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--- Impulse the spring with a change in velocity -- @param velocity The velocity to impulse with
function Spring:Impulse(velocity) self.Velocity = self.Velocity + velocity end
-- Decompiled with the Synapse X Luau decompiler.
local l__Players__1 = game:GetService("Players"); local v2 = require(script.Parent:WaitForChild("BaseCharacterController")); local v3 = setmetatable({}, v2); v3.__index = v3; function v3.new() local v4 = setmetatable(v2.new(), v3); v4.isFollowStick = false; v4.thumbstickFrame = nil; v4.moveTouchObject = nil; v4.onTouchMovedConn = nil; v4.onTouchEndedConn = nil; v4.screenPos = nil; v4.stickImage = nil; v4.thumbstickSize = nil; return v4; end; local u1 = Vector3.new(0, 0, 0); function v3.Enable(p1, p2, p3) if p2 == nil then return false; end; if p2 then local v5 = true; else v5 = false; end; p2 = v5; if p1.enabled == p2 then return true; end; p1.moveVector = u1; p1.isJumping = false; if p2 then if not p1.thumbstickFrame then p1:Create(p3); end; p1.thumbstickFrame.Visible = true; else p1.thumbstickFrame.Visible = false; p1:OnInputEnded(); end; p1.enabled = p2; end; function v3.OnInputEnded(p4) p4.thumbstickFrame.Position = p4.screenPos; p4.stickImage.Position = UDim2.new(0, p4.thumbstickFrame.Size.X.Offset / 2 - p4.thumbstickSize / 4, 0, p4.thumbstickFrame.Size.Y.Offset / 2 - p4.thumbstickSize / 4); p4.moveVector = u1; p4.isJumping = false; p4.thumbstickFrame.Position = p4.screenPos; p4.moveTouchObject = nil; end; local l__UserInputService__2 = game:GetService("UserInputService"); local l__GuiService__3 = game:GetService("GuiService"); function v3.Create(p5, p6) if p5.thumbstickFrame then p5.thumbstickFrame:Destroy(); p5.thumbstickFrame = nil; if p5.onTouchMovedConn then p5.onTouchMovedConn:Disconnect(); p5.onTouchMovedConn = nil; end; if p5.onTouchEndedConn then p5.onTouchEndedConn:Disconnect(); p5.onTouchEndedConn = nil; end; end; local v6 = math.min(p6.AbsoluteSize.x, p6.AbsoluteSize.y) <= 500; if v6 then local v7 = 70; else v7 = 120; end; p5.thumbstickSize = v7; p5.screenPos = v6 and UDim2.new(0, p5.thumbstickSize / 2 - 10, 1, -p5.thumbstickSize - 20) or UDim2.new(0, p5.thumbstickSize / 2, 1, -p5.thumbstickSize * 1.75); p5.thumbstickFrame = Instance.new("Frame"); p5.thumbstickFrame.Name = "ThumbstickFrame"; p5.thumbstickFrame.Active = true; p5.thumbstickFrame.Visible = false; p5.thumbstickFrame.Size = UDim2.new(0, p5.thumbstickSize, 0, p5.thumbstickSize); p5.thumbstickFrame.Position = p5.screenPos; p5.thumbstickFrame.BackgroundTransparency = 1; local v8 = Instance.new("ImageLabel"); v8.Name = "OuterImage"; v8.Image = "rbxasset://textures/ui/TouchControlsSheet.png"; v8.ImageRectOffset = Vector2.new(); v8.ImageRectSize = Vector2.new(220, 220); v8.BackgroundTransparency = 1; v8.Size = UDim2.new(0, p5.thumbstickSize, 0, p5.thumbstickSize); v8.Position = UDim2.new(0, 0, 0, 0); v8.Parent = p5.thumbstickFrame; p5.stickImage = Instance.new("ImageLabel"); p5.stickImage.Name = "StickImage"; p5.stickImage.Image = "rbxasset://textures/ui/TouchControlsSheet.png"; p5.stickImage.ImageRectOffset = Vector2.new(220, 0); p5.stickImage.ImageRectSize = Vector2.new(111, 111); p5.stickImage.BackgroundTransparency = 1; p5.stickImage.Size = UDim2.new(0, p5.thumbstickSize / 2, 0, p5.thumbstickSize / 2); p5.stickImage.Position = UDim2.new(0, p5.thumbstickSize / 2 - p5.thumbstickSize / 4, 0, p5.thumbstickSize / 2 - p5.thumbstickSize / 4); p5.stickImage.ZIndex = 2; p5.stickImage.Parent = p5.thumbstickFrame; local u4 = nil; p5.thumbstickFrame.InputBegan:Connect(function(p7) if not (not p5.moveTouchObject) or p7.UserInputType ~= Enum.UserInputType.Touch or p7.UserInputState ~= Enum.UserInputState.Begin then return; end; p5.moveTouchObject = p7; p5.thumbstickFrame.Position = UDim2.new(0, p7.Position.x - p5.thumbstickFrame.Size.X.Offset / 2, 0, p7.Position.y - p5.thumbstickFrame.Size.Y.Offset / 2); u4 = Vector2.new(p5.thumbstickFrame.AbsolutePosition.x + p5.thumbstickFrame.AbsoluteSize.x / 2, p5.thumbstickFrame.AbsolutePosition.y + p5.thumbstickFrame.AbsoluteSize.y / 2); local v9 = Vector2.new(p7.Position.x - u4.x, p7.Position.y - u4.y); end); local function u5(p8) local v10 = p8 / (p5.thumbstickSize / 2); local l__magnitude__11 = v10.magnitude; if l__magnitude__11 < 0.05 then local v12 = Vector3.new(); else local v13 = v10.unit * ((l__magnitude__11 - 0.05) / 0.95); v12 = Vector3.new(v13.x, 0, v13.y); end; p5.moveVector = v12; end; local function u6(p9) local v14 = Vector2.new(p9.x - u4.x, p9.y - u4.y); local l__magnitude__15 = v14.magnitude; local v16 = p5.thumbstickFrame.AbsoluteSize.x / 2; if p5.isFollowStick and v16 < l__magnitude__15 then local v17 = v14.unit * v16; p5.thumbstickFrame.Position = UDim2.new(0, p9.x - p5.thumbstickFrame.AbsoluteSize.x / 2 - v17.x, 0, p9.y - p5.thumbstickFrame.AbsoluteSize.y / 2 - v17.y); else v14 = v14.unit * math.min(l__magnitude__15, v16); end; p5.stickImage.Position = UDim2.new(0, v14.x + p5.stickImage.AbsoluteSize.x / 2, 0, v14.y + p5.stickImage.AbsoluteSize.y / 2); end; p5.onTouchMovedConn = l__UserInputService__2.TouchMoved:Connect(function(p10, p11) if p10 == p5.moveTouchObject then u4 = Vector2.new(p5.thumbstickFrame.AbsolutePosition.x + p5.thumbstickFrame.AbsoluteSize.x / 2, p5.thumbstickFrame.AbsolutePosition.y + p5.thumbstickFrame.AbsoluteSize.y / 2); u5((Vector2.new(p10.Position.x - u4.x, p10.Position.y - u4.y))); u6(p10.Position); end; end); p5.onTouchEndedConn = l__UserInputService__2.TouchEnded:Connect(function(p12, p13) if p12 == p5.moveTouchObject then p5:OnInputEnded(); end; end); l__GuiService__3.MenuOpened:Connect(function() if p5.moveTouchObject then p5:OnInputEnded(); end; end); p5.thumbstickFrame.Parent = p6; end; return v3;
--Variables
local SeatInteractionCount = {} local VehicleSeating = {} local function getVehicleObject() return script.Parent.Parent end local function carjackingEnabled(obj) return obj:GetAttribute("AllowCarjacking") end local function getEffectsFolderFromSeat(seat) local parent = seat.Parent if parent:IsA("Model") then if parent:FindFirstChild("Effects") then return parent.Effects else return getEffectsFolderFromSeat(parent) end end return nil end local function playDoorSound(seat, sound) local sound = seat:FindFirstChild(sound.."Door") if sound then sound:Play() end end
--//sw
local sw = Instance.new("Motor", script.Parent.Parent.Misc.SW.SS) sw.MaxVelocity = 0.167 sw.Part0 = script.Parent.SW sw.Part1 = sw.Parent
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 20 -- cooldown for use of the tool again ZoneModelName = "Big star" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- Humanoid:UnequipTools() -- if tool then -- Humanoid:EquipTool(tool) -- end
for i,v in pairs(Char:GetChildren()) do if v:IsA('Tool') then v.Parent = Backpack end end if tool then tool.Parent = Char tool.Unequipped:connect(function() wait() EquippedVal.Value = getSlotFromTool(Char:FindFirstChildOfClass('Tool')) --EquippedVal.Value = nil end) end if tool == nil then EquippedVal.Value = nil end end -- Takes Enum.KeyCode and gets string at end local function getKeyCodeName(keycode) keycode = tostring(keycode) local splitStrings = string.split(keycode,'.') return splitStrings[#splitStrings] end -- Equips whatever the Equipped Obj's value is EquippedVal.Changed:Connect(function() local equipSlot = EquippedVal.Value if equipSlot then equip(equipSlot.Value) else equip(nil) end end) -- ensure equipped items replicate when changed for i,v in pairs(SlotsFolder:GetChildren()) do v.Changed:connect(function() if EquippedVal.Value == v then wait() -- required to prevent slot duping equip(v.Value) end end) end -- Checks keyboard input UserInputService.InputBegan:Connect(function(input, gameProcessed) if not gameProcessed then -- Ensures user is not typing in TextBox -- Ensures user is using keybooard if input.UserInputType == Enum.UserInputType.Keyboard then -- Get the KeyCode and KeyCode's ending/name local keyPressed = input.KeyCode keyPressed = getKeyCodeName(keyPressed) -- Checks if there is a slot w/ the pressed key's name local slotRequested = SlotsFolder:FindFirstChild(keyPressed) if slotRequested then -- if there is such a slot -- if they're requesting the same slot if EquippedVal.Value == slotRequested then EquippedVal.Value = nil -- unequip the tool else EquippedVal.Value = slotRequested -- equip the tool end end end end end) return EquippedVal end
--// No-opt connect Server>Client RemoteEvents to ensure they cannot be called --// to fill the remote event queue.
