this.TargetPoint = newHitPos end this:ComputePath() return this end
--[[ Evercyan @ March 2023 Tween Tween is a utility wrapper used to conveniently create & play tweens in a short & quick fashion. A wrapper basically takes an existing feature (TweenService) and adds code on top of it for extra functionality. ---- Roblox TweenService: local Tween = TweenService:Create(Lighting, {1, Enum.EasingStyle.Exponential, Enum.EasingDirection.In}, {Brightness = 0}) Tween:Play() ---- Tween Wrapper: local Tween = Tween:Play(Lighting, {1, "Expontential", "In"}, {Brightness = 0}) ]]
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__ReplicatedStorage__2 = game.ReplicatedStorage; local v3 = require(game.ReplicatedStorage.Modules.Lightning); local v4 = require(game.ReplicatedStorage.Modules.Xeno); local v5 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__6 = game.TweenService; local l__Debris__7 = game.Debris; function v1.RunStompFx(p1, p2, p3, p4) local v8 = game.ReplicatedStorage.KillFX.Sleepy.Sound:Clone(); v8.Parent = p2; v8:Play(); local v9 = game.ReplicatedStorage.KillFX.Sleepy.pillow:Clone(); v9.Parent = workspace.Ignored.Animations; game.Debris:AddItem(v9, 4); coroutine.wrap(function() while true do v9.CFrame = p2.Parent.Head.CFrame * CFrame.new(0, 0, -0.5); task.wait(); if v9.Parent == nil then break; end; end; end)(); return nil; end; return v1;
-- You are automatically given the 'Owner' role - no need to add yourself in! -- Scroll down to 'Settings' to view/change the Prefix
------------------------------------------------------------------------ -- codes loading of nil, optimization done if consecutive locations -- * used in luaK:discharge2reg(), (lparser) luaY:adjust_assign() ------------------------------------------------------------------------
function luaK:_nil(fs, from, n) if fs.pc > fs.lasttarget then -- no jumps to current position? if fs.pc == 0 then -- function start? if from >= fs.nactvar then return -- positions are already clean end else local previous = fs.f.code[fs.pc - 1] if luaP:GET_OPCODE(previous) == "OP_LOADNIL" then local pfrom = luaP:GETARG_A(previous) local pto = luaP:GETARG_B(previous) if pfrom <= from and from <= pto + 1 then -- can connect both? if from + n - 1 > pto then luaP:SETARG_B(previous, from + n - 1) end return end end end end self:codeABC(fs, "OP_LOADNIL", from, from + n - 1, 0) -- else no optimization end
--- Provide a variety of utility Table operations -- @module Table
local Table = {}
--[[Steering]]
function Steering() --Mouse Steer if _MSteer then local msWidth = math.max(1,mouse.ViewSizeX*_Tune.Peripherals.MSteerWidth/200) local mdZone = _Tune.Peripherals.MSteerDZone/100 local mST = ((mouse.X-mouse.ViewSizeX/2)/msWidth) if math.abs(mST)<=mdZone then _GSteerT = 0 else _GSteerT = (math.max(math.min((math.abs(mST)-mdZone),(1-mdZone)),0)/(1-mdZone))^_Tune.MSteerExp * (mST / math.abs(mST)) end end --Interpolate Steering if _GSteerC < _GSteerT then if _GSteerC<0 then _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.ReturnSpeed) else _GSteerC = math.min(_GSteerT,_GSteerC+_Tune.SteerSpeed) end else if _GSteerC>0 then _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.ReturnSpeed) else _GSteerC = math.max(_GSteerT,_GSteerC-_Tune.SteerSpeed) end end --Steer Decay Multiplier local sDecay = (1-math.min(car.Body.CarName.Value.VehicleSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) --Apply Steering for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="F" then v.Arm.Steer.CFrame=car.Wheels.F.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) elseif v.Name=="FL" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FL.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) end elseif v.Name=="FR" then if _GSteerC>= 0 then v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerInner*sDecay),0) else v.Arm.Steer.CFrame=car.Wheels.FR.Base.CFrame*CFrame.Angles(0,-math.rad(_GSteerC*_Tune.SteerOuter*sDecay),0) end end end end
--[[ <<DO NOT DELETE THIS MODULE>> ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ Build 6.33 SecondLogic @ Inspare >>Manual Basically...everything you can and would ever want to touch is in the tuning module. EVERYTHING Installation Video [Coming Soon] Tuning Video [Coming Soon] Torque Curve Tune Visualizer: https://www.desmos.com/calculator/mpkd3kxovu Basic Tips: --Installation >Everything is built-in (even the gyros), so all you have to worry about is placing the wheels and the seat. >Body parts go in the "Body" section. >Wheel parts go in the "Parts" section of the wheel. Calipers go on the "Fixed" section. >You can add or remove wheels. To add a wheel, simply copy one of the wheels and make sure it's named one of the following: "F","FL","FR","R","RL","RR". >Wheels need to be aligned with the axes of the seat. Don't rotate the seat relative to the wheels as it may cause welding problems. >All wheel offsets are applied in the tuning module. Do NOT manually add offset to the wheels. Steering axis is centered on the wheel part by default. >Seat offset can be adjusted in the "MiscWeld" module under "Initialize". >Use the "Misc" section for scripted/moving parts and apply welding using the "MiscWeld" module under "Initialize". --Tuning >Reduce weight(density) if setup is lacking torque. Increase density if setup has too much torque. >Add downforce to the wheels manually if setup is lacking grip or use a downforce plugin. >Dialing in ratios used in real cars is an easy way to have a realisticly tuned transmission. >Modifying the "Drive" script may affect the integrity of the system. >Custom scripts should be put in the "Plugins" folder. Using plugins made by other users is encouraged. >When writing custom plugins, you can reference the values within the "Values" folder inside the A-Chassis Interface. >It is a good practice to make plugins compatible with any setup and providing a usage manual if a plugin is released. >Yes, you can remove/change the default plugins that come with the kit. The drive system will still work perfectly. --Updates >To update, simply just replace the entire "A-Chassis Tune" module of an existing car with a newer version of the module. >You may want to copy the tune values and plugins from the old module, but dont simply overwrite the tune module as new values may be added. Note: BodyAngularVelocity tends to have stability issues at high speeds when using PSGPhysicsSolver. It is recommended to turn it off for best results. >>Changelog [10/31/16 : Build 6.33] - Semi-Automatic [Added semi-automatic transmission mode] -'TransModes' now accepts "Semi" value for semi-automatic. -Updated AC6_Stock_Gauges to include semi-automatic mode. [Fixed disengaging p-brake] -P-Brake now remains engaged if player gets into then vehicle. [Fixed FE Support for AC6_Stock_Sound] -Sounds should now work properly with Filtering Enabled. [8/5/16 : Build 6.32] - Differential System [Implemented differential system] -Differential controls torque distibution between wheels that are spinning at different rates -Added tune values 'FDiffSlipThres', 'FDiffLockThres', 'RDiffSlipThres', 'RDiffLockThres', 'CDiffSlipThres', and 'CDiffLockThres'. -'DiffSlipThres' determine the threshold of the speed difference between the wheels. Full lock applies at max threshold. -A lower slip threshold value will make the diff more