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--------------- -- Constants -- ---------------
local FADE_TARGET = 0.75 local FADE_RATE = 0.1 local MODE = { CUSTOM = 1, -- Whatever you want! LIMBS = 2, -- Track limbs MOVEMENT = 3, -- Track movement CORNERS = 4, -- Char model corners CIRCLE1 = 5, -- Circle of casts around character CIRCLE2 = 6, -- Circle of casts around character, camera relative LIMBMOVE = 7, -- LIMBS mode + MOVEMENT mode } Invisicam.MODE = MODE local STARTING_MODE = MODE.LIMBS local LIMB_TRACKING_SET = { ['Head'] = true, ['Left Arm'] = true, ['Right Arm'] = true, ['Left Leg'] = true, ['Right Leg'] = true, ['LeftLowerArm'] = true, ['RightLowerArm'] = true, ['LeftLowerLeg'] = true, ['RightLowerLeg'] = true } local CORNER_FACTORS = { Vector3.new(1, 1, -1), Vector3.new(1, -1, -1), Vector3.new(-1, -1, -1), Vector3.new(-1, 1, -1) } local CIRCLE_CASTS = 10 local MOVE_CASTS = 3
--wr2.MaxVelocity = 0.007 --wr2.Part0 = script.Parent.Parent.Misc.RR.Door.WD --wr2.Part1 = wr2.Parent
sw.MaxVelocity = 0.1 sw.Part0 = script.Parent.SW sw.Part1 = sw.Parent TK.MaxVelocity = 0.03 TK.Part0 = script.Parent.TK TK.Part1 = TK.Parent
-------- OMG HAX
r = game:service("RunService") local damage = 10 local slash_damage = 12 local lunge_damage = 24 sword = script.Parent.Handle Tool = script.Parent local SlashSound = Instance.new("Sound") SlashSound.SoundId = "http://www.roblox.com/asset/?id=11998777" SlashSound.Parent = sword local LungeSound = Instance.new("Sound") LungeSound.SoundId = "http://www.roblox.com/asset/?id=11998796" LungeSound.Parent = sword local UnsheathSound = Instance.new("Sound") UnsheathSound.SoundId = "http://www.roblox.com/asset/?id=11998770" UnsheathSound.Parent = sword function blow(hit) local humanoid = hit.Parent:findFirstChild("Humanoid") local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local hum = vCharacter:findFirstChild("Humanoid") -- non-nil if tool held by a character if humanoid~=nil and humanoid ~= hum and hum ~= nil then -- final check, make sure sword is in-hand local right_arm = vCharacter:FindFirstChild("Right Arm") if (right_arm ~= nil) then local joint = right_arm:FindFirstChild("RightGrip") if (joint ~= nil and (joint.Part0 == sword or joint.Part1 == sword)) then tagHumanoid(humanoid, vPlayer) humanoid:TakeDamage(damage) wait(1) untagHumanoid(humanoid) end end end end function tagHumanoid(humanoid, player) local creator_tag = Instance.new("ObjectValue") creator_tag.Value = player creator_tag.Name = "creator" creator_tag.Parent = humanoid end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end function attack() damage = slash_damage SlashSound:play() Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 0.7 Tool.Parent.Torso["Right Shoulder"].DesiredAngle = 3.6 wait(.1) Tool.Parent.Torso["Right Shoulder"].MaxVelocity = 1 end function lunge() damage = lunge_damage LungeSound:play() local anim = Instance.new("StringValue") anim.Name = "toolanim" anim.Value = "Lunge" anim.Parent = Tool local force = Instance.new("BodyVelocity") force.velocity = Vector3.new(0,80,0) force.Parent = Tool.Parent.Torso wait(.25) force.velocity = (Tool.Parent.Torso.CFrame.lookVector * 160) + Vector3.new(0, 60,0) --swordOut() wait(.5) force.Parent = nil wait(.5) --swordUp() damage = slash_damage end function swordUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function swordOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end function swordAcross() -- parry end Tool.Enabled = true local last_attack = 0 function onActivated() if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end t = r.Stepped:wait() if (t - last_attack < .2) then lunge() else attack() end last_attack = t --wait(.5) Tool.Enabled = true end function onEquipped() UnsheathSound:play() end script.Parent.Activated:connect(onActivated) script.Parent.Equipped:connect(onEquipped) connection = sword.Touched:connect(blow)
--Made by Luckymaxer
Debris = game:GetService("Debris") Character = script.Parent Humanoid = Character:FindFirstChild("Humanoid") Duration = script:FindFirstChild("Duration") Rate = (1 / 60) function DestroyScript() Debris:AddItem(script, 0.5) script:Destroy() end if not Humanoid or Humanoid.Health == 0 or not Duration or Duration.Value <= 0 then DestroyScript() return end while Humanoid.Health > 0 and Duration.Value > 0 do if Humanoid then Humanoid.WalkSpeed = 6 end local Time = wait(Rate) Duration.Value = (Duration.Value - Time) end if Humanoid then Humanoid.WalkSpeed = 16 end DestroyScript()
------------------------------------------------------------
local TwinService = game:GetService("TweenService") local AnimationHighLight = TweenInfo.new(1.5, Enum.EasingStyle.Sine ,Enum.EasingDirection.InOut) local Info1 = {Position = Vector3.new(pos1,Positionn,pos3)} local Info2 = {Position = Vector3.new(pos1,Positionn2,pos3)} local AnimkaUp = TwinService:Create(Danger, AnimationHighLight, Info1 ) local AnimkaDown = TwinService:Create(Danger, AnimationHighLight, Info2 ) while true do AnimkaUp:Play() wait(1.5) AnimkaDown:Play() wait(1.5) end
--Stickmasterluke
sp=script.Parent framerate=30 frames=1 running=false direction=1 function waitForChild(instance,name) while not instance:FindFirstChild(name) do instance.ChildAdded:wait() end end waitForChild(sp,"Bottom") waitForChild(sp.Bottom,"OpenDoor") waitForChild(sp.Bottom,"Configuration") function checkframes() if sp:FindFirstChild("Bottom") then local config=sp.Bottom:FindFirstChild("Configuration") if config then frames=math.floor(config.TimeToMove.Value*framerate)+1 end end end sp.Bottom.Configuration.TimeToMove.Changed:connect(checkframes) checkframes() function updatedoor(frame) local percentage=frame/frames if sp:FindFirstChild("Bottom") then local hingedist=1.9 local hinge1=sp.Bottom:FindFirstChild("Door1") if hinge1~=nil then hinge1.C1=CFrame.new(-hingedist,-hingedist,0)*CFrame.Angles(0,0,(math.pi/2)*percentage)*CFrame.new(hingedist,hingedist,0) end local hinge1=sp.Bottom:FindFirstChild("Door2") if hinge1~=nil then hinge1.C1=CFrame.new(-hingedist,hingedist,0)*CFrame.Angles(0,0,(math.pi/2)*percentage)*CFrame.new(hingedist,-hingedist,0) end local hinge1=sp.Bottom:FindFirstChild("Door3") if hinge1~=nil then hinge1.C1=CFrame.new(hingedist,hingedist,0)*CFrame.Angles(0,0,(math.pi/2)*percentage)*CFrame.new(-hingedist,-hingedist,0) end local hinge1=sp.Bottom:FindFirstChild("Door4") if hinge1~=nil then hinge1.C1=CFrame.new(hingedist,-hingedist,0)*CFrame.Angles(0,0,(math.pi/2)*percentage)*CFrame.new(-hingedist,hingedist,0) end end end function runloop() if not running then running=true while true do if sp:FindFirstChild("Bottom") then local frame=sp.Bottom:FindFirstChild("Frame") if frame then frame.Value=frame.Value+direction if frame.Value>frames then frame.Value=frames end if frame.Value<=0 then frame.Value=0 end updatedoor(frame.Value) wait(1/framerate) if frame then if (frame.Value<=0 and direction==-1) or (frame.Value>=frames and direction==1) then break end end else break end else break end end running=false end end function check(val) if val>.5 then direction=1 else direction=-1 end runloop() end sp.Bottom.OpenDoor.SourceValueChanged:connect(check) check(sp.Bottom.OpenDoor:GetCurrentValue())
--[[if CurrentX >= SlowdownPoint then local Multiplier = Start/End; Speed = 20 * (1 - Multiplier); if Speed < 1 then Speed = 1; end end]]
-- © Native Lighting & NativeFX, All Rights Reserved, Do not edit or distribute.
-- Make the HotbarFrame, which holds only the Hotbar Slots
HotbarFrame = NewGui('Frame', 'Hotbar') HotbarFrame.BackgroundTransparency = 0.7 local grad = script.UIGradient:Clone() grad.Parent = HotbarFrame HotbarFrame.Parent = MainFrame
--------SIDE SQUARES--------
game.Workspace.sidesquares.l11.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l12.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l21.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l31.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l11.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l12.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l21.BrickColor = BrickColor.new(1023) game.Workspace.rightpalette.l22.BrickColor = BrickColor.new(1023) game.Workspace.sidesquares.l13.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l23.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l33.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l34.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l13.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l23.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l14.BrickColor = BrickColor.new(106) game.Workspace.rightpalette.l24.BrickColor = BrickColor.new(106) game.Workspace.sidesquares.l14.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l15.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l24.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l25.BrickColor = BrickColor.new(1013) game.Workspace.sidesquares.l35.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l15.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l25.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l16.BrickColor = BrickColor.new(1013) game.Workspace.rightpalette.l26.BrickColor = BrickColor.new(1013)
-- Function to preload audio assets
AudioPlayer.preloadAudio = function(assetArray) local audioAssets = {} -- Add new "Sound" assets to "audioAssets" array for name, audioID in pairs(assetArray) do local audioInstance = Instance.new("Sound") audioInstance.SoundId = "rbxassetid://" .. audioID audioInstance.Name = name audioInstance.Parent = SoundService table.insert(audioAssets, audioInstance) end local success, assets = pcall(function() ContentProvider:PreloadAsync(audioAssets) end) end
-- KEYBINDS HERE
local bind1 = Enum.KeyCode.LeftShift -- This is the keybind this script is set to by default local bind2 = Enum.KeyCode.RightShift -- This is the second keybind this script is set to by default
--BasedWeld2.0
function MakeWeld(x,y,type,s) local W=Instance.new(type) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame W.Parent=x if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") then MakeWeld(b,a,"Weld") elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end end
--[[Engine]]
--Torque Curve Tune.Horsepower = 580 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 4.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
-- Variables
local b_close = script.Parent local tpMenu = script.Parent.Parent
--- Connect a new handler to the event. Returns a connection object that can be disconnected. -- @tparam function handler Function handler called with arguments passed when `:Fire(...)` is called -- @treturn Connection Connection object that can be disconnected
function Signal:Connect(handler) if not (type(handler) == "function") then error(("connect(%s)"):format(typeof(handler)), 2) end return self._bindableEvent.Event:Connect(function() handler(unpack(self._argData, 1, self._argCount)) end) end
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Mesh = Handle:WaitForChild("Mesh") Players = game:GetService("Players") Debris = game:GetService("Debris") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create BaseUrl = "http://www.roblox.com/asset/?id=" Meshes = { GrappleWithHook = 33393806, Grapple = 30308256, Hook = 30307623, } Animations = { Crouch = {Animation = Tool:WaitForChild("Crouch"), FadeTime = 0.25, Weight = nil, Speed = nil}, } Sounds = { Fire = Handle:WaitForChild("Fire"), Connect = Handle:WaitForChild("Connect"), Hit = Handle:WaitForChild("Hit"), } for i, v in pairs(Meshes) do Meshes[i] = (BaseUrl .. v) end BasePart = Create("Part"){ Material = Enum.Material.Plastic, Shape = Enum.PartType.Block, TopSurface = Enum.SurfaceType.Smooth, BottomSurface = Enum.SurfaceType.Smooth, FormFactor = Enum.FormFactor.Custom, Size = Vector3.new(0.2, 0.2, 0.2), CanCollide = true, Locked = true, } BaseRope = BasePart:Clone() BaseRope.Name = "Effect" BaseRope.BrickColor = BrickColor.new("Really black") BaseRope.Anchored = true BaseRope.CanCollide = false Create("CylinderMesh"){ Scale = Vector3.new(1, 1, 1), Parent = BaseRope, } BaseGrappleHook = BasePart:Clone() BaseGrappleHook.Name = "Projectile" BaseGrappleHook.Transparency = 0 BaseGrappleHook.Size = Vector3.new(1, 0.4, 1) BaseGrappleHook.Anchored = false BaseGrappleHook.CanCollide = true Create("SpecialMesh"){ MeshType = Enum.MeshType.FileMesh, MeshId = (BaseUrl .. "30307623"), TextureId = (BaseUrl .. "30307531"), Scale = Mesh.Scale, VertexColor = Vector3.new(1, 1, 1), Offset = Vector3.new(0, 0, 0), Parent = BaseGrappleHook, } Create("BodyGyro"){ Parent = BaseGrappleHook, } for i, v in pairs({Sounds.Connect, Sounds.Hit}) do local Sound = v:Clone() Sound.Parent = BaseGrappleHook end Gravity = 196.20 Rate = (1 / 60) MaxDistance = 200 CanFireWhileGrappling = true Crouching = false ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) for i, v in pairs(Tool:GetChildren()) do if v:IsA("BasePart") and v ~= Handle then v:Destroy() end end Mesh.MeshId = Meshes.GrappleWithHook Handle.Transparency = 0 Tool.Enabled = true function CheckTableForString(Table, String) for i, v in pairs(Table) do if string.find(string.lower(String), string.lower(v)) then return true end end return false end function CheckIntangible(Hit) local ProjectileNames = {"Water", "Arrow", "Projectile", "Effect", "Rail", "Laser", "Bullet", "GrappleHook"} if Hit and Hit.Parent then if ((not Hit.CanCollide or CheckTableForString(ProjectileNames, Hit.Name)) and not Hit.Parent:FindFirstChild("Humanoid")) then return true end end return false end function CastRay(StartPos, Vec, Length, Ignore, DelayIfHit) local Ignore = ((type(Ignore) == "table" and Ignore) or {Ignore}) local RayHit, RayPos, RayNormal = game:GetService("Workspace"):FindPartOnRayWithIgnoreList(Ray.new(StartPos, Vec * Length), Ignore) if RayHit and CheckIntangible(RayHit) then if DelayIfHit then wait() end RayHit, RayPos, RayNormal = CastRay((RayPos + (Vec * 0.01)), Vec, (Length - ((StartPos - RayPos).magnitude)), Ignore, DelayIfHit) end return RayHit, RayPos, RayNormal end function AdjustRope() if not Rope or not Rope.Parent or not CheckIfGrappleHookAlive() then return end local StartPosition = Handle.Position local EndPosition = GrappleHook.Position local RopeLength = (StartPosition - EndPosition).Magnitude Rope.Size = Vector3.new(1, 1, 1) Rope.Mesh.Scale = Vector3.new(0.1, RopeLength, 0.1) Rope.CFrame = (CFrame.new(((StartPosition + EndPosition) / 2), EndPosition) * CFrame.Angles(-(math.pi / 2), 0, 0)) end function DisconnectGrappleHook(KeepBodyObjects) for i, v in pairs({Rope, GrappleHook, GrappleHookChanged}) do if v then if tostring(v) == "Connection" then v:disconnect() elseif type(v) == "userdata" and v.Parent then v:Destroy() end end end if CheckIfAlive() and not KeepBodyObjects then for i, v in pairs(Torso:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end end Connected = false Mesh.MeshId = Meshes.GrappleWithHook end function TryToConnect() if not ToolEquipped or not CheckIfAlive() or not CheckIfGrappleHookAlive() or Connected then DisconnectGrappleHook() return end local DistanceApart = (Torso.Position - GrappleHook.Position).Magnitude if DistanceApart > MaxDistance then DisconnectGrappleHook() return end local Directions = {Vector3.new(0, 1, 0), Vector3.new(0, -1, 0), Vector3.new(1, 0, 