local function emptyFunction() --intentially empty end local function GetObjectWithNameAndType(parentObject, objectName, objectType) for i, child in pairs(parentObject:GetChildren()) do if (child:IsA(objectType) and child.Name == objectName) then return child end end return nil end local function CreateIfDoesntExist(parentObject, objectName, objectType) local obj = GetObjectWithNameAndType(parentObject, objectName, objectType) if (not obj) then obj = Instance.new(objectType) obj.Name = objectName obj.Parent = parentObject end useEvents[objectName] = obj return obj end
--Suspension Placement--
local SFL = FL:Clone() SFL.Name = "FL" SFL.CanCollide = false SFL.Parent = script.Parent.Parent SFL.CFrame = SFL.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SFL.CFrame.upVector) SFL.Attachment.Rotation = Vector3.new(0,0,90) local SFR = FR:Clone() SFR.Name = "FR" SFR.CanCollide = false SFR.Parent = script.Parent.Parent SFR.CFrame = SFR.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SFR.CFrame.upVector) SFR.Attachment.Rotation = Vector3.new(0,0,90) local SRL = RL:Clone() SRL.Name = "RL" SRL.CanCollide = false SRL.Parent = script.Parent.Parent SRL.CFrame = SRL.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SRL.CFrame.upVector) SRL.Attachment.Rotation = Vector3.new(0,0,90) local SRR = RR:Clone() SRR.Name = "RR" SRR.CanCollide = false SRR.Parent = script.Parent.Parent SRR.CFrame = SRR.CFrame + (Vector3.new(SFL.Size.X,SFL.Size.X,SFL.Size.X) * SRR.CFrame.upVector) SRR.Attachment.Rotation = Vector3.new(0,0,90)
-- Implements Javascript's `Array.prototype.reduce` as defined below -- https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/reduce -- TODO Luau: when Luau supports overloads, use them here so that reduceFn can correctly use T when initialValue (U) isn't supplied
return function<T, U>(array: Array<T>, callback: reduceFn<T, U>, initialValue: U?): U if _G.__DEV__ then if typeof(array) ~= "table" then error(string.format("Array.reduce called on %s", typeof(array))) end if typeof(callback) ~= "function" then error("callback is not a function") end end local length = #array local value: T | U local initial = 1 if initialValue ~= nil then value = initialValue else initial = 2 if length == 0 then error("reduce of empty array with no initial value") end value = array[1] end for i = initial, length do value = callback(value :: U, array[i], i, array) end return value :: U end
--[[ -- Original By Kip Turner, Copyright Roblox 2014 -- Updated by Garnold to utilize the new PathfindingService API, 2017 -- 2018 PlayerScripts Update - AllYourBlox --]]
--Made by Stickmasterluke
sp=script.Parent damage=0 -- +/- 10% damagewindow=1 --after clicking, how long does the player have to hit the opponent wioth their weapon to deal damage swingrate=.65 clashsounds={91154405,91154446,91154471,91154503,91154521} swooshsounds={89357340,89357340} hitsounds={91154909,91154932,91154954} anims={"Stab1","Stab2","LeftSlash"} ready=false equipped=false rate=1/30 lastswing=0 function waitfor(a,b) while a:FindFirstChild(b)==nil do a.ChildAdded:wait() end return a:FindFirstChild(b) end reloading=waitfor(sp,"Reloading") down=waitfor(sp,"MouseDown") runanim=waitfor(sp,"RunAnim") sparkles=waitfor(sp.Handle,"Sparkles") debris=game:getService("Debris") weaponhud=waitfor(sp,"WeaponHud") weaponnametag=waitfor(weaponhud,"WeaponName") guibar=waitfor(weaponhud,"Bar") guibarfill=waitfor(guibar,"Fill") weaponnametag.Text=sp.Name function runsound(id,volume) local volume=volume or 1 local sound=Instance.new("Sound") sound.Looped=false sound.Pitch=1 sound.SoundId="http://www.roblox.com/asset/?id="..tostring(id) sound.PlayOnRemove=false sound.Volume=volume debris:AddItem(sound,3) sound.Parent=sp.Handle wait() sound:Play() end function billboard(pos,text,time,color) local pos=pos or Vector3.new(0,0,0) local text=text or "Hello World!" local time=time or 2 local color=color or Color3.new(1,0,0) local pos=pos+Vector3.new(0,5,0) local ep=Instance.new("Part") ep.Name="Effect" ep.formFactor="Custom" ep.Size=Vector3.new(0,0,0) ep.TopSurface="Smooth" ep.BottomSurface="Smooth" ep.CFrame=CFrame.new(pos) ep.Anchored=true ep.CanCollide=false ep.Transparency=1 local bb=Instance.new("BillboardGui") bb.Size=UDim2.new(3,0,3,0) bb.Adornee=ep local tl=Instance.new("TextLabel") tl.BackgroundTransparency=1 tl.Size=UDim2.new(0,0,0,0) tl.Text=text tl.TextColor3=color tl.TextScaled=true tl.Font="ArialBold" tl.Parent=bb bb.Parent=ep debris:AddItem(ep,time+.1) ep.Parent=game.Workspace delay(0,function() local frames=time/rate for frame=1,frames do wait(rate) local percent=frame/frames ep.CFrame=CFrame.new(pos)+Vector3.new(0,5*percent,0) tl.TextTransparency=percent end ep:remove() end) end function makeblood(part) --[[ if part then local b=Instance.new("Part") b.BrickColor=BrickColor.new("Bright red") b.formFactor="Custom" b.Transparency=math.random(0,1)*.5 if math.random()<.5 then b.CanCollide=false else b.CanCollide=true end b.TopSurface="Smooth" b.BottomSurface="Smooth" b.Size=Vector3.new(.2*math.random(1,5),.2*math.random(1,5),.2*math.random(1,5)) b.Velocity=part.Velocity+(Vector3.new((math.random()-.5),(math.random()-.5),(math.random()-.5))*30) b.RotVelocity=part.RotVelocity+(Vector3.new((math.random()-.5),(math.random()-.5),(math.random()-.5))*20) b.CFrame=part.CFrame*CFrame.new((math.random()-.5)*3,(math.random()-.5)*3,(math.random()-.5)*3)*CFrame.Angles(math.pi*2*math.random(),math.pi*2*math.random(),math.pi*2*math.random()) debris:AddItem(b,math.random()*4) b.Parent=game.Workspace end --]] end sp.Handle.Touched:connect(function(hit) if ready and equipped and hit and hit.Parent~=nil and hit:IsDescendantOf(sp.Parent)==false and string.lower(string.sub(hit.Name,1,6))~="effect" and (tick()-lastswing)<=damagewindow then if hit:FindFirstChild("CanBlock") and sp.Handle:FindFirstChild("Blockable") then ready=false runsound(clashsounds[math.random(1,#clashsounds)]) sparkles.Enabled=true delay(.2,function() sparkles.Enabled=false end) billboard(sp.Handle.Position,"Block",2,Color3.new(1,1,0)) end local mh=sp.Parent:FindFirstChild("Humanoid") local eh=hit.Parent:FindFirstChild("Humanoid") local ra=sp.Parent:FindFirstChild("Right Arm") local plr=game.Players:GetPlayerFromCharacter(sp.Parent) if mh and eh and eh~=mh and mh.Health>0 and eh.Health>0 and ra and plr~=nil then if not plr.Neutral then local eplr=game.Players:GetPlayerFromCharacter(eh.Parent) if eplr~=nil and eplr.Neutral==false and eplr.TeamColor==plr.TeamColor then return --No team killing end end ready=false for i,v in ipairs(eh:GetChildren()) do if v.Name=="creator" then v:remove() end end local creator=Instance.new("ObjectValue") creator.Name="creator" creator.Value=plr creator.Parent=eh debris:AddItem(creator,1) local localdamage=math.floor(damage*(.9+(math.random()*.2))) eh:TakeDamage(localdamage) billboard(hit.Position,"-"..tostring(localdamage)) runsound(hitsounds[math.random(1,#hitsounds)]) local bloodeffects=math.ceil(localdamage/10) for i=1,math.random(bloodeffects-1,bloodeffects+1) do --[[if math.random()<.5 then makeblood(sp.Handle) else]] makeblood(hit) --end end end end end) function Activate() if equipped and (tick()-lastswing)>=swingrate then ready=true reloading.Value=true runsound(swooshsounds[math.random(1,#swooshsounds)],.5) newanim=anims[math.random(1,#anims)] while newanim==runanim.Value do newanim=anims[math.random(1,#anims)] end runanim.Value=newanim lastswing=tick() updategui() wait(swingrate) reloading.Value=false if down.Value then Activate() end end end down.Changed:connect(function() if down.Value then Activate() end end) function updategui() local swingpercent=math.min((tick()-lastswing)/swingrate,1) if swingpercent<.5 then --fade from red to yellow then to green guibarfill.BackgroundColor3=Color3.new(1,swingpercent*2,0) else guibarfill.BackgroundColor3=Color3.new(1-((swingpercent-.5)/.5),1,0) end guibarfill.Size=UDim2.new(swingpercent,0,1,0) end sp.Equipped:connect(function(mouse) lastswing=tick() updategui() reloading.Value=true ready=false equipped=true delay(0,function() --HAAB (Hacking around a bug) local plr=game.Players:GetPlayerFromCharacter(sp.Parent) if plr~=nil then local plrgui=plr:FindFirstChild("PlayerGui") if plrgui~=nil and weaponhud~=nil then weaponhud.Parent=plrgui while equipped do updategui() wait(rate) end end end end) wait(swingrate) reloading.Value=false if down.Value then Activate() end end) sp.Unequipped:connect(function() ready=false equipped=false delay(0,function() --HAAB weaponhud.Parent=sp end) end)
----- Script -----
Button.Activated:Connect(function() Events.LolipopEvent:FireServer() Frame.Visible = false end)
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end function Toss(direction) local OriginalWalkSpeed = Humanoid.WalkSpeed OriginalWalkSpeed = OriginalWalkSpeed Humanoid.WalkSpeed = 0 local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) Tool.Handle.Transparency = 1 local Object = Tool.Handle:Clone() Object.Parent = workspace Object.Transparency = 0 Object.Swing.Pitch = math.random(90, 110)/100 Object.Swing:Play() Object.CanCollide = true Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction*AttackVelocity) + Vector3.new(0,AttackVelocity/7.5,0) local rand = 11.25 Object.RotVelocity = Vector3.new(math.random(-rand,rand),math.random(-rand,rand),math.random(-rand,rand)) Object:SetNetworkOwner(getPlayer()) local ScriptClone = DamageScript:Clone() ScriptClone.FriendlyFire.Value = FriendlyFire ScriptClone.Damage.Value = AttackDamage ScriptClone.Parent = Object ScriptClone.Disabled = false local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object Humanoid.WalkSpeed = OriginalWalkSpeed Tool:Destroy() end Remote.OnServerEvent:Connect(function(player, mousePosition) if not AttackAble then return end AttackAble = false if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then Remote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) LeftDown = true end) function onLeftUp() LeftDown = false end Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
--[=[ @within Plasma @function button @tag widgets @param label string -- The label for the checkbox @return ButtonWidgetHandle A text button. Returns a widget handle, which has the field: - `clicked`, a function you can call to check if the checkbox was clicked this frame ![A button](https://i.eryn.io/2150/RobloxStudioBeta-iwRM0RMx.png) ```lua Plasma.window("Button", function() if Plasma.button("button text"):clicked() then print("clicked!") end end) ``` ]=]
local Runtime = require(script.Parent.Parent.Runtime) local Style = require(script.Parent.Parent.Style) local create = require(script.Parent.Parent.create) return Runtime.widget(function(text) local clicked, setClicked = Runtime.useState(false) local refs = Runtime.useInstance(function(ref) local style = Style.get() return create("TextButton", { [ref] = "button", BackgroundColor3 = style.bg3, BorderSizePixel = 0, Font = Enum.Font.SourceSans, Size = UDim2.new(0, 100, 0, 40), TextColor3 = style.textColor, AutomaticSize = Enum.AutomaticSize.X, TextSize = 21, create("UIPadding", { PaddingLeft = UDim.new(0, 10), PaddingRight = UDim.new(0, 10), }), create("UICorner"), Activated = function() setClicked(true) end, }) end) local instance = refs.button instance.Text = text local handle = { clicked = function() if clicked then setClicked(false) return true end return false end, } return handle end)
--Services
local pathfindingService = game:GetService("PathfindingService") local runService = game:GetService("RunService") local modules = script.Parent local core = require(modules.CoreModule) local status = require(modules.Status) local troubleshoot = require(modules.Troubleshoot) local marine = script.Parent.Parent.Parent local myHuman = marine.Humanoid local myRoot = marine.HumanoidRootPart local moveEvent = Instance.new("BindableEvent") function movement.moveToFinished() local success = true local completed = false core.spawn(function() wait(1) if not completed then success = false moveEvent:Fire() end end) core.spawn(function() myHuman.MoveToFinished:Wait() moveEvent:Fire() end) moveEvent.Event:Wait() completed = true return success end local path = pathfindingService:CreatePath() function movement.pathToLocation(target) if not target or not target.Parent then return end path:ComputeAsync(myRoot.Position, target.Position) if path.Status == Enum.PathStatus.NoPath then return end local waypoints = path:GetWaypoints() --Make sure that path is actually valid if waypoints[1] and core.checkDist(waypoints[1],myRoot) > 10 then runService.Heartbeat:Wait() movement.pathToLocation(target) end troubleshoot.visualizePath(path) for _,waypoint in ipairs(waypoints) do if waypoint.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end myHuman:MoveTo(waypoint.Position) core.spawn(function() while myHuman.WalkToPoint.Y > myRoot.Position.Y - 1 do wait(0.1) myHuman.Jump = true end end) local moveSuccess = movement.moveToFinished() local dist = core.checkDist(myRoot,target) local canSee = core.checkSight(target) if not moveSuccess or not target.Parent or (dist < 30 and canSee) or status:get("currentTarget") ~= target then break elseif (core.checkSight(target) and target.Position.Y <= myRoot.Position.Y-5) then myHuman:MoveTo(myRoot.Position) break end if core.checkDist(target,waypoints[#waypoints]) > 30 then --movement.pathToLocation(target) break end end end function movement.walkRandom() local randX = math.random(-100,100) local randZ = math.random(-100,100) local goal = myRoot.Position + Vector3.new(randX, 0, randZ) local path = pathfindingService:CreatePath() path:ComputeAsync(myRoot.Position, goal) local waypoints = path:GetWaypoints() if path.Status == Enum.PathStatus.Success then for i,waypoint in ipairs(waypoints) do if waypoint.Action == Enum.PathWaypointAction.Jump then myHuman.Jump = true end myHuman:MoveTo(waypoint.Position) core.spawn(function() wait(0.5) if myHuman.WalkToPoint.Y > myRoot.Position.Y then myHuman.Jump = true end end) local moveSuccess = myHuman.MoveToFinished:Wait() if not moveSuccess or status:get("currentTarget") then break end end else wait(2) end end