aggressive. -'DiffLockThres' determines the bias of the differential. -A lock threshold value more than 50 puts more torque into the slipping wheel (moving towards an open diff). -A lock threshold value less than 50 puts more torque into the grounded wheel (moving towards a locked diff). [Fixed multiple wheel support] -The chassis can now use more than just the default 4 set of wheels. Just copy an existing wheel and place accordingly. -Differential works with auxiliary wheels. [7/13/16 : Build 6.31] - Peripheral Settings [Added peripheral adjustment values] -Moved controller and mouse deadzone values to the "Controls" section of the tune. -Split controller deadzone into left and right input. -Moved mouse control width to "Conrols" secton. This value now operates based off of % of screed width. [Updated stock Controls Module] -Added sliders for controller and mouse deadzone values. -Added slider for mouse control width. [6/15/16 : Build 6.3] - Motercisly [Better motorcycle system support] -Added wheel configurations "F" and "R" for single wheel settup. -"F" and "R" wheels will have axle parts on both sides for better balance. -These wheel configurations will ignore outor rotation value and will rotated based off of the inner rotation value only. -Camber and Toe cannot be applied to these wheel configurations. Caster will still be applied as normal. [Bug fixes] -Caster now applies after wheel part rotations so wheel parts dont rotate with caster. -Fixed Clutch re-engaging automatically when shifting out of neutral. [6/4/16 : Build 6.21] - AC6 Official Public Kit Release [Plugin FilteringEnabled compatability made easier] -System now detects if there is a RemoteEvent or RemoteFunction inside a plugin. These will be parented directly under the car. -The RemoteEvent/RemoteFunction needs to be a direct child of the plugin for it to be detected. -Scripts inside the RemoteEvent/RemoteFunction should be disabled. They will be enabled after initialization. -Be careful as this system is suceptible to name collisions. Name your RemoteEvents/RemoteFunctions uniquely. -Stock AC6 Sound plugin is now FE compatible. [Controls Panel now a plugin instead of integrated] -Separated controls panel from Drive script. The controls panel is now a plugin. -The "Controls" folder appears inside the interface on Drive startup. Use this folder to reference button mapping values for custom controls plugins. -"ControlsOpen" value added. This is a safety toggle when changing control values. This value can be manipulated by plugins. [New tune values] -Added 'AutoFlip' tune value. This determines if the car automatically flips itself over when upside down. -Added 'StAxisOffset' tune value. This offsets the center of the steering axis. Positive value = offset outward. -Added 'SteerD', 'SteerMaxTorque', and 'SteerP' values which set the steering axle gyro properties. [MiscWeld streamlining] -Added "Misc" section to the main sections. This should contain scripted/moving parts. -Parts in this section are NOT WELDED AUTOMATICALLY. Use the "MiscWeld" module to weld these parts. The "Misc" section is pre-referenced as 'misc'. [Bug fixes] -Fixed flip gyro not resetting when gyro is active and driver leaves car. -Fixed issue with switching transmission modes. --]]
return 6.33
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function Receive(player, action, ...) local args = {...} if player == User and action == "play" then Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom) HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3]) elseif player == User and action == "abort" then Deactivate() if SeatWeld then SeatWeld:remove() end end end function Activate(player) Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true) User = player for i,v in pairs(Piano.Keys.Keys:GetChildren()) do local obj = v local Properties = {} Properties.Transparency = 0 Tween(obj,Properties,1,false,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) end end function Deactivate() if User and User.Parent then Connector:FireClient(User, "deactivate") User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0)) end for i,v in pairs(Piano.Keys.Keys:GetChildren()) do local obj = v local Properties = {} Properties.Transparency = 1 Tween(obj,Properties,1,false,Enum.EasingStyle.Linear,Enum.EasingDirection.Out,0,false) end User = nil end
--[=[ Uses the constructor to attach a class or resource to the actual object for the lifetime of the subscription of that object. ```lua return Blend.New "Frame" { Parent = variables.Parent; [Blend.Attached(function(parent) local maid = Maid.new() print("Got", parent) maid:GiveTask(function() print("Dead!") end) return maid end)] = true; } ``` @param constructor T @return (parent: Instance) -> Observable<T> ]=]
function Blend.Attached(constructor) return function(parent) return Observable.new(function(sub) local maid = Maid.new() local resource = constructor(parent) if MaidTaskUtils.isValidTask(resource) then maid:GiveTask(resource) end sub:Fire(resource) return maid end) end; end
--[=[ @param object any -- Object to remove Removes the object from the Janitor and cleans it up. ```lua local part = Instance.new("Part") Janitor:Add(part) Janitor:Remove(part) ``` ]=]
function Janitor:Remove(object: any): boolean local objects = self._objects for i,obj in ipairs(objects) do if obj[1] == object then local n = #objects objects[i] = objects[n] objects[n] = nil self:_cleanupObject(obj[1], obj[2]) return true end end return false end
-- Remote Events
local RE_Character_Appearance_Loaded = Remote_Events.CharacterAppearanceLoaded
-- Uber l33t maths to calcluate the angle needed to throw a projectile a distance, given the altitude of the end point and the projectile's velocity
function AngleOfReach(distance, altitude, velocity) local theta = math.atan((velocity^2 + math.sqrt(velocity^4 -200*(200*distance^2 + 2*altitude*velocity^2)))/(200*distance)) if theta ~= theta then theta = math.pi/4 end return(theta) end
-- table.concat but allows booleans
local function tableConcat(t, sep) for i, v in t do if type(v) == "boolean" then t[i] = tostring(v) end end table.concat(t, sep) return t end local function dumpFormatter(dump, start, ending) -- "\n\n -- " .. start .. " --\n\n" .. dump .. "\n -- " .. ending .. " --" return `\n\n -- {start} --\n\n{dump}\n -- {ending} --\n` end local class = {} function ErrorFormat(title: string, nonFatal: boolean?, traceback: string?) return function(errorMessage: string) errorMessage = `{title} {errorMessage}{dumpFormatter(traceback or debug.traceback(nil, 2), "Stack Trace", "Stack End")}` if nonFatal then task.spawn(error, errorMessage, 0) else error(errorMessage, 0) end end end return ErrorFormat
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .1 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .1 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] 0 , -- positive = outward --[[Vertical]] -1.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Bright red" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-------------------------
function onClicked() Car.BodyVelocity.velocity = Vector3.new(0, 3, 0) end script.Parent.ClickDetector.MouseClick:connect(onClicked)
--[[ Function called upon entering the state - creates the systems, and initialises the game loop. ]]