0), Vector3.new(-1, 0, 0), Vector3.new(0, 0, 1), Vector3.new(0, 0, -1)} local ClosestRay = {DistanceApart = math.huge} for i, v in pairs(Directions) do local Direction = CFrame.new(GrappleHook.Position, (GrappleHook.CFrame + v * 2).p).lookVector local RayHit, RayPos, RayNormal = CastRay((GrappleHook.Position + Vector3.new(0, 0, 0)), Direction, 2, {Character, GrappleHook, Rope}, false) if RayHit then local DistanceApart = (GrappleHook.Position - RayPos).Magnitude if DistanceApart < ClosestRay.DistanceApart then ClosestRay = {Hit = RayHit, Pos = RayPos, Normal = RayNormal, DistanceApart = DistanceApart} end end end if ClosestRay.Hit then Connected = true local GrappleCFrame = CFrame.new(ClosestRay.Pos, (CFrame.new(ClosestRay.Pos) + ClosestRay.Normal * 2).p) * CFrame.Angles((math.pi / 2), 0, 0) GrappleCFrame = (GrappleCFrame * CFrame.new(0, -(GrappleHook.Size.Y / 1.5), 0)) GrappleCFrame = (CFrame.new(GrappleCFrame.p, Handle.Position) * CFrame.Angles(0, math.pi, 0)) local Weld = Create("Motor6D"){ Part0 = GrappleHook, Part1 = ClosestRay.Hit, C0 = GrappleCFrame:inverse(), C1 = ClosestRay.Hit.CFrame:inverse(), Parent = GrappleHook, } for i, v in pairs(GrappleHook:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end local HitSound = GrappleHook:FindFirstChild("Hit") if HitSound then HitSound:Play() end local BackUpGrappleHook = GrappleHook wait(0.4) if not CheckIfGrappleHookAlive() or GrappleHook ~= BackUpGrappleHook then return end Sounds.Connect:Play() local ConnectSound = GrappleHook:FindFirstChild("Connect") if ConnectSound then ConnectSound:Play() end for i, v in pairs(Torso:GetChildren()) do if string.find(string.lower(v.ClassName), string.lower("Body")) then v:Destroy() end end local TargetPosition = GrappleHook.Position local BackUpPosition = TargetPosition local BodyPos = Create("BodyPosition"){ D = 1000, P = 3000, maxForce = Vector3.new(1000000, 1000000, 1000000), position = TargetPosition, Parent = Torso, } local BodyGyro = Create("BodyGyro"){ maxTorque = Vector3.new(math.huge, math.huge, math.huge), cframe = CFrame.new(Torso.Position, Vector3.new(GrappleCFrame.p.X, Torso.Position.Y, GrappleCFrame.p.Z)), Parent = Torso, } Spawn(function() while TargetPosition == BackUpPosition and CheckIfGrappleHookAlive() and Connected and ToolEquipped and CheckIfAlive() do BodyPos.position = GrappleHook.Position wait() end end) end end function CheckIfGrappleHookAlive() return (((GrappleHook and GrappleHook.Parent --[[and Rope and Rope.Parent]]) and true) or false) end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end local MousePosition = InvokeClient("MousePosition") if not MousePosition then return end MousePosition = MousePosition.Position if CheckIfGrappleHookAlive() then if not CanFireWhileGrappling then return end if GrappleHookChanged then GrappleHookChanged:disconnect() end DisconnectGrappleHook(true) end if GrappleHookChanged then GrappleHookChanged:disconnect() end Tool.Enabled = false Sounds.Fire:Play() Mesh.MeshId = Meshes.Grapple GrappleHook = BaseGrappleHook:Clone() GrappleHook.CFrame = (CFrame.new((Handle.Position + (MousePosition - Handle.Position).Unit * 5), MousePosition) * CFrame.Angles(0, 0, 0)) local Weight = 70 GrappleHook.Velocity = (GrappleHook.CFrame.lookVector * Weight) local Force = Create("BodyForce"){ force = Vector3.new(0, Weight-20, 0), Parent = GrappleHook, } GrappleHook.Parent = Tool GrappleHookChanged = GrappleHook.Changed:connect(function(Property) if Property == "Parent" then DisconnectGrappleHook() end end) Rope = BaseRope:Clone() Rope.Parent = Tool Spawn(function() while CheckIfGrappleHookAlive() and ToolEquipped and CheckIfAlive() do AdjustRope() Spawn(function() if not Connected then TryToConnect() end end) wait() end end) wait(2) Tool.Enabled = true end local seatedConnection = nil function Equipped(Mouse) Character = Tool.Parent Humanoid = Character:FindFirstChild("Humanoid") Torso = Character:FindFirstChild("HumanoidRootPart") Player = Players:GetPlayerFromCharacter(Character) if not CheckIfAlive() then return end spawn(function() DisconnectGrappleHook() if HumanoidJumping then HumanoidJumping:disconnect() end HumanoidJumping = Humanoid.Jumping:connect(function() DisconnectGrappleHook() end) end) Crouching = false ToolEquipped = true Tool.Enabled = not Humanoid.Sit seatedConnection = Humanoid.Seated:connect(function(active,seat) if active then Tool.Enabled = false else Tool.Enabled = true end end) end function Unequipped() if HumanoidJumping then HumanoidJumping:disconnect() end DisconnectGrappleHook() Crouching = false ToolEquipped = false seatedConnection:disconnect() end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end if mode == "KeyPress" then local Key = value.Key local Down = value.Down if Key == "q" and Down then DisconnectGrappleHook() elseif Key == "c" and Down then Crouching = not Crouching Spawn(function() InvokeClient(((Crouching and "PlayAnimation") or "StopAnimation"), Animations.Crouch) end) end end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
--Feel free to change other properties
trail.Parent = script.Parent.HumanoidRootPart att0.Parent = script.Parent.HumanoidRootPart att1.Parent = script.Parent.HumanoidRootPart trail.Attachment0 = att0 trail.Attachment1 = att1 trail.Enabled = true att0.Position = Vector3.new(.5, 0, 0) att1.Position = Vector3.new(-.5, 0, 0)
-----RandomDebris-----
local Colors = { Color3.fromRGB(91, 91, 91), } local Materials = { Enum.Material.Plastic, }
-- Regular :WaitForChild had issues with order (remoteevents were going through before waitforchild resumed)
function WaitForChild(parent, name) local remote = parent:FindFirstChild(name) if not remote then local thread = coroutine.running() local con con = parent.ChildAdded:Connect(function(child) if child.Name == name then con:Disconnect() remote = child ResumeThread(thread) end end) YieldThread() end return remote end function GetEventHandler(name) local handler = EventHandlers[name] if handler then return handler end local handler = { Name = name, Folder = EventsFolder, Callbacks = {}, IncomingQueueErrored = nil } EventHandlers[name] = handler if IsServer then local remote = Instance.new("RemoteEvent") remote.Name = handler.Name remote.Parent = handler.Folder handler.Remote = remote else FastSpawn(function() handler.Queue = {} local remote = WaitForChild(handler.Folder, handler.Name) handler.Remote = remote if #handler.Callbacks == 0 then handler.IncomingQueue = {} end remote.OnClientEvent:Connect(function(...) if handler.IncomingQueue then if #handler.IncomingQueue >= 2048 then if not handler.IncomingQueueErrored then handler.IncomingQueueErrored = true FastSpawn(error, string.format("Exhausted remote invocation queue for %s", remote:GetFullName()), -1) delay(1, function() handler.IncomingQueueErrored = nil end) end if #handler.IncomingQueue >= 8172 then table.remove(handler.IncomingQueue, 1) end end ReceiveCounter += 1 table.insert(handler.IncomingQueue, table.pack(ReceiveCounter, handler, ...)) return end SafeFireEvent(handler, ...) end) if not IsStudio then remote.Name = "" end for _,fn in pairs(handler.Queue) do fn() end handler.Queue = nil end) end return handler end function GetFunctionHandler(name) local handler = FunctionHandlers[name] if handler then return handler end local handler = { Name = name, Folder = FunctionsFolder, Callback = nil, IncomingQueueErrored = nil } FunctionHandlers[name] = handler if IsServer then local remote = Instance.new("RemoteFunction") remote.Name = handler.Name remote.Parent = handler.Folder handler.Remote = remote else FastSpawn(function() handler.Queue = {} local remote = WaitForChild(handler.Folder, handler.Name) handler.Remote = remote handler.IncomingQueue = {} handler.OnClientInvoke = function(...) if not handler.Callback then if #handler.IncomingQueue >= 2048 then if not handler.IncomingQueueErrored then handler.IncomingQueueErrored = true FastSpawn(error, string.format("Exhausted remote invocation queue for %s", remote:GetFullName()), -1) delay(1, function() handler.IncomingQueueErrored = nil end) end if #handler.IncomingQueue >= 8172 then table.remove(handler.IncomingQueue, 1) end end ReceiveCounter += 1 local params = table.pack(ReceiveCounter, handler, coroutine.running()) table.insert(handler.IncomingQueue, params) YieldThread() end return SafeInvokeCallback(handler, ...) end if not IsStudio then remote.Name = "" end for _,fn in pairs(handler.Queue) do fn() end handler.Queue = nil end) end return handler end function AddToQueue(handler, fn, doWarn) if handler.Remote then return fn() end handler.Queue[#handler.Queue + 1] = fn if doWarn then delay(5, function() if not handler.Remote then warn(debug.traceback(("Infinite yield possible on '%s:WaitForChild(\"%s\")'"):format(handler.Folder:GetFullName(), handler.Name))) end end) end end function ExecuteDeferredHandlers() local handlers = DeferredHandlers local queue = {} DeferredHandlers = {} for handler in pairs(handlers) do local incoming = handler.IncomingQueue handler.IncomingQueue = nil table.move(incoming, 1, #incoming, #queue + 1, queue) end table.sort(queue, function(a, b) return a[1] < b[1] end) for _,v in ipairs(queue) do local handler = v[2] if handler.Callbacks then SafeFireEvent(handler, unpack(v, 3)) else ResumeThread(v[3]) end end end local Middleware = { MatchParams = function(name, paramTypes) paramTypes = { unpack(paramTypes) } local paramStart = 1 for i,v in pairs(paramTypes) do local list = type(v) == "string" and string.split(v, "|") or v local dict = {} local typeListString = "" for _,v in pairs(list) do local typeString = v:gsub("^%s+", ""):gsub("%s+$", "") typeListString ..= (#typeListString > 0 and " or " or "") .. typeString dict[typeString:lower()] = true end dict._string = typeListString paramTypes[i] = dict end if IsServer then paramStart = 2 table.insert(paramTypes, 1, false) end local function MatchParams(fn, ...) local params = table.pack(...) if params.n > #paramTypes then if IsStudio then warn(("[Network] Invalid number of parameters to %s (%s expected, got %s)"):format(name, #paramTypes - paramStart + 1, params.n - paramStart + 1)) end return end for i = paramStart, #paramTypes do local argType = typeof(params[i]) local argExpected = paramTypes[i] if not argExpected[argType:lower()] and not argExpected.any then if IsStudio then warn(("[Network] Invalid parameter %d to %s (%s expected, got %s)"):format(i - paramStart + 1, name, argExpected._string, argType)) end return end end return fn(...) end return MatchParams end } function combineFn(handler, final, ...) local middleware = { ... } if typeof(final) == "table" then local info = final final = final[1] if info.MatchParams then table.insert(middleware, Middleware.MatchParams(handler.Name, info.MatchParams)) end end local function NetworkHandler(...) if LoggingNetwork then local client = ... table.insert(LoggingNetwork[client][handler.Remote].dataIn, GetParamString(select(2, ...))) end local currentIndex = 1 local function runMiddleware(index, ...) if index ~= currentIndex then return end currentIndex += 1 if index <= #middleware then return middleware[index](function(...) return runMiddleware(index + 1, ...) end, ...) end return final(...) end return runMiddleware(1, ...) end return NetworkHandler end function Network:BindEvents(pre, callbacks) if typeof(pre) == "table" then pre, callbacks = nil, pre end for name,fn in pairs(callbacks) do local handler = GetEventHandler(name) if not handler then error(("Tried to bind callback to non-existing RemoteEvent %q"):format(name)) end handler.Callbacks[#handler.Callbacks + 1] = combineFn(handler, fn, pre) if IsServer then handler.Remote.OnServerEvent:Connect(function(...) SafeFireEvent(handler, ...) end) else if handler.IncomingQueue then DeferredHandlers[handler] = true end end end ExecuteDeferredHandlers() end function Network:BindFunctions(pre, callbacks) if typeof(pre) == "table" then pre, callbacks = nil, pre end for name,fn in pairs(callbacks) do local handler = GetFunctionHandler(name) if not handler then error(("Tried to bind callback to non-existing RemoteFunction %q"):format(name)) end if handler.Callback then error(("Tried to bind multiple callbacks to the same RemoteFunction (%s)"):format(handler.Remote:GetFullName())) end handler.Callback = combineFn(handler, fn, pre) if IsServer then handler.Remote.OnServerInvoke = function(...) return SafeInvokeCallback(handler, ...) end else if handler.IncomingQueue then DeferredHandlers[handler] = true end end end ExecuteDeferredHandlers() end
--[[ Function called when leaving the state ]]
function PlayerPostGame.onLeave(stateMachine, serverPlayer, event, from, to) end return PlayerPostGame
-- Builds a set of runnable Tweens from a table of instances and values
local function BuildTweens(root, tweenTable) local tweens = {} VisitAllInstances(root, tweenTable, function(instance, props) for prop, values in pairs(props) do local keyframes = values.Keyframes local lastTime = 0 for _, keyframe in ipairs(keyframes) do local tweenInfo = TweenInfo.new(keyframe.Time - lastTime, keyframe.EasingStyle,keyframe.EasingDirection, 0, false, 0) local propTable = { [prop] = keyframe.Value } local tween = TweenService:Create(instance, tweenInfo, propTable) table.insert(tweens, { Tween = tween, DelayTime = lastTime, }) lastTime = keyframe.Time end end end) return tweens end local TweenUtilities = {} TweenUtilities.__index = TweenUtilities function TweenUtilities.new(root, tweenTable) local self = { running = false, root = root, tweenTable = tweenTable, tweens = BuildTweens(root, tweenTable), } setmetatable(self, TweenUtilities) return self end function TweenUtilities:ResetValues() VisitAllInstances(self.root, self.tweenTable, function(instance, props) for prop, values in pairs(props) do local initialValue = values.InitialValue instance[prop] = initialValue end end) end function TweenUtilities:PlayTweens(callback) if self.running then self:PauseTweens() end self.running = true local delayedTweens = {} for _, props in pairs(self.tweens) do local tween = props.Tween local delayTime = props.DelayTime if delayTime == 0 then tween:Play() else table.insert(delayedTweens, { Tween = tween, DelayTime = delayTime, Playing = false, }) end end local heartbeatConnection local start = tick() local tweensDone = false heartbeatConnection = RunService.Heartbeat:Connect(function() local now = tick() - start if not self.running then self.running = false heartbeatConnection:Disconnect() if callback then callback() end return end if tweensDone then local allDone = true for _, props in pairs(self.tweens) do local tween = props.Tween if tween.PlaybackState == Enum.PlaybackState.Playing then allDone = false end end if allDone then self.running = false heartbeatConnection:Disconnect() if callback then callback() end return end else local allPlaying = true for _, props in pairs(delayedTweens) do if not props.Playing then if now > props.DelayTime then props.Playing = true props.Tween:Play() else allPlaying = false end end end tweensDone = allPlaying end end) end function TweenUtilities:PauseTweens() self.running = false for _, props in pairs(self.tweens) do local tween = props.Tween tween:Cancel() end end return TweenUtilities
---------------------------------------Function end here.
