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-- Connect mobile sprint button state change to update walk speed
if UserInputService.TouchEnabled then while task.wait(0.1) do updateWalkSpeed() end end
-- Shows initial value if anything is currently in the CurrencyToCollect
--solves the problem of tools falling thru houses
local connectedtools = {} function GetConnection(tool) for _,v in pairs(connectedtools) do if v == tool then return true end end return false end game.Players.PlayerAdded:connect(function(plr) plr.CharacterAdded:connect(function(char) char.ChildAdded:connect(function(child) if child:IsA("Tool") and not GetConnection(child) then child.Changed:connect(function(property) if child and child.Parent ~= nil and property == "Parent" then wait(1/30) local handle = child:FindFirstChild("Handle") if child.Parent == workspace then if handle and handle:CanSetNetworkOwnership() and plr then handle:SetNetworkOwner(plr) end else if handle and handle:CanSetNetworkOwnership() and plr then handle:SetNetworkOwnershipAuto() end end end end) table.insert(connectedtools,child) end end) end) end) while true do --clean table wait(1) for i,v in pairs(connectedtools) do if v.Parent == nil then connectedtools[i] = nil end end end
------------------------------------------Gun info
wait(1) ToolName="M4" ClipSize=30 ReloadTime=0 Firerate= 0 MinSpread=0.001 MaxSpread=0.0015 SpreadRate=0 Bulletdrop = 0.00001 automatic = false burst = false shot = true Tool = script.Parent enabled = true local skateboardId = 65068906 local arms = nil local torso = nil local weld33 = nil -- right arm local weld55 = nil -- left arm local welds = {} BarrlePos=Vector3.new(0,0,0)Cursors={"http://www.roblox.com/asset/?id=47894837"} ReloadCursor="rbxasset://textures\\GunWaitCursor.png" barrel_1 = script.Parent:findFirstChild("barrelpos1") or script.Parent.Handle barrel_2 = script.Parent:findFirstChild("barrelpos2") or script.Parent.Handle double = false --Double Wielded doublemode = 1 -- 1 is alternating, 2 is both
-- Decompiled with the Synapse X Luau decompiler.
local u1 = Random.new(); return function(...) local v14 local v1 = { ... }; if #v1 < 2 then return v1[1] and v1[1][1]; end; local v2 = u1:NextNumber(); (function() local v3 = 0; for v4, v5 in ipairs(v1) do if not v4 then break; end; v3 = v3 + v5[2]; end; for v7, v8 in ipairs(v1) do if not v7 then break; end; v8[2] = v8[2] / v3; end; end)(); local v10 = 0; for v11, v12 in ipairs(v1) do if not v11 then v14 = nil; break; end; v10 = v10 + v12[2]; if v2 <= v10 then v14 = v12; break; end; end; return v14[1], v2; end;
--[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame property of CurrentCamera directly. --]]
local last=CFrame.new() function CameraModule:Update(dt) --local Framerate = dt / (1/60) if self.activeCameraController then if FFlagUserCameraToggle then self.activeCameraController:UpdateMouseBehavior() end local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt) self.activeCameraController:ApplyVRTransform() if self.activeOcclusionModule then newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus) end Players.LocalPlayer.CAM.Value=newCameraCFrame local new=newCameraCFrame -- Here is where the new CFrame and Focus are set for this render frame if _G.COFF then local off=_G.COFF or CFrame.new() game.Workspace.CurrentCamera.CFrame = last:lerp(new*off,0.4)--newCameraCFrame else workspace.CurrentCamera.CFrame = newCameraCFrame end game.Workspace.CurrentCamera.Focus = newCameraFocus last=new -- Update to character local transparency as needed based on camera-to-subject distance if self.activeTransparencyController then self.activeTransparencyController:Update() end end 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 gui = service.New("ScreenGui") local toggle = service.New("ImageButton", gui) local gTable = client.UI.Register(gui) local clickSound = service.New("Sound") clickSound.Parent = toggle clickSound.Volume = 0.25 clickSound.SoundId = "rbxassetid://156286438" if client.UI.Get("HelpButton", gui, true) then gui:Destroy() gTable:Destroy() return nil end gTable.Name = "HelpButton" gTable.CanKeepAlive = false toggle.Name = "Toggle" toggle.BackgroundTransparency = 1 toggle.Position = UDim2.new(1, -45, 1, -45) toggle.Size = UDim2.new(0, 40, 0, 40) toggle.Image = client.HelpButtonImage toggle.ImageTransparency = 0.35 toggle.Modal = client.Variables.ModalMode toggle.ClipsDescendants = true --if client.UI.Get("Chat") then -- toggle.Position = UDim2.new(1, -(45+40),1, -45) --end toggle.MouseButton1Down:Connect(function() spawn(function() local effect = Instance.new("ImageLabel", toggle) effect.AnchorPoint = Vector2.new(0.5, 0.5) effect.BorderSizePixel = 0 effect.ZIndex = toggle.ZIndex + 1 effect.BackgroundTransparency = 1 effect.ImageTransparency = 0.8 effect.Image = "rbxasset://textures/whiteCircle.png" effect.Position = UDim2.new(0.5, 0, 0.5, 0) effect:TweenSize(UDim2.new(0, toggle.AbsoluteSize.X * 2.5, 0, toggle.AbsoluteSize.X * 2.5), Enum.EasingDirection.Out, Enum.EasingStyle.Linear, 0.2) wait(0.2) effect:Destroy() end) local found = client.UI.Get("UserPanel",nil,true) if found then found.Object:Destroy() else clickSound:Play() client.UI.Make("UserPanel",{}) end end) gTable:Ready() end
-- When player joins, have them spawn at the lobby
local function onPlayerJoin(player) LeaderboardManager.new(player) end
--Torso
MakeWeld(car.Misc.Anims.R15.Torso.LowerTorso.X,car.DriveSeat,"Motor6D").Name="M" MakeWeld(car.Misc.Anims.R15.Torso.LowerTorso.Z,car.Misc.Anims.R15.Torso.LowerTorso.X,"Motor6D").Name="M" MakeWeld(car.Misc.Anims.R15.Torso.LowerTorso.Y,car.Misc.Anims.R15.Torso.LowerTorso.Z,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.Torso.LowerTorso.Parts,car.Misc.Anims.R15.Torso.LowerTorso.Y) MakeWeld(car.Misc.Anims.R15.Torso.UpperTorso.Z,car.Misc.Anims.R15.Torso.LowerTorso.Y,"Motor6D").Name="M" ModelWeld(car.Misc.Anims.R15.Torso.UpperTorso.Parts,car.Misc.Anims.R15.Torso.UpperTorso.Z)
-- 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 if RunService:IsServer() then -- Only do budget/throttle updating on server (in case package required on client) initBudget() delay(0, function() -- Thread that increases budgets and de-throttles requests periodically local lastCheck = tick() while wait(Constants.BUDGET_UPDATE_INTERVAL) do local now = tick() local dt = (now - lastCheck) / 60 lastCheck = now local n = #Players:GetPlayers() 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] ) 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.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
--detect when player sits, tell player to press space to jump, detect when player presses space. Then remove the intructions
if IsNewPlayer and not UIS.TouchEnabled then script.Parent.Changed:connect(function(prop) if prop == "Visible" and not UIS.TouchEnabled then if script.Parent.Visible then keyboardInput = UIS.InputBegan:connect(function(input,gameProcessed) if input.UserInputType == Enum.UserInputType.Keyboard and input.KeyCode == Enum.KeyCode.Space then script.Parent:Destroy() end end) wait(7) script.Parent.Visible = false else if keyboardInput then keyboardInput:disconnect() keyboardInput = nil end end end end) local humanoid = game.Players.LocalPlayer.Character:WaitForChild("Humanoid",5) humanoid.Seated:connect(function(active,seat) if active and seat and seat.Parent then if not ShowedExitMessage and seat.Name == "Driver" then script.Parent.Frame.TextLabel.Text = "Exit Car" ShowedExitMessage = true wait(2) script.Parent.Visible = true elseif not ShowedStandMessage and seat.Name ~= "Driver" then script.Parent.Frame.TextLabel.Text = "Stand Up" ShowedStandMessage = true wait(.5) script.Parent.Visible = true end end end) else script.Parent:Destroy() end
--MOT is up and down while MOT2 is side to side
wt = 0.07 while wait(0.01) do if values.Gear.Value == -1 then MOT2.DesiredAngle = -0.2 wait(wt) MOT.DesiredAngle = 0.2 end if values.Gear.Value == 0 then MOT.DesiredAngle = 0 wait(wt) MOT2.DesiredAngle = 0 end if values.Gear.Value == 1 then MOT2.DesiredAngle = 0.2 wait(wt) MOT.DesiredAngle = -0.2 end if values.Gear.Value == 2 then MOT.DesiredAngle = 0.2 wait(wt) MOT2.DesiredAngle = 0.2 end if values.Gear.Value == 3 then MOT.DesiredAngle = -0.2 wait(wt) MOT2.DesiredAngle = 0 end if values.Gear.Value == 4 then MOT.DesiredAngle = 0.2 wait(wt) MOT2.DesiredAngle = 0 end if values.Gear.Value == 5 then MOT.DesiredAngle = -0.2 wait(wt) MOT2.DesiredAngle = -0.2 end if values.Gear.Value == 6 then MOT.DesiredAngle = 0.2 wait(wt) MOT2.DesiredAngle = -0.2 end end
--make blood disappear
while script.Parent.Mesh.Scale.X<1 do game:GetService("RunService").Stepped:wait() script.Parent.Mesh.Scale=Vector3.new(script.Parent.Mesh.Scale.X+0.05,0.1,script.Parent.Mesh.Scale.Z+0.05) end wait(math.random(5,20)) while script.Parent.Decal.Transparency<1 do game:GetService("RunService").Stepped:wait() script.Parent.Decal.Transparency=script.Parent.Decal.Transparency+.1 end script.Parent:remove()
--griptcf = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-math.pi/2+0.5, 0, 0)
script.Parent.Unequipped:connect(function() --Bring_Arm_Down animation for i = 1, 0, -0.05 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3*i, 0, -0.5*i) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7*i, 0, 0.8*i) LW.C1 = CFrame.new(-0.3*i, 0.5+1.2*i, 0) end RW.Parent = nil LW.Parent = nil RSH.Parent = player.Character.Torso LSH.Parent = player.Character.Torso end) function HomeRunHit(part) local h = (part.Parent or game):FindFirstChild("Humanoid") --or findfirstchild optimization if h then h.Sit = true wait() h.Jump = true h.Parent.Torso.Velocity = (CFrame.new(script.Parent.Handle.Position, h.Parent.Torso.Position).lookVector * 100) + Vector3.new(0, 30, 0) h.Parent.Torso.RotVelocity = Vector3.new(math.random(-100, 100), math.random(-100, 100), math.random(-100, 100)) end end function HomeRun() for i = 0, 1, 0.1 do if anim ~= "homerun" then return end wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+1.2*i, -0.5*i, -0.5+i) --R.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -0.5, 0.5) LW.C0 = CFrame.new(-1.5+0.5*i, 0.5, -0.5*i) * CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) --L.C0 = CFrame.new(-1.0, 0.5, -0.5) * CFrame.fromEulerAnglesXYZ(1.7, 0, 1) end --start homerunhit connection-- local con = script.Parent.Handle.Touched:connect(HomeRunHit) ---------------------------------------- for i = 0, 1, 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -0.5-1.7*i, 0.5+0.5*i) --R.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -2.2, 1) LW.C0 = CFrame.new(-1-0.5*i, 0.5, -0.5+0.5*i) * CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8-1.2*i) LW.C1 = CFrame.new(0, 0.5-i, 0) GRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-1-2*i, 0, 0) end for i = 0, 1, 0.2 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5, -2.2-0.6*i, 1) end wait(0.1) ----end homerun connection--- con:disconnect() -------------------------------------- for i = 0, 1, 0.1 do wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.5-1.2*i, -2.8+2.8*i, 1-1.5*i) --RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3, 0, -0.5) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7, 0, -0.4+1.2*i) LW.C1 = CFrame.new(0, -0.5+i*2, 0) --LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7, 0, 0.8) GRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-3+2*i, 0, 0) end end function Whack() for i = 0, 1, 0.2 do if anim ~= "norm" then return end wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.3+i, 0, -0.5+0.5*i) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.7-0.25*i, 0, 0.8-0.6*i) end for i = 0, 1, 0.25 do if anim ~= "norm" then return end wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(2.3-2.5*i, 0, 0) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.45-0.25*i, 0, 0.2) GRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-1-0.5*i, 0, 0) end --insert camshake and hit nearby people for _, p in pairs(game.Players:GetChildren()) do if p.Character:FindFirstChild("Torso") then if (p.Character.Torso.Position - (script.Parent.Handle.CFrame*CFrame.new(0, -3, 0)).p).magnitude < 10 then local s = script.Parent._CamShake:clone() s.Disabled = false s.Parent = p.Backpack if p ~= player then p.Character.Humanoid.Sit = true delay(0.1, function() p.Character.Humanoid.Jump = true end) p.Character.Torso.RotVelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)) end end end end ------ for i = 0, 1, 0.2 do if anim ~= "norm" then return end wait() RW.C0 = CFrame.new(1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(-0.2+1.5*i, 0, -0.5*i) LW.C0 = CFrame.new(-1.5, 0.5, 0) * CFrame.fromEulerAnglesXYZ(1.2+0.5*i, 0, 0.2+0.6*i) GRP.C0 = CFrame.new(0, -1, 0) * CFrame.fromEulerAnglesXYZ(-1.5+0.5*i, 0, 0) end end local a = false local co = nil
--[[Wheel Configuration]]
--Store Reference Orientation Function function getParts(model,t,a) for i,v in pairs(model:GetChildren()) do if v:IsA("BasePart") then table.insert(t,{v,a.CFrame:toObjectSpace(v.CFrame)}) elseif v:IsA("Model") then getParts(v,t,a) end end end --PGS/Legacy local fDensity = _Tune.FWheelDensity local rDensity = _Tune.RWheelDensity local fDistX=_Tune.FWsBoneLen*math.cos(math.rad(_Tune.FWsBoneAngle)) local fDistY=_Tune.FWsBoneLen*math.sin(math.rad(_Tune.FWsBoneAngle)) local rDistX=_Tune.RWsBoneLen*math.cos(math.rad(_Tune.RWsBoneAngle)) local rDistY=_Tune.RWsBoneLen*math.sin(math.rad(_Tune.RWsBoneAngle)) local fSLX=_Tune.FSusLength*math.cos(math.rad(_Tune.FSusAngle)) local fSLY=_Tune.FSusLength*math.sin(math.rad(_Tune.FSusAngle)) local rSLX=_Tune.RSusLength*math.cos(math.rad(_Tune.RSusAngle)) local rSLY=_Tune.RSusLength*math.sin(math.rad(_Tune.RSusAngle)) for _,v in pairs(Drive) do --Apply Wheel Density if v.Name=="FL" or v.Name=="FR" or v.Name=="F" then if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( fDensity, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end else if v:IsA("BasePart") then if v.CustomPhysicalProperties == nil then v.CustomPhysicalProperties = PhysicalProperties.new(v.Material) end v.CustomPhysicalProperties = PhysicalProperties.new( rDensity, v.CustomPhysicalProperties.Friction, v.CustomPhysicalProperties.Elasticity, v.CustomPhysicalProperties.FrictionWeight, v.CustomPhysicalProperties.ElasticityWeight ) end end --Resurface Wheels for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines end --Store Axle-Anchored/Suspension-Anchored Part Orientation local WParts = {} local tPos = v.Position-car.DriveSeat.Position if v.Name=="FL" or v.Name=="RL" then v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90)) else v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90)) end v.CFrame = v.CFrame+tPos if v:FindFirstChild("Parts")~=nil then getParts(v.Parts,WParts,v) end if v:FindFirstChild("Fixed")~=nil then getParts(v.Fixed,WParts,v) end --Align Wheels if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),math.rad(-_Tune.FCaster),math.rad(_Tune.FToe)) elseif v.Name=="FR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),math.rad(_Tune.FCaster),math.rad(-_Tune.FToe)) elseif v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),math.rad(-_Tune.FCaster),math.rad(_Tune.RToe)) elseif v.Name=="RR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),math.rad(_Tune.FCaster),math.rad(-_Tune.RToe)) end --Re-orient Axle-Anchored/Suspension-Anchored Parts for _,a in pairs(WParts) do a[1].CFrame=v.CFrame:toWorldSpace(a[2]) end
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Parent.Body.Lights.Runner.Material = "Neon" script.Parent.Parent.Body.Dash.Screen.SurfaceGui.Enabled = true script.Parent.Parent.Body.Dash.Screen2.SurfaceGui.Enabled = true script.Parent.Occupied.Value = true end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Parent.Body.Lights.Runner.Material = "SmoothPlastic" script.Parent.Parent.Body.Dash.Screen.SurfaceGui.Enabled = false script.Parent.Parent.Body.Dash.Screen2.SurfaceGui.Enabled = false script.Parent.Occupied.Value = false end end end end)
-- Right Arms
character.RagdollRig.ConstraintRightUpperArm.Attachment0 = RUA character.RagdollRig.ConstraintRightUpperArm.Attachment1 = RUARig character.RagdollRig.ConstraintRightLowerArm.Attachment0 = RLA character.RagdollRig.ConstraintRightLowerArm.Attachment1 = RLARig character.RagdollRig.ConstraintRightHand.Attachment0 = RH character.RagdollRig.ConstraintRightHand.Attachment1 = RHRig
-- Roact
local new = Roact.createElement local NotificationDialog = require(script:WaitForChild('NotificationDialog'))
--[=[ Returns if the pane is visible @return boolean ]=]
function BasicPane:IsVisible() return self._visible end
--local PurchaseActive = false --local MPS = game:GetService("MarketplaceService") --local Players = game:GetService("Players") --local Cart = {} --local IsRobuxPurchaseActive = false --local WasPurchaseDeclined = false --script.Parent.Cart.Buy.MouseButton1Click:Connect(function() -- script.Parent.Cart.Warning.Visible = true --end) --script.Parent.Cart.Warning.No.MouseButton1Click:Connect(function() -- script.Parent.Cart.Warning.Visible = false --end)
--------------------------- --[[ --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(car.DriveSeat,misc:WaitForChild('Aero')) car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then child.C0=CFrame.new(0,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)*CFrame.Angles(math.rad(13),0,0) end end) ModelWeld(misc.UI.Model,misc.UI.Shrowd) MakeWeld(misc.UI.Motor,misc.UI.Shrowd) MakeWeld(misc.UI.Motor2,misc.UI.Shrowd) MakeWeld(car.DriveSeat,misc.UI.Shrowd) MakeWeld(misc.UI.Motor,misc.UI.Needle).Name="W1" MakeWeld(misc.UI.Motor2,misc.UI.RPM).Name="W2" MakeWeld(misc.UI.Motor2,misc.UI.Redline,"Motor",.03).Name="W3"
-- Create the enemy death event handler
game.Workspace.OnCharacterAdded:Connect(function(character) -- Check if the character is an enemy if character:FindFirstChild("Humanoid") and character:FindFirstChild("Enemy") then -- Remove the enemy from the game state for i, enemy in pairs(gameState.enemies) do if enemy == character then table.remove(gameState.enemies, i) break end end -- Check if the level is complete if #gameState.enemies == 0 then -- Load the next level loadLevel(gameState.level + 1) end end end)
-- Decompiled with the Synapse X Luau decompiler.
