prompt
stringlengths 2
14.7k
| completion
stringlengths 1
99.7k
|
---|---|
--On line 10, change the currency name 'Points' to the name of the currency you're using. Make it all ONE WORD. |
local RankP = {'1'}
local Randoms = math.random(.001,#RankP)
local Humanoid = script.Parent.Humanoid
function pp()
local tag = Humanoid:findFirstChild("creator")
if tag ~= nil then
if tag.Value ~= nil then
local Leaderstats = tag.Value:findFirstChild("leaderstats")
if Leaderstats ~= nil then
Leaderstats.Money.Value = Leaderstats.Money.Value + 700000
Leaderstats.Ranks.Value = Leaderstats.Ranks.Value + Randoms --How much recieved after killing. (Erase number and put your own set amount)
wait(0.1)
script:remove()
end
end
end
end
Humanoid.Died:connect(pp)
|
-- VERTICE INDEX ARRAYS |
local BLOCK = {1, 2, 3, 4, 5, 6, 7, 8}
local WEDGE = {1, 2, 5, 6, 7, 8}
local CORNERWEDGE = {4, 5, 6, 7, 8}
|
------------ |
Player.Character.Torso["Right Hip"]:destroy()
glue1 = Instance.new("Glue", Player.Character.Torso)
glue1.Part0 = Player.Character.Torso
glue1.Part1 = rightleg
glue1.Name = "Right leg"
collider1 = Instance.new("Part", rightleg)
collider1.Position = Vector3.new(0,9999,0)
collider1.Size = Vector3.new(1.5, 1, 1)
collider1.Shape = "Cylinder"
local weld1 = Instance.new("Weld", collider1)
weld1.Part0 = rightleg
weld1.Part1 = collider1
weld1.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2)
collider1.TopSurface = "Smooth"
collider1.BottomSurface = "Smooth"
collider1.formFactor = "Symmetric"
glue1.C0 = CFrame.new(0.5, -1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
glue1.C1 = CFrame.new(0, 1, 0, 0, 0, 1, 0, 1, 0, -1, -0, -0)
collider1.Transparency = 1 |
-- / Settings / -- |
local Settings = {
TweenTime = 1
}
while true do
for _, Color in pairs(Colors) do
TweenService:Create(
Highlight,
TweenInfo.new(
Settings.TweenTime,
Enum.EasingStyle.Linear
),
{
FillColor = Color
}
):Play()
task.wait(Settings.TweenTime + 0.5)
end
end
|
-- Update position of all confetti. |
svcRun.RenderStepped:Connect(function()
for _,val in pairs(confetti) do
if (confettiColors) then val:SetColors(confettiColors); end;
val.Enabled = confettiActive;
val:Update();
end;
end);
local fire = function(paramColors)
confettiColors = paramColors;
spawn(function()
confettiActive = true;
wait(tick);
confettiActive = false;
end);
end;
while wait(5) do
fire({Color3.fromRGB(255,0,0), Color3.fromRGB(0,255,0), Color3.fromRGB(0,0,255)});
end;
|
--Listen for new seat |
CollectionService:GetInstanceAddedSignal(SeatTag):Connect(function(seat)
Seats[seat] = seat
end)
CollectionService:GetInstanceRemovedSignal(SeatTag):Connect(function(seat)
Seats[seat] = nil
end)
|
--[[
Pickup visualizer implementation
]] |
local pickupVisualizer = {}
function pickupVisualizer.start()
for _, instance in pairs(CollectionService:GetTagged(PICKUP_SPAWNER_TAG)) do
pickupAdded(instance)
end
maid.pickupAddedConnection = CollectionService:GetInstanceAddedSignal(PICKUP_SPAWNER_TAG):Connect(pickupAdded)
maid.pickupRemovedConnection = CollectionService:GetInstanceRemovedSignal(PICKUP_SPAWNER_TAG):Connect(pickupRemoved)
maid.actionActivatedConnection = ActionPrompts.actionActivated:connect(actionActivated)
end
function pickupVisualizer.stop()
for _, instance in pairs(CollectionService:GetTagged(PICKUP_SPAWNER_TAG)) do
pickupRemoved(instance)
end
maid:clean()
end
return pickupVisualizer
|
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 1825 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
--Incline Compensation
Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 150 -- RPM acceleration when clutch is off
Tune.RevDecay = 75 -- RPM decay when clutch is off
Tune.RevBounce = 500 -- RPM kickback from redline
Tune.IdleThrottle = 3 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
-- STATE CHANGE HANDLERS |
function onRunning(speed)
if speed > 0.5 then
local scale = 16.0
playAnimation("walk", 0.2, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Running"
else
if emoteNames[currentAnim] == nil then
playAnimation("idle", 0.2, Humanoid)
pose = "Standing"
end
end
end
function onDied()
pose = "Dead"
end
function onJumping()
playAnimation("jump", 0.1, Humanoid)
jumpAnimTime = jumpAnimDuration
pose = "Jumping"
end
function onClimbing(speed)
local scale = 5.0
playAnimation("climb", 0.1, Humanoid)
setAnimationSpeed(speed / scale)
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
if jumpAnimTime <= 0 then
playAnimation("fall", fallTransitionTime, Humanoid)
end
pose = "FreeFall"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
pose = "Seated"
end
function onPlatformStanding()
pose = "PlatformStanding"
end
|
--!strict
--[[
Symbols have the type 'userdata', but when printed or coerced to a string,
the symbol will turn into the string given as its name.
**This implementation provides only the `Symbol()` constructor and the
global registry via `Symbol.for_`.**
Other behaviors, including the ability to find all symbol properties on
objects, are not implemented.
]] |
export type Symbol = typeof(newproxy(true)) & { [string]: any }
return {
new = function(name: string?): Symbol
local self = newproxy(true) :: any
local wrappedName = "Symbol()"
if name then
wrappedName = ("Symbol(%s)"):format(name)
end
getmetatable(self).__tostring = function()
return wrappedName
end
return (self :: any) :: Symbol
end,
}
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Light = Handle:WaitForChild("Light")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
CastLaser = Tool:WaitForChild("CastLaser"):Clone()
Modules = Tool:WaitForChild("Modules")
Functions = require(Modules:WaitForChild("Functions"))
BaseUrl = "http://www.roblox.com/asset/?id="
ConfigurationBin = Tool:WaitForChild("Configuration")
Configuration = {}
Configuration = Functions.CreateConfiguration(ConfigurationBin, Configuration)
ToolEquipped = false
Remotes = Tool:WaitForChild("Remotes")
Sounds = {
Fire = Handle:WaitForChild("Fire"),
}
BasePart = Instance.new("Part")
BasePart.Shape = Enum.PartType.Block
BasePart.Material = Enum.Material.Plastic
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
BaseRay = BasePart:Clone()
BaseRay.Name = "Ray"
BaseRay.BrickColor = BrickColor.new("CGA Brown")
BaseRay.Material = Enum.Material.SmoothPlastic
BaseRay.Size = Vector3.new(0.2, 0.2, 0.2)
BaseRay.Anchored = true
BaseRay.CanCollide = false
BaseRayMesh = Instance.new("SpecialMesh")
BaseRayMesh.Name = "Mesh"
BaseRayMesh.MeshType = Enum.MeshType.Brick
BaseRayMesh.Scale = Vector3.new(0.2, 0.2, 1)
BaseRayMesh.Offset = Vector3.new(0, 0, 0)
BaseRayMesh.VertexColor = Vector3.new(1, 1, 1)
BaseRayMesh.Parent = BaseRay
ServerControl = (Remotes:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Remotes
ClientControl = (Remotes:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Remotes
Light.Enabled = false
Tool.Enabled = true
function RayTouched(Hit, Position)
if not Hit or not Hit.Parent then
return
end
local character = Hit.Parent
if character:IsA("Hat") then
character = character.Parent
end
if character == Character then
return
end
local humanoid = character:FindFirstChild("Humanoid")
if not humanoid or humanoid.Health == 0 then
return
end
local player = Players:GetPlayerFromCharacter(character)
if player and Functions.IsTeamMate(Player, player) then
return
end
local DeterminedDamage = math.random(Configuration.Damage.MinValue, Configuration.Damage.MaxValue)
Functions.UntagHumanoid(humanoid)
Functions.TagHumanoid(humanoid, Player)
humanoid:TakeDamage(DeterminedDamage)
end
function CheckIfAlive()
return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false)
end
function Equipped()
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not CheckIfAlive() then
return
end
ToolEquipped = true
end
function Unequipped()
ToolEquipped = false
end
function InvokeClient(Mode, Value)
local ClientReturn = nil
pcall(function()
ClientReturn = ClientControl:InvokeClient(Player, Mode, Value)
end)
return ClientReturn
end
ServerControl.OnServerInvoke = (function(player, Mode, Value)
if player ~= Player or not ToolEquipped or not CheckIfAlive() or not Mode or not Value then
return
end
if Mode == "Fire" then
Sounds.Fire:Play()
elseif Mode == "RayHit" then
local RayHit = Value.Hit
local RayPosition = Value.Position
if RayHit and RayPosition then
RayTouched(RayHit, RayPosition)
end
Light.Color = BaseRay.BrickColor.Color
if not Light.Enabled then
Light.Enabled = true
Delay(0.1, function()
Light.Enabled = false
end)
end
elseif Mode == "CastLaser" then
local StartPosition = Value.StartPosition
local TargetPosition = Value.TargetPosition
local RayHit = Value.RayHit
if not StartPosition or not TargetPosition or not RayHit then
return
end
for i, v in pairs(Players:GetPlayers()) do
if v:IsA("Player") and v ~= Player then
local Backpack = v:FindFirstChild("Backpack")
if Backpack then
local LaserScript = CastLaser:Clone()
local StartPos = Instance.new("Vector3Value")
StartPos.Name = "StartPosition"
StartPos.Value = StartPosition
StartPos.Parent = LaserScript
local TargetPos = Instance.new("Vector3Value")
TargetPos.Name = "TargetPosition"
TargetPos.Value = TargetPosition
TargetPos.Parent = LaserScript
local RayHit = Instance.new("BoolValue")
RayHit.Name = "RayHit"
RayHit.Value = RayHit
RayHit.Parent = LaserScript
LaserScript.Disabled = false
Debris:AddItem(LaserScript, 1.5)
LaserScript.Parent = Backpack
end
end
end
end
end)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
------------------------- |
function onClicked()
R.Function1.Disabled = true
R.Function2.Disabled = false
R.BrickColor = BrickColor.new("Institutional white")
N.One1.BrickColor = BrickColor.new("Really black")
N.One2.BrickColor = BrickColor.new("Really black")
N.One4.BrickColor = BrickColor.new("Really black")
N.One8.BrickColor = BrickColor.new("Really black")
N.Three4.BrickColor = BrickColor.new("Really black")
N.Two1.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--[[
This is a simple signal implementation that has a dead-simple API.
local signal = createSignal()
local disconnect = signal:subscribe(function(foo)
print("Cool foo:", foo)
end)
signal:fire("something")
disconnect()
]] |
local function createSignal()
local connections = {}
local suspendedConnections = {}
local firing = false
local function subscribe(_self, callback)
assert(typeof(callback) == "function", "Can only subscribe to signals with a function.")
local connection = {
callback = callback,
disconnected = false,
}
-- If the callback is already registered, don't add to the suspendedConnection. Otherwise, this will disable
-- the existing one.
if firing and not connections[callback] then
suspendedConnections[callback] = connection
end
connections[callback] = connection
local function disconnect()
assert(not connection.disconnected, "Listeners can only be disconnected once.")
connection.disconnected = true
connections[callback] = nil
suspendedConnections[callback] = nil
end
return disconnect
end
local function fire(_self, ...)
firing = true
for callback, connection in pairs(connections) do
if not connection.disconnected and not suspendedConnections[callback] then
callback(...)
end
end
firing = false
for callback, _ in pairs(suspendedConnections) do
suspendedConnections[callback] = nil
end
end
return {
subscribe = subscribe,
fire = fire,
}
end
return createSignal
|
-- Reparents an instance and outputs helpful logging information so we can see
-- where instances are going at runtime. |
local function move(instance: Instance, newParent: Instance)
instance.Parent = newParent
log("move", ("%s -> %s"):format(instance.Name, instance:GetFullName()))
end
|
--- Shows Cmdr window |
function Cmdr:Show ()
if not self.Enabled then
return
end
Interface.Window:Show()
end
|
--------RIGHT DOOR 7-------- |
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(102)
|
-- ScreenSize -> WorldSize |
function ScreenSpace.ScreenWidthToWorldWidth(screenWidth, depth)
local aspectRatio = ScreenSpace.AspectRatio()
local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
local wfactor = aspectRatio*hfactor
local sx = ScreenSpace.ViewSizeX()
--
return -(screenWidth / sx) * 2 * wfactor * depth
end
function ScreenSpace.ScreenHeightToWorldHeight(screenHeight, depth)
local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2)
local sy = ScreenSpace.ViewSizeY()
--
return -(screenHeight / sy) * 2 * hfactor * depth
end
|
--[[
Package link auto-generated by Rotriever
]] |
local PackageIndex = script.Parent._Index
return require(PackageIndex["roact-fit-components-d6c8b1ec-a4a29eae"].Packages["roact-fit-components"])
|
--------RIGHT DOOR 3-------- |
game.Workspace.doorright.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l61.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(135)
game.Workspace.doorright.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l41.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l42.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l21.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l22.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l51.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l52.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l31.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l32.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(102)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(102)
|
-------------------
--rootpart.Touched:Connect(function(hit)
-- if hit.Parent and not hit.Parent:FindFirstChild("Humanoid") and hit.CanCollide == true then
-- humanoid.Jump = true
-- end
--end) -- 벽 닿으면 점프하는 단락 | |
--CHANGE THE NAME, COPY ALL BELOW, AND PAST INTO COMMAND BAR |
local TycoonName = "Batman tycoon"
if game.Workspace:FindFirstChild(TycoonName) then
local s = nil
local bTycoon = game.Workspace:FindFirstChild(TycoonName)
local zTycoon = game.Workspace:FindFirstChild("Zednov's Tycoon Kit")
local new_Collector = zTycoon['READ ME'].Script:Clone()
local Gate = zTycoon.Tycoons:GetChildren()[1].Entrance['Touch to claim!'].GateControl:Clone()
if zTycoon then
for i,v in pairs(zTycoon.Tycoons:GetChildren()) do --Wipe current tycoon 'demo'
if v then
s = v.PurchaseHandler:Clone()
v:Destroy()
end
end
-- Now make it compatiable
if s ~= nil then
for i,v in pairs(bTycoon.Tycoons:GetChildren()) do
local New_Tycoon = v:Clone()
New_Tycoon:FindFirstChild('PurchaseHandler'):Destroy()
s:Clone().Parent = New_Tycoon
local Team_C = Instance.new('BrickColorValue',New_Tycoon)
Team_C.Value = BrickColor.new(tostring(v.Name))
Team_C.Name = "TeamColor"
New_Tycoon.Name = v.TeamName.Value
New_Tycoon.Cash.Name = "CurrencyToCollect"
New_Tycoon.Parent = zTycoon.Tycoons
New_Tycoon.TeamName:Destroy()
v:Destroy()
New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0').NameUpdater:Destroy()
local n = new_Collector:Clone()
n.Parent = New_Tycoon.Essentials:FindFirstChild('Cash to collect: $0')
n.Disabled = false
New_Tycoon.Gate['Touch to claim ownership!'].GateControl:Destroy()
local g = Gate:Clone()
g.Parent = New_Tycoon.Gate['Touch to claim ownership!']
end
else
error("Please don't tamper with script names or this won't work!")
end
else
error("Please don't change the name of our tycoon kit or it won't work!")
end
bTycoon:Destroy()
Gate:Destroy()
new_Collector:Destroy()
print('Transfer complete! :)')
else
error("Check if you spelt the kit's name wrong!")
end
|
------------------------------------------------------------------------- |
local function IsInBottomLeft(pt)
local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function IsInBottomRight(pt)
local joystickHeight = math_min(Utility.ViewSizeY() * 0.33, 250)
local joystickWidth = joystickHeight
return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight
end
local function CheckAlive(character)
local humanoid = findPlayerHumanoid(Player)
return humanoid ~= nil and humanoid.Health > 0
end
local function GetEquippedTool(character)
if character ~= nil then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
return child
end
end
end
end
local ExistingPather = nil
local ExistingIndicator = nil
local PathCompleteListener = nil
local PathFailedListener = nil
local function CleanupPath()
DrivingTo = nil
if ExistingPather then
ExistingPather:Cancel()
end
if PathCompleteListener then
PathCompleteListener:disconnect()
PathCompleteListener = nil
end
if PathFailedListener then
PathFailedListener:disconnect()
PathFailedListener = nil
end
if ExistingIndicator then
local obj = ExistingIndicator
local tween = obj:TweenOut()
local tweenCompleteEvent = nil
tweenCompleteEvent = tween.Completed:connect(function()
tweenCompleteEvent:disconnect()
obj.Model:Destroy()
end)
ExistingIndicator = nil
end
end
local function getExtentsSize(Parts)
local maxX,maxY,maxZ = -math.huge,-math.huge,-math.huge
local minX,minY,minZ = math.huge,math.huge,math.huge
for i = 1, #Parts do
maxX,maxY,maxZ = math_max(maxX, Parts[i].Position.X), math_max(maxY, Parts[i].Position.Y), math_max(maxZ, Parts[i].Position.Z)
minX,minY,minZ = math_min(minX, Parts[i].Position.X), math_min(minY, Parts[i].Position.Y), math_min(minZ, Parts[i].Position.Z)
end
return Region3.new(Vector3_new(minX, minY, minZ), Vector3_new(maxX, maxY, maxZ))
end
local function inExtents(Extents, Position)
if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then
return false
end
if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then
return false
end
--ignoring Y for now
return true
end
local FailCount = 0
local function OnTap(tapPositions, goToPoint)
-- Good to remember if this is the latest tap event
local camera = workspace.CurrentCamera
local character = Player.Character
if not CheckAlive(character) then return end
-- This is a path tap position
if #tapPositions == 1 or goToPoint then
if camera then
local unitRay = camera:ScreenPointToRay(tapPositions[1].x, tapPositions[1].y)
local ray = Ray.new(unitRay.Origin, unitRay.Direction*400)
-- inivisicam stuff
local initIgnore = getIgnoreList()
local invisicamParts = InvisicamModule:GetObscuredParts()
local ignoreTab = {}
-- add to the ignore list
for i, v in pairs(invisicamParts) do
ignoreTab[#ignoreTab+1] = i
end
for i = 1, #initIgnore do
ignoreTab[#ignoreTab+1] = initIgnore[i]
end
--
local myHumanoid = findPlayerHumanoid(Player)
local hitPart, hitPt, hitNormal, hitMat = Utility.Raycast(ray, true, ignoreTab)
local hitChar, hitHumanoid = Utility.FindChacterAncestor(hitPart)
local torso = GetTorso()
local startPos = torso.CFrame.p
if goToPoint then
hitPt = goToPoint
hitChar = nil
end
if hitChar and hitHumanoid and hitHumanoid.Torso and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then
CleanupPath()
if myHumanoid then
myHumanoid:MoveTo(hitPt)
end
-- Do shoot
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
elseif hitPt and character and not CurrentSeatPart then
local thisPather = Pather(character, hitPt, hitNormal)
if thisPather:IsValidPath() then
FailCount = 0
thisPather:Start()
if BindableEvent_OnFailStateChanged then
BindableEvent_OnFailStateChanged:Fire(false)
end
CleanupPath()
local destinationPopup = createNewPopup("DestinationPopup")
destinationPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
local failurePopup = createNewPopup("FailurePopup")
local currentTween = destinationPopup:TweenIn()
ExistingPather = thisPather
ExistingIndicator = destinationPopup
PathCompleteListener = thisPather.Finished:connect(function()
if destinationPopup then
if ExistingIndicator == destinationPopup then
ExistingIndicator = nil
end
local tween = destinationPopup:TweenOut()
local tweenCompleteEvent = nil
tweenCompleteEvent = tween.Completed:connect(function()
tweenCompleteEvent:disconnect()
destinationPopup.Model:Destroy()
destinationPopup = nil
end)
end
if hitChar then
local humanoid = findPlayerHumanoid(Player)
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
if humanoid then
humanoid:MoveTo(hitPt)
end
end
end)
PathFailedListener = thisPather.PathFailed:connect(function()
if failurePopup then
failurePopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
local failTweenIn = failurePopup:TweenIn()
failTweenIn.Completed:wait()
local failTweenOut = failurePopup:TweenOut()
failTweenOut.Completed:wait()
failurePopup.Model:Destroy()
failurePopup = nil
end
end)
else
if hitPt then
-- Feedback here for when we don't have a good path
local foundDirectPath = false
if (hitPt-startPos).Magnitude < 25 and (startPos.y-hitPt.y > -3) then
-- move directly here
if myHumanoid then
if myHumanoid.Sit then
myHumanoid.Jump = true
end
local currentPosition
myHumanoid:MoveTo(hitPt)
foundDirectPath = true
end
end
spawn(function()
local directPopup = createNewPopup(foundDirectPath and "DirectWalkPopup" or "FailurePopup")
directPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
local directTweenIn = directPopup:TweenIn()
directTweenIn.Completed:wait()
local directTweenOut = directPopup:TweenOut()
directTweenOut.Completed:wait()
directPopup.Model:Destroy()
directPopup = nil
end)
end
end
elseif hitPt and character and CurrentSeatPart then
local destinationPopup = createNewPopup("DestinationPopup")
ExistingIndicator = destinationPopup
destinationPopup:Place(hitPt, Vector3_new(0,hitPt.y,0))
destinationPopup:TweenIn()
DrivingTo = hitPt
local ConnectedParts = CurrentSeatPart:GetConnectedParts(true)
while wait() do
if CurrentSeatPart and ExistingIndicator == destinationPopup then
local ExtentsSize = getExtentsSize(ConnectedParts)
if inExtents(ExtentsSize, hitPt) then
local popup = destinationPopup
spawn(function()
local tweenOut = popup:TweenOut()
tweenOut.Completed:wait()
popup.Model:Destroy()
end)
destinationPopup = nil
DrivingTo = nil
break
end
else
if CurrentSeatPart == nil and destinationPopup == ExistingIndicator then
DrivingTo = nil
OnTap(tapPositions, hitPt)
end
local popup = destinationPopup
spawn(function()
local tweenOut = popup:TweenOut()
tweenOut.Completed:wait()
popup.Model:Destroy()
end)
destinationPopup = nil
break
end
end
end
end
elseif #tapPositions >= 2 then
if camera then
-- Do shoot
local avgPoint = Utility.AveragePoints(tapPositions)
local unitRay = camera:ScreenPointToRay(avgPoint.x, avgPoint.y)
local currentWeapon = GetEquippedTool(character)
if currentWeapon then
currentWeapon:Activate()
LastFired = tick()
end
end
end
end
local function CreateClickToMoveModule()
local this = {}
local LastStateChange = 0
local LastState = Enum.HumanoidStateType.Running
local FingerTouches = {}
local NumUnsunkTouches = 0
-- PC simulation
local mouse1Down = tick()
local mouse1DownPos = Vector2_new()
local mouse2Down = tick()
local mouse2DownPos = Vector2_new()
local mouse2Up = tick()
local movementKeys = {
[Enum.KeyCode.W] = true;
[Enum.KeyCode.A] = true;
[Enum.KeyCode.S] = true;
[Enum.KeyCode.D] = true;
[Enum.KeyCode.Up] = true;
[Enum.KeyCode.Down] = true;
}
local TapConn = nil
local InputBeganConn = nil
local InputChangedConn = nil
local InputEndedConn = nil
local HumanoidDiedConn = nil
local CharacterChildAddedConn = nil
local OnCharacterAddedConn = nil
local CharacterChildRemovedConn = nil
local RenderSteppedConn = nil
local HumanoidSeatedConn = nil
local function disconnectEvent(event)
if event then
event:disconnect()
end
end
local function DisconnectEvents()
disconnectEvent(TapConn)
disconnectEvent(InputBeganConn)
disconnectEvent(InputChangedConn)
disconnectEvent(InputEndedConn)
disconnectEvent(HumanoidDiedConn)
disconnectEvent(CharacterChildAddedConn)
disconnectEvent(OnCharacterAddedConn)
disconnectEvent(RenderSteppedConn)
disconnectEvent(CharacterChildRemovedConn)
pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end)
disconnectEvent(HumanoidSeatedConn)
end
local function IsFinite(num)
return num == num and num ~= 1/0 and num ~= -1/0
end
local function findAngleBetweenXZVectors(vec2, vec1)
return math_atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
-- Setup the camera
CameraModule = OrbitalCamModule()
local function OnTouchBegan(input, processed)
if FingerTouches[input] == nil and not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
FingerTouches[input] = processed
end
local function OnTouchChanged(input, processed)
if FingerTouches[input] == nil then
FingerTouches[input] = processed
if not processed then
NumUnsunkTouches = NumUnsunkTouches + 1
end
end
end
local function OnTouchEnded(input, processed)
if FingerTouches[input] ~= nil and FingerTouches[input] == false then
NumUnsunkTouches = NumUnsunkTouches - 1
end
FingerTouches[input] = nil
end
local function OnCharacterAdded(character)
DisconnectEvents()
InputBeganConn = UIS.InputBegan:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchBegan(input, processed)
-- Give back controls when they tap both sticks
local wasInBottomLeft = IsInBottomLeft(input.Position)
local wasInBottomRight = IsInBottomRight(input.Position)
if wasInBottomRight or wasInBottomLeft then
for otherInput, _ in pairs(FingerTouches) do
if otherInput ~= input then
local otherInputInLeft = IsInBottomLeft(otherInput.Position)
local otherInputInRight = IsInBottomRight(otherInput.Position)
if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then
if BindableEvent_OnFailStateChanged then
BindableEvent_OnFailStateChanged:Fire(true)
end
return
end
end
end
end
end
-- Cancel path when you use the keyboard controls.