--[[ This module script contains all the main animations. I put it into this script so it'll be easier to edit. Both arms are welded to a single brick called "animBase". This makes it easier to edit movement animations because you only have to edit the cframe of one brick instead of 2 arms. The idling, walking, and running animations have a Pos and a Rot component. The Pos component is the position of the weld and the Rot component is the rotation of the weld. They're vector3 values so the script can multiply each value by an alpha and add them together to make the smooth transitions possible The table directly below lets you know how each component of the Vector affects the movement of the weld so it's easier to edit This module also contains the reload animation which I moved here for easier editing. The animation function has a parameter S that contains all the functions and variables that are necessary to make the animation run HOW TO EDIT THE RELOAD ANIMATION: -Make sure each block of the animation is made into a separate function, it needs to be like this so if the reload animation needs to be stopped midway, the arms don't glitch out -Each animation piece should only have one wait command at the end of the function -Multiply every duration value, including the wait time values by the animSpeed. That way if you change the reload time, you won't have to change each individual time value for all the animation components --]]
local Animations = { Reload = function(S) --This is the main reload animation. The parameter S contains all the variables and functions that are necessary for this animation --[[ FUNCTION LIST_ S.tweenJoint(Joint, newC0, newC1, Alpha, Duration) --This function tweens a joint to a given C0 and C1. The Alpha parameter is function that returns a number between 0 and 1 given an argument of a number between 0 and 90. The Duration is how fast the joint tweens. NOTE, you can put nil as an argument for the newC0 or newC1 parameter and the function won't tween that specific property of the weld. This is useful if you only want to mess with the C0 or C1 property of a weld. S.makeMagInvisible() --This function makes the mag invisible so it looks like the mag was removed S.makeMagVisible() --This function makes the mag visible again at whatever the previous transparency of the mag parts were S.isMagVisible() --This function returns a true or false value based on whether or not the mag is visible. This can be used to tell if the animation was stopped midway and where to restart the animation S.isMagEmpty() --This function returns a true or false value based on whether or not the mag is empty, meaning the ammo is 0. This can be used to decide if a chambering animation should play after the reload animation S.setNewMag() --This function sets the newMag variable in the clientMain to true which basically lets the script know that a new mag was put into the gun. This is used so that if the reload animation is broken after the new mag was put in but before the chambering animation then the script will simply play the chambering animation instead of putting in another mag S.isNewMag() --This function returns a true or false value based on whether or not the mag that is currently attached to the gun is a new mag. In order for it to be a new mag, it needs to have full ammo. Once you fire, the mag becomes an old mag S.createMag(Key) --This functions clones the Mag and puts it in a table with a Key parameter so you can access the mag in a separate function and it returns a Model containing the Mag and a table that contains the original mag bricks and the corresponding clone. NOTE, the mag bricks will be made non can collide S.getMag(Key) --This function gets a Mag from the mag table given a Key argument and it returns the model that the mag is contained in and the brick that all the other mag parts are welded to S.attachGripToHead() --This function detaches the grip from the right arm and attaches it to the Head. This is so you can make reload animations that require using the right arm to manipulate the gun in any way. The C0 of the grip is changed so the gun stays in the position that it was in before you detached the grip from the right arm. S.attachGripToArm() --This function detaches the grip from the Head and attaches it to the Arm. The C0 of the grip is changed so the gun stays in the position that it was in before you detached the grip from the head S.Sine(X) --This function is an Alpha function for the tweenJoint function. Given a number between 0 and 90, the function will return the sine of that number, which is a number between 0 and 1, which is used to tween a Joint with a Sine movement S.Linear(X) --This function is an Alpha function for the tweenJoint function. Given a number between 0 and 90, the function will return the number / 90, which is a number between 0 and 1, which is used to a tween a Joint with a Linear movement VARIABLE LIST_ S.Handle --This variable is the Handle of gun S.LArm --This variable is the left arm S.RArm --This variable is the right arm S.LWeld --This variable is the left arm weld which is attached to the animBase S.RWeld --This variable is the right arm weld which is attached to the animBase S.LC0 --This variable is the cframe of the left arm joint with respect to the torso S.RC0 --This variable is the cframe of the right arm joint with respect to the torso S.Grip --This variable is the Grip weld which is attached to right arm S.gunIgnore --This variable is the gun ignore model which contains the fake arms and bullets and other stuff S.Cam --This variable is the player camera S.CF --This variable is the shortened form of CFrame.new which you can use instead of CFrame.new S.CFANG --This variable is the shortened form of CFrame.Angles which you can use instead of CFrame.Angles S.V3 --This variable is the shortened form of Vector3.new which you can use instead of Vector3.new S.RAD --This variable is the shortened form of math.rad which you can use instead of math.rad S.reloadTimeLoaded --This variable is the reload time for when the gun is loaded which you can use to modify how fast the reload animation runs S.reloadTimeEmpty --This variable is the reload time for when the gun is empty which you can use to modify how fast the reload animation runs --]] local W1 = nil local W2 = nil local animSpeed = S.isMagEmpty() and S.reloadTimeEmpty / 1.3 or S.reloadTimeLoaded / 0.9 return { function() if (not S.isNewMag()) then if S.isMagVisible() then local Mag1, magTable1 = S.createMag("Mag1") Mag1.Parent = S.gunIgnore W1 = Instance.new("Weld") W1.Part0 = magTable1[1].magClone W1.Part1 = S.Handle W1.C0 = magTable1[1].Original.CFrame:toObjectSpace(S.Handle.CFrame) W1.Parent = magTable1[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(-0.9, 2, -1.1) * S.CFANG(S.RAD(-15), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.RWeld, nil, S.CF(0.3, 0.2, -0.31) * S.CFANG(S.RAD(-12), 0, S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.1 * animSpeed) wait(0.2 * animSpeed) end end end; function() if (not S.isNewMag()) then if S.isMagVisible() then S.makeMagInvisible() W1:Destroy() local Mag1, magTable1 = S.getMag("Mag1") magTable1[1].magClone.Velocity = S.Handle.Velocity + S.Handle.CFrame:vectorToWorldSpace(S.V3(0, -1, 0)) * 20 S.tweenJoint(S.RWeld, nil, S.CF(0.3, 0.2, -0.5) * S.CFANG(S.RAD(-20), S.RAD(10), S.RAD(25)), S.Sine, 0.25 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(0, S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) else S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 0.5, 0) * S.CFANG(S.RAD(95), 0, S.RAD(-25)), S.Sine, 0.2 * animSpeed) wait(0.25 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, magTable1 = S.getMag("Mag1") if Mag1 then Mag1:Destroy() end local Mag2, magTable2 = S.createMag("Mag2") Mag2.Parent = S.gunIgnore local LArmCF = S.LWeld.Part0.CFrame * S.LWeld.C0 * (S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60))):inverse() local RArmCF = S.RWeld.Part0.CFrame * S.RWeld.C0 * (S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25))):inverse() local handleOffsetCF = S.RArm.CFrame:toObjectSpace(S.RArm.CFrame * S.Grip.C0 * (S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10))):inverse()) local originalMagOffsetCF = S.Handle.CFrame:toObjectSpace(magTable2[1].Original.CFrame) local newMagC0 = LArmCF:toObjectSpace(RArmCF * handleOffsetCF * originalMagOffsetCF) W2 = Instance.new("Weld") W2.Part0 = S.LArm W2.Part1 = magTable2[1].magClone W2.C0 = newMagC0 W2.Parent = magTable2[1].magClone S.tweenJoint(S.LWeld, nil, S.CF(0.55, 1, -2.4) * S.CFANG(S.RAD(-20), S.RAD(20), S.RAD(-60)), S.Sine, 0.2 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-12), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if (not S.isNewMag()) then local Mag1, _ = S.getMag("Mag1") local Mag2, _ = S.getMag("Mag2") S.makeMagVisible() S.setNewMag() if Mag1 then Mag1:Destroy() end Mag2:Destroy() end end; function() if S.isMagEmpty() then if S.isNewMag() then S.tweenJoint(S.Grip, nil, S.CFANG(S.RAD(-10), S.RAD(20), S.RAD(10)), S.Sine, 0.15 * animSpeed) S.tweenJoint(S.LWeld, nil, S.CF(0.58, 1.63, -1.4) * S.CFANG(S.RAD(-22), S.RAD(20), S.RAD(-60)), S.Sine, 0.15 * animSpeed)--0.25 S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(25)), S.Sine, 0.2 * animSpeed) end S.tweenJoint(S.LWeld, nil, S.CF(0, 1.3, -0.55) * S.CFANG(S.RAD(-26), 0, 0), S.Sine, 0.2 * animSpeed) wait(0.2 * animSpeed) end end; function() if S.isMagEmpty() then S.tweenJoint(S.LWeld, nil, S.CF(0.4, 1.6, -0.55) * S.CFANG(S.RAD(-23), 0, S.RAD(-60)), S.Sine, 0.1 * animSpeed) wait(0.05 * animSpeed) end end; function() if S.isMagEmpty() then S.tweenJoint(S.RWeld, nil, S.CF(0.6, 0.2, -0.61) * S.CFANG(S.RAD(-15), S.RAD(20), S.RAD(20)), S.Sine, 0.05 * animSpeed) wait(0.15 * animSpeed) end end; } end; Cocking = function(S) end; Crawling = function(X, moveDirection, moveSpeed) --This is the animation for when you're crawling --[[ The moveDirection gives you the angle at which your character is moving with respect to the way you're facing. So if you're moving to the right and you're facing forward then the moveDirection will give you an angle of -90. If you're moving backward and you're facing forward then the moveDirection will give you an angle of 180. I use this angle to adjust the crawling animation so that you're arms move in the direction that you're moving so it looks more realistic rather than the arms constantly moving forward The moveVelocity gives you how fast you're moving in the X-Z plane. It doesn't take your Y-velocity into account so if you're falling your moveVelocity will still be how fast you're moving horizontally. You can use this to adjust how fast the crawling animation runs so if you're moving really slow the animation will play slower --]] return { leftArm = CFrame.Angles( --This is what the cframe of the right arm will be when you're crawling 0, math.rad(90), math.rad(-10) ) * CFrame.new( math.sin(moveDirection) * (math.sin(X * 6) / 4) - 0.2, math.cos(moveDirection) * (math.sin(X * 6) / 2) - 0.1, math.max(math.cos(X * 6) / 4, 0) - 0.1 ) * CFrame.Angles( -math.max(math.cos(X * 6) / 4, 0), 0, 0 ); leftLeg = CFrame.new( --This is what the cframe of the left leg will be when you're crawling math.sin(moveDirection) * (-math.sin(X * 6) / 4) - 0.2, math.cos(moveDirection) * (math.sin(X * 6) / 2) + 0.3, math.max(math.cos(X * 6) / 4, 0) - 0.1 ):inverse() * CFrame.Angles( 0, 0, -math.rad(15) - math.cos(moveDirection) * (math.rad(15) * math.sin(X * 6)) ); rightArm = CFrame.Angles( --This is what the cframe of the left arm will be when you're crawling 0, math.rad(-5), math.rad(10) ) * CFrame.new( math.sin(moveDirection) * (-math.sin(X * 6) / 4) + 0.2, math.cos(moveDirection) * (-math.sin(X * 6) / 5) - 0.2, math.max(math.cos((X + math.rad(30)) * 6) / 10, 0) - 0.1 ) * CFrame.Angles( -math.max(math.cos((X + math.rad(30)) * 6) / 10, 0), 0, 0 ); rightLeg = CFrame.new( --This is what the cframe of the right leg will be when you're crawling math.sin(moveDirection) * (math.sin(X * 6) / 4) + 0.2, math.cos(moveDirection) * (-math.sin(X * 6) / 2) + 0.3, math.max(math.cos((X + math.rad(30)) * 6) / 4, 0) - 0.1 ):inverse() * CFrame.Angles( 0, 0, math.rad(15) - math.cos(moveDirection) * (math.rad(15) * math.sin(X * 6)) ); Grip = CFrame.Angles( --This is what the cframe of the grip will be when you're crawling math.max(math.cos((X + math.rad(30)) * 6) / 7, 0), math.rad(5), 0 ); Camera = 1.5 * math.rad(math.cos((X + math.rad(30)) * 6)) + math.rad(0.5); --This is what the roll of the camera will be when you're crawling } end; Idling = { --This table holds the Idling animations unAimed = function(X) --This is the animation when the gun is not aimed return { Pos = Vector3.new( math.sin(X / 2) / 70, --Side to Side motion math.sin(X * 5 / 4) / 70, --Up and Down motion math.sin(X * 3 / 4) / 70 --Forward and backward motion ); Rot = Vector3.new( 0, --Pitch rotation 0, --Yaw rotation 0 --Roll rotation ); } end; Aimed = function(X) --This is the animation when the gun is aimed return { Pos = Vector3.new( math.sin(X * 3 / 8) / 140, math.sin(X * 15 / 16) / 140, 0 ); Rot = Vector3.new( 0, 0, 0 ); } end; }; Walking = { --This table holds the Walking animations unAimed = function(X) --This is the animation when the gun is not aimed return { Pos = Vector3.new( 4 * math.sin(X * 4.5) / 50, 1.5 * math.sin(X * 9) / 50, 0 ); Rot = Vector3.new( 0, 0, math.rad(math.sin(X * 4.5)) * 2 ); } end; Aimed = function(X) --This is the animation when the gun is aimed return { Pos = Vector3.new( 2 * math.sin(X * 3) / 150, 0.75 * math.sin(X * 6) / 150, 0 ); Rot = Vector3.new( 0, 0, math.rad(math.sin(X * 3)) / 3 ); } end; }; Running = function(X) --This is the animation when the player is running return { Pos = Vector3.new( 4 * math.sin(X * 4.5 * 1.5) / 30, 1.5 * math.sin(X * 9 * 1.5) / 40 + 0.2, 0 ); Rot = Vector3.new( 0, -math.rad(math.sin(X * 4.5 * 1.5)) * 5 + math.rad(3), math.rad(math.sin(X * 4.5 * 1.5)) * 5 ); } end; } return Animations
---------------------------------------Function start here.
if (Tool.Enabled == false) then return false end--end for if!