function ServerGame.onEnter(stateMachine, event, from, to) SystemManager.createSystems() local engine = SystemManager.getSystemByName("engine") local function completeGame() stateMachine:finishGame() end connections.crashedIntoSun = engine.crashedIntoSun:Connect(completeGame) connections.escapedSun = engine.escapedSun:Connect(completeGame) spawnToolsAsync() tagMap() coroutine.wrap( function() while true do local waitTime = METEOR_FREQUENCY_PER_PLAYER / 1 + (#Players:GetPlayers() / 5) wait(math.random(waitTime / 1.5, waitTime * 1.5)) if stateMachine.current ~= "game" then return end local shield = SystemManager.getSystemByName("shield") if shield:isOn() and math.random(1, 100) > SHIELD_DEFLECT_RATE then sendAlert(Constants.Alert.Success, translate("Shields have deflected a meteor!")) else spawnMeteor() end end end )() end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__PlayerGui__2 = game:GetService("Players").LocalPlayer:WaitForChild("PlayerGui"); local l__Parent__3 = script.Parent; local v4 = {}; v4.__index = v4; local u1 = require(game:GetService("Chat"):WaitForChild("ClientChatModules"):WaitForChild("ChatSettings")); local u2 = require(l__Parent__3:WaitForChild("MessageSender")); function v4.CreateGuiObjects(p1, p2) local v5 = Instance.new("Frame"); v5.Selectable = false; v5.Size = UDim2.new(1, 0, 1, 0); v5.BackgroundTransparency = 1; v5.Parent = p2; local v6 = Instance.new("Frame"); v6.Selectable = false; v6.Name = "ScrollingBase"; v6.BackgroundTransparency = 1; v6.ClipsDescendants = true; v6.Size = UDim2.new(1, 0, 1, 0); v6.Position = UDim2.new(0, 0, 0, 0); v6.Parent = v5; local v7 = Instance.new("Frame"); v7.Selectable = false; v7.Name = "ScrollerSizer"; v7.BackgroundTransparency = 1; v7.Size = UDim2.new(1, 0, 1, 0); v7.Position = UDim2.new(0, 0, 0, 0); v7.Parent = v6; local v8 = Instance.new("Frame"); v8.Selectable = false; v8.Name = "ScrollerFrame"; v8.BackgroundTransparency = 1; v8.Size = UDim2.new(1, 0, 1, 0); v8.Position = UDim2.new(0, 0, 0, 0); v8.Parent = v7; local v9 = Instance.new("Frame"); v9.Selectable = false; v9.Size = UDim2.new(1, 0, 1, 0); v9.Position = UDim2.new(0, 0, 0, 0); v9.ClipsDescendants = true; v9.BackgroundTransparency = 1; v9.Parent = v5; local v10 = Instance.new("Frame"); v10.Selectable = false; v10.Name = "LeaveConfirmationFrame"; v10.Size = UDim2.new(1, 0, 1, 0); v10.Position = UDim2.new(0, 0, 1, 0); v10.BackgroundTransparency = 0.6; v10.BorderSizePixel = 0; v10.BackgroundColor3 = Color3.new(0, 0, 0); v10.Parent = v9; local v11 = Instance.new("TextButton"); v11.Selectable = false; v11.Size = UDim2.new(1, 0, 1, 0); v11.BackgroundTransparency = 1; v11.Text = ""; v11.Parent = v10; local v12 = Instance.new("TextButton"); v12.Selectable = false; v12.Size = UDim2.new(0.25, 0, 1, 0); v12.BackgroundTransparency = 1; v12.Font = u1.DefaultFont; v12.TextSize = 18; v12.TextStrokeTransparency = 0.75; v12.Position = UDim2.new(0, 0, 0, 0); v12.TextColor3 = Color3.new(0, 1, 0); v12.Text = "Confirm"; v12.Parent = v10; local v13 = v12:Clone(); v13.Parent = v10; v13.Position = UDim2.new(0.75, 0, 0, 0); v13.TextColor3 = Color3.new(1, 0, 0); v13.Text = "Cancel"; local v14 = Instance.new("TextLabel"); v14.Selectable = false; v14.Size = UDim2.new(0.5, 0, 1, 0); v14.Position = UDim2.new(0.25, 0, 0, 0); v14.BackgroundTransparency = 1; v14.TextColor3 = Color3.new(1, 1, 1); v14.TextStrokeTransparency = 0.75; v14.Text = "Leave channel <XX>?"; v14.Font = u1.DefaultFont; v14.TextSize = 18; v14.Parent = v10; local v15 = Instance.new("StringValue"); v15.Name = "LeaveTarget"; v15.Parent = v10; local l__Position__3 = v10.Position; v12.MouseButton1Click:connect(function() u2:SendMessage(string.format("/leave %s", v15.Value), nil); v10:TweenPosition(l__Position__3, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.2, true); end); v13.MouseButton1Click:connect(function() v10:TweenPosition(l__Position__3, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, 0.2, true); end); local v16 = Instance.new("ImageButton", v5); v16.Selectable = u1.GamepadNavigationEnabled; v16.Name = "PageLeftButton"; v16.SizeConstraint = Enum.SizeConstraint.RelativeYY; v16.Size = UDim2.new(0.7, 0, 0.7, 0); v16.BackgroundTransparency = 1; v16.Position = UDim2.new(0, 4, 0.15000000000000002, 0); v16.Visible = false; v16.Image = "rbxassetid://471630199"; local v17 = Instance.new("ImageLabel", v16); v17.Name = "ArrowLabel"; v17.BackgroundTransparency = 1; v17.Size = UDim2.new(0.4, 0, 0.4, 0); v17.Image = "rbxassetid://471630112"; local v18 = Instance.new("Frame", v5); v18.Selectable = false; v18.BackgroundTransparency = 1; v18.Name = "PositionalHelper"; v18.Size = v16.Size; v18.SizeConstraint = v16.SizeConstraint; v18.Position = UDim2.new(1, 0, 0.15000000000000002, 0); local v19 = v16:Clone(); v19.Parent = v18; v19.Name = "PageRightButton"; v19.Size = UDim2.new(1, 0, 1, 0); v19.SizeConstraint = Enum.SizeConstraint.RelativeXY; v19.Position = UDim2.new(-1, -4, 0, 0); local v20 = UDim2.new(0.05, 0, 0, 0); v19.ArrowLabel.Position = UDim2.new(0.3, 0, 0.3, 0) + v20; v16.ArrowLabel.Position = UDim2.new(0.3, 0, 0.3, 0) - v20; v16.ArrowLabel.Rotation = 180; p1.GuiObject = v5; p1.GuiObjects.BaseFrame = v5; p1.GuiObjects.ScrollerSizer = v7; p1.GuiObjects.ScrollerFrame = v8; p1.GuiObjects.PageLeftButton = v16; p1.GuiObjects.PageRightButton = v19; p1.GuiObjects.LeaveConfirmationFrame = v10; p1.GuiObjects.LeaveConfirmationNotice = v14; p1.GuiObjects.PageLeftButtonArrow = v16.ArrowLabel; p1.GuiObjects.PageRightButtonArrow = v19.ArrowLabel; p1:AnimGuiObjects(); v16.MouseButton1Click:connect(function() p1:ScrollChannelsFrame(-1); end); v19.MouseButton1Click:connect(function() p1:ScrollChannelsFrame(1); end); p1:ScrollChannelsFrame(0); end; function v4.UpdateMessagePostedInChannel(p3, p4) local v21 = p3:GetChannelTab(p4); if v21 then v21:UpdateMessagePostedInChannel(); return; end; warn("ChannelsTab '" .. p4 .. "' does not exist!"); end; local u4 = require(l__Parent__3:WaitForChild("ChannelsTab")); function v4.AddChannelTab(p5, p6) if p5:GetChannelTab(p6) then error("Channel tab '" .. p6 .. "'already exists!"); end; local v22 = u4.new(p6); v22.GuiObject.Parent = p5.GuiObjects.ScrollerFrame; p5.ChannelTabs[p6:lower()] = v22; p5.NumTabs = p5.NumTabs + 1; p5:OrganizeChannelTabs(); if u1.RightClickToLeaveChannelEnabled then v22.NameTag.MouseButton2Click:connect(function() p5.LeaveConfirmationNotice.Text = string.format("Leave channel %s?", v22.ChannelName); p5.LeaveConfirmationFrame.LeaveTarget.Value = v22.ChannelName; p5.LeaveConfirmationFrame:TweenPosition(UDim2.new(0, 0, 0, 0), Enum.EasingDirection.In, Enum.EasingStyle.Quad, 0.2, true); end); end; return v22; end; function v4.RemoveChannelTab(p7, p8) if not p7:GetChannelTab(p8) then error("Channel tab '" .. p8 .. "'does not exist!"); end; local v23 = p8:lower(); p7.ChannelTabs[v23]:Destroy(); p7.ChannelTabs[v23] = nil; p7.NumTabs = p7.NumTabs - 1; p7:OrganizeChannelTabs(); end; function v4.GetChannelTab(p9, p10) return p9.ChannelTabs[p10:lower()]; end; function v4.OrganizeChannelTabs(p11) local v24 = {}; table.insert(v24, p11:GetChannelTab(u1.GeneralChannelName)); table.insert(v24, p11:GetChannelTab("System")); for v25, v26 in pairs(p11.ChannelTabs) do if v26.ChannelName ~= u1.GeneralChannelName and v26.ChannelName ~= "System" then table.insert(v24, v26); end; end; for v27, v28 in pairs(v24) do v28.GuiObject.Position = UDim2.new(v27 - 1, 0, 0, 0); end; p11.GuiObjects.ScrollerSizer.Size = UDim2.new(1 / math.max(1, math.min(u1.ChannelsBarFullTabSize, p11.NumTabs)), 0, 1, 0); p11:ScrollChannelsFrame(0); end; function v4.ResizeChannelTabText(p12, p13) for v29, v30 in pairs(p12.ChannelTabs) do v30:SetTextSize(p13); end; end; function v4.ScrollChannelsFrame(p14, p15) if p14.ScrollChannelsFrameLock then return; end; p14.ScrollChannelsFrameLock = true; local l__ChannelsBarFullTabSize__31 = u1.ChannelsBarFullTabSize; local v32 = p14.CurPageNum + p15; if v32 < 0 then v32 = 0; elseif v32 > 0 and p14.NumTabs < v32 + l__ChannelsBarFullTabSize__31 then v32 = p14.NumTabs - l__ChannelsBarFullTabSize__31; end; p14.CurPageNum = v32; local v33 = UDim2.new(-p14.CurPageNum, 0, 0, 0); p14.GuiObjects.PageLeftButton.Visible = p14.CurPageNum > 0; p14.GuiObjects.PageRightButton.Visible = p14.CurPageNum + l__ChannelsBarFullTabSize__31 < p14.NumTabs; if p15 == 0 then p14.ScrollChannelsFrameLock = false; return; end; p14:WaitUntilParentedCorrectly(); p14.GuiObjects.ScrollerFrame:TweenPosition(v33, Enum.EasingDirection.InOut, Enum.EasingStyle.Quad, 0.15, true, function() p14.ScrollChannelsFrameLock = false; end); end; local u5 = require(l__Parent__3:WaitForChild("CurveUtil")); function v4.FadeOutBackground(p16, p17) for v34, v35 in pairs(p16.ChannelTabs) do v35:FadeOutBackground(p17); end; p16.AnimParams.Background_TargetTransparency = 1; p16.AnimParams.Background_NormalizedExptValue = u5:NormalizedDefaultExptValueInSeconds(p17); end; function v4.FadeInBackground(p18, p19) for v36, v37 in pairs(p18.ChannelTabs) do v37:FadeInBackground(p19); end; p18.AnimParams.Background_TargetTransparency = 0.6; p18.AnimParams.Background_NormalizedExptValue = u5:NormalizedDefaultExptValueInSeconds(p19); end; function v4.FadeOutText(p20, p21) for v38, v39 in pairs(p20.ChannelTabs) do v39:FadeOutText(p21); end; end; function v4.FadeInText(p22, p23) for v40, v41 in pairs(p22.ChannelTabs) do v41:FadeInText(p23); end; end; function v4.AnimGuiObjects(p24) p24.GuiObjects.PageLeftButton.ImageTransparency = p24.AnimParams.Background_CurrentTransparency; p24.GuiObjects.PageRightButton.ImageTransparency = p24.AnimParams.Background_CurrentTransparency; p24.GuiObjects.PageLeftButtonArrow.ImageTransparency = p24.AnimParams.Background_CurrentTransparency; p24.GuiObjects.PageRightButtonArrow.ImageTransparency = p24.AnimParams.Background_CurrentTransparency; end; function v4.InitializeAnimParams(p25) p25.AnimParams.Background_TargetTransparency = 0.6; p25.AnimParams.Background_CurrentTransparency = 0.6; p25.AnimParams.Background_NormalizedExptValue = u5:NormalizedDefaultExptValueInSeconds(0); end; function v4.Update(p26, p27) for v42, v43 in pairs(p26.ChannelTabs) do v43:Update(p27); end; p26.AnimParams.Background_CurrentTransparency = u5:Expt(p26.AnimParams.Background_CurrentTransparency, p26.AnimParams.Background_TargetTransparency, p26.AnimParams.Background_NormalizedExptValue, p27); p26:AnimGuiObjects(); end; function v4.WaitUntilParentedCorrectly(p28) while not p28.GuiObject:IsDescendantOf(game:GetService("Players").LocalPlayer) do p28.GuiObject.AncestryChanged:wait(); end; end; function v1.new() local v44 = setmetatable({}, v4); v44.GuiObject = nil; v44.GuiObjects = {}; v44.ChannelTabs = {}; v44.NumTabs = 0; v44.CurPageNum = 0; v44.ScrollChannelsFrameLock = false; v44.AnimParams = {}; v44:InitializeAnimParams(); u1.SettingsChanged:connect(function(p29, p30) if p29 == "ChatChannelsTabTextSize" then v44:ResizeChannelTabText(p30); end; end); return v44; end; return v1;
--[[ Utility script that holds a cache of player character appearances. Allows the game to load appearances as soon as the player enters the game, thereby reducing risk of lengthy Roblox server requests slowing down critial times in the game loop. ]]
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players") local Logger = require(ReplicatedStorage.Dependencies.GameUtils.Logger) local CharacterAppearanceCache = {} local appearanceCache = {}
-- Services
local TweenService = game:GetService("TweenService")
--// Functions
UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.X then if Chatting == true then Skip = true Sounds.Click:Play() end end end) UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.Z then if Chatting == true then Exit = true Sounds.Click:Play() end end end) UIS.InputBegan:Connect(function(Input) if Input.KeyCode == Enum.KeyCode.E then if Detected == true then local Lines = DetectedNPC:FindFirstChild("Lines") if Lines then Sounds.Click:Play() Chatting = true Detected = false LineLabel.Text = " " PromptLabel:TweenSize(UDim2.new(0, 0, 0, 0), "Out", "Linear", 0.2) LineLabel:TweenPosition(UDim2.new(0, 0, 0.8, 0), "In", "Linear", 0.2) wait(0.5) for i, Line in pairs(Lines:GetChildren()) do local Text = Line.Value for i = 1, #Text do LineLabel.Text = string.sub(Text, 1, i) Sounds.Talk:Play() if Skip == true then Skip = false LineLabel.Text = Text break end if Exit == true then break end wait(0.07) end if Exit == true then Exit = false break end repeat wait() until Skip == true or Exit == true Skip = false end Exit = false Skip = false PromptLabel:TweenSize(UDim2.new(0, 0, 0, 0), "Out", "Linear", 0.2) LineLabel:TweenPosition(UDim2.new(0, 0, 1.2, 0), "Out", "Linear", 0.2) wait(0.5) Chatting = false Detected = false end end end end)
-- local hit, pos = game.Workspace:FindPartOnRayWithIgnoreList(ray, ignoreList)
---Setting events to all buttons
ButtonsPanel.Lights.MouseButton1Click:Connect(function() ---Checking if the player is in a vehicle if Char.Humanoid.SeatPart ~= nil and Char.Humanoid.SeatPart.Parent:FindFirstChild("Stats") then Char.Humanoid.SeatPart.Parent.VehicleSeat.ChassisMain["Lights"]:FireServer() end end) ButtonsPanel.Flip.MouseButton1Click:Connect(function() ---Checking if the player is in a vehicle if Char.Humanoid.SeatPart ~= nil and Char.Humanoid.SeatPart.Parent:FindFirstChild("Stats") and FlipCD == false then FlipCD = true local Gyro = Char.Humanoid.SeatPart.Parent.Engine.Stability Gyro.D = 100 Gyro.P = 2000 Gyro.MaxTorque = Vector3.new(1800,0,1800) wait(3) Gyro.D = 11 Gyro.P = 11 Gyro.MaxTorque = Vector3.new(6,6,6) wait(5) FlipCD = false end end)
-- Controls the field-of-view of the camera depending on the player's setting. -- -- ForbiddenJ
NormalFov = 70 WideFov = 85 Camera = workspace.CurrentCamera FovSetting = game.ReplicatedStorage.ClientConfig.WideFOV function Update() Camera.FieldOfView = FovSetting.Value and WideFov or NormalFov end FovSetting:GetPropertyChangedSignal("Value"):Connect(Update) Update()
--tables
local SoundTable = {} local AnimTable = {} local function PickThing(ThingToPick) if ThingToPick == "Swing" then --pick anim local SwingA = AnimTable[R:NextInteger(1, #AnimTable)] local findA = Tool.Animations:findFirstChild(SwingA) return findA elseif ThingToPick == "Sound" then --pick sound local SoundA = SoundTable[R:NextInteger(1, #SoundTable)] local findA = Tool.Sounds:findFirstChild(SoundA) return findA end end --check if trables have been filled function CheckTables() if LoadedTables == false then local GetS = Tool.Sounds:GetChildren() local GetA = Tool.Animations:GetChildren() for i = 1, #GetS do if GetS[i].Name ~= "Equip" then --ignore equip sound table.insert(SoundTable, tostring(GetS[i].Name)) end end for i = 1, #GetA do if GetA[i].Name ~= "Equip" then --ignore equip animation table.insert(AnimTable, tostring(GetA[i].Name)) end end LoadedTables = true end end