if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then
CleanupPath()
end
if input.UserInputType == Enum.UserInputType.MouseButton1 then
mouse1Down = tick()
mouse1DownPos = input.Position
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
mouse2Down = tick()
mouse2DownPos = input.Position
end
end)
InputChangedConn = UIS.InputChanged:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchChanged(input, processed)
end
end)
InputEndedConn = UIS.InputEnded:connect(function(input, processed)
if input.UserInputType == Enum.UserInputType.Touch then
OnTouchEnded(input, processed)
end
if input.UserInputType == Enum.UserInputType.MouseButton2 then
mouse2Up = tick()
local currPos = input.Position
if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then
local positions = {currPos}
OnTap(positions)
end
end
end)
TapConn = UIS.TouchTap:connect(function(touchPositions, processed)
if not processed then
OnTap(touchPositions)
end
end)
local function computeThrottle(dist)
if dist > .2 then
return 0.5+(dist^2)/2
else
return 0
end
end
local function getThrottleAndSteer(object, point)
local throttle, steer = 0, 0
local oCF = object.CFrame
local relativePosition = oCF:pointToObjectSpace(point)
local relativeZDirection = -relativePosition.z
local relativeDistance = relativePosition.magnitude
-- throttle quadratically increases from 0-1 as distance from the selected point goes from 0-50, after 50, throttle is 1.
-- this allows shorter distance travel to have more fine-tuned control.
throttle = computeThrottle(math_min(1,relativeDistance/50))*math.sign(relativeZDirection)
local steerAngle = -math_atan2(-relativePosition.x, -relativePosition.z)
steer = steerAngle/(math_pi/4)
return throttle, steer
end
local function Update()
if CameraModule then
CameraModule.UserPanningTheCamera = true
if CameraModule.UserPanningTheCamera then
CameraModule.UpdateTweenFunction = nil
else
if CameraModule.UpdateTweenFunction then
local done = CameraModule.UpdateTweenFunction()
if done then
CameraModule.UpdateTweenFunction = nil
end
end
end
CameraModule:Update()
end
if CurrentSeatPart then
if DrivingTo then
local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo)
CurrentSeatPart.ThrottleFloat = throttle
CurrentSeatPart.SteerFloat = steer
else
CurrentSeatPart.ThrottleFloat = 0
CurrentSeatPart.SteerFloat = 0
end
end
end
RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update)
local function onSeated(child, active, currentSeatPart)
if active then
if TouchJump and UIS.TouchEnabled then
TouchJump:Enable()
end
if currentSeatPart and currentSeatPart.ClassName == "VehicleSeat" then
CurrentSeatPart = currentSeatPart
end
else
CurrentSeatPart = nil
if TouchJump and UIS.TouchEnabled then
TouchJump:Disable()
end
end
end
local function OnCharacterChildAdded(child)
if UIS.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = true
end
end
if child:IsA('Humanoid') then
disconnectEvent(HumanoidDiedConn)
HumanoidDiedConn = child.Died:connect(function()
if ExistingIndicator then
DebrisService:AddItem(ExistingIndicator.Model, 1)
end
end)
HumanoidSeatedConn = child.Seated:connect(function(active, seat) onSeated(child, active, seat) end)
if child.SeatPart then
onSeated(child, true, child.SeatPart)
end
end
end
CharacterChildAddedConn = character.ChildAdded:connect(function(child)
OnCharacterChildAdded(child)
end)
CharacterChildRemovedConn = character.ChildRemoved:connect(function(child)
if UIS.TouchEnabled then
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end)
for _, child in pairs(character:GetChildren()) do
OnCharacterChildAdded(child)
end
end
local Running = false
function this:Stop()
if Running then
DisconnectEvents()
CleanupPath()
if CameraModule then
CameraModule.UpdateTweenFunction = nil
CameraModule:SetEnabled(false)
end
-- Restore tool activation on shutdown
if UIS.TouchEnabled then
local character = Player.Character
if character then
for _, child in pairs(character:GetChildren()) do
if child:IsA('Tool') then
child.ManualActivationOnly = false
end
end
end
end
DrivingTo = nil
Running = false
end
end
function this:Start()
if not Running then
if Player.Character then -- retro-listen
OnCharacterAdded(Player.Character)
end
OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded)
if CameraModule then
CameraModule:SetEnabled(true)
end
Running = true
end
end
return this
end
return CreateClickToMoveModule
|
-- Right Legs |
character.RagdollRig.ConstraintRightUpperLeg.Attachment0 = RUL
character.RagdollRig.ConstraintRightUpperLeg.Attachment1 = RULRig
character.RagdollRig.ConstraintRightLowerLeg.Attachment0 = RLL
character.RagdollRig.ConstraintRightLowerLeg.Attachment1 = RLLRig
character.RagdollRig.ConstraintRightFoot.Attachment0 = RF
character.RagdollRig.ConstraintRightFoot.Attachment1 = RFRig
wait(0.1)
|
--Disable script if car is removed from workspace |
Car.AncestryChanged:Connect(function()
if not Car:IsDescendantOf(Workspace) then
unbindActions()
LocalVehicleSeating.ExitSeat()
LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)
-- stop seated anim
--print("car removed from workspace")
script.Disabled = true
ProximityPromptService.Enabled = true
end
end)
local function exitVehicle(action, inputState, inputObj)
if inputState == Enum.UserInputState.Begin then
LocalVehicleSeating.ExitSeat()
-- stop seated anim
end
end
local function _updateRawInput(_, inputState, inputObj)
local key = inputObj.KeyCode
local data = Keymap.getData(key)
if not data then
return
end
local axis = data.Axis
local val = 0
if axis then
val = inputObj.Position:Dot(axis)
else
val = (inputState == Enum.UserInputState.Begin or inputState == Enum.UserInputState.Change) and 1 or 0
end
val = val * (data.Sign or 1)
_rawInput[key] = val
if data.Pass then
return Enum.ContextActionResult.Pass
end
end
local function _calculateInput(action)
-- Loop through all mappings for this action and calculate a resultant value from the raw input
local mappings = Keymap[action]
local val = 0
local absVal = val
for _, data in ipairs(mappings) do
local thisVal = _rawInput[data.KeyCode]
if math.abs(thisVal) > absVal then
val = thisVal
absVal = math.abs(val)
end
end
return val
end
ContextActionService:BindAction(
EXIT_ACTION_NAME,
exitVehicle,
false,
Keymap.EnterVehicleGamepad,
Keymap.EnterVehicleKeyboard
)
ContextActionService:BindActionAtPriority(
RAW_INPUT_ACTION_NAME,
_updateRawInput,
false,
Enum.ContextActionPriority.High.Value,
unpack(Keymap.allKeys()))
|
--[[
To make another trader, duplicate a trader and change the proximity prompt text in their UpperTorso
ActionText: "FinalItemName"
ObjectText = "ItemRequired: 0/AmountRequired"
]] |
local function trade(PP)
local char = plr.Character
if not char then return end
local tool = char:FindFirstChildWhichIsA("Tool")
if not tool or not tool:FindFirstChild("Handle") then return end
local args = string.split(PP.ObjectText, ": ")
local required, amount = args[1], args[2]
if not required or not amount then return end
args = string.split(amount, "/")
local given,max = args[1], args[2]
given = tonumber(given)
if tool.Name == required then
given +=1
local final = given >= tonumber(max)
events.TradeItem:FireServer(PP, final)
if final then
PP.ObjectText = "Finished!"
else
PP.ObjectText = required .. ": " .. tostring(given) .. "/" .. max
end
end
end
NPCs.Seller.UpperTorso.ProximityPrompt.Triggered:Connect(function(plr)
local char = plr.Character
if not char then return end
local tool = char:FindFirstChildWhichIsA("Tool")
if not tool or not tool:FindFirstChild("Handle") then return end
local res = tool.Handle:FindFirstChild("Price")
if res then
tool:Destroy()
plr.Wallet.Value += res.Value
end
end)
for i,trader in NPCs.Traders:GetChildren() do
local PP = trader.UpperTorso.ProximityPrompt
PP.Triggered:Connect(function()
trade(PP)
end)
end
|
--------------------[ FIRING FUNCTIONS ]---------------------------------------------- |
function lowerSpread()
if (not loweringSpread) then
loweringSpread = true
local Connection = nil
Connection = RS.Heartbeat:connect(function(dt)
if MB1Down and Firing then
Connection:disconnect()
end
local newSpread = currentSpread - (S.spreadSettings.Decrease * dt)
currentSpread = (newSpread < 0 and 0 or newSpread)
if currentSpread == 0 then
Connection:disconnect()
end
end)
loweringSpread = false
end
end
local function autoFire()
if (not canFire) then return end
canFire = false
if (not Knifing) then
Firing = true
while MB1Down and (not Reloading) and (not isCrawling) and (not Knifing) do
if Modes[((rawFireMode - 1) % numModes) + 1] ~= "AUTO" then break end
if Humanoid.Health == 0 then break end
if Ammo.Value > 0 then
Ammo.Value = Ammo.Value - 1
if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
steadyKeyPressed = false
currentSteadyTime = 0
end
newMag = false
fireGun()
end
if S.reloadSettings.magIsBullet then
for _, Mag in pairs(Gun:GetChildren()) do
if Mag.Name:sub(1, 3) == "Mag" then
Mag.Transparency = 1
end
end
end
if Ammo.Value == 0 and S.reloadSettings.autoReload then
wait(0.2)
Reload()
end
wait(60 / S.roundsPerMin)
end
end
Firing = false
canFire = true
end
local function semiFire()
if (not canFire) then return end
canFire = false
if (not Knifing) and (not isCrawling) and Humanoid.Health ~= 0 then
Firing = true
if Ammo.Value > 0 then
Ammo.Value = Ammo.Value - 1
if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
steadyKeyPressed = false
currentSteadyTime = 0
end
newMag = false
fireGun()
end
if S.reloadSettings.magIsBullet then
for _, Mag in pairs(Gun:GetChildren()) do
if Mag.Name:sub(1, 3) == "Mag" then
Mag.Transparency = 1
end
end
end
if Ammo.Value == 0 and S.reloadSettings.autoReload then
wait(0.2)
Reload()
end
wait(60 / S.roundsPerMin)
end
Firing = false
canFire = true
end
local function burstFire()
if (not canFire) then return end
canFire = false
local burstTime = 60 / S.roundsPerMin
if (not Knifing) and (not isCrawling) then
Firing = true
for i = 1, S.burstSettings.Amount do
if Ammo.Value > 0 then
Ammo.Value = Ammo.Value - 1
if Humanoid.Health ~= 0 then
if Aimed and steadyKeyPressed and S.scopeSettings.unSteadyOnFire then
steadyKeyPressed = false
currentSteadyTime = 0
end
newMag = false
fireGun()
end
end
if Ammo.Value == 0 and S.reloadSettings.autoReload then
wait(0.2)
Reload()
break
end
wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Time / S.burstSettings.Amount)
end
end
if S.reloadSettings.magIsBullet then
for _, Mag in pairs(Gun:GetChildren()) do
if Mag.Name:sub(1, 3) == "Mag" then
Mag.Transparency = 1
end
end
end
Firing = false
wait(S.burstSettings.fireRateBurst and burstTime or S.burstSettings.Wait)
canFire = true
end
function fireGun()
local fireSound = Handle:FindFirstChild("FireSound")
if fireSound then fireSound:Play() end
----------------------------------------------------------------------------------
for _ = 1, (S.gunType.Shot and S.ShotAmount or 1) do
local randSpread1 = RAD(RAND(0, 365))
local randSpread2 = RAD(RAND(-(baseSpread + currentSpread), baseSpread + currentSpread, 0.01))
local spreadDir = CFrame.fromAxisAngle(V3(0, 0, 1), randSpread1) * CFANG(randSpread2, 0, 0)
local originCF = ((Aimed and S.guiScope) and Head.CFrame or Handle.CFrame) * spreadDir
local bulletDirection = CF(originCF.p, originCF.p + originCF.lookVector).lookVector
if S.bulletSettings.instantHit then
local newRay = Ray.new(Main.CFrame.p, bulletDirection * S.bulletSettings.Range)
local H, P, N = workspace:FindPartOnRayWithIgnoreList(newRay, Ignore)
local finalP = P
if H then
if S.gunType.Explosive then
if S.explosionSettings.soundId ~= "" then
local soundPart = Instance.new("Part")
soundPart.Transparency = 1
soundPart.Anchored = true
soundPart.CanCollide = false
soundPart.Size = V3(1, 1, 1)
soundPart.CFrame = CFrame.new(P)
soundPart.Parent = gunIgnore
local Sound = Instance.new("Sound")
Sound.Pitch = S.explosionSettings.Pitch
Sound.SoundId = S.explosionSettings.soundId
Sound.Volume = S.explosionSettings.Volume
Sound.Parent = soundPart
Sound:Play()
DS:AddItem(soundPart, Sound.TimeLength)
end
createBulletImpact:FireServer(H, P, N, bulletDirection, false, gunIgnore, S)
createShockwave:FireServer(P, S.explosionSettings.Radius, gunIgnore, S)
local E = Instance.new("Explosion")
E.BlastPressure = S.explosionSettings.Pressure
E.BlastRadius = S.explosionSettings.Radius
E.DestroyJointRadiusPercent = (S.explosionSettings.rangeBasedDamage and 0 or 1)
E.ExplosionType = S.explosionSettings.Type
E.Position = P
E.Hit:connect(function(Obj, Dist)
if Obj.Name == "Torso" and (not Obj:IsDescendantOf(Char)) then
if S.explosionSettings.rangeBasedDamage then
local Dir = (Obj.Position - P).unit
local expH, _ = workspace:FindPartOnRayWithIgnoreList(
Ray.new(P - Dir * 0.1, Dir * 999),
Ignore
)
local rayHitHuman = expH:IsDescendantOf(Obj.Parent)
if (S.explosionSettings.rayCastExplosions and rayHitHuman) or (not S.explosionSettings.rayCastExplosions) then
local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid")
if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
local distFactor = Dist / S.explosionSettings.Radius
local distInvert = math.max(1 - distFactor,0)
local newDamage = distInvert * getBaseDamage((P - Main.CFrame.p).magnitude)
local Tag = Instance.new("ObjectValue")
Tag.Value = Player
Tag.Name = "creator"
Tag.Parent = hitHumanoid
DS:AddItem(Tag, 0.3)
hitHumanoid:TakeDamage(newDamage)
markHit()
end
end
else
local hitHumanoid = findFirstClass(Obj.Parent, "Humanoid")
if hitHumanoid and hitHumanoid.Health > 0 and isEnemy(hitHumanoid) then
local Tag = Instance.new("ObjectValue")
Tag.Value = Player
Tag.Name = "creator"
Tag.Parent = hitHumanoid
DS:AddItem(Tag, 0.3)
markHit()
end
end
end
end)
E.Parent = game.Workspace
else
_, finalP = penetrateWall(H, P, bulletDirection, N, {Char, ignoreModel}, 0, (P - Main.CFrame.p).magnitude, nil)
end
end
if S.bulletTrail and S.trailSettings.Transparency ~= 1 then
createTrail:FireServer(Main.CFrame.p, finalP, gunIgnore, S)
end
else
local shell = Instance.new("Part")
shell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-1.5,0,0)
shell.Size = Vector3.new(1,1,1)
shell.BrickColor = BrickColor.new(24)
shell.Reflectance = .5
shell.CanCollide = false
shell.BottomSurface = 0
shell.TopSurface = 0
shell.Name = "Shell"
shell.Velocity = Gun.Chamber.CFrame.lookVector * 30 + Vector3.new(math.random(-10,10),20,math.random(-10,10))
shell.RotVelocity = Vector3.new(0,200,0)
local shellmesh = Instance.new("CylinderMesh")
shellmesh.Scale = Vector3.new(0.1, 0.8, 0.1)
shellmesh.Parent = shell
shell.Parent = game.Workspace
game:GetService("Debris"):addItem(shell,2)
local shellmesh = Instance.new("SpecialMesh")
shellmesh.Scale = Vector3.new(0.9,0.9,3)
shellmesh.MeshId = "http://www.roblox.com/asset/?id=95387759"
shellmesh.TextureId = "http://www.roblox.com/asset/?id=95387789"
shellmesh.MeshType = "FileMesh"
shellmesh.Parent = shell
end
end
function MarkHit()
spawn(function()
if Gui_Clone:IsDescendantOf(game) then
Gui_Clone.HitMarker.Visible = true
local StartMark = tick()
LastMark = StartMark
wait(0.5)
if LastMark <= StartMark then
Gui_Clone.HitMarker.Visible = false
end
end
end)
end
----------------------------------------------------------------------------------
currentSpread = currentSpread + S.spreadSettings.Increase
for _, Plugin in pairs(Plugins.Firing) do
spawn(function()
Plugin()
end)
end
local backRecoil = RAND(S.recoilSettings.Recoil.Back.Min, S.recoilSettings.Recoil.Back.Max, 0.01) --Get the kickback recoil
local upRecoil = RAND(S.recoilSettings.Recoil.Up.Min, S.recoilSettings.Recoil.Up.Max, 0.01) --Get the up recoil
local sideRecoilAlpha = 0
if lastSideRecoil[1] < 0 and lastSideRecoil[2] < 0 then --This conditional basically makes sure the gun tilt isn't in the same direction for more than 2 shots
sideRecoilAlpha = RAND(0, 1, 0.1)
elseif lastSideRecoil[1] > 0 and lastSideRecoil[2] > 0 then
sideRecoilAlpha = RAND(-1, 0, 0.1)
else
sideRecoilAlpha = RAND(-1, 1, 0.1)
end
local sideRecoil = numLerp(S.recoilSettings.Recoil.Side.Left, S.recoilSettings.Recoil.Side.Right, sideRecoilAlpha / 2 + 0.5) --Get the side recoil
local tiltRecoil = numLerp(S.recoilSettings.Recoil.Tilt.Left, S.recoilSettings.Recoil.Tilt.Right, sideRecoilAlpha / 2 + 0.5) --Get the tilt recoil
local recoilPos = V3(
0,---sideRecoil,
0,
-backRecoil
) * (Aimed and S.recoilSettings.aimedMultiplier or 1)
local recoilRot = V3(
(Aimed and 0 or (-RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1))),
RAD(sideRecoil * 10),
RAD(tiltRecoil * 10)
) * (Aimed and S.recoilSettings.aimedMultiplier or 1)
local camRecoilRot = V3(
-RAD(sideRecoil * 10),
RAD(upRecoil * 10) * (firstShot and S.recoilSettings.firstShotMultiplier or 1) * S.recoilSettings.camMultiplier,
0
) * (Aimed and S.recoilSettings.aimedMultiplier or 1) * stanceSway
tweenRecoil(recoilPos, recoilRot, Sine, 0.2)
tweenCam("Recoil", camRecoilRot, Sine, 0.15 * (firstShot and S.recoilSettings.firstShotMultiplier or 1))
for _, v in pairs(Main:GetChildren()) do
if v.Name:sub(1, 7) == "FlashFX" then
v.Enabled = true
end
end
local shell = Instance.new("Part")
shell.CFrame = Gun.Chamber.CFrame * CFrame.fromEulerAnglesXYZ(-1.5,0,0)
shell.Size = Vector3.new(0.2,0.5,0.2)
shell.CanCollide = true
shell.Name = "Shell"
shell.Velocity = Gun.Chamber.CFrame.lookVector * 30 + Vector3.new(math.random(-10,10),20,math.random(-10,10))
shell.RotVelocity = Vector3.new(0,200,0)
shell.Parent = game.Workspace
game:GetService("Debris"):addItem(shell,2)
local shellmesh = Instance.new("SpecialMesh")
shellmesh.Scale = Vector3.new(0.5,0.5,0.5)
shellmesh.MeshId = "http://www.roblox.com/asset/?id=94248124"
shellmesh.TextureId = "http://www.roblox.com/asset/?id=94219470"
shellmesh.MeshType = "FileMesh"
shellmesh.Parent = shell
delay(1 / 20, function()
tweenRecoil(V3(), V3(), Sine, 0.2)
tweenCam("Recoil", V3(), Sine, 0.2)
for _, v in pairs(Main:GetChildren()) do
if v.Name:sub(1, 7) == "FlashFX" then
v.Enabled = false
end
end
end)
updateClipAmmo()
firstShot = false
shotCount = shotCount + 1
lastSideRecoil[(shotCount % 2) + 1] = sideRecoilAlpha
end
function markHit()
spawn(function()
if mainGUI:IsDescendantOf(game) then
hitMarker.Visible = true
local startMark = tick()
hitMarker.lastMark.Value = startMark
wait(0.5)
if hitMarker.lastMark.Value <= startMark then
hitMarker.Visible = false
end
end
end)
end
|
--[[
update_settings = {
ExistingProfileHandle = function(latest_data),
MissingProfileHandle = function(latest_data),
EditProfile = function(lastest_data),
}
--]] |