end Tool.Enabled = true function onActivated() if not Tool.Enabled then return end --Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end if (check()) then fire(script.Parent.Parent["Humanoid"].TargetPoint) wait(0.0) onActivated() end return --Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
-- OTHER VARIABLES --
local player = game:GetService("Players").LocalPlayer local char = player.Character or player.CharacterAdded:Wait() local hrp = char:WaitForChild("HumanoidRootPart") local humanoid = char:WaitForChild("Humanoid")
--[[Weight and CG]]
Tune.Weight = 100000 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 14 } Tune.WeightDist = 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 = 5 -- Front Wheel Density Tune.RWheelDensity = 5 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 5 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = 1 -- Density of structural members
--// Set up
for L_18_forvar1, L_19_forvar2 in pairs(game.Players:GetChildren()) do if L_19_forvar2:IsA('Player') and L_19_forvar2.Character and L_19_forvar2.Character.Head and L_19_forvar2.Character.Humanoid and L_19_forvar2.Character.Humanoid.Health > 0 then if L_19_forvar2.TeamColor == L_1_.TeamColor then if L_19_forvar2.Character.Saude.FireTeam.SquadName.Value ~= '' then spawnTag(L_19_forvar2.Character, L_19_forvar2.Character.Saude.FireTeam.SquadColor.Value) else spawnTag(L_19_forvar2.Character, Color3.fromRGB(255,255,255)) end end; end; end
---------------------------------- -----------CONNECTIONS------------ ----------------------------------
SeatWeldConnection = nil function MakeSeatConnections() SeatWeldConnection = SeatWeld.Changed:connect(WeldChanged) end function BreakSeatConnections() SeatWeldConnection:disconnect() end Piano.Bench.Seat.Changed:Connect(function() Piano.Bench.Seat.Changed:Wait() if Piano.Bench.Seat.Occupant == nil or Piano.Bench.Seat.Changed == "" or not Piano.Bench.Seat.Changed then Shutdown() end end) Seat.ChildAdded:connect(ChildAdded)
--[[ Performs property validation if the static method validateProps is declared. validateProps should follow assert's expected arguments: (false, message: string) | true. The function may return a message in the true case; it will be ignored. If this fails, the function will throw the error. ]]
function Component:__validateProps(props) if not config.propValidation then return end local validator = self[InternalData].componentClass.validateProps if validator == nil then return end if typeof(validator) ~= "function" then error(("validateProps must be a function, but it is a %s.\nCheck the definition of the component %q."):format( typeof(validator), self.__componentName )) end local success, failureReason = validator(props) if not success then failureReason = failureReason or "<Validator function did not supply a message>" error(("Property validation failed: %s\n\n%s"):format( tostring(failureReason), self:getElementTraceback() or "<enable element tracebacks>"), 0) end end
--[=[ An observable that never completes. @prop NEVER Observable<()> @readonly @within Rx ]=]
local Rx = { EMPTY = Observable.new(function(sub) sub:Complete() end); NEVER = Observable.new(function(_) end); }
-- ROBLOX services
local Teams = game.Teams local Players = game.Players
-- Colors
local FriendlyReticleColor = Color3.new(0, 1, 0) local EnemyReticleColor = Color3.new(1, 0, 0) local NeutralReticleColor = Color3.new(1, 1, 1) local Spread = MinSpread local AmmoInClip = ClipSize local Tool = script.Parent local Handle = WaitForChild(Tool, 'Handle') local WeaponGui = nil local Receiver = WaitForChild(Tool, 'Receiver') local LeftButtonDown local Reloading = false local IsShooting = false
--local hitsound=waitForChild(Torso,"HitSound") --[[ local sounds={ waitForChild(Torso,"GroanSound"), waitForChild(Torso,"RawrSound") } --]]
if healthregen then local regenscript=waitForChild(sp,"HealthRegenerationScript") regenscript.Disabled=false end Humanoid.WalkSpeed=wonderspeed local toolAnim="None" local toolAnimTime=0 BodyColors.HeadColor=BrickColor.new("Grime") local randomcolor1=colors[math.random(1,#colors)] BodyColors.TorsoColor=BrickColor.new(randomcolor1) BodyColors.LeftArmColor=BrickColor.new(randomcolor1) BodyColors.RightArmColor=BrickColor.new(randomcolor1) local randomcolor2=colors[math.random(1,#colors)] BodyColors.LeftLegColor=BrickColor.new(randomcolor2) BodyColors.RightLegColor=BrickColor.new(randomcolor2) function onRunning(speed) if speed>0 then pose="Running" else pose="Standing" end end function onDied() pose="Dead" end function onJumping() pose="Jumping" end function onClimbing() pose="Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onFallingDown() pose = "FallingDown" end function onSeated() pose = "Seated" end function onPlatformStanding() pose = "PlatformStanding" end function moveJump() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle=3.14 LeftShoulder.DesiredAngle=-3.14 RightHip.DesiredAngle=0 LeftHip.DesiredAngle=0 end function moveFreeFall() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity =0.5 RightShoulder.DesiredAngle=3.14 LeftShoulder.DesiredAngle=-3.14 RightHip.DesiredAngle=0 LeftHip.DesiredAngle=0 end function moveSit() RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 RightShoulder.DesiredAngle=3.14 /2 LeftShoulder.DesiredAngle=-3.14 /2 RightHip.DesiredAngle=3.14 /2 LeftHip.DesiredAngle=-3.14 /2 end function animate(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Seated") then moveSit() return end local climbFudge = 0 if (pose == "Running") then RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 amplitude = 1 frequency = 9 elseif (pose == "Climbing") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 amplitude = 1 frequency = 9 climbFudge = 3.14 else amplitude = 0.1 frequency = 1 end desiredAngle = amplitude * math.sin(time*frequency) if not chasing and frequency==9 then frequency=4 end if chasing then RightShoulder.DesiredAngle=math.pi/2 LeftShoulder.DesiredAngle=-math.pi/2 RightHip.DesiredAngle=-desiredAngle*2 LeftHip.DesiredAngle=-desiredAngle*2 else RightShoulder.DesiredAngle=desiredAngle + climbFudge LeftShoulder.DesiredAngle=desiredAngle - climbFudge RightHip.DesiredAngle=-desiredAngle LeftHip.DesiredAngle=-desiredAngle end end function attack(time,attackpos) if time-lastattack>=1 then local hit,pos=raycast(Torso.Position,(attackpos-Torso.Position).unit,attackrange) if hit and hit.Parent~=nil and hit.Parent.Name~=sp.Name then local h=hit.Parent:FindFirstChild("Humanoid") if h then local creator=sp:FindFirstChild("creator") if creator then if creator.Value~=nil then if creator.Value~=game.Players:GetPlayerFromCharacter(h.Parent) then for i,oldtag in ipairs(h:GetChildren()) do if oldtag.Name=="creator" then oldtag:remove() end end creator:clone().Parent=h else return end end end h:TakeDamage(damage)
--// Animations
-- Idle Anim IdleAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[3], nil , CFrame.new(1.06851184, 0.973718464, -2.29667926, 0.787567914, -0.220087856, 0.575584888, -0.615963876, -0.308488727, 0.724860668, 0.0180283934, -0.925416589, -0.378522098), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- FireMode Anim FireModeAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0.340285569, 0, -0.0787199363, 0.962304771, 0.271973342, 0, -0.261981696, 0.926952124, -0.268561482, -0.0730415657, 0.258437991, 0.963262498), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(0.67163527, -0.310947895, -1.34432662, 0.766044378, -2.80971371e-008, 0.642787576, -0.620885074, -0.258818865, 0.739942133, 0.166365519, -0.965925872, -0.198266774), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.25) objs[4]:WaitForChild("Click"):Play() end; -- Reload Anim ReloadAnim = function(char, speed, objs) TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0, -4.37113883e-08, 1, -0.167529613, -0.985867023, -4.30936176e-08), function(X) return math.sin(math.rad(X)) end, 0.5) TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -1.82817471, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.5) wait(0.5) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(objs[4].CFrame) objs[4].Transparency = 1 objs[6]:WaitForChild("MagOut"):Play() TweenJoint(objs[3], nil , CFrame.new(0.436954767, 0.654289246, -3.00337243, 0.894326091, -0.267454475, 0.358676374, -0.413143814, -0.185948789, 0.891479254, -0.171734676, -0.945458114, -0.276796043), function(X) return math.sin(math.rad(X)) end, 0.3) TweenJoint(objs[2], nil , CFrame.new(-0.630900264, 0.317047596, -1.27966166, 0.985866964, -0.167529628, -7.32295247e-09, 0.0120280236, 0.0707816631, 0.997419298, -0.16709727, -0.983322799, 0.0717963576), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.1) TweenJoint(objs[2], nil , CFrame.new(-1.11434817, 0.317047596, -0.672240019, 0.658346057, -0.747599542, -0.0876094475, 0.0672011375, -0.0575498641, 0.996078312, -0.749709547, -0.661651671, 0.0123518109), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.3) objs[6]:WaitForChild('MagIn'):Play() TweenJoint(objs[3], nil , CFrame.new(-0.273085892, 0.654289246, -1.48434556, 0.613444746, -0.780330896, 0.121527649, -0.413143814, -0.185948789, 0.891479254, -0.673050761, -0.597081661, -0.43645826), function(X) return math.sin(math.rad(X)) end, 0.3) wait(0.4) MagC:Destroy() objs[4].Transparency = 0 end; -- Bolt Anim BoltBackAnim = function(char, speed, objs) local newWeld = Utilize.Weld(char:WaitForChild('Left Arm'),Tool:WaitForChild('BoltingArm')) newWeld.Parent = char:WaitForChild('Left Arm') newWeld.Name = 'NewWeld' char:WaitForChild('Right Arm'):WaitForChild('Grip').Part0 = nil TweenJoint(objs[3], nil , CFrame.new(-1.52445853, 0.388179123, -1.12311268, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) objs[5]:WaitForChild("BoltBack"):Play() TweenJoint(objs[1], nil , CFrame.new(-0.0144310016, -0.0199942607, 0, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 0.99999994), function(X) return math.sin(math.rad(X)) end, 0.2) TweenJoint(objs[3], nil , CFrame.new(-1.37251711, 0.388179123, -0.827557564, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) TweenJoint(objs[1], nil , CFrame.new(-0.0144310016, -0.0199942607, 0.57348932, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 0.99999994), function(X) return math.sin(math.rad(X)) end, 0.2) TweenJoint(objs[3], nil , CFrame.new(-1.28267622, 0.0287755914, -0.838171721, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) end; BoltForwardAnim = function(char, speed, objs) objs[5]:WaitForChild("BoltForward"):Play() TweenJoint(objs[1], nil , CFrame.new(-0.0144310016, -0.0199942607, -0.0408249125, -4.37113883e-08, -1, 0, 1, -4.37113883e-08, 0, 0, 0, 0.99999994), function(X) return math.sin(math.rad(X)) end, 0.1) TweenJoint(objs[3], nil , CFrame.new(-1.37251711, 0.388179123, -0.827557564, 0.973574817, -2.72326495e-09, -0.228368327, 0.228368327, 1.16097638e-08, 0.973574817, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2) wait(0.2) TweenJoint(objs[3], nil , CFrame.new(-0.902175903, 0.295501232, -1.32277012, 1, 0, 0, 0, 1.19248806e-08, 1, 0, -1, 1.19248806e-08), function(X) return math.sin(math.rad(X)) end, 0.2) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.1) wait(0.2) char:WaitForChild('Right Arm'):WaitForChild('Grip').Part0 = char:WaitForChild('Right Arm') char:WaitForChild('Left Arm').NewWeld:Destroy() wait(0.2) end; -- Bolting Back BoltingBackAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(0, 0, 0.573770154, 1, 0, 0, 0, 1, 0, 0, 0, 1), function(X) return math.sin(math.rad(X)) end, 0.001) end; BoltingForwardAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(), function(X) return math.sin(math.rad(X)) end, 0.001) end; InspectAnim = function(char, speed, objs) ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.999723792, 0.0109803826, 0.0207702816, -0.0223077796, 0.721017241, 0.692557871, -0.00737112388, -0.692829967, 0.721063137)}):Play() ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-1.49363565, -0.699174881, -1.32277012, 0.66716975, -8.8829113e-09, -0.74490571, 0.651565909, -0.484672248, 0.5835706, -0.361035138, -0.874695837, -0.323358655)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(1.37424219, -0.699174881, -1.03685927, -0.204235911, 0.62879771, 0.750267386, 0.65156585, -0.484672219, 0.58357054, 0.730581641, 0.60803473, -0.310715646)}):Play() wait(1) ts:Create(objs[2],TweenInfo.new(1),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.32277012, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(1),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(1) local MagC = Tool:WaitForChild("Mag"):clone() MagC:FindFirstChild("Mag"):Destroy() MagC.Parent = Tool MagC.Name = "MagC" local MagCW = Instance.new("Motor6D") MagCW.Part0 = MagC MagCW.Part1 = workspace.CurrentCamera:WaitForChild("Arms"):WaitForChild("Left Arm") MagCW.Parent = MagC MagCW.C1 = MagC.CFrame:toObjectSpace(Tool:WaitForChild('Mag').CFrame) Tool.Mag.Transparency = 1 Tool:WaitForChild('Grip'):WaitForChild("MagOut"):Play() ts:Create(objs[2],TweenInfo.new(0.15),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.55972552, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.13) ts:Create(objs[2],TweenInfo.new(0.20),{C1 = CFrame.new(-0.902175903, 0.295501232, -1.28149843, 0.935064793, -0.354476899, 4.22709467e-09, -0.110443868, -0.291336805, 0.950223684, -0.336832345, -0.888520718, -0.311568588)}):Play() wait(0.20) ts:Create(objs[1],TweenInfo.new(0.5),{C1 = CFrame.new(0.447846293, -0.650498748, -1.82401526, 0.761665463, -0.514432132, 0.393986136, -0.646156013, -0.55753684, 0.521185875, -0.0484529883, -0.651545882, -0.75706023)}):Play() wait(0.8) ts:Create(objs[1],TweenInfo.new(0.6),{C1 = CFrame.new(0.447846293, 0.654529572, -2.9755671, 0.761665463, -0.514432132, 0.393986136, -0.568886042, -0.239798605, 0.786679745, -0.31021595, -0.823320091, -0.475299776)}):Play() wait(0.5) Tool:WaitForChild('Grip'):WaitForChild("MagIn"):Play() ts:Create(objs[1],TweenInfo.new(0.3),{C1 = CFrame.new(0.447846293, 0.654529572, -1.81345785, 0.761665463, -0.514432132, 0.393986136, -0.560285628, -0.217437655, 0.799250066, -0.325492471, -0.82950604, -0.453843832)}):Play() wait(0.3) MagC:Destroy() Tool.Mag.Transparency = 0 wait(0.1) end; nadeReload = function(char, speed, objs) ts:Create(objs[1], TweenInfo.new(0.6), {C1 = CFrame.new(-0.902175903, -1.15645337, -1.32277012, 0.984807789, -0.163175702, -0.0593911409, 0, -0.342020363, 0.939692557, -0.17364797, -0.925416529, -0.336824328)}):Play() ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.654529691, -1.92835355, 0.787567914, -0.220087856, 0.575584888, -0.323594928, 0.647189975, 0.690240026, -0.524426222, -0.72986728, 0.438486755)}):Play() wait(0.6) ts:Create(objs[2], TweenInfo.new(0.6), {C1 = CFrame.new(0.805950999, 0.559619546, -1.73060048, 0.802135408, -0.348581612, 0.484839559, -0.597102284, -0.477574915, 0.644508123, 0.00688350201, -0.806481719, -0.59121877)}):Play() wait(0.6) end; AttachAnim = function(char, speed, objs) TweenJoint(objs[1], nil , CFrame.new(-2.05413628, -0.386312962, -0.955676377, 0.5, 0, -0.866025329, 0.852868497, -0.17364797, 0.492403895, -0.150383547, -0.984807789, -0.086823985), function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , CFrame.new(0.931334019, 1.66565645, -1.2231313, 0.787567914, -0.220087856, 0.575584888, -0.0180282295, 0.925416708, 0.378521889, -0.615963817, -0.308488399, 0.724860728), function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; -- Patrol Anim PatrolAnim = function(char, speed, objs) TweenJoint(objs[1], nil , sConfig.PatrolPosR, function(X) return math.sin(math.rad(X)) end, 0.25) TweenJoint(objs[2], nil , sConfig.PatrolPosL, function(X) return math.sin(math.rad(X)) end, 0.25) wait(0.18) end; } return Settings
--[=[ @return Mouse Constructs a new mouse input capturer. ```lua local mouse = Mouse.new() ``` ]=]
function Mouse.new() local self = setmetatable({}, Mouse) self._trove = Trove.new() self.LeftDown = self._trove:Construct(Signal) self.LeftUp = self._trove:Construct(Signal) self.RightDown = self._trove:Construct(Signal) self.RightUp = self._trove:Construct(Signal) self.Scrolled = self._trove:Construct(Signal) self._trove:Connect(UserInputService.InputBegan, function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.MouseButton1 then self.LeftDown:Fire() elseif input.UserInputType == Enum.UserInputType.MouseButton2 then self.RightDown:Fire() end end) self._trove:Connect(UserInputService.InputEnded, function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.MouseButton1 then self.LeftUp:Fire() elseif input.UserInputType == Enum.UserInputType.MouseButton2 then self.RightUp:Fire() end end) self._trove:Connect(UserInputService.InputChanged, function(input, processed) if processed then return end if input.UserInputType == Enum.UserInputType.MouseWheel then self.Scrolled:Fire(input.Position.Z) end end) return self end
--[[ Calls the bound function every interval until shouldContinueCallback doesn't return true ]]
return function(interval, boundFunction, shouldContinueCallback) spawn( function() while shouldContinueCallback do boundFunction() wait(interval) end end ) end
--Script made by Shaakra--
function waitForChild( parent, childName ) while true do local child = parent:findFirstChild( childName ) if child then return child end parent.ChildAdded:wait() end end local Figure = script.Parent local Head = waitForChild( Figure, "Head" ) local Humanoid = waitForChild( Figure, "Humanoid" ) Humanoid.Health = 200 while true do local s = wait( 4 ) local Health = Humanoid.Health if Health > 0 and Health < Humanoid.MaxHealth then Health = Health + 0.08 * s * Humanoid.MaxHealth if Health * 1.05 < Humanoid.MaxHealth then Humanoid.Health = Health else Humanoid.Health = Humanoid.MaxHealth end end end
-- Require Shime
local shimmer = require(game.ReplicatedStorage.Shime)
--gman9544--
pod = script.Parent function onTouched(part) part.BrickColor = BrickColor.new("Medium blue") wait(0) part.Reflectance = 1 wait(0) part.Reflectance = 1 wait(0) part.Reflectance = 1 wait(0) part.Reflectance = 1 part.Anchored = true part.Material = "Ice" wait(0) end connection = pod.Touched:connect(onTouched)
