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shaft:remove() end t, s = r.Stepped:wait() note = script.Parent.chord note:play() d = t + 10.0 - s --connection = shaft.Touched:connect(blow) while t < d do for i = 1,10 do fly() t = r.Stepped:wait() end switchpos() end -- at max range --script.Parent.Explosion.PlayOnRemove = false note:stop() shaft:remove()
--CoolDown 1/2
if CoolDown.Value == true then CoolDown.Value = false
-- Functions
function SPRING.Create(self, mass, force, damping, speed) local spring = { Target = Vector3.new(); Position = Vector3.new(); Velocity = Vector3.new(); Mass = mass or 1; Force = force or 50; Damping = damping or 2; Speed = speed or 1; } function spring.Shove(self, force) local x, y, z = force.X, force.Y, force.Z if x ~= x or x == math.huge or x == -math.huge then x = 0 end if y ~= y or y == math.huge or y == -math.huge then y = 0 end if z ~= z or z == math.huge or z == -math.huge then z = 0 end self.Velocity = self.Velocity + Vector3.new(x, y, z) end function spring.Update(self, dt) local scaledDeltaTime = math.min(dt * self.Speed, 0.1) local force = self.Target - self.Position local acceleration = (force * self.Force) / self.Mass acceleration = acceleration - self.Velocity * self.Damping self.Velocity = self.Velocity + acceleration * scaledDeltaTime self.Position = self.Position + self.Velocity * scaledDeltaTime return self.Position end return spring end
--// WebPanel module uploaded as a group model due to there being multiple maintainers --// Module source available at https://www.roblox.com/library/6289861017/WebPanel-Module
return function(Vargs) local server = Vargs.Server; local service = Vargs.Service; local settings = server.Settings; --[[ settings.WebPanel_Enabled = true; wait(1) settings.WebPanel_ApiKey = _G.ADONIS_WEBPANEL_TESTING_APIKEY; --]] --// Note: This will only run/be required if the WebPanel_Enabled setting is true at server startup if server.Settings.WebPanel_Enabled then local WebModFunc = require(6289861017) if WebModFunc then WebModFunc(Vargs) end end end
--Clutch: "RPM" mode
Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0
-- Disable the healthbar
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health,false)
--[[ Public API ]]
-- function TouchJump:Enable() JumpButton.Visible = true end function TouchJump:Disable() JumpButton.Visible = false OnInputEnded() end function TouchJump:Create(parentFrame) if JumpButton then JumpButton:Destroy() JumpButton = nil end local isSmallScreen = parentFrame.AbsoluteSize.y <= 500 local jumpButtonSize = isSmallScreen and 70 or 90 JumpButton = Instance.new('ImageButton') JumpButton.Name = "JumpButton" JumpButton.Visible = false JumpButton.BackgroundTransparency = 1 JumpButton.Image = TOUCH_CONTROL_SHEET JumpButton.ImageRectOffset = Vector2.new(176, 222) JumpButton.ImageRectSize = Vector2.new(174, 174) JumpButton.Size = UDim2.new(0, jumpButtonSize, 0, jumpButtonSize) JumpButton.Position = isSmallScreen and UDim2.new(1, jumpButtonSize * -2.25, 1, -jumpButtonSize - 20) or UDim2.new(1, jumpButtonSize * -2.75, 1, -jumpButtonSize - 120) local touchObject = nil JumpButton.InputBegan:connect(function(inputObject) if touchObject or inputObject.UserInputType ~= Enum.UserInputType.Touch then return end touchObject = inputObject JumpButton.ImageRectOffset = Vector2.new(0, 222) if MasterControl then MasterControl(true) end end) OnInputEnded = function() touchObject = nil if MasterControl then MasterControl(false) end JumpButton.ImageRectOffset = Vector2.new(176, 222) end JumpButton.InputEnded:connect(function(inputObject) if inputObject == touchObject then OnInputEnded() end end) JumpButton.Parent = parentFrame return function(func) MasterControl = func end end return TouchJump
--Miksu173--
r = game:service("RunService") shaft = script.Parent position = shaft.Position script.Parent.Explosion.PlayOnRemove = true -- play explosion sound when projectile removed from game function fly() direction = shaft.CFrame.lookVector position = position + direction * 5 error = position - shaft.Position shaft.Velocity = 7*error end function blow() swoosh:stop() explosion = Instance.new("Explosion") explosion.BlastRadius = 12 explosion.BlastPressure = 1000000 -- these are really wussy units explosion.Position = shaft.Position -- find instigator tag local creator = script.Parent:findFirstChild("creator") if creator ~= nil then explosion.Hit:connect(function(part, distance) onPlayerBlownUp(part, distance, creator) end) end explosion.Parent = game.Workspace connection:disconnect() wait(.1) shaft:remove() end function onPlayerBlownUp(part, distance, creator) if part.Name == "Head" then local humanoid = part.Parent.Humanoid tagHumanoid(humanoid, creator) end end function tagHumanoid(humanoid, creator) -- tag does not need to expire iff all explosions lethal if creator ~= nil then local new_tag = creator:clone() new_tag.Parent = humanoid end end function untagHumanoid(humanoid) if humanoid ~= nil then local tag = humanoid:findFirstChild("creator") if tag ~= nil then tag.Parent = nil end end end t, s = r.Stepped:wait() swoosh = script.Parent.Swoosh swoosh:play() d = t + 10.0 - s connection = shaft.Touched:connect(blow) while t < d do fly() t = r.Stepped:wait() end
-- Requires
local PartUtility = require(ReplicatedStorage.Common.PartUtility)
--[[ Creates a new promise that receives the result of this promise. The given callbacks are invoked depending on that result. ]]
function Promise:andThen(successHandler, failureHandler) -- Even if we haven't specified a failure handler, the rejection will be automatically -- passed on by the advancer; other promises in the chain may have unhandled rejections, -- but this one is taken care of as soon as any andThen is connected self._unhandledRejection = false -- Create a new promise to follow this part of the chain return Promise.new(function(resolve, reject) -- Our default callbacks just pass values onto the next promise. -- This lets success and failure cascade correctly! local successCallback = resolve if successHandler then successCallback = createAdvancer(successHandler, resolve, reject) end local failureCallback = reject if failureHandler then failureCallback = createAdvancer(failureHandler, resolve, reject) end if self._status == Promise.Status.Started then -- If we haven't resolved yet, put ourselves into the queue table.insert(self._queuedResolve, successCallback) table.insert(self._queuedReject, failureCallback) elseif self._status == Promise.Status.Resolved then -- This promise has already resolved! Trigger success immediately. successCallback(unpack(self._value)) elseif self._status == Promise.Status.Rejected then -- This promise died a terrible death! Trigger failure immediately. failureCallback(unpack(self._value)) end end) end
-- This screenGui exists so that the billboardGui is not deleted when the PlayerGui is reset.
local BubbleChatScreenGui = Instance.new("ScreenGui") BubbleChatScreenGui.Name = "BubbleChat" BubbleChatScreenGui.ResetOnSpawn = false BubbleChatScreenGui.Parent = PlayerGui local testLabel = Instance.new("TextLabel") testLabel.Selectable = false testLabel.TextWrapped = true testLabel.Position = UDim2.new(1, 0, 1, 0) testLabel.Parent = BubbleChatScreenGui local TextSizeCache = {}
--Script
feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text feedbackMain.InputBox.Input.Changed:Connect(function() feedbackMain.CharactersLeft.Text = maxCharacters - #feedbackMain.InputBox.Input.Text if maxCharacters - #feedbackMain.InputBox.Input.Text < 0 then feedbackMain.CharactersLeft.TextColor3 = Color3.fromRGB(255,50,50) feedbackMain.SendButton.Style = Enum.ButtonStyle.RobloxRoundButton else feedbackMain.CharactersLeft.TextColor3 = Color3.fromRGB(255,255,255) feedbackMain.SendButton.Style = Enum.ButtonStyle.RobloxRoundDefaultButton end end) local db = false feedbackMain.SendButton.MouseButton1Click:Connect(function() if not db and maxCharacters - #feedbackMain.InputBox.Input.Text >= 0 then db = true local msg = feedbackMain.InputBox.Input.Text if msg == "Type feedback/bug report here" then db = false return end feedbackMain.InputBox.Input.Text = "Sending Message..." local response = game.ReplicatedStorage.FilteringFunction:InvokeServer(msg) feedbackMain.InputBox.Input.Text = response wait(5) if feedbackMain.InputBox.Input.Text == response then feedbackMain.InputBox.Input.Text = "Type feedback/bug report here" end db = false end end) script.Parent.Button.MouseButton1Click:Connect(function() open = not open if open then feedbackMain:TweenPosition(UDim2.new(0.477, 0, 0.438, 0),"Out","Quint",0.3,true) else feedbackMain:TweenPosition(UDim2.new(1,100,1,-300),"Out","Quint",0.3,true) end end)
-- This is were the magic happens!
function splitbyte(input) local byte,p,flags = string.byte(input),128,{false,false,false,false,false,false,false,false} for i=1,8 do if byte>=p then flags[i],byte = true,byte-p end p=p/2 end return flags end function formbyte(...) local byte = 0 for p=1,8 do local bit=select(p,...) if bit then byte=byte+2^(8-p) end end return string.char(byte) end local valueType = "f" function deflate(forceType,...) return string.pack(string.rep(forceType or valueType,#{...}),...) end function flate(forceType,raw,n) return string.unpack(string.rep(forceType or valueType,n),raw) end function getNativeSize(forceType) return #string.pack(forceType or valueType ,1) end
--[[Weight and CG]]
Tune.Weight = 3000 -- 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
--[[ Change is used to generate special prop keys that can be used to connect to GetPropertyChangedSignal. Generally, Change is indexed by a Roblox property name: Roact.createElement("TextBox", { [Roact.Change.Text] = function(rbx) print("The TextBox", rbx, "changed text to", rbx.Text) end, }) ]]
local Type = require(script.Parent.Parent["Type.roblox"]) local Change = {} local changeMetatable = { __tostring = function(self) return string.format("RoactHostChangeEvent(%s)", self.name) end, } setmetatable(Change, { __index = function(self, propertyName) local changeListener = { [Type] = Type.HostChangeEvent, name = propertyName, } setmetatable(changeListener, changeMetatable) Change[propertyName] = changeListener return changeListener end, }) return Change
--//Setup//--
local CutsceneGui = script.Parent CutsceneGui.Enabled = true local Camera = game.Workspace.CurrentCamera
-- Services
local ReplicateStorage = game:GetService("ReplicatedStorage") local PlayersService = game:GetService("Players")
-- Requires
local GameManager = require(ReplicatedStorage.Common.GameManager)
--- Handles user input when the box is focused
function Window:BeginInput(input, gameProcessed) if GuiService.MenuIsOpen then self:Hide() end if gameProcessed and not self:IsVisible() then return end if self.Cmdr.ActivationKeys[input.KeyCode] then -- Activate the command bar if self.Cmdr.MashToEnable and not self.Cmdr.Enabled then if tick() - lastPressTime < 1 then if pressCount >= 5 then return self.Cmdr:SetEnabled(true) else pressCount = pressCount + 1 end else pressCount = 1 end lastPressTime = tick() elseif self.Cmdr.Enabled then self:SetVisible(not self:IsVisible()) wait() self:SetEntryText("") if GuiService.MenuIsOpen then -- Special case for menu getting stuck open (roblox bug) self:Hide() end end return end if self.Cmdr.Enabled == false or not self:IsVisible() then if self:IsVisible() then self:Hide() end return end if self.Cmdr.HideOnLostFocus and table.find(MOUSE_TOUCH_ENUM, input.UserInputType) then local ps = input.Position local ap = Gui.AbsolutePosition local as = Gui.AbsoluteSize if ps.X < ap.X or ps.X > ap.X + as.X or ps.Y < ap.Y or ps.Y > ap.Y + as.Y then self:Hide() end elseif input.KeyCode == Enum.KeyCode.Down then -- Auto Complete Down self:SelectVertical(1) elseif input.KeyCode == Enum.KeyCode.Up then -- Auto Complete Up self:SelectVertical(-1) elseif input.KeyCode == Enum.KeyCode.Return then -- Eat new lines task.wait() self:SetEntryText(string.gsub(string.gsub(self:GetEntryText(), '\n', ''), '\r', '')) elseif input.KeyCode == Enum.KeyCode.Tab then -- Auto complete local item = self.AutoComplete:GetSelectedItem() local text = self:GetEntryText() if item and not (text:sub(#text, #text):match("%s") and self.AutoComplete.LastItem) then local replace = item[2] local newText local insertSpace = true local command = self.AutoComplete.Command if command then local lastArg = self.AutoComplete.Arg newText = command.Alias insertSpace = self.AutoComplete.NumArgs ~= #command.ArgumentDefinitions and self.AutoComplete.IsPartial == false local args = command.Arguments for i = 1, #args do local arg = args[i] local segments = arg.RawSegments if arg == lastArg then segments[#segments] = replace end local argText = arg.Prefix .. table.concat(segments, ",") -- Put auto completion options in quotation marks if they have a space if argText:find(" ") or argText == "" then argText = ("%q"):format(argText) end newText = ("%s %s"):format(newText, argText) if arg == lastArg then break end end else newText = replace end -- need to wait a frame so we can eat the \t wait() -- Update the text box self:SetEntryText(newText .. (insertSpace and " " or "")) else -- Still need to eat the \t even if there is no auto-complete to show wait() self:SetEntryText(self:GetEntryText()) end else self:ClearHistoryState() end end
---Controller
local Controller=false local UserInputService = game:GetService("UserInputService") local LStickX = 0 local RStickX = 0 local RStickY = 0 local RTriggerValue = 0 local LTriggerValue = 0 local ButtonX = 0 local ButtonY = 0 local ButtonL1 = 0 local ButtonR1 = 0 local ButtonR3 = 0 local DPadUp = 0 function DealWithInput(input,IsRobloxFunction) if Controller then if input.KeyCode ==Enum.KeyCode.ButtonX then if input.UserInputState == Enum.UserInputState.Begin then ButtonX=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonX=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonY then if input.UserInputState == Enum.UserInputState.Begin then ButtonY=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonY=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonL1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonL1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonL1=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR1 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR1=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR1=0 end elseif input.KeyCode ==Enum.KeyCode.DPadLeft then if input.UserInputState == Enum.UserInputState.Begin then DPadUp=1 elseif input.UserInputState == Enum.UserInputState.End then DPadUp=0 end elseif input.KeyCode ==Enum.KeyCode.ButtonR3 then if input.UserInputState == Enum.UserInputState.Begin then ButtonR3=1 elseif input.UserInputState == Enum.UserInputState.End then ButtonR3=0 end end if input.UserInputType.Name:find("Gamepad") then --it's one of 4 gamepads if input.KeyCode == Enum.KeyCode.Thumbstick1 then LStickX = input.Position.X elseif input.KeyCode == Enum.KeyCode.Thumbstick2 then RStickX = input.Position.X RStickY = input.Position.Y elseif input.KeyCode == Enum.KeyCode.ButtonR2 then--right shoulder RTriggerValue = input.Position.Z elseif input.KeyCode == Enum.KeyCode.ButtonL2 then--left shoulder LTriggerValue = input.Position.Z end end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput)--keyboards don't activate with Changed, only Begin and Ended. idk if digital controller buttons do too UserInputService.InputEnded:connect(DealWithInput) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then for i,v in pairs(Binded) do run:UnbindFromRenderStep(v) end workspace.CurrentCamera.CameraType=Enum.CameraType.Custom workspace.CurrentCamera.FieldOfView=70 player.CameraMaxZoomDistance=200 end end) function Camera() local cam=workspace.CurrentCamera local intcam=false local CRot=0 local CBack=0 local CUp=0 local mode=0 local look=0 local camChange = 0 local function CamUpdate() if not pcall (function() if camChange==0 and DPadUp==1 then intcam = not intcam end camChange=DPadUp if mode==1 then if math.abs(RStickX)>.1 then local sPos=1 if RStickX<0 then sPos=-1 end if intcam then CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-80 else CRot=sPos*math.abs(((math.abs(RStickX)-.1)/(.9)))*-90 end else CRot=0 end if math.abs(RStickY)>.1 then local sPos=1 if RStickY<0 then sPos=-1 end if intcam then CUp=sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*30 else CUp=math.min(sPos*math.abs(((math.abs(RStickY)-.1)/(.9)))*-75,30) end else CUp=0 end else if CRot>look then CRot=math.max(look,CRot-20) elseif CRot<look then CRot=math.min(look,CRot+20) end CUp=0 end if intcam then CBack=0 else CBack=-180*ButtonR3 end if intcam then cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Scriptable cam.FieldOfView=70 + car.DriveSeat.Velocity.Magnitude/40 player.CameraMaxZoomDistance=5 local cf=car.Body.Cam.CFrame if ButtonR3==1 then cf=car.Body.RCam.CFrame end cam.CoordinateFrame=cf*CFrame.Angles(0,math.rad(CRot+CBack),0)*CFrame.Angles(math.rad(CUp),0,0) else cam.CameraSubject=car.DriveSeat cam.FieldOfView=70 if mode==0 then cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") else cam.CameraType = "Scriptable" local pspeed = math.min(1,car.DriveSeat.Velocity.Magnitude/500) local cc = car.DriveSeat.Position+Vector3.new(0,8+(pspeed*2),0)-((car.DriveSeat.CFrame*CFrame.Angles(math.rad(CUp),math.rad(CRot+CBack),0)).lookVector*17)+(car.DriveSeat.Velocity.Unit*-7*pspeed) cam.CoordinateFrame = CFrame.new(cc,car.DriveSeat.Position) end end end) then cam.FieldOfView=70 cam.CameraSubject=player.Character.Humanoid cam.CameraType=Enum.CameraType.Custom player.CameraMaxZoomDistance=400 run:UnbindFromRenderStep("CamUpdate") end end local function ModeChange() if GMode~=mode then mode=GMode run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end mouse.KeyDown:connect(function(key) if key=="v" then run:UnbindFromRenderStep("CamUpdate") intcam=not intcam run:BindToRenderStep("CamUpdate",Enum.RenderPriority.Camera.Value,CamUpdate) end end) mouse.KeyUp:connect(function(key) if key=="z" and look==50 then look=0 elseif key=="x" and (look==-160 or look==-180) then look=0 elseif key=="c" and look==-50 then look=0 end end) run:BindToRenderStep("CMChange",Enum.RenderPriority.Camera.Value,ModeChange) table.insert(Binded,"CamUpdate") table.insert(Binded,"CMChange") end Camera() mouse.KeyDown:connect(function(key) if key=="b" then if GMode>=1 then GMode=0 else GMode=GMode+1 end if GMode==1 then Controller=true else Controller=false end end end)
-- Matches objects to their tree node representation.