--//BRAKES//--
local FLDisk = Instance.new("Part") FLDisk.Anchored = true FLDisk.Name = "FLDisk" FLDisk.TopSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.BottomSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.FrontSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.BackSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.LeftSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.RightSurface = Enum.SurfaceType.SmoothNoOutlines FLDisk.Size = Vector3.new(0.4, ((FL.Size.Y)-0.7), ((FL.Size.Y)-0.7)) FLDisk.Parent = FL.Parent FLDisk.Shape = "Cylinder" FLDisk.CFrame = FL.CFrame + Vector3.new((FL.Size.Y/2),(FL.Size.Y/2),(FL.Size.Y/2))*rv FLDisk.CFrame = FLDisk.CFrame * CFrame.Angles(math.rad(75), math.rad(0), math.rad(0)) FLDisk.Transparency = bv local FRDisk = Instance.new("Part") FRDisk.Anchored = true FRDisk.Name = "FRDisk" FRDisk.TopSurface = Enum.SurfaceType.SmoothNoOutlines FRDisk.BottomSurface = Enum.SurfaceType.SmoothNoOutlines FRDisk.FrontSurface = Enum.SurfaceType.SmoothNoOutlines FRDisk.BackSurface = Enum.SurfaceType.SmoothNoOutlines FRDisk.LeftSurface = Enum.SurfaceType.SmoothNoOutlines FRDisk.RightSurface = Enum.SurfaceType.SmoothNoOutlines FRDisk.Size = Vector3.new(0.4, ((FR.Size.Y)-0.7), ((FR.Size.Y)-0.7)) FRDisk.Parent = FR.Parent FRDisk.Shape = "Cylinder" FRDisk.CFrame = FR.CFrame - Vector3.new((FR.Size.Y/2),(FR.Size.Y/2),(FR.Size.Y/2))*rv FRDisk.CFrame = FRDisk.CFrame * CFrame.Angles(math.rad(75), math.rad(0), math.rad(0)) FRDisk.Transparency = bv local RLDisk = Instance.new("Part") RLDisk.Anchored = true RLDisk.Name = "RLDisk" RLDisk.TopSurface = Enum.SurfaceType.SmoothNoOutlines RLDisk.BottomSurface = Enum.SurfaceType.SmoothNoOutlines RLDisk.FrontSurface = Enum.SurfaceType.SmoothNoOutlines RLDisk.BackSurface = Enum.SurfaceType.SmoothNoOutlines RLDisk.LeftSurface = Enum.SurfaceType.SmoothNoOutlines RLDisk.RightSurface = Enum.SurfaceType.SmoothNoOutlines RLDisk.Size = Vector3.new(0.4, ((RL.Size.Y)-0.7), ((RL.Size.Y)-0.7)) RLDisk.Parent = RL.Parent RLDisk.Shape = "Cylinder" RLDisk.CFrame = RL.CFrame + Vector3.new((RL.Size.Y/2),(RL.Size.Y/2),(RL.Size.Y/2))*rv RLDisk.CFrame = RLDisk.CFrame * CFrame.Angles(math.rad(75), math.rad(0), math.rad(0)) RLDisk.Transparency = bv local RRDisk = Instance.new("Part") RRDisk.Anchored = true RRDisk.Name = "RRDisk" RRDisk.TopSurface = Enum.SurfaceType.SmoothNoOutlines RRDisk.BottomSurface = Enum.SurfaceType.SmoothNoOutlines RRDisk.FrontSurface = Enum.SurfaceType.SmoothNoOutlines RRDisk.BackSurface = Enum.SurfaceType.SmoothNoOutlines RRDisk.LeftSurface = Enum.SurfaceType.SmoothNoOutlines RRDisk.RightSurface = Enum.SurfaceType.SmoothNoOutlines RRDisk.Size = Vector3.new(0.4, ((RR.Size.Y)-0.7), ((RR.Size.Y)-0.7)) RRDisk.Parent = RR.Parent RRDisk.Shape = "Cylinder" RRDisk.CFrame = RR.CFrame - Vector3.new((RR.Size.Y/2),(RR.Size.Y/2),(RR.Size.Y/2))*rv RRDisk.CFrame = RRDisk.CFrame * CFrame.Angles(math.rad(75), math.rad(0), math.rad(0)) RRDisk.Transparency = bv moveF = ((FRDisk.Size.Y/2)+0.08) move = ((RRDisk.Size.Y/2)+0.08) VRL = FLDisk.CFrame.lookVector local FLPad = Instance.new("Part") FLPad.Anchored = true FLPad.Size = Vector3.new(.35,0.4,.2) FLPad.Name = "Pad" FLPad.CFrame = FLDisk.CFrame + Vector3.new(moveF, moveF, moveF)*VRL*.98 FLPad.Parent = LWm FLPad.Transparency = bv local UFLPad = Instance.new("Part") UFLPad.Anchored = true UFLPad.Size = Vector3.new(.35,0.4,.2) UFLPad.Name = "UPad" UFLPad.CFrame = FLDisk.CFrame + Vector3.new(moveF, moveF, moveF)*(VRL*-1) UFLPad.Parent = LWm UFLPad.Transparency = bv local FRPad = Instance.new("Part") FRPad.Anchored = true FRPad.Size = Vector3.new(.35,0.4,.2) FRPad.Name = "Pad" FRPad.CFrame = FRDisk.CFrame + Vector3.new(moveF, moveF, moveF)*VRL*.98 FRPad.Parent = RWm FRPad.Transparency = bv local UFRPad = Instance.new("Part") UFRPad.Anchored = true UFRPad.Size = Vector3.new(.35,0.4,.2) UFRPad.Name = "UPad" UFRPad.CFrame = FRDisk.CFrame + Vector3.new(moveF, moveF, moveF)*(VRL*-1) UFRPad.Parent = RWm UFRPad.Transparency = bv local RLPad = Instance.new("Part") RLPad.Anchored = true RLPad.Size = Vector3.new(.35,0.4,.2) RLPad.Name = "Pad" RLPad.Parent = suspRL RLPad.CFrame = RLDisk.CFrame + Vector3.new(move, move, move)*VRL*.98 RLPad.Transparency = bv local URLPad = Instance.new("Part") URLPad.Anchored = true URLPad.Size = Vector3.new(.35,0.4,.2) URLPad.Name = "UPad" URLPad.CFrame = RLDisk.CFrame + Vector3.new(move, move, move)*(VRL*-1) URLPad.Parent = suspRL URLPad.Transparency = bv local RRPad = Instance.new("Part") RRPad.Anchored = true RRPad.Size = Vector3.new(.35,0.4,.2) RRPad.Name = "Pad" RRPad.Parent = suspRR RRPad.CFrame = RRDisk.CFrame + Vector3.new(move, move, move)*VRL*.98 RRPad.Transparency = bv local URRPad = Instance.new("Part") URRPad.Anchored = true URRPad.Size = Vector3.new(.35,0.4,.2) URRPad.Name = "UPad" URRPad.CFrame = RRDisk.CFrame + Vector3.new(move, move, move)*(VRL*-1) URRPad.Parent = suspRR URRPad.Transparency = bv local hitboxF = Instance.new("Part") local x = Vector3.new(FLDisk.Position.X - FRDisk.Position.X) local z = Vector3.new(FLDisk.Position.Z - FRDisk.Position.Z) local t = x + z local tt = math.abs(t.X) hitboxF.Size = Vector3.new(1, 2, tt+2) hitboxF.Anchored = true hitboxF.Parent = script.Parent.Parent hitboxF.Rotation = FLDisk.Rotation hitboxF.CFrame = CFrame.new(((FLDisk.Position + FRDisk.Position))/2) hitboxF.CFrame = hitboxF.CFrame + Vector3.new(FL.Size.Y/1.15, FL.Size.Y/1.15, FL.Size.Y/1.15)*(lv*1) hitboxF.CFrame = hitboxF.CFrame + Vector3.new(0.5, 0.5, 0.5)*(uv*1) hitboxF.Transparency = 1 hitboxF.Name = "HitboxF" local hitboxR = Instance.new("Part") local x = Vector3.new(RLDisk.Position.X - RRDisk.Position.X) local z = Vector3.new(RLDisk.Position.Z - RRDisk.Position.Z) local t = x + z local tt = math.abs(t.X) hitboxR.Size = Vector3.new(1, 2, tt+2) hitboxR.Anchored = true hitboxR.Parent = script.Parent.Parent hitboxR.Rotation = RLDisk.Rotation hitboxR.CFrame = CFrame.new(((RLDisk.Position + RRDisk.Position))/2) hitboxR.CFrame = hitboxR.CFrame + Vector3.new(RL.Size.Y/1.15, RL.Size.Y/1.15, RL.Size.Y/1.15)*(lv*-1) hitboxR.CFrame = hitboxR.CFrame + Vector3.new(0.5, 0.5, 0.5)*(uv*1) hitboxR.Transparency = 1 hitboxR.Name = "HitboxR"
--[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]]
function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.all"), 3) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.all", tostring(i)), 3) end end -- If there are no values then return an already resolved promise. if #promises == 0 or amount == 0 then return Promise.resolve({}) end return Promise._new(traceback, function(resolve, reject, onCancel) -- An array to contain our resolved values from the given promises. local resolvedValues = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local resolvedCount = 0 local rejectedCount = 0 local done = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) if done then return end resolvedCount = resolvedCount + 1 if amount == nil then resolvedValues[i] = ... else resolvedValues[resolvedCount] = ... end if resolvedCount >= (amount or #promises) then done = true resolve(resolvedValues) cancel() end end onCancel(cancel) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:andThen(function(...) resolveOne(i, ...) end, function(...) rejectedCount = rejectedCount + 1 if amount == nil or #promises - rejectedCount < amount then cancel() done = true reject(...) end end) end if done then cancel() end end) end
--Main function
local function AttachAuraControl(source_part, eff_cont) --(source_part, effect_container) local AnimObj local function Start() AnimObj = {} AnimObj["LastUpdate"] = tick() AnimObj["Parts"] = {} for i = 1, 6 do local np = EFFECT_LIB.NewInvisiblePart() np.Transparency = 1 local fire = Instance.new("Fire") fire.Color = Color3.new(255, 0, 127) fire.SecondaryColor = Color3.new(255, 85, 127) fire.Heat = 5 fire.Size = 4 fire.Parent = np AnimObj["Parts"][i] = np np.Parent = eff_cont end end local function Update() local loop = EFFECT_LIB.Loop(4) local loop2 = EFFECT_LIB.Loop(0.8) for i = 1, #AnimObj["Parts"] do AnimObj["Parts"][i].CFrame = source_part.CFrame * CFrame.Angles(1, math.rad(loop * 360 + (360 / #AnimObj["Parts"] * (i - 1))), 0) * CFrame.new(0, 0, -3) * CFrame.Angles(0, math.rad(90), 0) * CFrame.Angles(math.rad(loop2 * -360 + (i * 180)), 0, 0) end end local function Stop() eff_cont:ClearAllChildren() AnimObj = nil end return {Start = Start, Update = Update, Stop = Stop} end return AttachAuraControl
-- Remeber to select the animtion object and set the id to your own!
local walkAnim = script:WaitForChild("Walk") local walkAnimTrack = humanoid.Animator:LoadAnimation(walkAnim) local idleAnim = script:WaitForChild("Idle") local idleAnimTrack = humanoid.Animator:LoadAnimation(idleAnim) humanoid.Running:Connect(function(speed) if speed > 0 then if not walkAnimTrack.IsPlaying and idleAnimTrack.IsPlaying then idleAnimTrack:Stop() walkAnimTrack:Play() end else if walkAnimTrack.IsPlaying and not idleAnimTrack.IsPlaying then idleAnimTrack:Play() walkAnimTrack:Stop() end end end) idleAnimTrack:Play()
--[[ Used to set a handler for when the promise resolves, rejects, or is cancelled. ]]
function Promise.prototype:_finally(traceback, finallyHandler) self._unhandledRejection = false local promise = Promise._new(traceback, function(resolve, reject, onCancel) local handlerPromise onCancel(function() -- The finally Promise is not a proper consumer of self. We don't care about the resolved value. -- All we care about is running at the end. Therefore, if self has no other consumers, it's safe to -- cancel. We don't need to hold out cancelling just because there's a finally handler. self:_consumerCancelled(self) if handlerPromise then handlerPromise:cancel() end end) local finallyCallback = resolve if finallyHandler then finallyCallback = function(...) local callbackReturn = finallyHandler(...) if Promise.is(callbackReturn) then handlerPromise = callbackReturn callbackReturn :finally(function(status) if status ~= Promise.Status.Rejected then resolve(self) end end) :catch(function(...) reject(...) end) else resolve(self) end end end if self._status == Promise.Status.Started then -- The promise is not settled, so queue this. table.insert(self._queuedFinally, finallyCallback) else -- The promise already settled or was cancelled, run the callback now. finallyCallback(self._status) end end) return promise end
---SG Is Here--- ---Please Dont Change Anything Can Dont Work If You Change--
function onClick() script.Parent.Parent.Active = false script.Parent.Parent.Visible = false script.Parent.Parent.Parent.ReFrame.Active = true script.Parent.Parent.Parent.ReFrame.Visible = true end script.Parent.MouseButton1Click:connect(onClick)
--= Made by Interactivity ==-- --= Place this in StarterGui =--
--[=[ @param ignorePlayer Player -- The client to ignore @param ... any -- Arguments passed to the other clients Fires the signal to all clients _except_ the specified client. :::note Outbound Middleware All arguments pass through any outbound middleware (if any) before being sent to the clients. ::: ]=]
function RemoteSignal:FireExcept(ignorePlayer: Player, ...: any) self:FireFilter(function(plr) return plr ~= ignorePlayer end, ...) end
-- Decompiled with the Synapse X Luau decompiler.