function Click() script.Parent.Parent.ScrollingFrame.Visible = false; script.Parent.Visible = false; end; script.Parent.MouseButton1Down:connect(Click);
--[=[ Converts an arbitrary value to a LinearValue if Roblox has not defined this value for multiplication and addition. @param value T @return LinearValue<T> | T ]=]
function SpringUtils.toLinearIfNeeded(value) if typeof(value) == "Color3" then return LinearValue.new(Color3.new, {value.r, value.g, value.b}) elseif typeof(value) == "UDim2" then return LinearValue.new(UDim2.new, {value.x.scale, value.x.offset, value.y.scale, value.y.offset}) elseif typeof(value) == "UDim" then return LinearValue.new(UDim.new, {value.scale, value.offset}) else return value end end
--// ACLI - Adonis Client Loading Initializer
if true then return end --// #DISABLED local DebugMode = false local otime = os.time local time = time local game = game local pcall = pcall local xpcall = xpcall local error = error local type = type local print = print local assert = assert local string = string local setfenv = setfenv local getfenv = getfenv local require = require local tostring = tostring local coroutine = coroutine local Instance = Instance local script = script local select = select local unpack = unpack local spawn = spawn local debug = debug local pairs = pairs local wait = wait local next = next local time = time local finderEvent local realWarn = warn local realPrint = print local foundClient = false local checkedChildren = {} local replicated = game:GetService("ReplicatedFirst") local runService = game:GetService("RunService") local player = game:GetService("Players").LocalPlayer local Kick = player.Kick local start = time() local checkThese = {} local services = { "Chat"; "Teams"; "Players"; "Workspace"; "LogService"; "TestService"; "InsertService"; "SoundService"; "StarterGui"; "StarterPack"; "StarterPlayer"; "ReplicatedFirst"; "ReplicatedStorage"; "JointsService"; "Lighting"; } local function print(...) --realPrint(...) end local function warn(str) if DebugMode or player.UserId == 1237666 then realWarn("ACLI: "..tostring(str)) end end local function Kill(info) if DebugMode then warn(info) return end pcall(function() Kick(player, info) end) wait(1) pcall(function() while not DebugMode and wait() do pcall(function() while true do end end) end end) end local function Locked(obj) return (not obj and true) or not pcall(function() return obj.GetFullName(obj) end) end local function callCheck(child) warn("CallCheck: "..tostring(child)) if Locked(child) then warn("Child locked?") Kill("ACLI: Locked") else warn("Child not locked") xpcall(function() return child[{}] end, function() if getfenv(1) ~= getfenv(2) then Kill("ACLI: Error") end end) end end local function doPcall(func, ...) local ran,ret = pcall(func, ...) if ran then return ran,ret else warn(tostring(ret)) Kill("ACLI: Error\n"..tostring(ret)) return ran,ret end end local function lockCheck(obj) callCheck(obj) obj.Changed:Connect(function(p) warn("Child changed; Checking...") callCheck(obj) end) end local function loadingTime() warn("LoadingTime Called") setfenv(1,{}) warn(tostring(time() - start)) end local function checkChild(child) warn("Checking child: ".. tostring(child and child.ClassName) .." : ".. tostring(child and child:GetFullName())) callCheck(child) if child and not foundClient and not checkedChildren[child] and child:IsA("Folder") and child.Name == "Adonis_Client" then warn("Loading Folder...") local nameVal local origName local depsFolder local clientModule local oldChild = child local container = child.Parent warn("Adding child to checked list & setting parent...") checkedChildren[child] = true warn("Waiting for Client & Special") nameVal = child:WaitForChild("Special", 30) clientModule = child:WaitForChild("Client", 30) warn("Checking Client & Special") callCheck(nameVal) callCheck(clientModule) warn("Getting origName") origName = (nameVal and nameVal.Value) or child.Name warn("Got name: "..tostring(origName)) warn("Changing child parent...") child.Parent = nil warn("Destroying parent...") if container and container:IsA("ScreenGui") and container.Name == "Adonis_Container" then spawn(function() wait(0.5); container:Destroy(); end) end if clientModule and clientModule:IsA("ModuleScript") then print("Debug: Loading the client?") local meta = require(clientModule) warn("Got metatable: "..tostring(meta)) if meta and type(meta) == "userdata" and tostring(meta) == "Adonis" then local ran,ret = pcall(meta,{ Module = clientModule, Start = start, Loader = script, Name = origName, LoadingTime = loadingTime, CallCheck = callCheck, Kill = Kill }) warn("Got return: "..tostring(ret)) if ret ~= "SUCCESS" then warn(ret) Kill("ACLI: Loading Error [Bad Module Return]") else print("Debug: The client was found and loaded?") warn("Client Loaded") oldChild:Destroy() child.Parent = nil foundClient = true if finderEvent then finderEvent:Disconnect() finderEvent = nil end end end end end end local function scan(folder) warn("Scanning for client...") if not doPcall(function() for i,child in next,folder:GetChildren() do if child.Name == "Adonis_Container" then local client = child:FindFirstChildOfClass("Folder") or child:WaitForChild("Adonis_Client", 5); if client then doPcall(checkChild, client); end end end end) then warn("Scan failed?") Kick(player, "ACLI: Loading Error [Scan failed]"); end end
--> FUNCTIONS
Flare.Activated:Connect(function() if not Reloading then Reloading = true Player.Character.Humanoid:LoadAnimation(FireAnim):Play(.1, 1, FireAnimationSpeed) local Mouse = Player:GetMouse() ClickedEvent:FireServer(Mouse.Hit.Position) wait(.5) Player.Character.Humanoid:LoadAnimation(ReloadAnim):Play(.1, 1, ReloadAnimationSpeed) wait(ReloadTime) Reloading = false end end)
-- Local Functions
local function OnActivation() if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Swimming then return end if CanFire then CanFire = false local rocket = table.remove(Buffer, 1) rocket.Rocket.Transparency = 0 Tool.FireRocket:FireServer(rocket) local toMouse = (Mouse.Hit.p - Handle.Position).unit local direction = toMouse * 5 rocket.PrimaryPart.CFrame = CFrame.new(Handle.Position, Handle.Position + direction) + direction rocket.PrimaryPart.Velocity = direction * 40 RocketManager:BindRocketEvents(rocket) wait(Configurations.ReloadTimeSeconds.Value) CanFire = true end end local function OnStorageAdded(child) table.insert(Buffer, child) end local function SetupJoints() local torso = Player.Character.Torso Neck = torso.Neck OldNeckC0 = Neck.C0 Shoulder = torso['Right Shoulder'] OldShoulderC0 = Shoulder.C0 end local function Frame(mousePosition) if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Swimming then return end local torso = Player.Character.HumanoidRootPart local head = Player.Character.Head local toMouse = (mousePosition - head.Position).unit local angle = math.acos(toMouse:Dot(Vector3.new(0,1,0))) local neckAngle = angle -- Limit how much the head can tilt down. Too far and the head looks unnatural if math.deg(neckAngle) > 110 then neckAngle = math.rad(110) end Neck.C0 = CFrame.new(0,1,0) * CFrame.Angles(math.pi - neckAngle,math.pi,0) -- Calculate horizontal rotation local arm = Player.Character['Right Arm'] local fromArmPos = torso.Position + torso.CFrame:vectorToWorldSpace(Vector3.new( torso.Size.X/2 + arm.Size.X/2, torso.Size.Y/2 - arm.Size.Z/2, 0)) local toMouseArm = ((mousePosition - fromArmPos) * Vector3.new(1,0,1)).unit local look = (torso.CFrame.lookVector * Vector3.new(1,0,1)).unit local lateralAngle = math.acos(toMouseArm:Dot(look)) -- Check for rogue math if tostring(lateralAngle) == "-1.#IND" then lateralAngle = 0 end -- Handle case where character is sitting down if Player.Character.Humanoid:GetState() == Enum.HumanoidStateType.Seated then local cross = torso.CFrame.lookVector:Cross(toMouseArm) if lateralAngle > math.pi/2 then lateralAngle = math.pi/2 end if cross.Y < 0 then lateralAngle = -lateralAngle end end -- Turn shoulder to point to mouse Shoulder.C0 = CFrame.new(1,0.5,0) * CFrame.Angles(math.pi/2 - angle,math.pi/2 + lateralAngle,0) -- If not sitting then aim torso laterally towards mouse if Player.Character.Humanoid:GetState() ~= Enum.HumanoidStateType.Seated then torso.CFrame = CFrame.new(torso.Position, torso.Position + (Vector3.new( mousePosition.X, torso.Position.Y, mousePosition.Z)-torso.Position).unit) end end local function MouseFrame() Frame(Mouse.Hit.p) end local function OnEquip() -- Setup joint variables SetupJoints() -- Replace mouse icon and store old OldMouseIcon = Mouse.Icon Mouse.Icon = 'rbxassetid://79658449' Mouse.TargetFilter = Player.Character AutoRotate = Player.Character.Humanoid.AutoRotate Player.Character.Humanoid.AutoRotate = false RunService:BindToRenderStep('RotateCharacter', Enum.RenderPriority.Input.Value, MouseFrame) end local function OnUnequip() Mouse.Icon = OldMouseIcon Neck.C0 = OldNeckC0 Shoulder.C0 = OldShoulderC0 Player.Character.Humanoid.AutoRotate = AutoRotate RunService:UnbindFromRenderStep('RotateCharacter') end
--- VARIABLES/CONSTANTS ---
Player = Players.LocalPlayer Camera = workspace.CurrentCamera isMobile = UserInputService.TouchEnabled DirectionalKeys = {Enum.KeyCode.W, Enum.KeyCode.S, Enum.KeyCode.A, Enum.KeyCode.D} LastDirectional = tick() Locked = false local Mobile local LastKeyDown
-- Définir les objets MovingPart et Projection
local Model = pp.Parent.Parent local movingPart = Model.Slide local projection = Model.Projection local projection2 = Model.Projection2
-- Door Open/Close --
function Functions.Move(Status) DoorLogo.Moving:Play() Functions.CreateModelTween(Model.Door, TweenInfo.new(1.25), {Value = DoorSegment.CFrame * CFrame.new(Status and 6 or -6, 0, 0)}) if Status == false then Model.Door:SetPrimaryPartCFrame(PositionSave) end DoorLogo.Moving:Stop() DoorLogo.Closed:Play() end
-- скрипт для приобретения GamePass
local Players = game:GetService("Players") localPlayer = Players.LocalPlayer plr = Players:FindFirstChild(localPlayer.Name) wait(10) id = script.id.Value
--RotatorSwitch
function KeepRotatorActive() repeat wait() RotatorVal.Value = true until RotatorSwch.Value == 1 or Power.Value == false RotatorVal.Value = false end RotatorSwch.Changed:Connect(function() if RotatorSwch.Value == 1 then RotatorSwch.Parent.P1.Transparency = 0 RotatorSwch.Parent.P2.Transparency = 1 RotatorSwch.Parent.P3.Transparency = 1 RotatorVal.Off.Value = false RotatorVal.Value = false ClickSound:Play() elseif RotatorSwch.Value == 2 then RotatorSwch.Parent.P1.Transparency = 1 RotatorSwch.Parent.P2.Transparency = 0 RotatorSwch.Parent.P3.Transparency = 1 ClickSound:Play() RotatorVal.Off.Value = true else ClickSound:Play() RotatorSwch.Parent.P1.Transparency = 1 RotatorSwch.Parent.P2.Transparency = 1 RotatorSwch.Parent.P3.Transparency = 0 RotatorVal.Off.Value = false if Power.Value == true then KeepRotatorActive() end end end) BlowerSwch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function() if BlowerSwch.Value == true then BlowerSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto" BlowerSwch.Value = false else BlowerSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test" BlowerSwch.Value = true end end) ChopperSwch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function() if ChopperSwch.Value == true then ChopperSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto" ChopperSwch.Value = false else ChopperSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test" ChopperSwch.Value = true end end) ControlSwch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function() if ControlSwch.Value == true then ControlSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto" ControlSwch.Value = false else ControlSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test" ControlSwch.Value = true end end) RotatorSwch.Parent.SelectionObjectBrick.ProximityPrompt.Triggered:Connect(function() RotatorSwch.Value = RotatorSwch.Value + 1 if RotatorSwch.Value == 1 then RotatorSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto" elseif RotatorSwch.Value == 2 then RotatorSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Off" elseif RotatorSwch.Value == 3 then RotatorSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Test" else RotatorSwch.Value = 1 RotatorSwch.Parent.SelectionObjectBrick.ProximityPrompt.ActionText="Auto" end end) function Lock() if script.Parent.Locked.Value == true then BlowerSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false ChopperSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false ControlSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false RotatorSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = false else BlowerSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true ChopperSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true ControlSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true RotatorSwch.Parent.SelectionObjectBrick.ProximityPrompt.Enabled = true end end Lock() script.Parent.Locked.Changed:Connect(function() Lock() end)
--[=[ Promises a property value @class promisePropertyValue ]=]
local require = require(script.Parent.loader).load(script) local Promise = require("Promise")
--tune
local PSI = 22 local Turbos = "Single" -- "Twin","Single" local TurboSize = "Medium" -- "Small","Medium","Large" local TwoStep = false local Valve = "BOV" -- "BOV","Bleed"
-------------------------------------
equiped=false sp=script.Parent RayLength=100000 Spread=0 enabled=true reloading=false down=false r=game:service("RunService") last=0 last2=0 last3=0 last4=0 last5=0 last6=0 Bullet=Instance.new("Part") Bullet.Name="Bullet" Bullet.BrickColor=BrickColor.new("Bright blue") Bullet.Anchored=true Bullet.CanCollide=false Bullet.Locked=true Bullet.Size=Vector3.new(1,1,1)
-- ROBLOX deviation: we don't escape any characters since multiline literals don't -- consume escape sequences
local function escapeBacktickString(str: string): string return str end
-- ROBLOX deviation END
exports.default = function(snapshot: Snapshot, afterUpdate: boolean): Array<string> local statuses = {} if Boolean.toJSBoolean(snapshot.added) then table.insert(statuses, SNAPSHOT_ADDED(ARROW .. pluralize("snapshot", snapshot.added) .. " written.")) end if Boolean.toJSBoolean(snapshot.updated) then table.insert(statuses, SNAPSHOT_UPDATED(ARROW .. pluralize("snapshot", snapshot.updated) .. " updated.")) end if Boolean.toJSBoolean(snapshot.unmatched) then table.insert(statuses, FAIL_COLOR(ARROW .. pluralize("snapshot", snapshot.unmatched) .. " failed.")) end if Boolean.toJSBoolean(snapshot.unchecked) then if afterUpdate then table.insert(statuses, SNAPSHOT_UPDATED(ARROW .. pluralize("snapshot", snapshot.unchecked) .. " removed.")) else table.insert( statuses, SNAPSHOT_OUTDATED(ARROW .. pluralize("snapshot", snapshot.unchecked) .. " obsolete.") ) end Array.forEach(snapshot.uncheckedKeys, function(key: string) table.insert(statuses, " " .. DOT .. key) end) end if snapshot.fileDeleted then table.insert(statuses, SNAPSHOT_UPDATED(ARROW .. "snapshot file removed.")) end return statuses end return exports
--[[Engine]]
--Torque Curve Tune.Horsepower = 900 -- [TORQUE CURVE VISUAL] Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf Tune.PeakRPM = 6000 -- Use sliders to manipulate values Tune.Redline = 8000 -- Copy and paste slider values into the respective tune values Tune.EqPoint = 4500 Tune.PeakSharpness = 2.8 Tune.CurveMult = 0.2 --Incline Compensation Tune.InclineComp = 2 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Misc Tune.RevAccel = 150 -- RPM acceleration when clutch is off Tune.RevDecay = 100 -- RPM decay when clutch is off Tune.RevBounce = 500 -- RPM kickback from redline Tune.IdleThrottle = .01 -- Percent throttle at idle Tune.ClutchTol = 300 -- Clutch engagement threshold (higher = faster response)
--- Add a line to the command bar
function Window:AddLine(text, color) text = tostring(text) if #text == 0 then Window:UpdateWindowHeight() return end local str = self.Cmdr.Util.EmulateTabstops(text or "nil", 8) local line = Line:Clone() line.Size = UDim2.new( line.Size.X.Scale, line.Size.X.Offset, 0, TextService:GetTextSize( str, line.TextSize, line.Font, Vector2.new(Gui.UIListLayout.AbsoluteContentSize.X, math.huge) ).Y + (LINE_HEIGHT - line.TextSize) ) line.Text = str line.TextColor3 = color or line.TextColor3 line.Parent = Gui end
--[[Weight and CG]]
Tune.Weight = 3001 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[Length]] 15 } Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100) Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels) Tune.WBVisible = false -- Makes the weight brick visible --Unsprung Weight Tune.FWheelDensity = .1 -- Front Wheel Density Tune.RWheelDensity = .1 -- Rear Wheel Density Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF] Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF] Tune.AxleSize = 2.17 -- Size of structural members (larger = more stable/carry more weight) Tune.AxleDensity = .1 -- Density of structural members
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local l__UserInputService__2 = game:GetService("UserInputService"); local l__RunService__3 = game:GetService("RunService"); local l__Players__4 = game:GetService("Players"); local l__TextService__5 = game:GetService("TextService"); local v6 = l__Players__4.LocalPlayer; while not v6 do l__Players__4.PlayerAdded:wait(); v6 = l__Players__4.LocalPlayer; end; local l__Chat__7 = game:GetService("Chat"); local l__Parent__8 = script.Parent; local v9 = require(l__Chat__7:WaitForChild("ClientChatModules"):WaitForChild("ChatSettings")); local v10 = require(l__Parent__8:WaitForChild("CurveUtil")); local v11 = require(l__Parent__8:WaitForChild("MessageSender")); local u1 = nil; pcall(function() u1 = require(game:GetService("Chat").ClientChatModules.ChatLocalization); end); if u1 == nil then u1 = { Get = function(p1, p2, p3) return p3; end }; end; local v12 = {}; v12.