local NodeLookup = {} local nodeWidth = 0 local QuickButtons = {} function filteringWorkspace() if explorerFilter.Text ~= "" and explorerFilter.Text ~= "Filter workspace..." then return true end return false end function lookForAName(obj,name) for i,v in pairs(obj:GetChildren()) do if string.find(string.lower(v.Name),string.lower(name)) then nameScanned = true end lookForAName(v,name) end end function scanName(obj) nameScanned = false if string.find(string.lower(obj.Name),string.lower(explorerFilter.Text)) then nameScanned = true else lookForAName(obj,explorerFilter.Text) end return nameScanned end function updateActions() for i,v in pairs(QuickButtons) do if v.Cond() then v.Toggle(true) else v.Toggle(false) end end end local updateList,rawUpdateList,updateScroll,rawUpdateSize do local function r(t) for i = 1,#t do if not filteringWorkspace() or scanName(t[i].Object) then if t.Object == game then if childrenGame[t[i].Object] then TreeList[#TreeList+1] = t[i] local w = (t[i].Depth)*(2+ENTRY_PADDING+GUI_SIZE) + 2 + ENTRY_SIZE + 4 + getTextWidth(t[i].Object.Name) + 4 if w > nodeWidth then nodeWidth = w end if t[i].Expanded or filteringWorkspace() then r(t[i]) end end else TreeList[#TreeList+1] = t[i] local w = (t[i].Depth)*(2+ENTRY_PADDING+GUI_SIZE) + 2 + ENTRY_SIZE + 4 + getTextWidth(t[i].Object.Name) + 4 if w > nodeWidth then nodeWidth = w end if t[i].Expanded or filteringWorkspace() then r(t[i]) end end end end end function rawUpdateSize() scrollBarH.TotalSpace = nodeWidth scrollBarH.VisibleSpace = listFrame.AbsoluteSize.x scrollBarH:Update() local visible = scrollBarH:CanScrollDown() or scrollBarH:CanScrollUp() scrollBarH.GUI.Visible = visible listFrame.Size = UDim2_new(1,-GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE) scrollBar.VisibleSpace = math.ceil(listFrame.AbsoluteSize.y/ENTRY_BOUND) scrollBar.GUI.Size = UDim2_new(0,GUI_SIZE,1,-GUI_SIZE*(visible and 1 or 0) - HEADER_SIZE) scrollBar.TotalSpace = #TreeList+1 scrollBar:Update() end function rawUpdateList() -- Clear then repopulate the entire list. It appears to be fast enough. TreeList = {} nodeWidth = 0 r(NodeLookup[game]) r(NodeLookup[DexOutput]) r(NodeLookup[HiddenEntries]) r(NodeLookup[HiddenGame]) rawUpdateSize() updateActions() end -- Adding or removing large models will cause many updates to occur. We -- can reduce the number of updates by creating a delay, then dropping any -- updates that occur during the delay. local updatingList = false function updateList() if updatingList then return end updatingList = true wait(0.25) updatingList = false rawUpdateList() end local updatingScroll = false function updateScroll() if updatingScroll then return end updatingScroll = true wait(0.25) updatingScroll = false scrollBar:Update() end end local Selection do local bindGetSelection = explorerPanel:FindFirstChild("GetSelection") if not bindGetSelection then bindGetSelection = Create('BindableFunction',{Name = "GetSelection"}) bindGetSelection.Parent = explorerPanel end local bindSetSelection = explorerPanel:FindFirstChild("SetSelection") if not bindSetSelection then bindSetSelection = Create('BindableFunction',{Name = "SetSelection"}) bindSetSelection.Parent = explorerPanel end local bindSelectionChanged = explorerPanel:FindFirstChild("SelectionChanged") if not bindSelectionChanged then bindSelectionChanged = Create('BindableEvent',{Name = "SelectionChanged"}) bindSelectionChanged.Parent = explorerPanel end local SelectionList = {} local SelectionSet = {} local Updates = true Selection = { Selected = SelectionSet; List = SelectionList; } local function addObject(object) -- list update local lupdate = false -- scroll update local supdate = false if not SelectionSet[object] then local node = NodeLookup[object] if node then table.insert(SelectionList,object) SelectionSet[object] = true node.Selected = true -- expand all ancestors so that selected node becomes visible node = node.Parent while node do if not node.Expanded then node.Expanded = true lupdate = true end node = node.Parent end supdate = true end end return lupdate,supdate end Selection.Finding = false Selection.Found = {} function Selection:Set(objects) if Selection.Finding then Selection.Found = objects end local lupdate = false local supdate = false if #SelectionList > 0 then for i = 1,#SelectionList do local object = SelectionList[i] local node = NodeLookup[object] if node then node.Selected = false SelectionSet[object] = nil end end SelectionList = {} Selection.List = SelectionList supdate = true end for i = 1,#objects do local l,s = addObject(objects[i]) lupdate = l or lupdate supdate = s or supdate end if lupdate then rawUpdateList() supdate = true elseif supdate then scrollBar:Update() end if supdate then bindSelectionChanged:Fire() updateActions() end end function Selection:Add(object) local l,s = addObject(object) if l then rawUpdateList() if Updates then bindSelectionChanged:Fire() updateActions() end elseif s then scrollBar:Update() if Updates then bindSelectionChanged:Fire() updateActions() end end end function Selection:StopUpdates() Updates = false end function Selection:ResumeUpdates() Updates = true bindSelectionChanged:Fire() updateActions() end function Selection:Remove(object,noupdate) if SelectionSet[object] then local node = NodeLookup[object] if node then node.Selected = false SelectionSet[object] = nil for i = 1,#SelectionList do if SelectionList[i] == object then table.remove(SelectionList,i) break end end if not noupdate then scrollBar:Update() end bindSelectionChanged:Fire() updateActions() end end end function Selection:Get() local list = {} for i = 1,#SelectionList do if SelectionList[i] ~= HiddenEntriesMain and SelectionList[i] ~= DexOutputMain then table.insert(list, SelectionList[i]) end end return list end bindSetSelection.OnInvoke = function(...) Selection:Set(...) end bindGetSelection.OnInvoke = function() return Selection:Get() end end function CreateCaution(title,msg) local newCaution = CautionWindow newCaution.Visible = true newCaution.Title.Text = title newCaution.MainWindow.Desc.Text = msg newCaution.MainWindow.Ok.MouseButton1Up:connect(function() newCaution.Visible = false end) end function CreateTableCaution(title,msg) if type(msg) ~= "table" then return CreateCaution(title,tostring(msg)) end local newCaution = TableCautionWindow:Clone() newCaution.Title.Text = title local TableList = newCaution.MainWindow.TableResults local TableTemplate = newCaution.MainWindow.TableTemplate for i,v in pairs(msg) do local newResult = TableTemplate:Clone() newResult.Type.Text = type(v) newResult.Value.Text = tostring(v) newResult.Position = UDim2_new(0,0,0,#TableList:GetChildren() * 20) newResult.Parent = TableList TableList.CanvasSize = UDim2_new(0,0,0,#TableList:GetChildren() * 20) newResult.Visible = true end newCaution.Parent = explorerPanel.Parent newCaution.Visible = true newCaution.MainWindow.Ok.MouseButton1Up:connect(function() newCaution:Destroy() end) end local function Split(str, delimiter) local start = 1 local t = {} while true do local pos = string.find (str, delimiter, start, true) if not pos then break end table.insert (t, string.sub (str, start, pos - 1)) start = pos + string.len (delimiter) end table.insert (t, string.sub (str, start)) return t end local function ToValue(value,type) if type == "Vector2" then local list = Split(value,",") if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return Vector2_new(x,y) elseif type == "Vector3" then local list = Split(value,",") if #list < 3 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 local z = tonumber(list[3]) or 0 return Vector3_new(x,y,z) elseif type == "Color3" then local list = Split(value,",") if #list < 3 then return nil end local r = tonumber(list[1]) or 0 local g = tonumber(list[2]) or 0 local b = tonumber(list[3]) or 0 return Color3_new(r/255,g/255, b/255) elseif type == "UDim2" then local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",") if #list < 4 then return nil end local xScale = tonumber(list[1]) or 0 local xOffset = tonumber(list[2]) or 0 local yScale = tonumber(list[3]) or 0 local yOffset = tonumber(list[4]) or 0 return UDim2_new(xScale, xOffset, yScale, yOffset) elseif type == "Number" then return tonumber(value) elseif type == "String" then return value elseif type == "NumberRange" then local list = Split(value,",") if #list == 1 then if tonumber(list[1]) == nil then return nil end local newVal = tonumber(list[1]) or 0 return NumberRange.new(newVal) end if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return NumberRange.new(x,y) elseif type == "Script" then local success,err = pcall(function() --return loadstring("return "..tostring(value), "?")() end) if err then return nil end else return nil end end local function ToPropValue(value,type) if type == "Vector2" then local list = Split(value,",") if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return Vector2_new(x,y) elseif type == "Vector3" then local list = Split(value,",") if #list < 3 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 local z = tonumber(list[3]) or 0 return Vector3_new(x,y,z) elseif type == "Color3" then local list = Split(value,",") if #list < 3 then return nil end local r = tonumber(list[1]) or 0 local g = tonumber(list[2]) or 0 local b = tonumber(list[3]) or 0 return Color3_new(r/255,g/255, b/255) elseif type == "UDim2" then local list = Split(string.gsub(string.gsub(value, "{", ""),"}",""),",") if #list < 4 then return nil end local xScale = tonumber(list[1]) or 0 local xOffset = tonumber(list[2]) or 0 local yScale = tonumber(list[3]) or 0 local yOffset = tonumber(list[4]) or 0 return UDim2_new(xScale, xOffset, yScale, yOffset) elseif type == "Content" then return value elseif type == "float" or type == "int" or type == "double" then return tonumber(value) elseif type == "string" then return value elseif type == "NumberRange" then local list = Split(value,",") if #list == 1 then if tonumber(list[1]) == nil then return nil end local newVal = tonumber(list[1]) or 0 return NumberRange.new(newVal) end if #list < 2 then return nil end local x = tonumber(list[1]) or 0 local y = tonumber(list[2]) or 0 return NumberRange.new(x,y) elseif string.sub(value,1,4) == "Enum" then local getEnum = value while true do local x,y = string.find(getEnum,".") if y then getEnum = string.sub(getEnum,y+1) else break end end print(getEnum) return getEnum else return nil end end function PromptCaller(inst) if CurrentRemoteWindow then CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end CurrentRemoteWindow = RemoteWindow:Clone() CurrentRemoteWindow.Parent = explorerPanel.Parent CurrentRemoteWindow.Visible = true local displayValues = false local ArgumentList = CurrentRemoteWindow.MainWindow.Arguments local ArgumentTemplate = CurrentRemoteWindow.MainWindow.ArgumentTemplate if inst:IsA("RemoteEvent") or inst:IsA("BindableEvent") then CurrentRemoteWindow.Title.Text = "Fire Event" CurrentRemoteWindow.MainWindow.Ok.Text = "Fire" CurrentRemoteWindow.MainWindow.DisplayReturned.Visible = false CurrentRemoteWindow.MainWindow.Desc2.Visible = false end if inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction") then local newArgument = ArgumentTemplate:Clone() newArgument.Parent = ArgumentList newArgument.Visible = true newArgument.Type.Text = "UserNameToFire" end local newArgument = ArgumentTemplate:Clone() if inst:IsA("RemoteEvent") or inst:IsA("RemoteFunction") then newArgument.Position = UDim2_new(0,0,0,20) ArgumentList.CanvasSize = UDim2_new(0,0,0,40) end newArgument.Parent = ArgumentList newArgument.Visible = true newArgument.Type.MouseButton1Down:connect(function() createDDown(newArgument.Type,function(choice) newArgument.Type.Text = choice end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange") end) CurrentRemoteWindow.MainWindow.Ok.MouseButton1Up:connect(function() if CurrentRemoteWindow and inst.Parent ~= nil then local MyArguments = {} for i,v in pairs(ArgumentList:GetChildren()) do if inst:IsA("RemoteFunction") or inst:IsA("RemoteEvent") and i == 1 then local Players = game:GetService("Players") if Players:FindFirstChild(v.Value.Text) then table.insert(MyArguments,Players[v.Value.Text]) else CreateCaution("Remote Caller","The username defined is not in-game.") return end end table.insert(MyArguments,ToValue(v.Value.Text,v.Type.Text)) end if inst:IsA("RemoteFunction") or inst:IsA("RemoteEvent") then if displayValues then spawn(function() local myResults = RemoteEvent:InvokeServer("CallRemote",inst,MyArguments) if myResults then CreateTableCaution("Remote Caller",myResults) else CreateCaution("Remote Caller","This remote did not return anything.") end end) else spawn(function() RemoteEvent:InvokeServer("CallRemote",inst,MyArguments) end) end else RemoteEvent:InvokeServer("CallRemote",inst,MyArguments) end CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end end) CurrentRemoteWindow.MainWindow.Add.MouseButton1Up:connect(function() if CurrentRemoteWindow then local newArgument = ArgumentTemplate:Clone() newArgument.Position = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) newArgument.Parent = ArgumentList ArgumentList.CanvasSize = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) newArgument.Visible = true newArgument.Type.MouseButton1Down:connect(function() createDDown(newArgument.Type,function(choice) newArgument.Type.Text = choice end,"Script","Number","String","Color3","Vector3","Vector2","UDim2","NumberRange") end) end end) CurrentRemoteWindow.MainWindow.Subtract.MouseButton1Up:connect(function() if CurrentRemoteWindow then if (inst:IsA("RemoteFunction") or inst:IsA("RemoteEvent")) and #ArgumentList:GetChildren() > 2 then ArgumentList:GetChildren()[#ArgumentList:GetChildren()]:Destroy() ArgumentList.CanvasSize = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) elseif inst:IsA("RemoteFunction") == false and inst:IsA("RemoteEvent") == false and #ArgumentList:GetChildren() > 1 then ArgumentList:GetChildren()[#ArgumentList:GetChildren()]:Destroy() ArgumentList.CanvasSize = UDim2_new(0,0,0,#ArgumentList:GetChildren() * 20) end end end) CurrentRemoteWindow.MainWindow.Cancel.MouseButton1Up:connect(function() if CurrentRemoteWindow then CurrentRemoteWindow:Destroy() CurrentRemoteWindow = nil end end) CurrentRemoteWindow.MainWindow.DisplayReturned.MouseButton1Up:connect(function() if displayValues then displayValues = false CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = false else displayValues = true CurrentRemoteWindow.MainWindow.DisplayReturned.enabled.Visible = true end end) end function DestroyRightClick() if currentRightClickMenu then currentRightClickMenu:Destroy() currentRightClickMenu = nil end if CurrentInsertObjectWindow and CurrentInsertObjectWindow.Visible then CurrentInsertObjectWindow.Visible = false end end function rightClickMenu(sObj) local mouse = game:GetService("Players").LocalPlayer:GetMouse() currentRightClickMenu = CreateRightClickMenu( {"Cut","Copy","Paste Into","Duplicate","Delete",false,"Group","Ungroup","Select Children",false,"Teleport To","Call Function","Call Remote/Bindable",false,"Insert Part","Insert Object",false}, "", false, function(option) if option == "Cut" then if not Option.Modifiable then return end clipboard = {} RemoteEvent:InvokeServer("ClearClipboard") local list = Selection.List local cut = {} for i = 1,#list do local _, obj = pcall(function() return list[i]:Clone() end) if obj then table.insert(clipboard,obj) table.insert(cut,list[i]) RemoteEvent:InvokeServer("Copy", list[i]) end end for i = 1,#cut do pcall(delete,cut[i]) end updateActions() elseif option == "Copy" then if not Option.Modifiable then return end clipboard = {} RemoteEvent:InvokeServer("ClearClipboard") local list = Selection.List for i = 1,#list do local _, obj = pcall(function() return list[i]:Clone() end) if obj then table.insert(clipboard,obj) end RemoteEvent:InvokeServer("Copy", list[i]) end updateActions() elseif option == "Paste Into" then if not Option.Modifiable then return end local parent = Selection.List[1] or workspace if not RemoteEvent:InvokeServer("Paste", parent) then for i = 1,#clipboard do if (clipboard[i]) then pcall(function() clipboard[i]:Clone().Parent = parent end) end end end elseif option == "Duplicate" then if not Option.Modifiable then return end local list = Selection:Get() local parent = Selection.List[1].Parent or workspace; for i = 1,#list do if not RemoteEvent:InvokeServer("Duplicate", list[i], parent) then -- scel was here again hi local _, obj = pcall(function() return list[i]:Clone() end) if obj then obj.Parent = parent; end end end elseif option == "Delete" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do pcall(delete,list[i]) end Selection:Set({}) elseif option == "Group" then if not Option.Modifiable then return end local parent = Selection.List[1].Parent or workspace local newModel = RemoteEvent:InvokeServer("InstanceNew", "Model", {Parent = parent}) or Instance_new("Model") local list = Selection:Get() newModel.Parent = parent for i = 1,#list do list[i].Parent = newModel RemoteEvent:InvokeServer("SetProperty", list[i], "Parent", newModel) end Selection:Set({}) elseif option == "Ungroup" then if not Option.Modifiable then return end local ungrouped = {} local list = Selection:Get() for i = 1,#list do if list[i]:IsA("Model") then for i2,v2 in pairs(list[i]:GetChildren()) do v2.Parent = list[i].Parent or workspace table.insert(ungrouped,v2) RemoteEvent:InvokeServer("SetProperty", v2, "Parent", list[i].Parent or workspace) end pcall(delete,list[i]) end end Selection:Set({}) if SettingsRemote:Invoke("SelectUngrouped") then for i,v in pairs(ungrouped) do Selection:Add(v) end end elseif option == "Select Children" then if not Option.Modifiable then return end local list = Selection:Get() Selection:Set({}) Selection:StopUpdates() for i = 1,#list do for i2,v2 in pairs(list[i]:GetChildren()) do Selection:Add(v2) end end Selection:ResumeUpdates() elseif option == "Teleport To" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do if list[i]:IsA("BasePart") then pcall(function() game:GetService("Players").LocalPlayer.Character.HumanoidRootPart.CFrame = list[i].CFrame end) break end end elseif option == "Insert Part" then if not Option.Modifiable then return end local insertedParts = {} local list = Selection:Get() for i = 1,#list do pcall(function() local props = {} props.Parent = list[i] props.CFrame = CFrame_new(game:GetService("Players").LocalPlayer.Character.Head.Position) + Vector3_new(0,3,0) local newPart = RemoteEvent:InvokeServer("InstanceNew", "Part", props) or Instance_new("Part") newPart.Parent = props.Parent; newPart.CFrame = props.CFrame; table.insert(insertedParts,newPart) end) end elseif option == "Call Remote/Bindable" then if not Option.Modifiable then return end local list = Selection:Get() for i = 1,#list do if list[i]:IsA("RemoteFunction") or list[i]:IsA("RemoteEvent") or list[i]:IsA("BindableFunction") or list[i]:IsA("BindableEvent") then PromptCaller(list[i]) break end end end end) currentRightClickMenu.Parent = explorerPanel.Parent currentRightClickMenu.Position = UDim2_new(0,mouse.X,0,mouse.Y) if currentRightClickMenu.AbsolutePosition.X + currentRightClickMenu.AbsoluteSize.X > explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X then currentRightClickMenu.Position = UDim2_new(0, explorerPanel.AbsolutePosition.X + explorerPanel.AbsoluteSize.X - currentRightClickMenu.AbsoluteSize.X, 0, mouse.Y) end end local function cancelReparentDrag()end local function cancelSelectDrag()end do local listEntries = {} local nameConnLookup = {} local mouseDrag = Create('ImageButton',{ Name = "MouseDrag"; Position = UDim2_new(-0.25,0,-0.25,0); Size = UDim2_new(1.5,0,1.5,0); Transparency = 1; AutoButtonColor = false; Active = true; ZIndex = 10; }) local function dragSelect(last,add,button) local connDrag local conUp conDrag = mouseDrag.MouseMoved:connect(function(x,y) local pos = Vector2_new(x,y) - listFrame.AbsolutePosition local size = listFrame.AbsoluteSize if pos.x < 0 or pos.x > size.x or pos.y < 0 or pos.y > size.y then return end local i = math.ceil(pos.y/ENTRY_BOUND) + scrollBar.ScrollIndex -- Mouse may have made a large step, so interpolate between the -- last index and the current. for n = i<last and i or last, i>last and i or last do local node = TreeList[n] if node then if add then Selection:Add(node.Object) else Selection:Remove(node.Object) end end end last = i end) function cancelSelectDrag() mouseDrag.Parent = nil conDrag:disconnect() conUp:disconnect() function cancelSelectDrag()end end conUp = mouseDrag[button]:connect(cancelSelectDrag) mouseDrag.Parent = GetScreen(listFrame) end local function dragReparent(object,dragGhost,clickPos,ghostOffset) local connDrag local conUp local conUp2 local parentIndex = nil local dragged = false local parentHighlight = Create('Frame',{ Transparency = 1; Visible = false; Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,0,1); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(1,0,0,0); Size = UDim2_new(0,1,1,0); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(0,0,1,0); Size = UDim2_new(1,0,0,1); }); Create('Frame',{ BorderSizePixel = 0; BackgroundColor3 = Color3_new(0,0,0); BackgroundTransparency = 0.1; Position = UDim2_new(0,0,0,0); Size = UDim2_new(0,1,1,0); }); }) SetZIndex(parentHighlight,9) conDrag = mouseDrag.MouseMoved:connect(function(x,y) local dragPos = Vector2_new(x,y) if dragged then local pos = dragPos - listFrame.AbsolutePosition local size = listFrame.AbsoluteSize parentIndex = nil parentHighlight.Visible = false if pos.x >= 0 and pos.x <= size.x and pos.y >= 0 and pos.y <= size.y + ENTRY_SIZE*2 then local i = math.ceil(pos.y/ENTRY_BOUND-2) local node = TreeList[i + scrollBar.ScrollIndex] if node and node.Object ~= object and not object:IsAncestorOf(node.Object) then parentIndex = i local entry = listEntries[i] if entry then parentHighlight.Visible = true parentHighlight.Position = UDim2_new(0,1,0,entry.AbsolutePosition.y-listFrame.AbsolutePosition.y) parentHighlight.Size = UDim2_new(0,size.x-4,0,entry.AbsoluteSize.y) end end end dragGhost.Position = UDim2_new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y) elseif (clickPos-dragPos).magnitude > 8 then dragged = true SetZIndex(dragGhost,9) dragGhost.IndentFrame.Transparency = 0.25 dragGhost.IndentFrame.EntryText.TextColor3 = GuiColor.TextSelected dragGhost.Position = UDim2_new(0,dragPos.x+ghostOffset.x,0,dragPos.y+ghostOffset.y) dragGhost.Parent = GetScreen(listFrame) parentHighlight.Parent = listFrame end end) function cancelReparentDrag() mouseDrag.Parent = nil conDrag:disconnect() conUp:disconnect() conUp2:disconnect() dragGhost:Destroy() parentHighlight:Destroy() function cancelReparentDrag()end end local wasSelected = Selection.Selected[object] if not wasSelected and Option.Selectable then Selection:Set({object}) end conUp = mouseDrag.MouseButton1Up:connect(function() cancelReparentDrag() if dragged then if parentIndex then local parentNode = TreeList[parentIndex + scrollBar.ScrollIndex] if parentNode then parentNode.Expanded = true local parentObj = parentNode.Object local function parent(a,b) a.Parent = b end if Option.Selectable then local list = Selection.List for i = 1,#list do pcall(parent,list[i],parentObj) end else pcall(parent,object,parentObj) end end end else -- do selection click if wasSelected and Option.Selectable then Selection:Set({}) end end end) conUp2 = mouseDrag.MouseButton2Down:connect(function() cancelReparentDrag() end) mouseDrag.Parent = GetScreen(listFrame) end local entryTemplate = Create('ImageButton',{ Name = "Entry"; Transparency = 1; AutoButtonColor = false; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,0,ENTRY_SIZE); Create('Frame',{ Name = "IndentFrame"; BackgroundTransparency = 1; BackgroundColor3 = GuiColor.Selected; BorderColor3 = GuiColor.BorderSelected; Position = UDim2_new(0,0,0,0); Size = UDim2_new(1,0,1,0); Create(Icon('ImageButton',0),{ Name = "Expand"; AutoButtonColor = false; Position = UDim2_new(0,-GUI_SIZE,0.5,-GUI_SIZE/2); Size = UDim2_new(0,GUI_SIZE,0,GUI_SIZE); }); Create(ClassIcon(nil,0),{ Name = "ExplorerIcon"; Position = UDim2_new(0,2+ENTRY_PADDING,0.5,-GUI_SIZE/2); Size = UDim2_new(0,GUI_SIZE,0,GUI_SIZE); }); Create('TextLabel',{ Name = "EntryText"; BackgroundTransparency = 1; TextColor3 = GuiColor.Text; TextXAlignment = 'Left'; TextYAlignment = 'Center'; Font = FONT; FontSize = FONT_SIZE; Text = ""; Position = UDim2_new(0,2+ENTRY_SIZE+4,0,0); Size = UDim2_new(1,-2,1,0); }); }); }) function scrollBar.UpdateCallback(self) for i = 1,self.VisibleSpace do local node = TreeList[i + self.ScrollIndex] if node then local entry = listEntries[i] if not entry then entry = Create(entryTemplate:Clone(),{ Position = UDim2_new(0,2,0,ENTRY_BOUND*(i-1)+2); Size = UDim2_new(0,nodeWidth,0,ENTRY_SIZE); ZIndex = listFrame.ZIndex; }) listEntries[i] = entry local expand = entry.IndentFrame.Expand expand.MouseEnter:connect(function() local node = TreeList[i + self.ScrollIndex] if #node > 0 then if node.Object ~= HiddenEntriesMain then if node.Expanded then Icon(expand,NODE_EXPANDED_OVER) else Icon(expand,NODE_COLLAPSED_OVER) end else if node.HiddenExpanded then Icon(expand,NODE_EXPANDED_OVER) else Icon(expand,NODE_COLLAPSED_OVER) end end end end) expand.MouseLeave:connect(function() pcall(function() local node = TreeList[i + self.ScrollIndex] if node.Object == HiddenEntriesMain then if node.HiddenExpanded then Icon(expand,NODE_EXPANDED) else Icon(expand,NODE_COLLAPSED) end return end if #node > 0 then if node.Expanded then Icon(expand,NODE_EXPANDED) else Icon(expand,NODE_COLLAPSED) end end end) end) local function radd(o,refresh,parent) addObject(o,refresh,parent) local s,children = pcall(function() return o:GetChildren() end, o) if s then for i = 1,#children do radd(children[i],refresh,o) end end end expand.MouseButton1Down:connect(function() local node = TreeList[i + self.ScrollIndex] if #node > 0 then if node.Object ~= HiddenEntriesMain then node.Expanded = not node.Expanded else if not MuteHiddenItems then NodeLookup[HiddenGame] = { Object = HiddenGame; Parent = nil; Index = 0; Expanded = true; } else for i,v in pairs(game:GetChildren()) do if not childrenGame[v] then radd(v, true, HiddenGame) end end end MuteHiddenItems = not MuteHiddenItems node.HiddenExpanded = not node.HiddenExpanded end if node.Object == explorerPanel.Parent and node.Expanded then CreateCaution("Warning", "Modifying the contents of this Instance could cause erratic or unstable behavior. Proceed with caution.") end -- use raw update so the list updates instantly rawUpdateList() end end) entry.MouseButton1Down:connect(function(x,y) local node = TreeList[i + self.ScrollIndex] DestroyRightClick() if GetAwaitRemote:Invoke() then bindSetAwaiting:Fire(node.Object) return end if node.Object == HiddenEntriesMain then return end if not HoldingShift then lastSelectedNode = i + self.ScrollIndex end if HoldingShift and not filteringWorkspace() then if lastSelectedNode then if i + self.ScrollIndex - lastSelectedNode > 0 then Selection:StopUpdates() for i2 = 1, i + self.ScrollIndex - lastSelectedNode do local newNode = TreeList[lastSelectedNode + i2] if newNode then Selection:Add(newNode.Object) end end Selection:ResumeUpdates() else Selection:StopUpdates() for i2 = i + self.ScrollIndex - lastSelectedNode, 1 do local newNode = TreeList[lastSelectedNode + i2] if newNode then Selection:Add(newNode.Object) end end Selection:ResumeUpdates() end end return end if HoldingCtrl then if Selection.Selected[node.Object] then Selection:Remove(node.Object) else Selection:Add(node.Object) end return end if Option.Modifiable then local pos = Vector2_new(x,y) dragReparent(node.Object,entry:Clone(),pos,entry.AbsolutePosition-pos) elseif Option.Selectable then if Selection.Selected[node.Object] then Selection:Set({}) else Selection:Set({node.Object}) end dragSelect(i+self.ScrollIndex,true,'MouseButton1Up') end end) local curSelect entry.MouseButton2Down:connect(function() if not Option.Selectable then return end DestroyRightClick() curSelect = entry local node = TreeList[i + self.ScrollIndex] if node.Object == HiddenEntriesMain then return end if GetAwaitRemote:Invoke() then bindSetAwaiting:Fire(node.Object) return end if not Selection.Selected[node.Object] then Selection:Set({node.Object}) end end) entry.MouseButton2Up:connect(function() if not Option.Selectable then return end local node = TreeList[i + self.ScrollIndex] if node.Object == HiddenEntriesMain then return end if checkMouseInGui(curSelect) then rightClickMenu(node.Object) end end) entry.Parent = listFrame end entry.Visible = true local object = node.Object -- update expand icon if node.Object ~= HiddenEntriesMain then if #node == 0 then entry.IndentFrame.Expand.Visible = false elseif node.Expanded then Icon(entry.IndentFrame.Expand,NODE_EXPANDED) entry.IndentFrame.Expand.Visible = true else Icon(entry.IndentFrame.Expand,NODE_COLLAPSED) entry.IndentFrame.Expand.Visible = true end else if node.HiddenExpanded then Icon(entry.IndentFrame.Expand,NODE_EXPANDED) entry.IndentFrame.Expand.Visible = true else Icon(entry.IndentFrame.Expand,NODE_COLLAPSED) entry.IndentFrame.Expand.Visible = true end end -- update explorer icon if object ~= HiddenEntriesMain then entry.IndentFrame.EntryText.Position = UDim2_new(0,2+ENTRY_SIZE+4,0,0); entry.IndentFrame.ExplorerIcon.Visible = true ClassIcon(entry.IndentFrame.ExplorerIcon,ClassIndex[object.ClassName] or 0) else entry.IndentFrame.EntryText.Position = UDim2_new(0,0,0,0); entry.IndentFrame.ExplorerIcon.Visible = false end -- update indentation local w = (node.Depth)*(2+ENTRY_PADDING+GUI_SIZE) entry.IndentFrame.Position = UDim2_new(0,w,0,0) entry.IndentFrame.Size = UDim2_new(1,-w,1,0) -- update hidden entries name NameHiddenEntries() -- update name change detection if nameConnLookup[entry] then nameConnLookup[entry]:disconnect() end local text = entry.IndentFrame.EntryText text.Text = object.Name nameConnLookup[entry] = node.Object.Changed:connect(function(p) if p == 'Name' then text.Text = object.Name end end) -- update selection entry.IndentFrame.Transparency = node.Selected and 0 or 1 text.TextColor3 = GuiColor[node.Selected and 'TextSelected' or 'Text'] entry.Size = UDim2_new(0,nodeWidth,0,ENTRY_SIZE) elseif listEntries[i] then listEntries[i].Visible = false end end for i = self.VisibleSpace+1,self.TotalSpace do local entry = listEntries[i] if entry then listEntries[i] = nil entry:Destroy() end end end function scrollBarH.UpdateCallback(self) for i = 1,scrollBar.VisibleSpace do local node = TreeList[i + scrollBar.ScrollIndex] if node then local entry = listEntries[i] if entry then entry.Position = UDim2_new(0,2 - scrollBarH.ScrollIndex,0,ENTRY_BOUND*(i-1)+2) end end end end Connect(listFrame.Changed,function(p) if p == 'AbsoluteSize' then rawUpdateSize() end end) local wheelAmount = 6 explorerPanel.MouseWheelForward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex - wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex - scrollBar.VisibleSpace) end end) explorerPanel.MouseWheelBackward:connect(function() if scrollBar.VisibleSpace - 1 > wheelAmount then scrollBar:ScrollTo(scrollBar.ScrollIndex + wheelAmount) else scrollBar:ScrollTo(scrollBar.ScrollIndex + scrollBar.VisibleSpace) end end) end
-- WorldSize + ScreenSize -> Depth needed
function ScreenSpace.GetDepthForWidth(screenWidth, worldWidth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx, sy = ScreenSpace.ViewSizeX(), ScreenSpace.ViewSizeY() -- return -(sx * worldWidth) / (screenWidth * 2 * wfactor) end function ScreenSpace.GetDepthForHeight(screenHeight, worldHeight) local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local sy = ScreenSpace.ViewSizeY() -- return -(sy * worldHeight) / (screenHeight * 2 * hfactor) end
-- an awkward way to set a zero-indexed table...
luaP.opmodes[0] = opmode(0, 1, "OpArgR", "OpArgN", "iABC") -- OP_MOVE return luaP
-- ROBLOX TODO: continue to implement prettyFormat plugins
local prettyFormatPlugins = PrettyFormat.plugins local PLUGINS = { prettyFormatPlugins.AsymmetricMatcher, -- ROBLOX deviation: Roblox Instance matchers prettyFormatPlugins.RobloxInstance, } type MatcherHintColor = (string) -> string -- subset of Chalk type export type MatcherHintOptions = { comment: string?, -- ROBLOX TODO? should be MatcherHintColor like in upstream, but requires modeling Chalk differently expectedColor: MatcherHintColor?, isDirectExpectCall: boolean?, isNot: boolean?, promise: string?, -- ROBLOX TODO? should be MatcherHintColor like in upstream, but requires modeling Chalk differently receivedColor: string?, secondArgument: string?, -- ROBLOX TODO? should be MatcherHintColor like in upstream, but requires modeling Chalk differently secondArgumentColor: MatcherHintColor?, } export type DiffOptions = ImportDiffOptions local EXPECTED_COLOR = chalk.green local RECEIVED_COLOR = chalk.red local INVERTED_COLOR = chalk.inverse local BOLD_WEIGHT = chalk.bold local DIM_COLOR = chalk.dim local MULTILINE_REGEXP = "\n" local SPACE_SYMBOL = utf8.char(183) -- middle dot local NUMBERS = { "zero", "one", "two", "three", "four", "five", "six", "seven", "eight", "nine", "ten", "eleven", "twelve", "thirteen", } local SUGGEST_TO_CONTAIN_EQUAL = "Looks like you wanted to test for object/array equality with the stricter `toContain` matcher. You probably need to use `toContainEqual` instead." local replaceTrailingSpaces, getCommonAndChangedSubstrings, isLineDiffable, shouldPrintDiff, replaceMatchedToAsymmetricMatcher, isAsymmetricMatcher local matcherErrorMessage, matcherHint local function stringify(object: any, maxDepth: number?): string -- ROBLOX deviation: Added this if logic to deal with handling nil values in Lua tables if object == Symbol.for_("$$nil") then object = nil end maxDepth = maxDepth or 10 local MAX_LENGTH = 10000 local result local ok = pcall(function() result = prettyFormat(object, { maxDepth = maxDepth, min = true, plugins = PLUGINS, }) end) if not ok then result = prettyFormat(object, { callToJSON = false, maxDepth = maxDepth, min = true, plugins = PLUGINS, }) end if #result >= MAX_LENGTH and maxDepth > 1 then --[[ ROBLOX TODO: Remove the "if maxDepth" check once it can pass through Luau cleanly ]] if maxDepth then return stringify(object, math.floor(maxDepth / 2)) end end return result end local function highlightTrailingWhitespace(text: string): string return text:gsub("%s+$", function(s) return INVERTED_COLOR(s) end) end
---- Locales -----
local Event = game:GetService("ReplicatedStorage").Events.Cases.AdminCase
-- Choose current Touch control module based on settings (user, dev) -- Returns module (possibly nil) and success code to differentiate returning nil due to error vs Scriptable
function ControlModule:SelectTouchModule() if not UserInputService.TouchEnabled then return nil, false end local touchModule = nil local DevMovementMode = Players.LocalPlayer.DevTouchMovementMode if DevMovementMode == Enum.DevTouchMovementMode.UserChoice then touchModule = movementEnumToModuleMap[UserGameSettings.TouchMovementMode] elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then return nil, true else touchModule = movementEnumToModuleMap[DevMovementMode] end return touchModule, true end function ControlModule:OnRenderStepped(dt) if self.activeController and self.activeController.enabled and self.humanoid then local moveVector = self.activeController:GetMoveVector() local vehicleConsumedInput = false if self.vehicleController then moveVector, vehicleConsumedInput = self.vehicleController:Update(moveVector, self.activeControlModule==Gamepad) end -- User of vehicleConsumedInput is commented out to preserve legacy behavior, in case some game relies on Humanoid.MoveDirection still being set while in a VehicleSeat --if not vehicleConsumedInput then self.moveFunction(Players.LocalPlayer, moveVector, self.cameraRelative) --end self.humanoid.Jump = self.activeController:GetIsJumping() or (self.touchJumpController and self.touchJumpController:GetIsJumping()) end end function ControlModule:OnHumanoidSeated(active, currentSeatPart) if active then if currentSeatPart and currentSeatPart:IsA("VehicleSeat") then if not self.vehicleController then self.vehicleController = self.vehicleController.new(CONTROL_ACTION_PRIORITY) end self.vehicleController:Enable(true, currentSeatPart) end else if self.vehicleController then self.vehicleController:Enable(false, currentSeatPart) end end end function ControlModule:OnCharacterAdded(char) self.humanoid = char:FindFirstChildOfClass("Humanoid") while not self.humanoid do char.ChildAdded:wait() self.humanoid = char:FindFirstChildOfClass("Humanoid") end if self.humanoidSeatedConn then self.humanoidSeatedConn:Disconnect() self.humanoidSeatedConn = nil end self.humanoidSeatedConn = self.humanoid.Seated:Connect(function(active, currentSeatPart) self:OnHumanoidSeated(active, currentSeatPart) end) end function ControlModule:OnCharacterRemoving(char) self.humanoid = nil end
-- local throtOff = script.Parent.Values.RPM.Value > 7500 and randomability <=1 and script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100
local redline = script.Parent.Values.Throttle.Value > 0 and math.ceil(script.Parent.Values.RPM.Value) > _Tune.Redline-_Tune.RevBounce and script.Parent.Values.Gear.Value<#_Tune.Ratios-2 if redline then if FE then handler:FireServer("Backfire2") wait (0.1) else car.Body.Exhaust.Backfire1.Backfire2:play() car.Body.Exhaust.Backfire2.Backfire2:play() car.Body.Exhaust.Backfire3.Backfire2:play() car.Body.Exhaust.Backfire4.Backfire2:play() car.Body.Exhaust.Backfire1.Fire.Enabled = true car.Body.Exhaust.Backfire2.Fire.Enabled = true car.Body.Exhaust.Backfire3.Fire.Enabled = true car.Body.Exhaust.Backfire4.Fire.Enabled = true car.Body.Exhaust.BFLight1.SpotLight.Enabled = true car.Body.Exhaust.BFLight2.SpotLight.Enabled = true car.Body.Exhaust.BFLight3.SpotLight.Enabled = true car.Body.Exhaust.BFLight4.SpotLight.Enabled = true wait (0.03) car.Body.Exhaust.Backfire1.Fire.Enabled = false car.Body.Exhaust.Backfire2.Fire.Enabled = false car.Body.Exhaust.Backfire3.Fire.Enabled = false car.Body.Exhaust.Backfire4.Fire.Enabled = false car.Body.Exhaust.BFLight1.SpotLight.Enabled = false car.Body.Exhaust.BFLight2.SpotLight.Enabled = false car.Body.Exhaust.BFLight3.SpotLight.Enabled = false car.Body.Exhaust.BFLight4.SpotLight.Enabled = false wait (0.07) end end
-- Simulate a raycast.