--// UI Tween Info
local L_138_ = TweenInfo.new( 1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0 ) local L_139_ = { TextTransparency = 1 }
--[[[Default Controls]]
--Peripheral Deadzones Tune.Peripherals = { MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width) MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%) ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%) ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%) } --Control Mapping Tune.Controls = { --Keyboard Controls --Mode Toggles ToggleTCS = Enum.KeyCode.Pause , ToggleABS = Enum.KeyCode.Pause , ToggleTransMode = Enum.KeyCode.M , ToggleMouseDrive = Enum.KeyCode.Pause , --Primary Controls Throttle = Enum.KeyCode.Up , Brake = Enum.KeyCode.Down , SteerLeft = Enum.KeyCode.Left , SteerRight = Enum.KeyCode.Right , --Secondary Controls Throttle2 = Enum.KeyCode.W , Brake2 = Enum.KeyCode.S , SteerLeft2 = Enum.KeyCode.A , SteerRight2 = Enum.KeyCode.D , --Manual Transmission ShiftUp = Enum.KeyCode.E , ShiftDown = Enum.KeyCode.Q , Clutch = Enum.KeyCode.LeftShift , --Handbrake PBrake = Enum.KeyCode.P , --Mouse Controls MouseThrottle = Enum.UserInputType.MouseButton1 , MouseBrake = Enum.UserInputType.MouseButton2 , MouseClutch = Enum.KeyCode.W , MouseShiftUp = Enum.KeyCode.E , MouseShiftDown = Enum.KeyCode.Q , MousePBrake = Enum.KeyCode.LeftShift , --Controller Mapping ContlrThrottle = Enum.KeyCode.ButtonR2 , ContlrBrake = Enum.KeyCode.ButtonL2 , ContlrSteer = Enum.KeyCode.Thumbstick1 , ContlrShiftUp = Enum.KeyCode.ButtonY , ContlrShiftDown = Enum.KeyCode.ButtonX , ContlrClutch = Enum.KeyCode.ButtonR1 , ContlrPBrake = Enum.KeyCode.ButtonL1 , ContlrToggleTMode = Enum.KeyCode.DPadUp , ContlrToggleTCS = Enum.KeyCode.DPadDown , ContlrToggleABS = Enum.KeyCode.DPadRight , }
------------------------
function Key(key) if key then key = string.lower(key) if (key=="x") then if on == 1 then Tool.Parent.Humanoid.WalkSpeed = CurrentWalkSpeed on = 0 elseif on == 0 then Tool.Parent.Humanoid.WalkSpeed = WalkSpeedWhileCrouching on = 1 end Crouch(on) end end end function Equip(mouse) mouse.KeyDown:connect(Key) end script.Parent.Equipped:connect(Equip)
-- Render the map at 0FPS (static since we know it doesn't change)
for i,d in pairs(workspace:GetDescendants()) do local isHum = false if d.Parent then local hum = d.Parent:FindFirstChild("Humanoid") if hum then if hum:IsA("Humanoid") then isHum = true end end end if d:IsA("BasePart") and not d:IsA("Terrain") and not isHum then local mapObj_Handler = VF_Handler:RenderObject(d, 30) end end
-- part.Anchored = true
part.Position = Vector3.new(x,0.5,z)
--[[ Returns a list of the keys from the given dictionary. ]]
local function keys(dictionary) local new = {} local index = 1 for key in pairs(dictionary) do new[index] = key index = index + 1 end return new end return keys
--- Rainbow FX
return function(gui, property, speed) --- Variables speed = speed or 1 -- local running = true --- Main coroutine.wrap(function() local _tick = tick() -- while gui and gui.Parent and running do --- Math local i = (tick() - _tick) * (1.0 / speed) if i >= 1 then _tick = tick() i = 0 end --- Apply gui[property] = Color3.fromHSV(i, 1, 1) --- Wait _L.Services.RunService.Stepped:wait() end end)() --- Return function to cancel this behavior return function() running = false end end
-- services
local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players")
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") ServerControl = Tool:WaitForChild("ServerControl") ClientControl = Tool:WaitForChild("ClientControl") ClientControl.OnClientInvoke = (function(Mode, Value) if Mode == "PlaySound" and Value then Value:Play() end end) function InvokeServer(Mode, Value, arg) pcall(function() ServerControl:InvokeServer(Mode, Value, arg) end) end function Equipped(Mouse) Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end Mouse.Button1Down:connect(function() InvokeServer("Click", true, Mouse.Hit.p) end) end local function Unequipped() end Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--// Input Connections
L_107_.InputBegan:connect(function(L_314_arg1, L_315_arg2) if not L_315_arg2 and L_15_ then if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then if L_24_.TacticalModeEnabled then L_154_ = 0.015 L_155_ = 7 L_3_:WaitForChild("Humanoid").WalkSpeed = 7 else L_155_ = 10 L_154_ = 0.008 L_3_:WaitForChild("Humanoid").WalkSpeed = 10 end end if (L_3_.Head.Position - L_5_.CoordinateFrame.p).magnitude <= 2 then L_97_ = L_50_ end L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, -0.1) end; if L_314_arg1.KeyCode == Enum.KeyCode.E and L_15_ and not L_80_ and not L_81_ then L_80_ = true L_82_ = false L_81_ = true LeanRight() end if L_314_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and not L_80_ and not L_82_ then L_80_ = true L_81_ = false L_82_ = true LeanLeft() end if L_314_arg1.KeyCode == L_24_.AlternateAimKey and not L_79_ and not L_78_ and not L_77_ and L_24_.CanAim and not L_74_ and L_15_ and not L_66_ and not L_67_ then if not L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 10 L_155_ = 10 L_154_ = 0.008 end L_97_ = L_50_ L_133_.target = L_56_.CFrame:toObjectSpace(L_44_.CFrame).p L_115_:FireServer(true) L_64_ = true end end; if L_314_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_79_ and not L_77_ and L_69_ and L_15_ and not L_66_ and not L_67_ and not L_74_ then L_68_ = true if not Shooting and L_15_ and not L_83_ then if L_103_ > 0 then Shoot() end elseif not Shooting and L_15_ and L_83_ then if L_105_ > 0 then Shoot() end end end; if L_314_arg1.KeyCode == (L_24_.LaserKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadRight) and L_15_ and L_24_.LaserAttached then local L_316_ = L_1_:FindFirstChild("LaserLight") L_122_.KeyDown[1].Plugin() end; if L_314_arg1.KeyCode == (L_24_.LightKey or L_314_arg1.KeyCode == Enum.KeyCode.ButtonR3) and L_15_ and L_24_.LightAttached then local L_317_ = L_1_:FindFirstChild("FlashLight"):FindFirstChild('Light') local L_318_ = false L_317_.Enabled = not L_317_.Enabled end; if L_15_ and L_314_arg1.KeyCode == (L_24_.FireSelectKey or L_314_arg1.KeyCode == Enum.KeyCode.DPadUp) and not L_79_ and not L_70_ and not L_78_ then L_70_ = true if L_92_ == 1 then if Shooting then Shooting = false end if L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 2 then if Shooting then Shooting = false end if L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BurstEnabled and not L_24_.BoltAction and not L_24_.SemiEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 3 then if Shooting then Shooting = false end if L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.BoltAction and not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.BoltAction and not L_24_.SemiEnabled and not L_24_.AutoEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 4 then if Shooting then Shooting = false end if L_24_.ExplosiveEnabled then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ elseif not L_24_.ExplosiveEnabled and L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled then L_92_ = 4 L_83_ = false L_69_ = L_84_ end elseif L_92_ == 6 then if Shooting then Shooting = false end L_85_ = L_69_ if L_24_.SemiEnabled then L_92_ = 1 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and