local function StandardProfileUpdateAsyncDataStore(profile_store, profile_key, update_settings, is_user_mock, is_get_call, version) --> loaded_data, key_info
local loaded_data, key_info
local success, error_message = pcall(function()
local transform_function = function(latest_data)
local missing_profile = false
local data_corrupted = false
local global_updates_data = {0, {}}
if latest_data == nil then
missing_profile = true
elseif type(latest_data) ~= "table" then
missing_profile = true
data_corrupted = true
end
if type(latest_data) == "table" then
-- Case #1: Profile was loaded
if type(latest_data.Data) == "table"
and type(latest_data.MetaData) == "table"
and type(latest_data.GlobalUpdates) == "table" then
latest_data.WasCorrupted = false -- Must be set to false if set previously
global_updates_data = latest_data.GlobalUpdates
if update_settings.ExistingProfileHandle ~= nil then
update_settings.ExistingProfileHandle(latest_data)
end
-- Case #2: Profile was not loaded but GlobalUpdate data exists
elseif latest_data.Data == nil
and latest_data.MetaData == nil
and type(latest_data.GlobalUpdates) == "table" then
latest_data.WasCorrupted = false -- Must be set to false if set previously
global_updates_data = latest_data.GlobalUpdates or global_updates_data
missing_profile = true
else
missing_profile = true
data_corrupted = true
end
end
-- Case #3: Profile was not created or corrupted and no GlobalUpdate data exists
if missing_profile == true then
latest_data = {
-- Data = nil,
-- MetaData = nil,
GlobalUpdates = global_updates_data,
}
if update_settings.MissingProfileHandle ~= nil then
update_settings.MissingProfileHandle(latest_data)
end
end
-- Editing profile:
if update_settings.EditProfile ~= nil then
update_settings.EditProfile(latest_data)
end
-- Data corruption handling (Silently override with empty profile) (Also run Case #1)
if data_corrupted == true then
latest_data.WasCorrupted = true -- Temporary tag that will be removed on first save
end
return latest_data, latest_data.UserIds, latest_data.RobloxMetaData
end
if is_user_mock == true then -- Used when the profile is accessed through ProfileStore.Mock
loaded_data, key_info = MockUpdateAsync(UserMockDataStore, profile_store._profile_store_lookup, profile_key, transform_function, is_get_call)
task.wait() -- Simulate API call yield
elseif UseMockDataStore == true then -- Used when API access is disabled
loaded_data, key_info = MockUpdateAsync(MockDataStore, profile_store._profile_store_lookup, profile_key, transform_function, is_get_call)
task.wait() -- Simulate API call yield
else
loaded_data, key_info = CustomWriteQueueAsync(
function() -- Callback
if is_get_call == true then
local get_data, get_key_info
if version ~= nil then
local success, error_message = pcall(function()
get_data, get_key_info = profile_store._global_data_store:GetVersionAsync(profile_key, version)
end)
if success == false and type(error_message) == "string" and string.find(error_message, "not valid") ~= nil then
warn("[ProfileService]: Passed version argument is not valid; Traceback:\n" .. debug.traceback())
end
else
get_data, get_key_info = profile_store._global_data_store:GetAsync(profile_key)
end
get_data = transform_function(get_data)
return get_data, get_key_info
else
return profile_store._global_data_store:UpdateAsync(profile_key, transform_function)
end
end,
profile_store._profile_store_lookup, -- Store
profile_key -- Key
)
end
end)
if success == true and type(loaded_data) == "table" then
-- Corruption handling:
if loaded_data.WasCorrupted == true and is_get_call ~= true then
RegisterCorruption(
profile_store._profile_store_name,
profile_store._profile_store_scope,
profile_key
)
end
-- Return loaded_data:
return loaded_data, key_info
else
RegisterIssue(
(error_message ~= nil) and error_message or "Undefined error",
profile_store._profile_store_name,
profile_store._profile_store_scope,
profile_key
)
-- Return nothing:
return nil
end
end
local function RemoveProfileFromAutoSave(profile)
local auto_save_index = table.find(AutoSaveList, profile)
if auto_save_index ~= nil then
table.remove(AutoSaveList, auto_save_index)
if auto_save_index < AutoSaveIndex then
AutoSaveIndex = AutoSaveIndex - 1 -- Table contents were moved left before AutoSaveIndex so move AutoSaveIndex left as well
end
if AutoSaveList[AutoSaveIndex] == nil then -- AutoSaveIndex was at the end of the AutoSaveList - reset to 1
AutoSaveIndex = 1
end
end
end
local function AddProfileToAutoSave(profile) -- Notice: Makes sure this profile isn't auto-saved too soon
-- Add at AutoSaveIndex and move AutoSaveIndex right:
table.insert(AutoSaveList, AutoSaveIndex, profile)
if #AutoSaveList > 1 then
AutoSaveIndex = AutoSaveIndex + 1
elseif #AutoSaveList == 1 then
-- First profile created - make sure it doesn't get immediately auto saved:
LastAutoSave = os.clock()
end
end
local function ReleaseProfileInternally(profile)
-- 1) Remove profile object from ProfileService references: --
-- Clear reference in ProfileStore:
local profile_store = profile._profile_store
local loaded_profiles = profile._is_user_mock == true and profile_store._mock_loaded_profiles or profile_store._loaded_profiles
loaded_profiles[profile._profile_key] = nil
if next(profile_store._loaded_profiles) == nil and next(profile_store._mock_loaded_profiles) == nil then -- ProfileStore has turned inactive
local index = table.find(ActiveProfileStores, profile_store)
if index ~= nil then
table.remove(ActiveProfileStores, index)
end
end
-- Clear auto update reference:
RemoveProfileFromAutoSave(profile)
-- 2) Trigger release listeners: --
local place_id
local game_job_id
local active_session = profile.MetaData.ActiveSession
if active_session ~= nil then
place_id = active_session[1]
game_job_id = active_session[2]
end
profile._release_listeners:Fire(place_id, game_job_id)
end
local function CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)
local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]
local pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}
local pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}
-- "old_" or "new_" global_updates_data = {update_index, {{update_id, version_id, update_locked, update_data}, ...}}
for _, new_global_update in ipairs(new_global_updates_data[2]) do
-- Find old global update with the same update_id:
local old_global_update
for _, global_update in ipairs(old_global_updates_data[2]) do
if global_update[1] == new_global_update[1] then
old_global_update = global_update
break
end
end
-- A global update is new when it didn't exist before or its version_id or update_locked state changed:
local is_new = false
if old_global_update == nil or new_global_update[2] > old_global_update[2] or new_global_update[3] ~= old_global_update[3] then
is_new = true
end
if is_new == true then
-- Active global updates:
if new_global_update[3] == false then
-- Check if update is not pending to be locked: (Preventing firing new active update listeners more than necessary)
local is_pending_lock = false
for _, update_id in ipairs(pending_update_lock) do
if new_global_update[1] == update_id then
is_pending_lock = true
break
end
end
if is_pending_lock == false then
-- Trigger new active update listeners:
global_updates_object._new_active_update_listeners:Fire(new_global_update[1], new_global_update[4])
end
end
-- Locked global updates:
if new_global_update[3] == true then
-- Check if update is not pending to be cleared: (Preventing firing new locked update listeners after marking a locked update for clearing)
local is_pending_clear = false
for _, update_id in ipairs(pending_update_clear) do
if new_global_update[1] == update_id then
is_pending_clear = true
break
end
end
if is_pending_clear == false then
-- Trigger new locked update listeners:
global_updates_object._new_locked_update_listeners:FireUntil(
function()
-- Check if listener marked the update to be cleared:
-- Normally there should be only one listener per profile for new locked global updates, but
-- in case several listeners are connected we will not trigger more listeners after one listener
-- marks the locked global update to be cleared.
return table.find(pending_update_clear, new_global_update[1]) == nil
end,
new_global_update[1], new_global_update[4]
)
end
end
end
end
end
local function SaveProfileAsync(profile, release_from_session, is_overwriting)
if type(profile.Data) ~= "table" then
RegisterCorruption(
profile._profile_store._profile_store_name,
profile._profile_store._profile_store_scope,
profile._profile_key
)
error("[ProfileService]: PROFILE DATA CORRUPTED DURING RUNTIME! Profile: " .. profile:Identify())
end
if release_from_session == true and is_overwriting ~= true then
ReleaseProfileInternally(profile)
end
ActiveProfileSaveJobs = ActiveProfileSaveJobs + 1
local last_session_load_count = profile.MetaData.SessionLoadCount
-- Compare "SessionLoadCount" when writing to profile to prevent a rare case of repeat last save when the profile is loaded on the same server again
local repeat_save_flag = true -- Released Profile save calls have to repeat until they succeed
while repeat_save_flag == true do
if release_from_session ~= true then
repeat_save_flag = false
end
local loaded_data, key_info = StandardProfileUpdateAsyncDataStore(
profile._profile_store,
profile._profile_key,
{
ExistingProfileHandle = nil,
MissingProfileHandle = nil,
EditProfile = function(latest_data)
local session_owns_profile = false
local force_load_pending = false
if is_overwriting ~= true then
-- 1) Check if this session still owns the profile: --
local active_session = latest_data.MetaData.ActiveSession
local force_load_session = latest_data.MetaData.ForceLoadSession
local session_load_count = latest_data.MetaData.SessionLoadCount
if type(active_session) == "table" then
session_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count
end
if type(force_load_session) == "table" then
force_load_pending = not IsThisSession(force_load_session)
end
else
session_owns_profile = true
end
if session_owns_profile == true then -- We may only edit the profile if this session has ownership of the profile
if is_overwriting ~= true then
-- 2) Manage global updates: --
local latest_global_updates_data = latest_data.GlobalUpdates -- {update_index, {{update_id, version_id, update_locked, update_data}, ...}}
local latest_global_updates_list = latest_global_updates_data[2]
local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]
local pending_update_lock = global_updates_object._pending_update_lock -- {update_id, ...}
local pending_update_clear = global_updates_object._pending_update_clear -- {update_id, ...}
-- Active update locking:
for i = 1, #latest_global_updates_list do
for _, lock_id in ipairs(pending_update_lock) do
if latest_global_updates_list[i][1] == lock_id then
latest_global_updates_list[i][3] = true
break
end
end
end
-- Locked update clearing:
for _, clear_id in ipairs(pending_update_clear) do
for i = 1, #latest_global_updates_list do
if latest_global_updates_list[i][1] == clear_id and latest_global_updates_list[i][3] == true then
table.remove(latest_global_updates_list, i)
break
end
end
end
end
-- 3) Save profile data: --
latest_data.Data = profile.Data
latest_data.RobloxMetaData = profile.RobloxMetaData
latest_data.UserIds = profile.UserIds
if is_overwriting ~= true then
latest_data.MetaData.MetaTags = profile.MetaData.MetaTags -- MetaData.MetaTags is the only actively savable component of MetaData
latest_data.MetaData.LastUpdate = os.time()
if release_from_session == true or force_load_pending == true then
latest_data.MetaData.ActiveSession = nil
end
else
latest_data.MetaData = profile.MetaData
latest_data.MetaData.ActiveSession = nil
latest_data.MetaData.ForceLoadSession = nil
latest_data.GlobalUpdates = profile.GlobalUpdates._updates_latest
end
end
end,
},
profile._is_user_mock
)
if loaded_data ~= nil and key_info ~= nil then
if is_overwriting == true then
break
end
repeat_save_flag = false
-- 4) Set latest data in profile: --
-- Updating DataStoreKeyInfo:
profile.KeyInfo = key_info
-- Setting global updates:
local global_updates_object = profile.GlobalUpdates -- [GlobalUpdates]
local old_global_updates_data = global_updates_object._updates_latest
local new_global_updates_data = loaded_data.GlobalUpdates
global_updates_object._updates_latest = new_global_updates_data
-- Setting MetaData:
local session_meta_data = profile.MetaData
local latest_meta_data = loaded_data.MetaData
for key in pairs(SETTINGS.MetaTagsUpdatedValues) do
session_meta_data[key] = latest_meta_data[key]
end
session_meta_data.MetaTagsLatest = latest_meta_data.MetaTags
-- 5) Check if session still owns the profile: --
local active_session = loaded_data.MetaData.ActiveSession
local session_load_count = loaded_data.MetaData.SessionLoadCount
local session_owns_profile = false
if type(active_session) == "table" then
session_owns_profile = IsThisSession(active_session) and session_load_count == last_session_load_count
end
local is_active = profile:IsActive()
if session_owns_profile == true then
-- 6) Check for new global updates: --
if is_active == true then -- Profile could've been released before the saving thread finished
CheckForNewGlobalUpdates(profile, old_global_updates_data, new_global_updates_data)
end
else
-- Session no longer owns the profile:
-- 7) Release profile if it hasn't been released yet: --
if is_active == true then
ReleaseProfileInternally(profile)
end
-- Cleanup reference in custom write queue:
CustomWriteQueueMarkForCleanup(profile._profile_store._profile_store_lookup, profile._profile_key)
-- Hop ready listeners:
if profile._hop_ready == false then
profile._hop_ready = true
profile._hop_ready_listeners:Fire()
end
end
-- Signaling MetaTagsUpdated listeners after a possible external profile release was handled:
profile.MetaTagsUpdated:Fire(profile.MetaData.MetaTagsLatest)
-- Signaling KeyInfoUpdated listeners:
profile.KeyInfoUpdated:Fire(key_info)
elseif repeat_save_flag == true then
task.wait() -- Prevent infinite loop in case DataStore API does not yield
end
end
ActiveProfileSaveJobs = ActiveProfileSaveJobs - 1
end
|
--CHANGE THIS LINE-- |
Signal = script.Parent.Parent.Parent.ControlBox.PedValues.PedSignal2 -- Change last word |
--Rescripted by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Animations = {}
ClientControl = Tool:WaitForChild("ClientControl")
ClientControl.OnClientInvoke = (function(Mode, Value)
if Mode == "PlayAnimation" then
for i, v in pairs(Animations) do
if v.Animation == Value then
v.AnimationTrack:Stop()
table.remove(Animations, i)
end
end
local AnimationTrack = Humanoid:LoadAnimation(Value.Animation)
table.insert(Animations, {Animation = Value.Animation, AnimationTrack = AnimationTrack})
AnimationTrack:Play(nil, nil, Value.Speed)
end
end)
function Equipped(Mouse)
Character = Tool.Parent
Player = Players:GetPlayerFromCharacter(Character)
Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == 0 then
return
end
end
function Unequipped()
for i, v in pairs(Animations) do
if v and v.AnimationTrack then
v.AnimationTrack:Stop()
end
end
Animations = {}
end
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--[=[
Token to use for deleting.
@server
@class DataStoreDeleteToken
]=] |
local require = require(script.Parent.loader).load(script)
local Symbol = require("Symbol")
return Symbol.named("dataStoreDeleteToken")
|
--end
--if SignalValues.Signal1a.Value == 2 then |
SignalValues.Signal1a.Value = 3 |
--EDIT BELOW---------------------------------------------------------------------- |
settings.PianoSoundRange = 100
settings.KeyAesthetics = true
settings.PianoSounds = {
"269058581", --C/C#
"269058744", --D/D#
"269058842", --E/F
"269058899", --F#/G
"269058974", --G#/A
"269059048", --A#/B
Fade = true;
} |
-- Public Methods |
function CheckboxLabelClass:GetValue()
return self.Button.Checkmark.Visible
end
function CheckboxLabelClass:SetValue(bool)
bool = not not bool
local container = self.Frame.CheckContainer
local colorA = container.BackgroundColor3
local colorB = container.BorderColor3
local colorC = container.Outline.BackgroundColor3
local outlineColor = bool and colorB or colorC
if (bool and container.CheckButton.BackgroundTransparency == 1) then
outlineColor = colorC
end
for _, child in next, container.Outline:GetChildren() do
child.BackgroundColor3 = outlineColor
end
container.CheckButton.BackgroundColor3 = bool and colorB or colorA
container.CheckButton.Checkmark.Visible = bool
self._ChangedBind:Fire(bool)
end
function CheckboxLabelClass:Destroy()
self._Maid:Sweep()
self.Frame:Destroy()
self.Changed = nil
end
|
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = {};
local l__ReplicatedStorage__2 = game.ReplicatedStorage;
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 u1 = require(game.ReplicatedStorage.Modules.Lightning);
function v1.RunStompFx(p1, p2, p3, p4)
if workspace.SpawnH:FindFirstChild(p3.Name) == nil then
local v7 = workspace.SpawnH:WaitForChild(p3.Name);
local v8 = game.ReplicatedStorage.KillFX.Souls.Sound:Clone();
game.Debris:AddItem(v8, 10);
v8.Parent = v7.HumanoidRootPart;
v8:Play();
for v9 = 1, 3 do
local v10 = game.ReplicatedStorage.KillFX.Souls.ColorCorrection:Clone();
v10.Parent = game.Lighting;
game.Debris:AddItem(v10, 3);
game.TweenService:Create(v10, TweenInfo.new(0.8, Enum.EasingStyle.Quart), {
Brightness = 0,
Contrast = 0,
Saturation = 0,
TintColor = Color3.fromRGB(255, 255, 255)
}):Play();
end;
local v11 = game.ReplicatedStorage.KillFX.Souls.Stomp:Clone();
game.Debris:AddItem(v11, 10);
v11.Parent = workspace;
v11:Play();
task.delay(0, function()
local v12 = u1.Bolt((CFrame.new(v7.HumanoidRootPart.CFrame.p) * CFrame.new(0, 250, 0) * CFrame.new(math.random(-1, 1), math.random(-1, 1), math.random(-1, 1))).Position, (v7.HumanoidRootPart.CFrame * CFrame.new(math.random(-2, 2), math.random(-1, 1), math.random(-1, 1))).Position, 10, 0.25, false);
v12.PulseSpeed = 12;
v12.PulseLength = 5;
v12.MinRadius = 0;
v12.MaxRadius = 5;
v12.FadeLength = 0.1;
v12.Thickness = 3;
v12.MinTransparency = 0.25;
v12.MaxTransparency = 0.3;
v12.Color = Color3.fromRGB(255, 0, 0);
end);
else
local v13 = game.ReplicatedStorage.KillFX.Souls.arszg:Clone();
game.Debris:AddItem(v13, 18);
v13.Parent = p3.Character.PrimaryPart;
v13:Play();
end;
return nil;
end;
return v1;
|
--[=[
Wait for fire to be called, and return the arguments it was given.