local function SimulateCast(origin, direction, velocity, castFunction, lengthChangedEvent, rayHitEvent, rayExitedEvent, cosmeticBulletObject, listOrIgnoreDescendantsInstance, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, penetrationData) PrintDebug("Cast simulation requested.") if type(velocity) == "number" then velocity = direction.Unit * velocity end local penetrationPower = penetrationData ~= nil and penetrationData.penetrationDepth or 0 local penetrationCount = penetrationData ~= nil and penetrationData.penetrationAmount or 0 local bulletAcceleration = bulletAcceleration or Vector3.new() -- Fix bug reported by Spooce: Failing to pass in the bulletAcceleration parameter throws an error, so add a fallback of Vector3.new() local distance = direction.Magnitude -- This will be a unit vector multiplied by the maximum distance. local normalizedDir = direction.Unit local upgradedDir = (normalizedDir + velocity).Unit -- This rotates the direction of the bullet by the initial velocity, allowing 3D velocity to occur in the first place. local initialVelocity = upgradedDir * velocity.Magnitude local totalDelta = 0 local distanceTravelled = 0 local lastPoint = origin local self = {} local isRunningPenetration = false local didHitHumanoid = false local originalList = listOrIgnoreDescendantsInstance local originalCastFunction = castFunction local function Fire(delta, customAt) PrintDebug("Casting for frame.") totalDelta = totalDelta + delta local at = customAt or GetPositionAtTime(totalDelta, origin, initialVelocity, bulletAcceleration) local totalDisplacement = (at - lastPoint) -- This is the displacement from where the ray was on the last from to where the ray is now. -- NEW BEHAVIOR: -- Displacement needs to define velocity. The reason peoples' casts were going crazy was because on the line below I used to multiply by velocity.Magnitude -- Okay, cool, so that's effectively the initial velocity. Now say we're at the top of an arc in a physics cast. Bullet sure isn't going the same speed! -- We need to recalculate velocity based on displacement, NOT use the defined value. -- How I missed this is beyond me. -- Bonus ducks: This also allows me to implement GFink's request (see https://devforum.roblox.com/t/making-a-combat-game-with-ranged-weapons-fastcast-may-be-the-module-for-you/133474/282?u=etithespirit) local segmentVelocity = GetVelocityAtTime(totalDelta, initialVelocity, bulletAcceleration) -- local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta -- Direction of the ray is the direction from last to now * the velocity * deltaTime local rayDir = totalDisplacement.Unit * segmentVelocity.Magnitude * delta local hit, point, normal, material = castFunction(lastPoint, rayDir, listOrIgnoreDescendantsInstance, ignoreWater) local rayDisplacement = (point - lastPoint).Magnitude -- For clarity -- totalDisplacement is how far the ray would have traveled if it hit nothing, -- and rayDisplacement is how far the ray really traveled (which will be identical to totalDisplacement if it did indeed hit nothing) lengthChangedEvent:Fire(origin, lastPoint, rayDir.Unit, rayDisplacement, segmentVelocity, cosmeticBulletObject, bulletData, whizData, hitData) local rayVisualization = nil if (delta > 0) then rayVisualization = DbgVisualizeSegment(CFrame.new(lastPoint, lastPoint + rayDir), rayDisplacement) end if hit and hit ~= cosmeticBulletObject then local start = tick() local unit = rayDir.Unit local maxExtent = hit.Size.Magnitude * unit local exitHit, exitPoint, exitNormal, exitMaterial = CastWithWhitelist(point + maxExtent, -maxExtent, {hit}, ignoreWater) --local diff = exitPoint - point --local dist = Vector3.new():Dot(unit, diff) local dist = (exitPoint - point).Magnitude -- SANITY CHECK: Don't allow the user to yield or run otherwise extensive code that takes longer than one frame/heartbeat to execute. if (penetrationData ~= nil) and (penetrationData.penetrationType == "WallPenetration" and ((penetrationData.canPenetrateFunction ~= nil) and (penetrationPower > dist)) or (penetrationData.penetrationType == "HumanoidPenetration" and ((penetrationData.canPenetrateHumanoidFunction ~= nil) and (penetrationCount > 0)))) then if (isRunningPenetration) then error("ERROR: The latest call to canPenetrateFunction/canPenetrateHumanoidFunction took too long to complete! This cast is going to suffer desyncs which WILL cause unexpected behavior and errors.") -- Use error. This should absolutely abort the cast. end isRunningPenetration = true didHitHumanoid = false end if penetrationData == nil or (penetrationData ~= nil and ((penetrationData.penetrationType == "WallPenetration" and (penetrationPower < dist)) or (penetrationData.penetrationType == "HumanoidPenetration" and ((penetrationData.canPenetrateHumanoidFunction(origin, rayDir.Unit, hit, point, normal, material, segmentVelocity, penetrationCount, hitData) == false) or (penetrationCount <= 0))))) then PrintDebug("Penetrating data is nil or penetrationPower is lower than dist/penetrationCount is at 0. Ending cast and firing RayHit.") isRunningPenetration = false -- Penetrate function is nil, or it's not nil and it returned false (we cannot penetrate this object). -- Hit. RemoveList[self] = true rayHitEvent:Fire(origin, rayDir.Unit, hit, point, normal, material, segmentVelocity, cosmeticBulletObject, hitData) DbgVisualizeHit(CFrame.new(point), Color3.new(0.2, 1, 0.5)) return else if rayVisualization ~= nil then rayVisualization.Color3 = Color3.new(0.4, 0.05, 0.05) -- Turn it red to signify that the cast was scrapped. end DbgVisualizeHit(CFrame.new(point), Color3.new(1, 0.2, 0.2)) PrintDebug("Penetrating returned 'penetratedHumanoid' or 'penetratedObject'/TRUE to penetrate this hit. Processing...") isRunningPenetration = false -- Nope! We want to penetrate this part. -- Now this is gonna be DISGUSTING. -- We need to run this until we fufill that lost distance, so if some guy decides to layer up like 10 parts right next to eachother, we need to handle all of those in a single frame -- The only way to do this isn't particularly pretty but it needs to be quick. if penetrationData.penetrationType == "WallPenetration" then local penetrationType = penetrationData ~= nil and penetrationData.canPenetrateFunction(origin, rayDir.Unit, hit, point, normal, material, segmentVelocity, hitData) if (castFunction == CastWithWhitelist) then -- User is using whitelist. We need to pull this from their list. -- n.b. this function is offered by the sandboxed table system. It's not stock. if penetrationType == "penetratedHumanoid" and (hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0) or (hit.Parent.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent.Parent:FindFirstChildOfClass("Humanoid").Health > 0) then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, segmentVelocity, hitData) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") or hit.Parent.Parent:FindFirstChildOfClass("Humanoid") table.removeObject(listOrIgnoreDescendantsInstance, humanoid.Parent) --penetrationPower = penetrationPower local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Whitelist cast detected, removed " .. tostring(humanoid.Parent) .. " from the whitelist.") elseif penetrationType == "penetratedObject" then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, segmentVelocity, hitData) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.removeObject(listOrIgnoreDescendantsInstance, hit) --penetrationPower = penetrationPower - dist local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Whitelist cast detected, removed " .. tostring(hit) .. " from the whitelist.") end elseif (castFunction == CastWithBlacklistAndNoHumPenetration) then if penetrationType == "penetratedHumanoid" and (hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0) or (hit.Parent.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent.Parent:FindFirstChildOfClass("Humanoid").Health > 0) then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, segmentVelocity, hitData) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") or hit.Parent.Parent:FindFirstChildOfClass("Humanoid") table.insert(listOrIgnoreDescendantsInstance, humanoid.Parent) --penetrationPower = penetrationPower local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Blacklist cast detected, added " .. tostring(humanoid.Parent) .. " to the blacklist.") elseif penetrationType == "penetratedObject" then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, segmentVelocity, hitData) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.insert(listOrIgnoreDescendantsInstance, hit) --penetrationPower = penetrationPower - dist local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Blacklist cast detected, added " .. tostring(hit) .. " to the blacklist.") end else -- This is where things get finnicky. -- We can't reparent the object. If we do this, we risk altering behavior of the developer's game which has undesirable effects. -- We need to swap cast functions on the fly here. This is gonna get NASTY. Oh well. It should only happen once under this new behavior. castFunction = CastWithBlacklistAndNoHumPenetration listOrIgnoreDescendantsInstance = listOrIgnoreDescendantsInstance:GetDescendants() if penetrationType == "penetratedHumanoid" and (hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0) or (hit.Parent.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent.Parent:FindFirstChildOfClass("Humanoid").Health > 0) then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, segmentVelocity, hitData) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") or hit.Parent.Parent:FindFirstChildOfClass("Humanoid") table.insert(listOrIgnoreDescendantsInstance, humanoid.Parent) --penetrationPower = penetrationPower local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(humanoid.Parent) .. " to the blacklist.") elseif penetrationType == "penetratedObject" then if exitHit and FastCast.RayExit then rayExitedEvent:Fire(point + maxExtent, -maxExtent, exitHit, exitPoint, exitNormal, exitMaterial, segmentVelocity, hitData) DbgVisualizeHit(CFrame.new(exitPoint), Color3.fromRGB(13, 105, 172)) end table.insert(listOrIgnoreDescendantsInstance, hit) --penetrationPower = penetrationPower - dist local toReduce = 1-((dist/penetrationPower/1.1)) penetrationPower = penetrationPower * toReduce PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(hit) .. " to the blacklist.") end end elseif penetrationData.penetrationType == "HumanoidPenetration" then if (castFunction == CastWithWhitelist) then -- User is using whitelist. We need to pull this from their list. -- n.b. this function is offered by the sandboxed table system. It's not stock. if (hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0) or (hit.Parent.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent.Parent:FindFirstChildOfClass("Humanoid").Health > 0) then didHitHumanoid = true local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") or hit.Parent.Parent:FindFirstChildOfClass("Humanoid") table.removeObject(listOrIgnoreDescendantsInstance, humanoid.Parent) PrintDebug("Whitelist cast detected, removed " .. tostring(humanoid.Parent) .. " from the whitelist.") else didHitHumanoid = false table.removeObject(listOrIgnoreDescendantsInstance, hit) PrintDebug("Whitelist cast detected, removed " .. tostring(hit) .. " from the whitelist.") end elseif (castFunction == CastWithBlacklist) then if (hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0) or (hit.Parent.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent.Parent:FindFirstChildOfClass("Humanoid").Health > 0) then didHitHumanoid = true local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") or hit.Parent.Parent:FindFirstChildOfClass("Humanoid") table.insert(listOrIgnoreDescendantsInstance, humanoid.Parent) PrintDebug("Blacklist cast detected, added " .. tostring(humanoid.Parent) .. " to the blacklist.") else didHitHumanoid = false table.insert(listOrIgnoreDescendantsInstance, hit) PrintDebug("Blacklist cast detected, added " .. tostring(hit) .. " to the blacklist.") end else -- This is where things get finnicky. -- We can't reparent the object. If we do this, we risk altering behavior of the developer's game which has undesirable effects. -- We need to swap cast functions on the fly here. This is gonna get NASTY. Oh well. It should only happen once under this new behavior. castFunction = CastWithBlacklist listOrIgnoreDescendantsInstance = listOrIgnoreDescendantsInstance:GetDescendants() if (hit.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent:FindFirstChildOfClass("Humanoid").Health > 0) or (hit.Parent.Parent:FindFirstChildOfClass("Humanoid") and hit.Parent.Parent:FindFirstChildOfClass("Humanoid").Health > 0) then didHitHumanoid = true local humanoid = hit.Parent:FindFirstChildOfClass("Humanoid") or hit.Parent.Parent:FindFirstChildOfClass("Humanoid") table.insert(listOrIgnoreDescendantsInstance, humanoid.Parent) PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(humanoid.Parent) .. " to the blacklist.") else didHitHumanoid = false table.insert(listOrIgnoreDescendantsInstance, hit) PrintDebug("Stock cast detected, transformed cast into blacklist cast and added " .. tostring(hit) .. " to the blacklist.") end end end -- So now just cast again! -- Cast with 0 deltaTime and from the prespecified point (this saves a smidge of performance since we don't need to try to recalculate a position value that will come out to be the same thing.) PrintDebug("Recasting for penetration...") Fire(0, at) -- Then set lastPoint. lastPoint = point -- We used to do ^ above, but this caused undesired effects and zero-length casts. Oops. if penetrationData ~= nil then if penetrationData.penetrationType ~= "WallPenetration" then if didHitHumanoid then penetrationCount = hit and (penetrationCount - 1) or 0 PrintDebug("penetrationCount is reduced to... "..penetrationCount.." for hitting humanoid.") else PrintDebug("penetrationCount is not reduced for not hitting humanoid (or the humanoid died).") end else PrintDebug("DISTANCE: "..dist.." studs") PrintDebug("CURRENT PENETRATION DEPTH: "..penetrationPower.." studs") end end -- And exit the function here too. return end end -- Then set lastPoint here as well. lastPoint = point distanceTravelled = distanceTravelled + rayDisplacement if distanceTravelled > distance then RemoveList[self] = true rayHitEvent:Fire(origin, rayDir.Unit, nil, lastPoint, nil, nil, Vector3.new(), cosmeticBulletObject, hitData) end end function self.Update(delta) Fire(delta) end --[[Thread:Spawn(function() Projectiles[self] = true end)]] -- Too fast? if RunService:IsClient() then spawn(function() Projectiles[self] = true end) else Thread:Spawn(function() Projectiles[self] = true end) end end local function BaseFireMethod(self, origin, directionWithMagnitude, velocity, cosmeticBulletObject, ignoreDescendantsInstance, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, list, isWhitelist, penetrationData) MandateType(origin, "Vector3", "origin") MandateType(directionWithMagnitude, "Vector3", "directionWithMagnitude") assert(typeof(velocity) == "Vector3" or typeof(velocity) == "number", ERR_INVALID_TYPE:format("velocity", "Variant<Vector3, number>", typeof(velocity))) -- This one's an odd one out. MandateType(cosmeticBulletObject, "Instance", "cosmeticBulletObject", true) MandateType(ignoreDescendantsInstance, "Instance", "ignoreDescendantsInstance", true) MandateType(ignoreWater, "boolean", "ignoreWater", true) MandateType(bulletAcceleration, "Vector3", "bulletAcceleration", true) MandateType(list, "table", "list", true) -- isWhitelist is strictly internal so it doesn't need to get sanity checked, because last I checked, I'm not insane c: -- ... I hope -- However, as of Version 9.0.0, a penetrate function can be specified MandateType(penetrationData, "table", "penetrationData", true) -- Now get into the guts of this. local castFunction = Cast local ignoreOrList = ignoreDescendantsInstance if list ~= nil then ignoreOrList = list if isWhitelist then castFunction = CastWithWhitelist else castFunction = (penetrationData and penetrationData.penetrationType ~= "WallPenetration" and CastWithBlacklist or CastWithBlacklistAndNoHumPenetration) or CastWithBlacklistAndNoHumPenetration end end SimulateCast(origin, directionWithMagnitude, velocity, castFunction, self.LengthChanged, self.RayHit, self.RayExited, cosmeticBulletObject, ignoreOrList, ignoreWater, bulletAcceleration, bulletData, whizData, hitData, penetrationData) end
--[[ Rejects the promise after `seconds` seconds. ]]
function Promise.prototype:timeout(seconds, rejectionValue) local traceback = debug.traceback(nil, 2) return Promise.race({ Promise.delay(seconds):andThen(function() return Promise.reject(rejectionValue == nil and Error.new({ kind = Error.Kind.TimedOut, error = "Timed out", context = string.format( "Timeout of %d seconds exceeded.\n:timeout() called at:\n\n%s", seconds, traceback ), }) or rejectionValue) end), self, }) end Promise.prototype.Timeout = Promise.prototype.timeout function Promise.prototype:getStatus() return self._status end Promise.prototype.GetStatus = Promise.prototype.getStatus
--BlowerSwitch
function KeepBlowerActive() repeat wait() BlowerVal.Value = true until BlowerSwch.Value == false or Power.Value == false BlowerVal.Value = false end BlowerSwch.Changed:Connect(function() if BlowerSwch.Value == true then BlowerSwch.Parent.P1.Transparency = 1 BlowerSwch.Parent.P2.Transparency = 0 ClickSound:Play() if Power.Value == true then KeepBlowerActive() end else BlowerSwch.Parent.P1.Transparency = 0 BlowerSwch.Parent.P2.Transparency = 1 ClickSound:Play() BlowerVal.Value = false end end)
-- Put me in 'StarterGui' to hide the leaderboard.