--[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake CameraShakePresets.GentleSway CameraShakePresets.BadTrip CameraShakePresets.HandheldCamera CameraShakePresets.Vibration CameraShakePresets.RoughDriving --]]
local CameraShakeInstance = require(script.Parent.CameraShakeInstance) local CameraShakePresets = { -- A high-magnitude, short, yet smooth shake. -- Should happen once. Bump = function() local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75) c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; -- An intense and rough shake. -- Should happen once. Explosion = function() local c = CameraShakeInstance.new(5, 10, 0, 1.5) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(4, 1, 1) return c end; -- A continuous, rough shake -- Sustained. Earthquake = function() local c = CameraShakeInstance.new(0.6, 3.5, 2, 10) c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25) c.RotationInfluence = Vector3.new(1, 1, 4) return c end; -- A gentle left/right/up/down sway. Good for intro screens/landscapes. -- Sustained. GentleSway = function() local c = CameraShakeInstance.new(0.65, 0.08, 0.1, 0.75) c.PositionInfluence = Vector3.new(1.20, 0.35, 0.05) c.RotationInfluence = Vector3.new(0.02, 0.02, 0.02) return c end; -- A bizarre shake with a very high magnitude and low roughness. -- Sustained. BadTrip = function() local c = CameraShakeInstance.new(10, 0.15, 5, 10) c.PositionInfluence = Vector3.new(0, 0, 0.15) c.RotationInfluence = Vector3.new(2, 1, 4) return c end; -- A subtle, slow shake. -- Sustained. HandheldCamera = function() local c = CameraShakeInstance.new(1, 0.25, 5, 10) c.PositionInfluence = Vector3.new(0, 0, 0) c.RotationInfluence = Vector3.new(1, 0.5, 0.5) return c end; -- A very rough, yet low magnitude shake. -- Sustained. Vibration = function() local c = CameraShakeInstance.new(0.4, 20, 2, 2) c.PositionInfluence = Vector3.new(0, 0.15, 0) c.RotationInfluence = Vector3.new(1.25, 0, 4) return c end; -- A slightly rough, medium magnitude shake. -- Sustained. RoughDriving = function() local c = CameraShakeInstance.new(1, 2, 1, 1) c.PositionInfluence = Vector3.new(0, 0, 0) c.RotationInfluence = Vector3.new(1, 1, 1) return c end; } return setmetatable({}, { __index = function(t, i) local f = CameraShakePresets[i] if (type(f) == "function") then return f() end error("No preset found with index \"" .. i .. "\"") end; })
--[=[ @within Touch @prop TouchTap Signal<(touchPositions: {Vector2}, processed: boolean)> @tag Event Proxy for [UserInputService.TouchTap](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchTap). ]=] --[=[ @within Touch @prop TouchTapInWorld Signal<(position: Vector2, processed: boolean)> @tag Event Proxy for [UserInputService.TouchTapInWorld](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchTapInWorld). ]=] --[=[ @within Touch @prop TouchMoved Signal<(touch: InputObject, processed: boolean)> @tag Event Proxy for [UserInputService.TouchMoved](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchMoved). ]=] --[=[ @within Touch @prop TouchLongPress Signal<(touchPositions: {Vector2}, state: Enum.UserInputState, processed: boolean)> @tag Event Proxy for [UserInputService.TouchLongPress](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchLongPress). ]=] --[=[ @within Touch @prop TouchPan Signal<(touchPositions: {Vector2}, totalTranslation: Vector2, velocity: Vector2, state: Enum.UserInputState, processed: boolean)> @tag Event Proxy for [UserInputService.TouchPan](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchPan). ]=] --[=[ @within Touch @prop TouchPinch Signal<(touchPositions: {Vector2}, scale: number, velocity: Vector2, state: Enum.UserInputState, processed: boolean)> @tag Event Proxy for [UserInputService.TouchPinch](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchPinch). ]=] --[=[ @within Touch @prop TouchRotate Signal<(touchPositions: {Vector2}, rotation: number, velocity: number, state: Enum.UserInputState, processed: boolean)> @tag Event Proxy for [UserInputService.TouchRotate](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchRotate). ]=] --[=[ @within Touch @prop TouchSwipe Signal<(swipeDirection: Enum.SwipeDirection, numberOfTouches: number, processed: boolean)> @tag Event Proxy for [UserInputService.TouchSwipe](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchSwipe). ]=] --[=[ @within Touch @prop TouchStarted Signal<(touch: InputObject, processed: boolean)> @tag Event Proxy for [UserInputService.TouchStarted](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchStarted). ]=] --[=[ @within Touch @prop TouchEnded Signal<(touch: InputObject, processed: boolean)> @tag Event Proxy for [UserInputService.TouchEnded](https://developer.roblox.com/en-us/api-reference/event/UserInputService/TouchEnded). ]=]
--------RIGHT DOOR --------
game.Workspace.doorright.l53.BrickColor = BrickColor.new(106) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1023) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 140 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 220 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 280 , spInc = 40 , -- Increment between labelled notches } }
-- Compare two arrays of strings line-by-line. Format as comparison lines.
local function diffLinesUnified( aLines: { [number]: string }, bLines: { [number]: string }, options: DiffOptions? ): string if isEmptyString(aLines) then aLines = {} end if isEmptyString(bLines) then bLines = {} end return printDiffLines(diffLinesRaw(aLines, bLines), normalizeDiffOptions(options)) end
-- 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 l__TweenService__5 = game.TweenService; local l__Debris__6 = game.Debris; local u1 = require(game.ReplicatedStorage.Modules.CameraShaker); function v1.RunStompFx(p1, p2, p3, p4) local v7 = game.ReplicatedStorage.KillFX["Primary Bomb"].Explosion:Clone(); v7.Position = p2.Position; v7.Parent = workspace.Ignored.Animations; v7["1"]:Play(); task.delay(0.5, function() v7.click:Play(); v7.Star.Enabled = true; task.wait(0.25); v7.Star.Enabled = false; v7["2"]:Play(); if (p4.Character.PrimaryPart.Position - p2.Position).Magnitude < 25 then local v8 = Instance.new("ColorCorrectionEffect", game.Lighting); v8.TintColor = Color3.fromRGB(255, 144, 17); game.TweenService:Create(v8, TweenInfo.new(1), { TintColor = Color3.fromRGB(255, 255, 255) }):Play(); game.Debris:AddItem(v8, 1); local v9 = u1.new(Enum.RenderPriority.Camera.Value, function(p5) workspace.CurrentCamera.CFrame = workspace.CurrentCamera.CFrame * p5; end); v9:Start(); v9:Shake(u1.Presets.Bump); end; for v10, v11 in pairs(v7.Attachment:GetChildren()) do v11.Enabled = true; end; for v12, v13 in pairs(p2.Parent:GetDescendants()) do if v13:IsA("BasePart") then v13.Transparency = 1; end; end; task.wait(0.4); for v14, v15 in pairs(v7.Attachment:GetChildren()) do v15.Enabled = false; end; end); return nil; end; return v1;
-------------------------
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 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 Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft11.MetalDoor.CanCollide == false then Shaft11.MetalDoor.CanCollide = true while Shaft11.MetalDoor.Transparency > 0.0 do Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft12.MetalDoor.CanCollide == false then Shaft12.MetalDoor.CanCollide = true while Shaft12.MetalDoor.Transparency > 0.0 do Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end if Shaft13.MetalDoor.CanCollide == false then Shaft13.MetalDoor.CanCollide = true while Shaft13.MetalDoor.Transparency > 0.0 do Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1 wait(0.000001) end Car.BodyVelocity.velocity = Vector3.new(0, -20, 0) end end function onClicked() DoorClose() end script.Parent.MouseButton1Click:connect(onClicked) script.Parent.MouseButton1Click:connect(function() if clicker == true then clicker = false else return end end) script.Parent.MouseButton1Click:connect(function() Car.Touched:connect(function(otherPart) if otherPart == Elevator.Floors.F03 then StopE() DoorOpen() end end)end) function StopE() Car.BodyVelocity.velocity = Vector3.new(0, 0, 0) Car.BodyPosition.position = Elevator.Floors.F03.Position clicker = true end function DoorOpen() while Shaft02.MetalDoor.Transparency < 1.0 do Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency + .1 wait(0.000001) end Shaft02.MetalDoor.CanCollide = false end
--[=[ @within TableUtil @function Shuffle @param tbl table @param rngOverride Random? @return table Shuffles the table. ```lua local t = {1, 2, 3, 4, 5, 6, 7, 8, 9} local shuffled = TableUtil.Shuffle(t) print(shuffled) --> e.g. {9, 4, 6, 7, 3, 1, 5, 8, 2} ``` :::note Arrays only This function works on arrays, but not dictionaries. ]=]
local function Shuffle(tbl: Table, rngOverride: Random?): Table assert(type(tbl) == "table", "First argument must be a table") local shuffled = table.clone(tbl) local random = if typeof(rngOverride) == "Random" then rngOverride else rng for i = #tbl, 2, -1 do local j = random:NextInteger(1, i) shuffled[i], shuffled[j] = shuffled[j], shuffled[i] end return shuffled end
-- Initialize:
Player.CameraMode = Enum.CameraMode.LockFirstPerson RunService.Stepped:Connect(function() end) return nil
--------------------------------------------------------------#
function Tween(instance,tweeninformation,goals) TweenService:Create(instance,tweeninformation,goals):Play() end LightGroup = script.Parent.Lights:GetChildren() while true do wait(0) if script.Parent.on.Value then soundfolder.BlinkOn:Play() for i = 1,#LightGroup do Tween(script.Parent.DLR,TweenInfo.new(deltatime),{Transparency = 1}) -- Add DLR under the "Left" model to make this work Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 0}) Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 2}) end wait(0.4) soundfolder.BlinkOff:Play() for i = 1,#LightGroup do Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 1}) Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 0}) end wait(0.5) else for i = 1,#LightGroup do Tween(script.Parent.DLR,TweenInfo.new(deltatime*2),{Transparency = 0}) Tween(LightGroup[i],TweenInfo.new(deltatime),{Transparency = 1}) Tween(LightGroup[i].Light,TweenInfo.new(deltatime),{Brightness = 0}) end wait(0.1) end end
-- carSeat.Parent.Misc.IL.SS.Motor.DesiredAngle = -0.3
wait(1/3) Debounce = false end elseif k == 'x' then -- hazards if not Debounce then Debounce = true handler:FireServer('blinkers', 'Hazards') wait(1/3) Debounce = false end elseif k == 'q' then carSeat.Parent.Misc.LP.SS.Motor.DesiredAngle = .1 elseif k == 'e' then carSeat.Parent.Misc.RP.SS.Motor.DesiredAngle = -.1 end end) Mouse.KeyUp:connect(function(key) local k = key:lower() if k == 's' then handler:FireServer('updateLights', 'brake', false) elseif k == 'z' then elseif k == 'q' then carSeat.Parent.Misc.LP.SS.Motor.DesiredAngle = 0 elseif k == 'e' then carSeat.Parent.Misc.RP.SS.Motor.DesiredAngle = 0 end end) handler.OnClientEvent:connect(function(...) local Args = {...} if Args[1] then if Args[1] == 'blink' then if Args[2] then local P = Args[2] if Args[3] then local Play = Args[3] script.Parent.Blink.Pitch = P if Play == true then script.Parent.Blink:Play() elseif Play == false then script.Parent.Blink:Stop() end end end end end end)
--Rescripted by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") Speed = 100 Duration = 99 NozzleOffset = Vector3.new(0, 0.4, -1.1) Sounds = { Fire = Handle:WaitForChild("Fire"), Reload = Handle:WaitForChild("Reload"), HitFade = Handle:WaitForChild("HitFade") } PointLight = Handle:WaitForChild("PointLight") ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction")) ServerControl.Name = "ServerControl" ServerControl.Parent = Tool ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction")) ClientControl.Name = "ClientControl" ClientControl.Parent = Tool ServerControl.OnServerInvoke = (function(player, Mode, Value, arg) if player ~= Player or Humanoid.Health == 0 or not Tool.Enabled then return end if Mode == "Click" and Value then Activated(arg) end end) function InvokeClient(Mode, Value) pcall(function() ClientControl:InvokeClient(Player, Mode, Value) end) end function TagHumanoid(humanoid, player) local Creator_Tag = Instance.new("ObjectValue") Creator_Tag.Name = "creator" Creator_Tag.Value = player Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function FindCharacterAncestor(Parent) if Parent and Parent ~= game:GetService("Workspace") then local humanoid = Parent:FindFirstChild("Humanoid") if humanoid then return Parent, humanoid else return FindCharacterAncestor(Parent.Parent) end end return nil end function GetTransparentsRecursive(Parent, PartsTable) local PartsTable = (PartsTable or {}) for i, v in pairs(Parent:GetChildren()) do local TransparencyExists = false pcall(function() local Transparency = v["Transparency"] if Transparency then TransparencyExists = true end end) if TransparencyExists then table.insert(PartsTable, v) end GetTransparentsRecursive(v, PartsTable) end return PartsTable end function SelectionBoxify(Object) local SelectionBox = Instance.new("SelectionBox") SelectionBox.Adornee = Object SelectionBox.Color = BrickColor.new("Really red") SelectionBox.Parent = Object return SelectionBox end local function Light(Object) local Light = PointLight:Clone() Light.Range = (Light.Range + 2) Light.Parent = Object end function FadeOutObjects(Objects, FadeIncrement) repeat local LastObject = nil for i, v in pairs(Objects) do v.Transparency = (v.Transparency + FadeIncrement) LastObject = v end wait() until LastObject.Transparency >= 1 or not LastObject end function Dematerialize(character, humanoid, FirstPart) if not character or not humanoid then return end humanoid.WalkSpeed = 0 local Parts = {} for i, v in pairs(character:GetChildren()) do if v:IsA("BasePart") then v.Anchored = true table.insert(Parts, v) elseif v:IsA("LocalScript") or v:IsA("Script") then v:Destroy() end end local SelectionBoxes = {} local FirstSelectionBox = SelectionBoxify(FirstPart) Light(FirstPart) wait(0.05) for i, v in pairs(Parts) do if v ~= FirstPart then table.insert(SelectionBoxes, SelectionBoxify(v)) Light(v) end end local ObjectsWithTransparency = GetTransparentsRecursive(character) FadeOutObjects(ObjectsWithTransparency, 0.1) wait(0.5) character:BreakJoints() humanoid.Health = 0 Debris:AddItem(character, 2) local FadeIncrement = 0.05 Delay(0.2, function() FadeOutObjects({FirstSelectionBox}, FadeIncrement) if character and character.Parent then character:Destroy() end end) FadeOutObjects(SelectionBoxes, FadeIncrement) end function Touched(Projectile, Hit) if not Hit or not Hit.Parent then return end local character, humanoid = FindCharacterAncestor(Hit) if character and humanoid and character ~= Character then local ForceFieldExists = false for i, v in pairs(character:GetChildren()) do if v:IsA("ForceField") then ForceFieldExists = true end end if not ForceFieldExists then if Projectile then local HitFadeSound = Projectile:FindFirstChild(Sounds.HitFade.Name) local torso = humanoid.Torso if HitFadeSound and torso then HitFadeSound.Parent = torso HitFadeSound:Play() end end Dematerialize(character, humanoid, Hit) end if Projectile and Projectile.Parent then Projectile:Destroy() end end end function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") if not Player or not Humanoid or Humanoid.Health == 0 then return end end function Activated(target) if Tool.Enabled and Humanoid.Health > 0 then Tool.Enabled = false InvokeClient("PlaySound", Sounds.Fire) local HandleCFrame = Handle.CFrame local FiringPoint = HandleCFrame.p + HandleCFrame:vectorToWorldSpace(NozzleOffset) local ShotCFrame = CFrame.new(FiringPoint, target) local LaserShotClone = BaseShot:Clone() LaserShotClone.CFrame = ShotCFrame + (ShotCFrame.lookVector * (BaseShot.Size.Z / 2)) local BodyVelocity = Instance.new("BodyVelocity") BodyVelocity.velocity = ShotCFrame.lookVector * Speed BodyVelocity.Parent = LaserShotClone LaserShotClone.Touched:connect(function(Hit) if not Hit or not Hit.Parent then return end Touched(LaserShotClone, Hit) end) Debris:AddItem(LaserShotClone, Duration) LaserShotClone.Parent = game:GetService("Workspace") wait(0.6) -- FireSound length InvokeClient("PlaySound", Sounds.Reload) wait(0.75) -- ReloadSound length Tool.Enabled = true end end function Unequipped() end BaseShot = Instance.new("Part") BaseShot.Name = "Effect" BaseShot.BrickColor = BrickColor.new("Really red") BaseShot.Material = Enum.Material.Plastic BaseShot.Shape = Enum.PartType.Block BaseShot.TopSurface = Enum.SurfaceType.Smooth BaseShot.BottomSurface = Enum.SurfaceType.Smooth BaseShot.FormFactor = Enum.FormFactor.Custom BaseShot.Size = Vector3.new(0.2, 0.2, 3) BaseShot.CanCollide = false BaseShot.Locked = true SelectionBoxify(BaseShot) Light(BaseShot) BaseShotSound = Sounds.HitFade:Clone() BaseShotSound.Parent = BaseShot Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped)
-- Management of which options appear on the Roblox User Settings screen