__index = v12; function v12.CreateGuiObjects(p4, p5) p4.ChatBarParentFrame = p5; local v13 = Instance.new("Frame"); v13.Selectable = false; v13.Size = UDim2.new(1, 0, 1, 0); v13.BackgroundTransparency = 0.6; v13.BorderSizePixel = 0; v13.BackgroundColor3 = v9.ChatBarBackGroundColor; v13.Parent = p5; local v14 = Instance.new("Frame"); v14.Selectable = false; v14.Name = "BoxFrame"; v14.BackgroundTransparency = 0.6; v14.BorderSizePixel = 0; v14.BackgroundColor3 = v9.ChatBarBoxColor; v14.Size = UDim2.new(1, -14, 1, -14); v14.Position = UDim2.new(0, 7, 0, 7); v14.Parent = v13; local v15 = Instance.new("Frame"); v15.BackgroundTransparency = 1; v15.Size = UDim2.new(1, -10, 1, -10); v15.Position = UDim2.new(0, 5, 0, 5); v15.Parent = v14; local v16 = Instance.new("TextBox"); v16.Selectable = v9.GamepadNavigationEnabled; v16.Name = "ChatBar"; v16.BackgroundTransparency = 1; v16.Size = UDim2.new(1, 0, 1, 0); v16.Position = UDim2.new(0, 0, 0, 0); v16.TextSize = v9.ChatBarTextSize; v16.Font = v9.ChatBarFont; v16.TextColor3 = v9.ChatBarTextColor; v16.TextTransparency = 0.4; v16.TextStrokeTransparency = 1; v16.ClearTextOnFocus = false; v16.TextXAlignment = Enum.TextXAlignment.Left; v16.TextYAlignment = Enum.TextYAlignment.Top; v16.TextWrapped = true; v16.Text = ""; v16.Parent = v15; local v17 = Instance.new("TextButton"); v17.Selectable = false; v17.Name = "MessageMode"; v17.BackgroundTransparency = 1; v17.Position = UDim2.new(0, 0, 0, 0); v17.TextSize = v9.ChatBarTextSize; v17.Font = v9.ChatBarFont; v17.TextXAlignment = Enum.TextXAlignment.Left; v17.TextWrapped = true; v17.Text = ""; v17.Size = UDim2.new(0, 0, 0, 0); v17.TextYAlignment = Enum.TextYAlignment.Center; v17.TextColor3 = p4:GetDefaultChannelNameColor(); v17.Visible = true; v17.Parent = v15; local v18 = Instance.new("TextLabel"); v18.Selectable = false; v18.TextWrapped = true; v18.BackgroundTransparency = 1; v18.Size = v16.Size; v18.Position = v16.Position; v18.TextSize = v16.TextSize; v18.Font = v16.Font; v18.TextColor3 = v16.TextColor3; v18.TextTransparency = v16.TextTransparency; v18.TextStrokeTransparency = v16.TextStrokeTransparency; v18.TextXAlignment = v16.TextXAlignment; v18.TextYAlignment = v16.TextYAlignment; v18.Text = "..."; v18.Parent = v15; p4.GuiObject = v13; p4.TextBox = v16; p4.TextLabel = v18; p4.GuiObjects.BaseFrame = v13; p4.GuiObjects.TextBoxFrame = v14; p4.GuiObjects.TextBox = v16; p4.GuiObjects.TextLabel = v18; p4.GuiObjects.MessageModeTextButton = v17; p4:AnimGuiObjects(); p4:SetUpTextBoxEvents(v16, v18, v17); if p4.UserHasChatOff then p4:DoLockChatBar(); end; p4.eGuiObjectsChanged:Fire(); end; function v12.DoLockChatBar(p6) if p6.TextLabel then if v6.UserId > 0 then p6.TextLabel.Text = u1:Get("GameChat_ChatMessageValidator_SettingsError", "To chat in game, turn on chat in your Privacy Settings."); else p6.TextLabel.Text = u1:Get("GameChat_SwallowGuestChat_Message", "Sign up to chat in game."); end; p6:CalculateSize(); end; if p6.TextBox then p6.TextBox.Active = false; p6.TextBox.Focused:connect(function() p6.TextBox:ReleaseFocus(); end); end; end; function v12.SetUpTextBoxEvents(p7, p8, p9, p10) for v19, v20 in pairs(p7.TextBoxConnections) do v20:disconnect(); p7.TextBoxConnections[v19] = nil; end; p7.TextBoxConnections.UserInputBegan = l__UserInputService__2.InputBegan:connect(function(p11, p12) if p11.KeyCode == Enum.KeyCode.Backspace and p7:IsFocused() and p8.Text == "" then p7:SetChannelTarget(v9.GeneralChannelName); end; end); p7.TextBoxConnections.TextBoxChanged = p8.Changed:connect(function(p13) local v21 = nil; if p13 == "AbsoluteSize" then p7:CalculateSize(); return; end; if p13 ~= "Text" then return; end; p7:CalculateSize(); if v9.MaximumMessageLength < string.len(p8.Text) then p8.Text = string.sub(p8.Text, 1, v9.MaximumMessageLength); return; end; if not p7.InCustomState then v21 = p7.CommandProcessor:ProcessInProgressChatMessage(p8.Text, p7.ChatWindow, p7); if not v21 then return; end; else p7.CustomState:TextUpdated(); return; end; p7.InCustomState = true; p7.CustomState = v21; end); p7.TextBoxConnections.MessageModeClick = p10.MouseButton1Click:connect(function() if p10.Text ~= "" then p7:SetChannelTarget(v9.GeneralChannelName); end; end); p7.TextBoxConnections.TextBoxFocused = p8.Focused:connect(function() if not p7.UserHasChatOff then p7:CalculateSize(); p9.Visible = false; end; end); p7.TextBoxConnections.TextBoxFocusLost = p8.FocusLost:connect(function(p14, p15) p7:CalculateSize(); if p15 and p15.KeyCode == Enum.KeyCode.Escape then p8.Text = ""; end; if p8.Text ~= "" then p9.Visible = false; return; end; p9.Visible = true; end); end; function v12.GetTextBox(p16) return p16.TextBox; end; function v12.GetMessageModeTextButton(p17) return p17.GuiObjects.MessageModeTextButton; end; function v12.GetMessageModeTextLabel(p18) return p18:GetMessageModeTextButton(); end; function v12.IsFocused(p19) if p19.UserHasChatOff then return false; end; return p19:GetTextBox():IsFocused(); end; function v12.GetVisible(p20) return p20.GuiObject.Visible; end; function v12.CaptureFocus(p21) if not p21.UserHasChatOff then p21:GetTextBox():CaptureFocus(); end; end; function v12.ReleaseFocus(p22, p23) p22:GetTextBox():ReleaseFocus(p23); end; function v12.ResetText(p24) p24:GetTextBox().Text = ""; end; function v12.SetText(p25, p26) p25:GetTextBox().Text = p26; end; function v12.GetEnabled(p27) return p27.GuiObject.Visible; end; function v12.SetEnabled(p28, p29) if p28.UserHasChatOff then p28.GuiObject.Visible = true; return; end; p28.GuiObject.Visible = p29; end; function v12.SetTextLabelText(p30, p31) if not p30.UserHasChatOff then p30.TextLabel.Text = p31; end; end; function v12.SetTextBoxText(p32, p33) p32.TextBox.Text = p33; end; function v12.GetTextBoxText(p34) return p34.TextBox.Text; end; function v12.ResetSize(p35) p35.TargetYSize = 0; p35:TweenToTargetYSize(); end; function v12.CalculateSize(p36) if p36.CalculatingSizeLock then return; end; p36.CalculatingSizeLock = true; if p36:IsFocused() or p36.TextBox.Text ~= "" then local v22 = p36.TextBox.TextSize; local l__TextBox__23 = p36.TextBox; local v24 = l__TextService__5:GetTextSize(l__TextBox__23.Text, l__TextBox__23.TextSize, l__TextBox__23.Font, Vector2.new(l__TextBox__23.AbsoluteSize.X, 10000)).Y; else v22 = p36.TextLabel.TextSize; local l__TextLabel__25 = p36.TextLabel; v24 = l__TextService__5:GetTextSize(l__TextLabel__25.Text, l__TextLabel__25.TextSize, l__TextLabel__25.Font, Vector2.new(l__TextLabel__25.AbsoluteSize.X, 10000)).Y; end; local v26 = v24 - v22; if p36.TargetYSize ~= v26 then p36.TargetYSize = v26; p36:TweenToTargetYSize(); end; p36.CalculatingSizeLock = false; end; function v12.TweenToTargetYSize(p37) local v27 = UDim2.new(1, 0, 1, p37.TargetYSize); p37.GuiObject.Size = v27; p37.GuiObject.Size = p37.GuiObject.Size; local u2 = math.min(1, math.abs(p37.GuiObject.AbsoluteSize.Y - p37.GuiObject.AbsoluteSize.Y) * (1 / p37.TweenPixelsPerSecond)); if not pcall(function() p37.GuiObject:TweenSize(v27, Enum.EasingDirection.Out, Enum.EasingStyle.Quad, u2, true); end) then p37.GuiObject.Size = v27; end; end; function v12.SetTextSize(p38, p39) if not p38:IsInCustomState() then if p38.TextBox then p38.TextBox.TextSize = p39; end; if p38.TextLabel then p38.TextLabel.TextSize = p39; end; end; end; function v12.GetDefaultChannelNameColor(p40) if not v9.DefaultChannelNameColor then return Color3.fromRGB(35, 76, 142); end; return v9.DefaultChannelNameColor; end; function v12.SetChannelTarget(p41, p42) local l__MessageModeTextButton__28 = p41.GuiObjects.MessageModeTextButton; local l__TextBox__29 = p41.TextBox; local l__TextLabel__30 = p41.TextLabel; p41.TargetChannel = p42; if not p41:IsInCustomState() then if p42 == v9.GeneralChannelName then l__MessageModeTextButton__28.Text = ""; l__MessageModeTextButton__28.Size = UDim2.new(0, 0, 0, 0); l__TextBox__29.Size = UDim2.new(1, 0, 1, 0); l__TextBox__29.Position = UDim2.new(0, 0, 0, 0); l__TextLabel__30.Size = UDim2.new(1, 0, 1, 0); l__TextLabel__30.Position = UDim2.new(0, 0, 0, 0); return; end; else return; end; l__MessageModeTextButton__28.Size = UDim2.new(0, 1000, 1, 0); l__MessageModeTextButton__28.Text = string.format("[%s] ", p42); local v31 = p41:GetChannelNameColor(p42); if v31 then l__MessageModeTextButton__28.TextColor3 = v31; else l__MessageModeTextButton__28.TextColor3 = p41:GetDefaultChannelNameColor(); end; local l__X__32 = l__MessageModeTextButton__28.TextBounds.X; l__MessageModeTextButton__28.Size = UDim2.new(0, l__X__32, 1, 0); l__TextBox__29.Size = UDim2.new(1, -l__X__32, 1, 0); l__TextBox__29.Position = UDim2.new(0, l__X__32, 0, 0); l__TextLabel__30.Size = UDim2.new(1, -l__X__32, 1, 0); l__TextLabel__30.Position = UDim2.new(0, l__X__32, 0, 0); end; function v12.IsInCustomState(p43) return p43.InCustomState; end; function v12.ResetCustomState(p44) if p44.InCustomState then p44.CustomState:Destroy(); p44.CustomState = nil; p44.InCustomState = false; p44.ChatBarParentFrame:ClearAllChildren(); p44:CreateGuiObjects(p44.ChatBarParentFrame); p44:SetTextLabelText(u1:Get("GameChat_ChatMain_ChatBarText", "To chat click here or press \"/\" key")); end; end; function v12.GetCustomMessage(p45) if not p45.InCustomState then return nil; end; return p45.CustomState:GetMessage(); end; function v12.CustomStateProcessCompletedMessage(p46, p47) if not p46.InCustomState then return false; end; return p46.CustomState:ProcessCompletedMessage(); end; function v12.FadeOutBackground(p48, p49) p48.AnimParams.Background_TargetTransparency = 1; p48.AnimParams.Background_NormalizedExptValue = v10:NormalizedDefaultExptValueInSeconds(p49); p48:FadeOutText(p49); end; function v12.FadeInBackground(p50, p51) p50.AnimParams.Background_TargetTransparency = 0.6; p50.AnimParams.Background_NormalizedExptValue = v10:NormalizedDefaultExptValueInSeconds(p51); p50:FadeInText(p51); end; function v12.FadeOutText(p52, p53) p52.AnimParams.Text_TargetTransparency = 1; p52.AnimParams.Text_NormalizedExptValue = v10:NormalizedDefaultExptValueInSeconds(p53); end; function v12.FadeInText(p54, p55) p54.AnimParams.Text_TargetTransparency = 0.4; p54.AnimParams.Text_NormalizedExptValue = v10:NormalizedDefaultExptValueInSeconds(p55); end; function v12.AnimGuiObjects(p56) p56.GuiObject.BackgroundTransparency = p56.AnimParams.Background_CurrentTransparency; p56.GuiObjects.TextBoxFrame.BackgroundTransparency = p56.AnimParams.Background_CurrentTransparency; p56.GuiObjects.TextLabel.TextTransparency = p56.AnimParams.Text_CurrentTransparency; p56.GuiObjects.TextBox.TextTransparency = p56.AnimParams.Text_CurrentTransparency; p56.GuiObjects.MessageModeTextButton.TextTransparency = p56.AnimParams.Text_CurrentTransparency; end; function v12.InitializeAnimParams(p57) p57.AnimParams.Text_TargetTransparency = 0.4; p57.AnimParams.Text_CurrentTransparency = 0.4; p57.AnimParams.Text_NormalizedExptValue = 1; p57.AnimParams.Background_TargetTransparency = 0.6; p57.AnimParams.Background_CurrentTransparency = 0.6; p57.AnimParams.Background_NormalizedExptValue = 1; end; function v12.Update(p58, p59) p58.AnimParams.Text_CurrentTransparency = v10:Expt(p58.AnimParams.Text_CurrentTransparency, p58.AnimParams.Text_TargetTransparency, p58.AnimParams.Text_NormalizedExptValue, p59); p58.AnimParams.Background_CurrentTransparency = v10:Expt(p58.AnimParams.Background_CurrentTransparency, p58.AnimParams.Background_TargetTransparency, p58.AnimParams.Background_NormalizedExptValue, p59); p58:AnimGuiObjects(); end; function v12.SetChannelNameColor(p60, p61, p62) p60.ChannelNameColors[p61] = p62; if p60.GuiObjects.MessageModeTextButton.Text == p61 then p60.GuiObjects.MessageModeTextButton.TextColor3 = p62; end; end; function v12.GetChannelNameColor(p63, p64) return p63.ChannelNameColors[p64]; end; function v1.new(p65, p66) local v33 = setmetatable({}, v12); v33.GuiObject = nil; v33.ChatBarParentFrame = nil; v33.TextBox = nil; v33.TextLabel = nil; v33.GuiObjects = {}; v33.eGuiObjectsChanged = Instance.new("BindableEvent"); v33.GuiObjectsChanged = v33.eGuiObjectsChanged.Event; v33.TextBoxConnections = {}; v33.InCustomState = false; v33.CustomState = nil; v33.TargetChannel = nil; v33.CommandProcessor = p65; v33.ChatWindow = p66; v33.TweenPixelsPerSecond = 500; v33.TargetYSize = 0; v33.AnimParams = {}; v33.CalculatingSizeLock = false; v33.ChannelNameColors = {}; v33.UserHasChatOff = false; v33:InitializeAnimParams(); v9.SettingsChanged:connect(function(p67, p68) if p67 == "ChatBarTextSize" then v33:SetTextSize(p68); end; end); coroutine.wrap(function() local v34, v35 = pcall(function() return l__Chat__7:CanUserChatAsync(v6.UserId); end); if (v34 and (l__RunService__3:IsStudio() and v35)) == false then v33.UserHasChatOff = true; v33:DoLockChatBar(); end; end)(); return v33; end; return v1;
-- ================================================================================ -- PUBLIC FUNCTIONS -- ================================================================================
function Engine.new(speeder) local newEngine = {} setmetatable(newEngine, Engine) newEngine.Speeder = speeder newEngine.Main = speeder.main newEngine.Mass = speeder.mass -- Attachment local attachment = Instance.new("Attachment") attachment.Parent = speeder.main -- Thruster (foward/backward) newEngine.Thruster = Instance.new("BodyVelocity") newEngine.Thruster.Name = "Thruster" newEngine.Thruster.Parent = speeder.main -- Gyro (steering) newEngine.Steering = Instance.new("BodyGyro") newEngine.Steering.Name = "Steering" newEngine.Steering.Parent = speeder.main newEngine._settings = speeder._settings -- Set settings newEngine._SPEED = newEngine._settings.DefaultSpeed newEngine._BOOSTSPEED = newEngine._settings.BoostSpeed newEngine._PITCH = (3.5*newEngine._settings.Steering)*(math.pi/180) newEngine._YAW = (-4*newEngine._settings.Steering)*(math.pi/180) newEngine._ROLL = (2*newEngine._settings.Steering)*(math.pi/180) EngineRate = IIRFilter(0.005) StartSound:Play() local soundConnection soundConnection = StartSound.Ended:Connect(function() MotorSound:Play() soundConnection:Disconnect() end) return newEngine end -- Engine:new()
--[ FUNCTION ]-
function updateMusic() local id = string.gsub(music.SoundId, "rbxassetid://", "") local success, info = pcall(mps.GetProductInfo, mps, id) if success then Frame:TweenPosition(UDim2.new(0.288, 0, 0.026, 0),"Out","Quad",.5,true) -- changing it to in script.Parent.Text = "Now Playing : " .. info.Name -- changing name if requester.Value ~= "" then label.Text = string.format("Song requested by: %s", requester.Value) label.Visible = true else label.Visible = false end wait(5) -- wait to close it Frame:TweenPosition(UDim2.new(0.288, 0,-1, 0),"In","Quad",.5,true) -- changing it to in end end updateMusic() music:GetPropertyChangedSignal("SoundId"):Connect(updateMusic)
-- Setup gesture area that camera uses while DynamicThumbstick is enabled
local function OnCharacterAdded(character) if UserInputService.TouchEnabled then if PlayerGui then local ScreenGui = Instance.new("ScreenGui") ScreenGui.Name = "GestureArea" ScreenGui.Parent = PlayerGui GestureArea = Instance.new("Frame") GestureArea.BackgroundTransparency = 1.0 GestureArea.Visible = true GestureArea.BackgroundColor3 = Color3.fromRGB(0, 0, 0) layoutGestureArea(PortraitMode) GestureArea.Parent = ScreenGui end for _, child in ipairs(LocalPlayer.Character:GetChildren()) do if child:IsA("Tool") then IsAToolEquipped = true end end character.ChildAdded:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = true end end) character.ChildRemoved:Connect(function(child) if child:IsA("Tool") then IsAToolEquipped = false end end) end end if LocalPlayer then if LocalPlayer.Character ~= nil then OnCharacterAdded(LocalPlayer.Character) end LocalPlayer.CharacterAdded:connect(function(character) OnCharacterAdded(character) end) end local function positionIntersectsGuiObject(position, guiObject) if position.X < guiObject.AbsolutePosition.X + guiObject.AbsoluteSize.X and position.X > guiObject.AbsolutePosition.X and position.Y < guiObject.AbsolutePosition.Y + guiObject.AbsoluteSize.Y and position.Y > guiObject.AbsolutePosition.Y then return true end return false end local function GetRenderCFrame(part) return part:GetRenderCFrame() end local function CreateCamera() local this = {} local R15HeadHeight = R15_HEAD_OFFSET function this:GetActivateValue() return 0.7 end function this:IsPortraitMode() return PortraitMode end function this:GetRotateAmountValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_ROTATION elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_ROTATION end end return ZERO_VECTOR2 end function this:GetRepeatDelayValue(vrRotationIntensity) vrRotationIntensity = vrRotationIntensity or StarterGui:GetCore("VRRotationIntensity") if vrRotationIntensity then if vrRotationIntensity == "Low" then return VR_LOW_INTENSITY_REPEAT elseif vrRotationIntensity == "High" then return VR_HIGH_INTENSITY_REPEAT end end return 0 end this.ShiftLock = false this.Enabled = false local isFirstPerson = false local isRightMouseDown = false local isMiddleMouseDown = false this.RotateInput = ZERO_VECTOR2 this.DefaultZoom = LANDSCAPE_DEFAULT_ZOOM this.activeGamepad = nil local tweens = {} this.lastSubject = nil this.lastSubjectPosition = Vector3.new(0, 5, 0) local lastVRRotation = 0 local vrRotateKeyCooldown = {} local isDynamicThumbstickEnabled = false -- Check for changes in ViewportSize to decide if PortraitMode local CameraChangedConn = nil local workspaceCameraChangedConn = nil local function onWorkspaceCameraChanged() if UserInputService.TouchEnabled then if CameraChangedConn then CameraChangedConn:Disconnect() CameraChangedConn = nil end local newCamera = workspace.CurrentCamera if newCamera then local size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM CameraChangedConn = newCamera:GetPropertyChangedSignal("ViewportSize"):Connect(function() size = newCamera.ViewportSize PortraitMode = size.X < size.Y layoutGestureArea(PortraitMode) DefaultZoom = PortraitMode and PORTRAIT_DEFAULT_ZOOM or LANDSCAPE_DEFAULT_ZOOM end) end end end workspaceCameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onWorkspaceCameraChanged) if workspace.CurrentCamera then onWorkspaceCameraChanged() end function this:GetShiftLock() return ShiftLockController:IsShiftLocked() end function this:GetHumanoid() local player = PlayersService.LocalPlayer return findPlayerHumanoid(player) end function this:GetHumanoidRootPart() local humanoid = this:GetHumanoid() return humanoid and humanoid.Torso end function this:GetRenderCFrame(part) GetRenderCFrame(part) end local STATE_DEAD = Enum.HumanoidStateType.Dead -- HumanoidRootPart when alive, Head part when dead local function getHumanoidPartToFollow(humanoid, humanoidStateType) if humanoidStateType == STATE_DEAD then local character = humanoid.Parent if character then return character:FindFirstChild("Head") or humanoid.Torso else return humanoid.Torso end else return humanoid.Torso end end local HUMANOID_STATE_DEAD = Enum.HumanoidStateType.Dead function this:GetSubjectPosition() local result = nil local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA('Humanoid') then local humanoidStateType = cameraSubject:GetState() if VRService.VREnabled and humanoidStateType == STATE_DEAD and cameraSubject == this.lastSubject then result = this.lastSubjectPosition else local humanoidRootPart = getHumanoidPartToFollow(cameraSubject, humanoidStateType) if humanoidRootPart and humanoidRootPart:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(humanoidRootPart) local heightOffset = ZERO_VECTOR3 if humanoidStateType ~= STATE_DEAD then heightOffset = cameraSubject.RigType == Enum.HumanoidRigType.R15 and R15HeadHeight or HEAD_OFFSET end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(heightOffset + cameraSubject.CameraOffset) end end elseif cameraSubject:IsA('VehicleSeat') then local subjectCFrame = GetRenderCFrame(cameraSubject) local offset = SEAT_OFFSET if VRService.VREnabled then offset = VR_SEAT_OFFSET end result = subjectCFrame.p + subjectCFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA('SkateboardPlatform') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p + SEAT_OFFSET elseif cameraSubject:IsA('BasePart') then local subjectCFrame = GetRenderCFrame(cameraSubject) result = subjectCFrame.p elseif cameraSubject:IsA('Model') then result = cameraSubject:GetModelCFrame().p end end this.lastSubject = cameraSubject this.lastSubjectPosition = result return result end function this:ResetCameraLook() end function this:GetCameraLook() return workspace.CurrentCamera and workspace.CurrentCamera.CoordinateFrame.lookVector or Vector3.new(0,0,1) end function this:GetCameraZoom() if this.currentZoom == nil then local player = PlayersService.LocalPlayer this.currentZoom = player and clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, this.DefaultZoom) or this.DefaultZoom end return this.currentZoom end function this:GetCameraActualZoom() local camera = workspace.CurrentCamera if camera then return (camera.CoordinateFrame.p - camera.Focus.p).magnitude end end function this:GetCameraHeight() if VRService.VREnabled and not this:IsInFirstPerson() then local zoom = this:GetCameraZoom() return math.sin(VR_ANGLE) * zoom end return 0 end function this:ViewSizeX() local result = 1024 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.X end return result end function this:ViewSizeY() local result = 768 local camera = workspace.CurrentCamera if camera then result = camera.ViewportSize.Y end return result end local math_asin = math.asin local math_atan2 = math.atan2 local math_floor = math.floor local math_max = math.max local math_pi = math.pi local Vector2_new = Vector2.new local Vector3_new = Vector3.new local CFrame_Angles = CFrame.Angles local CFrame_new = CFrame.new function this:ScreenTranslationToAngle(translationVector) local screenX = this:ViewSizeX() local screenY = this:ViewSizeY() local xTheta = (translationVector.x / screenX) local yTheta = (translationVector.y / screenY) return Vector2_new(xTheta, yTheta) end function this:MouseTranslationToAngle(translationVector) local xTheta = (translationVector.x / 1920) local yTheta = (translationVector.y / 1200) return Vector2_new(xTheta, yTheta) end function this:RotateVector(startVector, xyRotateVector) local startCFrame = CFrame_new(ZERO_VECTOR3, startVector) local resultLookVector = (CFrame_Angles(0, -xyRotateVector.x, 0) * startCFrame * CFrame_Angles(-xyRotateVector.y,0,0)).lookVector return resultLookVector, Vector2_new(xyRotateVector.x, xyRotateVector.y) end function this:RotateCamera(startLook, xyRotateVector) if VRService.VREnabled then local yawRotatedVector, xyRotateVector = self:RotateVector(startLook, Vector2.new(xyRotateVector.x, 0)) return Vector3_new(yawRotatedVector.x, 0, yawRotatedVector.z).unit, xyRotateVector else local startVertical = math_asin(startLook.y) local yTheta = clamp(-MAX_Y + startVertical, -MIN_Y + startVertical, xyRotateVector.y) return self:RotateVector(startLook, Vector2_new(xyRotateVector.x, yTheta)) end end function this:IsInFirstPerson() return isFirstPerson end -- there are several cases to consider based on the state of input and camera rotation mode function this:UpdateMouseBehavior() -- first time transition to first person mode or shiftlock if isFirstPerson or self:GetShiftLock() then pcall(function() GameSettings.RotationType = Enum.RotationType.CameraRelative end) if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter end else pcall(function() GameSettings.RotationType = Enum.RotationType.MovementRelative end) if isRightMouseDown or isMiddleMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function this:ZoomCamera(desiredZoom) local player = PlayersService.LocalPlayer if player