@yields
@return T
]=] |
function Signal:Wait()
local key = self._bindableEvent.Event:Wait()
local args = self._argMap[key]
if args then
return table.unpack(args, 1, args.n)
else
error("Missing arg data, probably due to reentrance.")
return nil
end
end
|
------------------------- |
function onClicked()
R.BrickColor = BrickColor.new("Really red")
C.One.BrickColor = BrickColor.new("Really black")
C.Two.BrickColor = BrickColor.new("Really black")
C.Three.BrickColor = BrickColor.new("Really black")
C.Four.BrickColor = BrickColor.new("Really black")
C.MIC.BrickColor = BrickColor.new("Really black")
C.A.BrickColor = BrickColor.new("Really black")
C.M.BrickColor = BrickColor.new("Really black")
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
--// # key, Spotlight |
mouse.KeyDown:connect(function(key)
if key=="." then
veh.Lightbar.middle.SpotlightSound:Play()
veh.Lightbar.Remotes.SpotlightEvent:FireServer(true)
end
end)
|
-- local bindModule = require(script.Parent.Parent.bind)
-- type EachTests = bindModule.EachTests |
type EachTests = any
local interpolationModule = require(script.Parent.interpolation)
type Headings = interpolationModule.Headings
type Template = interpolationModule.Template
type Templates = interpolationModule.Templates
local interpolateVariables = require(script.Parent.interpolation).interpolateVariables
local function default(title: string, headings: Headings, row: Global_Row): EachTests
local table_ = convertRowToTable(row, headings)
local templates = convertTableToTemplates(table_, headings)
return Array.map(templates, function(template, index)
return {
arguments = { Object.assign({}, template) },
-- ROBLOX FIXME Luau: analyze should know this is Template because of the Array.map() generic's callbackFn
title = interpolateVariables(title, template :: Template, index),
}
end)
end
exports.default = default
function convertRowToTable(row: Global_Row, _headings: Headings): Global_Table
-- ROBLOX deviation: rows are already formatted as arrays (because there are no tagged templates)
return row
end
function convertTableToTemplates(table_: Global_Table, headings: Headings): Templates
return Array.map(table_, function(row)
return Array.reduce(row, function(acc, value, index)
return Object.assign(acc, { [headings[index]] = value })
end, {})
end)
end
return exports
|
--magenta 12 |
if k == "m" and ibo.Value==true then
bin.Blade.BrickColor = BrickColor.new("Magenta")
bin.Blade2.BrickColor = BrickColor.new("Institutional white")
bin.Blade.White.Enabled=false colorbin.white.Value = false
bin.Blade.Blue.Enabled=false colorbin.blue.Value = false
bin.Blade.Green.Enabled=false colorbin.green.Value = false
bin.Blade.Magenta.Enabled=true colorbin.magenta.Value = true
bin.Blade.Orange.Enabled=false colorbin.orange.Value = false
bin.Blade.Viridian.Enabled=false colorbin.viridian.Value = false
bin.Blade.Violet.Enabled=false colorbin.violet.Value = false
bin.Blade.Red.Enabled=false colorbin.red.Value = false
bin.Blade.Silver.Enabled=false colorbin.silver.Value = false
bin.Blade.Black.Enabled=false colorbin.black.Value = false
bin.Blade.NavyBlue.Enabled=false colorbin.navyblue.Value = false
bin.Blade.Yellow.Enabled=false colorbin.yellow.Value = false
bin.Blade.Cyan.Enabled=false colorbin.cyan.Value = false
end |
-- // NAMELESS SETTINGS |
settings.IgnoreAdonisAdmins = true
settings.UseDiscordWebhook = false
settings.DiscordWebhookLink = ""
settings.Whitelist = {} -- Use UserIds, not player names
return settings
|
-- periodically re-join the studs to the center |
while true do
wait(30)
local cf = center.CFrame
rebuildStud(top, cf * CFrame.new(0,3,0))
rebuildStud(bottom, cf * CFrame.new(0,-3,0))
rebuildStud(left, cf * CFrame.new(3,0,0))
rebuildStud(right, cf * CFrame.new(-3,0,0))
rebuildStud(front, cf * CFrame.new(0,0,-3))
rebuildStud(back, cf * CFrame.new(0,0,3))
end
|
--Tune-- |
local StockHP = 550 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve)
local TurboCount = 2 --(1 = SingleTurbo),(2 = TwinTurbo),(if bigger then it will default to 2 turbos)
local TurboSize = 80 --bigger the turbo, the more lag it has
local WasteGatePressure = 7.5 --Max PSI for each turbo (if twin and running 10 PSI, thats 10PSI for each turbo)
local CompressionRatio = 9/1 --Compression of your car (look up the compression of the engine you are running)
local AntiLag = true --if true basically keeps the turbo spooled up so less lag
local BOV_Loudness = 2 --volume of the BOV (not exact volume so you kinda have to experiment with it)
local BOV_Pitch = 0.9 --max pitch of the BOV (not exact so might have to mess with it)
local TurboLoudness = 1 --volume of the Turbo (not exact volume so you kinda have to experiment with it also)
|
-- Roblox character sound script |
local SetState = script:WaitForChild("SetState")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local SOUND_DATA = {
Climbing = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
},
Died = {
SoundId = "rbxasset://sounds/uuhhh.mp3",
},
FreeFalling = {
SoundId = "rbxasset://sounds/action_falling.mp3",
Looped = true,
},
GettingUp = {
SoundId = "rbxasset://sounds/action_get_up.mp3",
},
Jumping = {
SoundId = "rbxasset://sounds/action_jump.mp3",
},
Landing = {
SoundId = "rbxasset://sounds/action_jump_land.mp3",
},
Running = {
SoundId = "rbxasset://sounds/action_footsteps_plastic.mp3",
Looped = true,
Pitch = 1.85,
},
Splash = {
SoundId = "rbxasset://sounds/impact_water.mp3",
},
Swimming = {
SoundId = "rbxasset://sounds/action_swim.mp3",
Looped = true,
Pitch = 1.6,
},
}
-- wait for the first of the passed signals to fire
local function waitForFirst(...)
local shunt = Instance.new("BindableEvent")
local slots = {...}
local function fire(...)
for i = 1, #slots do
slots[i]:Disconnect()
end
return shunt:Fire(...)
end
for i = 1, #slots do
slots[i] = slots[i]:Connect(fire)
end
return shunt.Event:Wait()
end
|
--[[
Set up initial values.
]] |
function BaseSystem:_init(model)
self._isActive = true
self._connections = {}
self._health = DEFAULT_STARTING_HEALTH
self._maxHealth = DEFAULT_STARTING_HEALTH
self._model = model
return self
end
|
--Commands and Sounds |
local function updateSettings()
for a,b in pairs(pages.custom:GetChildren()) do
local settingName = string.sub(b.Name, 5)
if b:FindFirstChild("SettingValue") then
b.SettingName.TextLabel.Text = settingName..":"
local settingValue = main.pdata[settingName]
b.SettingValue.TextBox.Text = tostring(settingValue)
local soundName
local propertyStart
if string.sub(settingName, 1, 5) == "Error" then
soundName = "Error"
propertyStart = 6
elseif string.sub(settingName, 1, 6) == "Notice" then
soundName = "Notice"
propertyStart = 7
end
if soundName then
local sound = main.audio[soundName]
local propertyName = string.sub(settingName, propertyStart)
if propertyName == "SoundId" then
settingValue = "rbxassetid://"..settingValue
end
sound[propertyName] = settingValue
end
end
end
updateThemeSelection()
end
for a,b in pairs(pages.custom:GetChildren()) do
local settingName = string.sub(b.Name, 5)
if b:FindFirstChild("SettingValue") then
local settingDe = true
local textBox = b.SettingValue.TextBox
local textLabel = b.SettingValue.TextLabel
b.SettingValue.TextBox.FocusLost:connect(function(property)
if settingDe then
local newValue = b.SettingValue.TextBox.Text
settingDe = false
textBox.Visible = false
textLabel.Visible = true
textLabel.Text = "Loading..."
local returnMsg = main.signals.ChangeSetting:InvokeServer{settingName, newValue}
if returnMsg == "Success" then
updateSettings()
local noticeType = "Notice"
local settingType = string.sub(settingName, 1, 5)
if settingType == "Error" or settingType == "Alert" then
noticeType = settingType
end
if settingName == "Prefix" then
main:GetModule("PageCommands"):CreateCommands()
end
local noticeMessage = "Successfully changed '"..settingName.."' to '"..newValue.."'"
if noticeType == "Alert" then
main:GetModule("cf"):CreateNewCommandMenu("settings", {"Settings Alert", noticeMessage}, 8, true)
else
main:GetModule("Notices"):Notice(noticeType, "Settings", noticeMessage)
end
else
textLabel.Text = returnMsg
wait(1)
end
textBox.Visible = true
textLabel.Visible = false
b.SettingValue.TextBox.Text = tostring(main.pdata[settingName])
settingDe = true
end
end)
end
end
updateSettings()
|
---------------------------------------Function end here. |
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
--Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local targetPos = humanoid.TargetPoint
local lookAt = (targetPos - character.Head.Position).unit
if (check()) then
fire(lookAt)
wait(0)
onActivated()
end
return
--Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
--[=[
@class Option
Represents an optional value in Lua. This is useful to avoid `nil` bugs, which can
go silently undetected within code and cause hidden or hard-to-find bugs.
]=] |
local Option = {}
Option.__index = Option
function Option._new(value)
local self = setmetatable({
ClassName = CLASSNAME,
_v = value,
_s = (value ~= nil),
}, Option)
return self
end
|
-- we have a player in the radius |
local playerRay = Ray.new(v.Position+Vector3.new(0,10,0),Vector3.new(0,-50,0))
local part,pos,norm,mat = workspace:FindPartOnRay(playerRay,v.Parent)
if part and mat ~= Enum.Material.Water then |
--Main function |
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container)
local AnimObj
local function Start()
AnimObj = {}
AnimObj["MainPart"] = EFFECT_LIB.NewInvisiblePart()
AnimObj["Emitter"] = script.ConspiracyEff:clone()
AnimObj["Emitter"].Parent = AnimObj["MainPart"]
AnimObj["MainPart"].Parent = eff_cont
end
local function Update()
local loop = EFFECT_LIB.Loop(2)
AnimObj["MainPart"].CFrame = source_part.CFrame * CFrame.Angles(0, math.rad(loop * 0), 0) * CFrame.new(0, 0, 0)
end
local function Stop()
eff_cont:ClearAllChildren()
AnimObj = nil
end
return {Start = Start, Update = Update, Stop = Stop}
end
return AttachAuraControl
|
--------------------------------------------------------------------------------------------------------------------------
----------------------------------------------GRENADES---------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------- |
VELOCITY = 90
function firenade(mouse_pos)
nadeloaded=false
local head=game.Workspace:findFirstChild(script.Parent.Parent.Name).Head
if head == nil then return end
local dir = mouse_pos - head.Position
dir = computeDirection(dir)
local launch = head.Position + 5 * dir
local delta = mouse_pos - launch
local dy = delta.y
local new_delta = Vector3.new(delta.x, 0, delta.z)
delta = new_delta
local dx = delta.magnitude
local unit_delta = delta.unit
local g = (-9.81 * 20)
local theta = computeLaunchAngle(dx, dy, g)
local vy = math.sin(theta)
local xz = math.cos(theta)
local vx = unit_delta.x * xz
local vz = unit_delta.z * xz
local missile = Instance.new("Part")
missile.Size = Vector3.new(1,1,1)
missile.BrickColor=BrickColor.new(0)
missile.Shape = 0
missile.BottomSurface = 0
missile.TopSurface = 0
missile.Name = "Grenade"
missile.Elasticity = .2
missile.Reflectance = 0
missile.Friction = .8
missile.Position = launch
missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY
script.Parent.GrenadeScript:clone().Parent=missile
missile.GrenadeScript.Disabled = false
local creator_tag = Instance.new("ObjectValue")
creator_tag.Value = game.Players.LocalPlayer
creator_tag.Name = "creator"
creator_tag.Parent = missile
missile.Parent = game.Workspace
wait(0.5)
script.Parent.mode.Value=script.Parent.mode.Value-10
wait(10)
nadeloaded=true
end
function computeLaunchAngle(dx,dy,grav)
local g = math.abs(grav)
local inRoot = (VELOCITY^4) - (g * ((g*dx*dx) + (2*dy*(VELOCITY^2))))
if inRoot <= 0 then
return .25 * math.pi
end
local root = math.sqrt(inRoot)
local inATan1 = ((VELOCITY^2) + root) / (g*dx)
local inATan2 = ((VELOCITY^2) - root) / (g*dx)
local answer1 = math.atan(inATan1)
local answer2 = math.atan(inATan2)
if answer1 < answer2 then return answer1 end
return answer2
end
function computeDirection(vec)
local lenSquared = vec.magnitude * vec.magnitude
local invSqrt = 1 / math.sqrt(lenSquared)
return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt)
end
|
-- Call AddStamina or RemoveStamina and add a number into the brackets between 0-100 to add/deduct stamina. |
local StaminaSystem = {}
StaminaSystem.StaminaValue = script.Parent.StaminaValue
StaminaSystem.StaminaCanRegen = true
function StaminaSystem.AddStamina(value)
local newStamina = math.min(StaminaSystem.StaminaValue.Value + value, 100)
StaminaSystem.StaminaValue.Value = newStamina
end
function StaminaSystem.RemoveStamina(value)
local newStamina = math.max(StaminaSystem.StaminaValue.Value - value, 0)
StaminaSystem.StaminaValue.Value = newStamina
end
return StaminaSystem
|
--// Services |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local UserInputService = game:GetService("UserInputService")
local TweenService = game:GetService("TweenService")
local RunService = game:GetService("RunService")
local Players = game:GetService("Players")
|
--Precalculated paths |
local t,f,n=true,false,{}
local r={
[58]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58},t},
[49]={{52,47,48,49},t},
[16]={n,f},
[19]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19},t},
[59]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59},t},
[63]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62,63},t},
[34]={{52,47,48,49,45,44,28,29,31,32,34},t},
[21]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21},t},
[48]={{52,47,48},t},
[27]={{52,47,48,49,45,44,28,27},t},
[14]={n,f},
[31]={{52,47,48,49,45,44,28,29,31},t},
[56]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56},t},
[29]={{52,47,48,49,45,44,28,29},t},
[13]={n,f},
[47]={{52,47},t},
[12]={n,f},
[45]={{52,47,48,49,45},t},
[57]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,57},t},
[36]={{52,47,48,49,45,44,28,29,31,32,33,36},t},
[25]={{52,47,48,49,45,44,28,27,26,25},t},
[71]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71},t},
[20]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20},t},
[60]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,75},t},
[22]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,21,22},t},
[74]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73,74},t},
[62]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{52,47,48,49,45,44,28,29,31,32,33,36,37},t},
[2]={n,f},
[35]={{52,47,48,49,45,44,28,29,31,32,34,35},t},
[53]={{52,53},t},
[73]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76,73},t},
[72]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72},t},
[33]={{52,47,48,49,45,44,28,29,31,32,33},t},
[69]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,60,69},t},
[65]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{52,47,48,49,45,44,28,27,26},t},
[68]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61,71,72,76},t},
[50]={{52,50},t},
[66]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{52,47,48,49,45,44,28,27,26,25,24},t},
[23]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,23},t},
[44]={{52,47,48,49,45,44},t},
[39]={{52,47,48,49,45,44,28,29,31,32,34,35,39},t},
[32]={{52,47,48,49,45,44,28,29,31,32},t},
[3]={n,f},
[30]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30},t},
[51]={{52,53,54,55,51},t},
[18]={n,f},
[67]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,59,61},t},
[55]={{52,53,54,55},t},
[46]={{52,47,46},t},
[42]={{52,47,48,49,45,44,28,29,31,32,34,35,38,42},t},
[40]={{52,47,48,49,45,44,28,29,31,32,34,35,40},t},
[52]={{52},t},
[54]={{52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41},t},
[17]={n,f},
[38]={{52,47,48,49,45,44,28,29,31,32,34,35,38},t},
[28]={{52,47,48,49,45,44,28},t},
[5]={n,f},
[64]={{52,47,48,49,45,44,28,29,31,32,34,35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
-- Legacy implementation renamed |
function CameraUtils.GetAngleBetweenXZVectors(v1, v2)
return math.atan2(v2.X*v1.Z-v2.Z*v1.X, v2.X*v1.X+v2.Z*v1.Z)
end
function CameraUtils.RotateVectorByAngleAndRound(camLook, rotateAngle, roundAmount)
if camLook.Magnitude > 0 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
|
-- TUNE |
SpeedType = "KPH" -- MPH or KPH
local Smoothness = 0.89
local TurboSmoothness = 0.87
local autoscaling = true --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 230 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 370 ,
spInc = 40 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 400 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
-- https://stackoverflow.com/a/5732390 |
type Range = { number }
local function mapRange(n: number, input: Range, output: Range): number
assert(input[1] ~= input[2], "input min and max must be different numbers to avoid dividing by zero")
local slope = (output[2] - output[1]) / (input[2] - input[1])
return slope * (n - input[1]) + output[1]
end
return mapRange
|
--[=[
Executes upon pending stop
@param func function
@return Promise<T>
]=] |
function Promise:Finally(func)
return self:Then(func, func)
end
|
--Services |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
|
--Precalculated paths |
local t,f,n=true,false,{}
local r={
[58]={{59,41,30,56,58},t},
[49]={{59,41,39,35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{59,41,30,56,58,20,19},t},
[59]={{59},t},
[63]={{59,41,30,56,58,23,62,63},t},
[34]={{59,41,39,35,34},t},
[21]={{59,41,30,56,58,20,21},t},
[48]={{59,41,39,35,34,32,31,29,28,44,45,49,48},t},
[27]={{59,41,39,35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{59,41,39,35,34,32,31},t},
[56]={{59,41,30,56},t},
[29]={{59,41,39,35,34,32,31,29},t},
[13]={n,f},
[47]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{59,41,39,35,34,32,31,29,28,44,45},t},
[57]={{59,41,30,56,57},t},
[36]={{59,41,39,35,37,36},t},
[25]={{59,41,39,35,34,32,31,29,28,27,26,25},t},
[71]={{59,61,71},t},
[20]={{59,41,30,56,58,20},t},
[60]={{59,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{59,61,71,72,76,73,75},t},
[22]={{59,41,30,56,58,20,21,22},t},
[74]={{59,61,71,72,76,73,74},t},
[62]={{59,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{59,41,39,35,37},t},
[2]={n,f},
[35]={{59,41,39,35},t},
[53]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{59,61,71,72,76,73},t},
[72]={{59,61,71,72},t},
[33]={{59,41,39,35,37,36,33},t},
[69]={{59,41,60,69},t},
[65]={{59,41,30,56,58,20,19,66,64,65},t},
[26]={{59,41,39,35,34,32,31,29,28,27,26},t},
[68]={{59,41,30,56,58,20,19,66,64,67,68},t},
[76]={{59,61,71,72,76},t},
[50]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{59,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{59,41,39,35,34,32,31,29,28,27,26,25,24},t},
[23]={{59,41,30,56,58,23},t},
[44]={{59,41,39,35,34,32,31,29,28,44},t},
[39]={{59,41,39},t},
[32]={{59,41,39,35,34,32},t},
[3]={n,f},
[30]={{59,41,30},t},
[51]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{59,41,30,56,58,20,19,66,64,67},t},
[61]={{59,61},t},
[55]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{59,41,39,40,38,42},t},
[40]={{59,41,39,40},t},
[52]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{59,41,39,35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{59,41},t},
[17]={n,f},
[38]={{59,41,39,40,38},t},
[28]={{59,41,39,35,34,32,31,29,28},t},
[5]={n,f},
[64]={{59,41,30,56,58,20,19,66,64},t},
}
return r
|
--[[ Constants ]] | --
local TOUCH_CONTROLS_SHEET = "rbxasset://textures/ui/Input/TouchControlsSheetV2.png"