do local PlayerScripts = Players.LocalPlayer:WaitForChild("PlayerScripts") PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Default) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Follow) PlayerScripts:RegisterTouchCameraMovementMode(Enum.TouchCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Default) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Follow) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.Classic) PlayerScripts:RegisterComputerCameraMovementMode(Enum.ComputerCameraMovementMode.CameraToggle) end function CameraModule.new() local self = setmetatable({},CameraModule) -- Current active controller instances self.activeCameraController = nil self.activeOcclusionModule = nil self.activeTransparencyController = nil self.activeMouseLockController = nil self.currentComputerCameraMovementMode = nil -- Connections to events self.cameraSubjectChangedConn = nil self.cameraTypeChangedConn = nil -- Adds CharacterAdded and CharacterRemoving event handlers for all current players for _,player in pairs(Players:GetPlayers()) do self:OnPlayerAdded(player) end -- Adds CharacterAdded and CharacterRemoving event handlers for all players who join in the future Players.PlayerAdded:Connect(function(player) self:OnPlayerAdded(player) end) self.activeTransparencyController = TransparencyController.new() self.activeTransparencyController:Enable(true) if not UserInputService.TouchEnabled then self.activeMouseLockController = MouseLockController.new() local toggleEvent = self.activeMouseLockController:GetBindableToggleEvent() if toggleEvent then toggleEvent:Connect(function() self:OnMouseLockToggled() end) end end self:ActivateCameraController(self:GetCameraControlChoice()) self:ActivateOcclusionModule(Players.LocalPlayer.DevCameraOcclusionMode) self:OnCurrentCameraChanged() -- Does initializations and makes first camera controller RunService:BindToRenderStep("cameraRenderUpdate", Enum.RenderPriority.Camera.Value, function(dt) self:Update(dt) end) -- Connect listeners to camera-related properties for _, propertyName in pairs(PLAYER_CAMERA_PROPERTIES) do Players.LocalPlayer:GetPropertyChangedSignal(propertyName):Connect(function() self:OnLocalPlayerCameraPropertyChanged(propertyName) end) end for _, propertyName in pairs(USER_GAME_SETTINGS_PROPERTIES) do UserGameSettings:GetPropertyChangedSignal(propertyName):Connect(function() self:OnUserGameSettingsPropertyChanged(propertyName) end) end game.Workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self.lastInputType = UserInputService:GetLastInputType() UserInputService.LastInputTypeChanged:Connect(function(newLastInputType) self.lastInputType = newLastInputType end) return self end function CameraModule:GetCameraMovementModeFromSettings() local cameraMode = Players.LocalPlayer.CameraMode -- Lock First Person trumps all other settings and forces ClassicCamera if cameraMode == Enum.CameraMode.LockFirstPerson then return CameraUtils.ConvertCameraModeEnumToStandard(Enum.ComputerCameraMovementMode.Classic) end local devMode, userMode if UserInputService.TouchEnabled then devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevTouchCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.TouchCameraMovementMode) else devMode = CameraUtils.ConvertCameraModeEnumToStandard(Players.LocalPlayer.DevComputerCameraMode) userMode = CameraUtils.ConvertCameraModeEnumToStandard(UserGameSettings.ComputerCameraMovementMode) end if devMode == Enum.DevComputerCameraMovementMode.UserChoice then -- Developer is allowing user choice, so user setting is respected return userMode end return devMode end function CameraModule:ActivateOcclusionModule( occlusionMode ) local newModuleCreator if occlusionMode == Enum.DevCameraOcclusionMode.Zoom then newModuleCreator = Poppercam elseif occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then newModuleCreator = Invisicam else warn("CameraScript ActivateOcclusionModule called with unsupported mode") return end self.occlusionMode = occlusionMode -- First check to see if there is actually a change. If the module being requested is already -- the currently-active solution then just make sure it's enabled and exit early if self.activeOcclusionModule and self.activeOcclusionModule:GetOcclusionMode() == occlusionMode then if not self.activeOcclusionModule:GetEnabled() then self.activeOcclusionModule:Enable(true) end return end -- Save a reference to the current active module (may be nil) so that we can disable it if -- we are successful in activating its replacement local prevOcclusionModule = self.activeOcclusionModule -- If there is no active module, see if the one we need has already been instantiated self.activeOcclusionModule = instantiatedOcclusionModules[newModuleCreator] -- If the module was not already instantiated and selected above, instantiate it if not self.activeOcclusionModule then self.activeOcclusionModule = newModuleCreator.new() if self.activeOcclusionModule then instantiatedOcclusionModules[newModuleCreator] = self.activeOcclusionModule end end -- If we were successful in either selecting or instantiating the module, -- enable it if it's not already the currently-active enabled module if self.activeOcclusionModule then local newModuleOcclusionMode = self.activeOcclusionModule:GetOcclusionMode() -- Sanity check that the module we selected or instantiated actually supports the desired occlusionMode if newModuleOcclusionMode ~= occlusionMode then warn("CameraScript ActivateOcclusionModule mismatch: ",self.activeOcclusionModule:GetOcclusionMode(),"~=",occlusionMode) end -- Deactivate current module if there is one if prevOcclusionModule then -- Sanity check that current module is not being replaced by itself (that should have been handled above) if prevOcclusionModule ~= self.activeOcclusionModule then prevOcclusionModule:Enable(false) else warn("CameraScript ActivateOcclusionModule failure to detect already running correct module") end end -- Occlusion modules need to be initialized with information about characters and cameraSubject -- Invisicam needs the LocalPlayer's character -- Poppercam needs all player characters and the camera subject if occlusionMode == Enum.DevCameraOcclusionMode.Invisicam then -- Optimization to only send Invisicam what we know it needs if Players.LocalPlayer.Character then self.activeOcclusionModule:CharacterAdded(Players.LocalPlayer.Character, Players.LocalPlayer ) end else -- When Poppercam is enabled, we send it all existing player characters for its raycast ignore list for _, player in pairs(Players:GetPlayers()) do if player and player.Character then self.activeOcclusionModule:CharacterAdded(player.Character, player) end end self.activeOcclusionModule:OnCameraSubjectChanged(game.Workspace.CurrentCamera.CameraSubject) end -- Activate new choice self.activeOcclusionModule:Enable(true) end end function CameraModule:ShouldUseVehicleCamera() local camera = workspace.CurrentCamera if not camera then return false end local cameraType = camera.CameraType local cameraSubject = camera.CameraSubject local isEligibleType = cameraType == Enum.CameraType.Custom or cameraType == Enum.CameraType.Follow local isEligibleSubject = cameraSubject and cameraSubject:IsA("VehicleSeat") or false local isEligibleOcclusionMode = self.occlusionMode ~= Enum.DevCameraOcclusionMode.Invisicam return isEligibleSubject and isEligibleType and isEligibleOcclusionMode end
-- LIGHT SETTINGS --[[ LIGHT TYPES: - Halogen - LED ]]
-- local Low_Beam_Brightness = 2.25 local High_Beam_Brightness = 3.15 local Fog_Light_Brightness = 0.7 local Rear_Light_Brightness = 1.5 local Brake_Light_Brightness = 2.5 local Reverse_Light_Brightness = 1 local Headlight_Type = "Halogen" local Indicator_Type = "Halogen" local Fog_Light_Type = "Halogen" local Plate_Light_Type = "Halogen" local Rear_Light_Type = "Halogen" local Reverse_Light_Type = "Halogen" local Running_Light_Location = "Custom DRL" -- Where your running lights will luminate. ("Low Beam / Indicators" and "Low Beam". LED DRLS or any DRL in a differnet position go in the Running model, change the string to "Custom DRL") local CustomDRL_Type = "LED" local Fade_Time = 0.35 -- How long it takes for the light to fully turn on. (works only with Halogen, default is 0.35 seconds) local Indicator_Flash_Rate = 0.3 -- Rate of change between each indicator state. (in seconds) local Popup_Hinge_Angle = -0.75 -- Changes the angle of your popup headlights. (only use if your car has popups)
--Basic setup
local ViewPort = script.Parent.ViewportFrame
------------------------------------------------------------------------
local PlayerState = {} do local mouseBehavior local mouseIconEnabled local cameraType local cameraFocus local cameraCFrame local cameraFieldOfView local screenGuis = {} local coreGuis = { Backpack = true, Chat = true, Health = true, PlayerList = true, } local setCores = { BadgesNotificationsActive = true, PointsNotificationsActive = true, } -- Save state and set up for freecam function PlayerState.Push() --for name in pairs(coreGuis) do -- coreGuis[name] = StarterGui:GetCoreGuiEnabled(Enum.CoreGuiType[name]) -- StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], false) --end --for name in pairs(setCores) do -- setCores[name] = StarterGui:GetCore(name) -- StarterGui:SetCore(name, false) --end --local playergui = LocalPlayer:FindFirstChildOfClass("PlayerGui") --if playergui then -- for _, gui in pairs(playergui:GetChildren()) do -- if gui:IsA("ScreenGui") and gui.Enabled then -- screenGuis[#screenGuis + 1] = gui -- gui.Enabled = false -- end -- end --end cameraFieldOfView = Camera.FieldOfView Camera.FieldOfView = 70 cameraType = Camera.CameraType Camera.CameraType = Enum.CameraType.Custom cameraCFrame = Camera.CFrame cameraFocus = Camera.Focus mouseIconEnabled = UserInputService.MouseIconEnabled UserInputService.MouseIconEnabled = true mouseBehavior = UserInputService.MouseBehavior UserInputService.MouseBehavior = Enum.MouseBehavior.Default end -- Restore state function PlayerState.Pop() for name, isEnabled in pairs(coreGuis) do StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType[name], isEnabled) end for name, isEnabled in pairs(setCores) do StarterGui:SetCore(name, isEnabled) end for _, gui in pairs(screenGuis) do if gui.Parent then gui.Enabled = true end end Camera.FieldOfView = cameraFieldOfView cameraFieldOfView = nil Camera.CameraType = cameraType cameraType = nil Camera.CFrame = cameraCFrame cameraCFrame = nil Camera.Focus = cameraFocus cameraFocus = nil UserInputService.MouseIconEnabled = mouseIconEnabled mouseIconEnabled = nil UserInputService.MouseBehavior = mouseBehavior mouseBehavior = nil end end local function StartFreecam() local cameraCFrame = Camera.CFrame cameraRot = Vector2.new(cameraCFrame:toEulerAnglesYXZ()) cameraPos = cameraCFrame.p cameraFov = Camera.FieldOfView velSpring:Reset(Vector3.new()) panSpring:Reset(Vector2.new()) fovSpring:Reset(0) PlayerState.Push() RunService:BindToRenderStep("Freecam", Enum.RenderPriority.Camera.Value, StepFreecam) Input.StartCapture() end local function StopFreecam() Input.StopCapture() RunService:UnbindFromRenderStep("Freecam") PlayerState.Pop() end
--[[ LOWGames Studios Date: 27 October 2022 by Elder ]]
-- local v1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library")); while not v1.Loaded do game:GetService("RunService").Heartbeat:Wait(); end; return function(p1, p2, ...) local v2, v3 = ...; local v4 = v3 or Color3.fromRGB(111, 111, 111); p1.title.Text = v2; if v4 == "Dark Matter" then coroutine.wrap(function() while not p1.Parent do v1.RenderStepped(); end; local v5 = os.clock(); while p1 and p1.Parent do p1.title.back.BackgroundColor3 = Color3.fromRGB(57, 8, 70):Lerp(Color3.fromRGB(0, 0, 0), math.sin((os.clock() - v5) * 50) / 2 + 0.5); v1.RenderStepped(); end; end)(); return; end; if v4 == "Rainbow" then coroutine.wrap(function() while not p1.Parent do v1.RenderStepped(); end; v1.GUIFX.Rainbow(p1.title.back, "BackgroundColor3", 3); end)(); return; end; if v4 == "Golden" then coroutine.wrap(function() while not p1.Parent do v1.RenderStepped(); end; local v6 = os.clock(); while p1 and p1.Parent do p1.title.back.BackgroundColor3 = Color3.fromRGB(255, 253, 184):Lerp(Color3.fromRGB(255, 213, 61), math.sin((os.clock() - v6) * 4) / 2 + 0.5); v1.RenderStepped(); end; end)(); return; end; p1.title.back.BackgroundColor3 = v4; end;
--- Parses all of the command arguments into ArgumentContexts -- Called by the command dispatcher automatically -- allowIncompleteArguments: if true, will not throw an error for missing arguments
function Command:Parse (allowIncompleteArguments) local hadOptional = false for i, definition in ipairs(self.ArgumentDefinitions) do if type(definition) == "function" then definition = definition(self) if definition == nil then break end end local required = (definition.Default == nil and definition.Optional ~= true) if required and hadOptional then error(("Command %q: Required arguments cannot occur after optional arguments."):format(self.Name)) elseif not required then hadOptional = true end if self.RawArguments[i] == nil and required and allowIncompleteArguments ~= true then return false, ("Required argument #%d %s is missing."):format(i, definition.Name) elseif self.RawArguments[i] or allowIncompleteArguments then self.Arguments[i] = Argument.new(self, definition, self.RawArguments[i] or "") end end return true end
-- Services
local TweenService = game:GetService("TweenService") local UserInputService = game:GetService("UserInputService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Players = game:GetService("Players")
--[[ -------------------------------------------- ]]
-- local lplr = game:getService("Players").LocalPlayer local r = game:service("RunService") local mouse = lplr:GetMouse() local sp = script.Parent local running = false function waitForChild(parent, childName) while true do local child = parent:findFirstChild(childName) if child then return child end parent.ChildAdded:wait() end end
--- RUNTIME ---
UserInputService.InputBegan:Connect(Input) UserInputService.InputEnded:Connect(Input)
--[[Run]]
--Print Version local ver=require(car["A-Chassis Tune"].README) print("//INSPARE: AC6 Loaded - Build "..ver) --Runtime Loop while wait() do --Steering Steering() --Powertrain Engine() --Flip if _Tune.AutoFlip then Flip() end --Update External Values _IsOn = script.Parent.IsOn.Value _InControls = script.Parent.ControlsOpen.Value script.Parent.Values.Gear.Value = _CGear script.Parent.Values.RPM.Value = _RPM script.Parent.Values.Horsepower.Value = _HP script.Parent.Values.Torque.Value = _HP * 5250 / _RPM script.Parent.Values.TransmissionMode.Value = _TMode script.Parent.Values.Throttle.Value = _GThrot script.Parent.Values.Brake.Value = _GBrake script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100))) script.Parent.Values.SteerT.Value = _GSteerT script.Parent.Values.PBrake.Value = _PBrake script.Parent.Values.TCS.Value = _TCS script.Parent.Values.TCSActive.Value = _TCSActive script.Parent.Values.ABS.Value = _ABS script.Parent.Values.ABSActive.Value = _ABSActive script.Parent.Values.MouseSteerOn.Value = _MSteer script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity --Vehicleseat Speedometer if _PGear~=_CGear then _PGear=_CGear car.DriveSeat.MaxSpeed = car.DriveSeat.Velocity.Magnitude*(_Tune.Redline/_RPM) end end
--[[** <description> Run this once to combine all keys provided into one "main key". Internally, this means that data will be stored in a table with the key mainKey. This is used to get around the 2-DataStore2 reliability caveat. </description> <parameter name = "mainKey"> The key that will be used to house the table. </parameter> <parameter name = "..."> All the keys to combine under one table. </parameter> **--]]
function DataStore2.Combine(mainKey, ...) for _, name in pairs({...}) do combinedDataStoreInfo[name] = mainKey end end function DataStore2.ClearCache() DataStoreCache = {} end function DataStore2.SaveAll(player) if DataStoreCache[player] then for _, dataStore in pairs(DataStoreCache[player]) do if dataStore.combinedStore == nil then dataStore:Save() end end end end function DataStore2.PatchGlobalSettings(patch) for key, value in pairs(patch) do assert(Settings[key] ~= nil, "No such key exists: " .. key) -- TODO: Implement type checking with this when osyris' t is in Settings[key] = value end end function DataStore2.__call(_, dataStoreName, player) assert( typeof(dataStoreName) == "string" and typeof(player) == "Instance", ("DataStore2() API call expected {string dataStoreName, Instance player}, got {%s, %s}") :format( typeof(dataStoreName), typeof(player) ) ) if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then return DataStoreCache[player][dataStoreName] elseif combinedDataStoreInfo[dataStoreName] then local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player) dataStore:BeforeSave(function(combinedData) for key in pairs(combinedData) do if combinedDataStoreInfo[key] then local combinedStore = DataStore2(key, player) local value = combinedStore:Get(nil, true) if value ~= nil then if combinedStore.combinedBeforeSave then value = combinedStore.combinedBeforeSave(clone(value)) end combinedData[key] = value end end end return combinedData end) local combinedStore = setmetatable({ combinedName = dataStoreName, combinedStore = dataStore, }, { __index = function(_, key) return CombinedDataStore[key] or dataStore[key] end }) if not DataStoreCache[player] then DataStoreCache[player] = {} end DataStoreCache[player][dataStoreName] = combinedStore return combinedStore end local dataStore = {} dataStore.Name = dataStoreName dataStore.UserId = player.UserId dataStore.callbacks = {} dataStore.beforeInitialGet = {} dataStore.afterSave = {} dataStore.bindToClose = {} dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore) setmetatable(dataStore, DataStoreMetatable) local event, fired = Instance.new("BindableEvent"), false game:BindToClose(function() --if not fired then -- --spawn(function() -- -- player.Parent = nil -- Forces AncestryChanged to fire and save the data -- --end) -- event.Event:wait() --end local value = dataStore:Get(nil, true) for _, bindToClose in pairs(dataStore.bindToClose) do bindToClose(player, value) end end) local playerLeavingConnection playerLeavingConnection = player.AncestryChanged:Connect(function() if player:IsDescendantOf(game) then return end playerLeavingConnection:Disconnect() dataStore:SaveAsync():andThen(function() print("player left, saved " .. dataStoreName) end):catch(function(error) -- TODO: Something more elegant warn("error when player left! " .. error) end):finally(function() event:Fire() fired = true end) delay(40, function() --Give a long delay for people who haven't figured out the cache :^( DataStoreCache[player] = nil end) end) if not DataStoreCache[player] then DataStoreCache[player] = {} end DataStoreCache[player][dataStoreName] = dataStore return dataStore end DataStore2.Constants = Constants return setmetatable(DataStore2, DataStore2)
--Adds a rocket to the buffer.