then if player.CameraMode == Enum.CameraMode.LockFirstPerson then this.currentZoom = 0 else this.currentZoom = clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredZoom) end end isFirstPerson = self:GetCameraZoom() < 2 ShiftLockController:SetIsInFirstPerson(isFirstPerson) -- set mouse behavior self:UpdateMouseBehavior() return self:GetCameraZoom() end function this:rk4Integrator(position, velocity, t) local direction = velocity < 0 and -1 or 1 local function acceleration(p, v) local accel = direction * math_max(1, (p / 3.3) + 0.5) return accel end local p1 = position local v1 = velocity local a1 = acceleration(p1, v1) local p2 = p1 + v1 * (t / 2) local v2 = v1 + a1 * (t / 2) local a2 = acceleration(p2, v2) local p3 = p1 + v2 * (t / 2) local v3 = v1 + a2 * (t / 2) local a3 = acceleration(p3, v3) local p4 = p1 + v3 * t local v4 = v1 + a3 * t local a4 = acceleration(p4, v4) local positionResult = position + (v1 + 2 * v2 + 2 * v3 + v4) * (t / 6) local velocityResult = velocity + (a1 + 2 * a2 + 2 * a3 + a4) * (t / 6) return positionResult, velocityResult end function this:ZoomCameraBy(zoomScale) local zoom = this:GetCameraActualZoom() if zoom then -- Can break into more steps to get more accurate integration zoom = self:rk4Integrator(zoom, zoomScale, 1) self:ZoomCamera(zoom) end return self:GetCameraZoom() end function this:ZoomCameraFixedBy(zoomIncrement) return self:ZoomCamera(self:GetCameraZoom() + zoomIncrement) end function this:Update() end ----- VR STUFF ------ function this:ApplyVRTransform() if not VRService.VREnabled then return end --we only want this to happen in first person VR local player = PlayersService.LocalPlayer if not (player and player.Character and player.Character:FindFirstChild("HumanoidRootPart") and player.Character.HumanoidRootPart:FindFirstChild("RootJoint")) then return end local camera = workspace.CurrentCamera local cameraSubject = camera.CameraSubject local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') if this:IsInFirstPerson() and not isInVehicle then local vrFrame = VRService:GetUserCFrame(Enum.UserCFrame.Head) local vrRotation = vrFrame - vrFrame.p local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(vrRotation:vectorToObjectSpace(vrFrame.p)) * CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) else local rootJoint = player.Character.HumanoidRootPart.RootJoint rootJoint.C0 = CFrame.new(0, 0, 0, -1, 0, 0, 0, 0, 1, 0, 1, 0) end end local vrRotationIntensityExists = true local lastVrRotationCheck = 0 function this:ShouldUseVRRotation() if not VRService.VREnabled then return false end if not vrRotationIntensityExists and tick() - lastVrRotationCheck < 1 then return false end local success, vrRotationIntensity = pcall(function() return StarterGui:GetCore("VRRotationIntensity") end) vrRotationIntensityExists = success and vrRotationIntensity ~= nil lastVrRotationCheck = tick() return success and vrRotationIntensity ~= nil and vrRotationIntensity ~= "Smooth" end function this:GetVRRotationInput() local vrRotateSum = ZERO_VECTOR2 local vrRotationIntensity = StarterGui:GetCore("VRRotationIntensity") local vrGamepadRotation = self.GamepadPanningCamera or ZERO_VECTOR2 local delayExpired = (tick() - lastVRRotation) >= self:GetRepeatDelayValue(vrRotationIntensity) if math.abs(vrGamepadRotation.x) >= self:GetActivateValue() then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2]) then local sign = 1 if vrGamepadRotation.x < 0 then sign = -1 end vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) * sign vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = true end elseif math.abs(vrGamepadRotation.x) < self:GetActivateValue() - 0.1 then vrRotateKeyCooldown[Enum.KeyCode.Thumbstick2] = nil end if self.TurningLeft then if delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Left] then vrRotateSum = vrRotateSum - self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Left] = true end else vrRotateKeyCooldown[Enum.KeyCode.Left] = nil end if self.TurningRight then if (delayExpired or not vrRotateKeyCooldown[Enum.KeyCode.Right]) then vrRotateSum = vrRotateSum + self:GetRotateAmountValue(vrRotationIntensity) vrRotateKeyCooldown[Enum.KeyCode.Right] = true end else vrRotateKeyCooldown[Enum.KeyCode.Right] = nil end if vrRotateSum ~= ZERO_VECTOR2 then lastVRRotation = tick() end return vrRotateSum end local cameraTranslationConstraints = Vector3.new(1, 1, 1) local humanoidJumpOrigin = nil local trackingHumanoid = nil local cameraFrozen = false local subjectStateChangedConn = nil local cameraSubjectChangedConn = nil local workspaceChangedConn = nil local humanoidChildAddedConn = nil local humanoidChildRemovedConn = nil local function cancelCameraFreeze(keepConstraints) if not keepConstraints then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 1, cameraTranslationConstraints.z) end if cameraFrozen then trackingHumanoid = nil cameraFrozen = false end end local function startCameraFreeze(subjectPosition, humanoidToTrack) if not cameraFrozen then humanoidJumpOrigin = subjectPosition trackingHumanoid = humanoidToTrack cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, 0, cameraTranslationConstraints.z) cameraFrozen = true end end local function rescaleCameraOffset(newScaleFactor) R15HeadHeight = R15_HEAD_OFFSET*newScaleFactor end local function onHumanoidSubjectChildAdded(child) if child.Name == "BodyHeightScale" and child:IsA("NumberValue") then if heightScaleChangedConn then heightScaleChangedConn:disconnect() end heightScaleChangedConn = child.Changed:connect(rescaleCameraOffset) rescaleCameraOffset(child.Value) end end local function onHumanoidSubjectChildRemoved(child) if child.Name == "BodyHeightScale" then rescaleCameraOffset(1) if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end end end local function onNewCameraSubject() if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if humanoidChildAddedConn then humanoidChildAddedConn:disconnect() humanoidChildAddedConn = nil end if humanoidChildRemovedConn then humanoidChildRemovedConn:disconnect() humanoidChildRemovedConn = nil end if heightScaleChangedConn then heightScaleChangedConn:disconnect() heightScaleChangedConn = nil end local humanoid = workspace.CurrentCamera and workspace.CurrentCamera.CameraSubject if trackingHumanoid ~= humanoid then cancelCameraFreeze() end if humanoid and humanoid:IsA('Humanoid') then humanoidChildAddedConn = humanoid.ChildAdded:connect(onHumanoidSubjectChildAdded) humanoidChildRemovedConn = humanoid.ChildRemoved:connect(onHumanoidSubjectChildRemoved) for _, child in pairs(humanoid:GetChildren()) do onHumanoidSubjectChildAdded(child) end subjectStateChangedConn = humanoid.StateChanged:connect(function(oldState, newState) if VRService.VREnabled and newState == Enum.HumanoidStateType.Jumping and not this:IsInFirstPerson() then startCameraFreeze(this:GetSubjectPosition(), humanoid) elseif newState ~= Enum.HumanoidStateType.Jumping and newState ~= Enum.HumanoidStateType.Freefall then cancelCameraFreeze(true) end end) end end local function onCurrentCameraChanged() if cameraSubjectChangedConn then cameraSubjectChangedConn:disconnect() cameraSubjectChangedConn = nil end local camera = workspace.CurrentCamera if camera then cameraSubjectChangedConn = camera:GetPropertyChangedSignal("CameraSubject"):connect(onNewCameraSubject) onNewCameraSubject() end end function this:GetVRFocus(subjectPosition, timeDelta) local newFocus = nil local camera = workspace.CurrentCamera local lastFocus = self.LastCameraFocus or subjectPosition if not cameraFrozen then cameraTranslationConstraints = Vector3.new(cameraTranslationConstraints.x, math.min(1, cameraTranslationConstraints.y + 0.42 * timeDelta), cameraTranslationConstraints.z) end if cameraFrozen and humanoidJumpOrigin and humanoidJumpOrigin.y > lastFocus.y then newFocus = CFrame.new(Vector3.new(subjectPosition.x, math.min(humanoidJumpOrigin.y, lastFocus.y + 5 * timeDelta), subjectPosition.z)) else newFocus = CFrame.new(Vector3.new(subjectPosition.x, lastFocus.y, subjectPosition.z):lerp(subjectPosition, cameraTranslationConstraints.y)) end if cameraFrozen then -- No longer in 3rd person if self:IsInFirstPerson() then -- not VRService.VREnabled cancelCameraFreeze() end -- This case you jumped off a cliff and want to keep your character in view -- 0.5 is to fix floating point error when not jumping off cliffs if humanoidJumpOrigin and subjectPosition.y < (humanoidJumpOrigin.y - 0.5) then cancelCameraFreeze() end end return newFocus end ------------------------ ---- Input Events ---- local startPos = nil local lastPos = nil local panBeginLook = nil local lastTapTime = nil local fingerTouches = {} local NumUnsunkTouches = 0 local inputStartPositions = {} local inputStartTimes = {} local StartingDiff = nil local pinchBeginZoom = nil this.ZoomEnabled = true this.PanEnabled = true this.KeyPanEnabled = true local function OnTouchBegan(input, processed) --If isDynamicThumbstickEnabled, then only process TouchBegan event if it starts in GestureArea if (not touchWorkspaceEventEnabled and not isDynamicThumbstickEnabled) or positionIntersectsGuiObject(input.Position, GestureArea) then fingerTouches[input] = processed if not processed then inputStartPositions[input] = input.Position inputStartTimes[input] = tick() NumUnsunkTouches = NumUnsunkTouches + 1 end end end local function OnTouchChanged(input, processed) if fingerTouches[input] == nil then if isDynamicThumbstickEnabled then return end fingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end if NumUnsunkTouches == 1 then if fingerTouches[input] == false then panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true local delta = input.Position - lastPos delta = Vector2.new(delta.X, delta.Y * GameSettings:GetCameraYInvertValue()) if this.PanEnabled then local desiredXYVector = this:ScreenTranslationToAngle(delta) * TOUCH_SENSITIVTY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = input.Position end else panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end if NumUnsunkTouches == 2 then local unsunkTouches = {} for touch, wasSunk in pairs(fingerTouches) do if not wasSunk then table.insert(unsunkTouches, touch) end end if #unsunkTouches == 2 then local difference = (unsunkTouches[1].Position - unsunkTouches[2].Position).magnitude if StartingDiff and pinchBeginZoom then local scale = difference / math_max(0.01, StartingDiff) local clampedScale = clamp(0.1, 10, scale) if this.ZoomEnabled then this:ZoomCamera(pinchBeginZoom / clampedScale) end else StartingDiff = difference pinchBeginZoom = this:GetCameraActualZoom() end end else StartingDiff = nil pinchBeginZoom = nil end end local function calcLookBehindRotateInput(torso) if torso then local newDesiredLook = (torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end return Vector2.new(horizontalShift, vertShift) end return nil end local OnTouchTap = nil if not touchWorkspaceEventEnabled then OnTouchTap = function(position) if isDynamicThumbstickEnabled and not IsAToolEquipped then if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then local tween = { from = this:GetCameraZoom(), to = DefaultZoom, start = tick(), duration = 0.2, func = function(from, to, alpha) this:ZoomCamera(from + (to - from)*alpha) return to end } tweens["Zoom"] = tween else local humanoid = this:GetHumanoid() if humanoid then local player = PlayersService.LocalPlayer if player and player.Character then if humanoid and humanoid.Torso then local tween = { from = this.RotateInput, to = calcLookBehindRotateInput(humanoid.Torso), start = tick(), duration = 0.2, func = function(from, to, alpha) to = calcLookBehindRotateInput(humanoid.Torso) if to then this.RotateInput = from + (to - from)*alpha end return to end } tweens["Rotate"] = tween -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end end end lastTapTime = tick() end end end local function IsTouchTap(input) -- We can't make the assumption that the input exists in the inputStartPositions because we may have switched from a different camera type. if inputStartPositions[input] then local posDelta = (inputStartPositions[input] - input.Position).magnitude if posDelta < MAX_TAP_POS_DELTA then local timeDelta = inputStartTimes[input] - tick() if timeDelta < MAX_TAP_TIME_DELTA then return true end end end return false end local function OnTouchEnded(input, processed) if fingerTouches[input] == false then if NumUnsunkTouches == 1 then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false if not touchWorkspaceEventEnabled and IsTouchTap(input) then OnTouchTap(input.Position) end elseif NumUnsunkTouches == 2 then StartingDiff = nil pinchBeginZoom = nil end end if fingerTouches[input] ~= nil and fingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end fingerTouches[input] = nil inputStartPositions[input] = nil inputStartTimes[input] = nil end local function OnMousePanButtonPressed(input, processed) if processed then return end this:UpdateMouseBehavior() panBeginLook = panBeginLook or this:GetCameraLook() startPos = startPos or input.Position lastPos = lastPos or startPos this.UserPanningTheCamera = true end local function OnMousePanButtonReleased(input, processed) this:UpdateMouseBehavior() if not (isRightMouseDown or isMiddleMouseDown) then panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false end end local function OnMouse2Down(input, processed) if processed then return end isRightMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse2Up(input, processed) isRightMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouse3Down(input, processed) if processed then return end isMiddleMouseDown = true OnMousePanButtonPressed(input, processed) end local function OnMouse3Up(input, processed) isMiddleMouseDown = false OnMousePanButtonReleased(input, processed) end local function OnMouseMoved(input, processed) if not hasGameLoaded and VRService.VREnabled then return end local inputDelta = input.Delta inputDelta = Vector2.new(inputDelta.X, inputDelta.Y * GameSettings:GetCameraYInvertValue()) if startPos and lastPos and panBeginLook then local currPos = lastPos + input.Delta local totalTrans = currPos - startPos if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end lastPos = currPos elseif this:IsInFirstPerson() or this:GetShiftLock() then if this.PanEnabled then local desiredXYVector = this:MouseTranslationToAngle(inputDelta) * MOUSE_SENSITIVITY this.RotateInput = this.RotateInput + desiredXYVector end end end local function OnMouseWheel(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if not processed then if this.ZoomEnabled then this:ZoomCameraBy(clamp(-1, 1, -input.Position.Z) * 1.4) end end end local function round(num) return math_floor(num + 0.5) end local eight2Pi = math_pi / 4 local function rotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount) if camLook ~= ZERO_VECTOR3 then camLook = camLook.unit local currAngle = math_atan2(camLook.z, camLook.x) local newAngle = round((math_atan2(camLook.z, camLook.x) + rotateAngle) / roundAmount) * roundAmount return newAngle - currAngle end return 0 end local function OnKeyDown(input, processed) if not hasGameLoaded and VRService.VREnabled then return end if processed then return end if this.ZoomEnabled then if input.KeyCode == Enum.KeyCode.I then -- this:ZoomCameraBy(-5) elseif input.KeyCode == Enum.KeyCode.O then -- this:ZoomCameraBy(5) end end if panBeginLook == nil and this.KeyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = true elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = true elseif input.KeyCode == Enum.KeyCode.Comma then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), -eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.Period then local angle = rotateVectorByAngleAndRound(this:GetCameraLook() * Vector3.new(1,0,1), eight2Pi * (3/4), eight2Pi) if angle ~= 0 then this.RotateInput = this.RotateInput + Vector2.new(angle, 0) this.LastUserPanCamera = tick() this.LastCameraTransform = nil end elseif input.KeyCode == Enum.KeyCode.PageUp then --elseif input.KeyCode == Enum.KeyCode.Home then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(15)) this.LastCameraTransform = nil elseif input.KeyCode == Enum.KeyCode.PageDown then --elseif input.KeyCode == Enum.KeyCode.End then this.RotateInput = this.RotateInput + Vector2.new(0,math.rad(-15)) this.LastCameraTransform = nil end end end local function OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then this.TurningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then this.TurningRight = false end end local lastThumbstickRotate = nil local numOfSeconds = 0.7 local currentSpeed = 0 local maxSpeed = 6 local vrMaxSpeed = 4 local lastThumbstickPos = Vector2.new(0,0) local ySensitivity = 0.65 local lastVelocity = nil -- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t) t = clamp(-1,1,t) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end -- DEADZONE local DEADZONE = 0.1 local function toSCurveSpace(t) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t) return t/2 + 0.5 end local function gamepadLinearToCurve(thumbstickPosition) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return clamp(-1, 1, point) end return Vector2_new(onAxis(thumbstickPosition.x), onAxis(thumbstickPosition.y)) end function this:UpdateGamepad() local gamepadPan = this.GamepadPanningCamera if gamepadPan and (hasGameLoaded or not VRService.VREnabled) then gamepadPan = gamepadLinearToCurve(gamepadPan) local currentTime = tick() if gamepadPan.X ~= 0 or gamepadPan.Y ~= 0 then this.userPanningTheCamera = true elseif gamepadPan == ZERO_VECTOR2 then lastThumbstickRotate = nil if lastThumbstickPos == ZERO_VECTOR2 then currentSpeed = 0 end end local finalConstant = 0 if lastThumbstickRotate then if VRService.VREnabled then currentSpeed = vrMaxSpeed else local elapsedTime = (currentTime - lastThumbstickRotate) * 10 currentSpeed = currentSpeed + (maxSpeed * ((elapsedTime*elapsedTime)/numOfSeconds)) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end if lastVelocity then local velocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) local velocityDeltaMag = (velocity - lastVelocity).magnitude if velocityDeltaMag > 12 then currentSpeed = currentSpeed * (20/velocityDeltaMag) if currentSpeed > maxSpeed then currentSpeed = maxSpeed end end end end local success, gamepadCameraSensitivity = pcall(function() return GameSettings.GamepadCameraSensitivity end) finalConstant = success and (gamepadCameraSensitivity * currentSpeed) or currentSpeed lastVelocity = (gamepadPan - lastThumbstickPos)/(currentTime - lastThumbstickRotate) end lastThumbstickPos = gamepadPan lastThumbstickRotate = currentTime return Vector2_new( gamepadPan.X * finalConstant, gamepadPan.Y * finalConstant * ySensitivity * GameSettings:GetCameraYInvertValue()) end return ZERO_VECTOR2 end local InputBeganConn, InputChangedConn, InputEndedConn, MenuOpenedConn, ShiftLockToggleConn, GamepadConnectedConn, GamepadDisconnectedConn, TouchActivateConn = nil, nil, nil, nil, nil, nil, nil, nil function this:DisconnectInputEvents() if InputBeganConn then InputBeganConn:disconnect() InputBeganConn = nil end if InputChangedConn then InputChangedConn:disconnect() InputChangedConn = nil end if InputEndedConn then InputEndedConn:disconnect() InputEndedConn = nil end if MenuOpenedConn then MenuOpenedConn:disconnect() MenuOpenedConn = nil end if ShiftLockToggleConn then ShiftLockToggleConn:disconnect() ShiftLockToggleConn = nil end if GamepadConnectedConn then GamepadConnectedConn:disconnect() GamepadConnectedConn = nil end if GamepadDisconnectedConn then GamepadDisconnectedConn:disconnect() GamepadDisconnectedConn = nil end if subjectStateChangedConn then subjectStateChangedConn:disconnect() subjectStateChangedConn = nil end if workspaceChangedConn then workspaceChangedConn:disconnect() workspaceChangedConn = nil end if TouchActivateConn then TouchActivateConn:disconnect() TouchActivateConn = nil end this.TurningLeft = false this.TurningRight = false this.LastCameraTransform = nil self.LastSubjectCFrame = nil this.UserPanningTheCamera = false this.RotateInput = Vector2.new() this.GamepadPanningCamera = Vector2.new(0,0) -- Reset input states startPos = nil lastPos = nil panBeginLook = nil isRightMouseDown = false isMiddleMouseDown = false fingerTouches = {} NumUnsunkTouches = 0 StartingDiff = nil pinchBeginZoom = nil -- Unlock mouse for example if right mouse button was being held down if UserInputService.MouseBehavior ~= Enum.MouseBehavior.LockCenter then UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end function this:ResetInputStates() isRightMouseDown = false isMiddleMouseDown = false OnMousePanButtonReleased() -- this function doesn't seem to actually need parameters if UserInputService.TouchEnabled then --[[menu opening was causing serious touch issues this should disable all active touch events if they're active when menu opens.]] for inputObject, value in pairs(fingerTouches) do fingerTouches[inputObject] = nil end panBeginLook = nil startPos = nil lastPos = nil this.UserPanningTheCamera = false StartingDiff = nil pinchBeginZoom = nil NumUnsunkTouches = 0 end end function this.getGamepadPan(name, state, input) if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.Thumbstick2 then if state == Enum.UserInputState.Cancel then this.GamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then this.GamepadPanningCamera = Vector2_new(input.Position.X, -input.Position.Y) else this.GamepadPanningCamera = ZERO_VECTOR2 end end end function this.doGamepadZoom(name, state, input) if input.UserInputType == this.activeGamepad and input.KeyCode == Enum.KeyCode.ButtonR3 and state == Enum.UserInputState.Begin then if this.ZoomEnabled then if this:GetCameraZoom() > 0.5 then this:ZoomCamera(0) else this:ZoomCamera(10) end end end end function this:BindGamepadInputActions() ContextActionService:BindAction("RootCamGamepadPan", this.getGamepadPan, false, Enum.KeyCode.Thumbstick2) ContextActionService:BindAction("RootCamGamepadZoom", this.doGamepadZoom, false, Enum.KeyCode.ButtonR3) end function this:ConnectInputEvents() InputBeganConn = UserInputService.