L_24_.AutoEnabled then L_92_ = 2 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and L_24_.BurstEnabled then L_92_ = 3 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and L_24_.BoltAction then L_92_ = 4 L_83_ = false L_69_ = L_84_ elseif not L_24_.SemiEnabled and not L_24_.AutoEnabled and not L_24_.BurstEnabled and not L_24_.BoltAction then L_92_ = 6 L_83_ = true L_84_ = L_69_ L_69_ = L_85_ end end UpdateAmmo() FireModeAnim() IdleAnim() L_70_ = false end; if L_314_arg1.KeyCode == (Enum.KeyCode.F or L_314_arg1.KeyCode == Enum.KeyCode.DPadDown) and not L_79_ and not L_77_ and not L_78_ and not L_67_ and not L_70_ and not L_64_ and not L_66_ and not Shooting and not L_76_ then if not L_73_ and not L_74_ then L_74_ = true Shooting = false L_69_ = false L_135_ = time() delay(0.6, function() if L_103_ ~= L_24_.Ammo and L_103_ > 0 then CreateShell() end end) BoltBackAnim() L_73_ = true elseif L_73_ and L_74_ then BoltForwardAnim() Shooting = false L_69_ = true if L_103_ ~= L_24_.Ammo and L_103_ > 0 then L_103_ = L_103_ - 1 elseif L_103_ >= L_24_.Ammo then L_69_ = true end L_73_ = false L_74_ = false IdleAnim() L_75_ = false end UpdateAmmo() end; if L_314_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_314_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_78_ and not L_77_ and L_146_ then L_71_ = true if L_15_ and not L_70_ and not L_67_ and L_71_ and not L_65_ and not L_74_ then Shooting = false L_64_ = false L_67_ = true delay(0, function() if L_67_ and not L_66_ then L_64_ = false L_72_ = true end end) L_97_ = 80 if L_24_.TacticalModeEnabled then L_154_ = 0.4 L_155_ = 16 else L_155_ = L_24_.SprintSpeed L_154_ = 0.4 end L_3_.Humanoid.WalkSpeed = L_24_.SprintSpeed end end; if L_314_arg1.KeyCode == (Enum.KeyCode.R or L_314_arg1.KeyCode == Enum.KeyCode.ButtonX) and not L_79_ and not L_78_ and not L_77_ and L_15_ and not L_66_ and not L_64_ and not Shooting and not L_67_ and not L_74_ then if not L_83_ then if L_104_ > 0 and L_103_ < L_24_.Ammo then Shooting = false L_66_ = true for L_319_forvar1, L_320_forvar2 in pairs(game.Players:GetChildren()) do if L_320_forvar2 and L_320_forvar2:IsA('Player') and L_320_forvar2 ~= L_2_ and L_320_forvar2.TeamColor == L_2_.TeamColor then if (L_320_forvar2.Character.HumanoidRootPart.Position - L_3_.HumanoidRootPart.Position).magnitude <= 150 then if L_7_:FindFirstChild('AHH') and not L_7_.AHH.IsPlaying then L_119_:FireServer(L_7_.AHH, L_100_[math.random(0, 23)]) end end end end ReloadAnim() if L_103_ <= 0 then if L_24_.CanSlideLock then BoltBackAnim() BoltForwardAnim() end end IdleAnim() L_69_ = true if L_103_ <= 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo end elseif L_103_ > 0 then if (L_104_ - (L_24_.Ammo - L_103_)) < 0 then L_103_ = L_103_ + L_104_ + 1 L_104_ = 0 else L_104_ = L_104_ - (L_24_.Ammo - L_103_) L_103_ = L_24_.Ammo + 0 end end L_66_ = false if not L_75_ then L_69_ = true end end; elseif L_83_ then if L_105_ > 0 then Shooting = false L_66_ = true nadeReload() IdleAnim() L_66_ = false L_69_ = true end end; UpdateAmmo() end; if L_314_arg1.KeyCode == Enum.KeyCode.RightBracket and L_64_ then if (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == Enum.KeyCode.LeftBracket and L_64_ then if (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end if L_314_arg1.KeyCode == (Enum.KeyCode.T or L_314_arg1.KeyCode == Enum.KeyCode.DPadLeft) and L_1_:FindFirstChild("AimPart2") then if not L_86_ then L_56_ = L_1_:WaitForChild("AimPart2") L_50_ = L_24_.CycleAimZoom if L_64_ then L_97_ = L_24_.CycleAimZoom end L_86_ = true else L_56_ = L_1_:FindFirstChild("AimPart") L_50_ = L_24_.AimZoom if L_64_ then L_97_ = L_24_.AimZoom end L_86_ = false end; end; if L_314_arg1.KeyCode == L_24_.InspectionKey and not L_79_ and not L_78_ then if not L_77_ then L_77_ = true InspectAnim() IdleAnim() L_77_ = false end end; if L_314_arg1.KeyCode == L_24_.AttachmentKey and not L_79_ and not L_77_ then if L_15_ then if not L_78_ then L_67_ = false L_64_ = false L_69_ = false L_78_ = true AttachAnim() elseif L_78_ then L_67_ = false L_64_ = false L_69_ = true L_78_ = false IdleAnim() end end end; if L_314_arg1.KeyCode == Enum.KeyCode.P and not L_77_ and not L_78_ and not L_64_ and not L_67_ and not L_65_ and not L_66_ and not Recoiling and not L_67_ then if not L_79_ then L_79_ = true L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = L_24_.SprintPos }):Play() wait(0.2) L_112_:FireServer("Patrol", L_24_.SprintPos) else L_79_ = false L_14_:Create(L_45_, TweenInfo.new(0.2), { C1 = CFrame.new() }):Play() wait(0.2) L_112_:FireServer("Unpatrol") end end; end end) L_107_.InputEnded:connect(function(L_321_arg1, L_322_arg2) if not L_322_arg2 and L_15_ then if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton2 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL2) and not L_77_ and L_24_.CanAim and not L_78_ then if L_64_ then if not L_65_ then L_3_:WaitForChild("Humanoid").WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.A and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.D and L_15_ then L_134_ = CFrame.Angles(0, 0, 0) end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == Enum.KeyCode.Q and L_15_ and L_80_ then Unlean() L_80_ = false L_82_ = false L_81_ = false end if L_321_arg1.KeyCode == L_24_.AlternateAimKey and not L_77_ and L_24_.CanAim then if L_64_ then if not L_65_ then L_3_.Humanoid.WalkSpeed = 16 L_155_ = 17 L_154_ = .25 end L_97_ = 70 L_133_.target = Vector3.new() L_115_:FireServer(false) L_64_ = false end end; if L_321_arg1.UserInputType == (Enum.UserInputType.MouseButton1 or L_321_arg1.KeyCode == Enum.KeyCode.ButtonR2) and not L_77_ then L_68_ = false if Shooting then Shooting = false end end; if L_321_arg1.KeyCode == Enum.KeyCode.E and L_15_ then local L_323_ = L_42_:WaitForChild('GameGui') if L_16_ then L_323_:WaitForChild('AmmoFrame').Visible = false L_16_ = false end end; if L_321_arg1.KeyCode == (Enum.KeyCode.LeftShift or L_321_arg1.KeyCode == Enum.KeyCode.ButtonL3) and not L_77_ and not L_70_ and not L_65_ then -- SPRINT L_71_ = false if L_67_ and not L_64_ and not Shooting and not L_71_ then L_67_ = false L_72_ = false L_97_ = 70 L_3_.Humanoid.WalkSpeed = 16 if L_24_.TacticalModeEnabled then L_154_ = 0.09 L_155_ = 11 else L_154_ = .2 L_155_ = 17 end end end; end end) L_107_.InputChanged:connect(function(L_324_arg1, L_325_arg2) if not L_325_arg2 and L_15_ and L_24_.FirstPersonOnly and L_64_ then if L_324_arg1.UserInputType == Enum.UserInputType.MouseWheel then if L_324_arg1.Position.Z == 1 and (L_51_ < 1) then L_51_ = L_51_ + L_24_.SensitivityIncrement elseif L_324_arg1.Position.Z == -1 and (L_51_ > 0.1) then L_51_ = L_51_ - L_24_.SensitivityIncrement end end end end) L_107_.InputChanged:connect(function(L_326_arg1, L_327_arg2) if not L_327_arg2 and L_15_ then local L_328_, L_329_ = workspace:FindPartOnRayWithIgnoreList(Ray.new(L_56_.CFrame.p, (L_56_.CFrame.lookVector).unit * 10000), IgnoreList); if L_328_ then local L_330_ = (L_329_ - L_6_.Position).magnitude L_33_.Text = math.ceil(L_330_) .. ' m' end end end)
-- The subset of a Promise that React APIs rely on. This resolves a value. -- This doesn't require a return value neither from the handler nor the -- then function. -- ROBLOX FIXME: workaround for Luau recursive type used with different parameters. delete this copy once that issue is resolved.