local l__HDAdminGUIs__1 = game.Players.LocalPlayer.PlayerGui:WaitForChild("HDAdminGUIs"); l__HDAdminGUIs__1.MainFrame.Pages.Admin.Changed:connect(function() if l__HDAdminGUIs__1.MainFrame.Pages.Admin.Visible == true then l__HDAdminGUIs__1.MainFrame.Pages.Admin.Visible = false; end; end);
-- The maximum is 1. Volumes set above 1 will be unaffected. -- For music heard across the game, if you have other sounds, put this to 0.9 or 1, otherwise you won't hear your music because of the other sounds --
music.Looped = false -- This determines if the sound will repeat forever. If you have more than one sound, you MUST set this to false, otherwise you will be able to
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function GetMass(parent) local mass = 0 for _,v in pairs(parent:GetChildren()) do if (v:IsA("BasePart") or v:IsA("MeshPart")) then if not v.Massless then mass = (mass + v:GetMass()) end end mass = mass + GetMass(v) end return mass end -- GetMass() local function SetMassless(parent, self) for _,part in pairs(parent:GetDescendants()) do if ((part:IsA("BasePart") or part:IsA("MeshPart")) and (part ~= self.main)) then part.Massless = true end end end -- SetMassless
-- Modules
Utils = require(SharedModules:WaitForChild("Utilities")) Ragdoll = require(ServerStorage.Modules.Ragdoll)
--[[ Main RenderStep Update. The camera controller and occlusion module both have opportunities to set and modify (respectively) the CFrame and Focus before it is set once on CurrentCamera. The camera and occlusion modules should only return CFrames, not set the CFrame property of CurrentCamera directly. --]]
function CameraModule:Update(dt) if self.activeCameraController then if FFlagUserCameraToggle then self.activeCameraController:UpdateMouseBehavior() end local newCameraCFrame, newCameraFocus = self.activeCameraController:Update(dt) self.activeCameraController:ApplyVRTransform() if self.activeOcclusionModule then newCameraCFrame, newCameraFocus = self.activeOcclusionModule:Update(dt, newCameraCFrame, newCameraFocus) end -- Here is where the new CFrame and Focus are set for this render frame game.Workspace.CurrentCamera.CFrame = newCameraCFrame game.Workspace.CurrentCamera.Focus = newCameraFocus -- Update to character local transparency as needed based on camera-to-subject distance if self.activeTransparencyController then self.activeTransparencyController:Update() end end end
-- Signal:Fire(...) implemented by running the handler functions on the -- coRunnerThread, and any time the resulting thread yielded without returning -- to us, that means that it yielded to the Roblox scheduler and has been taken -- over by Roblox scheduling, meaning we have to make a new coroutine runner.
function Signal:Fire(...) local item = self._handlerListHead while item do if item._connected then if not freeRunnerThread then freeRunnerThread = coroutine.create(runEventHandlerInFreeThread) end task.spawn(freeRunnerThread, item._fn, ...) end item = item._next end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "Error insanity big bone" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--- Constants used to decide when to notify that the chat filter is having issues filtering messages.
local FILTER_NOTIFCATION_THRESHOLD = 3 --Number of notifcation failures before an error message is output. local FILTER_NOTIFCATION_INTERVAL = 60 --Time between error messages. local FILTER_THRESHOLD_TIME = 60 --If there has not been an issue in this many seconds, the count of issues resets. local module = {} local RunService = game:GetService("RunService") local Chat = game:GetService("Chat") local ReplicatedModules = Chat:WaitForChild("ClientChatModules") local modulesFolder = script.Parent local ReplicatedModules = Chat:WaitForChild("ClientChatModules") local ChatSettings = require(ReplicatedModules:WaitForChild("ChatSettings")) local errorTextColor = ChatSettings.ErrorMessageTextColor or Color3.fromRGB(245, 50, 50) local errorExtraData = {ChatColor = errorTextColor}
--// Ammo Settings
Ammo = 25; StoredAmmo = 33; MagCount = math.huge; -- If you want infinate ammo, set to math.huge EX. MagCount = math.huge; ExplosiveAmmo = 3;
-- Update the previous floor material and current floor material
humanoid:GetPropertyChangedSignal("FloorMaterial"):Connect(function() getFloorMaterial() getSoundProperties() update() if humanoid.MoveDirection.Magnitude > 0 then currentSound.Playing = true end end)
----------------------------------
local mouse = player:GetMouse() local car = script.Parent:WaitForChild("Car").Value local enabled = false local char = car.DriveSeat.SeatWeld.Part1
--Checks for collisions----------
local function CheckHitbox(Character, Object, Plot) if not Object then return false end local CollisionPoints = workspace:GetPartsInPart(Object.PrimaryPart) --Checks if there is collision on any object that is not a child and is not the player---------- for i = 1, #CollisionPoints, 1 do if not CollisionPoints[i].CanTouch then continue end if not (not CollisionPoints[i]:IsDescendantOf(Object) and not CollisionPoints[i]:IsDescendantOf(Character)) and not (CollisionPoints[i] == Plot) then continue end return true end return false end
------------------------------------------------------------------------ -- check whether list has any jump that do not produce a value -- (or produce an inverted value) -- * return value changed to boolean -- * used only in luaK:exp2reg() ------------------------------------------------------------------------
function luaK:need_value(fs, list) while list ~= self.NO_JUMP do local i = self:getjumpcontrol(fs, list) if luaP:GET_OPCODE(i) ~= "OP_TESTSET" then return true end list = self:getjump(fs, list) end return false -- not found end
--[[ hitsound.Volume=.5+(.5*math.random()) hitsound.Pitch=.5+math.random() hitsound:Play() --]]
if RightShoulder and LeftShoulder then RightShoulder.CurrentAngle=0 LeftShoulder.CurrentAngle=0 end end end lastattack=time end end Humanoid.Died:connect(onDied) Humanoid.Running:connect(onRunning) Humanoid.Jumping:connect(onJumping) Humanoid.Climbing:connect(onClimbing) Humanoid.GettingUp:connect(onGettingUp) Humanoid.FreeFalling:connect(onFreeFall) Humanoid.FallingDown:connect(onFallingDown) Humanoid.Seated:connect(onSeated) Humanoid.PlatformStanding:connect(onPlatformStanding) function populatehumanoids(mdl) if mdl.ClassName=="Humanoid" then table.insert(humanoids,mdl) end for i2,mdl2 in ipairs(mdl:GetChildren()) do populatehumanoids(mdl2) end end
--// ToDo: Move to common modules
function methods:WaitUntilParentedCorrectly() while (not self.GuiObject:IsDescendantOf(game:GetService("Players").LocalPlayer)) do self.GuiObject.AncestryChanged:wait() end end
--[[ Returns true if there is a cached appearance for specified userId, otherwise returns false ]]
function CharacterAppearanceCache.hasCached(userId) if appearanceCache[tostring(userId)] then return true else return false end end
--[[ ___ _______ _ _______ / _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/ / __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / / /_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/ SecondLogic @ Inspare Avxnturador @ Novena ]]
local autoscaling = true --Estimates top speed local UNITS = { --Click on speed to change units --First unit is default { 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 }, }
-- DO NOT EDIT THE BELOW UNLESS YOU'RE A SCRIPTER AND KNOW WHAT YOU'RE DOING! --
local songValues = {} local songs = script.Parent:GetChildren() for i,v in pairs(songs) do if v:IsA("IntValue") and v.Name == "MusicId" then table.insert(songValues, v.Value) end end local sound = Instance.new("Sound",script.Parent) sound.Name = "MusicPlayer" if looped == true then sound.Looped = true else sound.Looped = false end sound.Pitch = pitch sound.Volume = volume while true do sound.SoundId = "rbxassetid://"..songValues[math.random(1,#songValues)] sound:Play() wait(songPlayTime) sound:Stop() wait(nextSongPlayTime) end
--[[Weld functions]]
local JS = game:GetService("JointsService") local PGS_ON = workspace:PGSIsEnabled() function MakeWeld(x,y,type,s) if type==nil then type="Weld" end local W=Instance.new(type,JS) W.Part0=x W.Part1=y W.C0=x.CFrame:inverse()*x.CFrame W.C1=y.CFrame:inverse()*x.CFrame if type=="Motor" and s~=nil then W.MaxVelocity=s end return W end function ModelWeld(a,b) if a:IsA("BasePart") and a.Parent.Name ~= ("RotLight") then MakeWeld(b,a,"Weld") for i,v in pairs(a:GetChildren()) do if v ~= nil and v:IsA("BasePart") then ModelWeld(v,b) end end elseif a:IsA("Model") then for i,v in pairs(a:GetChildren()) do ModelWeld(v,b) end end end function UnAnchor(a) if a:IsA("BasePart") then a.Anchored=false end for i,v in pairs(a:GetChildren()) do UnAnchor(v) end end
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 10 -- cooldown for use of the tool again ZoneModelName = "error string" -- name the zone model MobHumanoidName = "Humanoid"-- the name of player or mob u want to damage
--[[Engine]]
-- [TORQUE CURVE VISUAL] -- https://www.desmos.com/calculator/nap6stpjqf -- Use sliders to manipulate values -- Edit everything as if your car is NATURALLY aspirated, or as if it lacks a turbo. Tune.Horsepower = 950 Tune.IdleRPM = 700 Tune.PeakRPM = 7000 Tune.Redline = 8500 Tune.EqPoint = 5252 Tune.PeakSharpness = 20 Tune.CurveMult = 0.2 Tune.InclineComp = 1.7 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees) --Turbo Settings Tune.Aspiration = "Single" --[[ [Aspiration] "Natural" : N/A, Naturally aspirated engine "Single" : Single turbocharger "Double" : Twin turbocharger ]] Tune.Boost = 30 --Max PSI per turbo (If you have two turbos and this is 15, the PSI will be 30) Tune.TurboSize = 54 --Turbo size; the bigger it is, the more lag it has. Tune.CompressRatio = 9 --The compression ratio (look it up) --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, lower = more stable RPM)
--// Unused (Don't delete)
RestMode = false; AttachmentsEnabled = true; UIScope = false; CanSlideLock = false;
--[Basically, Makea brick that is called "T1" for the person to touch , Then make a brick called "Dest" for where they will teleport to, simplez]
--!strict
return { concat = require(script.concat), every = require(script.every), filter = require(script.filter), find = require(script.find), findIndex = require(script.findIndex), forEach = require(script.forEach), from = require(script.from), includes = require(script.includes), indexOf = require(script.indexOf), isArray = require(script.isArray), join = require(script.join), map = require(script.map), reduce = require(script.reduce), reverse = require(script.reverse), shift = require(script.shift), slice = require(script.slice), some = require(script.some), sort = require(script.sort), splice = require(script.splice), unshift = require(script.unshift), }
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 6.20 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 5 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 1.99 , --[[ 3 ]] 1.25 , --[[ 4 ]] 0.98 , --[[ 5 ]] 0.71 , --[[ 6 ]] 0.54 , --[[ 7 ]] 0.45 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--print("intFindPath")
function Zombie:FindPath() for k, v in pairs(WayPoints) do if v.Name == "WayPoint" .. tostring(Shetchik) then --print(v.Name) Shetchik += 1 return v.Position end end return nil end
--[[ if time>nextsound then playsound(time) end --]]
if time>nextjump then nextjump=time+7+(math.random()*5) Humanoid.Jump=true end animate(time) end wait(4) sp:remove() --Rest In Pizza
-- Channel Functions --
function ChannelDown() channel.Value = channel.Value - 1 end TV.CButtonDown.ClickDetector.MouseClick:Connect(ChannelDown) function ChannelUp() channel.Value = channel.Value + 1 end TV.CButtonUp.ClickDetector.MouseClick:Connect(ChannelUp) local function ChangeChannel() if channel.Value < 1 then -- If the VALUE is 0, the script won't work bc the value is nil on the tables. channel.Value = MaxChannel -- You can change the MaxChannel value if you like. elseif channel.Value > MaxChannel then channel.Value = 1 else music.SoundId = songs[channel.Value] music:Play() img.Texture = images[channel.Value] end end channel.Changed:Connect(ChangeChannel)