local function AddBufferRocket() local NewRocket = RocketCreator:CreateRocket(true) CurrentRocket = NewRocket RocketBuffer:AddItem(NewRocket) end AddBufferRocket()
-- map a value from one range to another
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound) sound.TimePosition = 0 sound.Playing = true end local function stopSound(sound) sound.Playing = false sound.TimePosition = 0 end local function initializeSoundSystem(player, humanoid: Humanoid, rootPart: BasePart) local sounds: { [string]: Sound } = {} -- initialize sounds for name, props in pairs(SOUND_DATA) do local sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.RollOffMinDistance = 5 sound.RollOffMaxDistance = 150 sound.RollOffMode = Enum.RollOffMode.Linear sound.Volume = 0.65 for propName, propValue in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds = {} local function stopPlayingLoopedSounds(except: Sound?) for sound in pairs(playingLoopedSounds) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks local stateTransitions = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.AssemblyLinearVelocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters = { [sounds.Climbing] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(delta: any, sound: any, velocity) if velocity.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + .9 * delta, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt, sound: any, vel) --sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 sound.SoundId = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).SoundId sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).PlaybackSpeed * (vel.Magnitude/20) sound.Volume = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * 1 sound.EmitterSize = FootstepsSoundGroup:WaitForChild(humanoid.FloorMaterial).Volume * (vel.Magnitude/12) * 50 * 1 if FootstepsSoundGroup:FindFirstChild(humanoid.FloorMaterial) == nil then sound.SoundId = FootstepsSoundGroup:WaitForChild("nil Sound").SoundId sound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild("nil Sound").PlaybackSpeed sound.EmitterSize = FootstepsSoundGroup:WaitForChild("nil Sound").Volume sound.Volume = FootstepsSoundGroup:WaitForChild("nil Sound").Volume end end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState() local activeConnections = {} local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.AssemblyLinearVelocity) end end end) local humanoidAncestryChangedConn local rootPartAncestryChangedConn local characterAddedConn local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end local Character = Players.LocalPlayer.Character or Players.LocalPlayer.CharacterAppearanceLoaded:Wait() local Head = Character.PrimaryPart local RunningSound = Head:WaitForChild("Running") local Humanoid = Character:FindFirstChildOfClass('Humanoid') local lastspeed = 0 Humanoid.Running:Connect(function(speed: number) RunningSound.PlaybackSpeed = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).PlaybackSpeed * (speed/20) * (math.random(30,50)/40) RunningSound.Volume = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (lastspeed/12) RunningSound.EmitterSize = FootstepsSoundGroup:WaitForChild(Humanoid.FloorMaterial).Volume * (lastspeed/12) * 50 lastspeed = speed end)
--[[Engine]]
--Torque Curve Tune.Horsepower = 610 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 5000 -- Use sliders to manipulate values Tune.Redline = 6800 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 5500 Tune.PeakSharpness = 7.5 Tune.CurveMult = 0.16 --Incline Compensation Tune.InclineComp = 2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 75 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = 3 -- Percent throttle at idle Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
--[[ Module that can be used to ragdoll arbitrary R6/R15 rigs or set whether players ragdoll or fall to pieces by default --]]
local EVENT_NAME = "Event" local RAGDOLLED_TAG = "__Ragdoll_Active" local Players = game:GetService("Players") local RunService = game:GetService("RunService") local CollectionService = game:GetService("CollectionService") local StarterGui = game:GetService("StarterGui") local RigTypes = require(script:WaitForChild("RigTypes")) if RunService:IsServer() then -- Used for telling the client to set their own character to Physics mode: local event = Instance.new("RemoteEvent") event.Name = EVENT_NAME event.Parent = script -- Whether players ragdoll by default: (true = ragdoll, false = fall into pieces) local playerDefault = false -- Activating ragdoll on an arbitrary model with a Humanoid: local function activateRagdoll(model, humanoid) assert(humanoid:IsDescendantOf(model)) if CollectionService:HasTag(model, RAGDOLLED_TAG) then return end CollectionService:AddTag(model, RAGDOLLED_TAG) local attachments = RigTypes:GetAttachments(model, humanoid) -- Propagate to player if applicable: local player = Players:GetPlayerFromCharacter(model) if player then event:FireClient(player, true, model, humanoid) elseif model.PrimaryPart then event:FireAllClients(false, model, humanoid) end -- Turn into loose body: humanoid:ChangeState(Enum.HumanoidStateType.Physics) -- Instantiate BallSocketConstraints: for name, objects in pairs(attachments) do local parent = model:FindFirstChild(name) if parent then local constraint = Instance.new("BallSocketConstraint") constraint.Attachment0 = objects[1] constraint.Attachment1 = objects[2] if parent.Name == "Head" then constraint.LimitsEnabled = true constraint.UpperAngle = 60 constraint.TwistLimitsEnabled = true constraint.TwistLowerAngle = -60 constraint.TwistUpperAngle = 60 end constraint.Parent = parent end end -- Destroy all regular joints: for _, motor in pairs(model:GetDescendants()) do if motor:IsA("Motor6D") then motor:Destroy() end end end -- Set player Humanoid properties: local function onHumanoidAdded(character, humanoid) humanoid.BreakJointsOnDeath = not playerDefault humanoid.Died:Connect( function() if playerDefault then -- Ragdoll them: humanoid.BreakJointsOnDeath = false activateRagdoll(character, humanoid) end end ) end -- Track existing and new player Humanoids: local function onCharacterAdded(character) local humanoid = character:FindFirstChildOfClass("Humanoid") if humanoid then onHumanoidAdded(character, humanoid) else character.ChildAdded:Connect( function(child) if child:IsA("Humanoid") then onHumanoidAdded(character, child) end end ) end end -- Track existing and new player characters: local function onPlayerAdded(player) player.CharacterAdded:Connect(onCharacterAdded) if player.Character then onCharacterAdded(player.Character) end end -- Track all players: Players.PlayerAdded:Connect(onPlayerAdded) for _, player in pairs(Players:GetPlayers()) do onPlayerAdded(player) end -- Activating the ragdoll on a specific model function Ragdoll:Activate(model) if typeof(model) ~= "Instance" or not model:IsA("Model") then error("bad argument #1 to 'Activate' (Model expected, got " .. typeof(model) .. ")", 2) end -- Model must have a humanoid: local humanoid = model:FindFirstChildOfClass("Humanoid") if not humanoid then return warn("[Ragdoll] Could not ragdoll " .. model:GetFullName() .. " because it has no Humanoid") end activateRagdoll(model, humanoid) end -- Setting whether players ragdoll when dying by default: (true = ragdoll, false = fall into pieces) function Ragdoll:SetPlayerDefault(enabled) if enabled ~= nil and typeof(enabled) ~= "boolean" then error("bad argument #1 to 'SetPlayerDefault' (boolean expected, got " .. typeof(enabled) .. ")", 2) end playerDefault = enabled -- Update BreakJointsOnDeath for all alive characters: for _, player in pairs(Players:GetPlayers()) do if player.Character then local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if humanoid then humanoid.BreakJointsOnDeath = not playerDefault end end end end else -- Client -- Client sets their own character to Physics mode when told to: script:WaitForChild(EVENT_NAME).OnClientEvent:Connect( function(isSelf, model, humanoid) if isSelf then local head = model:FindFirstChild("Head") if head then workspace.CurrentCamera.CameraSubject = head end end humanoid:ChangeState(Enum.HumanoidStateType.Physics) end ) -- Other API not available from client-side: function Ragdoll:Activate() error("Ragdoll::Activate cannot be used from the client", 2) end function Ragdoll:SetPlayerDefault() error("Ragdoll::SetPlayerDefault cannot be used from the client", 2) end end return Ragdoll
--- Alias of self:SendEvent(self.Executor, "AddLine", text)
function Command:Reply(...) return self:SendEvent(self.Executor, "AddLine", ...) end
-- << FUNCTIONS >>
function module:ToggleBar(keyCode) if keyCode == Enum.KeyCode.Quote then local cmdBar = main.gui.CmdBar if cmdBar.Visible then main:GetModule("CmdBar"):CloseCmdBar() else main:GetModule("CmdBar"):OpenCmdBar() end elseif keyCode == Enum.KeyCode.Semicolon then local requiredRank = main.settings.Cmdbar2 if main.pdata.Rank > 0 or requiredRank <= 0 then if main.pdata.Rank < requiredRank then local notice = main:GetModule("cf"):FormatNotice("CommandBarLocked", "2", main:GetModule("cf"):GetRankName(requiredRank)) main:GetModule("Notices"):Notice("Error", notice[1], notice[2]) else local props = currentProps["cmdbar2"] if not props then main:GetModule("ClientCommands")["cmdbar2"].Function() else if props.mainParent.Visible then props.mainParent.Visible = false else props.mainParent.Visible = true end end end end end end function module:OpenCmdBar() local props = mainProps local requiredRank = main.settings.Cmdbar if (main.pdata.Rank > 0 or requiredRank <= 0) and not isOpen then isOpen = true if main.pdata.Rank < requiredRank then local notice = main:GetModule("cf"):FormatNotice("CommandBarLocked", "", main:GetModule("cf"):GetRankName(requiredRank)) main:GetModule("Notices"):Notice("Error", notice[1], notice[2]) else props.textBox:CaptureFocus() for _,coreName in pairs(coreToHide) do local originalState = main.starterGui:GetCoreGuiEnabled(coreName) originalCoreStates[coreName] = originalState main.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[coreName], false) end --main:GetModule("TopBar"):CoreGUIsChanged() topBar.BackgroundColor3 = Color3.fromRGB(50,50,50) originalTopBarTransparency = topBar.BackgroundTransparency originalTopBarVisibility = topBar.Visible topBar.BackgroundTransparency = 0 topBar.Visible = true props.textBox.Text = "" cmdBar.Visible = true wait() props.textBox.Text = main.pdata.Prefix props.textBox.CursorPosition = 3 end end end function module:CloseCmdBar() if not isOpen then return end isOpen = false local props = mainProps cmdBar.Visible = false for _,coreName in pairs(coreToHide) do local originalState = originalCoreStates[coreName] if originalState then main.starterGui:SetCoreGuiEnabled(Enum.CoreGuiType[coreName], originalState) end end --main:GetModule("TopBar"):CoreGUIsChanged() topBar.BackgroundColor3 = Color3.fromRGB(31,31,31) topBar.BackgroundTransparency = originalTopBarTransparency topBar.Visible = originalTopBarVisibility coroutine.wrap(function() for i = 1,10 do props.textBox:ReleaseFocus() wait() end end)() end function module:PressedArrowKey(key) for i, props in pairs(currentProps) do if props.mainParent.Visible and props.textBox:IsFocused() then local originalLabel = props.rframe:FindFirstChild("Label"..props.suggestionPos) if key == Enum.KeyCode.Down then props.suggestionPos = props.suggestionPos + 1 if props.suggestionPos > props.suggestionDisplayed then props.suggestionPos = 1 end elseif key == Enum.KeyCode.Up then props.suggestionPos = props.suggestionPos - 1 if props.suggestionPos < 1 then props.suggestionPos = props.suggestionDisplayed end elseif key == Enum.KeyCode.Right then selectSuggestion(props) end local newLabel = props.rframe["Label"..props.suggestionPos] if newLabel ~= originalLabel then originalLabel.BackgroundColor3 = props.otherColor newLabel.BackgroundColor3 = props.highlightColor end end end end return module
--[=[ @within Shake @prop Sustain boolean If `true`, the shake will sustain itself indefinitely once it fades in. If `StopSustain()` is called, the sustain will end and the shake will fade out based on the `FadeOutTime`. Defaults to `false`. ]=]
-- The optional property of matcher context is true if undefined.