-- if game.ReplicatedStorage.Tools:FindFirstChild(Object.Name) then
if Object:FindFirstChild("Handle") and not Rotation then -- Soybeen added 7/29/2020 Rotation = Vector3.new(0,90,0) end local Cam = Instance.new("Camera",Viewport) Cam.FieldOfView = 50 Object = Object:Clone() Object.Parent = Viewport Cam.CameraType = Enum.CameraType.Scriptable Cam.CameraSubject = Object Viewport.CurrentCamera = Cam -- Size viewport and adjust properties. Viewport.Size = UDim2.new(1,0,1,0) Viewport.Position = UDim2.new(0.5,0,0.5,0) Viewport.AnchorPoint = Vector2.new(0.5,0.5) Viewport.BackgroundTransparency = 1 Viewport.BackgroundColor3 = Color3.fromRGB(0,0,0) local function GetLongestSide(VectorThree) local LongestSide = VectorThree.X if VectorThree.Y > LongestSide then LongestSide = VectorThree.Y end if VectorThree.Z > LongestSide then LongestSide = VectorThree.Z end return LongestSide end -- Position camera relative to object size average. if Object:IsA("BasePart") then local Offset = distanceOverride or GetLongestSide(Object.Size) --local avgsize = (Object.Size.X + Object.Size.Y + Object.Size.Z) / 3 Object.CFrame = CFrame.new(0,0,0) * CFrame.Angles(math.rad(Rotation.X),math.rad(Rotation.Y),math.rad(Rotation.Z)) Cam.CFrame = CFrame.new(0,0,Offset + (1.5 * (Offset/4))) Cam.CFrame = CFrame.new(Cam.CFrame.p,Object.Position) elseif Object:IsA("Model") and Object.PrimaryPart then local Extents = Object:GetExtentsSize() local Offset = distanceOverride or GetLongestSide(Extents) --(Extents.X + Extents.Y + Extents.Z) / 3 local ModelMiddlePos = Vector3.new(Extents.X/2,Extents.Y/2,Extents.Z/2) Object:SetPrimaryPartCFrame(CFrame.new(0,0,0) * CFrame.Angles(math.rad(Rotation.X),math.rad(Rotation.Y),math.rad(Rotation.Z))) if Offset/4 >= 1 then Cam.CFrame = CFrame.new(Object:GetModelCFrame().p) * CFrame.new(0,0,Offset + (1.5 * (Offset/4))) else Cam.CFrame = CFrame.new(Object:GetModelCFrame().p) * CFrame.new(0,0,Offset + 1.5) end Cam.CFrame = CFrame.new(Cam.CFrame.p,Object:GetModelCFrame().p) else Object:Destroy() Viewport:Destroy() return end if Viewport.Parent ~= parent then Viewport.Parent = parent end Viewport.ZIndex = parent.ZIndex if parent:IsA("ImageLabel") then parent.Image = "" end return Viewport end return VC
-- Stats
local stats = { { Name = "Wins", Type = "IntValue", DefaultValue = "0", }, } function LeaderboardManager.new(player) local leaderstats = Instance.new("Folder") leaderstats.Name = "leaderstats" leaderstats.Parent = player for i, stat in pairs(stats) do local leaderstat = Instance.new(stat.Type) leaderstat.Name = stat.Name leaderstat.Value = stat.DefaultValue leaderstat.Parent = leaderstats end end function LeaderboardManager:getStat(player, stat) local leaderstats = player:FindFirstChild("leaderstats") if not leaderstats then return false end if leaderstats then return leaderstats:FindFirstChild(stat) end end function LeaderboardManager:setStat(player, stat, value) local stat = LeaderboardManager:getStat(player, stat) if stat then stat.Value = value end end function LeaderboardManager:incrementStat(player, stat, value) if not value then value = 1 end local stat = LeaderboardManager:getStat(player, stat) if stat then stat.Value = stat.Value + value end end function LeaderboardManager:decrementStat(player, stat, value) if not value then value = 1 end local stat = LeaderboardManager:getStat(player, stat) if stat then stat.Value = stat.Value - value end end function LeaderboardManager:resetStat(player, stat) local stat = LeaderboardManager:getStat(player, stat) if stat then for i, defaultStat in pairs(stats) do if stat == defaultStat.Name then stat.Value = defaultStat.DefaultValue return end end stat.Value = 0 end end function LeaderboardManager:resetStats(player) local leaderstats = player:FindFirstChild("CustomLeaderstats") if not leaderstats then return "No leaderstats found" end for i, stat in pairs(leaderstats:GetChildren()) do LeaderboardManager:resetState(player, stat) end end return LeaderboardManager
--wl2.MaxVelocity = 0.007 --wl2.Part0 = script.Parent.Parent.Misc.RL.Door.WD --wl2.Part1 = wl2.Parent
--[[ A method called by consumers of Roact to create a new component class. Components can not be extended beyond this point, with the exception of PureComponent. ]]
function Component:extend(name) if config.typeChecks then assert(Type.of(self) == Type.StatefulComponentClass, "Invalid `self` argument to `extend`.") assert(typeof(name) == "string", "Component class name must be a string") end local class = {} for key, value in pairs(self) do -- Roact opts to make consumers use composition over inheritance, which -- lines up with React. -- https://reactjs.org/docs/composition-vs-inheritance.html if key ~= "extend" then class[key] = value end end class[Type] = Type.StatefulComponentClass class.__index = class class.__componentName = name setmetatable(class, componentClassMetatable) return class end function Component:__getDerivedState(incomingProps, incomingState) if config.internalTypeChecks then internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getDerivedState`") end local internalData = self[InternalData] local componentClass = internalData.componentClass if componentClass.getDerivedStateFromProps ~= nil then local derivedState = componentClass.getDerivedStateFromProps(incomingProps, incomingState) if derivedState ~= nil then if config.typeChecks then assert(typeof(derivedState) == "table", "getDerivedStateFromProps must return a table!") end return derivedState end end return nil end function Component:setState(mapState) if config.typeChecks then assert(Type.of(self) == Type.StatefulComponentInstance, "Invalid `self` argument to `extend`.") end local internalData = self[InternalData] local lifecyclePhase = internalData.lifecyclePhase --[[ When preparing to update, rendering, or unmounting, it is not safe to call `setState` as it will interfere with in-flight updates. It's also disallowed during unmounting ]] if lifecyclePhase == ComponentLifecyclePhase.ShouldUpdate or lifecyclePhase == ComponentLifecyclePhase.WillUpdate or lifecyclePhase == ComponentLifecyclePhase.Render or lifecyclePhase == ComponentLifecyclePhase.WillUnmount then local messageTemplate = invalidSetStateMessages[internalData.lifecyclePhase] local message = messageTemplate:format(tostring(internalData.componentClass)) error(message, 2) end local pendingState = internalData.pendingState local partialState if typeof(mapState) == "function" then partialState = mapState(pendingState or self.state, self.props) -- Abort the state update if the given state updater function returns nil if partialState == nil then return end elseif typeof(mapState) == "table" then partialState = mapState else error("Invalid argument to setState, expected function or table", 2) end local newState if pendingState ~= nil then newState = assign(pendingState, partialState) else newState = assign({}, self.state, partialState) end if lifecyclePhase == ComponentLifecyclePhase.Init then -- If `setState` is called in `init`, we can skip triggering an update! local derivedState = self:__getDerivedState(self.props, newState) self.state = assign(newState, derivedState) elseif lifecyclePhase == ComponentLifecyclePhase.DidMount or lifecyclePhase == ComponentLifecyclePhase.DidUpdate or lifecyclePhase == ComponentLifecyclePhase.ReconcileChildren then --[[ During certain phases of the component lifecycle, it's acceptable to allow `setState` but defer the update until we're done with ones in flight. We do this by collapsing it into any pending updates we have. ]] local derivedState = self:__getDerivedState(self.props, newState) internalData.pendingState = assign(newState, derivedState) elseif lifecyclePhase == ComponentLifecyclePhase.Idle then -- Outside of our lifecycle, the state update is safe to make immediately self:__update(nil, newState) else local messageTemplate = invalidSetStateMessages.default local message = messageTemplate:format(tostring(internalData.componentClass)) error(message, 2) end end
-- ReplicatedStorage --
function CircleClick(Button, X, Y) coroutine.resume(coroutine.create(function() Button.ClipsDescendants = true local Circle = script:WaitForChild("Circle"):Clone() Circle.Parent = Button local NewX = X - Circle.AbsolutePosition.X local NewY = Y - Circle.AbsolutePosition.Y Circle.Position = UDim2.new(0, NewX, 0, NewY) local Size = 0 if Button.AbsoluteSize.X > Button.AbsoluteSize.Y then Size = Button.AbsoluteSize.X*1.5 elseif Button.AbsoluteSize.X < Button.AbsoluteSize.Y then Size = Button.AbsoluteSize.Y*1.5 elseif Button.AbsoluteSize.X == Button.AbsoluteSize.Y then Size = Button.AbsoluteSize.X*1.5 end local Time = 0.5 Circle:TweenSizeAndPosition(UDim2.new(0, Size, 0, Size), UDim2.new(0.5, -Size/2, 0.5, -Size/2), "Out", "Quad", Time, false, nil) for i=1,10 do Circle.ImageTransparency = Circle.ImageTransparency + 0.01 wait(Time/10) end Circle:Destroy() end)) end return CircleClick
-- Detect input to run or crawl
UIS.InputBegan:Connect(function(input) -- Detect input to run if input.KeyCode==Enum.KeyCode.LeftShift then -- Make sure not crawling or running already if shiftDown==false and not cDown then -- Run shiftDown=true hum.WalkSpeed=32 end -- Detect input to crawl else if input.KeyCode==Enum.KeyCode.C then -- Make sure not running or crawling already if cDown==false and not shiftDown then -- Crawl cDown=true hum.WalkSpeed=5 --crawlAnm:Play() end end end end)
--Check if the player is holding down left click
mouse.Button1Down:Connect(function() down = true end) mouse.Button1Up:Connect(function() down = false end)
--while true do -- local newpos = getnewposition() -- Attachment.Orientation = newpos -- print(newpos) -- wait(0.2) --end
--local Screen = carSeat.Parent.AudioPlayerScreen.SurfaceGui <-- soon
local Song = script.Parent.AudioPlayerGui.Song local Audio = carSeat.Audio vol = 5 function changeSong() local effect = carSeat.Audio.EqualizerSoundEffect if effect.HighGain == 5 then effect.HighGain = -80 effect.MidGain = -25 onOff.Text = "IN" else effect.HighGain = 5 effect.MidGain = 7 onOff.Text = "OUT" end end function playSong() local id = player.PlayerGui.AudioPlayer.AudioPlayerGui.TextBox.Text Audio:Stop() Audio.SoundId = "http://www.roblox.com/asset/?id="..id Audio:Play() --Screen.Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name Song.Text = game:GetService("MarketplaceService"):GetProductInfo(id).Name --Screen.ID.Text = id end function stopSong() Audio:Stop() end function volUp() if vol + 0.1 <= 5 then vol = vol + 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*1) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end function volDown() if vol - 0.1 >= 0 then vol = vol - 0.1 Audio.Volume = vol player.PlayerGui.AudioPlayer.AudioPlayerGui.Vol.Text = tostring(vol*1) .. "%" --Screen.Vol.Text = tostring(vol*100) .. "%" end end ChangeButton.MouseButton1Click:connect(function() changeSong() end) VolUpButton.MouseButton1Click:connect(function() volUp() end) VolDownButton.MouseButton1Click:connect(function() volDown() end) PlayButton.MouseButton1Click:connect(function() playSong() end) PauseButton.MouseButton1Click:connect(function() stopSong() end)
--///////////////// Internal-Use Methods --////////////////////////////////////// --DO NOT REMOVE THIS. Chat must be filtered or your game will face --moderation.
function methods:InternalApplyRobloxFilter(speakerName, message, toSpeakerName) if (RunService:IsServer() and not RunService:IsStudio()) then local fromSpeaker = self:GetSpeaker(speakerName) local toSpeaker = self:GetSpeaker(toSpeakerName) if (fromSpeaker and toSpeaker) then local fromPlayerObj = fromSpeaker:GetPlayer() local toPlayerObj = toSpeaker:GetPlayer() if (fromPlayerObj and toPlayerObj) then local filterStartTime = tick() local filterRetries = 0 while true do local success, message = pcall(function() return Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj) --[[ To uncensor the chat, turn the line above into the following: Chat:FilterStringAsync(message, fromPlayerObj, toPlayerObj) return message --]] end) if success then return message else warn("Error filtering message:", message) end filterRetries = filterRetries + 1 if filterRetries > MAX_FILTER_RETRIES or (tick() - filterStartTime) > MAX_FILTER_DURATION then self:InternalNotifyFilterIssue() return nil end end end end else --// Simulate filtering latency. --// There is only latency the first time the message is filtered, all following calls will be instant. if not StudioMessageFilteredCache[message] then StudioMessageFilteredCache[message] = true wait(0.2) end return message end return nil end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) assert(type(ret) == "boolean") return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalGetUniqueMessageId() local id = self.MessageIdCounter self.MessageIdCounter = id + 1 return id end function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) speaker:InternalAssignPlayerObject(playerObj) self.Speakers[speakerName:lower()] = speaker if fireSpeakerAdded then local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end end return speaker end function methods:InternalFireSpeakerAdded(speakerName) local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error firing speaker added: " ..err) end end
-- This is to store other things that may require our radar attention
local Camera = workspace.CurrentCamera local SaveList = {MinhaVisao = 1, RosaDosVentos = 1, UIAspectRatioConstraint = 1, FoeBlip = 1, FriendBlip = 1} local SquadSave = {UIGridLayout = 1} Character.Humanoid.Died:Connect(function() script.Parent.Enabled = false end) game:GetService("RunService").RenderStepped:connect(function() local Direction = (Vector2.new(Camera.Focus.x,Camera.Focus.z)-Vector2.new(Camera.CoordinateFrame.x,Camera.CoordinateFrame.z)).unit local theta = (math.atan2(Direction.y,Direction.x))*(-180/math.pi) - 90 if Saude.FireTeam.SquadName.Value ~= "" then MinhasVisao.ImageColor3 = Saude.FireTeam.SquadColor.Value else MinhasVisao.ImageColor3 = Color3.fromRGB(255,255,255) end local frame = Vector3.new(Camera.CoordinateFrame.x, 0, Camera.CoordinateFrame.z) local focus = Vector3.new(Camera.Focus.x, 0, Camera.Focus.z) local frame = CFrame.new(focus, frame) script.Parent.Frame.RosaDosVentos.Rotation = theta local players = game.Players:GetChildren() if Saude.FireTeam.SquadName.Value ~= "" and Player then script.Parent.Squad.Visible = true script.Parent.Squad.Esquadrao.Text = Saude.FireTeam.SquadName.Value else script.Parent.Squad.Visible = false end local Nomes = script.Parent.Squad.Membros:GetChildren() for i = 1, #Nomes do if not SquadSave[Nomes[i].Name] then Nomes[i]:Destroy() end end for i = 1, #players do if players[i] ~= Player and players[i].Character and Player and Player.Character then local unit = script.Parent.Squad.Membros:FindFirstChild(players[i].Name) if not unit then if players[i].TeamColor == Player.TeamColor and players[i].Character.Saude.FireTeam.SquadName.Value == Player.Character.Saude.FireTeam.SquadName.Value and Player.Character.Saude.FireTeam.SquadName.Value ~= "" then unit = script.Parent.Squad.Exemplo:Clone() unit.Visible = true unit.Text = players[i].Name unit.Name = players[i].Name unit.Parent = script.Parent.Squad.Membros end end end end local labels = RadarFrame:GetChildren() for i = 1, #labels do if not SaveList[labels[i].Name] then labels[i]:Destroy() end end for i = 1, #players do if players[i] ~= Player and players[i].Character and Player and Player.Character then local unit = RadarFrame:FindFirstChild(players[i].Name) if not unit then if players[i].TeamColor == Player.TeamColor then unit = FriendBlip:Clone() else unit = FoeBlip:Clone() end unit.Visible = false unit.Name = players[i].Name unit.Parent = RadarFrame end if players[i].Character:FindFirstChild('Humanoid') and players[i].Character:FindFirstChild('HumanoidRootPart') then -- Get the relative position of the players local pos = CFrame.new(players[i].Character.HumanoidRootPart.Position.X, 0, players[i].Character.HumanoidRootPart.Position.Z) local relativeCFrame = frame:inverse() * pos local distanceRatio = relativeCFrame.p.Magnitude/RANGE if distanceRatio < 0.9 then local xScale = 0.5 - ((relativeCFrame.x/RANGE)/2) local yScale = 0.5 - ((relativeCFrame.z/RANGE)/2) unit.Position = UDim2.new(xScale, 0, yScale, 0) unit.Rotation = -players[i].Character.HumanoidRootPart.Orientation.Y + theta if players[i].TeamColor == Player.TeamColor then if players[i].Character.Saude.FireTeam.SquadName.Value ~= "" then unit.ImageColor3 = players[i].Character.Saude.FireTeam.SquadColor.Value else unit.ImageColor3 = FriendBlip.ImageColor3 end else unit.ImageColor3 = FoeBlip.ImageColor3 end unit.Visible = true else unit.Visible = false end else unit.Visible = false end end end end)
-- special damage when the Ninja slash occurs
local slash_damage = 10 local damage = nonslash_damage
--//Suspension//--
RideHeightFront = 2.3 --{This value will increase the ride height for front} RideHeightRear = 2.9--{This value will increase the ride height for rear} StiffnessFront = 5 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} StiffnessRear = 4 --[0-10]{This value will increase the stiffness for rear} (S/A) AntiRollFront = 2 --[0-10]{HIGHER STIFFNESS DECREASES SPAWNING STABILITY} AntiRollRear = 3 --[0-10]{This value will reduce roll on the rear} (S/A) CamberFront = -0.2 --[0-10]{Camber to the front in degrees} CamberRear = -1.3 --[0-10]{Camber to the rear in degrees}
--/ Initialization /--
require(script.MainModule).start(script,config)
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function CheckNAN(value, returnIfNan) return (value == value and value or returnIfNan) end -- CheckNAN local function DeltaAngle(current, target) local num = (target - current) % TAU if num > PI then num = (num - TAU) end return num end -- DeltaAngle() local function DeltaAngleV3(pos1, pos2) local x = DeltaAngle(pos1.X, pos2.X) local y = DeltaAngle(pos1.Y, pos2.Y) local z = DeltaAngle(pos1.Z, pos2.Z) return V3(x, y, z) end -- DeltaAngleV3()
-- carSeat.Parent.Body.Dash.Screen.G.Radio.VOLMENU.VolumeText.Text = "VOLUME: "..carSeat.Parent.Body.MP.Sound.Volume
end F.updateValue = function(Val, Value) if Val then Val.Value = Value end end F.FMSwitch = function(FM) if carSeat.Stations.mood.Value == 5 then carSeat.Parent.Body.MP.Sound:Stop() carSeat.Stations.mood.Value = 2
-- Waits for the child of the specified parent
local function WaitForChild(parent, childName) while not parent:FindFirstChild(childName) do parent.ChildAdded:wait() end return parent[childName] end local Tool = script.Parent local Animations = {} local MyHumanoid local MyCharacter local function PlayAnimation(animationName) if Animations[animationName] then Animations[animationName]:Play() end end local function StopAnimation(animationName) if Animations[animationName] then Animations[animationName]:Stop() end end function OnEquipped(mouse) MyCharacter = Tool.Parent MyHumanoid = WaitForChild(MyCharacter, 'Humanoid') if MyHumanoid then Animations['IdleAnim'] = MyHumanoid:LoadAnimation(WaitForChild(Tool, 'Idle')) end PlayAnimation('IdleAnim') end function OnUnequipped() for animName, _ in pairs(Animations) do StopAnimation(animName) end end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