--[=[ Use to test that the given GuiObject or Rect is above the other GuiObject or Rect. The last argument is optional. If nil, the matcher will pass only if the difference **bottom** edge of the given GuiObject or Rect and the **top** edge of the other GuiObject or Rect is zero or positive. Usage: ```lua expect(a).toBeAbove(b) -- Jest expect(a).to.be.above(b) -- TestEZ ``` ![Example of above(a, b)](/above(a,%20b).png) ```lua expect(a).toBeAbove(b, 5) -- Jest expect(a).to.be.above(b, 5) -- TestEZ ``` ![Example of above(a, b, 5)](/above(a,%20b,%205).png) ```lua expect(a).toBeAbove(b, NumberRange.new(0, 5)) -- Jest expect(a).to.be.above(b, NumberRange.new(0, 5)) -- TestEZ ``` ![Example of above(a, b, NumberRange.new(0, 5))](/above(a,%20b,%20NumberRange.new(0,%205)).png) @tag outside @within CollisionMatchers2D ]=]
local function above(a: GuiObject | Rect, b: GuiObject | Rect, distance: number) local aRect = toRect(a) local bRect = toRect(b) local distanceFromSide = -(aRect.Max - bRect.Min) if distance then if typeof(distance) == "number" then distance = NumberRange.new(distance) end return returnValue( distance.Min <= distanceFromSide.Y and distance.Max >= distanceFromSide.Y, "Was within range", "Was not within range ( " .. tostring(distance) .. ")" ) else return returnValue(distanceFromSide.Y >= 0, "Was above the element", "Was below the element") end end return above
--[[** <description> Add a function to be called before the game closes. Fired with the player and value of the data store. </description> <parameter name = "callback"> The callback function. </parameter> **--]]
function DataStore:BindToClose(callback) table.insert(self.bindToClose, callback) end
--[[ Exposes a single instance of a configuration as Roact's GlobalConfig. ]]
local Config = require(script.Parent.Config) return Config.new()
--DriveSeat.ChildAdded:Connect(autoLight)
DriveSeat.ChildRemoved:Connect(leavedriveseat) Values.Brake.Changed:Connect(brakes) Values.Gear.Changed:Connect(reverse) LightEvent:FireServer("Setup", Low_Beam_Color, High_Beam_Color, Running_Light_Color, Front_Indicator_Color, Rear_Indicator_Color, Fog_Light_Color, Popups_Enabled, Plate_Lights, Plate_Light_Color, Trunk_Lights, Mirror_Indicators, Running_Light_Location, Fade_Time, Indicator_Flash_Rate) local co2 = coroutine.create(function() while wait() do if Sequential_Indicators then if LI.Value then RI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() for i = 1, Sequential_Segments do LightEvent:FireServer("SignalLeft", 0, 0.02, Indicator_Type, Sequential_Indicators, i) wait(Indicator_Flash_Rate / Sequential_Segments) end wait(0.1) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type, Sequential_Indicators, 1) wait(Indicator_Flash_Rate) else LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type, Sequential_Indicators, 1) end if RI.Value then LI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() for i = 1, Sequential_Segments do LightEvent:FireServer("SignalRight", 0, 0.02, Indicator_Type, Sequential_Indicators, i) wait(Indicator_Flash_Rate / Sequential_Segments) end wait(0.1) script.ClickOff:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type, Sequential_Indicators, 1) wait(Indicator_Flash_Rate) else LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type, Sequential_Indicators, 1) end if H.Value then LI.Value = false RI.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() for i = 1, Sequential_Segments do LightEvent:FireServer("Hazards", 0, 0.02, Indicator_Type, Sequential_Indicators, i) wait(Indicator_Flash_Rate / Sequential_Segments) end wait(0.1) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() LightEvent:FireServer("Hazards", 0, 1, Indicator_Type, Sequential_Indicators, 1) wait(Indicator_Flash_Rate) else LightEvent:FireServer("Hazards", 0, 1, Indicator_Type, Sequential_Indicators, 1) end end end end) local co = coroutine.create(function() while wait() do if not Sequential_Indicators then if LI.Value then RI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() LightEvent:FireServer("SignalLeft", 1, 0.02, Indicator_Type) wait(Indicator_Flash_Rate) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("SignalLeft", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type) end wait(Indicator_Flash_Rate) else TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("SignalLeft", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalLeft", 0, 1, Indicator_Type) end end if RI.Value then LI.Value = false H.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() LightEvent:FireServer("SignalRight", 1, 0.02, Indicator_Type) wait(Indicator_Flash_Rate) script.ClickOff:Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Indicators" and parklightActive then LightEvent:FireServer("SignalRight", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type) end wait(Indicator_Flash_Rate) else TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("SignalRight", 0, 0.71, Indicator_Type) else LightEvent:FireServer("SignalRight", 0, 1, Indicator_Type) end end if H.Value then LI.Value = false RI.Value = false script.ClickOn:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 0}):Play() LightEvent:FireServer("Hazards", 1, 0.02, Indicator_Type) wait(Indicator_Flash_Rate) script.ClickOff:Play() TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("Hazards", 0, 0.71, Indicator_Type) else LightEvent:FireServer("Hazards", 0, 1, Indicator_Type) end wait(Indicator_Flash_Rate) else TweenService:Create(script.Parent.LeftInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() TweenService:Create(script.Parent.RightInd, indgui_tweeninfo, {ImageTransparency = 1}):Play() if Running_Light_Location == "Low Beam / Indicators" and parklightActive then LightEvent:FireServer("Hazards", 0, 0.71, Indicator_Type) else LightEvent:FireServer("Hazards", 0, 1, Indicator_Type) end end end end end) coroutine.resume(co) coroutine.resume(co2)
--Right lean Divider
R6LeftLegRightLeanD = 3.5 R6RightLegRightLeanD = 3.5 R6LeftArmRightLeanD = 3.5 R6RightArmRightLeanD = 3.5 R6TorsoRightLeanD = 3.5
--[[ Initialization/Setup ]]
-- local function createTouchGuiContainer() if TouchGui then TouchGui:Destroy() end -- Container for all touch device guis TouchGui = Instance.new('ScreenGui') TouchGui.Name = "TouchGui" TouchGui.Parent = PlayerGui TouchControlFrame = Instance.new('Frame') TouchControlFrame.Name = "TouchControlFrame" TouchControlFrame.Size = UDim2.new(1, 0, 1, 0) TouchControlFrame.BackgroundTransparency = 1 TouchControlFrame.Parent = TouchGui ThumbstickModule:Create(TouchControlFrame) DPadModule:Create(TouchControlFrame) ThumbpadModule:Create(TouchControlFrame) TouchJumpModule:Create(TouchControlFrame) end
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled --Front Suspension Tune.FSusDamping = 500 -- Spring Dampening Tune.FSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 1000 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 2 -- Suspension length (in studs) Tune.FPreCompress = .3 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .1 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Rear Suspension Tune.RSusDamping = 500 -- Spring Dampening Tune.RSusStiffness = 9000 -- Spring Force Tune.FAntiRoll = 50 -- Anti-Roll (Gyro Dampening) Tune.RSusLength = 2 -- Suspension length (in studs) Tune.RPreCompress = .3 -- Pre-compression adds resting length force Tune.RExtensionLim = .3 -- Max Extension Travel (in studs) Tune.RCompressLim = .1 -- Max Compression Travel (in studs) Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.RWsBoneLen = 5 -- Wishbone Length Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward --Aesthetics Tune.SusVisible = false -- Spring Visible Tune.WsBVisible = true -- Wishbone Visible Tune.SusRadius = .2 -- Suspension Coil Radius Tune.SusThickness = .1 -- Suspension Coil Thickness Tune.SusColor = "Black" -- Suspension Color [BrickColor] Tune.SusCoilCount = 6 -- Suspension Coil Count Tune.WsColor = "Black" -- Wishbone Color [BrickColor] Tune.WsThickness = .1 -- Wishbone Rod Thickness
-- // Copyright 2023, vracto, All rights reserved.
local hum = script.Parent:WaitForChild("Humanoid") local seat = nil hum.Seated:Connect(function(active, seatPart) seat = seatPart end) local w = false local s = false local a = false local d = false game:GetService("UserInputService").InputBegan:Connect(function(inp, processed) if processed then return end if inp.KeyCode == Enum.KeyCode.W then w = true end if inp.KeyCode == Enum.KeyCode.S then s = true end if inp.KeyCode == Enum.KeyCode.A then a = true end if inp.KeyCode == Enum.KeyCode.D then d = true end end) game:GetService("UserInputService").InputEnded:Connect(function(inp) if inp.KeyCode == Enum.KeyCode.W then w = false end if inp.KeyCode == Enum.KeyCode.S then s = false end if inp.KeyCode == Enum.KeyCode.A then a = false end if inp.KeyCode == Enum.KeyCode.D then d = false end end) local camera = workspace.CurrentCamera local mouse = game.Players.LocalPlayer:GetMouse() local aa = 0 game:GetService("RunService").RenderStepped:Connect(function() if seat then print(a) print(d) camera.CameraType = Enum.CameraType.Scriptable camera.CFrame = seat.Parent.Camera.CFrame * CFrame.Angles(math.rad((((mouse.Y - mouse.ViewSizeY / 2) / mouse.ViewSizeY)) * -20),math.rad((((mouse.X - mouse.ViewSizeX / 2) / mouse.ViewSizeX)) * -20),0) --seat.BodyGyro.CFrame = CFrame.new(seat.Parent.Body.Position, mouse.Hit.LookVector * 666) seat.BodyGyro.CFrame = CFrame.new(seat.Position, Vector3.new(mouse.Hit.X,mouse.Hit.Y,mouse.Hit.Z)) * CFrame.Angles(0, 0, math.rad(aa)) if w then seat.BodyVelocity.Velocity = seat.CFrame.LookVector * 100 elseif s then seat.BodyVelocity.Velocity = seat.CFrame.LookVector * -100 else seat.BodyVelocity.Velocity = Vector3.new(0, 0, 0) end if a then aa+=3 elseif d then aa+=-3 else seat.BodyAngularVelocity.AngularVelocity = Vector3.new(0,0,0) end else camera.CameraType = Enum.CameraType.Custom end end)
--Automatic Transmission
function Auto() local maxSpin=0 for i,v in pairs(Drive) do if v.RotVelocity.Magnitude>maxSpin then maxSpin = v.RotVelocity.Magnitude end end if _IsOn then _ClutchOn = true if _CGear >= 1 then if _GBrake > 0 and car.DriveSeat.Velocity.Magnitude < 5 then _CGear = 1 else if _Tune.AutoShiftMode == "RPM" then if _RPM>(_Tune.PeakRPM+_Tune.AutoUpThresh) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif math.max(math.min(maxSpin*_Tune.Ratios[_CGear+1]*fFDr,_Tune.Redline+100),_Tune.IdleRPM)<(_Tune.PeakRPM-_Tune.AutoDownThresh) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end else if car.DriveSeat.Velocity.Magnitude > math.ceil(wDRatio*(_Tune.PeakRPM+_Tune.AutoUpThresh)/_Tune.Ratios[_CGear+2]/fFD) then if (_CGear ~= 0) and (_CGear ~= #_Tune.Ratios-2) then _GThrotShift = 0 wait(_Tune.ShiftTime) _GThrotShift = 1 end _CGear=math.min(_CGear+1,#_Tune.Ratios-2) elseif car.DriveSeat.Velocity.Magnitude < math.ceil(wDRatio*(_Tune.PeakRPM-_Tune.AutoDownThresh)/_Tune.Ratios[_CGear+1]/fFD) then if _CGear ~= 1 then _GThrotShift = 0 wait(_Tune.ShiftTime/2) _GThrotShift = 1 end _CGear=math.max(_CGear-1,1) end end end end end end local tqTCS = 1 local sthrot = 0
--[=[ Returns whether or not text is only whitespace @param str string @return boolean ]=]
function String.isWhitespace(str: string): boolean return string.match(str, "[%s]+") == str end
--// F key, Horn
mouse.KeyDown:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 veh.Lightbar.middle.Manual.Volume = 0 end end)
--[=[ @class LocalizationServiceUtils ]=]
local require = require(script.Parent.loader).load(script) local LocalizationService = game:GetService("LocalizationService") local RunService = game:GetService("RunService") local Promise = require("Promise") local ERROR_PUBLISH_REQUIRED = "Publishing the game is required to use GetTranslatorForPlayerAsync API." local LocalizationServiceUtils = {} function LocalizationServiceUtils.promiseTranslator(player) local asyncTranslatorPromise = Promise.spawn(function(resolve, reject) local translator = nil local ok, err = pcall(function() translator = LocalizationService:GetTranslatorForPlayerAsync(player) end) if not ok then reject(err or "Failed to GetTranslatorForPlayerAsync") return end if translator then assert(typeof(translator) == "Instance", "Bad translator") resolve(translator) return end reject("Translator was not returned") return end) -- Give longer in non-studio mode local timeout = 20 if RunService:IsStudio() then timeout = 0.5 end task.delay(timeout, function() if not asyncTranslatorPromise:IsPending() then return end asyncTranslatorPromise:Reject( ("GetTranslatorForPlayerAsync is still pending after %f, using local table") :format(timeout)) end) return asyncTranslatorPromise:Catch(function(err) if err ~= ERROR_PUBLISH_REQUIRED then warn(("[LocalizationServiceUtils.promiseTranslator] - %s"):format(tostring(err))) end -- Fallback to just local stuff local translator = LocalizationService:GetTranslatorForPlayer(player) return translator end) end return LocalizationServiceUtils