function isExpand(expand: boolean?) return expand ~= false end local PRINT_LIMIT = 3 local NO_ARGUMENTS = "called with 0 arguments" function printExpectedArgs(expected: Array<any>): string if #expected == 0 then return NO_ARGUMENTS else return Array.join( Array.map(expected, function(arg) return printExpected(arg) end), ", " ) end end function printReceivedArgs(received: Array<any>, expected: Array<any>): string if #received == 0 then return NO_ARGUMENTS else return Array.join( Array.map(received, function(arg, i) if Array.isArray(expected) and i <= #expected and isEqualValue(expected[i], arg) then return printCommon(arg) else return printReceived(arg) end end), ", " ) end end function printCommon(val: any) return DIM_COLOR(stringify(val)) end function isEqualValue(expected: any, received: any): boolean return equals(expected, received, { iterableEquality }) end function isEqualCall(expected: Array<any>, received: Array<any>): boolean return isEqualValue(expected, received) end function isEqualReturn(expected, result): boolean return result.type == "return" and isEqualValue(expected, result.value) end function countReturns(results: Array<any>): number return Array.reduce(results, function(n: number, result: any) if result.type == "return" then return n + 1 else return n end end, 0) end function printNumberOfReturns(countReturns_: number, countCalls: number): string local retval = string.format("\nNumber of returns: %s", printReceived(countReturns_)) if countCalls ~= countReturns_ then retval = retval .. string.format("\nNumber of calls: %s", printReceived(countCalls)) end return retval end type PrintLabel = (string, boolean) -> string
--[[ Functions overridden from BaseCamera ]]
-- function LegacyCamera:SetCameraToSubjectDistance(desiredSubjectDistance) return BaseCamera.SetCameraToSubjectDistance(self,desiredSubjectDistance) end function LegacyCamera:Update(dt: number): (CFrame?, CFrame?) -- Cannot update until cameraType has been set if not self.cameraType then return nil, nil end local now = tick() local timeDelta = (now - self.lastUpdate) local camera = workspace.CurrentCamera local newCameraCFrame = camera.CFrame local newCameraFocus = camera.Focus local player = PlayersService.LocalPlayer if self.lastUpdate == nil or timeDelta > 1 then self.lastDistanceToSubject = nil end local subjectPosition: Vector3 = self:GetSubjectPosition() if self.cameraType == Enum.CameraType.Fixed then if subjectPosition and player and camera then local distanceToSubject = self:GetCameraToSubjectDistance() local newLookVector = self:CalculateNewLookVectorFromArg(nil, CameraInput.getRotation()) newCameraFocus = camera.Focus -- Fixed camera does not change focus newCameraCFrame = CFrame.new(camera.CFrame.p, camera.CFrame.p + (distanceToSubject * newLookVector)) end elseif self.cameraType == Enum.CameraType.Attach then local subjectCFrame = self:GetSubjectCFrame() local cameraPitch = camera.CFrame:ToEulerAnglesYXZ() local _, subjectYaw = subjectCFrame:ToEulerAnglesYXZ() cameraPitch = math.clamp(cameraPitch - CameraInput.getRotation().Y, -PITCH_LIMIT, PITCH_LIMIT) newCameraFocus = CFrame.new(subjectCFrame.p)*CFrame.fromEulerAnglesYXZ(cameraPitch, subjectYaw, 0) newCameraCFrame = newCameraFocus*CFrame.new(0, 0, self:StepZoom()) elseif self.cameraType == Enum.CameraType.Watch then if subjectPosition and player and camera then local cameraLook = nil if subjectPosition == camera.CFrame.p then warn("Camera cannot watch subject in same position as itself") return camera.CFrame, camera.Focus end local humanoid = self:GetHumanoid() if humanoid and humanoid.RootPart then local diffVector = subjectPosition - camera.CFrame.p cameraLook = diffVector.unit if self.lastDistanceToSubject and self.lastDistanceToSubject == self:GetCameraToSubjectDistance() then -- Don't clobber the zoom if they zoomed the camera local newDistanceToSubject = diffVector.magnitude self:SetCameraToSubjectDistance(newDistanceToSubject) end end local distanceToSubject: number = self:GetCameraToSubjectDistance() local newLookVector: Vector3 = self:CalculateNewLookVectorFromArg(cameraLook, CameraInput.getRotation()) newCameraFocus = CFrame.new(subjectPosition) newCameraCFrame = CFrame.new(subjectPosition - (distanceToSubject * newLookVector), subjectPosition) self.lastDistanceToSubject = distanceToSubject end else -- Unsupported type, return current values unchanged return camera.CFrame, camera.Focus end self.lastUpdate = now return newCameraCFrame, newCameraFocus end return LegacyCamera
-- A unique symbolic value.
export type Symbol = { type: string, -- replace with "Symbol" when Luau supports singleton types name: string }
---
script.Parent.Values.Gear.Changed:connect(function() if script.Parent.Values.Gear.Value == -1 then for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.BrickColor = BrickColor.new("White") child.Material = Enum.Material.Neon car.DriveSeat.Reverse:Play() end else for index, child in pairs(car.Body.Lights.Rev:GetChildren()) do child.BrickColor = BrickColor.new("Black") child.Material = Enum.Material.SmoothPlastic car.DriveSeat.Reverse:Stop() end end end) while wait() do if (car.DriveSeat.Velocity.magnitude/40)+0.300 < 1.3 then car.DriveSeat.Reverse.Pitch = (car.DriveSeat.Velocity.magnitude/40)+0.300 car.DriveSeat.Reverse.Volume = (car.DriveSeat.Velocity.magnitude/150) else car.DriveSeat.Reverse.Pitch = 1.3 car.DriveSeat.Reverse.Volume = .2 end end
--[[ Constructs a new state object which can listen for updates on another state object. FIXME: enabling strict types here causes free types to leak ]]
local Dependencies = require(script.Parent.Parent.Dependencies) type Set<T> = {[T]: any} local class = {} local CLASS_METATABLE = {__index = class}
--// bolekinds
script.Parent.MouseButton1Click:Connect(function() local plr = script.Parent.Parent.Parent.Parent.Parent game.ServerStorage.ServerData.HasKeys.Value = true script.Parent.Parent:Destroy() end)
-- no touchy
local path local waypoint local oldpoints local isWandering = 0 if canWander then spawn(function() while isWandering == 0 do isWandering = 1 local desgx, desgz = hroot.Position.x + math.random(-WanderX, WanderX), hroot.Position.z + math.random(-WanderZ, WanderZ) human:MoveTo( Vector3.new(desgx, 0, desgz) ) wait(math.random(4, 6)) isWandering = 0 end end) end while wait() do local enemytorso = GetTorso(hroot.Position) if enemytorso ~= nil and enemytorso.Parent:FindFirstChildOfClass("Humanoid").Health > 0 and enemytorso.Parent:FindFirstChildOfClass("Humanoid") then -- if player detected isWandering = 1 local function checkw(t) local ci = 3 if ci > #t then ci = 3 end if t[ci] == nil and ci < #t then repeat ci = ci + 1 wait() until t[ci] ~= nil return Vector3.new(1, 0, 0) + t[ci] else ci = 3 return t[ci] end end path = pfs:FindPathAsync(hroot.Position, enemytorso.Position) waypoint = path:GetWaypoints() oldpoints = waypoint local connection; local direct = Vector3.FromNormalId(Enum.NormalId.Front) local ncf = hroot.CFrame * CFrame.new(direct) direct = ncf.p.unit local rootr = Ray.new(hroot.Position, direct) local phit, ppos = game.Workspace:FindPartOnRay(rootr, hroot) if path and waypoint or checkw(waypoint) and enemytorso.Parent:FindFirstChildOfClass("Humanoid").Health > 0 then if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Walk then human:MoveTo( checkw(waypoint).Position ) human.Jump = false end -- CANNOT LET BALDI JUMPS -- --[[if checkw(waypoint) ~= nil and checkw(waypoint).Action == Enum.PathWaypointAction.Jump then human.Jump = true connection = human.Changed:connect(function() human.Jump = true end) human:MoveTo( checkw(waypoint).Position ) else human.Jump = false end]] --[[hroot.Touched:connect(function(p) local bodypartnames = GetPlayersBodyParts(enemytorso) if p:IsA'Part' and not p.Name == bodypartnames and phit and phit.Name ~= bodypartnames and phit:IsA'Part' and rootr:Distance(phit.Position) < 5 then connection = human.Changed:connect(function() human.Jump = true end) else human.Jump = false end end)]] if connection then connection:Disconnect() end else for i = 3, #oldpoints do human:MoveTo( oldpoints[i].Position ) end end elseif enemytorso == nil and canWander then -- if player not detected isWandering = 0 path = nil waypoint = nil wait() end end
-- Local Functions
local function StartIntermission() -- Default to circle center of map local possiblePoints = {} table.insert(possiblePoints, Vector3.new(0,50,0)) local focalPoint = possiblePoints[math.random(#possiblePoints)] Camera.CameraType = Enum.CameraType.Scriptable Camera.Focus = CFrame.new(focalPoint) -- Stream in the area around the focal point. Player:RequestStreamAroundAsync(focalPoint) local angle = 0 game.Lighting.Blur.Enabled = true RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function() local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle)) Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint) angle = angle + math.rad(.25) if BlurBlock then BlurBlock.CFrame = Camera.CoordinateFrame + Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0,0,-2)) end end) ScreenGui.ScoreFrame["Bright blue"].Visible = false ScreenGui.ScoreFrame["Bright red"].Visible = false end local function StopIntermission() game.Lighting.Blur.Enabled = false RunService:UnbindFromRenderStep('IntermissionRotate') Camera.CameraType = Enum.CameraType.Custom if IsTeams then ScreenGui.ScoreFrame["Bright blue"].Visible = true ScreenGui.ScoreFrame["Bright red"].Visible = true end end local function OnDisplayIntermission(display) if display and not InIntermission then InIntermission = true StartIntermission() end if not display and InIntermission then InIntermission = false StopIntermission() end end local function OnSetBlurBlock(block) BlurBlock = block BlurBlock.LocalTransparencyModifier = 0 end local function OnFetchConfiguration(configFetched, configValue) if configFetched == "TEAMS" then IsTeams = configValue ScreenGui.ScoreFrame["Bright blue"].Visible = IsTeams ScreenGui.ScoreFrame["Bright red"].Visible = IsTeams end end
--[=[ Set the value of the property for specific players. This just loops through the players given and calls `SetFor`. ```lua local players = {player1, player2, player3} remoteProperty:SetForList(players, "CustomData") ``` ]=]
function RemoteProperty:SetForList(players: { Player }, value: any) for _, player in ipairs(players) do self:SetFor(player, value) end end
-- Compiled with roblox-ts v2.0.4
local default = function(className) local _exp = string.split(className, " ") local _arg0 = function(s) return #s > 0 end -- ▼ ReadonlyArray.filter ▼ local _newValue = {} local _length = 0 for _k, _v in _exp do if _arg0(_v, _k - 1, _exp) == true then _length += 1 _newValue[_length] = _v end end -- ▲ ReadonlyArray.filter ▲ table.sort(_newValue) local split = _newValue return table.concat(split, " ") end return { default = default, }
-- detection
character:FindFirstChild("RightUpperArm").LocalTransparencyModifier = 0 character:FindFirstChild("RightLowerArm").LocalTransparencyModifier = 0 character:FindFirstChild("RightHand").LocalTransparencyModifier = 0
--- Sets a list of keyboard keys (Enum.KeyCode) that can be used to open the commands menu
function Cmdr:SetActivationKeys(keysArray) self.ActivationKeys = Util.MakeDictionary(keysArray) end
--[=[ Fires the subscription @param ... any ]=]
function Subscription:Fire(...) if self._state == stateTypes.PENDING then if self._fireCallback then self._fireCallback(...) end elseif self._state == stateTypes.CANCELLED then warn("[Subscription.Fire] - We are cancelled, but events are still being pushed") if ENABLE_STACK_TRACING then print(debug.traceback()) print(self._source) end end end
--[[ The Ownership-class --]]
local Players = game:GetService("Players") local Owners = {} local Ownership = {} Ownership.__index = Ownership function Ownership.new(Model) assert(Model and Model.PrimaryPart, "Ownership.new(Model) requires a Model with a PrimaryPart!") local Data = { Model = Model, Owner = nil, _OwnerChangedEvent = nil, OwnerChanged = nil } local self = setmetatable(Data, Ownership) self._OwnerChangedEvent = Instance.new("BindableEvent") self.OwnerChanged = self._OwnerChangedEvent.Event return self end
-- If you want the sound to be heard in one spot, put it in a brick --
music.Pitch = 1 -- Pitch manages the Pitch and Speed of the Sound. Pitch 1 is the normal sound, although some sounds have a problem that they are slow, increase this
--[[return function() --- Create seed based on tick and RNG local seed = os.time() local seed2 = rng:NextNumber() * 1 local comp = (seed * seed2) --- Format seed to hex local str = string.format("%x", comp * 256) -- return str end ]]
return function() local UUID4 = _L.Services.HttpService:GenerateGUID(false) UUID4 = string.gsub(UUID4, "-", "") return UUID4 end
-------------Cannon Properties---------------------------------------------------------------------------------------------------------------
local targetRange = 40--max range +/- 5 local power = 350 -- cannon Force , Bullet speed local cannonAcc = 20 --The less = better , if theres acc = 20 then the miss range is between -20 and 20
--Make the part spin around the humanoid player
while true do mainPart.CFrame = Humanoid.CFrame * CFrame.Angles(0, math.rad(1), 0) wait(1) end
--F.updateSound = function(Sound, Pitch, Volume) -- if Sound then -- if Pitch then -- Sound.Pitch = Pitch -- end -- if Volume then -- Sound.Volume = Volume -- end -- end --end
F.updateWindows = function(Window, Toggle) if script.Parent.Parent.Windows:findFirstChild(Window) then script.Parent.Parent.Windows:findFirstChild(Window).Value = Toggle end end F.updateSong = function(Song) carSeat.Parent.Body.MP.Sound:Stop() wait() carSeat.Parent.Body.MP.Sound.SoundId = "rbxassetid://"..Song wait() carSeat.Parent.Body.MP.Sound:Play() end F.updateVolume = function(Vol) carSeat.Parent.Body.MP.Sound.Volume = carSeat.Parent.Body.MP.Sound.Volume + Vol end F.updateValue = function(Val, Value) if Val then Val.Value = Value end end
-- Local Variables
local Configurations = require(game.ServerStorage.Configurations) local Events = game.ReplicatedStorage.Events local DisplayIntermission = Events.DisplayIntermission local DisplayTimerInfo = Events.DisplayTimerInfo local DisplayVictory = Events.DisplayVictory local DisplayScore = Events.DisplayScore local StarterGui = game.StarterGui
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version if script.Parent.SingleMode.Value == true then wait() script.Parent.Disabled = true wait() script.Parent.Disabled = false else script.Parent.Occupied.Value = true end end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Occupied.Value = false end end end end)
--put in ServerScriptService
local Teams = game:GetService("Teams"):GetChildren() game.Players.PlayerAdded:Connect(function(player) for i,player in pairs(game.Players:GetPlayers()) do if player then if player.Team == nil then local randomTeam = Teams[math.random(1, #Teams)] player.Team = randomTeam print(player.Name.. " is a "..randomTeam.Name) end end end end)
-- To avoid using .Activated for each slot we do this -- better for optimization