---////==========================================\\\--- --Controller for: Railroad Crossing Sounder
Sounder = script.Parent.Parent.ControlBox.CrossingValues.Bell
------------------ ------------------
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 Torso = waitForChild(Figure, "Torso") local RightShoulder = waitForChild(Torso, "Right Shoulder") local LeftShoulder = waitForChild(Torso, "Left Shoulder") local RightHip = waitForChild(Torso, "Right Hip") local LeftHip = waitForChild(Torso, "Left Hip") local Neck = waitForChild(Torso, "Neck") local Humanoid = waitForChild(Figure, "Monster") -- Don't tutch. local pose = "Standing" local toolAnim = "None" local toolAnimTime = 0 local isSeated = false function onRunning(speed) if isSeated then return end if speed>10 then pose = "Running" else pose = "Standing" end end function onDied() pose = "Dead" wait(regentime) wait(1) model:remove() model = backup:Clone() wait(3) model.Parent = game.Workspace model:MakeJoints() end function onJumping() isSeated = false pose = "Jumping" end function onClimbing() pose = "Climbing" end function onGettingUp() pose = "GettingUp" end function onFreeFall() pose = "FreeFall" end function onDancing() pose = "Dancing" end function onFallingDown() pose = "FallingDown" end function onSeated() isSeated = true pose = "Seated" 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 = -1 LeftShoulder.DesiredAngle = -1 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function moveFloat() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = -1.57 end function moveBoogy() while pose=="Boogy" do wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = -3.14 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(.5) RightShoulder.MaxVelocity = 1 LeftShoulder.MaxVelocity = 1 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = -3.14 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 1.57 end end function moveZombie() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.57 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 end function movePunch() script.Parent.Torso.Anchored=true RightShoulder.MaxVelocity = 60 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 0 RightHip.DesiredAngle = 0 LeftHip.DesiredAngle = 0 wait(1) script.Parent.Torso.Anchored=false pose="Standing" end function moveKick() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveFly() RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 LeftShoulder.DesiredAngle = 0 RightHip.MaxVelocity = 40 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 0 wait(1) pose="Standing" end function moveClimb() 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 getTool() kidTable = Figure:children() if (kidTable ~= nil) then numKids = #kidTable for i=1,numKids do if (kidTable[i].className == "Tool") then return kidTable[i] end end end return nil end function getToolAnim(tool) c = tool:children() for i=1,#c do if (c[i].Name == "toolanim" and c[i].className == "StringValue") then return c[i] end end return nil end function animateTool() if (toolAnim == "None") then RightShoulder.DesiredAngle = -1.57 return end if (toolAnim == "Slash") then RightShoulder.MaxVelocity = 0.5 RightShoulder.DesiredAngle = 0 return end if (toolAnim == "Lunge") then RightShoulder.MaxVelocity = 0.5 LeftShoulder.MaxVelocity = 0.5 RightHip.MaxVelocity = 0.5 LeftHip.MaxVelocity = 0.5 RightShoulder.DesiredAngle = -1.57 LeftShoulder.DesiredAngle = 1.0 RightHip.DesiredAngle = 1.57 LeftHip.DesiredAngle = 1.0 return end end function move(time) local amplitude local frequency if (pose == "Jumping") then moveJump() return end if (pose == "Zombie") then moveZombie() return end if (pose == "Boogy") then moveBoogy() return end if (pose == "Float") then moveFloat() return end if (pose == "Punch") then movePunch() return end if (pose == "Kick") then moveKick() return end if (pose == "Fly") then moveFly() return end if (pose == "FreeFall") then moveFreeFall() return end if (pose == "Climbing") then moveClimb() return end if (pose == "Seated") then moveSit() return end amplitude = 0.1 frequency = 1 RightShoulder.MaxVelocity = 0.15 LeftShoulder.MaxVelocity = 0.15 if (pose == "Running") then amplitude = 1 frequency = 9 elseif (pose == "Dancing") then amplitude = 2 frequency = 16 end desiredAngle = amplitude * math.sin(time*frequency) if pose~="Dancing" then RightShoulder.DesiredAngle = -desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle else RightShoulder.DesiredAngle = desiredAngle LeftShoulder.DesiredAngle = desiredAngle RightHip.DesiredAngle = -desiredAngle LeftHip.DesiredAngle = -desiredAngle end local tool = getTool() if tool ~= nil then animStringValueObject = getToolAnim(tool) if animStringValueObject ~= nil then toolAnim = animStringValueObject.Value -- message recieved, delete StringValue animStringValueObject.Parent = nil toolAnimTime = time + .3 end if time > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else toolAnim = "None" toolAnimTime = 0 end end
-- local dir = pos.CFrame.lookVector -- local pos1 = pos.Position + (dir * 6) -- rocket.CFrame = CFrame.new(pos1, pos1 + dir)
scr.Disabled= false rocket.Parent = game.Workspace -- т.е. дальше он живёт сам по себе end return module
--// All global vars will be wiped/replaced except script --// All guis are autonamed client.Variables.CodeName..gui.Name
return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent local playergui = service.PlayerGui local str = data.Message local time = data.Time or 15 local log = { Type = "Hint"; Title = "Hint"; Message = str; Icon = "rbxassetid://7501175708"; Time = os.date("%X"); Function = nil; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsPanel:Fire(log) --client.UI.Make("HintHolder") local container = client.UI.Get("HintHolder",nil,true) if not container then local holder = service.New("ScreenGui") holder.IgnoreGuiInset = not client.Variables.TopBarShift holder.ClipToDeviceSafeArea = true local hTable = client.UI.Register(holder) local frame = service.New("ScrollingFrame", holder) client.UI.Prepare(holder) hTable.Name = "HintHolder" frame.Name = "Frame" frame.BackgroundTransparency = 1 frame.Size = UDim2.new(1, 0, 0,150) frame.CanvasSize = UDim2.new(0, 0, 0, 0) frame.ChildAdded:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) frame.ChildRemoved:Connect(function(c) if #frame:GetChildren() == 0 then frame.Visible = false else frame.Visible = true end end) container = hTable hTable:Ready() end container = container.Object.Frame --// First things first account for notif :) local notif = client.UI.Get("Notif") if (container:IsA("ScreenGui")) then container.IgnoreGuiInset, container.ClipToDeviceSafeArea = not client.Variables.TopBarShift, true end container.Position = UDim2.new(0, 0, 0, (notif and 30 or 0)) local children = container:GetChildren() gui.Position = UDim2.new(0,0,0,-100) gui.Frame.msg.Text = str local bounds = gui.Frame.msg.TextBounds.X local function moveGuis(m,ignore) m = m or 0 local max = #container:GetChildren() for i,v in pairs(container:GetChildren()) do if v~=ignore then local y = (i+m)*28 v.Position = UDim2.new(0,0,0,y) if i~=max then v.Size = UDim2.new(1,0,0,28) end end end end local lom = -1 moveGuis(-1) gui.Parent = container if #container:GetChildren()>5 then lom = -2 end UDim2.new(0,0,0,(#container:GetChildren()+lom)*28) moveGuis(-1) --gui:TweenPosition(UDim2.new(0,0,0,(#container:GetChildren()+lom)*28),nil,nil,0.3,true,function() if gui and gui.Parent then moveGuis(-1) end end) if #container:GetChildren()>5 then local gui = container:GetChildren()[1] moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end wait(data.Time or 5) if gui and gui.Parent then moveGuis(-2,gui) gui:Destroy() --gui:TweenPosition(UDim2.new(0,0,0,-100),nil,nil,0.2,true,function() if gui and gui.Parent then gui:Destroy() end end) end end
-- Initialize the tool
local NewPartTool = { Name = 'New Part Tool'; Color = BrickColor.new 'Really black'; -- Default options Type = 'Normal'; };
--[[ The Module ]]
-- local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController")) local Gamepad = setmetatable({}, BaseCharacterController) Gamepad.__index = Gamepad function Gamepad.new(CONTROL_ACTION_PRIORITY) local self = setmetatable(BaseCharacterController.new(), Gamepad) self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.activeGamepad = NONE -- Enum.UserInputType.Gamepad1, 2, 3... self.gamepadConnectedConn = nil self.gamepadDisconnectedConn = nil return self end function Gamepad:Enable(enable) if not UserInputService.GamepadEnabled then return false end if enable == self.enabled then -- Module is already in the state being requested. True is returned here since the module will be in the state -- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate -- no action was necessary. False indicates failure to be in requested/expected state. return true end self.forwardValue = 0 self.backwardValue = 0 self.leftValue = 0 self.rightValue = 0 self.moveVector = ZERO_VECTOR3 self.isJumping = false if enable then self.activeGamepad = self:GetHighestPriorityGamepad() if self.activeGamepad ~= NONE then self:BindContextActions() self:ConnectGamepadConnectionListeners() else -- No connected gamepads, failure to enable return false end else self:UnbindContextActions() self:DisconnectGamepadConnectionListeners() self.activeGamepad = NONE end self.enabled = enable return true end
--[=[ @within Shake @prop TimeFunction () -> number The function used to get the current time. This defaults to `time` during runtime, and `os.clock` otherwise. Usually this will not need to be set, but it can be optionally configured if desired. ]=]
---@class Database
local Database = {} Database.__index = Database
---------------------------------------------------------------------------------------------------- -------------------=[ PROJETIL ]=------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,Distance = 10000 ,BDrop = .25 ,BSpeed = 2300 ,SuppressMaxDistance = 25 --- Studs ,SuppressTime = 10 --- Seconds ,BulletWhiz = true ,BWEmitter = 25 ,BWMaxDistance = 200 ,BulletFlare = false ,BulletFlareColor = Color3.fromRGB(255,255,255) ,Tracer = true ,TracerColor = Color3.fromRGB(255,255,255) ,TracerLightEmission = 1 ,TracerLightInfluence = 0 ,TracerLifeTime = .2 ,TracerWidth = .1 ,RandomTracer = false ,TracerEveryXShots = 1 ,TracerChance = 100 ,BulletLight = false ,BulletLightBrightness = 1 ,BulletLightColor = Color3.fromRGB(255,255,255) ,BulletLightRange = 10 ,ExplosiveHit = false ,ExPressure = 500 ,ExpRadius = 25 ,DestroyJointRadiusPercent = 0 --- Between 0 & 1 ,ExplosionDamage = 100 ,LauncherDamage = 100 ,LauncherRadius = 25 ,LauncherPressure = 500 ,LauncherDestroyJointRadiusPercent = 0
-- FUNCTIONS --
humanoid:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false) humanoid:SetStateEnabled(Enum.HumanoidStateType.GettingUp, false) local head = char:WaitForChild("Head") head.Shape = Enum.PartType.Ball head.Size = Vector3.new(1,1,1) CS:GetInstanceAddedSignal("Ragdoll"):Connect(function(v) if v == char then humanoid:ChangeState(Enum.HumanoidStateType.Physics) hrp:ApplyAngularImpulse(Vector3.new(90, 0, 0)) end end) CS:GetInstanceRemovedSignal("Ragdoll"):Connect(function(v) if v == char then humanoid:ChangeState(Enum.HumanoidStateType.GettingUp) end end)
-- dayLength defines how long, in minutes, a day in your game is. Feel free to alter it.
local dayLength = 15 local cycleTime = dayLength*60 local minutesInADay = 24*60 local lighting = game:GetService("Lighting") local startTime = tick() - (lighting:getMinutesAfterMidnight() / minutesInADay)*cycleTime local endTime = startTime + cycleTime local timeRatio = minutesInADay / cycleTime if dayLength == 0 then dayLength = 1 end repeat local currentTime = tick() if currentTime > endTime then startTime = endTime endTime = startTime + cycleTime end lighting:setMinutesAfterMidnight((currentTime - startTime)*timeRatio) wait(1/15) until false
-- carSeat.Parent.Body.Dash.Screen.G.Radio.Song.Text = "Music off"
end F.pitc = function(v) carSeat.Parent.Body.MP.Sound.Pitch = v end script.Parent.OnServerEvent:connect(function(Player, Func, ...) if F[Func] then F[Func](...) end end)
--[[ CameraShakePresets.Bump CameraShakePresets.Explosion CameraShakePresets.Earthquake 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 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; })
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(106) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(1013) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(1023) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--[[** <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 ipairs({...}) 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 DataStore2.SaveAllAsync = Promise.promisify(DataStore2.SaveAll) 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 IsPlayer.Check(player), ("DataStore2() API call expected {string dataStoreName, Player 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 = { Name = dataStoreName, UserId = player.UserId, callbacks = {}, beforeInitialGet = {}, afterSave = {}, bindToClose = {}, } dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore) setmetatable(dataStore, DataStoreMetatable) local saveFinishedEvent, isSaveFinished = Instance.new("BindableEvent"), false local bindToCloseEvent = Instance.new("BindableEvent") local bindToCloseCallback = function() if not isSaveFinished then -- Defer to avoid a race between connecting and firing "saveFinishedEvent" Promise.defer(function() bindToCloseEvent:Fire() -- Resolves the Promise.race to save the data end) saveFinishedEvent.Event:Wait() end local value = dataStore:Get(nil, true) for _, bindToClose in ipairs(dataStore.bindToClose) do bindToClose(player, value) end end local success, errorMessage = pcall(function() game:BindToClose(function() if bindToCloseCallback == nil then return end bindToCloseCallback() end) end) if not success then warn("DataStore2 could not BindToClose", errorMessage) end Promise.race({ Promise.fromEvent(bindToCloseEvent.Event), Promise.fromEvent(player.AncestryChanged, function() return not player:IsDescendantOf(game) end), }):andThen(function() 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() isSaveFinished = true saveFinishedEvent:Fire() end) --Give a long delay for people who haven't figured out the cache :^( return Promise.delay(40):andThen(function() DataStoreCache[player] = nil bindToCloseCallback = 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)
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,0.73,0.02) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
-- Get the character and humanoid
local character = game.Players.LocalPlayer.Character local humanoid = character:WaitForChild("Humanoid")
-- ROBLOX upstream: https://github.com/facebook/jest/tree/v27.4.7/packages/jest-util/src/isPromise.ts
-- Make signal strict
setmetatable(Signal, { __index = function(tb, key) error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(tb, key, value) error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2) end }) return Signal
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
_L.Services.MarketplaceService.ProcessReceipt = function(receiptInfo) --- Reciept info local playerId = receiptInfo.PlayerId local productId, purchaseId = receiptInfo.ProductId, receiptInfo.PurchaseId local currencySpent, currencyType = receiptInfo.CurrencySpent, receiptInfo.CurrencyType local placeId = receiptInfo.PlaceIdWherePurchased --- Find the player instance from playerId (scans several times just in case) local function FindPlayer() local player = game.Players:GetPlayerByUserId(playerId) local attempts = 0 while (not player) and attempts < 20 do wait(.2) player = game.Players:GetPlayerByUserId(playerId) attempts = attempts + 1 end return player end --- Process product reciept local player = FindPlayer() if player then local productDir = Products.GetDir(productId) local playerStats = _L.Saving.Get(player) if productDir and playerStats then --- Reward the player for purchasing this product based on the callback! local pass = false local pass2 = pcall(function() pass = productDir.Callback(player, receiptInfo) end) --- Success! if pass and pass2 then pcall(function() _L.Network.Fire("Product Bought", player, receiptInfo) _L.Signal.Fire("Product Bought", player, receiptInfo) _L.Analytics.Purchase("product", player.Name, productId) end) return Enum.ProductPurchaseDecision.PurchaseGranted end end end --- Failed, for some reason. Attempt to let the player know (if they are in the server) pcall(function() if player then _L.Network.Fire("Product Failed", player, receiptInfo) _L.Print("[bold]HUGE ISSUE: Failed to process product purchase! (plr: " .. player.Name .. " | id: " .. productId .. ") [/bold]", true) else _L.Print("[bold]HUGE ISSUE: Failed to process product purchase, could not find player! (plr: " .. playerId .. " | id: " .. productId .. ") [/bold]", true) end end) -- return Enum.ProductPurchaseDecision.NotProcessedYet end
-- Declare a global variable to store the secret
secret = nil
--[[ Returns a single instance of the EmoteManager that is used throughout the server side of the EmoteBar ]]
local function getEmoteManager() return emoteManager end return getEmoteManager
--[[Engine]]
--Torque Curve Tune.Horsepower = 510 -- [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)
--[=[ @class UICornerUtils ]=]
local UICornerUtils = {} function UICornerUtils.fromScale(scale, parent) local uiCorner = Instance.new("UICorner") uiCorner.CornerRadius = UDim.new(scale, 0) uiCorner.Parent = parent return uiCorner end function UICornerUtils.fromOffset(offset, parent) local uiCorner = Instance.new("UICorner") uiCorner.CornerRadius = UDim.new(0, offset) uiCorner.Parent = parent return uiCorner end
--