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchBegan(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Down(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Down(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyDown(input, processed) end end) InputChangedConn = UserInputService.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchChanged(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseMovement then OnMouseMoved(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseWheel then OnMouseWheel(input, processed) end end) InputEndedConn = UserInputService.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchEnded(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton2 then OnMouse2Up(input, processed) elseif input.UserInputType == Enum.UserInputType.MouseButton3 then OnMouse3Up(input, processed) end -- Keyboard if input.UserInputType == Enum.UserInputType.Keyboard then OnKeyUp(input, processed) end end) if touchWorkspaceEventEnabled then TouchActivateConn = UserInputService.TouchTapInWorld:connect(function(touchPos, processed) if isDynamicThumbstickEnabled and not processed and not IsAToolEquipped and positionIntersectsGuiObject(touchPos, GestureArea) then if lastTapTime and tick() - lastTapTime < MAX_TIME_FOR_DOUBLE_TAP then local tween = { from = this:GetCameraZoom(), to = DefaultZoom, start = tick(), duration = 0.2, func = function(from, to, alpha) this:ZoomCamera(from + (to - from)*alpha) return to end } tweens["Zoom"] = tween else local humanoid = this:GetHumanoid() if humanoid then local player = PlayersService.LocalPlayer if player and player.Character then if humanoid and humanoid.Torso then local tween = { from = this.RotateInput, to = calcLookBehindRotateInput(humanoid.Torso), start = tick(), duration = 0.2, func = function(from, to, alpha) to = calcLookBehindRotateInput(humanoid.Torso) if to then this.RotateInput = from + (to - from)*alpha end return to end } tweens["Rotate"] = tween -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end end end end lastTapTime = tick() end end) end MenuOpenedConn = GuiService.MenuOpened:connect(function() this:ResetInputStates() end) workspaceChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(onCurrentCameraChanged) if workspace.CurrentCamera then onCurrentCameraChanged() end ShiftLockToggleConn = ShiftLockController.OnShiftLockToggled.Event:connect(function() this:UpdateMouseBehavior() end) this.RotateInput = Vector2.new() this.activeGamepad = nil local function assignActivateGamepad() local connectedGamepads = UserInputService:GetConnectedGamepads() if #connectedGamepads > 0 then for i = 1, #connectedGamepads do if this.activeGamepad == nil then this.activeGamepad = connectedGamepads[i] elseif connectedGamepads[i].Value < this.activeGamepad.Value then this.activeGamepad = connectedGamepads[i] end end end if this.activeGamepad == nil then -- nothing is connected, at least set up for gamepad1 this.activeGamepad = Enum.UserInputType.Gamepad1 end end GamepadConnectedConn = UserInputService.GamepadDisconnected:connect(function(gamepadEnum) if this.activeGamepad ~= gamepadEnum then return end this.activeGamepad = nil assignActivateGamepad() end) GamepadDisconnectedConn = UserInputService.GamepadConnected:connect(function(gamepadEnum) if this.activeGamepad == nil then assignActivateGamepad() end end) self:BindGamepadInputActions() assignActivateGamepad() -- set mouse behavior self:UpdateMouseBehavior() end --Process tweens related to tap-to-recenter and double-tap-to-zoom --Needs to be called from specific cameras on each update function this:ProcessTweens() for name, tween in pairs(tweens) do local alpha = math.min(1.0, (tick() - tween.start)/tween.duration) tween.to = tween.func(tween.from, tween.to, alpha) if math.abs(1 - alpha) < 0.0001 then tweens[name] = nil end end end function this:SetEnabled(newState) if newState ~= self.Enabled then self.Enabled = newState if self.Enabled then self:ConnectInputEvents() self.cframe = workspace.CurrentCamera.CFrame else self:DisconnectInputEvents() end end end local function OnPlayerAdded(player) player.Changed:connect(function(prop) if this.Enabled then if prop == "CameraMode" or prop == "CameraMaxZoomDistance" or prop == "CameraMinZoomDistance" then this:ZoomCameraFixedBy(0) end end end) local function OnCharacterAdded(newCharacter) local humanoid = findPlayerHumanoid(player) local start = tick() while tick() - start < 0.3 and (humanoid == nil or humanoid.Torso == nil) do wait() humanoid = findPlayerHumanoid(player) end if humanoid and humanoid.Torso and player.Character == newCharacter then local newDesiredLook = (humanoid.Torso.CFrame.lookVector - Vector3.new(0,0.23,0)).unit local horizontalShift = findAngleBetweenXZVectors(newDesiredLook, this:GetCameraLook()) local vertShift = math.asin(this:GetCameraLook().y) - math.asin(newDesiredLook.y) if not IsFinite(horizontalShift) then horizontalShift = 0 end if not IsFinite(vertShift) then vertShift = 0 end this.RotateInput = Vector2.new(horizontalShift, vertShift) -- reset old camera info so follow cam doesn't rotate us this.LastCameraTransform = nil end -- Need to wait for camera cframe to update before we zoom in -- Not waiting will force camera to original cframe wait() this:ZoomCamera(this.DefaultZoom) end player.CharacterAdded:connect(function(character) if this.Enabled or SetCameraOnSpawn then OnCharacterAdded(character) SetCameraOnSpawn = false end end) if player.Character then spawn(function() OnCharacterAdded(player.Character) end) end end if PlayersService.LocalPlayer then OnPlayerAdded(PlayersService.LocalPlayer) end PlayersService.ChildAdded:connect(function(child) if child and PlayersService.LocalPlayer == child then OnPlayerAdded(PlayersService.LocalPlayer) end end) local function OnGameLoaded() hasGameLoaded = true end spawn(function() if game:IsLoaded() then OnGameLoaded() else game.Loaded:wait() OnGameLoaded() end end) local function OnDynamicThumbstickEnabled() if UserInputService.TouchEnabled then isDynamicThumbstickEnabled = true end end local function OnDynamicThumbstickDisabled() isDynamicThumbstickEnabled = false end local function OnGameSettingsTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode == Enum.DevTouchMovementMode.UserChoice then if GameSettings.TouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnDynamicThumbstickDisabled() end end end local function OnDevTouchMovementModeChanged() if LocalPlayer.DevTouchMovementMode.Name == "DynamicThumbstick" then OnDynamicThumbstickEnabled() else OnGameSettingsTouchMovementModeChanged() end end if PlayersService.LocalPlayer then PlayersService.LocalPlayer.Changed:Connect(function(prop) if prop == "DevTouchMovementMode" then OnDevTouchMovementModeChanged() end end) OnDevTouchMovementModeChanged() end GameSettings.Changed:Connect(function(prop) if prop == "TouchMovementMode" then OnGameSettingsTouchMovementModeChanged() end end) OnGameSettingsTouchMovementModeChanged() GameSettings:SetCameraYInvertVisible() pcall(function() GameSettings:SetGamepadCameraSensitivityVisible() end) return this end return CreateCamera
--Setup animation here--
setup(animation.ControlSurfaces.ElevatorL,0.03) setup(animation.ControlSurfaces.ElevatorR,0.03) setup(animation.ControlSurfaces.Rudder,0.03) setupInside(animation.Wings.WFL.Aileron,0.03) setupInside(animation.Wings.WFR.Aileron,0.03) setupInside(animation.Gears.NG.Wheel,0.03) setup(animation.Wipers.L,0.05) setup(animation.Wipers.R,0.05) setup(animation.Engines.E1) setup(animation.Engines.E2) setup(animation.Doors.FLD,0.01) setup(animation.Doors.FRD,0.01) setup(animation.Doors.RLD,0.01) setup(animation.Doors.RRD,0.01) setup(animation.Doors.CD1,0.01) setup(animation.Doors.CD2,0.01) setupInside(animation.Doors.FLD.Door,0.01) setupInside(animation.Doors.FRD.Door,0.01) setupInside(animation.Doors.RLD.Door,0.01) setupInside(animation.Doors.RRD.Door,0.01) setup(animation.Wings.WRL) setup(animation.Wings.WRR) setup(animation.Wings.WFL,0.002) setup(animation.Wings.WFR,0.002) setup(animation.Gears.NG,0.005) setup(animation.Gears.LG,0.005) setup(animation.Gears.RG,0.005) setupInside(animation.Gears.LG.S,0.005) setupInside(animation.Gears.RG.S,0.005) setup(animation.Gears.NGDL1,0.015) setup(animation.Gears.NGDR1,0.015) setup(animation.Gears.NGDL2,0.015) setup(animation.Gears.NGDR2,0.015) setup(animation.Gears.LGD,0.005) setup(animation.Gears.RGD,0.005) setupInside(animation.Gears.LGD.GD2) setupInside(animation.Gears.RGD.GD2) setup(animation.Gears.LGBD,0.015) setup(animation.Gears.RGBD,0.015) setupInside(animation.Wings.WFL.Flap,0.002) setupInside(animation.Wings.WRL.Flap,0.002) setupInside(animation.Wings.WFR.Flap,0.002) setupInside(animation.Wings.WRR.Flap,0.002) setupInside(animation.Wings.WFL.Fairing,0.002) setupInside(animation.Wings.WFR.Fairing,0.002) setupInside(animation.Wings.WRL.Fairing,0.002) setupInside(animation.Wings.WRR.Fairing,0.002) setupInside(animation.Wings.WFL.Slat,0.002) setupInside(animation.Wings.WRL.Slat,0.002) setupInside(animation.Wings.WFR.Slat,0.002) setupInside(animation.Wings.WRR.Slat,0.002) setupInside(animation.Wings.WFL.Spoiler,0.01) setupInside(animation.Wings.WRL.Spoiler,0.01) setupInside(animation.Wings.WFR.Spoiler,0.01) setupInside(animation.Wings.WRR.Spoiler,0.01) setup(animation.Light,0.01) setup(animation.Instruments.GearLever,0.05) setup(animation.Instruments.Throttle,0.03) setup(animation.Instruments.JotStick1,0.03) setupInside(animation.Instruments.JotStick1.Roll,0.03) setupInside(animation.Instruments.JotStick1.Roll.PitchStick,0.03) setupInside(animation.Instruments.JotStick1.Roll.PitchStick.RollStick,0.03) setup(animation.Instruments.JotStick2,0.03) setupInside(animation.Instruments.JotStick2.Roll,0.03) setupInside(animation.Instruments.JotStick2.Roll.PitchStick,0.03) setupInside(animation.Instruments.JotStick2.Roll.PitchStick.RollStick,0.03) setup(animation.Instruments.Rudder1,0.03) setup(animation.Instruments.Rudder2,0.03) setup(animation.Instruments.Spoiler,0.03) setup(animation.Instruments.Flap,0.03) setup(animation.Doors.Cockpit,0.05) setup(animation.Doors.PilotRestroom,0.05) setup(animation.Doors.Restroom1,0.05) setup(animation.Doors.Restroom2,0.05) setup(animation.EmergencyExits.One) setup(animation.EmergencyExits.Two) setup(animation.EmergencyExits.Three) setup(animation.EmergencyExits.Four) setup(animation.Slides.FL) setup(animation.Slides.FR) setup(animation.Slides.RL) setup(animation.Slides.RR) setup(animation.Slides.WL) setup(animation.Slides.WR) setupInside(animation.Slides.FL.Parts) setupInside(animation.Slides.FR.Parts) setupInside(animation.Slides.RL.Parts) setupInside(animation.Slides.RR.Parts) setupInside(animation.Slides.WL.Parts) setupInside(animation.Slides.WR.Parts) setupInside(animation.Slides.FL.CanCollide) setupInside(animation.Slides.FR.CanCollide) setupInside(animation.Slides.RL.CanCollide) setupInside(animation.Slides.RR.CanCollide) setupInside(animation.Slides.WL.CanCollide) setupInside(animation.Slides.WR.CanCollide) setup(animation.Reversers) -- IAE and neo wait(2) animation.Engines.E1.A.Motor.DesiredAngle = 100e100 animation.Engines.E2.A.Motor.DesiredAngle = 100e100 animation.Gears.NGDL1.A.Motor.DesiredAngle = 1 animation.Gears.NGDR1.A.Motor.DesiredAngle = 1 animation.Gears.LGD.A.Motor.DesiredAngle = 1.45 animation.Gears.RGD.A.Motor.DesiredAngle = 1.45 animation.Gears.LGD.GD2.A.Motor.C1 = animation.Gears.LGD.GD2.A.Motor.C1 * CFrame.new(1.5,0,0) animation.Gears.RGD.GD2.A.Motor.C1 = animation.Gears.RGD.GD2.A.Motor.C1 * CFrame.new(1.5,0,0) animation.Wings.WFL.Aileron.A.Motor.DesiredAngle = 0.5 animation.Wings.WFR.Aileron.A.Motor.DesiredAngle = -0.5 animation.ControlSurfaces.ElevatorL.A.Motor.DesiredAngle = -0.3 animation.ControlSurfaces.ElevatorR.A.Motor.DesiredAngle = -0.3 animation.ControlSurfaces.Rudder.A.Motor.DesiredAngle = 0.2 wait(5) unAnchor(script.Parent.AnimationParts) Chassis.Anchored = false
-- Player specific convenience variables
local MyPlayer = nil local MyCharacter = nil local MyHumanoid = nil local MyTorso = nil local MyMouse = nil local RecoilAnim local RecoilTrack = nil local ReloadAnim local ReloadTrack = nil local IconURL = Tool.TextureId local DebrisService = game:GetService('Debris') local PlayersService = game:GetService('Players') local FireSound local OnFireConnection = nil local OnReloadConnection = nil local DecreasedAimLastShot = false local LastSpreadUpdate = time() local flare = script.Parent:WaitForChild("Flare") local FlashHolder = nil local WorldToCellFunction = Workspace.Terrain.WorldToCellPreferSolid local GetCellFunction = Workspace.Terrain.GetCell function RayIgnoreCheck(hit, pos) if hit then if hit.Transparency >= 1 or string.lower(hit.Name) == "water" or hit.Name == "Effect" or hit.Name == "Rocket" or hit.Name == "Bullet" or hit.Name == "Handle" or hit:IsDescendantOf(MyCharacter) then return true elseif hit:IsA('Terrain') and pos then local cellPos = WorldToCellFunction(Workspace.Terrain, pos) if cellPos then local cellMat = GetCellFunction(Workspace.Terrain, cellPos.x, cellPos.y, cellPos.z) if cellMat and cellMat == Enum.CellMaterial.Water then return true end end end end return false end
---------------------------------- ------------FUNCTIONS------------- ----------------------------------
function Receive(player, action, ...) local args = {...} if player == User and action == "play" then Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, Settings.PianoSounds, args[2], Settings.IsCustom) HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3]) elseif player == User and action == "abort" then Deactivate() if SeatWeld then SeatWeld:remove() end end end function Activate(player) Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true) User = player Startup() end function Deactivate() coroutine.resume(coroutine.create(Shutdown)) wait() if User and User.Parent then Connector:FireClient(User, "deactivate") User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0)) end User = nil end
--[[ Now for the rest ]]
local Lighting = game:GetService("Lighting") local MarketplaceService = game:GetService("MarketplaceService") local Players = game:GetService("Players") local gamepassId = 184464896 --Put the ID of the asset here local toolNames = {"Portal Gun"} --Must be in lighting local toolsParent = Lighting local function onPlayerAdded(player) local function onCharacterAdded(character) if MarketplaceService:UserOwnsGamePassAsync(player.UserId, gamepassId) then for i = 1, #toolNames do local tool = toolsParent:FindFirstChild(toolNames[i]) if tool then local clone = tool:Clone() clone.Parent = player.Backpack end end end end if player.Character then onCharacterAdded(player.Character) end player.CharacterAdded:Connect(onCharacterAdded) end Players.PlayerAdded:Connect(onPlayerAdded)
--[=[ Returns the remaining time before the AccelTween attains the target. @readonly @prop rtime number @within AccelTween ]=]
--Precalculated paths
local t,f,n=true,false,{} local r={ [58]={{45,44,28,29,31,32,34,35,39,41,30,56,58},t}, [49]={{45,49},t}, [16]={n,f}, [19]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t}, [59]={{45,44,28,29,31,32,34,35,39,41,59},t}, [63]={{45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t}, [34]={{45,44,28,29,31,32,34},t}, [21]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t}, [48]={{45,49,48},t}, [27]={{45,44,28,27},t}, [14]={n,f}, [31]={{45,44,28,29,31},t}, [56]={{45,44,28,29,31,32,34,35,39,41,30,56},t}, [29]={{45,44,28,29},t}, [13]={n,f}, [47]={{45,49,48,47},t}, [12]={n,f}, [45]={{45},t}, [57]={{45,44,28,29,31,32,34,35,39,41,30,56,57},t}, [36]={{45,44,28,29,31,32,33,36},t}, [25]={{45,44,28,27,26,25},t}, [71]={{45,44,28,29,31,32,34,35,39,41,59,61,71},t}, [20]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20},t}, [60]={{45,44,28,29,31,32,34,35,39,41,60},t}, [8]={n,f}, [4]={n,f}, [75]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t}, [22]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t}, [74]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t}, [62]={{45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t}, [1]={n,f}, [6]={n,f}, [11]={n,f}, [15]={n,f}, [37]={{45,44,28,29,31,32,33,36,37},t}, [2]={n,f}, [35]={{45,44,28,29,31,32,34,35},t}, [53]={{45,49,48,47,52,53},t}, [73]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t}, [72]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72},t}, [33]={{45,44,28,29,31,32,33},t}, [69]={{45,44,28,29,31,32,34,35,39,41,60,69},t}, [65]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t}, [26]={{45,44,28,27,26},t}, [68]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t}, [76]={{45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t}, [50]={{45,49,48,47,50},t}, [66]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t}, [10]={n,f}, [24]={{45,44,28,27,26,25,24},t}, [23]={{45,44,28,29,31,32,34,35,39,41,30,56,58,23},t}, [44]={{45,44},t}, [39]={{45,44,28,29,31,32,34,35,39},t}, [32]={{45,44,28,29,31,32},t}, [3]={n,f}, [30]={{45,44,28,29,31,32,34,35,39,41,30},t}, [51]={{45,49,48,47,50,51},t}, [18]={n,f}, [67]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t}, [61]={{45,44,28,29,31,32,34,35,39,41,59,61},t}, [55]={{45,49,48,47,52,53,54,55},t}, [46]={{45,49,48,47,46},t}, [42]={{45,44,28,29,31,32,34,35,38,42},t}, [40]={{45,44,28,29,31,32,34,35,40},t}, [52]={{45,49,48,47,52},t}, [54]={{45,49,48,47,52,53,54},t}, [43]={n,f}, [7]={n,f}, [9]={n,f}, [41]={{45,44,28,29,31,32,34,35,39,41},t}, [17]={n,f}, [38]={{45,44,28,29,31,32,34,35,38},t}, [28]={{45,44,28},t}, [5]={n,f}, [64]={{45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t}, } return r
--[=[ @interface KnitOptions .ServicePromises boolean? .Middleware Middleware? .PerServiceMiddleware PerServiceMiddleware? @within KnitClient - `ServicePromises` defaults to `true` and indicates if service methods use promises. - Each service will go through the defined middleware, unless the service has middleware defined in `PerServiceMiddleware`. ]=]
type KnitOptions = { ServicePromises: boolean, Middleware: Middleware?, PerServiceMiddleware: PerServiceMiddleware?, } local defaultOptions: KnitOptions = { ServicePromises = true, Middleware = nil, PerServiceMiddleware = {}, } local selectedOptions = nil
--[[_________________________________________________ !!!Put this is StarterPack OR IT WILL NOT WORK!!! _________________________________________________ --]] --Do not edit the Below unless you know what you are doing!-- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
wait(1) while true do wait(0.001) if script.Parent.TextButton.Text ==("Click to disable Rainbow Trail")then fs = Instance.new("Part") fs.TopSurface = "Smooth" fs.BottomSurface = "Smooth" fs.Anchored = true fs.FormFactor = "Custom" fs.Shape = "Ball" fs.Size = Vector3.new(0.9, 1.5, 0.9) fs.Transparency = 0.2 fs.CanCollide = false fs.BrickColor = BrickColor.Random() fs.CFrame = script.Parent.Parent.Parent.Character:FindFirstChild("Torso").CFrame fs.Parent = game.Workspace game.Debris:AddItem(fs,1) end end
---WeldConstraint anything you want to move to the TargetL_Closed and TargetR_Closed MeshParts. ---TargetL_Closed and TargetR_Closed should be anchored but child welded objects that move with TargetL_Closed and TargetR_Closed should not be anchored. ---You may move, rotate and scale the Targets but for a simple door only translation is used. ---IntValue Speed controls the doors speed to open and close. ---After you have finished creating your door turn the transparency of Trigger, TargetL_Closed, TargetL_Open, TargetR_Closed and TargetR_Open to 1 or fully transparent.