-- the following data is to update the ObjectTable
local ValidClassNames = {"Part","WedgePart","TrussPart","Model","Seat","VehicleSeat"} function isValidClass(part) local CN = part.className for i=1,#ValidClassNames do if(CN == ValidClassNames[i]) then return true end end return false end function isValidPart(part) -- returns className if its a part or model otherwise returns nil if isValidClass(part) == true then return part end return nil -- not a part or an model end function retriveParts(model) -- main function for retriving all the parts of a model and loading them into a table if(isValidPart(model) and model.className ~= "Model") then WorkSpaceObjects[WSONum] = model; WSONum = WSONum + 1; else local raw_model = model:GetChildren() for i=1,#raw_model do local part = isValidPart(raw_model[i]) if(part ~= nil) then if(part.className == "Model") then retriveParts(part); else if(part.Anchored == false) then --if(part:findFirstChild("TAG") == nil) then -- Tag = Instance.new("ObjectValue") -- Tag.Parent = part -- Tag.Name = "TAG" WorkSpaceObjects[WSONum] = part; WSONum = WSONum + 1; --end end end end end end end function RemoveBits(model) -- Function for removing bits from our global table as they dont exist in the workspace anymore if(isValidPart(model) and model.className ~= "Model") then for i=1,#WorkSpaceObjects do if(model == WorkSpaceObjects[i]) then table.remove(WorkSpaceObjects,i) WSONum = WSONum -1 end end else local raw_model = model:GetChildren() for i=1,#raw_model do local part = raw_model[i] if(part.className == "Model") then RemoveBits(part); else for i=1,#WorkSpaceObjects do if(part == WorkSpaceObjects[i]) then table.remove(WorkSpaceObjects,i) WSONum = WSONum -1 end end end end end end retriveParts(game.Workspace); -- call our retreiver game.Workspace.ChildAdded:connect(retriveParts)-- just encase any new objects get added to the game game.Workspace.ChildRemoved:connect(RemoveBits)
-- // Equips & Unequip
Remotes.Main1.OnServerEvent:Connect(function(plr,firingtype) local LocalPlayer = plr local Character = LocalPlayer.Character for GetType,_ in pairs(GetTable) do if firingtype == GetType then --LocalPlayer.PlayerGui.ScreenGui.Folder[Slots].Value = true --if LocalPlayer.PlayerGui.ScreenGui.Folder[Slots].Value then if Character:FindFirstChild(GetType) == nil then local FindWeapons = Weapons[GetType]:Clone() FindWeapons.Parent = Character if FindWeapons.WielderType.Value == _.WielderType then local DefineWeldings = Instance.new("Motor6D") DefineWeldings.Part0 = Character["Right Arm"] DefineWeldings.Part1 = FindWeapons.Handle DefineWeldings.C0 = _.WeldCFrame DefineWeldings.Parent = Character["Right Arm"] DefineWeldings.Name = GetType Name = GetType end end end end if firingtype == "Unequip" then pcall(function() Character[Name]:Destroy() end) end end)
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- Roact
local new = Roact.createElement local Frame = require(UI:WaitForChild 'Frame') local ImageLabel = require(UI:WaitForChild 'ImageLabel') local ImageButton = require(UI:WaitForChild 'ImageButton') local TextLabel = require(UI:WaitForChild 'TextLabel') local TextBox = require(UI:WaitForChild 'TextBox')
--Tune--
local StockHP = 150 --Power output desmos: https://www.desmos.com/calculator/wezfve8j90 (does not come with torque curve) local TurboCount = 1 --(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 = 15 --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)
-- Cleans up the falling object after a delay
local function objectCleanup(object, cleanupDelay) delay(cleanupDelay, function() if object then object:Destroy() end end) end
-- Make signal strict
setmetatable(Signal, { __index = function(_tb, key) error(("Attempt to get Signal::%s (not a valid member)"):format(tostring(key)), 2) end, __newindex = function(_tb, key, _value) error(("Attempt to set Signal::%s (not a valid member)"):format(tostring(key)), 2) end, }) return Signal
---------------------------------------------------------
function conf.waitForOverride() -- waits for server to override conf with gamemode values while not conf.override do wait() end end local function _overrideTable(tbl, data) for k,v in pairs(data) do if type(v) == "table" then if not tbl[k] then tbl[k] = {} end _overrideTable(tbl[k], v) else tbl[k] = v end end end function conf.createOverride(name, data) if _overrides[name] then print(string.format("Configuration override %s already exists", name)) return end _overrides[name] = data end function conf.applyOverride(data) local override if type(data) == "table" then override = data else override = _overrides[data] end if override then _overrideTable(conf, override) if isServer then ConfigEvent:FireAllClients("PropagateConfig", conf) end end return conf end if not isServer then ConfigEvent = ReplicatedStorage:WaitForChild("ConfigEvent") ConfigEvent.OnClientEvent:Connect(function(cmd, newConf) if cmd == "PropagateConfig" then _overrideTable(conf, newConf) end end) else ConfigEvent = ReplicatedStorage:FindFirstChild("ConfigEvent") if ConfigEvent == nil then ConfigEvent = Instance.new("RemoteEvent", ReplicatedStorage) ConfigEvent.Name = "ConfigEvent" end Players.PlayerAdded:Connect(function(player) ConfigEvent:FireClient(player, "PropagateConfig", conf) end) end
--[[ Chains a Promise from this one that is resolved if this Promise is resolved, and rejected if it is not resolved. ]]
function Promise.prototype:now(rejectionValue) local traceback = debug.traceback(nil, 2) if self:getStatus() == Promise.Status.Resolved then return self:_andThen(traceback, function(...) return ... end) else return Promise.reject(rejectionValue == nil and Error.new({ kind = Error.Kind.NotResolvedInTime, error = "This Promise was not resolved in time for :now()", context = ":now() was called at:\n\n" .. traceback, }) or rejectionValue) end end Promise.prototype.Now = Promise.prototype.now
------------------------ --[[UTIL Functions]]-- ------------------------ --Global functions used by all classes are wrapped in UTIL --deal with it.
local UTIL = {} function UTIL.Class(tableIn,template) tableIn = tableIn or {} local mt = { __metatable = UTIL.DeepCopy(template); __index = UTIL.DeepCopy(template); } return setmetatable(tableIn, mt) end function UTIL.MakeClass(...) local arg = {...} assert(#arg>0, 'ERROR: class needs 1 argument or more') local members = arg[1] for i=2,#arg,1 do if type(arg[i])=='table' then for key,val in pairs(arg[i]) do if not members[key] then members[key] = val end end end end local function New(init) return UTIL.Class(init or {},members) end local function Copy(obj, ...) local newobj = obj:New(unpack(arg)) for n,v in pairs(obj) do newobj[n] = v end return newobj end members.New = New members.Copy = Copy return mt end function UTIL.DeepCopy(orig) local orig_type = type(orig) local copy if orig_type == 'table' then copy = {} for orig_key, orig_value in next, orig, nil do copy[UTIL.DeepCopy(orig_key)] = UTIL.DeepCopy(orig_value) end setmetatable(copy, UTIL.DeepCopy(getmetatable(orig))) else -- number, string, boolean, etc copy = orig end return copy end function UTIL.Instantiate(guiType) return function(data) local obj = Instance.new(guiType) for k, v in pairs(data) do if type(k) == 'number' then v.Parent = obj else obj[k] = v end end return obj end end function UTIL.RetroRegister(func,...) func() for _,i in ipairs({...}) do i:connect(func) end end
--[[ Returns the last cached value calculated by this Computed object. The computed object will be registered as a dependency unless `asDependency` is false. ]]
function class:get(asDependency: boolean?): any if asDependency ~= false then useDependency(self) end return self._value end
--// Services
local L_106_ = game:GetService('RunService').RenderStepped local L_107_ = game:GetService('UserInputService')
-- Existance in this list signifies that it is an emote, the value indicates if it is a looping emote
local emoteNames = { wave = false, point = false, dance = true, dance2 = true, dance3 = true, laugh = false, cheer = false} local PreloadAnimsUserFlag = false local successPreloadAnim, msgPreloadAnim = pcall(function() PreloadAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserPreloadAnimations") end) if not successPreloadAnim then PreloadAnimsUserFlag = false end math.randomseed(tick()) function configureAnimationSet(name, fileList) if (animTable[name] ~= nil) then for _, connection in pairs(animTable[name].connections) do connection:disconnect() end end animTable[name] = {} animTable[name].count = 0 animTable[name].totalWeight = 0 animTable[name].connections = {} local allowCustomAnimations = true local AllowDisableCustomAnimsUserFlag = false local success, msg = pcall(function() AllowDisableCustomAnimsUserFlag = UserSettings():IsUserFeatureEnabled("UserAllowDisableCustomAnims2") end) if (AllowDisableCustomAnimsUserFlag) then local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end) if not success then allowCustomAnimations = true end end -- check for config values local config = script:FindFirstChild(name) if (allowCustomAnimations and config ~= nil) then table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end)) table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end)) local idx = 1 for _, childPart in pairs(config:GetChildren()) do if (childPart:IsA("Animation")) then table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end)) animTable[name][idx] = {} animTable[name][idx].anim = childPart local weightObject = childPart:FindFirstChild("Weight") if (weightObject == nil) then animTable[name][idx].weight = 1 else animTable[name][idx].weight = weightObject.Value end animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight idx = idx + 1 end end end -- fallback to defaults if (animTable[name].count <= 0) then for idx, anim in pairs(fileList) do animTable[name][idx] = {} animTable[name][idx].anim = Instance.new("Animation") animTable[name][idx].anim.Name = name animTable[name][idx].anim.AnimationId = anim.id animTable[name][idx].weight = anim.weight animTable[name].count = animTable[name].count + 1 animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
--//General functions
function Switch1() for i,v in pairs(aparts) do v.CanCollide = false v.Transparency = 1 for i,v in pairs(bparts) do v.CanCollide = true v.Transparency = 0 end end end function Switch2() for i,v in pairs(bparts) do v.CanCollide = false v.Transparency = 1 for i,v in pairs(aparts) do v.CanCollide = true v.Transparency = 0 end end end
--[[ Identical to Map, except that the result will be reversed. ]]
function Functional.MapReverse(list, callback) local new = {} for key = #list, 1, -1 do new[key] = callback(list[key], key) end return new end
--[=[ Links several instances to a new Janitor, which is then returned. @param ... Instance -- All the Instances you want linked. @return Janitor -- A new Janitor that can be used to manually disconnect all LinkToInstances. ]=]
function Janitor:LinkToInstances(...: Instance) local ManualCleanup = Janitor.new() for _, Object in ipairs({...}) do ManualCleanup:Add(self:LinkToInstance(Object, true), "Disconnect") end return ManualCleanup end
--// Functions
function UpdateTag(plr) if plr == L_1_ or not plr.Character or not plr.Character:FindFirstChild("TeamTagUI") then return; end; local Tag = plr.Character:FindFirstChild("TeamTagUI"); if plr.Team == L_1_.Team then Tag.Enabled = true; if plr.Character:FindFirstChild("ACS_Client") and plr.Character.ACS_Client:FindFirstChild("FireTeam") and plr.Character.ACS_Client.FireTeam.SquadName.Value ~= "" then Tag.Frame.Icon.ImageColor3 = plr.Character.ACS_Client.FireTeam.SquadColor.Value; else Tag.Frame.Icon.ImageColor3 = Color3.fromRGB(255,255,255); end; else Tag.Enabled = false; end end