script.Parent.OnServerEvent:Connect(function(p) local Character = p.Character local Humanoid = Character.Humanoid local RootPart = Character.HumanoidRootPart local torso = Character.Torso local RArm = Character["Right Arm"] local LArm = Character["Left Arm"] local anim = Humanoid:LoadAnimation(script.Punch) local anim3 = Humanoid:LoadAnimation(script.BD) local FX = Assets.Punch3:Clone() anim:Play() Humanoid.WalkSpeed = 10 Humanoid.JumpPower = 0 Humanoid.AutoRotate = false RootPart.Anchored = true FX.CFrame = torso.CFrame * CFrame.new(0,-3,-2) FX.Parent = workspace.Effects wait(0.2) local dust = Assets.Dust.Attachment:Clone() FX.CanCollide = false FX.CastShadow = false FX.Anchored = true FX.Parent = workspace.Effects FX.Transparency = 1 FX.CFrame = torso.CFrame * CFrame.new(0,-3,-2) dust.Parent = RootPart wait(0.05) local hitcontent = workspace:GetPartBoundsInBox(FX.CFrame, Vector3.new(19.5, 22, 19.5)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true local RootPart2 = v.Parent.HumanoidRootPart script.Parent.Parent.Parent.Part1.Part2.Motor6D.Part1 = RootPart2 anim3:Play() local vel = Instance.new("BodyVelocity", v.Parent.Torso) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = v.Parent.Torso vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,2) for _,Particles in pairs(dust:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end wait(0.01) wait(0.5) local dust = Assets.Dust.Attachment:Clone() FX.CanCollide = false FX.CastShadow = false FX.Anchored = true FX.Parent = workspace.Effects FX.Transparency = 1 FX.CFrame = torso.CFrame * CFrame.new(0,-3,-2) dust.Parent = RootPart wait(0.05) local hitcontent = workspace:GetPartBoundsInBox(FX.CFrame, Vector3.new(19.5, 22, 19.5)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true local HitCounterRemote = RS.Events.Remotes.HitCounter HitCounterRemote:FireClient(p) local anim2 = v.Parent.Humanoid:LoadAnimation(script.Hit) anim2:Play() local vel = Instance.new("BodyVelocity", v.Parent.Torso) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = v.Parent.Torso vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,2) local HitFX = Assets.Headbutt.Attachment:Clone() local Head = v.Parent.Head HitFX.Parent = Head HitFX.Hit:Play() for _,Particles in pairs(HitFX:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(dust:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end game.Debris:AddItem(HitFX,3) wait(0.01) end end end wait(0.45) local dust = Assets.Dust.Attachment:Clone() FX.CanCollide = false FX.CastShadow = false FX.Anchored = true FX.Parent = workspace.Effects FX.Transparency = 1 FX.CFrame = torso.CFrame * CFrame.new(0,-3,-2) dust.Parent = RootPart wait(0.05) local hitcontent = workspace:GetPartBoundsInBox(FX.CFrame, Vector3.new(19.5, 22, 19.5)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true local HitCounterRemote = RS.Events.Remotes.HitCounter HitCounterRemote:FireClient(p) local anim2 = v.Parent.Humanoid:LoadAnimation(script.Hit) anim2:Play() local vel = Instance.new("BodyVelocity", v.Parent.Torso) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = v.Parent.Torso vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,2) local HitFX = Assets.Headbutt.Attachment:Clone() local Head = v.Parent.Head HitFX.Parent = Head HitFX.Hit:Play() for _,Particles in pairs(HitFX:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(dust:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end game.Debris:AddItem(HitFX,3) wait(0.01) end end end wait(0.45) local dust = Assets.Dust.Attachment:Clone() FX.CanCollide = false FX.CastShadow = false FX.Anchored = true FX.Parent = workspace.Effects FX.Transparency = 1 FX.CFrame = torso.CFrame * CFrame.new(0,-3,-2) dust.Parent = RootPart wait(0.05) local hitcontent = workspace:GetPartBoundsInBox(FX.CFrame, Vector3.new(19.5, 22, 19.5)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true local HitCounterRemote = RS.Events.Remotes.HitCounter HitCounterRemote:FireClient(p) local anim2 = v.Parent.Humanoid:LoadAnimation(script.Hit) anim2:Play() local vel = Instance.new("BodyVelocity", v.Parent.Torso) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = v.Parent.Torso vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.LookVector * 0 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,2) local HitFX = Assets.Headbutt.Attachment:Clone() local Head = v.Parent.Head HitFX.Parent = Head HitFX.Hit:Play() for _,Particles in pairs(HitFX:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(dust:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end game.Debris:AddItem(HitFX,3) wait(0.01) end end end wait(0.3) local dust = Assets.Dust.Attachment:Clone() FX.CanCollide = false FX.CastShadow = false FX.Anchored = true FX.Parent = workspace.Effects FX.Transparency = 1 FX.CFrame = torso.CFrame * CFrame.new(0,-3,-2) dust.Parent = RootPart wait(0.05) local hitcontent = workspace:GetPartBoundsInBox(FX.CFrame, Vector3.new(19.5, 22, 19.5)) local hitlist = {} for _,v in pairs(hitcontent) do if v.Parent:FindFirstChild("Humanoid") and v.Parent ~= Character then if not hitlist[v.Parent.Humanoid] then hitlist[v.Parent.Humanoid] = true local HitCounterRemote = RS.Events.Remotes.HitCounter HitCounterRemote:FireClient(p) script.Parent.Parent.Parent.Part1.Part2.Motor6D.Part1 = nil RootPart.Anchored = false Humanoid.WalkSpeed = 16 Humanoid.JumpPower = 50 Humanoid.AutoRotate = true v.Parent.Humanoid:TakeDamage(25) local vel = Instance.new("BodyVelocity", v.Parent.Torso) vel.MaxForce = Vector3.new(1,1,1) * 1000000; vel.Parent = v.Parent.Torso vel.Velocity = Vector3.new(1,1,1) * p.Character:WaitForChild("HumanoidRootPart").CFrame.RightVector * 70 vel.Name = "SmallMoveVel" game.Debris:AddItem(vel,.2) RagodllModule.RagDoll(v.Parent,1) local HitFX = Assets.Headbutt.Attachment:Clone() local Head = v.Parent.Head HitFX.Parent = Head HitFX.Hit2:Play() for _,Particles in pairs(HitFX:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end for _,Particles in pairs(dust:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end game.Debris:AddItem(HitFX,3) local HitFX2 = Assets.HitFXbd.Attach2:Clone() HitFX2.Parent = v.Parent.Torso for _,Particles in pairs(HitFX2:GetDescendants()) do if Particles:IsA("ParticleEmitter") then Particles:Emit(Particles:GetAttribute("EmitCount")) end end game.Debris:AddItem(HitFX2,3) wait(0.01) end end end end end end RootPart.Anchored = false Humanoid.WalkSpeed = 16 Humanoid.JumpPower = 50 Humanoid.AutoRotate = true wait(2) FX:Destroy() dust:Destroy() end)
--Made by Stickmasterluke
sp=script.Parent assetId=67629734 function findcurrentzombie() for i,v in ipairs(game.Workspace:GetChildren()) do if v and v.Parent then if v:FindFirstChild("LinkedSpawn") then if v.LinkedSpawn.Value==sp then zombie=v end end end end end findcurrentzombie() function spawn() zombie=game:GetService("InsertService"):LoadAsset(assetId):GetChildren()[1]--game.Lighting.Zombie:clone() zombie.LinkedSpawn.Value=sp zombie.Parent=game.Workspace zombie:MoveTo(sp.ZombieSpawn.Position+Vector3.new(0,3.5,0)) end while true do wait(.25) if zombie and zombie~=nil and zombie.Parent and zombie:FindFirstChild("LinkedSpawn") and zombie.LinkedSpawn.Value==sp then else wait(sp.Configuration["Respawn Time"].Value) spawn() end end
--[[ Middleware for triggering events on action dispatch Each key in the `events` object should be the type of an action. For example: local fooAction = { type = "foo" } local events = { [fooAction.type] = Instance.new("BindableEvent") } local store = Rodux.Store.new(reducer, nil, { actionsAsEvents(events) }) store:dispatch(fooAction) If you use Rodux.makeActionCreator() then you can optionally use the `name` field instead: local fooAction = Rodux.makeActionCreator("foo", function() return {} end) local events = { [fooAction.name] = Instance.new("BindableEvent") } local store = Rodux.Store.new(reducer, nil, { actionsAsEvents(events) }) store:dispatch(fooAction()) ]]
export type Action = { type: string, eventArguments: { any }?, } export type Event = BindableEvent | { Fire: (...any) -> (), } local function actionsAsEvents(events: { [string]: Event }) local function middleware(nextDispatch: (Action) -> ()) return function(action: Action) local event = events[action.type] if event then if action.eventArguments then -- FIXME Luau: Need to cast `event` to `any` to clear -- "Cannot call non-function" error (event :: any):Fire(table.unpack(action.eventArguments)) else -- FIXME Luau: Need to cast `event` to `any` to clear -- "Cannot call non-function" error (event :: any):Fire() end end return nextDispatch(action) end end return middleware end return actionsAsEvents
--// Setup \\--
PartSetup(center,"Center") PartSetup(left,"Left") PartSetup(right,"Right") WeldSetup(centerWeld,center,CFrame.new(0,1.5,-5)) WeldSetup(leftWeld,left,CFrame.new(0,1.5,-5)*CFrame.fromEulerAnglesXYZ(0, math.rad(45), 0)) WeldSetup(rightWeld,right,CFrame.new(0,1.5,-5)*CFrame.fromEulerAnglesXYZ(0, math.rad(45), 0))
--[[ Hey, this script is all set up! If you want you can modify it, if you know what your doing. Contact me if you have any questions. --qreet UPDATE LOG May 29|2018 --Added smoother loading --Click noise --]]
script:WaitForChild("Intro"):Clone().Parent = game.StarterGui script:Destroy()
--[[ * Determine the common prefix of two strings. * @param {string} text1 First string. * @param {string} text2 Second string. * @return {number} The number of characters common to the start of each * string. --]]
local function _diff_commonPrefix(text1: string, text2: string): number -- Quick check for common null cases. if #text1 == 0 or #text2 == 0 or strbyte(text1, 1, 1) ~= strbyte(text2, 1, 1) then return 0 end -- Binary search. -- Performance analysis: https://neil.fraser.name/news/2007/10/09/ local pointermin = 1 local pointermax = min(#text1, #text2) local pointermid = pointermax local pointerstart = 1 while pointermin < pointermid do if strsub(text1, pointerstart, pointermid) == strsub(text2, pointerstart, pointermid) then pointermin = pointermid pointerstart = pointermin else pointermax = pointermid end pointermid = floor(pointermin + (pointermax - pointermin) / 2) end return pointermid end
-- debug.profilebegin("COLOR3_LERP_FUNCTION")
local L = (1 - DeltaTime) * L0 + DeltaTime * L1 if L < 0.0197955 then
--Please keep my name in there. ;)
bannedlist = { "someoneyouhate","Someoneyouhate","someoneyouhate","someoneyouhate","someoneyouhate"}--Put a persones name here to ban them from your game! --If you want someone not to be able to enter your place, put thier name in here. texture = ""--If you want someone wearing a certain t-shirt to be an admin, put the t-shirt's texture in here.
-- / Modules / --
local VictoryMessagesModule = require(script.VictoryMessagesModule) local DeathMessagesModule = require(script.DeathMessagesModule)
--[[ rbxassetid://757425958 --midnight rbxassetid://759830238 --early hours rbxassetid://759820270 --morning rbxassetid://759829474 --afternoon rbxassetid://759821278 --evening ai.Image = bi.Image = ci.Image = di.Image = ei.Image = --]]
local g = game.Lighting:GetMinutesAfterMidnight()/60 if (g >= 22 and g <= 0) or (g <= 0 and g < 2) then --print("aaaaa") ai.Image = a bi.Image = a ci.Image = a di.Image = a ei.Image = a selected = "A" elseif (g >= 2 and g < 6) then --print("b") ai.Image = b bi.Image = b ci.Image = b di.Image = b ei.Image = b selected = "B" elseif (g >= 6 and g < 11) then --print("c") ai.Image = c bi.Image = c ci.Image = c di.Image = c ei.Image = c selected = "C" elseif (g >= 11 and g < 17) then --print("ddddd") ai.Image = d bi.Image = d ci.Image = d di.Image = d ei.Image = d selected = "D" else --print("e") ai.Image = e bi.Image = e ci.Image = e di.Image = e ei.Image = e selected = "E" end script.Parent.SplashFade.Disabled = false if selected == "A" then script.Parent.SplashLoopA.Disabled = false elseif selected == "B" then script.Parent.SplashLoopB.Disabled = false elseif selected == "C" then script.Parent.SplashLoopC.Disabled = false elseif selected == "D" then script.Parent.SplashLoopD.Disabled = false else script.Parent.SplashLoopE.Disabled = false end
--[[ Main application logic, where the main business logic for server-client replication lives. ]]
function App:init() self.state = { -- Maps a canvas ID to its spots UUID -- -- Schema: -- { -- [canvasId] = { -- spots = { <Spot UUID>, ... }, -- }, -- ... -- } canvases = {}, -- Maps spot UUID to its art metadata -- -- Schema: -- { -- [spotId] = { -- artId = "<art ID (NOT ASSET ID)>", -- ownerUserId = "<UserId of player who placed this art>", -- }, -- ... -- } spots = {}, -- Active spot index that the player is assigned to place the art in activeSpotId = nil, -- Canvas ID that we are showing proximity prompt for activeCanvasId = nil, -- Error message shown to user as a modal when something goes wrong errorMessage = nil, -- Flag to mark if a canvas has the initial spots information loaded isLoaded = {}, } -- Map between spot UUID and its corresponding ref for usage by CameraModule to animate self.spotRefs = {} -- Keep track of the SurfaceGui for each canvas for CameraModule to animate self.canvasRefs = {} -- Keeps track of selector GUI self.selectorRef = Roact.createRef() -- Keeps track of error message GUI self.errorMessageRef = Roact.createRef() -- Controls camera movement self.cameraModule = CameraModule.new(workspace.CurrentCamera) -- Controls user's input self.userInputController = UserInputController.new() -- Controls user's active GUI self.guiController = GuiController.new({ self.selectorRef, self.errorMessageRef }) -- Controls user's (and potentially other Player's) Humanoid -- Maps between UserId and their HumanoidController. self.humanoidControllers = {} for _, player in pairs(Players:GetPlayers()) do self.humanoidControllers[player.UserId] = HumanoidController.new(player) end -- Set to true when we are transitioning between camera scenes self.isAnimating = false self.getTagged = modules.getTagged(self) self.fetchArt = modules.fetchArt(self) self.fetchAllArt = modules.fetchAllArt(self) self.applyArt = modules.applyArt(self) self.getRandomSpot = modules.getRandomSpot(self) self.clearErrorMessage = modules.clearErrorMessage(self) self.hideHumanoids = modules.hideHumanoids(self) self.showHumanoids = modules.showHumanoids(self) self.waitForHumanoidAnimations = modules.waitForHumanoidAnimations(self) self.getModelFace = modules.getModelFace() self.cleanup = modules.cleanup(self) self.onSpotChanged = modules.onSpotChanged(self, events) self.onPromptShown = modules.onPromptShown(self) self.onPromptHidden = modules.onPromptHidden(self) self.onCancel = modules.onCancel(self) self.onPlayerAdded = function(player) self.humanoidControllers[player.UserId] = HumanoidController.new(player) end self.onPlayerRemoving = function(player) self.humanoidControllers[player.UserId] = nil end end function App:render() -- Render nothing if we turn off the dev module if not self.props.configuration.enabled then return nil end local surfaceGuis = self:_renderSurfaceGuis() local proximityPrompts = self:_renderProximityPrompts() local selector = self:_renderSelector() local canvasAttributeListeners = self:_canvasAttributeListeners() return Roact.createFragment( Cryo.Dictionary.join(selector, surfaceGuis, proximityPrompts, canvasAttributeListeners, { ErrorMessage = self.state.errorMessage and Roact.createElement("ScreenGui", { IgnoreGuiInset = true, ResetOnSpawn = false, [Roact.Ref] = self.errorMessageRef, }, { Roact.createElement(ErrorMessage, { errorCode = self.state.errorMessage, onActivated = self.clearErrorMessage, }), }), FetchAllEvent = Roact.createElement(ExternalEventConnection, { event = self.props.SpotChanged.OnClientEvent, callback = self.onSpotChanged, }), InitializeHumanoidController = Roact.createElement(ExternalEventConnection, { event = Players.PlayerAdded, callback = self.onPlayerAdded, }), CleanupHumanoidController = Roact.createElement(ExternalEventConnection, { event = Players.PlayerRemoving, callback = self.onPlayerRemoving, }), }) ) end function App:didMount() self.fetchAllArt() end function App:didUpdate(_, prevState) if prevState.activeSpotId ~= self.state.activeSpotId then if self.state.activeSpotId ~= nil then events.selectorShown:Fire() else events.selectorHidden:Fire() end end end function App:_renderSurfaceGuis() -- Surface GUIs for all canvases local surfaceGuis = {} for _, model in ipairs(self.getTagged()) do local canvasId = model:GetAttribute(constants.Attributes.SurfaceCanvasId) if not canvasId then warn("[SurfaceArt] CanvasID does not exist for model") continue end -- Future improvement support for dynamic loading of canvases possible by using a table instead of a single flag -- e.g. only load artwork on canvas when users are within a threshold distance if not self.state.isLoaded[canvasId] then continue end if not self.canvasRefs[canvasId] then self.canvasRefs[canvasId] = Roact.createRef() end local spots = self:_renderSpots(model) local surfaceGui = Roact.createElement("SurfaceGui", { Adornee = model, SizingMode = Enum.SurfaceGuiSizingMode.PixelsPerStud, PixelsPerStud = 50, Face = self.getModelFace(model), ResetOnSpawn = false, [Roact.Ref] = self.canvasRefs[canvasId], }, { SurfaceCanvas = Roact.createElement(SurfaceCanvas, { numRows = self.props.configuration.rowsPerCanvas, numCols = self.props.configuration.colsPerCanvas, paddingLeft = self.props.configuration.canvasPaddingLeft, paddingRight = self.props.configuration.canvasPaddingRight, paddingTop = self.props.configuration.canvasPaddingTop, paddingBottom = self.props.configuration.canvasPaddingBottom, }, spots), }) surfaceGuis["canvas_" .. canvasId] = surfaceGui end return surfaceGuis end function App:_renderSpots(model) local spots = {} local spotsPerCanvas = self.props.configuration.rowsPerCanvas * self.props.configuration.colsPerCanvas for i = 1, spotsPerCanvas do local spotId = model:GetAttribute(constants.Attributes.SpotIdPrefix .. i) local spot = self.state.spots[spotId] if not spot then continue end local artId = spot.artId -- We may have not loaded the asset ID yet local asset = artId and self.props.configuration.assets[artId] if not self.spotRefs[spotId] then self.spotRefs[spotId] = Roact.createRef() end local surfaceSpot = Roact.createElement(SurfaceSpot, { image = asset and asset.assetId, [Roact.Ref] = self.spotRefs[spotId], }) table.insert(spots, surfaceSpot) end return spots end function App:_renderProximityPrompts() local proximityPrompts = {} for _, model in ipairs(self.getTagged()) do local canvasId = model:GetAttribute(constants.Attributes.SurfaceCanvasId) if not canvasId then warn("[SurfaceArt] CanvasID does not exist for model") continue end local prompt = Roact.createFragment({ Roact.createElement(Roact.Portal, { target = model, }, { ProximityPrompt = Roact.createElement("ProximityPrompt", { Enabled = true, KeyboardKeyCode = self.props.configuration.promptKeyCode, RequiresLineOfSight = self.props.configuration.promptRequiresLineOfSight, MaxActivationDistance = self.props.configuration.promptMaxActivationDistance, Exclusivity = self.props.configuration.promptExclusivity, Style = Enum.ProximityPromptStyle.Custom, [Roact.Event.TriggerEnded] = function() self.getRandomSpot(canvasId) end, [Roact.Event.PromptShown] = function() self.onPromptShown(canvasId) events.promptShown:Fire(model) end, [Roact.Event.PromptHidden] = function() self.onPromptHidden() events.promptHidden:Fire(model) end, }), }), SurfacePrompt = Roact.createElement("BillboardGui", { Active = true, Adornee = model, Size = UDim2.fromOffset(60, 60), AlwaysOnTop = true, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, ResetOnSpawn = false, }, { Roact.createElement(SurfacePrompt, { isShown = canvasId == self.state.activeCanvasId and not self.state.activeSpotId, onClick = function() self.getRandomSpot(canvasId) end, }), }), }) proximityPrompts["prompts_" .. canvasId] = prompt end return proximityPrompts end function App:_renderSelector() local artIds = Cryo.Dictionary.keys(self.props.configuration.assets) return { Selector = self.state.activeSpotId ~= nil and Roact.createElement("ScreenGui", { IgnoreGuiInset = true, ResetOnSpawn = false, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, [Roact.Ref] = self.selectorRef, }, { Roact.createElement(SurfaceArtSelector, { images = Cryo.List.map(artIds, function(artId) return self.props.configuration.assets[artId].assetId end), onApply = function(index) local artId = artIds[index] self.applyArt(artId) end, onCancel = self.onCancel, }), }), } end function App:_canvasAttributeListeners() local listeners = {} for i, model in ipairs(self.getTagged()) do listeners["listener_" .. i] = Roact.createElement(ExternalEventConnection, { event = model.AttributeChanged, callback = function(attributeName) if attributeName == constants.Attributes.SurfaceCanvasId then local canvasId = model:GetAttribute(constants.Attributes.SurfaceCanvasId) self.fetchArt(canvasId) end end, }) end return listeners end return ConfigurationContext.withConfiguration(App)