local function onInputBegan(input: InputObject, processed) if not ScreenGui.Enabled then return end if input.UserInputType == Enum.UserInputType.MouseButton1 then for _, obj in ScreenGui.Parent:GetGuiObjectsAtPosition(input.Position.X, input.Position.Y) do if IsSlot(obj) then ChangeToolHold(obj) return end end end if processed then return end if input.KeyCode == Enum.KeyCode.Backquote then local tween = TweenService:Create(Backpack, TweenInfo.new(), { Size = if IsBackpackOpen then UDim2.fromScale(1, 0) else BackpackSize }) IsBackpackOpen = not IsBackpackOpen Backpack.List.ScrollBarThickness = if IsBackpackOpen then 12 else 0 tween:Destroy() tween:Play() elseif input.UserInputType == Enum.UserInputType.Keyboard then local value = input.KeyCode.Value - Enum.KeyCode.Zero.Value if value < 0 or value > 9 then return end local slot = HandleBar["Slot" .. value] ChangeToolHold(slot) end end for _, v in LocalPlayer.Backpack:GetChildren() do AddSlotObject(v) end LocalPlayer.Backpack.ChildAdded:Connect(doCheckAndReplaceTools) LocalPlayer.Backpack.ChildRemoved:Connect(doCheckAndReplaceTools) LocalPlayer.CharacterAdded:Connect(HandleCharacter) UserInputService.InputBegan:Connect(onInputBegan)
------CruisinWithMyHomies ^---
winfob.FL.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowFL.Value == false then carSeat.WindowFL.Value = true carSeat.Parent.Parent.DoorLD.Window.SS.Motor.DesiredAngle = -0.25 else carSeat.WindowFL.Value = false carSeat.Parent.Parent.DoorLD.Window.SS.Motor.DesiredAngle = 0 end end) winfob.FR.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowFR.Value == false then carSeat.WindowFR.Value = true carSeat.Parent.Parent.DoorRD.Window.SS.Motor.DesiredAngle = 0.25 else carSeat.WindowFR.Value = false carSeat.Parent.Parent.DoorRD.Window.SS.Motor.DesiredAngle = 0 end end) winfob.RL.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowRL.Value == false then carSeat.WindowRL.Value = true carSeat.Parent.Parent.DoorL.W.SS.Motor.DesiredAngle = 0.25 else carSeat.WindowRL.Value = false carSeat.Parent.Parent.DoorL.W.SS.Motor.DesiredAngle = 0 end end) winfob.RR.Lock.MouseButton1Click:connect(function() --Window if carSeat.WindowRR.Value == false then carSeat.WindowRR.Value = true carSeat.Parent.Parent.DoorR.W.SS.Motor.DesiredAngle = 0.25 else carSeat.WindowRR.Value = false carSeat.Parent.Parent.DoorR.W.SS.Motor.DesiredAngle = 0 end end) while true do --Loop wait() if gear == -1 then HUB.Parent.Gauges.Circle.Zero.Gear.Text = "R" carSeat.Parent.Parent.Trunk.R1.Material = "Neon" carSeat.Parent.Parent.Trunk.R2.Material = "Neon" carSeat.Parent.R1.Material = "Neon" carSeat.Parent.R2.Material = "Neon" carSeat.Parent.Parent.Trunk.R1.Transparency = 0 carSeat.Parent.Parent.Trunk.R2.Transparency = 0 carSeat.Parent.R1.Transparency = 0 carSeat.Parent.R2.Transparency = 0 carSeat.Parent.Runners.O.Disp.One.Visible = false carSeat.Parent.Runners.O.Disp.Two.Visible = true elseif gear == 0 then HUB.Parent.Gauges.Circle.Zero.Gear.Text = "N" carSeat.Parent.Parent.Trunk.R1.Material = "SmoothPlastic" carSeat.Parent.Parent.Trunk.R2.Material = "SmoothPlastic" carSeat.Parent.R1.Material = "SmoothPlastic" carSeat.Parent.R2.Material = "SmoothPlastic" carSeat.Parent.Parent.Trunk.R1.Transparency = 0.9 carSeat.Parent.Parent.Trunk.R2.Transparency = 0.9 carSeat.Parent.R1.Transparency = 0.9 carSeat.Parent.Runners.O.Disp.One.Visible = true carSeat.Parent.Runners.O.Disp.Two.Visible = false carSeat.Parent.R2.Transparency = 0.9 elseif gear == 1 then HUB.Parent.Gauges.Circle.Zero.Gear.Text = "D" end if carSeat.Throttle == 1 and gear >= 1 or gear == -1 and carSeat.Throttle == 1 then if carSeat.InsaneMode.Value == true and carSeat.Power.Value < 60 then carSeat.Power.Value = carSeat.Power.Value + 3 elseif carSeat.InsaneMode.Value == false and carSeat.Power.Value < 40 then carSeat.Power.Value = carSeat.Power.Value +2 end else carSeat.Power.Value = 0 end limitButton.Parent.Time.Text = game.Lighting.TimeOfDay end
--[=[ Use to test that the top padding between the given GuiObject or Rect and the other GuiObject or Rect. The last argument is optional. If nil, the matcher will pass only if the difference **top** edge of the given GuiObject or Rect and the **top** edge of the other GuiObject or Rect is zero or positive. ```lua -- Jest expect(instanceA).toBeInsideBelow(instanceB) expect(instanceA).toBeInsideBelow(instanceB, 10) expect(instanceA).toBeInsideBelow(instanceB, NumberRange.new(0, 10)) ``` ```lua -- TestEZ expect(instanceA).to.be.insideBelow(instanceB) expect(instanceA).to.be.insideBelow(instanceB, 10) expect(instanceA).to.be.insideBelow(instanceB, NumberRange.new(0, 10)) ``` @tag inside @within CollisionMatchers2D ]=]
local function insideBelow(a: GuiObject | Rect, b: GuiObject | Rect, distance: number | NumberRange) local aRect = toRect(a) local bRect = toRect(b) local distanceFromSide = (aRect.Min - bRect.Min) if distance then if typeof(distance) == "number" then distance = NumberRange.new(distance) end return returnValue( distance.Min <= distanceFromSide.Y and distance.Max >= distanceFromSide.Y, "Was within range", "Was not within range ( " .. tostring(distance) .. ")" ) else return returnValue(distanceFromSide.Y >= 0, "Was not above the element", "Was too far above the element") end end return insideBelow
-- Tips
DEFAULT_FORCED_GROUP_VALUES["tip"] = 1 function Icon:setTip(text) assert(typeof(text) == "string" or text == nil, "Expected string, got "..typeof(text)) local realText = text or "" local isVisible = realText ~= "" local iconContentText = self:_getContentText(realText) local textSize = textService:GetTextSize(iconContentText, 12, Enum.Font.GothamSemibold, Vector2.new(1000, 20-6)) self.instances.tipLabel.Text = realText self.instances.tipFrame.Size = (isVisible and UDim2.new(0, textSize.X+6, 0, 20)) or UDim2.new(0, 0, 0, 0) self.instances.tipFrame.Parent = (isVisible and activeItems) or self.instances.iconContainer self._maid.tipFrame = self.instances.tipFrame self.tipText = text local tipMaid = Maid.new() self._maid.tipMaid = tipMaid if isVisible then tipMaid:give(self.hoverStarted:Connect(function() if not self.isSelected then self:displayTip(true) end end)) tipMaid:give(self.hoverEnded:Connect(function() self:displayTip(false) end)) tipMaid:give(self.selected:Connect(function() if self.hovering then self:displayTip(false) end end)) end self:displayTip(self.hovering and isVisible) return self end function Icon:displayTip(bool) if userInputService.TouchEnabled and not self._draggingFinger then return end -- Determine caption visibility local isVisible = self.tipVisible or false if typeof(bool) == "boolean" then isVisible = bool end self.tipVisible = isVisible -- Have tip position track mouse or finger local tipFrame = self.instances.tipFrame if isVisible then -- When the user moves their cursor/finger, update tip to match the position local function updateTipPositon(x, y) local newX = x local newY = y local camera = workspace.CurrentCamera local viewportSize = camera and camera.ViewportSize if userInputService.TouchEnabled then --tipFrame.AnchorPoint = Vector2.new(0.5, 0.5) local desiredX = newX - tipFrame.Size.X.Offset/2 local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset local desiredY = newY + THUMB_OFFSET + 60 local minY = tipFrame.AbsoluteSize.Y + THUMB_OFFSET + 64 + 3 local maxY = viewportSize.Y - tipFrame.Size.Y.Offset newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) elseif IconController.controllerModeEnabled then local indicator = TopbarPlusGui.Indicator local newPos = indicator.AbsolutePosition newX = newPos.X - tipFrame.Size.X.Offset/2 + indicator.AbsoluteSize.X/2 newY = newPos.Y + 90 else local desiredX = newX local minX = 0 local maxX = viewportSize.X - tipFrame.Size.X.Offset - 48 local desiredY = newY local minY = tipFrame.Size.Y.Offset+3 local maxY = viewportSize.Y newX = math.clamp(desiredX, minX, maxX) newY = math.clamp(desiredY, minY, maxY) end --local difX = tipFrame.AbsolutePosition.X - tipFrame.Position.X.Offset --local difY = tipFrame.AbsolutePosition.Y - tipFrame.Position.Y.Offset --local globalX = newX - difX --local globalY = newY - difY --tipFrame.Position = UDim2.new(0, globalX, 0, globalY-55) tipFrame.Position = UDim2.new(0, newX, 0, newY-20) end local cursorLocation = userInputService:GetMouseLocation() if cursorLocation then updateTipPositon(cursorLocation.X, cursorLocation.Y) end self._hoveringMaid:give(self.instances.iconButton.MouseMoved:Connect(updateTipPositon)) end -- Change transparency of relavent tip instances for _, settingName in pairs(self._groupSettings.tip) do local settingDetail = self._settingsDictionary[settingName] settingDetail.useForcedGroupValue = not isVisible self:_update(settingName) end end
--[[local localPlayer = game:GetService("Players").LocalPlayer; local arrestEvent = game:GetService("ReplicatedStorage").arrestEvent; local mouse = game:GetService("Players").LocalPlayer:GetMouse(); local handCuffs = script.Parent; local workspace = workspace; local findPartOnRay = workspace.FindPartOnRay; local newRay = Ray.new; handCuffs.Activated:Connect(function() local hit = findPartOnRay(workspace, newRay(mouse.UnitRay.Origin, mouse.UnitRay.Direction * 5000), localPlayer.Character); arrestEvent:FireServer("Cuff", hit); end);]]
-- Creates a viewport with a given object, has 1,1 size and is positioned in middle of parent element.
VC.CreateViewport = function(parent,Object,Rotation, distanceOverride) local Viewport =Instance.new("ViewportFrame") if parent:FindFirstChild("ViewportFrame") then parent:FindFirstChild("ViewportFrame"):Destroy() end Viewport.LightDirection = Vector3.new(0, -1, 0) Viewport.LightColor = Color3.fromRGB(255, 167, 43) Viewport.Ambient = Color3.fromRGB(255,255,255) local OriginalObj = Object
--humanoid.AutoRotate = false
local root = chr:WaitForChild("HumanoidRootPart") local torso = chr:WaitForChild("Torso") local head = chr:WaitForChild("Head") local rj = root:WaitForChild("RootJoint") local rh, lh = torso:WaitForChild("Right Hip"), torso:WaitForChild("Left Hip") local rs, ls = torso:WaitForChild("Right Shoulder"), torso:WaitForChild("Left Shoulder") local nk = torso:WaitForChild("Neck") rj, nk, rs, ls, rh, lh = rj:Clone(), nk:Clone(), rs:Clone(), ls:Clone(), rh:Clone(), lh:Clone() rj.Parent, nk.Parent, rs.Parent, ls.Parent, rh.Parent, lh.Parent = root, torso, torso, torso, torso, torso local rjc0, nkc0, rsc0, lsc0, rhc0, lhc0 = rj.C0, nk.C0, rs.C0, ls.C0, rh.C0, lh.C0 local transfer = script.Parent:WaitForChild("transfer") local aiming = false local crouch = false local conn; conn = runService.Heartbeat:Connect(function() local mouseHit = mse.Hit local dist = (head.Position - cam.CFrame.p).Magnitude local diff = head.CFrame.Y - cam.CFrame.Y local ang = aiming and -math.rad(18) or 0 nk.C0 = nk.C0:Lerp(nkc0 * CFrame.Angles(-math.atan(diff / dist), ang, 0), 0.2) -- repost if you hate manipulating r6 joints rs.C0 = rs.C0:Lerp(rsc0 * CFrame.Angles(0, 0, math.atan(diff / dist) * 0.9), 0.2) ls.C0 = ls.C0:Lerp(lsc0 * CFrame.Angles(0, 0, -math.atan(diff / dist) * 0.9), 0.2) --root.CFrame = CFrame.lookAt(root.Position, Vector3.new(mouseHit.X, root.Position.Y, mouseHit.Z)) if crouch then humanoid.CameraOffset = humanoid.CameraOffset:Lerp(Vector3.new(0, -2, 0), 0.2) rj.C0 = rj.C0:Lerp(rjc0 * CFrame.new(0, 0, -1.7) * CFrame.Angles(math.rad(20), 0, 0), 0.2) rh.C0 = rh.C0:Lerp(rhc0 * CFrame.Angles(0, 0, -math.rad(30)) * CFrame.new(0.25, 1.7, 0), 0.2) lh.C0 = lh.C0:Lerp(lhc0 * CFrame.Angles(0, 0, math.rad(30)) * CFrame.new(-0.25, 1.7, 0), 0.2) else humanoid.CameraOffset = humanoid.CameraOffset:Lerp(Vector3.new(), 0.25) rj.C0 = rj.C0:Lerp(rjc0, 0.25) rh.C0 = rh.C0:Lerp(rhc0, 0.25) lh.C0 = lh.C0:Lerp(lhc0, 0.25) end transfer:FireServer(rj.C0, nk.C0, rs.C0, ls.C0, rh.C0, lh.C0) if humanoid:GetState() == Enum.HumanoidStateType.Dead then conn:Disconnect() return end end) UIS.InputBegan:Connect(function(inp, gp) if not gp then if inp.KeyCode == Enum.KeyCode.LeftControl and humanoid.Sit == false and humanoid.PlatformStand == false then crouch = true humanoid.WalkSpeed = 10 end end end) UIS.InputEnded:Connect(function(inp, gp) -- i hate typing out UIS functions if not gp then if inp.KeyCode == Enum.KeyCode.LeftControl then crouch = false humanoid.WalkSpeed = 16 end end end) script.aimEvent.Event:Connect(function(bool) if type(bool) == "boolean" then aiming = bool end end) humanoid:GetPropertyChangedSignal("Sit"):Connect(function() if humanoid.Sit == true then crouch = false humanoid.WalkSpeed = 16 end end)
-- Local Functions
local function StartIntermission() -- Default to circle center of map local possiblePoints = {} table.insert(possiblePoints, Vector3.new(0,50,0)) local focalPoint = possiblePoints[math.random(#possiblePoints)] Camera.CameraType = Enum.CameraType.Scriptable Camera.Focus = CFrame.new(focalPoint) local angle = 0 game.Lighting.Blur.Enabled = true RunService:BindToRenderStep('IntermissionRotate', Enum.RenderPriority.Camera.Value, function() local cameraPosition = focalPoint + Vector3.new(50 * math.cos(angle), 20, 50 * math.sin(angle)) Camera.CoordinateFrame = CFrame.new(cameraPosition, focalPoint) angle = angle + math.rad(.25) if BlurBlock then BlurBlock.CFrame = Camera.CoordinateFrame + Camera.CoordinateFrame:vectorToWorldSpace(Vector3.new(0,0,-2)) end end) ScreenGui.ScoreFrame["Bright blue"].Visible = false ScreenGui.ScoreFrame["Bright red"].Visible = false end local function StopIntermission() game.Lighting.Blur.Enabled = false RunService:UnbindFromRenderStep('IntermissionRotate') Camera.CameraType = Enum.CameraType.Custom if IsTeams then ScreenGui.ScoreFrame["Bright blue"].Visible = true ScreenGui.ScoreFrame["Bright red"].Visible = true end end local function OnDisplayIntermission(display) if display and not InIntermission then InIntermission = true StartIntermission() end if not display and InIntermission then InIntermission = false StopIntermission() end end local function OnSetBlurBlock(block) BlurBlock = block BlurBlock.LocalTransparencyModifier = 0 end local function OnFetchConfiguration(configFetched, configValue) if configFetched == "TEAMS" then IsTeams = configValue ScreenGui.ScoreFrame["Bright blue"].Visible = IsTeams ScreenGui.ScoreFrame["Bright red"].Visible = IsTeams end end
-- Public Constructors
function CubicSpline.Natural(points) local self = setmetatable({}, CubicSpline) self.Points = points self.Coefficients = {naturalCubicSpline(points)} local lengths = {} local total = 0 for k = 1, #points - 1 do lengths[k] = integrate(self, k, 1) total = total + lengths[k] end self.Lengths = lengths self.TotalLength = total return self end function CubicSpline.Clamped(points, fpo, fpn) local self = setmetatable({}, CubicSpline) self.Points = points self.Coefficients = {clampedCubicSpline(points, fpo, fpn)} local lengths = {} local total = 0 for k = 1, #points - 1 do lengths[k] = integrate(self, k, 1) total = total + lengths[k] end self.Lengths = lengths self.TotalLength = total return self end
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 1500; -- Bullet Speed BulletSpread = 0; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 10000; -- How far the bullet travels before slowing down and being deleted (BUGGY)