export type _Thenable<R> = { andThen: <U>( self: _Thenable<R>, onFulfill: (R) -> () | U, onReject: (error: any) -> () | U ) -> (), } export type Thenable<R> = { andThen: <U>( self: Thenable<R>, onFulfill: (R) -> () | _Thenable<U> | U, onReject: (error: any) -> () | _Thenable<U> | U -- ROBLOX FIXME Luau: need union type packs to parse () | Thenable<U>: CLI-49836 ) -> nil | _Thenable<U>, } return exports
--Funcion Del AutoClick
local plr = script.Parent.Parent.Parent local timeAuto = plr.PlayerStats.timeAuto local lea = plr:WaitForChild("leaderstats")-- Nombre De La Carpeta De Su Sistema De Dinero local gold = lea:WaitForChild("TimesClicked")-- Nombre De Su Sistema De Dinero local coin = lea:WaitForChild("Coins")-- Nombre De Su Sistema De Dinero local boost = plr:WaitForChild("CoinBoost")-- Nombre De Su Sistema De Dinero local world = plr:WaitForChild("WorldBoost")-- Nombre De Su Sistema De Dinero local autoclick = false local autoclickDD = false function GetAuto() gold.Value = gold.Value +1 --Cambiar Por Cuanto Dinero Quieres Que Obtenga coin.Value = coin.Value + 1 + 1*boost.Value*world.Value end script.Parent.AutoClick.MouseButton1Click:Connect(function() if autoclick == false then autoclick = true script.Parent.AutoClick.Text = "ON" else autoclick = false script.Parent.AutoClick.Text = "OFF" end end) while wait()do if autoclick == true then if autoclickDD == false then autoclickDD = true GetAuto(1)-- Cambia El Tiempo De Espera Al Recargar wait(timeAuto.Value)-- Tambien Cambia Para El Tiempo De Espera Al Recargar autoclickDD = false end end end
-- Given element.props.children, or subtree during recursive traversal, -- return flattened array of children.
local function getChildren(arg: unknown, children_: Array<unknown>?) local children = children_ or {} if Array.isArray(arg) then Array.forEach(arg :: Array<unknown>, function(item) getChildren(item, children) end) elseif arg ~= nil and arg ~= false then table.insert(children, arg) end return children end local function getType(element: any) local type_ = element.type if typeof(type_) == "string" then return type_ end -- ROBLOX deviation START: functions can't have properties in Lua if typeof(type_) == "function" then local typeName = debug.info(type_, "n") return if Boolean.toJSBoolean(typeName) then typeName else "Unknown" end if typeof(type_) == "table" then local metatable = getmetatable(type_) if metatable ~= nil and typeof(metatable.__call) == "function" then return if Boolean.toJSBoolean(type_.displayName) then type_.displayName elseif Boolean.toJSBoolean(type_.name) then type_.name else "Unknown" end end -- ROBLOX deviation END if ReactIs.isFragment(element) then return "React.Fragment" end if ReactIs.isSuspense(element) then return "React.Suspense" end if typeof(type_) == "table" and type_ ~= nil then if ReactIs.isContextProvider(element) then return "Context.Provider" end if ReactIs.isContextConsumer(element) then return "Context.Consumer" end if ReactIs.isForwardRef(element) then if Boolean.toJSBoolean(type_.displayName) then return type_.displayName end -- ROBLOX deviation START: check if type_.render is callable table local functionName = if typeof(type_.render) == "function" and Boolean.toJSBoolean(debug.info(type_.render, "n")) then debug.info(type_.render, "n") else if typeof(type_.render) == "table" then if Boolean.toJSBoolean(type_.render.displayName) then type_.render.displayName elseif Boolean.toJSBoolean(type_.render.name) then type_.render.name else "" else "" -- ROBLOX deviation END return if functionName ~= "" then "ForwardRef(" .. functionName .. ")" else "ForwardRef" end if ReactIs.isMemo(element) then local functionName = if Boolean.toJSBoolean(type_.displayName) then type_.displayName elseif typeof(type_.type) == "table" -- ROBLOX deviation: can't index functions in Lua and Boolean.toJSBoolean(type_.type.displayName) then type_.type.displayName elseif typeof(type_.type) == "function" and Boolean.toJSBoolean(debug.info(type_.type, "n")) then debug.info(type_.type, "n") else "" return if functionName ~= "" then "Memo(" .. functionName .. ")" else "Memo" end end return "UNDEFINED" end local function getPropKeys(element: any) local props = element.props return Array.sort(Array.filter(Object.keys(props), function(key) return key ~= "children" and props[key] ~= nil end)) end
---Setting IDs
for _,v in pairs(Car.Chassis:GetChildren()) do if v.Name == "Id" then if game.Players:FindFirstChild(CarStats.Owner.Value) then v.S.T.Text = game.Players[CarStats.Owner.Value].UserId end end end
---- Script: -----
Event.OnServerEvent:Connect(function(player, Skin) local PlayerInventory = player.Inventory --Skin 1 de la caja if Skin == 1 then player.Inventory.Asphalt.Quantity.Value += 1 elseif Skin == 2 then player.Inventory.Camo.Quantity.Value += 1 elseif Skin == 3 then player.Inventory.Lime.Quantity.Value += 1 elseif Skin == 4 then player.Inventory.Maple.Quantity.Value += 1 elseif Skin == 5 then player.Inventory.Candy.Quantity.Value += 1 elseif Skin == 6 then player.Inventory.Cardboard.Quantity.Value += 1 elseif Skin == 7 then player.Inventory.WhiteOut.Quantity.Value += 1 elseif Skin == 8 then player.Inventory.Scales.Quantity.Value += 1 elseif Skin == 9 then player.Inventory.Matrix.Quantity.Value += 1 elseif Skin == 10 then player.Inventory.Printstream.Quantity.Value += 1 end end)
-- Calls fn(...) in a separate thread and returns false if it errors or invoking client leaves the game. -- Fail state is only checked every 0.5 seconds, so don't expect errors to return immediately
function SafeInvokeCallback(handler, ...) local finished = false local callbackThread local invokeThread local result local function finish(...) if not finished then finished = true result = table.pack(...) if invokeThread then ResumeThread(invokeThread) end end end FastSpawn(function(...) callbackThread = coroutine.running() finish(true, handler.Callback(...)) end, ...) if not finished then local client = IsServer and (...) coroutine.wrap(function() while not finished and coroutine.status(callbackThread) ~= "dead" do if IsServer and client.Parent ~= Players then break end wait(0.5) end finish(false) end)() end if not finished then invokeThread = coroutine.running() YieldThread() end return unpack(result) end function SafeInvoke(timeout, handler, ...) local thread = coroutine.running() local finished = false local result coroutine.wrap(function(...) if IsServer then result = table.pack(pcall(function(...) return handler.Remote:InvokeClient(...) end, ...)) else result = table.pack(pcall(function(...) return handler.Remote:InvokeServer(...) end, ...)) end if not finished then finished = true ResumeThread(thread) end end)(...) if typeof(timeout) == "number" then delay(timeout, function() if not finished then finished = true ResumeThread(thread) end end) end YieldThread() if result and result[1] == true and result[2] == true then return true, unpack(result, 3) end return false end function SafeFireEvent(handler, ...) local callbacks = handler.Callbacks local index = #callbacks while index > 0 do local running = true FastSpawn(function(...) while running and index > 0 do local fn = callbacks[index] index -= 1 fn(...) end end, ...) running = false end end
--Disable script if car is removed from workspace