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__Chat__2 = game:GetService("Chat"); local l__ClientChatModules__3 = l__Chat__2:WaitForChild("ClientChatModules"); local l__MessageCreatorModules__4 = l__ClientChatModules__3:WaitForChild("MessageCreatorModules"); local l__Parent__5 = script.Parent; local v6 = require(l__ClientChatModules__3:WaitForChild("ChatSettings")); local v7 = require(l__Parent__5:WaitForChild("MessageSender")); local v8 = {}; v8.__index = v8; function mergeProps(p1, p2) if not p1 then return; end; local v9, v10, v11 = pairs(p1); while true do local v12, v13 = v9(v10, v11); if v12 then else break; end; v11 = v12; p2[v12] = v13; end; end; function ReturnToObjectPoolRecursive(p3, p4) local v14 = p3:GetChildren(); local v15 = #v14; local v16 = 1 - 1; while true do ReturnToObjectPoolRecursive(v14[v16], p4); if 0 <= 1 then if v16 < v15 then else break; end; elseif v15 < v16 then else break; end; v16 = v16 + 1; end; p3.Parent = nil; p4:ReturnInstance(p3); end; local u1 = require(l__MessageCreatorModules__4:WaitForChild("Util")); function GetMessageCreators() local v17 = {}; local v18 = l__MessageCreatorModules__4:GetChildren(); local v19 = #v18; local v20 = 1 - 1; while true do if v18[v20]:IsA("ModuleScript") then if v18[v20].Name ~= "Util" then local v21 = require(v18[v20]); v17[v21[u1.KEY_MESSAGE_TYPE]] = v21[u1.KEY_CREATOR_FUNCTION]; end; end; if 0 <= 1 then if v20 < v19 then else break; end; elseif v19 < v20 then else break; end; v20 = v20 + 1; end; return v17; end; function v8.WrapIntoMessageObject(p5, p6, p7) local v22 = nil; if u1.KEY_BASE_MESSAGE then v22 = p7[u1.KEY_BASE_MESSAGE]; end; return { ID = p6.ID, BaseFrame = p7[u1.KEY_BASE_FRAME], BaseMessage = v22, UpdateTextFunction = p7[u1.KEY_UPDATE_TEXT_FUNC] or function() warn("NO MESSAGE RESIZE FUNCTION"); end, GetHeightFunction = p7[u1.KEY_GET_HEIGHT], FadeInFunction = p7[u1.KEY_FADE_IN], FadeOutFunction = p7[u1.KEY_FADE_OUT], UpdateAnimFunction = p7[u1.KEY_UPDATE_ANIMATION], ObjectPool = p5.ObjectPool, Destroyed = false, Destroy = function(p8) ReturnToObjectPoolRecursive(p8.BaseFrame, p8.ObjectPool); p8.Destroyed = true; end }; end; function v8.CreateMessageLabel(p9, p10, p11) local v23 = nil; p10.Channel = p11; local u2 = nil; pcall(function() u2 = l__Chat__2:InvokeChatCallback(Enum.ChatCallbackType.OnClientFormattingMessage, p10); end); p10.ExtraData = p10.ExtraData or {}; mergeProps(u2, p10.ExtraData); local l__MessageType__24 = p10.MessageType; if p9.MessageCreators[l__MessageType__24] then local v25 = p9.MessageCreators[l__MessageType__24](p10, p11); if v25 then return p9:WrapIntoMessageObject(p10, v25); else return; end; elseif p9.DefaultCreatorType then v23 = p9.MessageCreators[p9.DefaultCreatorType](p10, p11); if not v23 then return; end; else error("No message creator available for message type: " .. l__MessageType__24); return; end; return p9:WrapIntoMessageObject(p10, v23); end; local u3 = require(l__Parent__5:WaitForChild("ObjectPool")); function v1.new() local v26 = setmetatable({}, v8); v26.ObjectPool = u3.new(50); v26.MessageCreators = GetMessageCreators(); v26.DefaultCreatorType = u1.DEFAULT_MESSAGE_CREATOR; u1:RegisterObjectPool(v26.ObjectPool); return v26; end; function v1.GetStringTextBounds(p12, p13, p14, p15, p16) return u1:GetStringTextBounds(p13, p14, p15, p16); end; return v1;
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message, textFilterContext) --// USES FFLAG local alwaysRunFilter = false local runFilter = false if (alwaysRunFilter or runFilter) then local fromSpeaker = self:GetSpeaker(speakerName) if fromSpeaker == nil then return false, nil, nil end local fromPlayerObj = fromSpeaker:GetPlayer() if fromPlayerObj == nil then return true, false, message end if allSpaces(message) then return true, false, message end local success, filterResult = pcall(function() local ts = game:GetService("TextService") local result = ts:FilterStringAsync(message, fromPlayerObj.UserId, textFilterContext) return result end) if (success) then return true, true, filterResult else warn("Error filtering message:", message, filterResult) self:InternalNotifyFilterIssue() return false, nil, nil end end --// Simulate filtering latency. wait() return true, false, message end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalGetUniqueMessageId() local id = self.MessageIdCounter self.MessageIdCounter = id + 1 return id end function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded) if (self.Speakers[speakerName:lower()]) then error("Speaker \"" .. speakerName .. "\" already exists!") end local speaker = Speaker.new(self, speakerName) speaker:InternalAssignPlayerObject(playerObj) self.Speakers[speakerName:lower()] = speaker if fireSpeakerAdded then local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error adding speaker: " ..err) end end return speaker end function methods:InternalFireSpeakerAdded(speakerName) local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end) if not success and err then print("Error firing speaker added: " ..err) end end
-- Streamable -- Stephen Leitnick -- November 08, 2021
return { Streamable = require(script.Streamable); StreamableUtil = require(script.StreamableUtil); }
-- Really blue: [0,75,255] (Default) -- Lime green: [23,255,90] -- Institutional white: [255,255,255] -- Tr. Flu. Yellow: [255,241,87] -- Electric blue: [0,110,255] -- Eggplant: [110,0,160] -- Really red: [255,0,0]
-- RCM Settings V
self.WeaponWeight = 4 -- Weapon weight must be enabled in the Config module self.ShellEjectionMod = true self.Holster = true self.HolsterPoint = "Torso" self.HolsterCFrame = CFrame.new(0.65,0.1,-0.8) * CFrame.Angles(math.rad(-90),math.rad(15),math.rad(75)) self.FlashChance = 0 -- 0 = no muzzle flash, 10 = Always muzzle flash self.ADSEnabled = { -- Ignore this setting if not using an ADS Mesh true, -- Enabled for primary sight false} -- Enabled for secondary sight (T) self.ExplosiveAmmo = false -- Enables explosive ammo self.ExplosionRadius = 70 -- Radius of explosion damage in studs self.ExplosionType = "Default" -- Which explosion effect is used from the HITFX Explosion folder self.IsLauncher = true -- For RPG style rocket launchers self.EjectionOverride = nil -- Don't touch unless you know what you're doing with Vector3s return self
--[[ Manages batch updating of spring objects. ]]
local RunService = game:GetService("RunService") local updateAll = require(script.Parent.Parent.Parent.Dependencies).updateAll local packType = require(script.Parent.packType) local springCoefficients = require(script.springCoefficients) type Set<T> = {[T]: any} local SpringScheduler = {} local EPSILON = 0.0001 local activeSprings = {} local lastUpdateTime = os.clock() function SpringScheduler.add(spring: any) -- we don't necessarily want to use the most accurate time - here we snap to -- the last update time so that springs started within the same frame have -- identical time steps spring._lastSchedule = lastUpdateTime spring._startDisplacements = {} spring._startVelocities = {} for index, goal in ipairs(spring._springGoals) do spring._startDisplacements[index] = spring._springPositions[index] - goal spring._startVelocities[index] = spring._springVelocities[index] end activeSprings[spring] = true end function SpringScheduler.remove(spring) activeSprings[spring] = nil end local function updateAllSprings() local springsToSleep = {} lastUpdateTime = os.clock() for spring in activeSprings do local posPos, posVel, velPos, velVel = springCoefficients(lastUpdateTime - spring._lastSchedule, spring._currentDamping, spring._currentSpeed) local positions = spring._springPositions local velocities = spring._springVelocities local startDisplacements = spring._startDisplacements local startVelocities = spring._startVelocities local isMoving = false for index, goal in ipairs(spring._springGoals) do local oldDisplacement = startDisplacements[index] local oldVelocity = startVelocities[index] local newDisplacement = oldDisplacement * posPos + oldVelocity * posVel local newVelocity = oldDisplacement * velPos + oldVelocity * velVel if math.abs(newDisplacement) > EPSILON or math.abs(newVelocity) > EPSILON then isMoving = true end positions[index] = newDisplacement + goal velocities[index] = newVelocity end if not isMoving then springsToSleep[spring] = true end end for spring in pairs(activeSprings) do spring._currentValue = packType(spring._springPositions, spring._currentType) updateAll(spring) end for spring in pairs(springsToSleep) do activeSprings[spring] = nil end end RunService:BindToRenderStep( "__FusionSpringScheduler", Enum.RenderPriority.First.Value, updateAllSprings ) return SpringScheduler
--Left Leg
MakeWeld(car.Misc.Anims.R15.LeftLeg.Foot.Y,car.DriveSeat,"Motor6D").Name="M" MakeWeld(car.Misc.Anims.R15.LeftLeg.Foot.Z,car.Misc.Anims.R15.LeftLeg.Foot.Y,"Motor6D").Name="M" MakeWeld(car.Misc.Anims.R15.LeftLeg.Foot.X,car.Misc.Anims.R15.LeftLeg.Foot.Z,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.LeftLeg.Foot.Parts,car.Misc.Anims.R15.LeftLeg.Foot.X) MakeWeld(car.Misc.Anims.R15.LeftLeg.LowerLeg.X,car.Misc.Anims.R15.LeftLeg.Foot.X,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.LeftLeg.LowerLeg.Parts,car.Misc.Anims.R15.LeftLeg.LowerLeg.X) MakeWeld(car.Misc.Anims.R15.LeftLeg.UpperLeg.X,car.Misc.Anims.R15.LeftLeg.LowerLeg.X,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.LeftLeg.UpperLeg.Parts,car.Misc.Anims.R15.LeftLeg.UpperLeg.X) function animPose(seat,pose) local C local S=seat local WS={} local HW={} local seatOffset = CFrame.new(0,0,0) S.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then for i,v in pairs(WS) do if v~=0 then if v[4]~=nil then v[4]:Destroy() v[1].Part1=v[5] else if v[2]~=nil then v[1].C0=v[2] v[1].C1=v[3] else v[1]:Destroy() end end end end for i,v in pairs(HW) do v[1]:Destroy() v[2]:Destroy() v[3].Transparency=0 end C=nil WS = {} HW = {} end end) S.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then C = child.Part1.Parent S.SeatWeld.C0 = seatOffset S.SeatWeld.C1 = CFrame.new() local pkTor = false for i,v in pairs(C:GetChildren()) do if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.Torso then pkTor=true break end end local function MW(x,y) local WW=Instance.new("Weld",x) WW.Part0=x WW.Part1=y return WW end if C:FindFirstChild("HumanoidRootPart")~=nil and C:FindFirstChild("Torso")~=nil then S.SeatWeld.C0=seatOffset S.SeatWeld.C1=CFrame.new() C.HumanoidRootPart.RootJoint.Part1=nil table.insert(WS,{C.HumanoidRootPart.RootJoint,C.HumanoidRootPart.RootJoint.C0,C.HumanoidRootPart.RootJoint.C1,MW(C.HumanoidRootPart,C.Torso),C.Torso}) if C.Torso:FindFirstChild("Neck")~=nil then local H=C.Head:Clone() H.Name="Part" H.Parent=C local WH=MW(C.Torso,H) WH.C0=C.Torso.Neck.C0 WH.C1=C.Torso.Neck.C0 C.Head.Transparency=1 table.insert(HW,{H,WH,C.Head}) table.insert(WS,{WH,nil,nil,nil,nil}) for i,v in pairs(C.Head:GetChildren()) do if v:IsA("Weld") then local pp=v.Part1:Clone() pp.Parent=C v.Part1.Transparency=1 local ww=MW(H,pp) ww.C0=v.C0 ww.C1=v.C1 table.insert(HW,{pp,ww,v.Part1}) end end else table.insert(WS,0) end if C.Torso:FindFirstChild("Left Shoulder")~=nil then C.Torso:FindFirstChild("Left Shoulder").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Left Shoulder"),C.Torso:FindFirstChild("Left Shoulder").C0,C.Torso:FindFirstChild("Left Shoulder").C1,MW(C.Torso,C:FindFirstChild("Left Arm")),C:FindFirstChild("Left Arm")}) else table.insert(WS,0) end if C.Torso:FindFirstChild("Right Shoulder")~=nil then C.Torso:FindFirstChild("Right Shoulder").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Right Shoulder"),C.Torso:FindFirstChild("Right Shoulder").C0,C.Torso:FindFirstChild("Right Shoulder").C1,MW(C.Torso,C:FindFirstChild("Right Arm")),C:FindFirstChild("Right Arm")}) else table.insert(WS,0) end if C.Torso:FindFirstChild("Left Hip")~=nil then C.Torso:FindFirstChild("Left Hip").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Left Hip"),C.Torso:FindFirstChild("Left Hip").C0,C.Torso:FindFirstChild("Left Hip").C1,MW(C.Torso,C:FindFirstChild("Left Leg")),C:FindFirstChild("Left Leg")}) else table.insert(WS,0) end if C.Torso:FindFirstChild("Right Hip")~=nil then C.Torso:FindFirstChild("Right Hip").Part1=nil table.insert(WS,{C.Torso:FindFirstChild("Right Hip"),C.Torso:FindFirstChild("Right Hip").C0,C.Torso:FindFirstChild("Right Hip").C1,MW(C.Torso,C:FindFirstChild("Right Leg")),C:FindFirstChild("Right Leg")}) else table.insert(WS,0) end end for i,v in pairs(WS) do local cfp = pose[i] if i==3 then for i,v in pairs(C:GetChildren()) do if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.LeftArm then cfp = pose[7] break end end elseif i==4 then for i,v in pairs(C:GetChildren()) do if v:IsA("CharacterMesh") and v.BodyPart == Enum.BodyPart.RightArm then cfp = pose[8] break end end end if v[4]~=nil then v[4].C0=cfp v[4].C1=CFrame.new() else v[1].C0=cfp v[1].C1=CFrame.new() end end end end) end local Passenger={ CFrame.new(0.00701141357, 1.09911013, 0.0404243469, 1, 3.80970855e-09, -4.35450502e-08, 0, 0.996194661, 0.087155968, 4.37113883e-08, -0.087155968, 0.996194661), --Torso CFrame.new(0, 1.50000381, 0, 1, 0, 0, 0, 0.996194661, -0.087155968, 0, 0.087155968, 0.996194661), --Head CFrame.new(-0.876424789, -0.214377403, -0.478406906, 0.819151819, -0.573576868, 7.37368282e-07, 0.519837081, 0.742402971, -0.422619611, 0.242404267, 0.346189946, 0.906307161), --Larm CFrame.new(0.876424789, -0.214377403, -0.478406906, 0.819151819, 0.573576868, -7.37368282e-07, -0.519837081, 0.742402971, -0.422619611, -0.242404267, 0.346189946, 0.906307161), --Rarm CFrame.new(-1.27365112, -1.25288582, -1.13527107, 0.98480773, -0.173648179, 0, 0.171010077, 0.969846308, 0.173647881, -0.0301536396, -0.171009779, 0.984807789), --Lleg CFrame.new(1.27365112, -1.25288582, -1.13527298, 0.98480773, 0.173648179, 0, -0.171010077, 0.969846308, 0.173647881, 0.0301536396, -0.171009779, 0.984807789) --Rleg } animPose(car.Body.Seat,Passenger)
-- If you want to know how to retexture a hat, read this: http://www.roblox.com/Forum/ShowPost.aspx?PostID=10502388
debounce = true function onTouched(hit) if (hit.Parent:findFirstChild("Humanoid") ~= nil and debounce == true) then debounce = false h = Instance.new("Hat") p = Instance.new("Part") h.Name = "Hat" -- It doesn't make a difference, but if you want to make your place in Explorer neater, change this to the name of your hat. p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(-0,-0,-1) p.BottomSurface = 0 p.TopSurface = 0 p.Locked = true script.Parent.Mesh:clone().Parent = p h.Parent = hit.Parent h.AttachmentPos = Vector3.new(0,-0.05,0.22) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[=[ @within Gamepad @prop DefaultDeadzone number :::info Default Defaults to `0.05` ::: The default deadzone used for trigger and thumbstick analog readings. It is usually best to set this to a small value, or allow players to set this option themselves in an in-game settings menu. The `GetThumbstick` and `GetTrigger` methods also allow a deadzone value to be passed in, which overrides this value. ]=]
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player) return plrData.Classes.Base.Smasher.Obtained.Value == true and plrData.Classes.Base.Smasher.HeavyWeaponTraining.Value == false end
-- Events
local Events = ReplicatedStorage:FindFirstChild("Events") local LoadCharacter = Events:FindFirstChild("LoadCharacter") local LoadSpeeder = Events:FindFirstChild("LoadSpeeder")
-- DeltaRager & rdmpted -- 26/05/2021
local leaderstats = require(script.Leaderstats) wait(2) local function playerJoin(player) print("Player has joined") leaderstats:CreateStats(player) local teamColor = player.TeamColor local function characterAdded(character) local humanoid = character:WaitForChild("Humanoid", 60) humanoid.Died:Connect(function() end) end characterAdded(player.Character or player.CharacterAdded:Wait()) player.CharacterAdded:Connect(characterAdded) end game.Players.PlayerAdded:Connect(playerJoin) for _,player in pairs(game.Players:GetPlayers()) do spawn(function() playerJoin(player) end) end
--Light off
src.Parent.Strobe.Value.Value = 0 light.Value = false else src.Parent.Strobe.Value.Value = 1 light.Value = true return end end end) src.Parent.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" then src:Stop() script.Parent:Destroy() end end)
--[=[ @within TableUtil @function DecodeJSON @param value any @return string Proxy for [`HttpService:JSONDecode`](https://developer.roblox.com/en-us/api-reference/function/HttpService/JSONDecode). ]=]
local function DecodeJSON(str: string): any return HttpService:JSONDecode(str) end TableUtil.Copy = Copy TableUtil.Sync = Sync TableUtil.Reconcile = Reconcile TableUtil.SwapRemove = SwapRemove TableUtil.SwapRemoveFirstValue = SwapRemoveFirstValue TableUtil.Map = Map TableUtil.Filter = Filter TableUtil.Reduce = Reduce TableUtil.Assign = Assign TableUtil.Extend = Extend TableUtil.Reverse = Reverse TableUtil.Shuffle = Shuffle TableUtil.Sample = Sample TableUtil.Flat = Flat TableUtil.FlatMap = FlatMap TableUtil.Keys = Keys TableUtil.Values = Values TableUtil.Find = Find TableUtil.Every = Every TableUtil.Some = Some TableUtil.Truncate = Truncate TableUtil.Zip = Zip TableUtil.Lock = Lock TableUtil.IsEmpty = IsEmpty TableUtil.EncodeJSON = EncodeJSON TableUtil.DecodeJSON = DecodeJSON return TableUtil
-- загрузка текста
while game.Workspace.LogString.Value=="" do wait(1) end
-- In radians the minimum accuracy penalty
local MinSpread = 0.1
--[[Steering]]
Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 40 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 320 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 1000 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100000 -- Steering Aggressiveness