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.GASettings local Minimalise = script.Parent local window = script.Parent.Parent.Parent
-- Go through each setting value
for _, i in pairs(settingVals) do -- Make sure not nil if i ~= nil then -- Connect changed event i.Changed:connect(function() -- Set border to be on if this item if i.Value == itemName and script.Parent.Parent.Player.Value == plr and script.Parent.ItemType.Value ~= "Emote" and itemName ~= "" then -- Turn on border script.Parent.GreenEdge.Visible = true else -- Check if equip nothing as toy button if itemName == "" and script.Parent.ItemType.Value == "Toy" then -- Check if equipped anywhere local equipped = false for _, o in pairs(settingVals) do if o.Value ~= "" then equipped = true break end end -- Only turn on border if nothing equipped if equipped then script.Parent.GreenEdge.Visible = false else script.Parent.GreenEdge.Visible = true end else -- Check if equipped anywhere local equipped = false for _, o in pairs(settingVals) do if o.Value == itemName then equipped = true break end end -- Set border accordingly if not equipped then script.Parent.GreenEdge.Visible = false else script.Parent.GreenEdge.Visible = true end end end end) -- Set up if i.Value == itemName and script.Parent.Parent.Player.Value == plr and script.Parent.ItemType.Value ~= "Emote" and (script.Parent.ItemType.Value ~= "Toy" or itemName ~= "") then script.Parent.GreenEdge.Visible = true plr.PlayerGui.MainGui.Inventory.Preview.Item.Value = actualItem end end end
--[=[ @return Trove Constructs a Trove object. ]=]
function Trove.new() local self = setmetatable({}, Trove) self._objects = {} return self end
--[[Drivetrain]]
Tune.Config = "AWD" -- "FWD" , "RWD" , "AWD" Tune.TorqueVector = 0 -- AWD ONLY, "-1" has a 100% front bias, "0" has a 50:50 bias, and "1" has a 100% rear bias. Can be any number between that range. --Differential Settings Tune.FDiffSlipThres = 50 -- 1 - 100% (Max threshold of applying full lock determined by deviation from avg speed) Tune.FDiffLockThres = 50 -- 0 - 100% (0 - Bias toward slower wheel, 100 - Bias toward faster wheel) Tune.RDiffSlipThres = 80 -- 1 - 100% Tune.RDiffLockThres = 20 -- 0 - 100% Tune.CDiffSlipThres = 50 -- 1 - 100% [AWD Only] Tune.CDiffLockThres = 50 -- 0 - 100% [AWD Only] --Traction Control Settings Tune.TCSEnabled = true -- Implements TCS Tune.TCSThreshold = 20 -- Slip speed allowed before TCS starts working (in SPS) Tune.TCSGradient = 20 -- Slip speed gradient between 0 to max reduction (in SPS) Tune.TCSLimit = 10 -- Minimum amount of torque at max reduction (in percent)
-------------------------------------------------------------------------------------- --------------------[ PRE-LOADING ]--------------------------------------------------- --------------------------------------------------------------------------------------
CP:Preload(S.explosionSettings.soundId) CP:Preload(S.holeSettings.Texture) CP:Preload(S.sparkSettings.Texture) CP:Preload(S.smokeSettings.Texture) CP:Preload(S.bloodSettings.Texture) CP:Preload("http://www.roblox.com/asset/?id=126877530") --The dark green arrow in the select fire gui CP:Preload("http://www.roblox.com/asset/?id=55754953") --The circle in the select fire gui
-- Don't mess with anything in the script. The constants and variables are all mixed together
local Type = 0 -- Manipulated by GUI (0 = 12 hr, 1 = 24 hr) local Sec = false -- Manipulated by GUI local year = 1970 local month = 1 local day = 1 local Date = "January 1, 1970" local hour = 0 local min = 0 local sec = 0 local tag = "AM" local Time = "12:00 AM" function getDate() local months = {
----------------- --| Constants |-- -----------------
local BLAST_RADIUS = 8 -- Blast radius of the explosion local BLAST_DAMAGE = 60 -- Amount of damage done to players local BLAST_FORCE = 1000 -- Amount of force applied to parts local IGNORE_LIST = {rocket = 1, handle = 1, effect = 1, water = 1} -- Rocket will fly through things named these
-- Contstants --
local Camera = game.Workspace.CurrentCamera --Now that we fixed this up its time to get to the GUI Part! local Player = game.Players.LocalPlayer
-- Warm water
faucet.WarmWaterSet.Interactive.ClickDetector.MouseClick:Connect(function() faucet.Handle:SetPrimaryPartCFrame(faucet.HandleBase.CFrame * CFrame.Angles(math.rad(-90),0,0)) if steam.HotSteam.Enabled == true then steam.HotSteam.Enabled = false end steam.WarmSteam.Enabled = true p.HotOn.Value = true p.ColdOn.Value = true end)
--[=[ Pushes an entry to the left of the queue @param value T ]=]
function Queue:PushLeft(value) self._first = self._first - 1 self[self._first] = value end
-- the script ----------------------
local effect = script.soundeffect if level >= 0 and level <= 100 then effect.HighGain = (level*-1)/2 effect.MidGain = (level*-1)/2 elseif level < 0 then effect.HighGain = -0 effect.MidGain = -0 elseif level > 100 then effect.HighGain = -50 effect.MidGain = -50 end
--[[** Alias for t.union **--]]
t.some = t.union
-- Options:
local MIN_SIZE = Vector3.new(0.05,0.05,0.05) -- Size of main emitter part when rain inactive local RAIN_DEFAULT_COLOR = Color3.new(1,1,1) -- Default color3 of all rain elements local RAIN_DEFAULT_TRANSPARENCY = 0 -- Default transparency scale ratio of all rain elements local RAIN_DEFAULT_SPEEDRATIO = 1 -- Default speed scale ratio of falling rain effects local RAIN_DEFAULT_INTENSITYRATIO = 1 -- Default intensity ratio of all rain elements local RAIN_DEFAULT_LIGHTEMISSION = 0.05 -- Default LightEmission of all rain elements local RAIN_DEFAULT_LIGHTINFLUENCE = 0.9 -- Default LightInfluence of all rain elements local RAIN_DEFAULT_DIRECTION = Vector3.new(0,-1,0) -- Default direction for rain to fall into local RAIN_TRANSPARENCY_T1 = .25 -- Define the shape (time-wise) of the transparency curves for emitters local RAIN_TRANSPARENCY_T2 = .75 local RAIN_SCANHEIGHT = 1000 -- How many studs to scan up from camera position to determine whether occluded local RAIN_EMITTER_DIM_DEFAULT = 40 -- Size of emitter block to the side/up local RAIN_EMITTER_DIM_MAXFORWARD = 100 -- Size of emitter block forwards when looking at the horizon local RAIN_EMITTER_UP_MODIFIER = 20 -- Maximum vertical displacement of emitter (when looking fully up/down) local RAIN_SOUND_ASSET = "rbxassetid://1516791621" local RAIN_SOUND_BASEVOLUME = 0.2 -- Starting volume of rain sound effect when not occluded local RAIN_SOUND_FADEIN_TIME = 1 -- Tween in/out times for sound volume local RAIN_SOUND_FADEOUT_TIME = 1 local RAIN_STRAIGHT_ASSET = "rbxassetid://1822883048" -- Some properties of the straight rain particle effect local RAIN_STRAIGHT_ALPHA_LOW = 0.7 -- Minimum particle transparency for the straight rain emitter local RAIN_STRAIGHT_SIZE = NumberSequence.new(10) local RAIN_STRAIGHT_LIFETIME = NumberRange.new(0.8) local RAIN_STRAIGHT_MAX_RATE = 600 -- Maximum rate for the straight rain emitter local RAIN_STRAIGHT_MAX_SPEED = 60 -- Maximum speed for the straight rain emitter local RAIN_TOPDOWN_ASSET = "rbxassetid://1822856633" -- Some properties of the top-down rain particle effect local RAIN_TOPDOWN_ALPHA_LOW = 0.85 -- Minimum particle transparency for the top-down rain emitter local RAIN_TOPDOWN_SIZE = NumberSequence.new { NumberSequenceKeypoint.new(0, 5.33, 2.75); NumberSequenceKeypoint.new(1, 5.33, 2.75); } local RAIN_TOPDOWN_LIFETIME = NumberRange.new(0.8) local RAIN_TOPDOWN_ROTATION = NumberRange.new(0,360) local RAIN_TOPDOWN_MAX_RATE = 600 -- Maximum rate for the top-down rain emitter local RAIN_TOPDOWN_MAX_SPEED = 60 -- Maximum speed for the top-down rain emitter local RAIN_SPLASH_ASSET = "rbxassetid://1822856633" -- Some properties of the splash particle effect local RAIN_SPLASH_ALPHA_LOW = 0.6 -- Minimum particle transparency for the splash emitters local RAIN_SPLASH_SIZE = NumberSequence.new { NumberSequenceKeypoint.new(0, 0); NumberSequenceKeypoint.new(.4, 3); NumberSequenceKeypoint.new(1, 0); } local RAIN_SPLASH_LIFETIME = NumberRange.new(0.1, 0.15) local RAIN_SPLASH_ROTATION = NumberRange.new(0,360) local RAIN_SPLASH_NUM = 20 -- Amount of splashes per frame local RAIN_SPLASH_CORRECTION_Y = .5 -- Offset from impact position for visual reasons local RAIN_SPLASH_STRAIGHT_OFFSET_Y = 50 -- Offset against rain direction for straight rain particles from splash position local RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MIN = 20 -- Min/max vertical offset from camera height for straight rain particles local RAIN_NOSPLASH_STRAIGHT_OFFSET_Y_MAX = 100 -- when no splash position could be found (i.e. no floor at that XZ-column) local RAIN_OCCLUDED_MINSPEED = 70 -- Minimum speed for the occluded straight rain emitters local RAIN_OCCLUDED_MAXSPEED = 100 -- Maximum speed for the occluded straight rain emitters local RAIN_OCCLUDED_SPREAD = Vector2.new(10,10) -- Spread angle for the occluded straight rain emitters local RAIN_OCCLUDED_MAXINTENSITY = 2 -- How many occluded straight rain particles are emitted for every splash for max intensity local RAIN_OCCLUDECHECK_OFFSET_Y = 500 -- Vertical offset from camera height to start scanning downward from for splashes local RAIN_OCCLUDECHECK_OFFSET_XZ_MIN = -100 -- Range of possible XZ offset values from camera XZ position for the splashes local RAIN_OCCLUDECHECK_OFFSET_XZ_MAX = 100 local RAIN_OCCLUDECHECK_SCAN_Y = 550 -- Scan magnitude along rain path local RAIN_UPDATE_PERIOD = 6 -- Update the transparency of the main emitters + volume of rain inside every X frames local RAIN_VOLUME_SCAN_RADIUS = 35 -- Defining grid for checking how far the camera is away from a spot exposed to rain local RAIN_VOLUME_SCAN_GRID = { -- Unit range grid for scanning how far away user is from rain space -- range 0.2, 4 pts Vector3.new(0.141421363, 0, 0.141421363); Vector3.new(-0.141421363, 0, 0.141421363); Vector3.new(-0.141421363, 0, -0.141421363); Vector3.new(0.141421363, 0, -0.141421363); -- range 0.4, 8 pts Vector3.new(0.400000006, 0, 0); Vector3.new(0.282842726, 0, 0.282842726); Vector3.new(2.44929371e-17, 0, 0.400000006); Vector3.new(-0.282842726, 0, 0.282842726); Vector3.new(-0.400000006, 0, 4.89858741e-17); Vector3.new(-0.282842726, 0, -0.282842726); Vector3.new(-7.34788045e-17, 0, -0.400000006); Vector3.new(0.282842726, 0, -0.282842726); -- range 0.6, 10 pts Vector3.new(0.600000024, 0, 0); Vector3.new(0.485410213, 0, 0.352671146); Vector3.new(0.185410202, 0, 0.570633948); Vector3.new(-0.185410202, 0, 0.570633948); Vector3.new(-0.485410213, 0, 0.352671146); Vector3.new(-0.600000024, 0, 7.34788112e-17); Vector3.new(-0.485410213, 0, -0.352671146); Vector3.new(-0.185410202, 0, -0.570633948); Vector3.new(0.185410202, 0, -0.570633948); Vector3.new(0.485410213, 0, -0.352671146); -- range 0.8, 12 pts Vector3.new(0.772740662, 0, 0.207055241); Vector3.new(0.565685451, 0, 0.565685451); Vector3.new(0.207055241, 0, 0.772740662); Vector3.new(-0.207055241, 0, 0.772740662); Vector3.new(-0.565685451, 0, 0.565685451); Vector3.new(-0.772740662, 0, 0.207055241); Vector3.new(-0.772740662, 0, -0.207055241); Vector3.new(-0.565685451, 0, -0.565685451); Vector3.new(-0.207055241, 0, -0.772740662); Vector3.new(0.207055241, 0, -0.772740662); Vector3.new(0.565685451, 0, -0.565685451); Vector3.new(0.772740662, 0, -0.207055241); }
-- Reset the camera look vector when the camera is enabled for the first time
local SetCameraOnSpawn = true local hasGameLoaded = false local GestureArea = nil
-- Sample assumes a Main Portal Template model exists under Workspace
local mainPortal = Workspace:WaitForChild("Main Portal Template")
-- move the shelly to the newfound goal
bg.CFrame = CFrame.new(shelly.PrimaryPart.Position,goal) bp.Position = (CFrame.new(shelly.PrimaryPart.Position,goal)*CFrame.new(0,0,-100)).p local start = tick() repeat wait(1/2) local ray = Ray.new(shelly.PrimaryPart.Position,Vector3.new(0,-1000,0))
-- This store is to be used only on the client. It contains both UI states and data from the server, the latter being -- synchronized with the server store
local store = Rodux.Store.new(reducer, nil, { Rodux.thunkMiddleware }) return store
--model:remove() --model.Parent = nil
wait(5) -- display regen message for 4 seconds backup.Parent = game.Workspace backup:makeJoints() model:Destroy()