Car.AncestryChanged:Connect(function() if not Car:IsDescendantOf(Workspace) then unbindActions() LocalVehicleSeating.ExitSeat() LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat) -- stop seated anim print("car removed from workspace") script.Disabled = true end end) local function getInputValue(keyInfo, inputObj) for _, keyCodeInfo in ipairs(keyInfo) do if inputObj.KeyCode == keyCodeInfo.KeyCode then if keyCodeInfo.Axis then local inputVector = inputObj.Position * keyCodeInfo.Axis local sign = math.sign(inputVector.X + inputVector.Y + inputVector.Z) return inputVector.magnitude * sign else return 1 end end end return 0 end local function exitVehicle(action, inputState, inputObj) if inputState == Enum.UserInputState.Begin then LocalVehicleSeating.ExitSeat() -- stop seated anim end end ContextActionService:BindAction( EXIT_ACTION_NAME, exitVehicle, false, Keymap.EnterVehicleGamepad, Keymap.EnterVehicleKeyboard ) local function steerLeftAction(action, inputState, inputObj) if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then SteerLeftValue = getInputValue(Keymap.SteerLeft, inputObj) else SteerLeftValue = 0 end return Enum.ContextActionResult.Pass end ContextActionService:BindActionAtPriority( STEER_LEFT_ACTION_NAME, steerLeftAction, false, Enum.ContextActionPriority.High.Value, unpack(Keymap.KeysForAction("SteerLeft")) ) local function steerRightAction(action, inputState, inputObj) if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then SteerRightValue = getInputValue(Keymap.SteerRight, inputObj) else SteerRightValue = 0 end return Enum.ContextActionResult.Pass end ContextActionService:BindActionAtPriority( STEER_RIGHT_ACTION_NAME, steerRightAction, false, Enum.ContextActionPriority.High.Value, unpack(Keymap.KeysForAction("SteerRight")) ) local function throttleAction(action, inputState, inputObj) if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then ThrottleValue = getInputValue(Keymap.Throttle, inputObj) else ThrottleValue = 0 end end ContextActionService:BindAction( THROTTLE_ACTION_NAME, throttleAction, false, unpack(Keymap.KeysForAction("Throttle")) ) local function brakeAction(action, inputState, inputObj) if inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change then BrakeValue = getInputValue(Keymap.Brake, inputObj) else BrakeValue = 0 end end ContextActionService:BindAction( BRAKE_ACTION_NAME, brakeAction, false, unpack(Keymap.KeysForAction("Brake")) ) local function handBrakeAction(action, inputState, inputObj) if inputState == Enum.UserInputState.Begin then HandBrakeValue = 1 else HandBrakeValue = 0 end end ContextActionService:BindAction( HAND_BRAKE_ACTION_NAME, handBrakeAction, false, unpack(Keymap.KeysForAction("Handbrake")) )
--// Recoil Settings
gunrecoil = -0.75; -- How much the gun recoils backwards when not aiming camrecoil = 1.06; -- How much the camera flicks when not aiming AimGunRecoil = -0.75; -- How much the gun recoils backwards when aiming AimCamRecoil = 0.83; -- How much the camera flicks when aiming CamShake = 7; -- THIS IS NEW!!!! CONTROLS CAMERA SHAKE WHEN FIRING AimCamShake = 5; -- THIS IS ALSO NEW!!!! Kickback = 12.2; -- Upward gun rotation when not aiming AimKickback = 9.11; -- Upward gun rotation when aiming
--collect :GetFriendsOnline() calls from the clients - use the results to verify friendships between users, store them in this script so that other aspects of the game can use the IsFriendsWith BindableFunction to check
------------------------------------------------------------------------ -- -- * used in (lparser) luaY:whilestat(), luaY:repeatstat(), luaY:forbody() ------------------------------------------------------------------------
function luaK:patchlist(fs, list, target) if target == fs.pc then self:patchtohere(fs, list) else assert(target < fs.pc) self:patchlistaux(fs, list, target, luaP.NO_REG, target) end end
--[[ Constants ]]
-- local DPAD_SHEET = "rbxasset://textures/ui/DPadSheet.png" local TOUCH_CONTROL_SHEET = "rbxasset://textures/ui/TouchControlsSheet.png" local ZERO_VECTOR3 = Vector3.new(0,0,0) local UNIT_Z = Vector3.new(0,0,1) local UNIT_X = Vector3.new(1,0,0)
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg) local emote = "" if msg == "/e dance" then emote = dances[math.random(1, #dances)] elseif (string.sub(msg, 1, 3) == "/e ") then emote = string.sub(msg, 4) elseif (string.sub(msg, 1, 7) == "/emote ") then emote = string.sub(msg, 8) end if (pose == "Standing" and emoteNames[emote] ~= nil) then playAnimation(emote, 0.1, Humanoid) end end)
--[[ Check if all humanoids has completed animation for hiding/showing. ]]
modules.waitForHumanoidAnimations = function(self) return function() for _, humanoidController in pairs(self.humanoidControllers) do if humanoidController:isAnimating() then humanoidController.animationCompleted.Event:Wait() end end end end modules.getModelFace = function() return function(model) local face = model:GetAttribute(constants.Attributes.SurfaceCanvasFace) if not face then return Enum.NormalId.Front end -- Case insensitive to make it more user friendly face = string.lower(face) for _, enum in ipairs(Enum.NormalId:GetEnumItems()) do if string.lower(enum.Name) == string.lower(face) then return enum end end warn("[SurfaceArt] Face provided is in attributes is invalid, defaulting to Front") return Enum.NormalId.Front end end modules.cleanup = function(self) return function() self.userInputController:enable() self.guiController:enable() self.cameraModule:animateToHumanoidAsync() end end return modules
--Formula secreta de don cangrejo
local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule local Formula = RebirthFormule.Value + (RebirthFormule.Value * Multiplier.Value) if Points.Value >= Formula then Text.TextColor3 = Color3.new(0, 1, 0.14902) Text.Text = "Rebirth available!" else Text.TextColor3 = Color3.new(1, 0, 0.0156863) Text.Text = "You dont have enough points to rebirth!" end Points.Changed:Connect(function() local FormulaUpdate = RebirthFormule.Value + (RebirthFormule.Value * Multiplier.Value) if Points.Value >= FormulaUpdate then Text.TextColor3 = Color3.new(0, 1, 0.14902) Text.Text = "Rebirth available!" else Text.TextColor3 = Color3.new(1, 0, 0.0156863) Text.Text = "You dont have enough points to rebirth!" end end)
-- SETUP ICON TEMPLATE
local topbarPlusGui = Instance.new("ScreenGui") topbarPlusGui.Enabled = true topbarPlusGui.DisplayOrder = 0 topbarPlusGui.IgnoreGuiInset = true topbarPlusGui.ResetOnSpawn = false topbarPlusGui.Name = "TopbarPlus" local activeItems = Instance.new("Folder") activeItems.Name = "ActiveItems" activeItems.Parent = topbarPlusGui local topbarContainer = Instance.new("Frame") topbarContainer.BackgroundTransparency = 1 topbarContainer.Name = "TopbarContainer" topbarContainer.Position = UDim2.new(0, 0, 0, 0) topbarContainer.Size = UDim2.new(1, 0, 0, 36) topbarContainer.Visible = true topbarContainer.ZIndex = 1 topbarContainer.Parent = topbarPlusGui topbarContainer.Active = false local iconContainer = Instance.new("Frame") iconContainer.BackgroundTransparency = 1 iconContainer.Name = "IconContainer" iconContainer.Position = UDim2.new(0, 104, 0, 4) iconContainer.Visible = false iconContainer.ZIndex = 1 iconContainer.Parent = topbarContainer iconContainer.Active = false local iconButton = Instance.new("TextButton") iconButton.Name = "IconButton" iconButton.Visible = true iconButton.Text = "" iconButton.ZIndex = 10--2 iconButton.BorderSizePixel = 0 iconButton.AutoButtonColor = false iconButton.Parent = iconContainer iconButton.Active = false local iconImage = Instance.new("ImageLabel") iconImage.BackgroundTransparency = 1 iconImage.Name = "IconImage" iconImage.AnchorPoint = Vector2.new(0, 0.5) iconImage.Visible = true iconImage.ZIndex = 11--3 iconImage.ScaleType = Enum.ScaleType.Fit iconImage.Parent = iconButton iconImage.Active = false local iconLabel = Instance.new("TextLabel") iconLabel.BackgroundTransparency = 1 iconLabel.Name = "IconLabel" iconLabel.AnchorPoint = Vector2.new(0, 0.5) iconLabel.Position = UDim2.new(0.5, 0, 0.5, 0) iconLabel.Text = "" iconLabel.RichText = true iconLabel.TextScaled = false iconLabel.ClipsDescendants = true iconLabel.ZIndex = 11--3 iconLabel.Parent = iconButton iconLabel.Active = false local iconGradient = Instance.new("UIGradient") iconGradient.Name = "IconGradient" iconGradient.Enabled = true iconGradient.Parent = iconButton local iconCorner = Instance.new("UICorner") iconCorner.Name = "IconCorner" iconCorner.Parent = iconButton local iconOverlay = Instance.new("Frame") iconOverlay.Name = "IconOverlay" iconOverlay.BackgroundTransparency = 1 iconOverlay.Position = iconButton.Position iconOverlay.Size = UDim2.new(1, 0, 1, 0) iconOverlay.Visible = true iconOverlay.ZIndex = iconButton.ZIndex + 1 iconOverlay.BorderSizePixel = 0 iconOverlay.Parent = iconContainer iconOverlay.Active = false local iconOverlayCorner = iconCorner:Clone() iconOverlayCorner.Name = "IconOverlayCorner" iconOverlayCorner.Parent = iconOverlay
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/createDirectory.ts
-- ROBLOX FIXME: workaround for defult generic param
export type RawMatcherFn_ = RawMatcherFn<MatcherState>
-- RIGHT HERE IS THE SETTINGS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
module.BubbleChatEnabled = true module.ClassicChatEnabled = true