local MIDDLE_TRANSPARENCIES = {
1 - 0.89,
1 - 0.70,
1 - 0.60,
1 - 0.50,
1 - 0.40,
1 - 0.30,
1 - 0.25
}
local NUM_MIDDLE_IMAGES = #MIDDLE_TRANSPARENCIES
local TOUCH_IS_TAP_TIME_THRESHOLD = 0.5
local TOUCH_IS_TAP_DISTANCE_THRESHOLD = 25
local HasFadedBackgroundInPortrait = false
local HasFadedBackgroundInLandscape = false
local FadeInAndOutBackground = true
local FadeInAndOutMaxAlpha = 0.35
local TweenInAlphaStart = nil
local TweenOutAlphaStart = nil
local FADE_IN_OUT_HALF_DURATION_DEFAULT = 0.3
local FADE_IN_OUT_HALF_DURATION_ORIENTATION_CHANGE = 2
local FADE_IN_OUT_BALANCE_DEFAULT = 0.5
local FadeInAndOutHalfDuration = FADE_IN_OUT_HALF_DURATION_DEFAULT
local FadeInAndOutBalance = FADE_IN_OUT_BALANCE_DEFAULT
local ThumbstickFadeTweenInfo = TweenInfo.new(0.15, Enum.EasingStyle.Quad, Enum.EasingDirection.InOut)
|
-- This function is only called on clients |
function BulletWeapon:simulateProjectile(firingPlayer, fireInfo, projectileIdx, randomGenerator)
local localPlayerInitiatedShot = self.player == Players.LocalPlayer
-- Retrieve config values
local bulletSpeed = self:getConfigValue("BulletSpeed", 1000)
local maxDistance = self:getConfigValue("MaxDistance", 2000)
local trailLength = self:getConfigValue("TrailLength", nil)
local trailLengthFactor = self:getConfigValue("TrailLengthFactor", 1)
local showEntireTrailUntilHit = self:getConfigValue("ShowEntireTrailUntilHit", false)
local gravityFactor = self:getConfigValue("GravityFactor", 0)
local minSpread = self:getConfigValue("MinSpread", 0)
local maxSpread = self:getConfigValue("MaxSpread", 0)
local shouldMovePart = self:getConfigValue("ShouldMovePart", false)
local explodeOnImpact = self:getConfigValue("ExplodeOnImpact", false)
local blastRadius = self:getConfigValue("BlastRadius", 8)
-- Cheat the origin of the shot back if gun tip in wall/object
if self.tipAttach ~= nil then
local tipCFrame = self.tipAttach.WorldCFrame
local tipPos = tipCFrame.Position
local tipDir = tipCFrame.LookVector
local amountToCheatBack = math.abs((self.instance:FindFirstChild("Handle").Position - tipPos):Dot(tipDir)) + 1
local gunRay = Ray.new(tipPos - tipDir.Unit * amountToCheatBack, tipDir.Unit * amountToCheatBack)
local hitPart, hitPoint = Roblox.penetrateCast(gunRay, self:getIgnoreList(localPlayerInitiatedShot))
if hitPart and math.abs((tipPos - hitPoint).Magnitude) > 0 then
fireInfo.origin = hitPoint - tipDir.Unit * 0.1
fireInfo.dir = tipDir.Unit
end
end
local origin, dir = fireInfo.origin, fireInfo.dir
dir = Roblox.applySpread(dir, randomGenerator, math.rad(minSpread), math.rad(maxSpread))
-- Initialize variables for visuals/particle effects
local bulletEffect = self.bulletEffectTemplate:Clone()
bulletEffect.CFrame = CFrame.new(origin, origin + dir)
bulletEffect.Parent = workspace.CurrentCamera
bulletEffect.Transparency = 1
CollectionService:AddTag(bulletEffect, "WeaponsSystemIgnore")
local leadingParticles = bulletEffect:FindFirstChild("LeadingParticles", true)
local attachment0 = bulletEffect:FindFirstChild("Attachment0")
local trailParticles = nil
if attachment0 then
trailParticles = attachment0:FindFirstChild("TrailParticles")
end
local hitAttach = bulletEffect:FindFirstChild("HitEffect")
local hitParticles = bulletEffect:FindFirstChild("HitParticles", true)
if hitParticles then
hitParticles.Enabled = false
end
local numHitParticles = self:getConfigValue("NumHitParticles", 3)
local hitSound = bulletEffect:FindFirstChild("HitSound", true)
local flyingSound = bulletEffect:FindFirstChild("Flying", true)
local muzzleFlashTime = self:getConfigValue("MuzzleFlashTime", 0.03)
local muzzleFlashShown = false
local beamThickness0 = self:getConfigValue("BeamWidth0", 1.5)
local beamThickness1 = self:getConfigValue("BeamWidth1", 1.8)
local beamFadeTime = self:getConfigValue("BeamFadeTime", nil)
-- Enable beam trails for projectile
local beam0 = bulletEffect:FindFirstChild("Beam0")
if beam0 then
beam0.Enabled = true
end
local beam1 = bulletEffect:FindFirstChild("Beam1")
if beam1 then
beam1.Enabled = true
end
-- Emit muzzle particles
local muzzleParticles = bulletEffect:FindFirstChild("MuzzleParticles", true)
local numMuzzleParticles = self:getConfigValue("NumMuzzleParticles", 50)
if muzzleParticles then
muzzleParticles.Parent.CFrame = CFrame.new(origin, origin + dir)
local numSteps = 5
for _ = 1, numSteps do
muzzleParticles.Parent.Velocity = Vector3.new(localRandom:NextNumber(-10, 10), localRandom:NextNumber(-10, 10), localRandom:NextNumber(-10, 10))
muzzleParticles:Emit(numMuzzleParticles / numSteps)
end
end
-- Show muzzle flash
if self.tipAttach and self.muzzleFlash0 and self.muzzleFlash1 and self.muzzleFlashBeam and projectileIdx == 1 then
local minFlashRotation, maxFlashRotation = self:getConfigValue("MuzzleFlashRotation0", -math.pi), self:getConfigValue("MuzzleFlashRotation1", math.pi)
local minFlashSize, maxFlashSize = self:getConfigValue("MuzzleFlashSize0", 1), self:getConfigValue("MuzzleFlashSize1", 1)
local flashRotation = localRandom:NextNumber(minFlashRotation, maxFlashRotation)
local flashSize = localRandom:NextNumber(minFlashSize, maxFlashSize)
local baseCFrame = self.tipAttach.CFrame * CFrame.Angles(0, 0, flashRotation)
self.muzzleFlash0.CFrame = baseCFrame * CFrame.new(flashSize * -0.5, 0, 0) * CFrame.Angles(0, math.pi, 0)
self.muzzleFlash1.CFrame = baseCFrame * CFrame.new(flashSize * 0.5, 0, 0) * CFrame.Angles(0, math.pi, 0)
self.muzzleFlashBeam.Enabled = true
self.muzzleFlashBeam.Width0 = flashSize
self.muzzleFlashBeam.Width1 = flashSize
muzzleFlashShown = true
end
-- Play projectile flying sound
if flyingSound then
flyingSound:Play()
end
-- Enable trail particles
if trailParticles then
trailParticles.Enabled = true
end
-- Set up parabola for projectile path
local parabola = Parabola.new()
parabola:setPhysicsLaunch(origin, dir * bulletSpeed, nil, 35 * -gravityFactor)
-- More samples for higher gravity since path will be more curved but raycasts can only be straight lines
if gravityFactor > 0.66 then
parabola:setNumSamples(3)
elseif gravityFactor > 0.33 then
parabola:setNumSamples(2)
else
parabola:setNumSamples(1)
end
-- Set up/initialize variables used in steppedCallback
local stepConn = nil
local pTravelDistance = 0 -- projected travel distance so far if projectile never stops
local startTime = tick()
local didHit = false
local stoppedMotion = false
local stoppedMotionAt = 0
local timeSinceStart = 0
local flyingVisualEffectsFinished = false -- true if all particle effects shown while projectile is flying are done
local visualEffectsFinishTime = math.huge
local visualEffectsLingerTime = 0 -- max time any visual effect needs to finish
if beamFadeTime then
visualEffectsLingerTime = beamFadeTime
end
local hitInfo = {
sid = fireInfo.id,
pid = projectileIdx,
maxDist = maxDistance,
part = nil,
p = nil,
n = nil,
m = Enum.Material.Air,
d = 1e9,
}
local steppedCallback = function(dt)
local now = tick()
timeSinceStart = now - startTime
local travelDist = bulletSpeed * dt -- distance projectile has travelled since last frame
trailLength = trailLength or travelDist * trailLengthFactor
-- Note: the next three variables are all in terms of distance from starting point (which should be tip of current weapon)
local projBack = pTravelDistance - trailLength -- furthest back part of projectile (including the trail effect, so will be the start of the trail effect if any)
local projFront = pTravelDistance -- most forward part of projectile
local maxDist = hitInfo.maxDist or 0 -- before it collides, this is the max distance the projectile can travel. After it collides, this is the hit point
-- This will make trailing beams render from tip of gun to wherever projectile is until projectile is destroyed
if showEntireTrailUntilHit then
projBack = 0
end
-- Validate projBack and projFront
projBack = math.clamp(projBack, 0, maxDist)
projFront = math.clamp(projFront, 0, maxDist)
if not didHit then
-- Check if bullet hit since last frame
local castProjBack, castProjFront = projFront, projFront + travelDist
parabola:setDomain(castProjBack, castProjFront)
local hitPart, hitPoint, hitNormal, hitMaterial, hitT = parabola:findPart(self.ignoreList)
if hitPart then
didHit = true
projFront = castProjBack + hitT * (castProjFront - castProjBack) -- set projFront to point along projectile arc where an object was hit
parabola:setDomain(projBack, projFront) -- update parabola domain to match new projFront
-- Update hitInfo
hitInfo.part = hitPart
hitInfo.p = hitPoint
hitInfo.n = hitNormal
hitInfo.m = hitMaterial
hitInfo.d = (hitPoint - origin).Magnitude
hitInfo.t = hitT
hitInfo.maxDist = projFront -- since the projectile hit, maxDist is now the hitPoint instead of maxDistance
-- Register hit on clients
self:onHit(hitInfo)
-- Notify the server that this projectile hit something from client that initiated the shot
-- Show hit indicators on gui of client that shot projectile
if localPlayerInitiatedShot then
local hitInfoClone = {}
for hitInfoKey, value in pairs(hitInfo) do
hitInfoClone[hitInfoKey] = value
end
self.weaponsSystem.getRemoteEvent("WeaponHit"):FireServer(self.instance, hitInfoClone)
end
-- Deal with all effects that start/stop/change on hit
-- Disable trail particles
if trailParticles then
trailParticles.Enabled = false
end
-- Stop bullet flying sound
if flyingSound and flyingSound.IsPlaying then
flyingSound:Stop()
end
-- Hide the actual projectile model
if bulletEffect then
bulletEffect.Transparency = 1
end
-- Stop emitting leading particles
if leadingParticles then
leadingParticles.Rate = 0
visualEffectsLingerTime = math.max(visualEffectsLingerTime, leadingParticles.Lifetime.Max)
end
-- Show the explosion on clients for explosive projectiles
if explodeOnImpact then
local explosion = Instance.new("Explosion")
explosion.Position = hitPoint + (hitNormal * 0.5)
explosion.BlastRadius = blastRadius
explosion.BlastPressure = 0 -- no blast pressure because the real explosion happens on server
explosion.ExplosionType = Enum.ExplosionType.NoCraters
explosion.DestroyJointRadiusPercent = 0
explosion.Visible = true
if localPlayerInitiatedShot then
-- Trigger hit indicators on client that initiated the shot if the explosion hit another player/humanoid
explosion.Hit:Connect(function(explodedPart, hitDist)
local humanoid = self.weaponsSystem.getHumanoid(explodedPart)
if humanoid and
explodedPart.Name == "UpperTorso" and
humanoid:GetState() ~= Enum.HumanoidStateType.Dead and
self.weaponsSystem.gui and
explodedPart.Parent ~= self.player.Character and
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(humanoid), self.player)
then
self.weaponsSystem.gui:OnHitOtherPlayer(self:calculateDamage(hitInfo.d), humanoid)
end
end)
end
explosion.Parent = workspace
end
-- Make sure hitAttach is in correct position before showing hit effects
if hitAttach and beam0 and beam0.Attachment1 then
parabola:renderToBeam(beam0)
hitAttach.CFrame = beam0.Attachment1.CFrame * CFrame.Angles(0, math.rad(90), 0)
end
-- Show hit particle effect
local hitPartColor = hitPart and hitPart.Color or Color3.fromRGB(255, 255, 255)
if hitPart and hitPart:IsA("Terrain") then
hitPartColor = workspace.Terrain:GetMaterialColor(hitMaterial or Enum.Material.Sand)
end
if hitInfo.h and hitInfo.h:IsA("Humanoid") and hitParticles and numHitParticles > 0 and hitPart then
-- Show particle effect for hitting a player/humanoid
--hitParticles.Color = ColorSequence.new(Color3.fromRGB(255, 255, 255))
hitParticles:Emit(numHitParticles)
visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitParticles.Lifetime.Max)
elseif (not hitInfo.h or not hitInfo.h:IsA("Humanoid")) and hitParticles and numHitParticles > 0 then
-- Show particle effect for hitting anything else
--[[if hitPart and self:getConfigValue("HitParticlesUsePartColor", true) then
local existingSeq = hitParticles.Color
local newKeypoints = {}
for i, keypoint in pairs(existingSeq.Keypoints) do
local newColor = keypoint.Value
if newColor == Color3.fromRGB(255, 0, 255) then
newColor = hitPartColor
end
newKeypoints[i] = ColorSequenceKeypoint.new(keypoint.Time, newColor)
end
hitParticles.Color = ColorSequence.new(newKeypoints)
end]]
hitParticles:Emit(numHitParticles)
visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitParticles.Lifetime.Max)
end
-- Play hit sound
if hitSound then
hitSound:Play()
visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitSound.TimeLength)
end
-- Manage/show decals, billboards, and models (such as an arrow) that appear where the projectile hit (only if the hit object was not a humanoid/player)
local hitPointObjectSpace = hitPart.CFrame:pointToObjectSpace(hitPoint)
local hitNormalObjectSpace = hitPart.CFrame:vectorToObjectSpace(hitNormal)
if not NO_BULLET_DECALS and
hitPart and
not hitPart.Parent or not hitPart.Parent:FindFirstChildOfClass("Humanoid") and
hitPointObjectSpace and
hitNormalObjectSpace and
self.hitMarkTemplate
then
-- Clone hitMark (this contains all the decals/billboards/models to show on the hit surface)
local hitMark = self.hitMarkTemplate:Clone()
hitMark.Parent = hitPart
CollectionService:AddTag(hitMark, "WeaponsSystemIgnore")
-- Move/align hitMark to the hit surface
local incomingVec = parabola:sampleVelocity(1).Unit
if self:getConfigValue("AlignHitMarkToNormal", true) then
-- Make hitMark face straight out from surface where projectile hit (good for decals)
local forward = hitNormalObjectSpace
local up = incomingVec
local right = -forward:Cross(up).Unit
up = forward:Cross(right)
local orientationCFrame = CFrame.fromMatrix(hitPointObjectSpace + hitNormalObjectSpace * 0.05, right, up, -forward)
hitMark.CFrame = hitPart.CFrame:toWorldSpace(orientationCFrame)
else
-- Make hitmark appear stuck in the hit surface from the direction the projectile came from (good for things like arrows)
hitMark.CFrame = hitPart.CFrame * CFrame.new(hitPointObjectSpace, hitPointObjectSpace + hitPart.CFrame:vectorToObjectSpace(incomingVec))
end
-- Weld hitMark to the hitPart
local weld = Instance.new("WeldConstraint")
weld.Part0 = hitMark
weld.Part1 = hitPart
weld.Parent = hitMark
-- Fade glow decal over time
local glowDecal = hitMark:FindFirstChild("Glow")
if glowDecal then
coroutine.wrap(function()
local heartbeat = RunService.Heartbeat
for i = 0, 1, 1/60 do
heartbeat:Wait()
glowDecal.Transparency = (i ^ 2)
end
end)()
end
-- Set bullethole decal color and fade over time
local bulletHole = hitMark:FindFirstChild("BulletHole")
if bulletHole then
bulletHole.Color3 = hitPartColor
TweenService:Create(
bulletHole,
TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 4),
{ Transparency = 1 }
):Play()
end
-- Fade impact billboard's size and transparency over time
local impactBillboard = hitMark:FindFirstChild("ImpactBillboard")
if impactBillboard then
local impact = impactBillboard:FindFirstChild("Impact")
local impactTween = TweenService:Create(
impact,
TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0),
{ Size = UDim2.new(1, 0, 1, 0) }
)
impactTween.Completed:Connect(function()
TweenService:Create(
impact,
TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0),
{ Size = UDim2.new(0.5, 0, 0.5, 0), ImageTransparency = 1 }
):Play()
end)
impactTween:Play()
end
-- Destroy hitMark in 5 seconds
Debris:AddItem(hitMark, 5)
end
flyingVisualEffectsFinished = true
visualEffectsFinishTime = now + visualEffectsLingerTime
end
end
-- Will enter this if-statement if projectile hit something or maxDistance has been reached
if projFront >= maxDist then
if not stoppedMotion then
stoppedMotion = true
stoppedMotionAt = now
end
-- Stop particle effects if projectile didn't hit anything and projBack has reached the end
if projBack >= maxDist and not flyingVisualEffectsFinished then
flyingVisualEffectsFinished = true
visualEffectsFinishTime = now + visualEffectsLingerTime
end
end
-- Update parabola domain
parabola:setDomain(projBack, projFront)
-- Continue updating pTravelDistance until projBack has reached maxDist (this helps with some visual effects)
if projBack < maxDist then
pTravelDistance = math.max(0, timeSinceStart * bulletSpeed)
end
-- Update visual effects each frame
-- Update CFrame/velocity of projectile if the projectile uses a model (such as rocket or grenade)
if shouldMovePart then
local bulletPos = parabola:samplePoint(1)
local bulletVelocity = parabola:sampleVelocity(1)
bulletEffect.CFrame = CFrame.new(bulletPos, bulletPos + bulletVelocity)
bulletEffect.Velocity = bulletVelocity.Unit * bulletSpeed
end
-- Update thickness and render trailing beams
local thickness0 = beamThickness0
local thickness1 = beamThickness1
if beamFadeTime then
-- Fade out trail beams if projectile is no longer moving (hit something or reached max distance)
local timeSinceEnd = stoppedMotion and (now - stoppedMotionAt) or 0
local fadeAlpha = math.clamp(timeSinceEnd / beamFadeTime, 0, 1)
thickness0 = thickness0 * (1 - fadeAlpha)
thickness1 = thickness1 * (1 - fadeAlpha)
end
if beam0 then
beam0.Width0 = thickness0
beam0.Width1 = thickness1
parabola:renderToBeam(beam0)
end
if beam1 then
beam1.Width0 = thickness0
beam1.Width1 = thickness1
parabola:renderToBeam(beam1)
end
-- Disable muzzle flash after muzzleFlashTime seconds have passed
if muzzleFlashShown and timeSinceStart > muzzleFlashTime and self.muzzleFlashBeam then
self.muzzleFlashBeam.Enabled = false
muzzleFlashShown = false
end
-- Destroy projectile and attached visual effects when visual effects are done showing or max bullet time has been reached
local timeSinceParticleEffectsFinished = now - visualEffectsFinishTime
if (flyingVisualEffectsFinished and timeSinceParticleEffectsFinished > 0) or timeSinceStart > MAX_BULLET_TIME then
if bulletEffect then
bulletEffect:Destroy()
bulletEffect = nil
end
stepConn:Disconnect()
end
end
stepConn = RunService.Heartbeat:Connect(steppedCallback)
-- Get rid of charge on chargeable weapons
if not IsServer and self.usesCharging then
self.charge = math.clamp(self.charge - self:getConfigValue("FireDischarge", 1), 0, 1)
end
end
function BulletWeapon:calculateDamage(travelDistance)
local zeroDamageDistance = self:getConfigValue("ZeroDamageDistance", 10000)
local fullDamageDistance = self:getConfigValue("FullDamageDistance", 1000)
local distRange = zeroDamageDistance - fullDamageDistance
local falloff = math.clamp(1 - (math.max(0, travelDistance - fullDamageDistance) / math.max(1, distRange)), 0, 1)
return math.max(self:getConfigValue("HitDamage", 10) * falloff, 0)
end
function BulletWeapon:applyDamage(hitInfo)
local damage = self:calculateDamage(hitInfo.d)
if damage <= 0 then
return
end
self.weaponsSystem.doDamage(hitInfo.h, damage, nil, self.player)
end
function BulletWeapon:onHit(hitInfo)
local hitPoint = hitInfo.p
local hitNormal = hitInfo.n
local hitPart = hitInfo.part
if hitPart and hitPart.Parent then
local humanoid = self.weaponsSystem.getHumanoid(hitPart)
hitInfo.h = humanoid or hitPart
if IsServer and
(not hitInfo.h:IsA("Humanoid") or
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(hitInfo.h), self.player))
then
self:applyDamage(hitInfo)
elseif hitInfo.h:IsA("Humanoid") and
hitInfo.h:GetState() ~= Enum.HumanoidStateType.Dead and
self.weaponsSystem.gui and
self.player == Players.LocalPlayer and
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(hitInfo.h), self.player)
then
-- Show hit indicators on gui of client that shot projectile if players are not on same team