local TweenService = game:GetService("TweenService") local model = script.Parent local trigger = model.Trigger local left = model.TargetL_Closed local right = model.TargetR_Closed local doorTrigger = model.DoorTrigger.Value local tweenInfo = TweenInfo.new ( model.Speed.Value, --Time/Speed of Door Tween Enum.EasingStyle.Quart, --Easing Style Enum.EasingDirection.InOut, --EasingDirection 0, --Repeat Count false, --Reverse true 0 --Delay ) local DoorState = { ["Closed"] = 1, ["Opening"] = 2, ["Open"] = 3, ["Closing"] = 4, } local doorState = DoorState.Closed local playersNear = {} local tweenL = TweenService:Create(left, tweenInfo, {CFrame = model.TargetL_Open.CFrame}) local tweenR = TweenService:Create(right, tweenInfo, {CFrame = model.TargetR_Open.CFrame}) local tweenLClose = TweenService:Create(left, tweenInfo, {CFrame = model.TargetL_Closed.CFrame}) local tweenRClose = TweenService:Create(right, tweenInfo, {CFrame = model.TargetR_Closed.CFrame}) local function StartOpening() doorTrigger.CanTouch = false print("False") doorState = DoorState.Opening model["Door"]:Play() tweenL:Play() tweenR:Play() wait(7) doorTrigger.CanTouch = true print("True") end local function StartClosing() doorState = DoorState.Closing --model["Door"]:Play() tweenLClose:Play() tweenRClose:Play() end local function tweenOpenCompleted(playbackState) if(next(playersNear) == nil) then StartClosing() else doorState = DoorState.Open end end local function tweenCloseCompleted(playbackState) if(next(playersNear) ~= nil) then StartOpening() else doorState = DoorState.Closed end end tweenL.Completed:Connect(tweenOpenCompleted) tweenLClose.Completed:Connect(tweenCloseCompleted) local function touched(otherPart) if(otherPart.Name == "HumanoidRootPart" ) then local player = game.Players:FindFirstChild(otherPart.Parent.Name) if(player) then --print("touch") playersNear[player] = 1 if(doorState == DoorState.Closed) then StartOpening() end end end end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 50 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FSusLength = 1 -- Suspension length (in studs) Tune.FSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.FSusMaxComp = .3 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 1 -- Wishbone Length Tune.FWsBoneAngle = 10 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 50 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.RSusLength = 1 -- Suspension length (in studs) Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs) Tune.RSusMaxComp = .3 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 1 -- Wishbone Length Tune.RWsBoneAngle = 10 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = false -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Really black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
--Sir_Falstaff wuz here
local TweenService = game:GetService("TweenService") local FogTweenInfo = TweenInfo.new(5,Enum.EasingStyle.Linear)
-- Make signal strict
setmetatable(Signal, { __index = function(_tb, key) error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(_tb, key, _value) error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2) end, }) return { new = Signal.new, Wrap = Signal.Wrap, Is = Signal.Is, }
--[[ Performs a left-fold of the list with the given initial value and callback. ]]
local function foldLeft(list, callback, initialValue) local accum = initialValue for i = 1, #list do accum = callback(accum, list[i], i) end return accum end return foldLeft
-- local tix = Instance.new("TextButton", cl) -- tix.Style = "Custom" -- tix.Size = UDim2.new(0,35,1,0) -- tix.TextScaled=true -- tix.Position = UDim2.new(1,-75,0,0) -- tix.ZIndex = 2 -- tix.Font = "Arial" -- tix.FontSize = "Size18" -- tix.Text = "TIX" -- tix.BackgroundColor3=Color3.new(1,1,0) -- tix.BorderSizePixel=0 -- tix.TextColor3=Color3.new(1,1,1) -- tix.BackgroundTransparency=0.5 -- tix.MouseButton1Click:connect(function() -- service.MarketPlace:PromptPurchase(localplayer,v.ID,false,Enum.CurrencyType.Tix) -- end)
extraPane.CanvasSize=UDim2.new(0,0,(num+1)/20,0) num = num +1 end extraPane.CanvasSize=UDim2.new(0,0,(num+1)/20,0) robux.MouseButton1Click:connect(function() service.MarketPlace:PromptPurchase(localplayer, pass[1]) end) --tickets.MouseButton1Click:connect(function() -- service.MarketPlace:PromptPurchase(localplayer,pass[1],false,Enum.CurrencyType.Tix) --end) extra.MouseButton1Click:connect(function() service.MarketPlace:PromptPurchase(localplayer,304651585) --[[ if not extraPane.Visible then extraPane.Visible = true else extraPane.Visible = false end--]] end) if playerData.isDonor then status.Text = "Donated" capeTexture.TextTransparency=0 capeMaterial.TextTransparency=0 capeColor.TextTransparency=0 capeColor.BackgroundTransparency=0 capeToggle.TextTransparency=0 local ored,ogreen,oblue = 255*currentColor.r,255*currentColor.g,255*currentColor.b local newColor = currentColor local debounce = false local function updateStatus() status.Text = "Updating..." status.Text = client.Remote.Get("UpdateDonor",playerData.Donor) wait(0.5) status.Text = "Donated" end local function showColorPicker() color.BackgroundColor3 = currentColor red.Text = ored green.Text = ogreen blue.Text = oblue materialPicker.Visible = false texturePicker.Visible = false colorPicker.Visible = true end local function showMaterialPicker() materialPicker.Visible = true texturePicker.Visible = false colorPicker.Visible = false end local function showTexturePicker() texturePicker.Frame.ID.Text = currentTexture texturePicker.Frame.Image.Image = "rbxassetid://"..currentTexture materialPicker.Visible = false texturePicker.Visible = true colorPicker.Visible = false end -- Color Picker local function updateColor() local nred,ngreen,nblue = tonumber(red.Text),tonumber(green.Text),tonumber(blue.Text) if not nred then nred = 0 end if not ngreen then ngreen = 0 end if not nblue then nblue = 0 end if nred>255 then nred=255 end if ngreen>255 then ngreen=255 end if nblue>255 then nblue=255 end nred = math.floor(nred) ngreen = math.floor(ngreen) nblue = math.floor(nblue) red.Text = nred green.Text = ngreen blue.Text = nblue nred,ngreen,nblue = nred/255,ngreen/255,nblue/255 newColor = Color3.new(nred,ngreen,nblue) color.BackgroundColor3 = newColor end red.Changed:connect(updateColor) green.Changed:connect(updateColor) blue.Changed:connect(updateColor) confirmColor.MouseButton1Click:connect(function() if not debounce then debounce = true playerData.Donor.Cape.Color = {newColor.r,newColor.g,newColor.b} capeColor.BackgroundColor3 = newColor ored,ogreen,oblue = newColor.r*255,newColor.g*255,newColor.b*255 currentColor = newColor colorPicker.Visible = false updateStatus() debounce = false end end) cancelColor.MouseButton1Click:connect(function() newColor = currentColor colorPicker.Visible = false end) -- Material Picker local materials = { "Brick"; "Cobblestone"; "Concrete"; "CorrodedMetal"; "DiamondPlate"; "Fabric"; "Foil"; "Granite"; "Grass"; "Ice"; "Marble"; "Metal"; "Neon"; "Pebble"; "Plastic"; "Sand"; "Slate"; "SmoothPlastic"; "Wood"; "WoodPlanks"; "Glass"; } local materialEntry = materialPicker.Entry local matNum = 0 for i,v in pairs(materials) do local NewClone = materialEntry:clone() NewClone.Parent = materialPicker.Frame NewClone.Position = UDim2.new(0, 0, 0, matNum*20) NewClone.Text = v NewClone.Visible = true NewClone.MouseButton1Click:connect(function() if not debounce then debounce = true capeMaterial.Text = v playerData.Donor.Cape.Material = v materialPicker.Visible = false updateStatus() debounce = false end end) matNum = matNum+1 materialPicker.Frame.CanvasSize = UDim2.new(0, 0, 0, matNum*20) end -- Texture Picker local textureId = texturePicker.Frame.ID local confirmId = texturePicker.Frame.Confirm local cancelId = texturePicker.Frame.Cancel local preview = texturePicker.Frame.Image local newId = currentTexture textureId.FocusLost:connect(function(enterPressed) if enterPressed then newId = tonumber(texturePicker.Frame.ID.Text) if not newId then textureId.Text = "Invalid!" wait(1) textureId.Text = currentTexture preview.Image = "rbxassetid://"..currentTexture else capeTexture.Text = newId preview.Image = "rbxassetid://"..newId end end end) confirmId.MouseButton1Click:connect(function() if not debounce then debounce = true capeTexture.Text = newId playerData.Donor.Cape.Image = newId texturePicker.Visible = false updateStatus() debounce = false end end) cancelId.MouseButton1Click:connect(function() texturePicker.Visible = false end) -- Other capeToggle.MouseButton1Click:connect(function() if not debounce then debounce = true if playerData.Donor.Enabled then playerData.Donor.Enabled = false capeToggle.Text = "Disabled" elseif not playerData.Donor.Enabled then playerData.Donor.Enabled = true capeToggle.Text = "Enabled" end updateStatus() debounce = false end end) capeMaterial.MouseButton1Click:connect(function() if not materialPicker.Visible then showMaterialPicker() end end) capeTexture.MouseButton1Click:connect(function() if not texturePicker.Visible then showTexturePicker() end end) capeColor.MouseButton1Click:connect(function() if not colorPicker.Visible then showColorPicker() end end) else status.Text = "Not a Donor" capeTexture.TextTransparency=0.5 capeMaterial.TextTransparency=0.5 capeColor.TextTransparency=0.5 capeColor.BackgroundTransparency=0.5 capeToggle.TextTransparency=0.5 end -- Keybinds local Keybinds = keybindsTab.Keybinds local addBind = keybindsTab.Add local editBind = keybindsTab.Edit local removeBind = keybindsTab.Removeb local bindEntry = keybindsTab.Entry local makeBind = addBind.AddBind local confirmBind = makeBind.Add local cancelBind = makeBind.Cancel local command = makeBind.Command local bindKey = makeBind.BindKey local keyEntry = keybindsTab.Entry local selectedKey local selectedCommand local selectedEntry local newBind local bindListener bindKey.MouseButton1Click:connect(function() client.Variables.WaitingForBind = true bindKey.Text = "Waiting for key press..." bindListener = service.UserInputService.InputBegan:connect(function(input) if input.KeyCode then newBind = input.KeyCode.Value client.Variables.WaitingForBind = false bindListener:disconnect() bindListener = nil bindKey.Text = string.char(newBind) end end) end) local function getBinds() local num = 0 selectedKey = nil selectedCommand = nil selectedEntry = nil Keybinds:ClearAllChildren() for i,v in pairs(client.Variables.KeyBinds) do local clone = keyEntry:clone() clone.Text = "Key: "..string.char(i).." | Command: "..v clone.Position = UDim2.new(0,0,0,num*20) clone.Visible = true clone.Parent = Keybinds clone.MouseButton1Click:connect(function() if selectedEntry then selectedEntry.BackgroundTransparency = 1 end clone.BackgroundTransparency = 0 selectedKey = i selectedCommand = v selectedEntry = clone end) num = num + 1 end Keybinds.CanvasSize = UDim2.new(0,0,0,num*20) end confirmBind.MouseButton1Click:connect(function() if command.Text~="" and newBind then client.Functions.AddKeyBind(newBind,command.Text) makeBind.Visible = false newBind = nil command.Text = "" bindKey.Text = "Click to Bind" getBinds() end end) cancelBind.MouseButton1Click:connect(function() makeBind.Visible = false newBind = nil command.Text = "" bindKey.Text = "Click to Bind" client.Variables.WaitingForBind = false if bindListener then bindListener:disconnect() end bindListener = nil end) addBind.MouseButton1Click:connect(function() if not makeBind.Visible then newBind = nil command.Text = "" bindKey.Text = "Click to Bind" makeBind.Visible = true end end) editBind.MouseButton1Click:connect(function() if selectedKey and selectedCommand and selectedEntry then newBind = nil command.Text = selectedCommand bindKey.Text = string.char(selectedKey) makeBind.Visible = true end end) removeBind.MouseButton1Click:connect(function() if selectedKey and selectedCommand and selectedEntry then client.Functions.RemoveKeyBind(selectedKey) getBinds() end end) getBinds() --Settings local SettingsScroll = settingsTab.Settings local settingData = client.Remote.Get("AllSettings") if not gui.Parent then return end if settingData and type(settingData)=="table" then settings.Visible = true local sets,descs,order = settingData.Settings,settingData.Descs,settingData.Order local num = 1 local clear = toggleBut:clone() clear.Text = "Click 'Clear' to clear all saved settings" clear.TextButton.Text = "Clear" clear.TextButton.MouseButton1Click:connect(function() client.Remote.Send("ClearSavedSettings") end) clear.Visible = true Expand(clear, desc) clear.Desc.Value = "Clears all saved settings" clear.Position = UDim2.new(0,0,0,0) clear.Parent = settingsTab.Settings for i,set in pairs(order) do local v = sets[set] if set == " " then local clone = stringBut:Clone() clone.Text = " " clone.TextBox.Visible = false clone.Position = UDim2.new(0,0,0,num*20) clone.Visible = true clone.Parent = settingsTab.Settings num = num+1 elseif v~=nil then if type(v)=="string" or type(v)=="number" then if set == "Theme" or set == "MobileTheme" then local clone = toggleBut:Clone() local materialPicker = materialPicker:Clone() materialPicker.Parent = clone local materialEntry = materialPicker.Entry materialPicker.Position = UDim2.new(1,-200,0,0) local function showPicker() local matNum = 0 local themes = {} for i,v in pairs(client.Deps.UI:GetChildren()) do table.insert(themes,v.Name) end materialPicker.Frame:ClearAllChildren() for i,v in pairs(themes) do local NewClone = materialEntry:clone() NewClone.Parent = materialPicker.Frame NewClone.Position = UDim2.new(0, 0, 0, matNum*20) NewClone.Text = v NewClone.Visible = true NewClone.MouseButton1Click:connect(function() materialPicker.Visible = false clone.TextButton.Text = v sets[set] = v client.Remote.Send("SaveSetSetting",set,v) end) matNum = matNum+1 materialPicker.Frame.CanvasSize = UDim2.new(0, 0, 0, matNum*20) end --// #lazySunday materialPicker.Visible = true end clone.Text = set..": " if descs[set] then clone.Desc.Value = descs[set] else clone.Desc.Value = set end clone.Position = UDim2.new(0,0,0,num*20) clone.Visible = true Expand(clone,desc) clone.TextButton.Text = v clone.TextButton.MouseButton1Down:connect(function() showPicker() end) clone.Parent = settingsTab.Settings num = num+1 else local clone = stringBut:Clone() clone.Text = set..": " clone.TextBox.Text = v if descs[set] then clone.Desc.Value = descs[set] else clone.Desc.Value = set end clone.Position = UDim2.new(0,0,0,num*20) clone.Visible = true Expand(clone,desc) clone.TextBox.FocusLost:connect(function(enterPressed) if enterPressed then if type(v) == "number" then if tonumber(clone.TextBox.Text) then sets[set] = tonumber(clone.TextBox.Text) client.Remote.Send("SaveSetSetting",set,sets[set]) else clone.TextBox.Text = v end else sets[set] = clone.TextBox.Text client.Remote.Send("SaveSetSetting",set,sets[set]) end else clone.TextBox.Text = v end end) clone.Parent = settingsTab.Settings num = num+1 end elseif type(v)=="boolean" then local clone = toggleBut:Clone() clone.Text = set..": " if descs[set] then clone.Desc.Value = descs[set] else clone.Desc.Value = set end clone.Position = UDim2.new(0,0,0,num*20) clone.Visible = true Expand(clone,desc) local enabled = v if enabled then clone.TextButton.Text = "Enabled" else clone.TextButton.Text = "Disabled" end clone.TextButton.MouseButton1Down:connect(function() if enabled then sets[set] = false enabled = false clone.TextButton.Text = "Disabled" client.Remote.Send("SaveSetSetting",set,sets[set]) else sets[set] = true enabled = true clone.TextButton.Text = "Enabled" client.Remote.Send("SaveSetSetting",set,sets[set]) end end) clone.Parent = settingsTab.Settings num = num+1 elseif type(v)=="userdata" then if set=="TopbarColor" then local clone = colorBut:Clone() clone.Text = set..": " if descs[set] then clone.Desc.Value = descs[set] else clone.Desc.Value = set end clone.Position = UDim2.new(0,0,0,num*20) clone.Visible = true Expand(clone,desc) clone.TextButton.BackgroundColor3 = v local ored,ogreen,oblue = v.r*255,v.g*255,v.b*255 local colorPicker = clone.ColorPicker colorPicker.Parent = settingsTab colorPicker.Position = UDim2.new(1,20,0,0) local red = colorPicker.Frame.R local green = colorPicker.Frame.G local blue = colorPicker.Frame.B local color = colorPicker.Frame.Color local confirmColor = colorPicker.Frame.Confirm local newColor = v local currentColor = v local function showColorPicker() color.BackgroundColor3 = currentColor red.Text = ored green.Text = ogreen blue.Text = oblue colorPicker.Visible = true end -- Color Picker local function updateColor() local nred,ngreen,nblue = tonumber(red.Text),tonumber(green.Text),tonumber(blue.Text) if not nred then nred = 0 end if not ngreen then ngreen = 0 end if not nblue then nblue = 0 end if nred>255 then nred=255 end if ngreen>255 then ngreen=255 end if nblue>255 then nblue=255 end nred = math.floor(nred) ngreen = math.floor(ngreen) nblue = math.floor(nblue) red.Text = nred green.Text = ngreen blue.Text = nblue nred,ngreen,nblue = nred/255,ngreen/255,nblue/255 newColor = Color3.new(nred,ngreen,nblue) color.BackgroundColor3 = newColor end red.Changed:connect(updateColor) green.Changed:connect(updateColor) blue.Changed:connect(updateColor) confirmColor.MouseButton1Click:connect(function() ored,ogreen,oblue = newColor.r*255,newColor.g*255,newColor.b*255 currentColor = newColor colorPicker.Visible = false clone.TextButton.BackgroundColor3 = newColor sets[set] = newColor client.Remote.Send("SaveSetSetting",set,sets[set]) end) cancelColor.MouseButton1Click:connect(function() newColor = currentColor colorPicker.Visible = false end) clone.TextButton.MouseButton1Down:connect(function() showColorPicker() end) clone.Parent = settingsTab.Settings num = num+1 end elseif type(v)=="table" then local clone = tableBut:Clone() clone.Text = set..": " clone.TextButton.Text = "Edit" if descs[set] then clone.Desc.Value = descs[set] else clone.Desc.Value = set end clone.Position = UDim2.new(0,0,0,num*20) clone.Visible = true Expand(clone,desc) local function closeAll() for k,m in pairs(settingsTab:GetChildren()) do if m:IsA("Frame") and m.Name~="Settings" then m.Visible = false end end end if set=="Ranks" then local Ranks = settingsTab.Ranks:clone() Ranks.Parent = settingsTab local add = Ranks.Add local rem = Ranks.Removeb local close = Ranks.Close local newEntry = add.NewEntry local confirm = newEntry.Add local cancel = newEntry.Cancel local groupId = newEntry.Group local rank = newEntry.Rank local type = newEntry.Type local tab = Ranks.Table local entBut = Ranks.Entry local selectedEntry local selectedRank local selectedInd local function populate() tab:ClearAllChildren() local newm = 0 for k,m in pairs(v) do local new = entBut:Clone() new.Text = "Group: "..m.Group.." | Rank: "..m.Rank.." | Type: "..m.Type new.Position = UDim2.new(0,0,0,newm*20) new.Visible = true new.ZIndex = 2 new.Parent = tab new.MouseButton1Click:connect(function() if selectedEntry then selectedEntry.BackgroundTransparency = 1 end new.BackgroundTransparency = 0 selectedEntry = new selectedRank = m selectedInd = k end) newm=newm+1 end tab.CanvasSize = UDim2.new(0,0,0,newm*20) end confirm.MouseButton1Click:connect(function() if groupId.Text~="" and rank.Text~="" and type.Text~="" then local tid = groupId.Text local tr = rank.Text local tt = type.Text groupId.Text="" rank.Text="" type.Text="" if tonumber(tid) then tid = tonumber(tid) end table.insert(sets[set],{Group=tid,Rank=tr,Type=tt}) client.Remote.Send("SaveTableAdd",set,{Group=tid,Rank=tr,Type=tt}) newEntry.Visible = false populate() end end) cancel.MouseButton1Click:connect(function() groupId.Text="" rank.Text="" type.Text="" newEntry.Visible = false end) rem.MouseButton1Click:connect(function() if selectedEntry and selectedRank and selectedInd then table.remove(sets[set],selectedInd) client.Remote.Send("SaveTableRemove",set,selectedRank) populate() end end) add.MouseButton1Click:connect(function() groupId.Text="" rank.Text="" type.Text="" closeAll() if newEntry.Visible then newEntry.Visible = false else newEntry.Visible = true end end) close.MouseButton1Click:connect(function() newEntry.Visible = false Ranks.Visible = false end) clone.TextButton.MouseButton1Click:connect(function() closeAll() if Ranks.Visible then Ranks.Visible = false else Ranks.Visible = true end end) populate() elseif set=="MusicList" then local Music = settingsTab.Music:clone() Music.Parent = settingsTab local tab = Music.Table local Add = Music.Add local Close = Music.Close local Entry = Music.Entry local Remove = Music.Removeb local newEnt = Add.NewEntry local newAdd = newEnt.Add local newCancel = newEnt.Cancel local newId = newEnt.ID local newName = newEnt.Nameb local newPitch = newEnt.Pitch local newVolume = newEnt.Volume local selectedEntry local selectedValue local selectedInd local function populate() tab:ClearAllChildren() local newm = 0 for k,m in pairs(v) do local new = Entry:Clone() new.Text = "Name: "..m.Name.." | ID: "..m.Id.." | Pitch: "..(m.Pitch or "N/A").." | Volume: "..(m.Volume or "N/A") new.Position = UDim2.new(0,0,0,newm*20) new.Visible = true new.ZIndex = 2 new.Parent = tab new.MouseButton1Click:connect(function() if selectedEntry then selectedEntry.BackgroundTransparency = 1 end new.BackgroundTransparency = 0 selectedEntry = new selectedValue = m selectedInd = k end) newm=newm+1 end tab.CanvasSize = UDim2.new(0,0,0,newm*20) end newAdd.MouseButton1Click:connect(function() if newName.Text~="" and newPitch.Text~="" then local name = newName.Text local id = newId.Text local pitch = newPitch.Text local volume = newVolume.Text newName.Text = "" newId.Text = "" newPitch.Text = "" newVolume.Text = "" if pitch=="" then pitch = nil end if volume=="" then volume = nil end table.insert(sets[set],{Name=name,Id=id,Pitch=pitch,Volume=volume}) client.Remote.Send("SaveTableAdd",set,{Name=name,Id=id,Pitch=pitch,Volume=volume}) newEnt.Visible = false populate() end end) newCancel.MouseButton1Click:connect(function() newName.Text = "" newId.Text = "" newPitch.Text = "" newVolume.Text = "" newEnt.Visible = false end) Remove.MouseButton1Click:connect(function() if selectedEntry and selectedValue and selectedInd then table.remove(sets[set],selectedInd) client.Remote.Send("SaveTableRemove",set,selectedValue) populate() end end) Add.MouseButton1Click:connect(function() newName.Text = "" newId.Text = "" newPitch.Text = "" newVolume.Text = "" if newEnt.Visible then newEnt.Visible = false else newEnt.Visible = true end end) Close.MouseButton1Click:connect(function() newEnt.Visible = false Music.Visible = false end) clone.TextButton.MouseButton1Click:connect(function() closeAll() if Music.Visible then Music.Visible = false else Music.Visible = true end end) populate() elseif set=="CapeList" then local Capes = settingsTab.Capes:clone() Capes.Parent = settingsTab local tab = Capes.Table local Add = Capes.Add local Close = Capes.Close local Entry = Capes.Entry local Remove = Capes.Removeb local newEnt = Add.NewEntry local newAdd = newEnt.Add local newCancel = newEnt.Cancel local newId = newEnt.ID local newName = newEnt.Nameb local newMaterial = newEnt.Material local newReflectance = newEnt.Reflectance local newColor = newEnt.Color local selectedEntry local selectedValue local selectedInd local function populate() tab:ClearAllChildren() local newm = 0 for k,m in pairs(v) do local new = Entry:Clone() new.Text = "Name: "..m.Name.." | Texture: "..(m.ID or "N/A").." | Color: "..(m.Color or "N/A").." | Material: "..(m.Material or "N/A").." | Reflectance: "..