self.weaponsSystem.gui:OnHitOtherPlayer(self:calculateDamage(hitInfo.d), hitInfo.h)
end
end
-- Create invisible explosion on server that deals damage to anything caught in the explosion
if IsServer and self:getConfigValue("ExplodeOnImpact", false) then
local blastRadius = self:getConfigValue("BlastRadius", 8)
local blastPressure = self:getConfigValue("BlastPressure", 10000)
local blastDamage = self:getConfigValue("BlastDamage", 100)
local explosion = Instance.new("Explosion")
explosion.Position = hitPoint + (hitNormal * 0.5)
explosion.BlastRadius = blastRadius
explosion.BlastPressure = blastPressure
explosion.ExplosionType = Enum.ExplosionType.NoCraters
explosion.DestroyJointRadiusPercent = 0
explosion.Visible = false
explosion.Hit:Connect(function(explodedPart, hitDist)
local damageMultiplier = (1 - math.clamp((hitDist / blastRadius), 0, 1))
local damageToDeal = blastDamage * damageMultiplier
local humanoid = self.weaponsSystem.getHumanoid(explodedPart)
if humanoid then
if explodedPart.Name == "UpperTorso" and
humanoid:GetState() ~= Enum.HumanoidStateType.Dead and
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(humanoid), self.player)
then
-- Do damage to players/humanoids
self.weaponsSystem.doDamage(humanoid, damageToDeal, nil, self.player)
end
elseif not CollectionService:HasTag(explodedPart, "WeaponsSystemIgnore") then
-- Do damage to a part (sends damage to breaking system)
self.weaponsSystem.doDamage(explodedPart, damageToDeal, nil, self.player)
end
end)
explosion.Parent = workspace
end
end
function BulletWeapon:fire(origin, dir, charge)
if not self:isCharged() then
return
end
BaseWeapon.fire(self, origin, dir, charge)
end
function BulletWeapon:onFired(firingPlayer, fireInfo, fromNetwork)
if not IsServer and firingPlayer == Players.LocalPlayer and fromNetwork then
return
end
local cooldownTime = self:getConfigValue("ShotCooldown", 0.1)
local fireMode = self:getConfigValue("FireMode", "Semiautomatic")
local isSemiAuto = fireMode == "Semiautomatic"
local isBurst = fireMode == "Burst"
if isBurst and not self.burstFiring then
self.burstIdx = 0
self.burstFiring = true
elseif isSemiAuto then
self.triggerDisconnected = true
end
-- Calculate cooldown time for burst firing
if self.burstFiring then
self.burstIdx = self.burstIdx + 1
if self.burstIdx >= self:getConfigValue("NumBurstShots", 3) then
self.burstFiring = false
self.triggerDisconnected = true
else
cooldownTime = self:getConfigValue("BurstShotCooldown", nil) or cooldownTime
end
end
self.nextFireTime = tick() + cooldownTime
BaseWeapon.onFired(self, firingPlayer, fireInfo, fromNetwork)
end
function BulletWeapon:onConfigValueChanged(valueName, newValue, oldValue)
BaseWeapon.onConfigValueChanged(self, valueName, newValue, oldValue)
if valueName == "ShotEffect" then
self.bulletEffectTemplate = ShotsFolder:FindFirstChild(self:getConfigValue("ShotEffect", "Bullet"))
if self.bulletEffectTemplate then
local config = self.bulletEffectTemplate:FindFirstChildOfClass("Configuration")
if config then
self:importConfiguration(config)
end
local beam0 = self.bulletEffectTemplate:FindFirstChild("Beam0")
if beam0 then
coroutine.wrap(function()
ContentProvider:PreloadAsync({ beam0 })
end)()
end
end
elseif valueName == "HitMarkEffect" then
self.hitMarkTemplate = HitMarksFolder:FindFirstChild(self:getConfigValue("HitMarkEffect", "BulletHole"))
if self.hitMarkTemplate then
local config = self.hitMarkTemplate:FindFirstChildOfClass("Configuration")
if config then
self:importConfiguration(config)
end
end
elseif valueName == "CasingEffect" then
self.casingTemplate = CasingsFolder:FindFirstChild(self:getConfigValue("CasingEffect", ""))
if self.casingTemplate then
local config = self.casingTemplate:FindFirstChildOfClass("Configuration")
if config then
self:importConfiguration(config)
end
end
elseif valueName == "ChargeRate" then
self.usesCharging = newValue ~= nil
end
end
function BulletWeapon:onActivatedChanged()
BaseWeapon.onActivatedChanged(self)
if not IsServer then
-- Reload if no ammo left in clip
if self.equipped and self:getAmmoInWeapon() <= 0 then
self:reload()
return
end
-- Fire weapon
if self.activated and self.player == localPlayer and self:canFire() and tick() > self.nextFireTime then
self:doLocalFire()
end
-- Reenable trigger after activated changes to false
if not self.activated and self.triggerDisconnected and not self.burstFiring then
self.triggerDisconnected = false
end
end
end
function BulletWeapon:onRenderStepped(dt)
BaseWeapon.onRenderStepped(self, dt)
if not self.tipAttach then return end
if not self.equipped then return end
local tipCFrame = self.tipAttach.WorldCFrame
if self.player == Players.LocalPlayer then
-- Retrieve aim point from camera and update player's aim animation
local aimTrack = self:getAnimTrack(self:getConfigValue("AimTrack", "RifleAim"))
local aimZoomTrack = self:getAnimTrack(self:getConfigValue("AimZoomTrack", "RifleAimDownSights"))
if aimTrack then
local aimDir = tipCFrame.LookVector
local gunLookRay = Ray.new(tipCFrame.p, aimDir * 500)
local _, gunHitPoint = Roblox.penetrateCast(gunLookRay, self.ignoreList)
if self.weaponsSystem.aimRayCallback then
local _, hitPoint = Roblox.penetrateCast(self.weaponsSystem.aimRayCallback(), self.ignoreList)
self.aimPoint = hitPoint
else
self.aimPoint = gunHitPoint
end
if not aimTrack.IsPlaying and not self.reloading then
aimTrack:Play(0.15)
coroutine.wrap(function() -- prevent player from firing until gun is fully out
wait(self:getConfigValue("StartupTime", 0.2))
self.startupFinished = true
end)()
end
if aimZoomTrack and not self.reloading then
if not aimZoomTrack.IsPlaying then
aimZoomTrack:Play(0.15)
end
aimZoomTrack:AdjustSpeed(0.001)
if self.weaponsSystem.camera:isZoomed() then
if aimTrack.WeightTarget ~= 0 then
aimZoomTrack:AdjustWeight(1)
aimTrack:AdjustWeight(0)
end
elseif aimTrack.WeightTarget ~= 1 then
aimZoomTrack:AdjustWeight(0)
aimTrack:AdjustWeight(1)
end
end
local MIN_ANGLE = -80
local MAX_ANGLE = 80
local aimYAngle = math.deg(self.recoilIntensity)
if self.weaponsSystem.camera.enabled then
-- Gets pitch and recoil from camera to figure out how high/low to aim the gun
aimYAngle = math.deg(self.weaponsSystem.camera:getRelativePitch() + self.weaponsSystem.camera.currentRecoil.Y + self.recoilIntensity)
end
local aimTimePos = 2 * ((aimYAngle - MIN_ANGLE) / (MAX_ANGLE - MIN_ANGLE))
aimTrack:AdjustSpeed(0.001)
aimTrack.TimePosition = math.clamp(aimTimePos, 0.001, 1.97)
if aimZoomTrack then
aimZoomTrack.TimePosition = math.clamp(aimTimePos, 0.001, 1.97)
end
-- Update recoil (decay over time)
local recoilDecay = self:getConfigValue("RecoilDecay", 0.825)
self.recoilIntensity = math.clamp(self.recoilIntensity * recoilDecay, 0, math.huge)
else
warn("no aimTrack")
end
end
end
function BulletWeapon:setChargingParticles(charge)
local ratePerCharge = self:getConfigValue("ChargingParticlesRatePerCharge", 20)
local rate = ratePerCharge * charge
for _, v in pairs(self.chargingParticles) do
v.Rate = rate
end
end
function BulletWeapon:onStepped(dt)
if not self.tipAttach then return end
if not self.equipped then return end
BaseWeapon.onStepped(self, dt)
local now = tick()
local chargingSound = self:getSound("Charging")
local dischargingSound = self:getSound("Discharging")
if self.usesCharging then
-- Update charge amount
local chargeBefore = self.charge
self:handleCharging(dt)
local chargeDelta = self.charge - chargeBefore
-- Update charge particles
if chargeDelta > 0 then
self:setChargingParticles(self.charge)
else
self:setChargingParticles(0)
end
-- Play charging sounds
if chargingSound then
if chargingSound.Looped then
if chargeDelta < 0 then
chargingSound:Stop()
else
if not chargingSound.Playing and self.charge < 1 and chargeDelta > 0 then
chargingSound:Play()
end
chargingSound.PlaybackSpeed = self.chargeSoundPitchMin + (self.charge * (self.chargeSoundPitchMax - self.chargeSoundPitchMin))
end
else
if chargeDelta > 0 and self.charge <= 1 and not chargingSound.Playing then
chargingSound.TimePosition = chargingSound.TimeLength * self.charge
chargingSound:Play()
elseif chargeDelta <= 0 and chargingSound.Playing then
chargingSound:Stop()
end
end
end
if dischargingSound then
if dischargingSound.Looped then
if chargeDelta > 0 then
dischargingSound:Stop()
else
if not dischargingSound.Playing and self.charge > 0 then
dischargingSound:Play()
end
dischargingSound.PlaybackSpeed = self.chargeSoundPitchMin + (self.charge * (self.chargeSoundPitchMax - self.chargeSoundPitchMin))
end
else
if chargeDelta < 0 and self.charge >= 0 and not dischargingSound.Playing then
dischargingSound.TimePosition = dischargingSound.TimeLength * self.charge
dischargingSound:Play()
elseif chargeDelta >= 0 and dischargingSound.Playing then
dischargingSound:Stop()
end
end
end
-- Play charge/discharge completed sounds and particle effects
if chargeBefore < 1 and self.charge >= 1 then
local chargeCompleteSound = self:getSound("ChargeComplete")
if chargeCompleteSound then
chargeCompleteSound:Play()
end
if chargingSound and chargingSound.Playing then
chargingSound:Stop()
end
if self.chargeCompleteParticles then
self.chargeCompleteParticles:Emit(self:getConfigValue("NumChargeCompleteParticles", 25))
end
end
if chargeBefore > 0 and self.charge <= 0 then
local dischargeCompleteSound = self:getSound("DischargeComplete")
if dischargeCompleteSound then
dischargeCompleteSound:Play()
end
if dischargingSound and dischargingSound.Playing then
dischargingSound:Stop()
end
if self.dischargeCompleteParticles then
self.dischargeCompleteParticles:Emit(self:getConfigValue("NumDischargeCompleteParticles", 25))
end
end
self:renderCharge()
else
if chargingSound then
chargingSound:Stop()
end
if dischargingSound then
dischargingSound:Stop()
end
end
if self.usesCharging and self.chargeGlowPart then
self.chargeGlowPart.Transparency = 1 - self.charge
end
-- Fire weapon if it is fully charged
if self:canFire() and now > self.nextFireTime then
self:doLocalFire()
end
end
function BulletWeapon:handleCharging(dt)
local chargeDelta
local shouldCharge = self.activated or self.burstFiring or self:getConfigValue("ChargePassively", false)
if self.reloading or self.triggerDisconnected then
shouldCharge = false
end
if shouldCharge then
chargeDelta = self:getConfigValue("ChargeRate", 0) * dt
else
chargeDelta = self:getConfigValue("DischargeRate", 0) * -dt
end
self.charge = math.clamp(self.charge + chargeDelta, 0, 1)
end
function BulletWeapon:isCharged()
return not self.usesCharging or self.charge >= 1
end
function BulletWeapon:canFire()
return self.player == Players.LocalPlayer and (self.burstFiring or self.activated) and not self.triggerDisconnected and not self.reloading and self:isCharged() and self.startupFinished
end
function BulletWeapon:doLocalFire()
if self.tipAttach then
local tipCFrame = self.tipAttach.WorldCFrame
local tipPos = tipCFrame.Position
local aimDir = (self.aimPoint - tipPos).Unit
self:fire(tipPos, aimDir, self.charge)
end
end
return BulletWeapon
|
--[=[
Observes an instance's ancestry with a brio
@param instance Instance
@param className string
@return Observable<Brio<Instance>>
]=] |
function RxInstanceUtils.observeFirstAncestorBrio(instance, className)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(className) == "string", "Bad className")
return Observable.new(function(sub)
local maid = Maid.new()
local lastFound = nil
local function handleAncestryChanged()
local found = instance:FindFirstAncestorWhichIsA(className)
if found then
if found ~= lastFound then
lastFound = found
local brio = Brio.new(found)
maid._current = brio
sub:Fire(brio)
end
elseif lastFound then
maid._current = nil
lastFound = nil
end
end
maid:GiveTask(instance.AncestryChanged:Connect(handleAncestryChanged))
handleAncestryChanged()
return maid
end)
end
|
--Weld stuff here |
MakeWeld(car.Misc.Hinges.Hinge,car.DriveSeat,"Motor",0).Name="ENGINE"
ModelWeld(misc.Hinges.Parts,misc.Hinges.Hinge)
MakeWeld(car.Misc.ActualCam.Hinge,car.Misc.Hinges.Parts.Hinge2,"Motor",0).Name="ENGINE"
ModelWeld(misc.ActualCam.Parts,misc.ActualCam.Hinge)
MakeWeld(car.Misc.Tach.M,car.DriveSeat,"Motor").Name="M"
ModelWeld(misc.Tach.Parts,misc.Tach.M)
MakeWeld(car.Misc.Speedo.N,car.DriveSeat,"Motor").Name="N"
ModelWeld(misc.Speedo.Parts,misc.Speedo.N)
MakeWeld(misc.Popups.Hinge, car.DriveSeat,"Motor",.1)
ModelWeld(misc.Popups.Parts, misc.Popups.Hinge)
local INT_PCK = nil
for i,v in pairs(misc:GetDescendants()) do
if v:IsA("ObjectValue") and v.Name == "INTERIOR_PACK" then INT_PCK = v.Value end
end
if INT_PCK then
if INT_PCK:FindFirstChild("Handbrake") then
local HB = INT_PCK.Handbrake
MakeWeld(HB.W,car.DriveSeat,"Motor",0.1)
ModelWeld(HB.Parts,HB.W)
ModelWeld(HB.Misc,car.DriveSeat)
end
if INT_PCK:FindFirstChild("Pedals") then
local PD = INT_PCK.Pedals
MakeWeld(PD.B,car.DriveSeat,"Motor",0.1)
ModelWeld(PD.Brake,PD.B)
MakeWeld(PD.C,car.DriveSeat,"Motor",0.1)
ModelWeld(PD.Clutch,PD.C)
MakeWeld(PD.T,car.DriveSeat,"Motor",0.1)
ModelWeld(PD.Throttle,PD.T)
end
if INT_PCK:FindFirstChild("Shifter") then
local SH = INT_PCK.Shifter
MakeWeld(SH.Hinge,car.DriveSeat,"Weld")
MakeWeld(SH.W1,SH.Hinge,"Motor",0.05)
MakeWeld(SH.W2,SH.W1,"Motor",0.05)
ModelWeld(SH.Parts,SH.W2)
ModelWeld(SH.Misc,car.DriveSeat)
end
if INT_PCK:FindFirstChild("Steering_Wheel") then
local SW = INT_PCK.Steering_Wheel
MakeWeld(SW.W,car.DriveSeat,"Motor",0.5)
ModelWeld(SW.Parts,SW.W)
end
end
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)
|
--[[
Updates the value stored in this State object.
If `force` is enabled, this will skip equality checks and always update the
state object and any dependents - use this with care as this can lead to
unnecessary updates.
]] |
function class:set(newValue: any, force: boolean?)
local oldValue = self._value
if force or not isSimilar(oldValue, newValue) then
self._value = newValue
updateAll(self)
end
end
local function Value<T>(initialValue: T): Types.State<T>
local self = setmetatable({
type = "State",
kind = "Value",
-- if we held strong references to the dependents, then they wouldn't be
-- able to get garbage collected when they fall out of scope
dependentSet = setmetatable({}, WEAK_KEYS_METATABLE),
_value = initialValue
}, CLASS_METATABLE)
initDependency(self)
return self
end
return Value
|
-- Spawn all of the vehicles in the map |
SpawnVehicles()
|
--This is the server sided module for handling this vehicles seating requests |
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local HttpService = game:GetService("HttpService")
local DOOR_OPEN_SPEED = 2.15
local DOOR_OPEN_ANGLE = 55
local DOOR_OPEN_TIME = 0.5 --How long the door stays open for when entering/leaving
local MAX_SEATING_DISTANCE = 15
local MIN_FLIP_ANGLE = 70 --degrees from vertical
local PackagedScripts = script.Parent
local PackagedVehicle = PackagedScripts.Parent
local RemotesFolder = nil --Set later in the code by the SetRemotesFolder function
|
-- // Vars |
local TweenService = game:GetService("TweenService")
local frame = script.Parent.Parent
local button = script.Parent
local onPosition = UDim2.new(0, 0,0, 0)
local onColor = Color3.new(0.333333, 1, 0)
local offPosition = UDim2.new(0.519, 0,0, 0)
local offColor = Color3.new(1, 0, 0)
local debounce = false
local waitTime = 0.5
|
-- setup emote chat hook |
game:GetService("Players").LocalPlayer.Chatted:connect(function(msg)
local emote = ""
if string.sub(msg, 1, 3) == "/e " then
emote = string.sub(msg, 4)
elseif string.sub(msg, 1, 7) == "/emote " then
emote = string.sub(msg, 8)
end
if (pose == "Standing" and emoteNames[emote] ~= nil) then
playAnimation(emote, 0.1, Humanoid)
end
end)
|
-----------------
--| Constants |--
----------------- |
local ROCKET_MESH_ID = 'http://www.roblox.com/asset/?id=94690081'
local ROCKET_MESH_SCALE = Vector3.new(1, 1, 1)
local ROCKET_SHOW_TIME = 1.5 -- Seconds after animation begins to show the rocket
local ROCKET_HIDE_TIME = 2.2 -- Seconds after animation begins to hide the rocket
|
--[[[Default Controls]] |
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67 , -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10 , -- Mouse steering deadzone (0 - 100%)
ControlLDZone = 5 , -- Controller steering L-deadzone (0 - 100%)
ControlRDZone = 5 , -- Controller steering R-deadzone (0 - 100%)
}
--Control Mapping
Tune.Controls = {
--Keyboard Controls
--Mode Toggles
ToggleABS = Enum.KeyCode.Y ,
ToggleTransMode = Enum.KeyCode.M ,
--Primary Controls
Throttle = Enum.KeyCode.Up ,
Brake = Enum.KeyCode.Down ,
SteerLeft = Enum.KeyCode.Left ,
SteerRight = Enum.KeyCode.Right ,
--Secondary Controls
Throttle2 = Enum.KeyCode.W ,
Brake2 = Enum.KeyCode.S ,
SteerLeft2 = Enum.KeyCode.A ,
SteerRight2 = Enum.KeyCode.D ,
--Manual Transmission
ShiftUp = Enum.KeyCode.R ,
ShiftDown = Enum.KeyCode.F ,
Clutch = Enum.KeyCode.LeftShift ,
--Handbrake
PBrake = Enum.KeyCode.P ,
--Mouse Controls
MouseThrottle = Enum.UserInputType.MouseButton1 ,
MouseBrake = Enum.UserInputType.MouseButton2 ,
MouseClutch = Enum.KeyCode.W ,
MouseShiftUp = Enum.KeyCode.E ,
MouseShiftDown = Enum.KeyCode.Q ,
MousePBrake = Enum.KeyCode.LeftShift ,
--Controller Mapping
ContlrThrottle = Enum.KeyCode.ButtonR2 ,
ContlrBrake = Enum.KeyCode.ButtonL2 ,
ContlrSteer = Enum.KeyCode.Thumbstick1 ,
ContlrShiftUp = Enum.KeyCode.ButtonY ,
ContlrShiftDown = Enum.KeyCode.ButtonX ,
ContlrClutch = Enum.KeyCode.ButtonR1 ,
ContlrPBrake = Enum.KeyCode.ButtonL1 ,
ContlrToggleTMode = Enum.KeyCode.DPadUp ,
ContlrToggleTCS = Enum.KeyCode.DPadDown ,
ContlrToggleABS = Enum.KeyCode.DPadRight ,
}
|
--[[ The Class ]] | --
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local VRNavigation = setmetatable({}, BaseCharacterController)
VRNavigation.__index = VRNavigation
function VRNavigation.new(CONTROL_ACTION_PRIORITY)
local self = setmetatable(BaseCharacterController.new(), VRNavigation)
self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY
self.navigationRequestedConn = nil
self.heartbeatConn = nil
self.currentDestination = nil
self.currentPath = nil
self.currentPoints = nil
self.currentPointIdx = 0
self.expectedTimeToNextPoint = 0
self.timeReachedLastPoint = tick()
self.moving = false
self.isJumpBound = false
self.moveLatch = false
self.userCFrameEnabledConn = nil
return self
end
function VRNavigation:SetLaserPointerMode(mode)
pcall(function()
StarterGui:SetCore("VRLaserPointerMode", mode)
end)
end
function VRNavigation:GetLocalHumanoid()
local character = LocalPlayer.Character
if not character then
return
end
for _, child in pairs(character:GetChildren()) do
if child:IsA("Humanoid") then
return child
end
end
return nil
end
function VRNavigation:HasBothHandControllers()
return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) and VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
end
function VRNavigation:HasAnyHandControllers()
return VRService:GetUserCFrameEnabled(Enum.UserCFrame.RightHand) or VRService:GetUserCFrameEnabled(Enum.UserCFrame.LeftHand)
end
function VRNavigation:IsMobileVR()
return UserInputService.TouchEnabled
end
function VRNavigation:HasGamepad()
return UserInputService.GamepadEnabled
end
function VRNavigation:ShouldUseNavigationLaser()
--Places where we use the navigation laser:
-- mobile VR with any number of hands tracked
-- desktop VR with only one hand tracked
-- desktop VR with no hands and no gamepad (i.e. with Oculus remote?)
--using an Xbox controller with a desktop VR headset means no laser since the user has a thumbstick.