(m.Reflectance or "N/A") new.Position = UDim2.new(0,0,0,newm*20) new.Visible = true new.ZIndex = 2 new.Parent = tab new.MouseButton1Click:connect(function() if selectedEntry then selectedEntry.BackgroundTransparency = 1 end new.BackgroundTransparency = 0 selectedEntry = new selectedValue = m selectedInd = k end) newm=newm+1 end tab.CanvasSize = UDim2.new(0,0,0,newm*20) end newAdd.MouseButton1Click:connect(function() if newName.Text~="" then local name = newName.Text local id = newId.Text local material = newMaterial.Text local color = newColor.Text local reflectance = newReflectance.Text newName.Text = "" newId.Text = "" newMaterial.Text = "" newColor.Text = "" newReflectance.Text = "" if material=="" then material = nil end if color=="" then color = nil end if id=="" then id = nil end if reflectance=="" then reflectance = nil end table.insert(sets[set],{Name=name,ID=id,Color=color,Material=material,Reflectance=reflectance}) client.Remote.Send("SaveTableAdd",set,{Name=name,ID=id,Color=color,Material=material,Reflectance=reflectance}) newEnt.Visible = false populate() end end) newCancel.MouseButton1Click:connect(function() newName.Text = "" newId.Text = "" newMaterial.Text = "" newColor.Text = "" newReflectance.Text = "" newEnt.Visible = false end) Remove.MouseButton1Click:connect(function() if selectedEntry and selectedValue and selectedInd then table.remove(sets[set],selectedInd) client.Remote.Send("SaveTableRemove",set,selectedValue) populate() end end) Add.MouseButton1Click:connect(function() newName.Text = "" newId.Text = "" newMaterial.Text = "" newColor.Text = "" newReflectance.Text = "" if newEnt.Visible then newEnt.Visible = false else newEnt.Visible = true end end) Close.MouseButton1Click:connect(function() newEnt.Visible = false Capes.Visible = false end) clone.TextButton.MouseButton1Click:connect(function() closeAll() if Capes.Visible then Capes.Visible = false else Capes.Visible = true end end) populate() elseif set=="CommandPermissions" then local Perms = settingsTab.Permissions:clone() Perms.Parent = settingsTab local tab = Perms.Table local Add = Perms.Add local Close = Perms.Close local Entry = Perms.Entry local Remove = Perms.Removeb local newEnt = Add.NewEntry local newAdd = newEnt.Add local newCancel = newEnt.Cancel local newCommand = newEnt.Command local newLevel = newEnt.Level local selectedEntry local selectedValue local selectedInd local function populate() tab:ClearAllChildren() local newm = 0 for k,m in pairs(v) do local new = Entry:Clone() new.Text = "Command: "..m.Command.." | Level: "..m.Level new.Position = UDim2.new(0,0,0,newm*20) new.Visible = true new.ZIndex = 2 new.Parent = tab new.MouseButton1Click:connect(function() if selectedEntry then selectedEntry.BackgroundTransparency = 1 end new.BackgroundTransparency = 0 selectedEntry = new selectedValue = m selectedInd = k end) newm=newm+1 end tab.CanvasSize = UDim2.new(0,0,0,newm*20) end newAdd.MouseButton1Click:connect(function() if newCommand.Text~="" and newLevel.Text~="" then local command = newCommand.Text local level = newLevel.Text newCommand.Text = "" newLevel.Text = "" table.insert(sets[set],{Command=command,Level=level}) client.Remote.Send("SaveTableAdd",set,{Command=command,Level=level}) newEnt.Visible = false populate() end end) newCancel.MouseButton1Click:connect(function() newCommand.Text = "" newLevel.Text = "" newEnt.Visible = false end) Remove.MouseButton1Click:connect(function() if selectedEntry and selectedValue and selectedInd then table.remove(sets[i],selectedInd) client.Remote.Send("SaveTableRemove",set,selectedValue) populate() end end) Add.MouseButton1Click:connect(function() newCommand.Text = "" newLevel.Text = "" if newEnt.Visible then newEnt.Visible = false else newEnt.Visible = true end end) Close.MouseButton1Click:connect(function() newEnt.Visible = false Perms.Visible = false end) clone.TextButton.MouseButton1Click:connect(function() closeAll() if Perms.Visible then Perms.Visible = false else Perms.Visible = true end end) populate() elseif set=="Leaderstats" then local Stats = settingsTab.Leaderstats:clone() Stats.Parent = settingsTab local tab = Stats.Table local Add = Stats.Add local Close = Stats.Close local Entry = Stats.Entry local Remove = Stats.Removeb local newEnt = Add.NewEntry local newAdd = newEnt.Add local newCancel = newEnt.Cancel local newStat = newEnt.Nameb local newType = newEnt.Type local newValue = newEnt.Value local selectedEntry local selectedValue local selectedInd local function populate() tab:ClearAllChildren() local newm = 0 for k,m in pairs(v) do local new = Entry:Clone() new.Text = "Name: "..m.Stat.." | Type: "..m.Type.." | Value: "..m.Value new.Position = UDim2.new(0,0,0,newm*20) new.Visible = true new.ZIndex = 2 new.Parent = tab new.MouseButton1Click:connect(function() if selectedEntry then selectedEntry.BackgroundTransparency = 1 end new.BackgroundTransparency = 0 selectedEntry = new selectedValue = m selectedInd = k end) newm=newm+1 end tab.CanvasSize = UDim2.new(0,0,0,newm*20) end newAdd.MouseButton1Click:connect(function() if newStat.Text~="" and newType.Text~="" then local stat = newStat.Text local type = newType.Text local value = newValue.Text newStat.Text = "" newType.Text = "" newValue.Text = "" if type=="" then type="String" end table.insert(sets[set],{Stat=stat,Type=type,Value=value}) client.Remote.Send("SaveTableAdd",set,{Stat=stat,Type=type,Value=value}) newEnt.Visible = false populate() end end) newCancel.MouseButton1Click:connect(function() newStat.Text = "" newType.Text = "" newValue.Text = "" newEnt.Visible = false end) Remove.MouseButton1Click:connect(function() if selectedEntry and selectedValue and selectedInd then table.remove(sets[set],selectedInd) client.Remote.Send("SaveTableRemove",set,selectedValue) populate() end end) Add.MouseButton1Click:connect(function() newStat.Text = "" newType.Text = "" newValue.Text = "" if newEnt.Visible then newEnt.Visible = false else newEnt.Visible = true end end) Close.MouseButton1Click:connect(function() newEnt.Visible = false Stats.Visible = false end) clone.TextButton.MouseButton1Click:connect(function() closeAll() if Stats.Visible then Stats.Visible = false else Stats.Visible = true end end) populate() else local Normal = settingsTab.Normal:clone() Normal.Parent = settingsTab local tab = Normal.Table local Add = Normal.Add local Close = Normal.Close local Entry = Normal.Entry local Remove = Normal.Removeb local newEnt = Add.NewEntry local newAdd = newEnt.Add local newCancel = newEnt.Cancel local newValue = newEnt.Value local selectedEntry local selectedValue local selectedInd local function populate() tab:ClearAllChildren() local newm = 0 for k,m in pairs(v) do local new = Entry:Clone() new.Text = tostring(m) new.Position = UDim2.new(0,0,0,newm*20) new.Visible = true new.ZIndex = 2 new.Parent = tab new.MouseButton1Click:connect(function() if selectedEntry then selectedEntry.BackgroundTransparency = 1 end new.BackgroundTransparency = 0 selectedEntry = new selectedValue = m selectedInd = k end) newm=newm+1 end tab.CanvasSize = UDim2.new(0,0,0,newm*20) end newAdd.MouseButton1Click:connect(function() if newValue.Text~="" then local value = newValue.Text newValue.Text = "" table.insert(sets[set],value) client.Remote.Send("SaveTableAdd",set,value) newEnt.Visible = false populate() end end) newCancel.MouseButton1Click:connect(function() newValue.Text = "" newEnt.Visible = false end) Remove.MouseButton1Click:connect(function() if selectedEntry and selectedValue and selectedInd then table.remove(sets[set],selectedInd) client.Remote.Send("SaveTableRemove",set,selectedValue) populate() end end) Add.MouseButton1Click:connect(function() if newEnt.Visible then newEnt.Visible = false else newEnt.Visible = true end end) Close.MouseButton1Click:connect(function() newEnt.Visible = false Normal.Visible = false end) clone.TextButton.MouseButton1Click:connect(function() closeAll() if Normal.Visible then Normal.Visible = false else Normal.Visible = true end end) populate() end clone.Parent = settingsTab.Settings num = num+1 end settingsTab.Settings.CanvasSize = UDim2.new(0,0,0,num*20) end end else settings.Visible = false end end
--[[** ensures value is an integer @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
function t.integer(value) local success, errMsg = t.number(value) if not success then return false, errMsg or "" end if value%1 == 0 then return true else return false, string.format("integer expected, got %s", value) end end
-- ROBLOX deviation: omitted fileExists and cleanup
local function toMatchSnapshot(...) local args = { ... } local this: types.Context = args[1] local received: any = args[2] local propertiesOrHint: any = args[3] local hint: ConfigPath = args[4] local matcherName = "toMatchSnapshot" local properties local length = select("#", ...) -- ROBLOX deviation: all the length parameters are one more than upstream because -- the this parameter isn't counted in upstream if length == 3 and typeof(propertiesOrHint) == "string" then hint = propertiesOrHint elseif length >= 3 then if typeof(propertiesOrHint) ~= "table" or typeof(propertiesOrHint) == nil then local options: JestMatcherUtils.MatcherHintOptions = { isNot = this.isNot, promise = this.promise, } local printedWithType = printWithType("Expected properties", propertiesOrHint, printExpected) if length == 4 then options.secondArgument = "hint" options.secondArgumentColor = BOLD_WEIGHT if propertiesOrHint == nil then printedWithType = printedWithType .. "\n\nTo provide a hint without properties: toMatchSnapshot('hint')" end end error(AssertionError.new({ message = matcherErrorMessage( matcherHint(matcherName, nil, PROPERTIES_ARG, options), "Expected " .. EXPECTED_COLOR("properties") .. " must be an object", printedWithType ), })) end -- Future breaking change: Snapshot hint must be a string -- if (arguments.length === 3 && typeof hint !== 'string') {} properties = propertiesOrHint end return _toMatchSnapshot({ context = this, hint = hint, isInline = false, matcherName = matcherName, properties = properties, received = received, }) end
-- Current UI layout
local CurrentLayout; function ChangeLayout(Layout) -- Sets the UI to the given layout -- Make sure the new layout isn't already set if CurrentLayout == Layout then return; end; -- Set this as the current layout CurrentLayout = Layout; -- Reset the UI for _, ElementName in pairs(UIElements) do local Element = UI[ElementName]; Element.Visible = false; end; -- Keep track of the total vertical extents of all items local Sum = 0; -- Go through each layout element for ItemIndex, ItemName in ipairs(Layout) do local Item = UI[ItemName]; -- Make the item visible Item.Visible = true; -- Position this item underneath the past items Item.Position = UDim2.new(0, 0, 0, 20) + UDim2.new( Item.Position.X.Scale, Item.Position.X.Offset, 0, Sum + 10 ); -- Update the sum of item heights Sum = Sum + 10 + Item.AbsoluteSize.Y; end; -- Resize the container to fit the new layout UI.Size = UDim2.new(0, 200, 0, 40 + Sum); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not UI then return; end; -- References to inputs local TransparencyInput = UI.TransparencyOption.Input.TextBox; local ReflectanceInput = UI.ReflectanceOption.Input.TextBox; ----------------------- -- Update the UI layout ----------------------- -- Figure out the necessary UI layout if #Selection.Parts == 0 then ChangeLayout(Layouts.EmptySelection); return; -- When the selection isn't empty else ChangeLayout(Layouts.Normal); end; -- Get the common properties local Material = Support.IdentifyCommonProperty(Selection.Parts, 'Material'); local Transparency = Support.IdentifyCommonProperty(Selection.Parts, 'Transparency'); local Reflectance = Support.IdentifyCommonProperty(Selection.Parts, 'Reflectance'); -- Update the material dropdown MaterialDropdown.SetOption(Material and Materials[Material] or '*'); -- Update inputs UpdateDataInputs { [TransparencyInput] = Transparency and Support.Round(Transparency, 2) or '*'; [ReflectanceInput] = Reflectance and Support.Round(Reflectance, 2) or '*'; }; end; function TrackChange() -- Start the record HistoryRecord = { Before = {}; After = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncMaterial', Record.Before); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Send the change request Core.SyncAPI:Invoke('SyncMaterial', Record.After); end; }; end; function RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not HistoryRecord then return; end; -- Send the change to the server Core.SyncAPI:Invoke('SyncMaterial', HistoryRecord.After); -- Register the record and clear the staging Core.History.Add(HistoryRecord); HistoryRecord = nil; end;
--model.Part.Touched:Connect(function(player)
wait(10) if triggered==false then triggered=true leftTweenOpen:Play() rightTweenOpen:Play() model.Part.DoorStart:Play() wait(4) model.Part.DoorStart:Stop() model.Part.DoorStop:Play() wait(7.5) --leftTweenClose:Play() --rightTweenClose:Play() --model.Part.DoorStart:Play() --wait(4) --model.Part.DoorStart:Stop() --model.Part.DoorStop:Play() --model.Part.DoorHit:Play() --wait(0.1) --triggered=false script.Enabled = false end
--[=[ @param ... any @return args: table Serializes the arguments and returns the serialized values in a table. ]=]
function Ser.SerializeArgs(...: any): Args local args = table.pack(...) for i,arg in ipairs(args) do if type(arg) == "table" then local ser = Ser.Classes[arg.ClassName] if ser then args[i] = ser.Serialize(arg) end end end return args end
--doEvent()
print(lowered) return end function raise() print("raising") repeat wait() for i = 1, #a do if a[i].className == "Part" then if a[i].Mesh.Offset.Y < .5 then a[i].Mesh.Offset = a[i].Mesh.Offset + Vector3.new(0, .01, 0) end end end until(script.Parent.Bar.Mesh.Offset.Y >= .5) lowered = false
--- Drag this into "StarterCharacterScripts"
function OnDeath() for _,p in pairs(game.Players:GetPlayers()) do local Gui = script.DNGui:Clone() Gui.Parent = p.PlayerGui Gui.TextLabel.Text = script.Parent.Name.. " was killed." Gui.Script.Disabled = false end end script.Parent.Humanoid.Died:Connect(OnDeath)
-- print("1!!!",hum.Health)
if hum.Health<1 then return end end if hit.Parent:findFirstChild("Humanoid2") ~= nil then local hum=hit.Parent:findFirstChild("Humanoid2")
---------------------------------------------------
function module:CreateRanks() coroutine.wrap(function() local ranksInfo = main.signals.RetrieveRanksInfo:InvokeServer() local permRanksInfo = ranksInfo.PermRanks local ranksToSort = ranksInfo.Ranks local permissions = ranksInfo.Permissions --Organise ranks local rankPositions = {} local ranks = {} for i, rankDetails in pairs(ranksToSort) do local rankId = rankDetails[1] local rankName = rankDetails[2] table.insert(ranks, 1, {rankId, rankName, {}}) end for i,v in pairs(ranks) do rankPositions[v[1]] = i end for pName, pDetails in pairs(permissions) do --Owner if pName == "owner" and rankPositions[5] then local ownerRankDetail = ranks[rankPositions[5]] table.insert(ownerRankDetail[3], {main.ownerName, "Owner", main:GetModule("cf"):GetUserImage(main.ownerId)}) --SpecificUsers and PermRanks elseif pName == "specificusers" then for plrName, rankId in pairs(pDetails) do if #plrName > 1 then local rankDetail = ranks[rankPositions[rankId]] local boxInfo = {plrName, "Specific User", main:GetModule("cf"):GetUserImage(main:GetModule("cf"):GetUserId(plrName))} table.insert(rankDetail[3], boxInfo) end end for i, record in pairs(permRanksInfo) do if not record.RemoveRank then local rankDetail = ranks[rankPositions[record.Rank]] if rankDetail then local boxInfo = {main:GetModule("cf"):GetName(record.UserId), "PermRank", main:GetModule("cf"):GetUserImage(record.UserId), record} table.insert(rankDetail[3], boxInfo) end end end elseif pName == "gamepasses" then --Gamepasses for gamepassId, gamepassInfo in pairs(pDetails) do if not main:GetModule("cf"):FindValue(main.products, gamepassId) then local rankDetail = ranks[rankPositions[gamepassInfo.Rank]] if rankDetail then local boxInfo = {gamepassInfo.Name, "Gamepass", gamepassInfo.IconImageAssetId, tonumber(gamepassId), gamepassInfo.PriceInRobux} table.insert(rankDetail[3], boxInfo) end end end elseif pName == "assets" then --Assets for assetId, assetInfo in pairs(pDetails) do local rankDetail = ranks[rankPositions[assetInfo.Rank]] if rankDetail then local boxInfo = {assetInfo.Name, "Asset", main:GetModule("cf"):GetAssetImage(assetId), tonumber(assetId), assetInfo.PriceInRobux} table.insert(rankDetail[3], boxInfo) end end elseif pName == "groups" then --Groups for groupId, groupInfo in pairs(pDetails) do for roleName, roleInfo in pairs(groupInfo.Roles) do if roleInfo.Rank then local rankDetail = ranks[rankPositions[roleInfo.Rank]] if rankDetail then local boxInfo = {groupInfo.Name.." | "..roleName, "Group", groupInfo.EmblemUrl, tonumber(groupId)} table.insert(rankDetail[3], boxInfo) end end end end elseif otherPermissions[pName] then --Other local info = otherPermissions[pName] local rank = permissions[info[1]] if rank > 0 then local rankDetail = ranks[rankPositions[rank]] if rankDetail then local boxInfo = {info[2], info[3], string.upper(string.sub(info[1], 1, 1))} table.insert(rankDetail[3], boxInfo) end end end end --Can view PermRank menu local canModifyPermRanks = false if main.pdata.Rank >= (main.commandRanks.permrank or 4) then canModifyPermRanks = true end --Clear labels main:GetModule("cf"):ClearPage(pages.ranks) --Setup labels local labelCount = 0 for i,v in pairs(ranks) do local rankId = v[1] local rankName = v[2] local boxes = v[3] -- labelCount = labelCount + 1 local rankTitle = templates.rankTitle:Clone() rankTitle.Name = "Label".. labelCount rankTitle.RankIdFrame.TextLabel.Text = rankId rankTitle.RankName.Text = rankName rankTitle.Visible = true rankTitle.Parent = pages.ranks -- for _, boxInfo in pairs(boxes) do labelCount = labelCount + 1 local boxTitle = boxInfo[1] local boxDesc = boxInfo[2] local boxImage = boxInfo[3] local rankItem = templates.rankItem:Clone() rankItem.Name = "Label".. labelCount rankItem.ItemTitle.Text = boxTitle rankItem.ItemDesc.Text = boxDesc if #tostring(boxImage) == 1 then rankItem.ItemIcon.Text = boxImage rankItem.ItemIcon.Visible = true rankItem.ItemImage.Visible = false else if tonumber(boxImage) then boxImage = "rbxassetid://"..boxImage end rankItem.ItemImage.Image = tostring(boxImage) end local xScale = 0.7 rankItem.Unlock.Visible = false rankItem.ViewMore.Visible = false if boxDesc == "Gamepass" or boxDesc == "Asset" then local productId = boxInfo[4] local productPrice = boxInfo[5] rankItem.ItemImage.BackgroundTransparency = 1 rankItem.Unlock.Visible = true rankItem.Unlock.MouseButton1Down:Connect(function() buyFrame.ProductName.Text = boxTitle buyFrame.ProductImage.Image = boxImage buyFrame.PurchaseToUnlock.TextLabel.Text = rankName buyFrame.InGame.TextLabel.Text = main.gameName buyFrame.MainButton.Price.Text = (productPrice or 0).." " buyFrame.MainButton.ProductId.Value = productId buyFrame.MainButton.ProductType.Value = boxDesc main:GetModule("cf"):ShowWarning("BuyFrame") end) xScale = 0.4 elseif boxDesc == "PermRank" then local record = boxInfo[4] if canModifyPermRanks then local viewMore = rankItem.ViewMore viewMore.Visible = true viewMore.MouseButton1Down:Connect(function() main:GetModule("cf"):ShowPermRankedUser{boxTitle, record.UserId, record.RankedBy} end) end xScale = 0.6 else xScale = 0.7 end rankItem.ItemTitle.Size = UDim2.new(xScale, 0, rankItem.ItemTitle.Size.Y.Scale, 0) rankItem.ItemDesc.Size = UDim2.new(xScale, 0, rankItem.ItemDesc.Size.Y.Scale, 0) rankItem.Visible = true rankItem.Parent = pages.ranks end end --Canvas Size if labelCount >= 2 then for i = 1,2 do local firstLabel = pages.ranks["Label1"] local finalLabel = pages.ranks["Label".. labelCount] pages.ranks.CanvasSize = UDim2.new(0, 0, 0, (finalLabel.AbsolutePosition.Y + finalLabel.AbsoluteSize.Y - firstLabel.AbsolutePosition.Y)) end end end)() end
-- Testing AC FE support
local event = script.Parent local car=script.Parent.Parent local LichtNum = 0 event.OnServerEvent:connect(function(player,data) if data['ToggleLight'] then if car.Body.Light.on.Value==true then car.Body.Light.on.Value=false else car.Body.Light.on.Value=true end elseif data['EnableBrakes'] then car.Body.Brakes.on.Value=true elseif data['DisableBrakes'] then car.Body.Brakes.on.Value=false elseif data['ToggleLeftBlink'] then if car.Body.Left.on.Value==true then car.Body.Left.on.Value=false else car.Body.Left.on.Value=true end elseif data['ToggleRightBlink'] then if car.Body.Right.on.Value==true then car.Body.Right.on.Value=false else car.Body.Right.on.Value=true end elseif data['ReverseOn'] then car.Body.Reverse.on.Value=true elseif data['ReverseOff'] then car.Body.Reverse.on.Value=false elseif data['ToggleStandlicht'] then if LichtNum == 0 then LichtNum = 2 car.Body.Headlight.on.Value = true elseif LichtNum == 1 then LichtNum = 2 car.Body.Headlight.on.Value = true elseif LichtNum == 2 then LichtNum = 3 car.Body.Highlight.on.Value = true elseif LichtNum == 3 then LichtNum = 1 car.Body.Highlight.on.Value = false car.Body.Headlight.on.Value = false end elseif data["ToggleHazards"] then if car.Body.hazards.Value == false then car.Body.hazards.Value = true car.Body.Left.on.Value=false car.Body.Right.on.Value=false car.Body.Left.on.Value=true car.Body.Right.on.Value=true elseif car.Body.hazards.Value == true then car.Body.hazards.Value = false car.Body.Left.on.Value=false car.Body.Right.on.Value=false end end end)
-- K is a tunable parameter that changes the shape of the S-curve -- the larger K is the more straight/linear the curve gets
local k = 0.35 local lowerK = 0.8 local function SCurveTranform(t: number) t = math.clamp(t, -1, 1) if t >= 0 then return (k*t) / (k - t + 1) end return -((lowerK*-t) / (lowerK + t + 1)) end local DEADZONE = 0.1 local function toSCurveSpace(t: number) return (1 + DEADZONE) * (2*math.abs(t) - 1) - DEADZONE end local function fromSCurveSpace(t: number) return t/2 + 0.5 end function CameraUtils.GamepadLinearToCurve(thumbstickPosition: Vector2) local function onAxis(axisValue) local sign = 1 if axisValue < 0 then sign = -1 end local point = fromSCurveSpace(SCurveTranform(toSCurveSpace(math.abs(axisValue)))) point = point * sign return math.clamp(point, -1, 1) end return Vector2.new(onAxis(thumbstickPosition.X), onAxis(thumbstickPosition.Y)) end
--// # key, ManOff
mouse.KeyUp:connect(function(key) if key=="h" then veh.Lightbar.middle.Man:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(62, 62, 62) veh.Lightbar.MANUAL.Transparency = 1 end end)
--//Server Animations
RightHighReady = CFrame.new(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); LeftHighReady = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)); RightLowReady = CFrame.new(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); LeftLowReady = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)); RightPatrol = CFrame.new(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); LeftPatrol = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)); RightAim = CFrame.new(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); LeftAim = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)); RightSprint = CFrame.new(-.815, 0.55, -1.1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)); LeftSprint = CFrame.new(.815,0.55,-1.15) * CFrame.Angles(math.rad(-90),math.rad(0),math.rad(0)); ShootPos = CFrame.new(0,0,.25); } return module
--// SS3 controls for AC6 by Itzt, originally for 2014 Infiniti QX80. i don't know how to tune ac lol
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local limitButton = HUB.Name local FE = game.Workspace.FilteringEnabled local lightOn = false local Camera = game.Workspace.CurrentCamera local cam = script.Parent.nxtcam.Value local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse() local windows = false local handler = carSeat:WaitForChild('Filter') local winfob = HUB.Parent.Music local pal = false local palpal = HUB.Parent.Palette local red = 0 local green = 0 local blue = 1 local debounce = false
--[[ CameraModule - This ModuleScript implements a singleton class to manage the selection, activation, and deactivation of the current camera controller, character occlusion controller, and transparency controller. This script binds to RenderStepped at Camera priority and calls the Update() methods on the active controller instances. The camera controller ModuleScripts implement classes which are instantiated and activated as-needed, they are no longer all instantiated up front as they were in the previous generation of PlayerScripts. 2018 PlayerScripts Update - AllYourBlox --]]
local CameraModule = {} CameraModule.__index = CameraModule local FFlagUserRemoveTheCameraApi do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserRemoveTheCameraApi") end) FFlagUserRemoveTheCameraApi = success and result end local FFlagUserFixCameraSelectModuleWarning do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFixCameraSelectModuleWarning") end) FFlagUserFixCameraSelectModuleWarning = success and result end local FFlagUserFlagEnableNewVRSystem do local success, result = pcall(function() return UserSettings():IsUserFeatureEnabled("UserFlagEnableNewVRSystem") end) FFlagUserFlagEnableNewVRSystem = success and result end
-- Responsible for regening a player's humanoid's health
--[[ The following represents a raycast function suitable for guns. The ray passes through all CanCollide = false parts unless they belong to a Humanoid. --]]
local Utils = require(script.Parent.Parent); local FindCharacterAncestor = Utils.Misc.GetCharacterFromPart; function Raycast(lookRay, ignoreList) ignoreList = ignoreList or {}; local target, point, normal, targetCharacter; repeat target, point, normal = workspace:FindPartOnRayWithIgnoreList(lookRay, ignoreList); targetCharacter = FindCharacterAncestor(target); if target and not target.CanCollide and not targetCharacter then table.insert(ignoreList, target); target = nil; else return target, point, normal; end until target; end return Raycast;
-- Called when character is about to be removed
function BaseOcclusion:CharacterRemoving(char: Model, player: Player) end function BaseOcclusion:OnCameraSubjectChanged(newSubject) end
-- We want to be able to override outputFunction in tests, so the shape of this -- module is kind of unconventional. -- -- We fix it this weird shape in init.lua.