--in the future, we should query thumbstick presence with a features API
if self:IsMobileVR() then
return true
else
if self:HasBothHandControllers() then
return false
end
if not self:HasAnyHandControllers() then
return not self:HasGamepad()
end
return true
end
end
function VRNavigation:StartFollowingPath(newPath)
currentPath = newPath
currentPoints = currentPath:GetPointCoordinates()
currentPointIdx = 1
moving = true
timeReachedLastPoint = tick()
local humanoid = self:GetLocalHumanoid()
if humanoid and humanoid.Torso and #currentPoints >= 1 then
local dist = (currentPoints[1] - humanoid.Torso.Position).magnitude
expectedTimeToNextPoint = dist / humanoid.WalkSpeed
end
movementUpdateEvent:Fire("targetPoint", self.currentDestination)
end
function VRNavigation:GoToPoint(point)
currentPath = true
currentPoints = { point }
currentPointIdx = 1
moving = true
local humanoid = self:GetLocalHumanoid()
local distance = (humanoid.Torso.Position - point).magnitude
local estimatedTimeRemaining = distance / humanoid.WalkSpeed
timeReachedLastPoint = tick()
expectedTimeToNextPoint = estimatedTimeRemaining
movementUpdateEvent:Fire("targetPoint", point)
end
function VRNavigation:StopFollowingPath()
currentPath = nil
currentPoints = nil
currentPointIdx = 0
moving = false
self.moveVector = ZERO_VECTOR3
end
function VRNavigation:TryComputePath(startPos: Vector3, destination: Vector3)
local numAttempts = 0
local newPath = nil
while not newPath and numAttempts < 5 do
newPath = PathfindingService:ComputeSmoothPathAsync(startPos, destination, MAX_PATHING_DISTANCE)
numAttempts = numAttempts + 1
if newPath.Status == Enum.PathStatus.ClosestNoPath or newPath.Status == Enum.PathStatus.ClosestOutOfRange then
newPath = nil
break
end
if newPath and newPath.Status == Enum.PathStatus.FailStartNotEmpty then
startPos = startPos + (destination - startPos).unit
newPath = nil
end
if newPath and newPath.Status == Enum.PathStatus.FailFinishNotEmpty then
destination = destination + Vector3.new(0, 1, 0)
newPath = nil
end
end
return newPath
end
function VRNavigation:OnNavigationRequest(destinationCFrame: CFrame, inputUserCFrame: CFrame)
local destinationPosition = destinationCFrame.Position
local lastDestination = self.currentDestination
if not IsFiniteVector3(destinationPosition) then
return
end
self.currentDestination = destinationPosition
local humanoid = self:GetLocalHumanoid()
if not humanoid or not humanoid.Torso then
return
end
local currentPosition = humanoid.Torso.Position
local distanceToDestination = (self.currentDestination - currentPosition).magnitude
if distanceToDestination < NO_PATH_THRESHOLD then
self:GoToPoint(self.currentDestination)
return
end
if not lastDestination or (self.currentDestination - lastDestination).magnitude > RECALCULATE_PATH_THRESHOLD then
local newPath = self:TryComputePath(currentPosition, self.currentDestination)
if newPath then
self:StartFollowingPath(newPath)
if PathDisplay then
PathDisplay.setCurrentPoints(self.currentPoints)
PathDisplay.renderPath()
end
else
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
end
else
if moving then
self.currentPoints[#currentPoints] = self.currentDestination
else
self:GoToPoint(self.currentDestination)
end
end
end
function VRNavigation:OnJumpAction(actionName, inputState, inputObj)
if inputState == Enum.UserInputState.Begin then
self.isJumping = true
end
return Enum.ContextActionResult.Sink
end
function VRNavigation:BindJumpAction(active)
if active then
if not self.isJumpBound then
self.isJumpBound = true
ContextActionService:BindActionAtPriority("VRJumpAction", (function() return self:OnJumpAction() end), false,
self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.ButtonA)
end
else
if self.isJumpBound then
self.isJumpBound = false
ContextActionService:UnbindAction("VRJumpAction")
end
end
end
function VRNavigation:ControlCharacterGamepad(actionName, inputState, inputObject)
if inputObject.KeyCode ~= Enum.KeyCode.Thumbstick1 then return end
if inputState == Enum.UserInputState.Cancel then
self.moveVector = ZERO_VECTOR3
return
end
if inputState ~= Enum.UserInputState.End then
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
if self:ShouldUseNavigationLaser() then
self:BindJumpAction(true)
self:SetLaserPointerMode("Hidden")
end
if inputObject.Position.magnitude > THUMBSTICK_DEADZONE then
self.moveVector = Vector3.new(inputObject.Position.X, 0, -inputObject.Position.Y)
if self.moveVector.magnitude > 0 then
self.moveVector = self.moveVector.unit * math.min(1, inputObject.Position.magnitude)
end
self.moveLatch = true
end
else
self.moveVector = ZERO_VECTOR3
if self:ShouldUseNavigationLaser() then
self:BindJumpAction(false)
self:SetLaserPointerMode("Navigation")
end
if self.moveLatch then
self.moveLatch = false
movementUpdateEvent:Fire("offtrack")
end
end
return Enum.ContextActionResult.Sink
end
function VRNavigation:OnHeartbeat(dt)
local newMoveVector = self.moveVector
local humanoid = self:GetLocalHumanoid()
if not humanoid or not humanoid.Torso then
return
end
if self.moving and self.currentPoints then
local currentPosition = humanoid.Torso.Position
local goalPosition = currentPoints[1]
local vectorToGoal = (goalPosition - currentPosition) * XZ_VECTOR3
local moveDist = vectorToGoal.magnitude
local moveDir = vectorToGoal / moveDist
if moveDist < POINT_REACHED_THRESHOLD then
local estimatedTimeRemaining = 0
local prevPoint = currentPoints[1]
for i, point in pairs(currentPoints) do
if i ~= 1 then
local dist = (point - prevPoint).magnitude
prevPoint = point
estimatedTimeRemaining = estimatedTimeRemaining + (dist / humanoid.WalkSpeed)
end
end
table.remove(currentPoints, 1)
currentPointIdx = currentPointIdx + 1
if #currentPoints == 0 then
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
return
else
if PathDisplay then
PathDisplay.setCurrentPoints(currentPoints)
PathDisplay.renderPath()
end
local newGoal = currentPoints[1]
local distanceToGoal = (newGoal - currentPosition).magnitude
expectedTimeToNextPoint = distanceToGoal / humanoid.WalkSpeed
timeReachedLastPoint = tick()
end
else
local ignoreTable = {
game.Players.LocalPlayer.Character,
workspace.CurrentCamera
}
local obstructRay = Ray.new(currentPosition - Vector3.new(0, 1, 0), moveDir * 3)
local obstructPart, obstructPoint, obstructNormal = workspace:FindPartOnRayWithIgnoreList(obstructRay, ignoreTable)
if obstructPart then
local heightOffset = Vector3.new(0, 100, 0)
local jumpCheckRay = Ray.new(obstructPoint + moveDir * 0.5 + heightOffset, -heightOffset)
local jumpCheckPart, jumpCheckPoint, jumpCheckNormal = workspace:FindPartOnRayWithIgnoreList(jumpCheckRay, ignoreTable)
local heightDifference = jumpCheckPoint.Y - currentPosition.Y
if heightDifference < 6 and heightDifference > -2 then
humanoid.Jump = true
end
end
local timeSinceLastPoint = tick() - timeReachedLastPoint
if timeSinceLastPoint > expectedTimeToNextPoint + OFFTRACK_TIME_THRESHOLD then
self:StopFollowingPath()
if PathDisplay then
PathDisplay.clearRenderedPath()
end
movementUpdateEvent:Fire("offtrack")
end
newMoveVector = self.moveVector:Lerp(moveDir, dt * 10)
end
end
if IsFiniteVector3(newMoveVector) then
self.moveVector = newMoveVector
end
end
function VRNavigation:OnUserCFrameEnabled()
if self:ShouldUseNavigationLaser() then
self:BindJumpAction(false)
self:SetLaserPointerMode("Navigation")
else
self:BindJumpAction(true)
self:SetLaserPointerMode("Hidden")
end
end
function VRNavigation:Enable(enable)
self.moveVector = ZERO_VECTOR3
self.isJumping = false
if enable then
self.navigationRequestedConn = VRService.NavigationRequested:Connect(function(destinationCFrame, inputUserCFrame) self:OnNavigationRequest(destinationCFrame, inputUserCFrame) end)
self.heartbeatConn = RunService.Heartbeat:Connect(function(dt) self:OnHeartbeat(dt) end)
ContextActionService:BindAction("MoveThumbstick", (function(actionName, inputState, inputObject) return self:ControlCharacterGamepad(actionName, inputState, inputObject) end),
false, self.CONTROL_ACTION_PRIORITY, Enum.KeyCode.Thumbstick1)
ContextActionService:BindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
self.userCFrameEnabledConn = VRService.UserCFrameEnabled:Connect(function() self:OnUserCFrameEnabled() end)
self:OnUserCFrameEnabled()
VRService:SetTouchpadMode(Enum.VRTouchpad.Left, Enum.VRTouchpadMode.VirtualThumbstick)
VRService:SetTouchpadMode(Enum.VRTouchpad.Right, Enum.VRTouchpadMode.ABXY)
self.enabled = true
else
-- Disable
self:StopFollowingPath()
ContextActionService:UnbindAction("MoveThumbstick")
ContextActionService:UnbindActivate(Enum.UserInputType.Gamepad1, Enum.KeyCode.ButtonR2)
self:BindJumpAction(false)
self:SetLaserPointerMode("Disabled")
if self.navigationRequestedConn then
self.navigationRequestedConn:Disconnect()
self.navigationRequestedConn = nil
end
if self.heartbeatConn then
self.heartbeatConn:Disconnect()
self.heartbeatConn = nil
end
if self.userCFrameEnabledConn then
self.userCFrameEnabledConn:Disconnect()
self.userCFrameEnabledConn = nil
end
self.enabled = false
end
end
return VRNavigation
|
--edit the below function to execute code when this response is chosen OR this prompt is shown
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data |
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
plrData.Classes.Base.Smasher.NoHumor.Value = true
plrData.Classes.Base.Smasher.HeavyWeaponTraining.Value = true
plrData.Classes.Base.Smasher.PlateTraining.Value = true
end
|
--global functions |
ai.Move = function(loc, mustSee, humanoid)
goalHumanoid = humanoid
if goalPos then
goalPos = loc
else
goalPos = loc
spawn(function()
ai.State = "Tracking"
local lastGoal
local lastTime = time()
while goalPos and ai.Humanoid do
local gp = goalPos
if pcall(function() return goalPos.X end) then
elseif goalPos:IsA("BasePart") then
gp = (ai.canSee(goalPos) or not mustSee) and goalPos.Position or nil
lastTime = time()
elseif goalPos:IsA("Model") then
gp = nil
for _, bodyPart in pairs(goalPos:GetChildren()) do
if bodyPart:IsA("BasePart") and (ai.canSee(bodyPart) or not mustSee) then
gp = goalPos:GetModelCFrame().p
lastTime = time()
break
end
end
end
lastGoal = gp and humanoid and gp + (gp - ai.Model.Torso.Position).unit * 10 or gp or lastGoal or ai.Model.Torso.Position
if (goalHumanoid and goalHumanoid.Health <= 0) or (not goalHumanoid and (ai.Model.Torso.Position - lastGoal).magnitude < 3) or time() - lastTime > 3 then
goalPos = nil
else
ai.Humanoid.Jump = objAhead(lastGoal)
ai.Humanoid:MoveTo(lastGoal, workspace.Terrain)
if goalHumanoid and ((ai.Model.Torso.Position - goalPos:GetModelCFrame().p) * Vector3.new(1,.5,1)).magnitude < 3 and time() - lastAttack > attackTime then
attack(goalHumanoid)
end
end
wait(.1)
end
if ai then
ai.State = "Idle"
end
end)
end
end
|
--[[Weight and CG]] |
Tune.Weight = 6000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 5 ,
--[[Height]] 8 ,
--[[Length]] 17 }
Tune.WeightDist = 65 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .100 -- 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 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--- Returns a new Maid object |
function Maid.new()
local self = {}
self.Tasks = {}
return setmetatable(self, Maid)
end
Maid.MakeMaid = Maid.new
|
-- ROBLOX deviation END |
local function extractValidTemplateHeadings(headings: string): string
-- ROBLOX deviation START: get lines with value, return the first one, check for spaces in headings
local match = headings:match(HEADINGS_FORMAT)
local matches, hasEmptySpacesInHeading
if match then
matches = Array.filter(String.split(match, "\n"), function(line)
return String.trim(line) ~= ""
end)
end
if matches and #matches > 0 then
local headings_ = Array.map(String.split(matches[1], "|"), function(heading)
return String.trim(heading)
end)
hasEmptySpacesInHeading = Array.some(headings_, function(heading)
return heading:match("%s") ~= nil
end)
end
if match == nil or hasEmptySpacesInHeading then
error(
Error.new(
"Table headings do not conform to expected format:\n\n"
.. EXPECTED_COLOR("heading1 | headingN")
.. "\n\n"
.. "Received:\n\n"
.. RECEIVED_COLOR(pretty(headings))
)
)
end
-- ROBLOX deviation END
return matches[1]
end
exports.extractValidTemplateHeadings = extractValidTemplateHeadings
return exports
|
--HUB.Default.Lock.MouseButton1Click:connect(function()
-- if carSeat.Seatlock.Value == false then
-- handler:FireServer('seatlock',true,0)
-- else
-- handler:FireServer('seatlock',false,12)
-- end
--end) |
radio.Buttons.Play.MouseButton1Click:connect(function()
handler:FireServer('updateSong', radio.Buttons.Input.Text)
end)
radio.Buttons.Stop.MouseButton1Click:connect(function()
handler:FireServer('pauseSong')
end)
game:GetService("RunService").RenderStepped:connect(function()
if cam == "lockplr" then
local XLook=math.max(math.min(((mouse.X-(mouse.ViewSizeX/2))/300)^3,1),-1)
local YLook=math.max(math.min(((mouse.Y-(mouse.ViewSizeY/2))/300)^3,1),-1)
local LookOffset
if player.Character.Humanoid.RigType == Enum.HumanoidRigType.R15 then
LookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0.05,.2,-.1)*CFrame.Angles(-YLook,-XLook,0))
else
LookOffset=player.Character.Head.CFrame:toWorldSpace(CFrame.new(0.05,0,-.3)*CFrame.Angles(-YLook,-XLook,0))
end
Camera.CameraType="Scriptable"
Camera.CameraSubject=player.Character.Humanoid
Camera.CoordinateFrame=LookOffset
player.CameraMaxZoomDistance=0
else
player.CameraMaxZoomDistance=400
end
end)
while wait() do
HUB.Misc.SS.ImageTransparency = carSeat.SST.Value and 0 or 0.7
if carSeat.Tic.Value then
HUB.Misc.SS.ImageColor3 = Color3.new(0,1,0)
else
HUB.Misc.SS.ImageColor3 = Color3.new(0,0,0)
end
HUB.Misc.CC.ImageColor3 = carSeat.CC.Value and Color3.new(0,1,0) or Color3.new(0,0,0)
end
|
--[[
wpcallPacked is a version of xpcall that:
* Returns the length of the result first
* Returns the result packed into a table
* Passes extra arguments through to the passed function; xpcall doesn't
* Issues a warning if PROMISE_DEBUG is enabled
]] |
local function wpcallPacked(f, ...)
local argsLength, args = pack(...)
local body = function()
return f(unpack(args, 1, argsLength))
end
local resultLength, result = pack(xpcall(body, debug.traceback))
-- If promise debugging is on, warn whenever a pcall fails.
-- This is useful for debugging issues within the Promise implementation
-- itself.
if PROMISE_DEBUG and not result[1] then
warn(result[2])
end
return resultLength, result
end
|
--Save data to DataStore |
local function savePlayerData(player, playerLeaving)
local pdata = main.pd[player]
if pdata and (pdata.DataToUpdate or playerLeaving) then
return main:GetModule("DataStores"):DataStoreRetry(datastoreRetries, function()
return playerDataStore:UpdateAsync(player.UserId, function(oldValue)
local newValue = oldValue or {DataKey = 0}
if pdata and main.pd[player] then
if pdata.DataKey == newValue.DataKey then
main.pd[player].DataToUpdate = false
main.pd[player].DataKey = pdata.DataKey + 1
--
local pdataToSave = {}
for a,b in pairs(main.pd[player]) do
pdataToSave[a] = b
end
if not pdataToSave.SaveRank then
--if playerLeaving and not pdataToSave.SaveRank then
pdataToSave.Rank = 0
end
local dataNotToSave = dataNotToSave()
for i, v in pairs(dataNotToSave) do
pdataToSave[v] = nil
end
--
newValue = pdataToSave
else
newValue = nil --Prevent data being overwritten
end
end
return newValue
end)
end)
end
end
|
-- << PERMISSION TYPES >> |
--[[
auto Owner -- Can use all commands & set all permissions
4 HeadAdmin -- Can use all commands & set all permissions (except from 'Owner')
3 Admin -- Can ban & set Moderators/VIP
2 Mod -- Can kick, mute, & use most commands
1 VIP -- Can use nonabusive commands only on self ]]
|
-- ================================================================================
-- SETTINGS
-- ================================================================================ |
GameSettings.intermissionDuration = 10 -- Duration of intermission in seconds
GameSettings.roundDuration = 60 -- Durationof race in seconds
GameSettings.countdownDuration = 3 -- Race countdown at starting line in seconds
GameSettings.minimumPlayers = 2 -- Minimum number of players for a race to start
GameSettings.transitionEnd = 3 -- Duration of time between end of race and beginning of
-- next intermission |
--// This module is for stuff specific to cross server communication
--// NOTE: THIS IS NOT A *CONFIG/USER* PLUGIN! ANYTHING IN THE MAINMODULE PLUGIN FOLDERS IS ALREADY PART OF/LOADED BY THE SCRIPT! DO NOT ADD THEM TO YOUR CONFIG>PLUGINS FOLDER! |
return function(Vargs)
local server = Vargs.Server;
local service = Vargs.Service;
local Settings = server.Settings
local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps =
server.Functions, server.Commands, server.Admin, server.Anti, server.Core, server.HTTP, server.Logs, server.Remote, server.Process, server.Variables, server.Deps
-- // Remove legacy trello board
if table.find(server.settings.Trello_Secondary, "9HH6BEX2") then
table.remove(table.find(server.settings.Trello_Secondary, "9HH6BEX2"))
Logs:AddLog("Script", "Removed legacy trello board");
end
Logs:AddLog("Script", "Misc Features Module Loaded");
end;
|
--> functions |
script.Parent.MouseButton1Click:connect(function()
fovCamera.FieldOfView = fovCode.Text
fovCode.Text = "FOV Number"
end)
|
-- See if I have a tool |
local spawner = script.Parent
local tool = nil
local region = Region3.new(Vector3.new(spawner.Position.X - spawner.Size.X/2, spawner.Position.Y + spawner.Size.Y/2, spawner.Position.Z - spawner.Size.Z/2),
Vector3.new(spawner.Position.X + spawner.Size.X/2, spawner.Position.Y + 4, spawner.Position.Z + spawner.Size.Z/2))
local parts = game.Workspace:FindPartsInRegion3(region)
for _, part in pairs(parts) do
if part and part.Parent and part.Parent:IsA("Tool") then
tool = part.Parent
break
end
end
local configTable = spawner.Configurations
local configs = {}
local function loadConfig(configName, defaultValue)
if configTable:FindFirstChild(configName) then
configs[configName] = configTable:FindFirstChild(configName).Value
else
configs[configName] = defaultValue
end
end
loadConfig("SpawnCooldown", 3)
if tool then
tool.Parent = game.ServerStorage
while true do
-- put tool on pad
local toolCopy = tool:Clone()
local handle = toolCopy:FindFirstChild("Handle")
toolCopy.Parent = game.Workspace
local toolOnPad = true
local parentConnection
parentConnection = toolCopy.AncestryChanged:connect(function()
if handle then handle.Anchored = false end
toolOnPad = false
parentConnection:disconnect()
end)
if handle then
handle.CFrame = (spawner.CFrame + Vector3.new(0,handle.Size.Z/2 + 1,0)) * CFrame.Angles(-math.pi/2,0,0)
handle.Anchored = true
end
-- wait for tool to be removed
while toolOnPad do
if handle then
handle.CFrame = handle.CFrame * CFrame.Angles(0,0,math.pi/60)
end
wait()
end
-- wait for cooldown
wait(configs["SpawnCooldown"])
end
end
|
--Dupes a part from the template. |
local function MakeFromTemplate(template: BasePart, currentCacheParent: Instance): BasePart
local part: BasePart = template:Clone()
-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.
part.CFrame = CF_REALLY_FAR_AWAY
part.Anchored = true
part.Parent = currentCacheParent
return part
end
function PartCacheStatic.new(template: BasePart, numPrecreatedParts: number, currentCacheParent: Instance): PartCache
local newNumPrecreatedParts: number = numPrecreatedParts or 5
local newCurrentCacheParent: Instance = currentCacheParent or workspace
--PrecreatedParts value.
--Same thing. Ensure it's a number, ensure it's not negative, warn if it's really huge or 0.
assert(numPrecreatedParts > 0, "PrecreatedParts can not be negative!")
assertwarn(numPrecreatedParts ~= 0, "PrecreatedParts is 0! This may have adverse effects when initially using the cache.")
assertwarn(template.Archivable, "The template's Archivable property has been set to false, which prevents it from being cloned. It will temporarily be set to true.")
local oldArchivable = template.Archivable
template.Archivable = true
local newTemplate: BasePart = template:Clone()
-- ^ Ignore W000 type mismatch between Instance and BasePart. False alert.
template.Archivable = oldArchivable
template = newTemplate
local object: PartCache = {
Open = {},
InUse = {},
CurrentCacheParent = newCurrentCacheParent,
Template = template,
ExpansionSize = 10
}
setmetatable(object, PartCacheStatic)
-- Below: Ignore type mismatch nil | number and the nil | Instance mismatch on the table.insert line.
for _ = 1, newNumPrecreatedParts do
table.insert(object.Open, MakeFromTemplate(template, object.CurrentCacheParent))
end
object.Template.Parent = nil
return object
-- ^ Ignore mismatch here too
end
|
------------------------------------------------------------------------------------------------------------------------------------------------------- |
local P = script.Parent
local Run = game:GetService('RunService')
local wheels = P.System.Wheels
local seat = P.System.VehicleSeat
local vars = seat.ATSVariables
local exclude = {"Wheels"}
function WeldPair(x, y)
local weld = Instance.new("Weld",x)
weld.Part0 = x
weld.Part1 = y
weld.C1 = y.CFrame:toObjectSpace(x.CFrame);
end
function WeldAll(model, main) -- model can be anything
for i,v in pairs(exclude) do if (model.Name == v) then return end end
if model:IsA("BasePart") then WeldPair(main, model) end
for _,v in pairs(model:GetChildren()) do WeldAll(v, main) end
end
function UnanchorAll(model) -- model can be anything
if (model:IsA("BasePart")) then model.Anchored = false end
for _,v in pairs(model:GetChildren()) do UnanchorAll(v) end
end
function Joint(x,y, c0, c1, type)
local W = Instance.new(type, x)
W.Part0 = x
W.Part1 = y
W.C0 = c0
W.C1 = c1
return W
end
function CreateWheelPart()
local p = Instance.new("Part")
p.FormFactor = Enum.FormFactor.Custom
p.Transparency = 1
p.Anchored = true
p.CanCollide = false
p.TopSurface = Enum.SurfaceType.Unjoinable
p.BottomSurface = Enum.SurfaceType.Unjoinable
p.LeftSurface = Enum.SurfaceType.Unjoinable
p.RightSurface = Enum.SurfaceType.Unjoinable
p.FrontSurface = Enum.SurfaceType.Unjoinable
p.BackSurface = Enum.SurfaceType.Unjoinable
return p
end
for i,v in pairs(wheels:GetChildren()) do
if (v:IsA("BasePart")) then
local diameter = v.Size.x
local M = Instance.new("Model",wheels)
M.Name = v.Name
v.Parent = M
v.Name = "Wheel"
for j,w in pairs(v:GetChildren()) do
if (w:IsA("BasePart")) then
w.Parent = M
WeldPair(v,w)
w.CanCollide = false
end
end
if (v:FindFirstChild("Steer")) then
local A = CreateWheelPart()
A.Name = "Steer"
A.Size = Vector3.new(diameter, 1, 0.6)
A.CFrame = v.CFrame
A.Parent = M
end
local B = CreateWheelPart()
B.Name = "Suspension"
B.Size = Vector3.new(0.8, 1, diameter)
B.CFrame = v.CFrame * CFrame.new(-1,0,0)
B.Parent = M
local BB = Instance.new("BodyGyro")
BB.Name = "BG"
if (v:FindFirstChild("Steer")) then
BB.D = vars.SuspensionDampeningFront.Value
else
BB.D = vars.SuspensionDampeningRear.Value
end
BB.P = vars.SuspensionPower.Value
BB.maxTorque = Vector3.new()
BB.Parent = B
local C = CreateWheelPart()
C.Name = "BodyHinge"
C.Size = Vector3.new(0.8, 1, diameter)
C.CFrame = v.CFrame * CFrame.new(1,0,0)
C.Parent = M
if (v:FindFirstChild("Powered")) then
local CC = Instance.new("BodyAngularVelocity")
CC.Name = "BAV"
CC.angularvelocity = Vector3.new()
CC.maxTorque = Vector3.new(20000, 0, 20000)
CC.P = 800
CC.Parent = v
end
end
end
for i,v in pairs(wheels:GetChildren()) do
if (v:FindFirstChild("Wheel")) and (v:FindFirstChild("Suspension")) then
local isSteeringWheel = (v:FindFirstChild("Steer") ~= nil)
if (v:FindFirstChild("Mesh")) then
WeldAll(v.Mesh, v.Wheel)
end
if (isSteeringWheel) then
Joint(v.Wheel, v.Steer, CFrame.Angles(math.pi / 2,0,0), v.Steer.CFrame:toObjectSpace(v.Wheel.CFrame) * CFrame.Angles(math.pi / 2,0,0), "Rotate")
local M = Joint(v.Steer, v.Suspension, CFrame.Angles(math.pi,0,0), v.Suspension.CFrame:toObjectSpace(v.Steer.CFrame) * CFrame.Angles(math.pi,0,0), "Motor")
M.MaxVelocity = 0.03
else
Joint(v.Wheel, v.Suspension, CFrame.Angles(math.pi / 2,0,0), v.Suspension.CFrame:toObjectSpace(v.Wheel.CFrame) * CFrame.Angles(math.pi / 2,0,0), "Rotate")
end
Joint(v.Suspension, v.BodyHinge, CFrame.new(Vector3.new(2,0,0)) * CFrame.Angles(math.pi/2,0,0), v.BodyHinge.CFrame:toObjectSpace(v.Suspension.CFrame) * CFrame.new(Vector3.new(2,0,0)) * CFrame.Angles(math.pi/2,0,0), "Rotate")
Joint(v.BodyHinge, seat, CFrame.new(), seat.CFrame:toObjectSpace(v.BodyHinge.CFrame), "Weld")
else
print("Invalid wheel: Missing Wheel or Suspension part!")
end
end
WeldAll(P, seat)
wait(0.5)
UnanchorAll(P)
function UpdateWheels()
if (not wheels) or (not seat) or (not vars) then return end
for i,v in pairs(wheels:GetChildren()) do
if (v:FindFirstChild("Suspension")) then
v.Suspension.BG.CFrame = seat.CFrame * CFrame.Angles(-math.pi/2,-math.rad(vars.SuspensionAngle.Value),0)
end
end
end
UpdateWheels()
for i,v in pairs(wheels:GetChildren()) do
if (v:FindFirstChild("Suspension")) then
local isSteeringWheel = (v:FindFirstChild("Steer") ~= nil)
if(isSteeringWheel) then
v.Suspension.BG.maxTorque = Vector3.new(0,3000000,0)
else
v.Suspension.BG.maxTorque = Vector3.new(0,9000000,0)
end
end
end
Run.Heartbeat:connect(UpdateWheels)
|
--[=[
@tag Component Class
`Construct` is called before the component is started, and should be used
to construct the component instance.
```lua
local MyComponent = Component.new({Tag = "MyComponent"})
function MyComponent:Construct()
self.SomeData = 32
self.OtherStuff = "HelloWorld"
end
```
]=] |
function Component:Construct()
end
|
--[=[
Pushes an entry to the right of the queue
@param value T
]=] |
function Queue:PushRight(value)
self._last = self._last + 1
self[self._last] = value
end
|
--NOTICE: If converting to an AF, uncomment any of the commented codes below |
ButtonAlert.ProximityPrompt.Triggered:Connect(function()
Events:Fire("signal",1)
ButtonAlert.Click:Play()
end)
ButtonAttack.ProximityPrompt.Triggered:Connect(function()
Events:Fire("signal",2)
ButtonAttack.Click:Play()
end)
|
--s.Pitch = 0.7 |
while s.Pitch<1.1 do
s.Pitch=s.Pitch+0.012
s:Play()
if s.Pitch>1.1 then
s.Pitch=1.1
end
wait(0.001)
end
|
-- js https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/String/charCodeAt
-- lua http://www.lua.org/manual/5.4/manual.html#pdf-utf8.codepoint |
return function(str: string, index: number): number
if typeof(index) ~= "number" then
index = 1
end
local strLen, invalidBytePosition = utf8.len(str)
assert(strLen ~= nil, ("string `%s` has an invalid byte at position %s"):format(str, tostring(invalidBytePosition)))
if index > strLen or index < 1 then
return NaN
end
local offset = utf8.offset(str, index)
local value = utf8.codepoint(str, offset, offset)
if value == nil then
return NaN
end
return value
end
|
-- Basic settings |
local MAXIMUM_DIFFERENT_ITEMS = 6
local plr = game.Players.LocalPlayer
function getItemTable()
-- Formulate and return a table of items
local items = {}
for _, i in pairs(script.Parent:GetChildren()) do
if i.Name == "Item" then
for _=1, i.Count.Value do
table.insert(items, i.Item.Value.Name)
end
end
end
return items
end
function refreshOutlines()
-- Create table of item names
local items = {}
for _, i in pairs(script.Parent:GetChildren()) do
if i.Name == "Item" then
table.insert(items, i.Item.Value.Name)
end
end
-- Check size
if #items > 0 then
-- Create table of connected items
local connectedItems = {}
for _, i in pairs(game.ReplicatedStorage.Recipes:GetChildren()) do
local okay = true
for _, o in pairs(items) do
if i.Ingredients:FindFirstChild(o) == nil then
okay = false
break
end
end
if okay then
for _, o in pairs(i.Ingredients:GetChildren()) do
table.insert(connectedItems, o.Name)
end
end
end
-- Go through displayed items adding/removing outlines
for _, i in pairs(script.Parent.Parent.Parent.Display.Container:GetChildren()) do
if i.Name == "Item" then
local okay = false
for n, o in pairs(connectedItems) do
if o == i.Item.Value.Name then
okay = true
table.remove(connectedItems, n)
break
end
end
i.BlueEdge.Visible = okay
end
end
else
-- Remove all outlines
for _, i in pairs(script.Parent.Parent.Parent.Display.Container:GetChildren()) do
if i.Name == "Item" then
i.BlueEdge.Visible = false
end
end
end
end
script.Parent.AddItem.OnInvoke = function(item)
-- Check if there already is an entry for the item
local existing = nil
for _, i in pairs(script.Parent:GetChildren()) do
if i.Name == "Item" then
if i.Item.Value == item then
existing = i
break
end
end
end
if existing == nil then
-- Check if the item count maximum has been reached
local entryCount = #script.Parent:GetChildren() - 5
if entryCount >= MAXIMUM_DIFFERENT_ITEMS then
return false
end
-- Create an item GUI element and add to container
local itemGui = script.Parent.ItemTemplate:clone()
itemGui.Name = "Item"
itemGui.Item.Value = item
itemGui.ItemIcon.Image = item.IconAsset.Value
itemGui.ItemNameLabel.Text = item.Name
itemGui.ItemNameLabel.TextColor3 = plr.PlayerScripts.Functions.GetRarityColor:Invoke(item.Rarity.Value)
if item.Rarity.Value == "Immortal" or item.Rarity.Value == "Developer" then
itemGui.ItemName.TextStrokeColor3 = Color3.fromRGB(255, 255, 255)
end
itemGui.Position = UDim2.new(0, (entryCount % 3) * 116 + 10, 0, math.floor(entryCount / 3) * 40 + 10)
itemGui.Parent = script.Parent
itemGui.Visible = true
itemGui.InteractionHandler.Disabled = false
-- Tell preview to refresh
plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire(getItemTable())
refreshOutlines()
-- Return success
return true
else
-- Increment count value
existing.Count.Value = existing.Count.Value + 1
existing.ItemCount.Text = "x " .. existing.Count.Value
-- Tell preview to refresh
plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire(getItemTable())
-- Return success
return true
end
end
script.Parent.RemoveItem.Event:connect(function(itemGui)
-- Get item
local item = itemGui.Item.Value
-- Decrement count
itemGui.Count.Value = itemGui.Count.Value - 1
-- Check if none left
if itemGui.Count.Value <= 0 then
-- Calculate gui rank to be used below
local thisRank = (((itemGui.Position.Y.Offset - 10) / 40) * 3) + ((itemGui.Position.X.Offset - 10) / 116)
-- Destroy the gui
itemGui:destroy()
-- Move each item over/up
for _, i in pairs(script.Parent:GetChildren()) do
if i.Name == "Item" then
local rank = (((i.Position.Y.Offset - 10) / 40) * 3) + ((i.Position.X.Offset - 10) / 116)
if rank > thisRank then
i.Position = i.Position + UDim2.new(0, -116, 0, 0)
if i.Position.X.Offset < 0 then
i.Position = i.Position + UDim2.new(0, 348, 0, -40)
end
end
end
end
elseif itemGui.Count.Value > 1 then
-- Change text
itemGui.ItemCount.Text = "x " .. itemGui.Count.Value
else
-- Change text
itemGui.ItemCount.Text = ""
end
-- Add back to main display
plr.PlayerGui.MainGui.Crafting.Display.Container.AddItem:Fire(item)
-- Tell preview to refresh
plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire(getItemTable())
refreshOutlines()
end)
script.Parent.ClearItems.Event:connect(function()
-- Destroy all items
for _, i in pairs(script.Parent:GetChildren()) do
if i.Name == "Item" then
i:destroy()
end
end
-- Tell preview to refresh
plr.PlayerGui.MainGui.Crafting.Preview.Refresh:Fire({})
refreshOutlines()
end)
|
-- Show where the red lines are going. You can change their colour and width in VisualizerCache |
local SHOW_DEBUG_RAY_LINES: boolean = true
|
-- Types
-- Stephen Leitnick
-- December 20, 2021 |
export type Args = {
n: number,
[any]: any,
}
export type FnBind = (Instance, ...any) -> ...any
export type ServerMiddlewareFn = (Instance, Args) -> (boolean, ...any)
export type ServerMiddleware = {ServerMiddlewareFn}
export type ClientMiddlewareFn = (Args) -> (boolean, ...any)
export type ClientMiddleware = {ClientMiddlewareFn}
return nil
|
------------------
------------------ |
function waitForChild(parent, childName)
while true do
local child = parent:findFirstChild(childName)
if child then
return child
end
parent.ChildAdded:wait()
end
end
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = waitForChild(Figure, "Humanoid")
local pose = "Standing"
local toolAnim = "None"
local toolAnimTime = 0
local isSeated = false
function onRunning(speed)
if isSeated then return end
if speed>0 then
pose = "Running"
else
pose = "Standing"
end
end
function onDied()
pose = "Dead"
local parts = Figure:GetChildren()
for i=1,#parts do
if parts.className == "Part" then
Debris.AddItem(parts[i], 60)
end
end
end
function onJumping()
isSeated = false
pose = "Jumping"
end
function onClimbing()
pose = "Climbing"
end
function onGettingUp()
pose = "GettingUp"
end
function onFreeFall()
pose = "FreeFall"
end
function onDancing()
pose = "Dancing"
end
function onFallingDown()
pose = "FallingDown"
end
function onSeated()
isSeated = true
pose = "Seated"
end
function moveJump()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.1
LeftShoulder.DesiredAngle = -3.1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFreeFall()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 3.1
LeftShoulder.DesiredAngle = -3.1
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveFloat()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = -1.57
end
function moveBoogy()
while pose=="Boogy" do
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(.5)
RightShoulder.MaxVelocity = 1
LeftShoulder.MaxVelocity = 1
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = -3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 1.57
end
end
function moveZombie()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.57
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function movePunch()
script.Parent.Torso.Anchored=true
RightShoulder.MaxVelocity = 60
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
wait(1)
script.Parent.Torso.Anchored=false
pose="Standing"
end
function moveKick()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveFly()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
LeftShoulder.DesiredAngle = 0
RightHip.MaxVelocity = 40
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 0
wait(1)
pose="Standing"
end
function moveClimb()
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -3.14
LeftShoulder.DesiredAngle = 3.14
RightHip.DesiredAngle = 0
LeftHip.DesiredAngle = 0
end
function moveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 3.14 /2
LeftShoulder.DesiredAngle = -3.14 /2
RightHip.DesiredAngle = 3.14 /2
LeftHip.DesiredAngle = -3.14 /2
end
function getTool()
kidTable = Figure:children()
if (kidTable ~= nil) then
numKids = #kidTable
for i=1,numKids do
if (kidTable[i].className == "Tool") then return kidTable[i] end
end
end
return nil
end
function getToolAnim(tool)
c = tool:children()
for i=1,#c do
if (c[i].Name == "toolanim" and c[i].className == "StringValue") then
return c[i]
end
end
return nil
end
function animateTool()
if (toolAnim == "None") then
RightShoulder.DesiredAngle = 1.57
return
end
if (toolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (toolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = -1.57
LeftShoulder.DesiredAngle = 1.0
RightHip.DesiredAngle = 1.57
LeftHip.DesiredAngle = 1.0
return
end
end
function move(time)
local amplitude
local frequency
if (pose == "Jumping") then
moveJump()
return
end
if (pose == "Zombie") then
moveZombie()
return
end
if (pose == "Boogy") then
moveBoogy()
return
end
if (pose == "Float") then
moveFloat()
return
end
if (pose == "Punch") then
movePunch()
return
end
if (pose == "Kick") then
moveKick()
return
end
if (pose == "Fly") then
moveFly()
return
end
if (pose == "FreeFall") then
moveFreeFall()
return
end
if (pose == "Climbing") then
moveClimb()
return
end
if (pose == "Seated") then
moveSit()
return
end
amplitude = 0.1
frequency = 1
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
if (pose == "Running") then
amplitude = 1
frequency = 9
elseif (pose == "Dancing") then
amplitude = 2
frequency = 16
end
desiredAngle = amplitude * math.sin(time*frequency)
if pose~="Dancing" then
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
else
RightShoulder.DesiredAngle = desiredAngle
LeftShoulder.DesiredAngle = desiredAngle
RightHip.DesiredAngle = -desiredAngle
LeftHip.DesiredAngle = -desiredAngle
end
local tool = getTool()
if tool ~= nil then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject ~= nil then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time - 4.3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
toolAnim = "None"
toolAnimTime = 0
end
end
|
-----<< TABLES >>----- |
local ignoreTable = {tool, player.Character}
|
--// Processing |
return function(Vargs, GetEnv)
local env = GetEnv(nil, {script = script})
setfenv(1, env)
local _G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay =
_G, game, script, getfenv, setfenv, workspace,
getmetatable, setmetatable, loadstring, coroutine,
rawequal, typeof, print, math, warn, error, pcall,
xpcall, select, rawset, rawget, ipairs, pairs,
next, Rect, Axes, os, time, Faces, unpack, string, Color3,
newproxy, tostring, tonumber, Instance, TweenInfo, BrickColor,
NumberRange, ColorSequence, NumberSequence, ColorSequenceKeypoint,
NumberSequenceKeypoint, PhysicalProperties, Region3int16,
Vector3int16, require, table, type, wait,
Enum, UDim, UDim2, Vector2, Vector3, Region3, CFrame, Ray, delay
local script = script
local service = Vargs.Service
local client = Vargs.Client
local Anti, Core, Functions, Process, Remote, UI, Variables
local function Init()
UI = client.UI;
Anti = client.Anti;
Core = client.Core;
Variables = client.Variables
Functions = client.Functions;
Process = client.Process;
Remote = client.Remote;
Process.Init = nil;
end
local function RunLast()
--[[client = service.ReadOnly(client, {
[client.Variables] = true;
[client.Handlers] = true;
G_API = true;
G_Access = true;
G_Access_Key = true;
G_Access_Perms = true;
Allowed_API_Calls = true;
HelpButtonImage = true;
Finish_Loading = true;
RemoteEvent = true;
ScriptCache = true;
Returns = true;
PendingReturns = true;
EncodeCache = true;
DecodeCache = true;
Received = true;
Sent = true;
Service = true;
Holder = true;
GUIs = true;
LastUpdate = true;
RateLimits = true;
Init = true;
RunLast = true;
RunAfterInit = true;
RunAfterLoaded = true;
RunAfterPlugins = true;
}, true)--]]
Process.RunLast = nil;
end
local function RunAfterLoaded(data)
--// Events
--service.NetworkClient.ChildRemoved:Connect(function() wait(30) client.Anti.Detected("crash", "Network client disconnected") end)
--service.NetworkClient.ChildAdded:Connect(function() client.Anti.Detected("crash", "Network client reconnected?") end)
service.Player.Chatted:Connect(service.EventTask("Event: ProcessChat", Process.Chat))
service.Player.CharacterRemoving:Connect(service.EventTask("Event: CharacterRemoving", Process.CharacterRemoving))
service.Player.CharacterAdded:Connect(service.Threads.NewEventTask("Event: CharacterAdded", Process.CharacterAdded))
service.LogService.MessageOut:Connect(Process.LogService) --service.Threads.NewEventTask("EVENT:MessageOut",client.Process.LogService,60))
service.ScriptContext.Error:Connect(Process.ErrorMessage) --service.Threads.NewEventTask("EVENT:ErrorMessage",client.Process.ErrorMessage,60))
--// Get RateLimits
Process.RateLimits = Remote.Get("RateLimits") or Process.RateLimits;
Process.RunAfterLoaded = nil;
end
getfenv().client = nil
getfenv().service = nil
getfenv().script = nil
client.Process = {
Init = Init;
RunLast = RunLast;
RunAfterLoaded = RunAfterLoaded;
RateLimits = { --// Defaults; Will be updated with server data at client run
Remote = 0.02;
Command = 0.1;
Chat = 0.1;
RateLog = 10;
};
Remote = function(data, com, ...)
local args = {...}
Remote.Received += 1
if type(com) == "string" then
if com == client.DepsName.."GIVE_KEY" then
if not Core.Key then
log("~! Set remote key")
Core.Key = args[1]
log("~! Call Finish_Loading()")
client.Finish_Loading()
end
elseif Core.Key then
local comString = Remote.Decrypt(com,Core.Key)
local command = (data.Mode == "Get" and Remote.Returnables[comString]) or Remote.Commands[comString]
if command then
--local ran,err = pcall(command, args) --task service.Threads.RunTask("REMOTE:"..comString,command,args)
local rets = {service.TrackTask("Remote: ".. comString, command, args)}
if not rets[1] then
logError(rets[2])
else
return {unpack(rets, 2)};
end
end
end
end
end;
LogService = function(Message, Type)
--service.FireEvent("Output", Message, Type)
end;
ErrorMessage = function(Message, Trace, Script)
--service.FireEvent("ErrorMessage", Message, Trace, Script)
if Message and Message ~= "nil" and Message ~= "" and (string.find(Message,":: Adonis ::") or string.find(Message,script.Name) or Script == script) then
logError(tostring(Message).." - "..tostring(Trace))
end
--if (Script == nil or (not Trace or Trace == "")) and not (Trace and string.find(Trace,"CoreGui.RobloxGui")) then
--Anti.Detected("log","Scriptless/Traceless error found. Script: "..tostring(Script).." - Trace: "..tostring(Trace))
--end
end;
Chat = function(msg)
--service.FireEvent("Chat",msg)
if not service.Player or service.Player.Parent ~= service.Players then
Remote.Fire("ProcessChat",msg)
end
end;
CharacterAdded = function(...)
service.Events.CharacterAdded:Fire(...)
task.wait()
UI.GetHolder()
end;
CharacterRemoving = function()
if Variables.UIKeepAlive then
for ind,g in client.GUIs do
if g.Class == "ScreenGui" or g.Class == "GuiMain" or g.Class == "TextLabel" then
if not (g.Object:IsA("ScreenGui") and not g.Object.ResetOnSpawn) and g.CanKeepAlive then
g.KeepAlive = true
g.KeepParent = g.Object.Parent
g.Object.Parent = nil
elseif not g.CanKeepAlive then
pcall(g.Destroy, g)
end
end
end
end
if Variables.GuiViewFolder then
Variables.GuiViewFolder:Destroy()
Variables.GuiViewFolder = nil
end
if Variables.ChatEnabled then
service.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Chat, true)
end
if Variables.PlayerListEnabled then
service.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.PlayerList, true)
end
local textbox = service.UserInputService:GetFocusedTextBox()
if textbox then
textbox:ReleaseFocus()
end
service.Events.CharacterRemoving:Fire()
end
}
end
|
--- |
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Tawny",Paint)
end)
|
--If necessary change the last word to: |
--Signal1
--Signal1a
--Signal2
--Signal2a
|
--[[*
* A class that generates the CLI status of currently running tests
* and also provides an ANSI escape sequence to remove status lines
* from the terminal.
]] |
export type Status = {
onChange: (self: Status, callback: () -> ()) -> (),
runStarted: (self: Status, aggregatedResults: AggregatedResult, options: ReporterOnStartOptions) -> (),
runFinished: (self: Status) -> (),
addTestCaseResult: (self: Status, test: Test, testCaseResult: TestCaseResult) -> (),
testStarted: (self: Status, testPath: Config_Path, config: Config_ProjectConfig) -> (),
testFinished: (
self: Status,
_config: Config_ProjectConfig,
testResult: TestResult,
aggregatedResults: AggregatedResult
) -> (),
get: (self: Status) -> Cache,
}
local Status = {}
Status.__index = Status
function Status.new(): Status
local self = setmetatable({}, Status)
self._cache = nil
self._currentTests = CurrentTestList.new()
self._currentTestCases = {}
self._done = false
self._emitScheduled = false
self._estimatedTime = 0
self._showStatus = false
return (self :: any) :: Status
end
function Status:onChange(callback: () -> ()): ()
self._callback = callback
end
function Status:runStarted(aggregatedResults: AggregatedResult, options: ReporterOnStartOptions): ()
self._estimatedTime = if Boolean.toJSBoolean(options) and Boolean.toJSBoolean(options.estimatedTime)
then options.estimatedTime
else 0
self._showStatus = if Boolean.toJSBoolean(options) then options.showStatus else options
self._interval = setInterval(function()
return self:_tick()
end, 1000)
self._aggregatedResults = aggregatedResults
self:_debouncedEmit()
end
function Status:runFinished(): ()
self._done = true
if Boolean.toJSBoolean(self._interval) then
clearInterval(self._interval)
end
self:_emit()
end
function Status:addTestCaseResult(test: Test, testCaseResult: TestCaseResult): ()
table.insert(self._currentTestCases, { test = test, testCaseResult = testCaseResult })
if not Boolean.toJSBoolean(self._showStatus) then
self:_emit()
else
self:_debouncedEmit()
end
end
function Status:testStarted(testPath: Config_Path, config: Config_ProjectConfig): ()
self._currentTests:add(testPath, config)
if not self._showStatus then
self:_emit()
else
self:_debouncedEmit()
end
end
function Status:testFinished(
_config: Config_ProjectConfig,
testResult: TestResult,
aggregatedResults: AggregatedResult
): ()
local testFilePath = testResult.testFilePath
self._aggregatedResults = aggregatedResults
self._currentTests:delete(testFilePath)
self._currentTestCases = Array.filter(self._currentTestCases, function(ref)
local test = ref.test
if _config ~= test.context.config then
return true
end
return test.path ~= testFilePath
end)
self:_debouncedEmit()
end
function Status:get(): Cache
if Boolean.toJSBoolean(self._cache) then
return self._cache
end
if Boolean.toJSBoolean(self._done) then
return { clear = "", content = "" }
end
local width = CONSOLE_WIDTH
local content = "\n"
Array.forEach(self._currentTests:get(), function(record)
if Boolean.toJSBoolean(record) then
local config, testPath = record.config, record.testPath
local projectDisplayName = if Boolean.toJSBoolean(config.displayName)
then tostring(printDisplayName(config)) .. " "
else ""
local prefix = RUNNING .. projectDisplayName
-- ROBLOX deviation START: assert prefixLen is a valid number
local prefixLen = stringLength(prefix)
assert(prefixLen ~= nil)
content ..= wrapAnsiString(prefix .. trimAndFormatPath(prefixLen, config, testPath, width), width) .. "\n"
-- ROBLOX deviation END
end
end)
if self._showStatus and Boolean.toJSBoolean(self._aggregatedResults) then
content ..= "\n" .. tostring(getSummary(self._aggregatedResults, {
currentTestCases = self._currentTestCases,
estimatedTime = self._estimatedTime,
roundTime = true,
width = width,
}))
end
local height = 0
local i = 0
-- ROBLOX deviation START - Check if utf8.len doesn't return nil because of invalid chars
local contentLength = utf8.len(content)
assert(contentLength ~= nil)
while i < contentLength do
-- ROBLOX deviation END
if String.charCodeAt(content, i) == "\n" then
height += 1
end
i += 1
end
-- ROBLOX deviation: We don't have an operation to actually clear console
local clear = ("\n"):rep(height)
self._cache = { clear = clear, content = content }
return self._cache
end
function Status:_emit(): ()
self._cache = nil
if Boolean.toJSBoolean(self._callback) then
self:_callback()
end
end
function Status:_debouncedEmit(): ()
if not Boolean.toJSBoolean(self._emitScheduled) then
-- Perf optimization to avoid two separate renders When
-- one test finishes and another test starts executing.
self._emitScheduled = true
setTimeout(function()
self:_emit()
self._emitScheduled = false
end, 100)
end
end
function Status:_tick(): ()
self:_debouncedEmit()
end
exports.default = Status
return exports
|
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