local prettyPrint = require(script.Parent.prettyPrint) local loggerMiddleware = { outputFunction = print, } function loggerMiddleware.middleware(nextDispatch, store) return function(action) local result = nextDispatch(action) loggerMiddleware.outputFunction(("Action dispatched: %s\nState changed to: %s"):format( prettyPrint(action), prettyPrint(store:getState()) )) return result end end return loggerMiddleware
-------------------------
function onClicked() R.Function1.Disabled = true FX.ROLL.BrickColor = BrickColor.new("CGA brown") FX.ROLL.loop.Disabled = true FX.REVERB.BrickColor = BrickColor.new("CGA brown") FX.REVERB.loop.Disabled = true FX.GATE.BrickColor = BrickColor.new("CGA brown") FX.GATE.loop.Disabled = true FX.ECHO.BrickColor = BrickColor.new("CGA brown") FX.ECHO.loop.Disabled = true FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown") FX.SLIPROLL.loop.Disabled = true FX.FILTER.BrickColor = BrickColor.new("CGA brown") FX.FILTER.loop.Disabled = true FX.SENDRETURN.BrickColor = BrickColor.new("Really red") FX.SENDRETURN.loop.Disabled = true FX.TRANS.BrickColor = BrickColor.new("CGA brown") FX.TRANS.loop.Disabled = true FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown") FX.MultiTapDelay.loop.Disabled = true FX.DELAY.BrickColor = BrickColor.new("CGA brown") FX.DELAY.loop.Disabled = true FX.REVROLL.BrickColor = BrickColor.new("CGA brown") FX.REVROLL.loop.Disabled = true R.loop.Disabled = false R.Function2.Disabled = false end script.Parent.ClickDetector.MouseClick:connect(onClicked)
-- If promise debugging is on, use a version of pcall that warns on failure. -- This is useful for finding errors that happen within Promise itself.
local wpcall if PROMISE_DEBUG then wpcall = function(f, ...) local result = { pcall(f, ...) } if not result[1] then warn(result[2]) end return unpack(result) end else wpcall = pcall end
--[=[ @return Promise Returns a promise that is resolved once Knit has started. This is useful for any code that needs to tie into Knit services but is not the script that called `Start`. ```lua Knit.OnStart():andThen(function() local MyService = Knit.Services.MyService MyService:DoSomething() end):catch(warn) ``` ]=]
function KnitServer.OnStart() if startedComplete then return Promise.resolve() else return Promise.fromEvent(onStartedComplete.Event) end end return KnitServer
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}; local v2 = require(game.ReplicatedStorage.Modules.Lightning); local v3 = require(game.ReplicatedStorage.Modules.Xeno); local v4 = require(game.ReplicatedStorage.Modules.CameraShaker); local l__TweenService__5 = game.TweenService; local l__Debris__6 = game.Debris; local l__ReplicatedStorage__1 = game.ReplicatedStorage; function v1.RunStompFx(p1, p2, p3, p4) local v7 = l__ReplicatedStorage__1.KillFX[p1].Second:Clone(); v7.Parent = p2.Parent.UpperTorso and p2; v7:Play(); game.Debris:AddItem(v7, 5); local v8 = l__ReplicatedStorage__1.KillFX[p1].Stomp:Clone(); v8.Parent = p3.Character.UpperTorso and p2; v8:Play(); game.Debris:AddItem(v8, 5); l__ReplicatedStorage__1.KillFX[p1].Yes:Clone().Parent = p2.Parent.Head; return nil; end; return v1;
-- This is an overloaded function for TransparencyController:SetupTransparency(character) -- Do not call directly, or it will throw an assertion!
function FpsCamera:SetupTransparency(character, ...) assert(self ~= FpsCamera) self:BaseSetupTransparency(character, ...) if self.AttachmentListener then self.AttachmentListener:Disconnect() end self.AttachmentListener = character.DescendantAdded:Connect(function (obj) if obj:IsA("Attachment") and self.HeadAttachments[obj.Name] then self.cachedParts[obj.Parent] = true self.transparencyDirty = true end end) end
-- Constants
local DEBUG = false -- Whether or not to use debugging features of FastCast, such as cast visualization. local BULLET_SPEED = 100 -- Studs/second - the speed of the bullet local BULLET_MAXDIST = 1000 -- The furthest distance the bullet can travel local BULLET_GRAVITY = Vector3.new(0, -workspace.Gravity, 0) -- The amount of gravity applied to the bullet in world space (so yes, you can have sideways gravity) local MIN_BULLET_SPREAD_ANGLE = 1 -- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The least accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. Generally you want to keep this at 0 so there's at least some chance of a 100% accurate shot. local MAX_BULLET_SPREAD_ANGLE = 4 -- THIS VALUE IS VERY SENSITIVE. Try to keep changes to it small. The most accurate the bullet can be. This angle value is in degrees. A value of 0 means straight forward. This cannot be less than the value above. A value of 90 will allow the gun to shoot sideways at most, and a value of 180 will allow the gun to shoot backwards at most. Exceeding 180 will not add any more angular varience. local FIRE_DELAY = 1 -- The amount of time that must pass after firing the gun before we can fire again. local BULLETS_PER_SHOT = 1 -- The amount of bullets to fire every shot. Make this greater than 1 for a shotgun effect. local PIERCE_DEMO = true -- True if the pierce demo should be used. See the CanRayPierce function for more info.
-- Modified By GraphicsSettings, Original is unknown -- Removed Unnessecary code and improved the syntax -- Better than toObjectSpace?
local Tool = script.Parent.Parent local update = script.Parent:WaitForChild('Update') local Neck_Original = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) local RS = game:GetService("RunService").RenderStepped local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:wait() local Torso = Character:WaitForChild('Torso') Tool.Unequipped:connect(function() update:FireServer('Unequip') end) Tool.Equipped:connect(function(curr_mouse) wait(.2) curr_mouse.TargetFilter = workspace while true do if Tool.Parent.className ~= 'Model' then break end update:FireServer('Turn', curr_mouse.Hit.p) RS:wait() end end)
--// F key, Horn
mouse.KeyUp:connect(function(key) if key=="f" then if Rumbler == false then veh.Lightbar.middle.WailR.Volume = 0 veh.Lightbar.middle.YelpR.Volume = 0 veh.Lightbar.middle.PriorityR.Volume = 0 veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 elseif Rumbler == true then veh.Lightbar.middle.WailR.Volume = 1 veh.Lightbar.middle.YelpR.Volume = 1 veh.Lightbar.middle.PriorityR.Volume = 1 veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 end veh.Lightbar.middle.Airhorn:Stop() end end) mouse.KeyDown:connect(function(key) if key=="j" then veh.Lightbar.middle.Beep:Play() veh.Lightbar.RemoteEvent:FireServer(true) end end) mouse.KeyDown:connect(function(key) if key=="]" then Rumbler=true veh.Lightbar.middle.WailR.Volume = 1 veh.Lightbar.middle.YelpR.Volume = 1 veh.Lightbar.middle.PriorityR.Volume = 1 veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 end end) mouse.KeyDown:connect(function(key) if key=="[" then Rumbler=false veh.Lightbar.middle.WailR.Volume = 0 veh.Lightbar.middle.YelpR.Volume = 0 veh.Lightbar.middle.PriorityR.Volume = 0 veh.Lightbar.middle.Wail.Volume = 1 veh.Lightbar.middle.Yelp.Volume = 1 veh.Lightbar.middle.Priority.Volume = 1 end end)
-- Decompiled with the Synapse X Luau decompiler.
function Click() script.Parent.ScrollingFrame.Visible = true; script.Parent.CloseButton.Visible = true; end; script.Parent.MouseButton1Down:connect(Click);
-- child.C0 = CFrame.new(0,-0.6,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0) --// Reposition player
if child.Part1.Name == "HumanoidRootPart" then player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and (not player.PlayerGui:FindFirstChild("Screen")) then --// The part after the "and" prevents multiple GUI's to be copied over. GUI.CarSeat.Value = script.Parent --// Puts a reference of the seat in this ObjectValue, now you can use this ObjectValue's value to find the car directly. GUI:Clone().Parent = player.PlayerGui --// Compact version script.Parent.Parent.Body.Dash.Screen.G.Enabled = true script.Parent.Parent.Body.Dash.DashSc.G.Enabled = true --[[script.Parent.Parent.Body.Lights.Runners.A.Material = "Neon" script.Parent.Parent.Body.Lights.Runners.B.Material = "Neon"]] end end end end) script.Parent.ChildRemoved:connect(function(child) if child:IsA("Weld") then if child.Part1.Name == "HumanoidRootPart" then game.Workspace.CurrentCamera.FieldOfView = 70 player = game.Players:GetPlayerFromCharacter(child.Part1.Parent) if player and player.PlayerGui:FindFirstChild("SS3") then player.PlayerGui:FindFirstChild("SS3"):Destroy() script.Parent.Parent.Body.Dash.Screen.G.Enabled = false script.Parent.Parent.Body.Dash.DashSc.G.Enabled = false --[[script.Parent.Parent.Body.Lights.Runners.A.Material = "SmoothPlastic" script.Parent.Parent.Body.Lights.Runners.B.Material = "SmoothPlastic"]] end end end end)
--
script.Parent:WaitForChild("A-Chassis Interface") script.Parent:WaitForChild("Plugins") script.Parent:WaitForChild("README") local car=script.Parent.Parent local _Tune=require(script.Parent) local Drive=car.Wheels:GetChildren() for _,v in pairs(Drive) do for _,a in pairs({"Top","Bottom","Left","Right","Front","Back"}) do v[a.."Surface"]=Enum.SurfaceType.SmoothNoOutlines end local WParts = {} local tPos = v.Position-car.DriveSeat.Position if v.Name=="FL" or v.Name=="RL" then v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(90)) else v.CFrame = car.DriveSeat.CFrame*CFrame.Angles(math.rad(90),0,math.rad(-90)) end v.CFrame = v.CFrame+tPos if v:FindFirstChild("Parts")~=nil then for _,a in pairs(v.Parts:GetChildren()) do if a:IsA("BasePart") then table.insert(WParts, {a,v.CFrame:toObjectSpace(a.CFrame)}) end end end if v:FindFirstChild("Fixed")~=nil then for _,a in pairs(v.Fixed:GetChildren()) do if a:IsA("BasePart") then table.insert(WParts, {a,v.CFrame:toObjectSpace(a.CFrame)}) end end end if v.Name=="FL" or v.Name=="FR" then v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.FCamber),0,0) if v.Name=="FL" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.FCaster),math.rad(_Tune.FToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.FCaster),math.rad(-_Tune.FToe)) end else v.CFrame = v.CFrame*CFrame.Angles(math.rad(_Tune.RCamber),0,0) if v.Name=="RL" then v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(-_Tune.RCaster),math.rad(_Tune.RToe)) else v.CFrame = v.CFrame*CFrame.Angles(0,math.rad(_Tune.RCaster),math.rad(-_Tune.RToe)) end end for _,a in pairs(WParts) do a[1].CFrame=v.CFrame:toWorldSpace(a[2]) end local arm=Instance.new("Part",v) arm.Name="Arm" arm.Anchored=true arm.CanCollide=false arm.FormFactor=Enum.FormFactor.Custom arm.Size=Vector3.new(1,1,1) arm.CFrame=(v.CFrame*CFrame.new(0,_Tune.StAxisOffset,0))*CFrame.Angles(-math.pi/2,-math.pi/2,0) arm.TopSurface=Enum.SurfaceType.Smooth arm.BottomSurface=Enum.SurfaceType.Smooth arm.Transparency=1 local base=arm:Clone() base.Parent=v base.Name="Base" base.CFrame=base.CFrame*CFrame.new(0,1,0) base.BottomSurface=Enum.SurfaceType.Hinge local axle=arm:Clone() axle.Parent=v axle.Name="Axle" axle.CFrame=CFrame.new(v.Position-((v.CFrame*CFrame.Angles(math.pi/2,0,0)).lookVector*((v.Size.x/2)+(axle.Size.x/2))),v.Position)*CFrame.Angles(0,math.pi,0) axle.BackSurface=Enum.SurfaceType.Hinge MakeWeld(car.DriveSeat,base) if v.Parent.Name == "RL" or v.Parent.Name == "RR" then MakeWeld(car.DriveSeat,arm) end MakeWeld(arm,axle) arm:MakeJoints() axle:MakeJoints() if v:FindFirstChild("Fixed")~=nil then ModelWeld(v.Fixed,axle) end if v:FindFirstChild("Parts")~=nil then ModelWeld(v.Parts,v) end if v:FindFirstChild("Steer") then v:FindFirstChild("Steer"):Destroy() end local gyro=Instance.new("BodyGyro",v) gyro.Name="Stabilizer" if v.Name=="FL" or v.Name=="FR" then gyro.D=_Tune.FGyroD gyro.MaxTorque=_Tune.FGyroMaxTorque gyro.P=_Tune.FGyroP else gyro.D=_Tune.RGyroD gyro.MaxTorque=_Tune.RGyroMaxTorque gyro.P=_Tune.RGyroP end if v.Name=="FL" or v.Name=="FR" then local steer=Instance.new("BodyGyro",arm) steer.Name="Steer" steer.P=_Tune.SteerP steer.D=_Tune.SteerD steer.MaxTorque=Vector3.new(0,_Tune.SteerMaxTorque,0) steer.cframe=base.CFrame else MakeWeld(base,axle,"Weld") end local AV=Instance.new("BodyAngularVelocity",v) AV.Name="#AV" AV.angularvelocity=Vector3.new(0,0,0) AV.maxTorque=Vector3.new(_Tune.PBrakeForce,0,_Tune.PBrakeForce) AV.P=1e9 end for i,v in pairs(script:GetChildren()) do if v:IsA("ModuleScript") then require(v) end end wait() ModelWeld(car.Body,car.DriveSeat) local flipG = Instance.new("BodyGyro",car.DriveSeat) flipG.Name = "Flip" flipG.D = 0 flipG.MaxTorque = Vector3.new(0,0,0) flipG.P = 0 wait() UnAnchor(car) script.Parent["A-Chassis Interface"].Car.Value=car for i,v in pairs(script.Parent.Plugins:GetChildren()) do for _,a in pairs(v:GetChildren()) do if a:IsA("RemoteEvent") or v:IsA("RemoteFunction") then a.Parent=car for _,b in pairs(a:GetChildren()) do if b:IsA("Script") then b.Disabled=false end end end end v.Parent = script.Parent["A-Chassis Interface"] end script.Parent.Plugins:Destroy() car.DriveSeat.ChildAdded:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then local p=game.Players:GetPlayerFromCharacter(child.Part1.Parent) car.DriveSeat:SetNetworkOwner(p) local g=script.Parent["A-Chassis Interface"]:Clone() g.Parent=p.PlayerGui end end) car.DriveSeat.ChildRemoved:connect(function(child) if child.Name=="SeatWeld" and child:IsA("Weld") then for i,v in pairs(car.DriveSeat:GetChildren()) do if v:IsA("Sound") then v:Stop() end end if car.DriveSeat:FindFirstChild("Flip")~=nil then car.DriveSeat.Flip.MaxTorque = Vector3.new() end for i,v in pairs(car.Wheels:GetChildren()) do if v:FindFirstChild("#AV")~=nil then if v["#AV"].AngularVelocity.Magnitude>0 then v["#AV"].AngularVelocity = Vector3.new() v["#AV"].MaxTorque = Vector3.new() end end end end end) ver = require(script.Parent.README)
--Made by ?!?!?!?!, just group with the model to get it to work. This button also works for planes. --Do not change anything besides the lines mentioned below.Again,Group it to anything you want(Cars,Trains,Planes Etc.)
model = script.Parent.Parent--Indicates that the script interacts with the model the button is grouped with. messageText = "Regenerating... "--If you want a message to appear upon pressing, type it here. message = Instance.new("Message") message.Text = messageText backup = model:clone() enabled = true function regenerate() message.Parent = game.Workspace model:remove() wait(3)--Change this number to display the regen message as long as you want in seconds. model = backup:clone() model.Parent = game.Workspace model:makeJoints() message.Parent = nil script.Disabled = true script.Parent.BrickColor = BrickColor.new(26)--Black wait(10)--Change this number to change the time in between regenerations via the button, in seconds.. script.Parent.BrickColor = BrickColor.new(104)--Purple script.Disabled = false end function onHit(hit) if (hit.Parent:FindFirstChild("Humanoid") ~= nil) and enabled then regenerate() end end script.Parent.Touched:connect(onHit)
--Variable Setup --Main Script
door.DoorButton.ClickDetector.MouseClick:connect(function() door.Door.Transparency = 1 door.Door.CanCollide = false door.DoorButton.ClickDetector.MaxActivationDistance = 1 light.Light1.Light.PointLight.Enabled = true light.Light1.Light.Transparency = 0 end) door2.DoorButton.ClickDetector.MouseClick:connect(function() door2.Door.Transparency = 1 door2.Door.CanCollide = false light.Light2.Light.PointLight.Enabled = true light.Light2.Light.Transparency = 0 end) door3.DoorButton.ClickDetector.MouseClick:connect(function() door3.Door.Transparency = 1 door3.Door.CanCollide = false door3.DoorButton.ClickDetector.MaxActivationDistance = 1 light.Light3.Light.PointLight.Enabled = true light.Light3.Light.Transparency = 0 end) door4.DoorButton.ClickDetector.MouseClick:connect(function() door4.Door.Transparency = 1 door4.Door.CanCollide = false door4.DoorButton.ClickDetector.MaxActivationDistance = 1 light.Light4.Light.PointLight.Enabled = true light.Light4.Light.Transparency = 0 end)
-- << RETRIEVE FRAMEWORK >>
local main = _G.HDAdminMain local load = main.loadModule local cf = load("cf") local credits = load("Credits") local updates = load("Updates")
-- Put this script in a Part or a ServerScriptService
local scriptToDestroy = game.Workspace.Map6.Badge.Nodead game.Players.PlayerAdded:Connect(function(player) player.CharacterAdded:Connect(function(character) local humanoid = character:WaitForChild("Humanoid") humanoid.Died:Connect(function() scriptToDestroy:Destroy() end) end) end)
-- // Constants \\ -- -- Services --
local RunService = game:GetService("RunService") local TweenService = game:GetService("TweenService")
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "a" then a = true elseif key == "d" then d = true elseif key == "w" then w = true rwd.Throttle = 1 rwd.Torque = tq lwd.Throttle = 1 lwd.Torque = ftq rrwd.Throttle = 1 rrwd.Torque = ftq rwd.MaxSpeed = 400 lwd.MaxSpeed = 400 rrwd.MaxSpeed = 400 carSeat.Throttle = 1 carSeat.Torque = 0 elseif key == "s" then s = true carSeat.Throttle = 0 carSeat.Torque = 0 rwd.Throttle = -1 rwd.Torque = brk lwd.Throttle = -1 lwd.Torque = brk rrwd.Throttle = -1 rrwd.Torque = brk rwd.MaxSpeed = 25 lwd.MaxSpeed = 25 rrwd.MaxSpeed = 25 end end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "a" then print("a up") if d == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end elseif key == "d" then print("d up") if a == false then m.DesiredAngle = 0 n.DesiredAngle = m.DesiredAngle end end a = false d = false end) mouse.KeyUp:connect(function (key) key = string.lower(key) if key == "w" or key == "s" then rwd.Throttle = 0 rwd.Torque = 0 lwd.Throttle = 0 lwd.Torque = 0 rrwd.Throttle = 0 rrwd.Torque = 0 carSeat.Throttle = 0 carSeat.Torque = cst end end) limitButton.MouseButton1Click:connect(function()
--// Ammo Settings
Ammo = 10; StoredAmmo = 1; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3;
--Mobile support
local mobileGui = script.MobileGui if userInputService.TouchEnabled then userInputService.ModalEnabled = true mobileGui.Parent = player.PlayerGui mobileGui.DrivePad.Up.MouseButton1Down:connect(function() movement = Vector2.new(movement.X, 1) end) mobileGui.DrivePad.Up.MouseButton1Up:connect(function() movement = Vector2.new(movement.X, 0) end) mobileGui.DrivePad.Down.MouseButton1Down:connect(function() movement = Vector2.new(movement.X, -1) end) mobileGui.DrivePad.Down.MouseButton1Up:connect(function() movement = Vector2.new(movement.X, 0) end) mobileGui.TurnPad.Left.MouseButton1Down:connect(function() movement = Vector2.new(-1, movement.Y) end) mobileGui.TurnPad.Left.MouseButton1Up:connect(function() movement = Vector2.new(0, movement.Y) end) mobileGui.TurnPad.Right.MouseButton1Down:connect(function() movement = Vector2.new(1, movement.Y) end) mobileGui.TurnPad.Right.MouseButton1Up:connect(function() movement = Vector2.new(0, movement.Y) end) mobileGui.ExitButton.Text = "Exit " .. car.Name mobileGui.ExitButton.MouseButton1Click:connect(function() character.Humanoid.Jump = true end) else mobileGui:Destroy() end
--Made by Luckymaxer
Figure = script.Parent BasePart = Instance.new("Part") BasePart.Material = Enum.Material.Plastic BasePart.Shape = Enum.PartType.Block BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Humanoid = Figure:WaitForChild("Humanoid") Head = Figure:WaitForChild("Head") Logo = Head:FindFirstChild("Logo") Spawn(function() if Logo then Logo.Enabled = true wait(5) Logo.Enabled = false end end) Humanoid.MaxHealth = 250 Humanoid.Health = Humanoid.MaxHealth
-- Modules
local Data = ServerScriptService.Data local Data_Modules = Data.Modules local DataStore = require(Data_Modules.DataStore) local ModuleScripts = ReplicatedStorage:WaitForChild("ModuleScripts") local GameSettings = require(ModuleScripts:WaitForChild("GameSettings"))
--------RIGHT DOOR --------
game.Workspace.doorright.l53.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l32.BrickColor = BrickColor.new(106) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
--// Bullet Physics
BulletPhysics = Vector3.new(0,55,0); -- Drop fixation: Lower number = more drop BulletSpeed = 1500; -- Bullet Speed BulletSpread = 0; -- How much spread the bullet has ExploPhysics = Vector3.new(0,20,0); -- Drop for explosive rounds ExploSpeed = 600; -- Speed for explosive rounds BulletDecay = 1000000; -- How far the bullet travels before slowing down and being deleted (BUGGY)